arXiv 2026

AnyAct: Towards Human Reenactment of Character Motion From Video

Liuhan Chen*1, Lei Zhong*2, Jiawei Wang3, Qing Shuai4, Li Yuan1, Leidong Fan5, Qing Li†5, Kanglin Liu5

1Peking University 2Nankai University 3The University of Hong Kong 4Zhejiang University 5Pengcheng Laboratory

Motivation

Animation often begins with motion inspiration.

Animators often begin by watching motion before designing motion. A kangaroo hop, a butterfly wing flap, or the periodic paw motion of a beckoning cat can suggest timing, rhythm, force, and attitude.

But in authoring, the goal is rarely to copy the source body literally. Artists want a plausible human performance: a starting point that keeps the dynamic impression of the reference while remaining easy to edit, control, and refine.

Signature Examples

What should survive when the body changes?

A kangaroo jump and a butterfly flap make the challenge concrete: the output should not copy the source body, but it should keep the timing, force, and rhythm that make the motion recognizable.

Kangaroo-like jumping reference and human reenactment

Kangaroo-like jumping

Force, recoil, and airborne timing become a plausible human jump.

Butterfly-like wing flapping reference and human reenactment

Butterfly-like wing flapping

Repeated local wing beats become rhythmic human arm motion.

The Gap

Why the usual tools break here.

A single character video can be full of motion personality, but it arrives without the clean structure that conventional pipelines expect.

Mocap assumes a human.

Video-based mocap is built around human skeletons or body models, so a kangaroo, a toy, or a stylized character falls outside its usual shape space.

Retargeting assumes a source rig.

Traditional retargeting often starts from structured 3D motion and a known mapping between bodies. In-the-wild videos usually provide neither.

Character videos give neither.

A single clip may reveal timing, rhythm, and attitude, but not a reliable 3D reconstruction or a clean topology for the source character.

Key Insight

Motion can survive without the body.

AnyAct does not try to recover the source character. Instead, it asks which part of the motion remains meaningful after the body changes.

Sparse local articulated cues, such as a limb swing, a repeated flap, or the rise-and-fall pattern of a jump, can carry the dynamic impression across very different topologies. A complete source reconstruction is not required; the motion idea remains.

timing rhythm local articulation dynamic impression
Paper motivation figure showing kangaroo joints and human joints aligned across motion frames

Method Story

From character video to human motion.

AnyAct follows a simple handoff: find the motion cues that can transfer, turn them into local control, then let a human motion generator produce an editable first draft.

01

Keep only what can transfer

VFE finds sparse 2D local trajectories using animal, human, or user-guided keypoint extraction, depending on the input character.

02

Turn cues into control

A ControlNet-like 2D Local Adapter converts those local trajectories into conditioning signals for MoMask++.

03

Generate a first draft

The output is a plausible human reenactment meant to be steered, edited, and refined in an authoring workflow.

AnyAct method overview

Why It Works

Three moves make sparse cues usable.

01

Train from human motion only.

Because paired character-video and human-motion examples are unavailable, AnyAct creates supervision by projecting human motion into augmented sparse 2D conditions.

02

Learn 2D control from 3D guidance.

A 3D-conditioned branch first learns a cleaner motion relationship, then transfers that knowledge to the 2D branch used for monocular videos.

03

Separate local motion from travel.

Local cues describe how parts move; root trajectory describes where the body goes. Separating them keeps the generated motion controllable.

Results Gallery

Reenactments across diverse characters.

Across animals, toys, and stylized characters, AnyAct preserves recognizable dynamics in readable human performances.

Artist Control

A starting point should stay editable.

AnyAct is designed for authoring, not just one-shot generation. The resulting human motion can be steered with trajectories and adjusted with intuitive edits.

Alternative Route

Physical-proxy capture solves a different setup.

DancingBox is a related but different route.

DancingBox uses constrained physical proxies with explicit ground cues, user interaction, and per-sample tuning. AnyAct instead targets ordinary monocular character videos without known topology or clean 3D source motion.

Physical-proxies-based reenactment comparison example

Citation

BibTeX

@article{chen2026anyact,
  title={AnyAct: Towards Human Reenactment of Character Motion From Video},
  author={Chen, Liuhan and Zhong, Lei and Wang, Jiawei and Shuai, Qin and Yuan, Li and Fan, Leidong and Li, Qing and Liu, Kanglin},
  journal={arXiv preprint arXiv:2605.15497},
  year={2026}
}