phongdaot/MocapAnything

[SIGGRAPH ASIA 2026]: End-to-End Motion Capture for Arbitrary Skeletons

What it solves

MoCapAnything V2 enables end-to-end motion capture from a single monocular video for virtually any skeleton type, allowing users to transfer movement from a video (such as a human dancing) to a target 3D asset (such as an animal or custom rigged character) without needing complex manual setup or specialized hardware.

How it works

The project uses a main model called video2pose2rot, which maps video sequences directly to joint rotations (BVH format). It combines two sub-tasks: video2pose (predicting joint positions from images) and pose2rot (converting those positions into rotations). To handle different species and scales, it uses a single reference pose-rotation pair from the target asset to anchor the coordinate system. This approach removes the need for analytical Inverse Kinematics (IK) and is significantly faster than previous mesh-based methods.

Who it’s for

This tool is designed for 3D animators, game developers, and researchers who need to drive rigged characters with real-world footage, specifically those working with non-human skeletons or custom rigs.

Highlights

  • End-to-End Pipeline: Directly converts video to joint rotations without requiring an analytical IK loop.
  • Arbitrary Skeleton Support: Generalizes to unseen animals and custom rigged FBX characters.
  • High Performance: Approximately 20— faster than mesh-based pipelines because it is mesh-free.
  • Dance Anything Feature: Integrates SAM2 to isolate a dancer from a video and retarget those movements to a target creature, complete with original audio sync.

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