arXiv:2605.19355cs.GRcs.AI2026-05

动态调整锚点位置,让不同体型角色动作交互更自然。

Skinned Motion Retargeting with Spatially Adaptive Interaction Guidance

论文配图:Skinned Motion Retargeting with Spatially Adaptive Interaction Guidance
图 1 · 摘自论文原文
  • 用可自适应移动的锚点替代固定锚点,匹配目标角色身体结构。
  • 在多种角色体型下,交互语义保持率显著优于现有方法。
  • 适合角色动画、游戏建模等需要精确肢体交互的场景。

在不同体型角色间迁移动作时,如何保持交互语义(如自接触和近身距离)仍是难题。现有几何感知方法依赖预定义的静态对应区域,当目标角色体态夸张时效果不佳。本文提出一种基于几何感知的运动重定向框架,通过空间自适应锚点实现近距离匹配。与静态锚点不同,该方法利用基于Transformer的锚点精炼策略,动态调整锚点位置至目标角色可达区域,并通过可微软投影确保其位于角色几何表面。结合源角色的姿态依赖空间结构,自适应锚点为交互感知的重定向提供结构一致的引导。在此基础上,基于图的自编码器预测目标骨骼运动,保留源动作的空间构型。为促进锚点适应与运动重定向间的任务对齐优化,采用交替训练策略,交替优化两个模块。大量实验表明,本方法在多种角色几何形态下均显著优于当前最优方案,有效提升了交互保真度。

原文摘要 · Abstract (English)

Retargeting motion across characters with varying body shapes while preserving interaction semantics, such as self-contact and near-body proximity, remains a challenging problem. While recent geometry-aware approaches address this by maintaining spatial relationships between predefined corresponding regions, their reliance on static correspondences often struggles when the target character exhibits exaggerated body proportions. In this paper, we present a geometry-aware motion retargeting framework that preserves interaction semantics by performing proximity matching over spatially adaptive anchors. Unlike prior methods with static anchor definitions, the proposed method dynamically repositions anchors to reachable regions on the target character. This is achieved via a Transformer-based anchor refinement strategy that predicts anchor displacements and constrains the translated anchors to remain on the target character geometry through differentiable soft projection. By incorporating pose-dependent spatial structures from the source character, the adapted anchors provide structurally coherent guidance for interaction-aware retargeting. Conditioned on these anchors, a graph-based autoencoder predicts target skeletal motion that preserves the spatial configuration of the source. To encourage task-aligned optimization between anchor adaptation and motion retargeting, we adopt an alternating training scheme in which each module is optimized in turn. Through extensive evaluations, we demonstrate that our method outperforms state-of-the-art approaches in preserving interaction fidelity across diverse character geometries.

动作重定向几何感知锚点自适应角色动画

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