Abstract
To address these limitations, we introduce Motion2Motion, a novel, training-free framework. Simply yet effectively, Motion2Motion works with only one or a few example motions on the target skeleton, by accessing a sparse set of bone correspondences between the source and target skeletons. Through comprehensive qualitative and quantitative evaluations, we demonstrate that Motion2Motion achieves efficient and reliable performance in both similar-skeleton and cross-species skeleton transfer scenarios.
Key Features & Results
Cross-Topology Motion Retargeting
We demonstrate both in-species and cross-species motion retargeting examples:
Anaconda attack motion → King Cobra (in-species) → T-Rex (cross-species)
Biped to Quadruped Animation Retargeting
High-quality motion transfer between different locomotion types:
Flamingo walking motion → Monkey: Coherent hind legs, natural tail & arm motion
Matching with Sparse Correspondence
Our system works with minimal bone binding - as few as 6 bound bones:
Dog animation from bear motion with only 6 bound bones (visualized in purple)
Motion Phase Visualization
Phase coherence analysis across different species:
T-Rex → Human & Fox: Hind leg binding maintains phase coherence across different species
Sparse Source Key Frames
Retargeting with temporally sparse source motion:
Purple frames: Provided key frames | Blue frames: Ground truth
Successfully retarget dragon motion from sparse bat motion key frames
Comparison with Baselines
Our method significantly outperforms existing approaches:
Dragon → Bat retargeting: Our result shows stable alignment with source motion
System Overview
Motion2Motion works in a motion-matching fashion with sparse bone correspondence:

System overview of Motion2Motion. (A) The source motion sequence. (B) The source sequence is divided into overlapping motion patches . (C) Each source patch is projected to the target skeleton space via sparse mapping and noise initialization, serving as the query for retrieval. For each source patch, we retrieve target patches (D) from a pre-built motion patch database, based on sparse correspondences. (E) The matched target patches are averaged for blending. (F) The retargeted motion is reconstructed from the blended target patches. (C)-(F) are executed in L times.
Applications
SMPL-Based Motion to Any Character
Bridging the gap between simple motion capture and complex game characters:
SMPL motion → Complex game characters with dynamic elements like clothing and hair
Blender Add-on
Professional workflow integration for real-time motion retargeting:
See our Blender add-on in action: real-time motion retargeting with intuitive interface
Citation
If you find our work useful, please consider citing:
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Acknowledgments
Work done during Ling-Hao Chen's internship at IDEA Research. The author team would like to acknowledge all program committee members for their extensive efforts and constructive suggestions. In addition, Weiyu Li (HKUST), Shunlin Lu (CUHK-SZ), and Bohong Chen (ZJU) had discussed with the author team many times throughout the process. The author team would like to convey sincere appreciation to them as well.