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, converting it into 3D joint rotations ready for animation (BVH format). Unlike many motion capture tools, it is not limited to human bodies; it supports arbitrary skeletons, including animals, objects, and custom rigged characters, without requiring a template-specific body model.
How it works
The system uses a main model called video2pose2rot, which is a single end-to-end network. It maps a video sequence and a reference skeleton to joint rotations through two jointly fine-tuned subtasks:
video2pose: Predicts 3D joint positions from the image sequence and a reference pose.pose2rot: Converts those joint positions into joint rotations based on a reference pose-rotation pair.
This approach is mesh-free, avoiding the need for analytical Inverse Kinematics (IK) or complex mesh-based pipelines, making it approximately 20 faster than mesh-based alternatives.
Who it’s for
This tool is designed for animators, 3D artists, and researchers who need to transfer motion from real-world videos to various 3D characters (humans, animals, or custom rigs) without expensive motion capture equipment.
Highlights
- Arbitrary Skeleton Support: Works with animals, humans, and custom FBX rigged characters.
- End-to-End Pipeline: Directly predicts BVH-ready rotations from video to pose to rotation.
- High Performance: Significantly faster than mesh-based pipelines by predicting joints directly.
- Custom Rig Integration: Allows users to bring their own rigged FBX files to generate skeleton topology and reference poses.
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