Skip to main content
GameDev.net gamedev.net

Retargeting News

The latest Retargeting coverage curated for game developers.

PDB: Point-Based Deformation Blending for Facial Animation Retargeting

arXiv cs.GR details PDB, a facial animation retargeting method that blends deformed control points to move expressions across mismatched meshes. It computes target weights once, reuses them per character, and …

Research arXiv cs.GR · 3 days, 18 hours ago
MotionPersona: Real-Time Locomotion Control across Personas, Bodies, and Styles

arXiv cs.GR details MotionPersona, a real-time locomotion controller that keeps performer-specific motion traits while retargeting across different bodies and styles. The system was trained on 48 performers and runs in …

Research arXiv cs.GR · 1 week, 1 day ago
Two2Four: Generative Quadruped Puppeteering from Human Motion

Two2Four is a new human-to-quadruped puppeteering system that turns ordinary human motion into plausible animal animation. Built on a two-stage diffusion model trained only on quadruped motion, it aims to …

Research arXiv cs.GR · 2 months, 1 week ago
Neural Motion Blending Across Arbitrary Character Topologies

A new neural motion-blending system can interpolate animation across characters with different skeleton topologies, not just near-identical rigs. It pairs a semantic motion encoder with a diffusion decoder to reconstruct …

Research arXiv cs.GR · 2 months, 3 weeks ago
TopoCap: Learning Topology-Agnostic Motion Priors for Monocular Video-to-Animation

TopoCap tackles a real production pain point: retargeting motion from monocular video onto rigs that don’t share a human template. The paper claims zero-shot animation transfer across arbitrary skeletal topologies, …

Research arXiv cs.GR · 3 months, 4 weeks ago
AvatarMix: Identity-Preserving Cross-Avatar Composition for Outfit Personalization

AvatarMix tackles a real pain point in avatar outfit transfer: keeping identity and clothing intact without seam or intersection artifacts. It composes head and body from two high-fidelity Gaussian avatars, …

Research arXiv cs.GR · 4 months, 1 week ago
AnyAct: Towards Human Reenactment of Character Motion From Video

AnyAct turns monocular video of non-human characters into editable human motion, aiming to give animators a usable starting point instead of a full reconstruction. The method leans on sparse local …

Research arXiv cs.GR · 4 months, 3 weeks ago
A Unified Conditional Flow for Motion Generation, Editing, and Intra-Structural Retargeting

A single rectified-flow model can now handle text-to-motion generation, semantic editing, and same-topology retargeting in one pass. The system conditions on both text and skeleton, then uses joint-level tokenization and …

Research arXiv cs.GR · 5 months, 3 weeks ago