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Motion Avatar: Generate Human and Animal Avatars with Arbitrary Motion

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arxiv 2405.11286 v2 pith:7F6EWYFT submitted 2024-05-18 cs.CV

Motion Avatar: Generate Human and Animal Avatars with Arbitrary Motion

classification cs.CV
keywords motionavataranimalgenerationavatarschallengecustomizablehuman
verification ladder T0 review T1 audit T2 compute T3 formal T4 reserved
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In recent years, there has been significant interest in creating 3D avatars and motions, driven by their diverse applications in areas like film-making, video games, AR/VR, and human-robot interaction. However, current efforts primarily concentrate on either generating the 3D avatar mesh alone or producing motion sequences, with integrating these two aspects proving to be a persistent challenge. Additionally, while avatar and motion generation predominantly target humans, extending these techniques to animals remains a significant challenge due to inadequate training data and methods. To bridge these gaps, our paper presents three key contributions. Firstly, we proposed a novel agent-based approach named Motion Avatar, which allows for the automatic generation of high-quality customizable human and animal avatars with motions through text queries. The method significantly advanced the progress in dynamic 3D character generation. Secondly, we introduced a LLM planner that coordinates both motion and avatar generation, which transforms a discriminative planning into a customizable Q&A fashion. Lastly, we presented an animal motion dataset named Zoo-300K, comprising approximately 300,000 text-motion pairs across 65 animal categories and its building pipeline ZooGen, which serves as a valuable resource for the community. See project website https://steve-zeyu-zhang.github.io/MotionAvatar/

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Cited by 1 Pith paper

Reviewed papers in the Pith corpus that reference this work. Sorted by Pith novelty score.

  1. UniMesh: Unifying 3D Mesh Understanding and Generation

    cs.CV 2026-04 unverdicted novelty 5.0

    UniMesh unifies 3D mesh generation and understanding in one model via a Mesh Head interface, Chain of Mesh iterative editing, and an Actor-Evaluator self-reflection loop.