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Oct 22

MagicStick: Controllable Video Editing via Control Handle Transformations

Text-based video editing has recently attracted considerable interest in changing the style or replacing the objects with a similar structure. Beyond this, we demonstrate that properties such as shape, size, location, motion, etc., can also be edited in videos. Our key insight is that the keyframe transformations of the specific internal feature (e.g., edge maps of objects or human pose), can easily propagate to other frames to provide generation guidance. We thus propose MagicStick, a controllable video editing method that edits the video properties by utilizing the transformation on the extracted internal control signals. In detail, to keep the appearance, we inflate both the pretrained image diffusion model and ControlNet to the temporal dimension and train low-rank adaptions (LORA) layers to fit the specific scenes. Then, in editing, we perform an inversion and editing framework. Differently, finetuned ControlNet is introduced in both inversion and generation for attention guidance with the proposed attention remix between the spatial attention maps of inversion and editing. Yet succinct, our method is the first method to show the ability of video property editing from the pre-trained text-to-image model. We present experiments on numerous examples within our unified framework. We also compare with shape-aware text-based editing and handcrafted motion video generation, demonstrating our superior temporal consistency and editing capability than previous works. The code and models will be made publicly available.

  • 8 authors
·
Dec 5, 2023 2

LivePhoto: Real Image Animation with Text-guided Motion Control

Despite the recent progress in text-to-video generation, existing studies usually overlook the issue that only spatial contents but not temporal motions in synthesized videos are under the control of text. Towards such a challenge, this work presents a practical system, named LivePhoto, which allows users to animate an image of their interest with text descriptions. We first establish a strong baseline that helps a well-learned text-to-image generator (i.e., Stable Diffusion) take an image as a further input. We then equip the improved generator with a motion module for temporal modeling and propose a carefully designed training pipeline to better link texts and motions. In particular, considering the facts that (1) text can only describe motions roughly (e.g., regardless of the moving speed) and (2) text may include both content and motion descriptions, we introduce a motion intensity estimation module as well as a text re-weighting module to reduce the ambiguity of text-to-motion mapping. Empirical evidence suggests that our approach is capable of well decoding motion-related textual instructions into videos, such as actions, camera movements, or even conjuring new contents from thin air (e.g., pouring water into an empty glass). Interestingly, thanks to the proposed intensity learning mechanism, our system offers users an additional control signal (i.e., the motion intensity) besides text for video customization.

  • 7 authors
·
Dec 5, 2023 3

MMM: Generative Masked Motion Model

Recent advances in text-to-motion generation using diffusion and autoregressive models have shown promising results. However, these models often suffer from a trade-off between real-time performance, high fidelity, and motion editability. To address this gap, we introduce MMM, a novel yet simple motion generation paradigm based on Masked Motion Model. MMM consists of two key components: (1) a motion tokenizer that transforms 3D human motion into a sequence of discrete tokens in latent space, and (2) a conditional masked motion transformer that learns to predict randomly masked motion tokens, conditioned on the pre-computed text tokens. By attending to motion and text tokens in all directions, MMM explicitly captures inherent dependency among motion tokens and semantic mapping between motion and text tokens. During inference, this allows parallel and iterative decoding of multiple motion tokens that are highly consistent with fine-grained text descriptions, therefore simultaneously achieving high-fidelity and high-speed motion generation. In addition, MMM has innate motion editability. By simply placing mask tokens in the place that needs editing, MMM automatically fills the gaps while guaranteeing smooth transitions between editing and non-editing parts. Extensive experiments on the HumanML3D and KIT-ML datasets demonstrate that MMM surpasses current leading methods in generating high-quality motion (evidenced by superior FID scores of 0.08 and 0.429), while offering advanced editing features such as body-part modification, motion in-betweening, and the synthesis of long motion sequences. In addition, MMM is two orders of magnitude faster on a single mid-range GPU than editable motion diffusion models. Our project page is available at https://exitudio.github.io/MMM-page.

  • 4 authors
·
Dec 6, 2023

Motion-2-to-3: Leveraging 2D Motion Data to Boost 3D Motion Generation

Text-driven human motion synthesis is capturing significant attention for its ability to effortlessly generate intricate movements from abstract text cues, showcasing its potential for revolutionizing motion design not only in film narratives but also in virtual reality experiences and computer game development. Existing methods often rely on 3D motion capture data, which require special setups resulting in higher costs for data acquisition, ultimately limiting the diversity and scope of human motion. In contrast, 2D human videos offer a vast and accessible source of motion data, covering a wider range of styles and activities. In this paper, we explore leveraging 2D human motion extracted from videos as an alternative data source to improve text-driven 3D motion generation. Our approach introduces a novel framework that disentangles local joint motion from global movements, enabling efficient learning of local motion priors from 2D data. We first train a single-view 2D local motion generator on a large dataset of text-motion pairs. To enhance this model to synthesize 3D motion, we fine-tune the generator with 3D data, transforming it into a multi-view generator that predicts view-consistent local joint motion and root dynamics. Experiments on the HumanML3D dataset and novel text prompts demonstrate that our method efficiently utilizes 2D data, supporting realistic 3D human motion generation and broadening the range of motion types it supports. Our code will be made publicly available at https://zju3dv.github.io/Motion-2-to-3/.

  • 11 authors
·
Dec 17, 2024

Story-to-Motion: Synthesizing Infinite and Controllable Character Animation from Long Text

Generating natural human motion from a story has the potential to transform the landscape of animation, gaming, and film industries. A new and challenging task, Story-to-Motion, arises when characters are required to move to various locations and perform specific motions based on a long text description. This task demands a fusion of low-level control (trajectories) and high-level control (motion semantics). Previous works in character control and text-to-motion have addressed related aspects, yet a comprehensive solution remains elusive: character control methods do not handle text description, whereas text-to-motion methods lack position constraints and often produce unstable motions. In light of these limitations, we propose a novel system that generates controllable, infinitely long motions and trajectories aligned with the input text. (1) We leverage contemporary Large Language Models to act as a text-driven motion scheduler to extract a series of (text, position, duration) pairs from long text. (2) We develop a text-driven motion retrieval scheme that incorporates motion matching with motion semantic and trajectory constraints. (3) We design a progressive mask transformer that addresses common artifacts in the transition motion such as unnatural pose and foot sliding. Beyond its pioneering role as the first comprehensive solution for Story-to-Motion, our system undergoes evaluation across three distinct sub-tasks: trajectory following, temporal action composition, and motion blending, where it outperforms previous state-of-the-art motion synthesis methods across the board. Homepage: https://story2motion.github.io/.

  • 4 authors
·
Nov 13, 2023

FateZero: Fusing Attentions for Zero-shot Text-based Video Editing

The diffusion-based generative models have achieved remarkable success in text-based image generation. However, since it contains enormous randomness in generation progress, it is still challenging to apply such models for real-world visual content editing, especially in videos. In this paper, we propose FateZero, a zero-shot text-based editing method on real-world videos without per-prompt training or use-specific mask. To edit videos consistently, we propose several techniques based on the pre-trained models. Firstly, in contrast to the straightforward DDIM inversion technique, our approach captures intermediate attention maps during inversion, which effectively retain both structural and motion information. These maps are directly fused in the editing process rather than generated during denoising. To further minimize semantic leakage of the source video, we then fuse self-attentions with a blending mask obtained by cross-attention features from the source prompt. Furthermore, we have implemented a reform of the self-attention mechanism in denoising UNet by introducing spatial-temporal attention to ensure frame consistency. Yet succinct, our method is the first one to show the ability of zero-shot text-driven video style and local attribute editing from the trained text-to-image model. We also have a better zero-shot shape-aware editing ability based on the text-to-video model. Extensive experiments demonstrate our superior temporal consistency and editing capability than previous works.

  • 7 authors
·
Mar 16, 2023

Multi-Track Timeline Control for Text-Driven 3D Human Motion Generation

Recent advances in generative modeling have led to promising progress on synthesizing 3D human motion from text, with methods that can generate character animations from short prompts and specified durations. However, using a single text prompt as input lacks the fine-grained control needed by animators, such as composing multiple actions and defining precise durations for parts of the motion. To address this, we introduce the new problem of timeline control for text-driven motion synthesis, which provides an intuitive, yet fine-grained, input interface for users. Instead of a single prompt, users can specify a multi-track timeline of multiple prompts organized in temporal intervals that may overlap. This enables specifying the exact timings of each action and composing multiple actions in sequence or at overlapping intervals. To generate composite animations from a multi-track timeline, we propose a new test-time denoising method. This method can be integrated with any pre-trained motion diffusion model to synthesize realistic motions that accurately reflect the timeline. At every step of denoising, our method processes each timeline interval (text prompt) individually, subsequently aggregating the predictions with consideration for the specific body parts engaged in each action. Experimental comparisons and ablations validate that our method produces realistic motions that respect the semantics and timing of given text prompts. Our code and models are publicly available at https://mathis.petrovich.fr/stmc.

  • 7 authors
·
Jan 16, 2024

Kinetic Typography Diffusion Model

This paper introduces a method for realistic kinetic typography that generates user-preferred animatable 'text content'. We draw on recent advances in guided video diffusion models to achieve visually-pleasing text appearances. To do this, we first construct a kinetic typography dataset, comprising about 600K videos. Our dataset is made from a variety of combinations in 584 templates designed by professional motion graphics designers and involves changing each letter's position, glyph, and size (i.e., flying, glitches, chromatic aberration, reflecting effects, etc.). Next, we propose a video diffusion model for kinetic typography. For this, there are three requirements: aesthetic appearances, motion effects, and readable letters. This paper identifies the requirements. For this, we present static and dynamic captions used as spatial and temporal guidance of a video diffusion model, respectively. The static caption describes the overall appearance of the video, such as colors, texture and glyph which represent a shape of each letter. The dynamic caption accounts for the movements of letters and backgrounds. We add one more guidance with zero convolution to determine which text content should be visible in the video. We apply the zero convolution to the text content, and impose it on the diffusion model. Lastly, our glyph loss, only minimizing a difference between the predicted word and its ground-truth, is proposed to make the prediction letters readable. Experiments show that our model generates kinetic typography videos with legible and artistic letter motions based on text prompts.

  • 4 authors
·
Jul 15, 2024 1

Sound Sparks Motion: Audio and Text Tuning for Video Editing

Motion-centric video editing remains difficult for large generative video models, which often respond well to appearance changes but struggle to produce specific, localized actions or state transitions in an existing clip. We introduce Sound Sparks Motion, a training-free framework that enables motion editing in an audio-visual video generation model by tuning its internal multimodal conditioning signals at test time. Rather than modifying model weights, our method tunes only two lightweight variables: an audio latent derived from the source video and a residual perturbation in the text-conditioning. We find that this combination can encourage motion edits that the underlying model often struggles to realize under prompt-only control. Since there is no direct way to evaluate temporal alignment between text and motion, we guide the tuning process using a vision-language model that provides feedback indicating whether the intended motion appears in the generated video. This simple supervision yields an effective semantic objective for motion editing, while regularization and perceptual-temporal constraints help preserve content and visual quality. Beyond per-video tuning, we show that the learned latent controls are transferable across videos, suggesting that they capture reusable motion-edit directions rather than overfitting to a single example. Our results highlight multimodal conditioning tuning, particularly through the audio pathway, as a promising direction for motion-aware video editing, and suggest that test-time tuning can serve as a lightweight probing mechanism that helps reveal latent motion controls embedded in the model's multimodal conditioning. Code and data are available via our project page: https://amirhossein-razlighi.github.io/Sound_Sparks_Motion/

  • 5 authors
·
May 13

MotionFlux: Efficient Text-Guided Motion Generation through Rectified Flow Matching and Preference Alignment

Motion generation is essential for animating virtual characters and embodied agents. While recent text-driven methods have made significant strides, they often struggle with achieving precise alignment between linguistic descriptions and motion semantics, as well as with the inefficiencies of slow, multi-step inference. To address these issues, we introduce TMR++ Aligned Preference Optimization (TAPO), an innovative framework that aligns subtle motion variations with textual modifiers and incorporates iterative adjustments to reinforce semantic grounding. To further enable real-time synthesis, we propose MotionFLUX, a high-speed generation framework based on deterministic rectified flow matching. Unlike traditional diffusion models, which require hundreds of denoising steps, MotionFLUX constructs optimal transport paths between noise distributions and motion spaces, facilitating real-time synthesis. The linearized probability paths reduce the need for multi-step sampling typical of sequential methods, significantly accelerating inference time without sacrificing motion quality. Experimental results demonstrate that, together, TAPO and MotionFLUX form a unified system that outperforms state-of-the-art approaches in both semantic consistency and motion quality, while also accelerating generation speed. The code and pretrained models will be released.

  • 5 authors
·
Aug 26, 2025 2

P-Flow: Prompting Visual Effects Generation

Recent advancements in video generation models have significantly improved their ability to follow text prompts. However, the customization of dynamic visual effects, defined as temporally evolving and appearance-driven visual phenomena like object crushing or explosion, remains underexplored. Prior works on motion customization or control mainly focus on low-level motions of the subject or camera, which can be guided using explicit control signals such as motion trajectories. In contrast, dynamic visual effects involve higher-level semantics that are more naturally suited for control via text prompts. However, it is hard and time-consuming for humans to craft a single prompt that accurately specifies these effects, as they require complex temporal reasoning and iterative refinement over time. To address this challenge, we propose P-Flow, a novel training-free framework for customizing dynamic visual effects in video generation without modifying the underlying model. By leveraging the semantic and temporal reasoning capabilities of vision-language models, P-Flow performs test-time prompt optimization, refining prompts based on the discrepancy between the visual effects of the reference video and the generated output. Through iterative refinement, the prompts evolve to better induce the desired dynamic effect in novel scenes. Experiments demonstrate that P-Flow achieves high-fidelity and diverse visual effect customization and outperforms other models on both text-to-video and image-to-video generation tasks. Code is available at https://github.com/showlab/P-Flow.

  • 2 authors
·
Mar 22

Wan-Animate-2: Pushing the Application Boundaries of Character Animation

Character image animation remains a foundational yet challenging task in computer vision. Existing approaches can be broadly categorized into three paradigms: methods based on explicit motion representations suffer from extraction errors and identity drift; methods based on implicit motion features lose fine-grained dynamics through compression; and in-context learning approaches avoid intermediate representations but incur prohibitive computational costs. Furthermore, all current systems are designed for offline synthesis, unable to meet the real-time requirements of interactive applications such as digital avatars and live-streaming hosts. To address these limitations, we present Wan-Animate-2, an end-to-end character animation framework that directly consumes the driving video within a redesigned Diffusion Transformer. Our architecture achieves superior motion fidelity and identity preservation by eliminating intermediate motion extractors entirely. We further introduce text driven viewpoint control that decouples the output camera perspective from the driving video--a capability rarely supported by prior character animation methods that rely on explicit motion representations. Beyond generation quality, we present Wan-Animate-2-Lite, an efficient variant that reduces inference latency to real-time thresholds through a three-stage training paradigm: teacher forcing pretraining with error buffer mechanism, and Self-Forcing distillation with chunk-wise backpropagation. This enables streaming character animation for interactive applications, opening new deployment scenarios that were previously infeasible. Qualitative evaluations and user studies demonstrate that Wan-Animate-2 achieves high-fidelity animation results across diverse characters and motion patterns. To foster further research and community development, we will release the Wan-Animate-2-Base model weights to the public.

  • 14 authors
·
Aug 7

Time-to-Move: Training-Free Motion Controlled Video Generation via Dual-Clock Denoising

Diffusion-based video generation can create realistic videos, yet existing image- and text-based conditioning fails to offer precise motion control. Prior methods for motion-conditioned synthesis typically require model-specific fine-tuning, which is computationally expensive and restrictive. We introduce Time-to-Move (TTM), a training-free, plug-and-play framework for motion- and appearance-controlled video generation with image-to-video (I2V) diffusion models. Our key insight is to use crude reference animations obtained through user-friendly manipulations such as cut-and-drag or depth-based reprojection. Motivated by SDEdit's use of coarse layout cues for image editing, we treat the crude animations as coarse motion cues and adapt the mechanism to the video domain. We preserve appearance with image conditioning and introduce dual-clock denoising, a region-dependent strategy that enforces strong alignment in motion-specified regions while allowing flexibility elsewhere, balancing fidelity to user intent with natural dynamics. This lightweight modification of the sampling process incurs no additional training or runtime cost and is compatible with any backbone. Extensive experiments on object and camera motion benchmarks show that TTM matches or exceeds existing training-based baselines in realism and motion control. Beyond this, TTM introduces a unique capability: precise appearance control through pixel-level conditioning, exceeding the limits of text-only prompting. Visit our project page for video examples and code: https://time-to-move.github.io/.

Reenact Anything: Semantic Video Motion Transfer Using Motion-Textual Inversion

Recent years have seen a tremendous improvement in the quality of video generation and editing approaches. While several techniques focus on editing appearance, few address motion. Current approaches using text, trajectories, or bounding boxes are limited to simple motions, so we specify motions with a single motion reference video instead. We further propose to use a pre-trained image-to-video model rather than a text-to-video model. This approach allows us to preserve the exact appearance and position of a target object or scene and helps disentangle appearance from motion. Our method, called motion-textual inversion, leverages our observation that image-to-video models extract appearance mainly from the (latent) image input, while the text/image embedding injected via cross-attention predominantly controls motion. We thus represent motion using text/image embedding tokens. By operating on an inflated motion-text embedding containing multiple text/image embedding tokens per frame, we achieve a high temporal motion granularity. Once optimized on the motion reference video, this embedding can be applied to various target images to generate videos with semantically similar motions. Our approach does not require spatial alignment between the motion reference video and target image, generalizes across various domains, and can be applied to various tasks such as full-body and face reenactment, as well as controlling the motion of inanimate objects and the camera. We empirically demonstrate the effectiveness of our method in the semantic video motion transfer task, significantly outperforming existing methods in this context.

  • 5 authors
·
Aug 1, 2024 2

VTR-Bench: A Systematic Benchmark for Evaluating Visual Text Rendering in Video Generation

Recent video generation models can produce highly realistic videos from natural language instructions, with visual quality approaching cinematic standards. Existing evaluation benchmarks, however, predominantly assess visual quality, aesthetic appeal and physical plausibility, while paying limited attention to text, an essential medium for conveying information in everyday scenes. A generated video may appear visually compelling and feature lifelike subjects, yet still render the text within the scene incorrectly. To address this overlooked dimension, we introduce VTR-Bench, a systematic benchmark for evaluating the Visual Text Rendering capabilities of video generation models. VTR-Bench situates text within concrete application scenarios, such as advertisements and scientific videos, with 300 carefully constructed prompts spanning five scenario categories. We develop an automated evaluation pipeline with human alignments that separately assesses text fidelity through carrier-specific transcription and scene and motion requirements through a prompt-specific chain of query. Beyond evaluation, we introduce a Keyframe-Guided Agentic Framework in which a Director agent coordinates image and video generation with visual evaluation, guiding iterative refinement and candidate selection through visual feedback. Experiments on 11 state-of-the-art models reveal widespread difficulties in accurately rendering scene text, with the best-performing model recording an overall word error rate (WER) of 0.250. We further analyze text rendering failures to characterize the challenges faced by current video generation models. These findings highlight visual text rendering as a key challenge for video generation and demonstrate a practical path toward improvement. Code is available at https://github.com/hardenyu21/VTR-Bench.

  • 11 authors
·
Sep 30 2

AnimateZero: Video Diffusion Models are Zero-Shot Image Animators

Large-scale text-to-video (T2V) diffusion models have great progress in recent years in terms of visual quality, motion and temporal consistency. However, the generation process is still a black box, where all attributes (e.g., appearance, motion) are learned and generated jointly without precise control ability other than rough text descriptions. Inspired by image animation which decouples the video as one specific appearance with the corresponding motion, we propose AnimateZero to unveil the pre-trained text-to-video diffusion model, i.e., AnimateDiff, and provide more precise appearance and motion control abilities for it. For appearance control, we borrow intermediate latents and their features from the text-to-image (T2I) generation for ensuring the generated first frame is equal to the given generated image. For temporal control, we replace the global temporal attention of the original T2V model with our proposed positional-corrected window attention to ensure other frames align with the first frame well. Empowered by the proposed methods, AnimateZero can successfully control the generating progress without further training. As a zero-shot image animator for given images, AnimateZero also enables multiple new applications, including interactive video generation and real image animation. The detailed experiments demonstrate the effectiveness of the proposed method in both T2V and related applications.

  • 7 authors
·
Dec 6, 2023 1

UMO: Unified In-Context Learning Unlocks Motion Foundation Model Priors

Large-scale foundation models (LFMs) have recently made impressive progress in text-to-motion generation by learning strong generative priors from massive 3D human motion datasets and paired text descriptions. However, how to effectively and efficiently leverage such single-purpose motion LFMs, i.e., text-to-motion synthesis, in more diverse cross-modal and in-context motion generation downstream tasks remains largely unclear. Prior work typically adapts pretrained generative priors to individual downstream tasks in a task-specific manner. In contrast, our goal is to unlock such priors to support a broad spectrum of downstream motion generation tasks within a single unified framework. To bridge this gap, we present UMO, a simple yet general unified formulation that casts diverse downstream tasks into compositions of atomic per-frame operations, enabling in-context adaptation to unlock the generative priors of pretrained DiT-based motion LFMs. Specifically, UMO introduces three learnable frame-level meta-operation embeddings to specify per-frame intent and employs lightweight temporal fusion to inject in-context cues into the pretrained backbone, with negligible runtime overhead compared to the base model. With this design, UMO finetunes the pretrained model, originally limited to text-to-motion generation, to support diverse previously unsupported tasks, including temporal inpainting, text-guided motion editing, text-serialized geometric constraints, and multi-identity reaction generation. Experiments demonstrate that UMO consistently outperforms task-specific and training-free baselines across a wide range of benchmarks, despite using a single unified model. Code and model will be publicly available. Project Page: https://oliver-cong02.github.io/UMO.github.io/

  • 12 authors
·
Mar 16

ShotVerse: Advancing Cinematic Camera Control for Text-Driven Multi-Shot Video Creation

Text-driven video generation has democratized film creation, but camera control in cinematic multi-shot scenarios remains a significant block. Implicit textual prompts lack precision, while explicit trajectory conditioning imposes prohibitive manual overhead and often triggers execution failures in current models. To overcome this bottleneck, we propose a data-centric paradigm shift, positing that aligned (Caption, Trajectory, Video) triplets form an inherent joint distribution that can connect automated plotting and precise execution. Guided by this insight, we present ShotVerse, a "Plan-then-Control" framework that decouples generation into two collaborative agents: a VLM (Vision-Language Model)-based Planner that leverages spatial priors to obtain cinematic, globally aligned trajectories from text, and a Controller that renders these trajectories into multi-shot video content via a camera adapter. Central to our approach is the construction of a data foundation: we design an automated multi-shot camera calibration pipeline aligns disjoint single-shot trajectories into a unified global coordinate system. This facilitates the curation of ShotVerse-Bench, a high-fidelity cinematic dataset with a three-track evaluation protocol that serves as the bedrock for our framework. Extensive experiments demonstrate that ShotVerse effectively bridges the gap between unreliable textual control and labor-intensive manual plotting, achieving superior cinematic aesthetics and generating multi-shot videos that are both camera-accurate and cross-shot consistent.

tencent Tencent
·
Mar 11 2

MotionDuet: Dual-Conditioned 3D Human Motion Generation with Video-Regularized Text Learning

3D Human motion generation is pivotal across film, animation, gaming, and embodied intelligence. Traditional 3D motion synthesis relies on costly motion capture, while recent work shows that 2D videos provide rich, temporally coherent observations of human behavior. Existing approaches, however, either map high-level text descriptions to motion or rely solely on video conditioning, leaving a gap between generated dynamics and real-world motion statistics. We introduce MotionDuet, a multimodal framework that aligns motion generation with the distribution of video-derived representations. In this dual-conditioning paradigm, video cues extracted from a pretrained model (e.g., VideoMAE) ground low-level motion dynamics, while textual prompts provide semantic intent. To bridge the distribution gap across modalities, we propose Dual-stream Unified Encoding and Transformation (DUET) and a Distribution-Aware Structural Harmonization (DASH) loss. DUET fuses video-informed cues into the motion latent space via unified encoding and dynamic attention, while DASH aligns motion trajectories with both distributional and structural statistics of video features. An auto-guidance mechanism further balances textual and visual signals by leveraging a weakened copy of the model, enhancing controllability without sacrificing diversity. Extensive experiments demonstrate that MotionDuet generates realistic and controllable human motions, surpassing strong state-of-the-art baselines.

  • 7 authors
·
Nov 22, 2025

MotionEdit: Benchmarking and Learning Motion-Centric Image Editing

We introduce MotionEdit, a novel dataset for motion-centric image editing-the task of modifying subject actions and interactions while preserving identity, structure, and physical plausibility. Unlike existing image editing datasets that focus on static appearance changes or contain only sparse, low-quality motion edits, MotionEdit provides high-fidelity image pairs depicting realistic motion transformations extracted and verified from continuous videos. This new task is not only scientifically challenging but also practically significant, powering downstream applications such as frame-controlled video synthesis and animation. To evaluate model performance on the novel task, we introduce MotionEdit-Bench, a benchmark that challenges models on motion-centric edits and measures model performance with generative, discriminative, and preference-based metrics. Benchmark results reveal that motion editing remains highly challenging for existing state-of-the-art diffusion-based editing models. To address this gap, we propose MotionNFT (Motion-guided Negative-aware Fine Tuning), a post-training framework that computes motion alignment rewards based on how well the motion flow between input and model-edited images matches the ground-truth motion, guiding models toward accurate motion transformations. Extensive experiments on FLUX.1 Kontext and Qwen-Image-Edit show that MotionNFT consistently improves editing quality and motion fidelity of both base models on the motion editing task without sacrificing general editing ability, demonstrating its effectiveness.

  • 5 authors
·
Dec 10, 2025 3

MotionSight: Boosting Fine-Grained Motion Understanding in Multimodal LLMs

Despite advancements in Multimodal Large Language Models (MLLMs), their proficiency in fine-grained video motion understanding remains critically limited. They often lack inter-frame differencing and tend to average or ignore subtle visual cues. Furthermore, while visual prompting has shown potential in static images, its application to video's temporal complexities, particularly for fine-grained motion understanding, remains largely unexplored. We investigate whether inherent capability can be unlocked and boost MLLMs' motion perception and enable distinct visual signatures tailored to decouple object and camera motion cues. In this study, we introduce MotionSight, a novel zero-shot method pioneering object-centric visual spotlight and motion blur as visual prompts to effectively improve fine-grained motion understanding without training. To convert this into valuable data assets, we curated MotionVid-QA, the first large-scale dataset for fine-grained video motion understanding, with hierarchical annotations including SFT and preference data, {\Theta}(40K) video clips and {\Theta}(87K) QAs. Experiments show MotionSight achieves state-of-the-art open-source performance and competitiveness with commercial models. In particular, for fine-grained motion understanding we present a novel zero-shot technique and a large-scale, high-quality dataset. All the code and annotations will be publicly available.

  • 9 authors
·
Jun 2, 2025 2

MotionRFT: Unified Reinforcement Fine-Tuning for Text-to-Motion Generation

Text-to-motion generation has advanced with diffusion- and flow-based generative models, yet supervised pretraining remains insufficient to align models with high-level objectives such as semantic consistency, realism, and human preference. Existing post-training methods have key limitations: they (1) target a specific motion representation, such as joints, (2) optimize a particular aspect, such as text-motion alignment, and may compromise other factors; and (3) incur substantial computational overhead, data dependence, and coarse-grained optimization. We present a reinforcement fine-tuning framework that comprises a heterogeneous-representation, multi-dimensional reward model, MotionReward, and an efficient, fine-grained fine-tuning method, EasyTune. To obtain a unified semantics representation, MotionReward maps heterogeneous motions into a shared semantic space anchored by text, enabling multidimensional reward learning; Self-refinement Preference Learning further enhances semantics without additional annotations. For efficient and effective fine-tuning, we identify the recursive gradient dependence across denoising steps as the key bottleneck, and propose EasyTune, which optimizes step-wise rather than over the full trajectory, yielding dense, fine-grained, and memory-efficient updates. Extensive experiments validate the effectiveness of our framework, achieving FID 0.132 at 22.10 GB peak memory for MLD model and saving up to 15.22 GB over DRaFT. It reduces FID by 22.9% on joint-based ACMDM, and achieves a 12.6% R-Precision gain and 23.3% FID improvement on rotation-based HY Motion. Our project page with code is publicly available.

  • 6 authors
·
Mar 28

Textual Decomposition Then Sub-motion-space Scattering for Open-Vocabulary Motion Generation

Text-to-motion generation is a crucial task in computer vision, which generates the target 3D motion by the given text. The existing annotated datasets are limited in scale, resulting in most existing methods overfitting to the small datasets and unable to generalize to the motions of the open domain. Some methods attempt to solve the open-vocabulary motion generation problem by aligning to the CLIP space or using the Pretrain-then-Finetuning paradigm. However, the current annotated dataset's limited scale only allows them to achieve mapping from sub-text-space to sub-motion-space, instead of mapping between full-text-space and full-motion-space (full mapping), which is the key to attaining open-vocabulary motion generation. To this end, this paper proposes to leverage the atomic motion (simple body part motions over a short time period) as an intermediate representation, and leverage two orderly coupled steps, i.e., Textual Decomposition and Sub-motion-space Scattering, to address the full mapping problem. For Textual Decomposition, we design a fine-grained description conversion algorithm, and combine it with the generalization ability of a large language model to convert any given motion text into atomic texts. Sub-motion-space Scattering learns the compositional process from atomic motions to the target motions, to make the learned sub-motion-space scattered to form the full-motion-space. For a given motion of the open domain, it transforms the extrapolation into interpolation and thereby significantly improves generalization. Our network, DSO-Net, combines textual decomposition and sub-motion-space scattering to solve the open-vocabulary motion generation. Extensive experiments demonstrate that our DSO-Net achieves significant improvements over the state-of-the-art methods on open-vocabulary motion generation. Code is available at https://vankouf.github.io/DSONet/.

  • 9 authors
·
Nov 6, 2024

AnyI2V: Animating Any Conditional Image with Motion Control

Recent advancements in video generation, particularly in diffusion models, have driven notable progress in text-to-video (T2V) and image-to-video (I2V) synthesis. However, challenges remain in effectively integrating dynamic motion signals and flexible spatial constraints. Existing T2V methods typically rely on text prompts, which inherently lack precise control over the spatial layout of generated content. In contrast, I2V methods are limited by their dependence on real images, which restricts the editability of the synthesized content. Although some methods incorporate ControlNet to introduce image-based conditioning, they often lack explicit motion control and require computationally expensive training. To address these limitations, we propose AnyI2V, a training-free framework that animates any conditional images with user-defined motion trajectories. AnyI2V supports a broader range of modalities as the conditional image, including data types such as meshes and point clouds that are not supported by ControlNet, enabling more flexible and versatile video generation. Additionally, it supports mixed conditional inputs and enables style transfer and editing via LoRA and text prompts. Extensive experiments demonstrate that the proposed AnyI2V achieves superior performance and provides a new perspective in spatial- and motion-controlled video generation. Code is available at https://henghuiding.com/AnyI2V/.

  • 4 authors
·
Jul 3, 2025 1

AniClipart: Clipart Animation with Text-to-Video Priors

Clipart, a pre-made graphic art form, offers a convenient and efficient way of illustrating visual content. Traditional workflows to convert static clipart images into motion sequences are laborious and time-consuming, involving numerous intricate steps like rigging, key animation and in-betweening. Recent advancements in text-to-video generation hold great potential in resolving this problem. Nevertheless, direct application of text-to-video generation models often struggles to retain the visual identity of clipart images or generate cartoon-style motions, resulting in unsatisfactory animation outcomes. In this paper, we introduce AniClipart, a system that transforms static clipart images into high-quality motion sequences guided by text-to-video priors. To generate cartoon-style and smooth motion, we first define B\'{e}zier curves over keypoints of the clipart image as a form of motion regularization. We then align the motion trajectories of the keypoints with the provided text prompt by optimizing the Video Score Distillation Sampling (VSDS) loss, which encodes adequate knowledge of natural motion within a pretrained text-to-video diffusion model. With a differentiable As-Rigid-As-Possible shape deformation algorithm, our method can be end-to-end optimized while maintaining deformation rigidity. Experimental results show that the proposed AniClipart consistently outperforms existing image-to-video generation models, in terms of text-video alignment, visual identity preservation, and motion consistency. Furthermore, we showcase the versatility of AniClipart by adapting it to generate a broader array of animation formats, such as layered animation, which allows topological changes.

  • 4 authors
·
Apr 18, 2024 1

MotionCLIP: Exposing Human Motion Generation to CLIP Space

We introduce MotionCLIP, a 3D human motion auto-encoder featuring a latent embedding that is disentangled, well behaved, and supports highly semantic textual descriptions. MotionCLIP gains its unique power by aligning its latent space with that of the Contrastive Language-Image Pre-training (CLIP) model. Aligning the human motion manifold to CLIP space implicitly infuses the extremely rich semantic knowledge of CLIP into the manifold. In particular, it helps continuity by placing semantically similar motions close to one another, and disentanglement, which is inherited from the CLIP-space structure. MotionCLIP comprises a transformer-based motion auto-encoder, trained to reconstruct motion while being aligned to its text label's position in CLIP-space. We further leverage CLIP's unique visual understanding and inject an even stronger signal through aligning motion to rendered frames in a self-supervised manner. We show that although CLIP has never seen the motion domain, MotionCLIP offers unprecedented text-to-motion abilities, allowing out-of-domain actions, disentangled editing, and abstract language specification. For example, the text prompt "couch" is decoded into a sitting down motion, due to lingual similarity, and the prompt "Spiderman" results in a web-swinging-like solution that is far from seen during training. In addition, we show how the introduced latent space can be leveraged for motion interpolation, editing and recognition.

  • 5 authors
·
Mar 15, 2022

MotionCrafter: One-Shot Motion Customization of Diffusion Models

The essence of a video lies in its dynamic motions, including character actions, object movements, and camera movements. While text-to-video generative diffusion models have recently advanced in creating diverse contents, controlling specific motions through text prompts remains a significant challenge. A primary issue is the coupling of appearance and motion, often leading to overfitting on appearance. To tackle this challenge, we introduce MotionCrafter, a novel one-shot instance-guided motion customization method. MotionCrafter employs a parallel spatial-temporal architecture that injects the reference motion into the temporal component of the base model, while the spatial module is independently adjusted for character or style control. To enhance the disentanglement of motion and appearance, we propose an innovative dual-branch motion disentanglement approach, comprising a motion disentanglement loss and an appearance prior enhancement strategy. During training, a frozen base model provides appearance normalization, effectively separating appearance from motion and thereby preserving diversity. Comprehensive quantitative and qualitative experiments, along with user preference tests, demonstrate that MotionCrafter can successfully integrate dynamic motions while preserving the coherence and quality of the base model with a wide range of appearance generation capabilities. Project page: https://zyxelsa.github.io/homepage-motioncrafter. Codes are available at https://github.com/zyxElsa/MotionCrafter.

  • 7 authors
·
Dec 8, 2023

LAMP: Learn A Motion Pattern for Few-Shot-Based Video Generation

With the impressive progress in diffusion-based text-to-image generation, extending such powerful generative ability to text-to-video raises enormous attention. Existing methods either require large-scale text-video pairs and a large number of training resources or learn motions that are precisely aligned with template videos. It is non-trivial to balance a trade-off between the degree of generation freedom and the resource costs for video generation. In our study, we present a few-shot-based tuning framework, LAMP, which enables text-to-image diffusion model Learn A specific Motion Pattern with 8~16 videos on a single GPU. Specifically, we design a first-frame-conditioned pipeline that uses an off-the-shelf text-to-image model for content generation so that our tuned video diffusion model mainly focuses on motion learning. The well-developed text-to-image techniques can provide visually pleasing and diverse content as generation conditions, which highly improves video quality and generation freedom. To capture the features of temporal dimension, we expand the pretrained 2D convolution layers of the T2I model to our novel temporal-spatial motion learning layers and modify the attention blocks to the temporal level. Additionally, we develop an effective inference trick, shared-noise sampling, which can improve the stability of videos with computational costs. Our method can also be flexibly applied to other tasks, e.g. real-world image animation and video editing. Extensive experiments demonstrate that LAMP can effectively learn the motion pattern on limited data and generate high-quality videos. The code and models are available at https://rq-wu.github.io/projects/LAMP.

  • 6 authors
·
Oct 16, 2023 2

Wan-Move: Motion-controllable Video Generation via Latent Trajectory Guidance

We present Wan-Move, a simple and scalable framework that brings motion control to video generative models. Existing motion-controllable methods typically suffer from coarse control granularity and limited scalability, leaving their outputs insufficient for practical use. We narrow this gap by achieving precise and high-quality motion control. Our core idea is to directly make the original condition features motion-aware for guiding video synthesis. To this end, we first represent object motions with dense point trajectories, allowing fine-grained control over the scene. We then project these trajectories into latent space and propagate the first frame's features along each trajectory, producing an aligned spatiotemporal feature map that tells how each scene element should move. This feature map serves as the updated latent condition, which is naturally integrated into the off-the-shelf image-to-video model, e.g., Wan-I2V-14B, as motion guidance without any architecture change. It removes the need for auxiliary motion encoders and makes fine-tuning base models easily scalable. Through scaled training, Wan-Move generates 5-second, 480p videos whose motion controllability rivals Kling 1.5 Pro's commercial Motion Brush, as indicated by user studies. To support comprehensive evaluation, we further design MoveBench, a rigorously curated benchmark featuring diverse content categories and hybrid-verified annotations. It is distinguished by larger data volume, longer video durations, and high-quality motion annotations. Extensive experiments on MoveBench and the public dataset consistently show Wan-Move's superior motion quality. Code, models, and benchmark data are made publicly available.

AlibabaTongyiLab TongyiLab
·
Dec 9, 2025 5

Dynamic Typography: Bringing Words to Life

Text animation serves as an expressive medium, transforming static communication into dynamic experiences by infusing words with motion to evoke emotions, emphasize meanings, and construct compelling narratives. Crafting animations that are semantically aware poses significant challenges, demanding expertise in graphic design and animation. We present an automated text animation scheme, termed "Dynamic Typography", which combines two challenging tasks. It deforms letters to convey semantic meaning and infuses them with vibrant movements based on user prompts. Our technique harnesses vector graphics representations and an end-to-end optimization-based framework. This framework employs neural displacement fields to convert letters into base shapes and applies per-frame motion, encouraging coherence with the intended textual concept. Shape preservation techniques and perceptual loss regularization are employed to maintain legibility and structural integrity throughout the animation process. We demonstrate the generalizability of our approach across various text-to-video models and highlight the superiority of our end-to-end methodology over baseline methods, which might comprise separate tasks. Through quantitative and qualitative evaluations, we demonstrate the effectiveness of our framework in generating coherent text animations that faithfully interpret user prompts while maintaining readability. Our code is available at: https://animate-your-word.github.io/demo/.

  • 7 authors
·
Apr 17, 2024 4

Cut-and-Paste: Subject-Driven Video Editing with Attention Control

This paper presents a novel framework termed Cut-and-Paste for real-word semantic video editing under the guidance of text prompt and additional reference image. While the text-driven video editing has demonstrated remarkable ability to generate highly diverse videos following given text prompts, the fine-grained semantic edits are hard to control by plain textual prompt only in terms of object details and edited region, and cumbersome long text descriptions are usually needed for the task. We therefore investigate subject-driven video editing for more precise control of both edited regions and background preservation, and fine-grained semantic generation. We achieve this goal by introducing an reference image as supplementary input to the text-driven video editing, which avoids racking your brain to come up with a cumbersome text prompt describing the detailed appearance of the object. To limit the editing area, we refer to a method of cross attention control in image editing and successfully extend it to video editing by fusing the attention map of adjacent frames, which strikes a balance between maintaining video background and spatio-temporal consistency. Compared with current methods, the whole process of our method is like ``cut" the source object to be edited and then ``paste" the target object provided by reference image. We demonstrate that our method performs favorably over prior arts for video editing under the guidance of text prompt and extra reference image, as measured by both quantitative and subjective evaluations.

  • 7 authors
·
Nov 20, 2023

FlowDirector: Training-Free Flow Steering for Precise Text-to-Video Editing

Text-driven video editing aims to modify video content according to natural language instructions. While recent training-free approaches have made progress by leveraging pre-trained diffusion models, they typically rely on inversion-based techniques that map input videos into the latent space, which often leads to temporal inconsistencies and degraded structural fidelity. To address this, we propose FlowDirector, a novel inversion-free video editing framework. Our framework models the editing process as a direct evolution in data space, guiding the video via an Ordinary Differential Equation (ODE) to smoothly transition along its inherent spatiotemporal manifold, thereby preserving temporal coherence and structural details. To achieve localized and controllable edits, we introduce an attention-guided masking mechanism that modulates the ODE velocity field, preserving non-target regions both spatially and temporally. Furthermore, to address incomplete edits and enhance semantic alignment with editing instructions, we present a guidance-enhanced editing strategy inspired by Classifier-Free Guidance, which leverages differential signals between multiple candidate flows to steer the editing trajectory toward stronger semantic alignment without compromising structural consistency. Extensive experiments across benchmarks demonstrate that FlowDirector achieves state-of-the-art performance in instruction adherence, temporal consistency, and background preservation, establishing a new paradigm for efficient and coherent video editing without inversion.

  • 4 authors
·
Jun 5, 2025

FREE-Edit: Using Editing-aware Injection in Rectified Flow Models for Zero-shot Image-Driven Video Editing

Image-driven video editing aims to propagate edit contents from the modified first frame to the remaining frames. Existing methods usually invert the source video to noise using a pre-trained image-to-video (I2V) model and then guide the sampling process using the edited first frame. Generally, a popular choice for maintaining motion and layout from the source video is intervening in the denoising process by injecting attention during reconstruction. However, such injection often leads to unsatisfactory results, where excessive injection leads to conflicting semantics with the source video while insufficient injection brings limited source representation. Recognizing this, we propose an Editing-awaRE (REE) injection method to modulate the injection intensity of each token. Specifically, we first compute the pixel difference between the source and edited first frame to form a corresponding editing mask. Next, we track the editing area throughout the entire video by using optical flow to warp the first-frame mask. Then, editing-aware feature injection intensity for each token is generated accordingly, where injection is not conducted in editing areas. Building upon REE injection, we further propose a zero-shot image-driven video editing framework with recent-emerging rectified-Flow models, dubbed FREE-Edit. Without fine-tuning or training, our FREE-Edit demonstrates effectiveness in various image-driven video editing scenarios, showing its capability to produce higher-quality outputs compared with existing techniques. Project page: https://free-edit.github.io/page/.

  • 3 authors
·
Mar 21

MotionBank: A Large-scale Video Motion Benchmark with Disentangled Rule-based Annotations

In this paper, we tackle the problem of how to build and benchmark a large motion model (LMM). The ultimate goal of LMM is to serve as a foundation model for versatile motion-related tasks, e.g., human motion generation, with interpretability and generalizability. Though advanced, recent LMM-related works are still limited by small-scale motion data and costly text descriptions. Besides, previous motion benchmarks primarily focus on pure body movements, neglecting the ubiquitous motions in context, i.e., humans interacting with humans, objects, and scenes. To address these limitations, we consolidate large-scale video action datasets as knowledge banks to build MotionBank, which comprises 13 video action datasets, 1.24M motion sequences, and 132.9M frames of natural and diverse human motions. Different from laboratory-captured motions, in-the-wild human-centric videos contain abundant motions in context. To facilitate better motion text alignment, we also meticulously devise a motion caption generation algorithm to automatically produce rule-based, unbiased, and disentangled text descriptions via the kinematic characteristics for each motion. Extensive experiments show that our MotionBank is beneficial for general motion-related tasks of human motion generation, motion in-context generation, and motion understanding. Video motions together with the rule-based text annotations could serve as an efficient alternative for larger LMMs. Our dataset, codes, and benchmark will be publicly available at https://github.com/liangxuy/MotionBank.

  • 9 authors
·
Oct 17, 2024

EIDT-V: Exploiting Intersections in Diffusion Trajectories for Model-Agnostic, Zero-Shot, Training-Free Text-to-Video Generation

Zero-shot, training-free, image-based text-to-video generation is an emerging area that aims to generate videos using existing image-based diffusion models. Current methods in this space require specific architectural changes to image generation models, which limit their adaptability and scalability. In contrast to such methods, we provide a model-agnostic approach. We use intersections in diffusion trajectories, working only with the latent values. We could not obtain localized frame-wise coherence and diversity using only the intersection of trajectories. Thus, we instead use a grid-based approach. An in-context trained LLM is used to generate coherent frame-wise prompts; another is used to identify differences between frames. Based on these, we obtain a CLIP-based attention mask that controls the timing of switching the prompts for each grid cell. Earlier switching results in higher variance, while later switching results in more coherence. Therefore, our approach can ensure appropriate control between coherence and variance for the frames. Our approach results in state-of-the-art performance while being more flexible when working with diverse image-generation models. The empirical analysis using quantitative metrics and user studies confirms our model's superior temporal consistency, visual fidelity and user satisfaction, thus providing a novel way to obtain training-free, image-based text-to-video generation.

  • 3 authors
·
Apr 9, 2025

SteerVTE: Seamless Video Text Editing with Style and Glyph Control

Visual text editing aims to precisely modify text in images and videos while preserving stylistic consistency and visual realism. Despite significant advances in the image domain, video text editing remains largely unexplored: it is a localized task demanding stroke-level precision within small text regions, which compounds the challenges of cross-frame accuracy, temporal coherence, and stylistic fidelity. We introduce SteerVTE, a unified framework that \textbf{steer}s a frozen video diffusion model to perform precise \textbf{V}ideo \textbf{T}ext \textbf{E}diting through style and glyph control. Built on a frozen diffusion transformer, SteerVTE attaches a lightweight text context adapter with two complementary modules: a style encoder capturing the original text's visual attributes, and dual-granularity glyph encoders encoding the target text at both the line and character levels. To overcome the inherently weak text rendering priors of video foundation models, we further propose a glyph-aware spatial-focal loss and a three-stage progressive training curriculum that scales from image to video data. To support large-scale training, we also develop an automatic synthesis pipeline and construct SteerVTE-1M, a dataset of one million triplets spanning diverse scenes, fonts, and stylistic effects. Extensive experiments demonstrate that SteerVTE substantially outperforms existing video editing baselines across text accuracy, style consistency, and temporal coherence.

  • 9 authors
·
Jun 21

Action Reimagined: Text-to-Pose Video Editing for Dynamic Human Actions

We introduce a novel text-to-pose video editing method, ReimaginedAct. While existing video editing tasks are limited to changes in attributes, backgrounds, and styles, our method aims to predict open-ended human action changes in video. Moreover, our method can accept not only direct instructional text prompts but also `what if' questions to predict possible action changes. ReimaginedAct comprises video understanding, reasoning, and editing modules. First, an LLM is utilized initially to obtain a plausible answer for the instruction or question, which is then used for (1) prompting Grounded-SAM to produce bounding boxes of relevant individuals and (2) retrieving a set of pose videos that we have collected for editing human actions. The retrieved pose videos and the detected individuals are then utilized to alter the poses extracted from the original video. We also employ a timestep blending module to ensure the edited video retains its original content except where necessary modifications are needed. To facilitate research in text-to-pose video editing, we introduce a new evaluation dataset, WhatifVideo-1.0. This dataset includes videos of different scenarios spanning a range of difficulty levels, along with questions and text prompts. Experimental results demonstrate that existing video editing methods struggle with human action editing, while our approach can achieve effective action editing and even imaginary editing from counterfactual questions.

  • 3 authors
·
Mar 11, 2024

DartControl: A Diffusion-Based Autoregressive Motion Model for Real-Time Text-Driven Motion Control

Text-conditioned human motion generation, which allows for user interaction through natural language, has become increasingly popular. Existing methods typically generate short, isolated motions based on a single input sentence. However, human motions are continuous and can extend over long periods, carrying rich semantics. Creating long, complex motions that precisely respond to streams of text descriptions, particularly in an online and real-time setting, remains a significant challenge. Furthermore, incorporating spatial constraints into text-conditioned motion generation presents additional challenges, as it requires aligning the motion semantics specified by text descriptions with geometric information, such as goal locations and 3D scene geometry. To address these limitations, we propose DartControl, in short DART, a Diffusion-based Autoregressive motion primitive model for Real-time Text-driven motion control. Our model effectively learns a compact motion primitive space jointly conditioned on motion history and text inputs using latent diffusion models. By autoregressively generating motion primitives based on the preceding history and current text input, DART enables real-time, sequential motion generation driven by natural language descriptions. Additionally, the learned motion primitive space allows for precise spatial motion control, which we formulate either as a latent noise optimization problem or as a Markov decision process addressed through reinforcement learning. We present effective algorithms for both approaches, demonstrating our model's versatility and superior performance in various motion synthesis tasks. Experiments show our method outperforms existing baselines in motion realism, efficiency, and controllability. Video results are available on the project page: https://zkf1997.github.io/DART/.

  • 3 authors
·
Oct 7, 2024

DrawMotion: Generating 3D Human Motions by Freehand Drawing

Text-to-motion generation, which translates textual descriptions into human motions, faces the challenge that users often struggle to precisely convey their intended motions through text alone. To address this issue, this paper introduces DrawMotion, an efficient diffusion-based framework designed for multi-condition scenarios. DrawMotion generates motions based on both a conventional text condition and a novel hand-drawing condition, which provide semantic and spatial control over the generated motions, respectively. Specifically, we tackle the fine-grained motion generation task from three perspectives: 1) freehand drawing condition. To accurately capture users' intended motions without requiring tedious textual input, we develop an algorithm to automatically generate hand-drawn stickman sketches across different dataset formats; 2) multi-condition fusion. We propose a Multi-Condition Module (MCM) that is integrated into the diffusion process, enabling the model to exploit all possible condition combinations while reducing computational complexity compared to conventional approaches; and 3) training-free guidance. Notably, the MCM in DrawMotion ensures that its intermediate features lie in a continuous space, allowing classifier-guidance gradients to update the features and thereby aligning the generated motions with user intentions while preserving fidelity. Quantitative experiments and user studies demonstrate that the freehand drawing approach reduces user time by approximately 46.7% when generating motions aligned with their imagination. The code, demos, and relevant data are publicly available at https://github.com/InvertedForest/DrawMotion.

  • 10 authors
·
May 19 1

Shape-for-Motion: Precise and Consistent Video Editing with 3D Proxy

Recent advances in deep generative modeling have unlocked unprecedented opportunities for video synthesis. In real-world applications, however, users often seek tools to faithfully realize their creative editing intentions with precise and consistent control. Despite the progress achieved by existing methods, ensuring fine-grained alignment with user intentions remains an open and challenging problem. In this work, we present Shape-for-Motion, a novel framework that incorporates a 3D proxy for precise and consistent video editing. Shape-for-Motion achieves this by converting the target object in the input video to a time-consistent mesh, i.e., a 3D proxy, allowing edits to be performed directly on the proxy and then inferred back to the video frames. To simplify the editing process, we design a novel Dual-Propagation Strategy that allows users to perform edits on the 3D mesh of a single frame, and the edits are then automatically propagated to the 3D meshes of the other frames. The 3D meshes for different frames are further projected onto the 2D space to produce the edited geometry and texture renderings, which serve as inputs to a decoupled video diffusion model for generating edited results. Our framework supports various precise and physically-consistent manipulations across the video frames, including pose editing, rotation, scaling, translation, texture modification, and object composition. Our approach marks a key step toward high-quality, controllable video editing workflows. Extensive experiments demonstrate the superiority and effectiveness of our approach. Project page: https://shapeformotion.github.io/

  • 5 authors
·
Jun 27, 2025 1

MIVE: New Design and Benchmark for Multi-Instance Video Editing

Recent AI-based video editing has enabled users to edit videos through simple text prompts, significantly simplifying the editing process. However, recent zero-shot video editing techniques primarily focus on global or single-object edits, which can lead to unintended changes in other parts of the video. When multiple objects require localized edits, existing methods face challenges, such as unfaithful editing, editing leakage, and lack of suitable evaluation datasets and metrics. To overcome these limitations, we propose a zero-shot Multi-Instance Video Editing framework, called MIVE. MIVE is a general-purpose mask-based framework, not dedicated to specific objects (e.g., people). MIVE introduces two key modules: (i) Disentangled Multi-instance Sampling (DMS) to prevent editing leakage and (ii) Instance-centric Probability Redistribution (IPR) to ensure precise localization and faithful editing. Additionally, we present our new MIVE Dataset featuring diverse video scenarios and introduce the Cross-Instance Accuracy (CIA) Score to evaluate editing leakage in multi-instance video editing tasks. Our extensive qualitative, quantitative, and user study evaluations demonstrate that MIVE significantly outperforms recent state-of-the-art methods in terms of editing faithfulness, accuracy, and leakage prevention, setting a new benchmark for multi-instance video editing. The project page is available at https://kaist-viclab.github.io/mive-site/

  • 5 authors
·
Dec 17, 2024 2

MotionStream: Real-Time Video Generation with Interactive Motion Controls

Current motion-conditioned video generation methods suffer from prohibitive latency (minutes per video) and non-causal processing that prevents real-time interaction. We present MotionStream, enabling sub-second latency with up to 29 FPS streaming generation on a single GPU. Our approach begins by augmenting a text-to-video model with motion control, which generates high-quality videos that adhere to the global text prompt and local motion guidance, but does not perform inference on the fly. As such, we distill this bidirectional teacher into a causal student through Self Forcing with Distribution Matching Distillation, enabling real-time streaming inference. Several key challenges arise when generating videos of long, potentially infinite time-horizons: (1) bridging the domain gap from training on finite length and extrapolating to infinite horizons, (2) sustaining high quality by preventing error accumulation, and (3) maintaining fast inference, without incurring growth in computational cost due to increasing context windows. A key to our approach is introducing carefully designed sliding-window causal attention, combined with attention sinks. By incorporating self-rollout with attention sinks and KV cache rolling during training, we properly simulate inference-time extrapolations with a fixed context window, enabling constant-speed generation of arbitrarily long videos. Our models achieve state-of-the-art results in motion following and video quality while being two orders of magnitude faster, uniquely enabling infinite-length streaming. With MotionStream, users can paint trajectories, control cameras, or transfer motion, and see results unfold in real-time, delivering a truly interactive experience.

adobe Adobe
·
Nov 3, 2025 7

Text-Vision Co-Instructed Image Editing

Existing image editing methods can be generally categorized into textual instruction-based and visual prompt-based ones. Textual instructions are semantically expressive, but are limited by the coarse granularity of spatial control of the editing results. In contrast, visual prompts such as drag and point can provide precise spatial guidance, but are limited by the inherent ambiguity in semantic intent. To unify the strength of textual and visual prompts, we present Text-Vision Co-Instructed Image Editing, which jointly models textual instructions as semantic intent and sparse visual instructions as spatial guidance, aiming to achieve precise and intent-faithful image manipulation. To this end, we first construct a textual-visual instruction paired dataset with more than 23K samples derived from dynamic videos, enabling aligned supervision for cross-modal instruction. We then propose TV-Edit, a Textual-Visual instruction unified Editing framework to contextualize drag or point-based visual instructions with image-text semantics and lift them into semantic-aware control representations for pretrained editing backbones. By integrating semantic intent and spatial constraints, TV-Edit leads to more precise spatial control, less instruction ambiguity, and stronger structural consistency than text-only or drag-based alternatives. Finally, we establish TV-Edit-Bench, a deliberately designed benchmark to evaluate semantic faithfulness, spatial alignment, and visual consistency with ground-truth references and controlled textual-visual variations for reliable assessment. Our experiments across multiple editing backbones demonstrate that TV-Edit consistently yields more precise and intent-faithful edits, significantly outperforming state-of-the-art instruction-based and drag-based baselines.

VCLab-HKPU VCLab
·
Jun 14 4

PLA4D: Pixel-Level Alignments for Text-to-4D Gaussian Splatting

As text-conditioned diffusion models (DMs) achieve breakthroughs in image, video, and 3D generation, the research community's focus has shifted to the more challenging task of text-to-4D synthesis, which introduces a temporal dimension to generate dynamic 3D objects. In this context, we identify Score Distillation Sampling (SDS), a widely used technique for text-to-3D synthesis, as a significant hindrance to text-to-4D performance due to its Janus-faced and texture-unrealistic problems coupled with high computational costs. In this paper, we propose Pixel-Level Alignments for Text-to-4D Gaussian Splatting (PLA4D), a novel method that utilizes text-to-video frames as explicit pixel alignment targets to generate static 3D objects and inject motion into them. Specifically, we introduce Focal Alignment to calibrate camera poses for rendering and GS-Mesh Contrastive Learning to distill geometry priors from rendered image contrasts at the pixel level. Additionally, we develop Motion Alignment using a deformation network to drive changes in Gaussians and implement Reference Refinement for smooth 4D object surfaces. These techniques enable 4D Gaussian Splatting to align geometry, texture, and motion with generated videos at the pixel level. Compared to previous methods, PLA4D produces synthesized outputs with better texture details in less time and effectively mitigates the Janus-faced problem. PLA4D is fully implemented using open-source models, offering an accessible, user-friendly, and promising direction for 4D digital content creation. Our project page: https://github.com/MiaoQiaowei/PLA4D.github.io{https://github.com/MiaoQiaowei/PLA4D.github.io}.

  • 3 authors
·
May 30, 2024

DirectDrag: High-Fidelity, Mask-Free, Prompt-Free Drag-based Image Editing via Readout-Guided Feature Alignment

Drag-based image editing using generative models provides intuitive control over image structures. However, existing methods rely heavily on manually provided masks and textual prompts to preserve semantic fidelity and motion precision. Removing these constraints creates a fundamental trade-off: visual artifacts without masks and poor spatial control without prompts. To address these limitations, we propose DirectDrag, a novel mask- and prompt-free editing framework. DirectDrag enables precise and efficient manipulation with minimal user input while maintaining high image fidelity and accurate point alignment. DirectDrag introduces two key innovations. First, we design an Auto Soft Mask Generation module that intelligently infers editable regions from point displacement, automatically localizing deformation along movement paths while preserving contextual integrity through the generative model's inherent capacity. Second, we develop a Readout-Guided Feature Alignment mechanism that leverages intermediate diffusion activations to maintain structural consistency during point-based edits, substantially improving visual fidelity. Despite operating without manual mask or prompt, DirectDrag achieves superior image quality compared to existing methods while maintaining competitive drag accuracy. Extensive experiments on DragBench and real-world scenarios demonstrate the effectiveness and practicality of DirectDrag for high-quality, interactive image manipulation. Project Page: https://frakw.github.io/DirectDrag/. Code is available at: https://github.com/frakw/DirectDrag.

  • 5 authors
·
Dec 3, 2025

Qwen-Video-Edit: Instruction-Based Video Editing by Repurposing an Image Editing Model

Instruction-based video editing is commonly built on video-pretrained generative backbones: a video diffusion transformer is adapted, at considerable cost, to condition on a source video and an editing instruction. In this report we explore a different route and show that a strong instruction-based image editing model can edit videos by operating directly on video-VAE latents. Starting from Qwen-Image-Edit, we arrange the latent frames of a Wan~2.1 video VAE as tiles of one large virtual image, reuse the editor's image positional encoding for every tile, and bridge the two latent spaces with a pair of lightweight input/output projections warm-started from the editor's own patchify and unpatchify layers, so that at initialization a (static) video is embedded exactly as an image the model already understands. The whole system is then fine-tuned on the public Ditto-1M editing triplets, and a few denoising steps of Wan~2.2 serve as an optional temporal enhancer. We motivate the design with a chain of zero-training observations: the stock image editor already edits a video presented as a contact sheet; it is indifferent to whether the sheet's tokens come from one joint encode or from per-frame encodes stitched in latent space; and it even edits genuine video latents zero-shot to a clearly recognizable degree, leaving fine-tuning only a fidelity gap to close. Our results suggest that, despite the large investment in training video latent spaces, per-frame video latents remain close enough to the image domain that mature image editing priors transfer with minimal adaptation. Project Page: https://yunpeng1998.github.io/Qwen-Video-Edit-Page; Code: https://github.com/yunpeng1998/Qwen-Video-Edit; Model: https://huggingface.co/yunpeng1998/Qwen-Video-Edit.

  • 4 authors
·
Aug 13 2

Controllable Exaggeration for Generative Motion Models via Training-Time Adaptation and Inference-Time Guidance

Recent motion generative models have demonstrated strong capabilities in synthesizing physically plausible character motion, but often overlook established animation principles used by professional animators to ground and design their animation work. Understanding and incorporating these principles into motion generative pipelines is essential for producing motions that serve not only physically grounded applications but also the needs of the character animation community. This enables the creation of characters that not only move in physically plausible ways but also feel alive, expressive, and engaging. To close this gap, we focus on the Exaggeration principle of animation and investigate how it can be incorporated into modern motion generative pipelines to produce more expressive character motions. To this end, we introduce a framework that operates at two stages of existing motion generative pipelines. The first stage introduces exaggeration during training, where we perform supervised fine-tuning of pre-trained text-to-motion models on our curated exaggeration dataset. The second stage operates at inference time, where we: (i) introduce a mathematical formulation of exaggeration based on dynamic movement primitives (DMPs); and (ii) leverage this formulation as an exaggeration guidance signal to guide existing diffusion and flow-matching text-to-motion generation models toward exaggerated motion without additional training. Through qualitative and quantitative evaluations against three strong motion generation models, we show that our methods generate more exaggerated and expressive motions while preserving neutral reference motion intent and physical plausibility.

The Unreasonable Effectiveness of Text Embedding Interpolation for Continuous Image Steering

We present a training-free framework for continuous and controllable image editing at test time for text-conditioned generative models. In contrast to prior approaches that rely on additional training or manual user intervention, we find that a simple steering in the text-embedding space is sufficient to produce smooth edit control. Given a target concept (e.g., enhancing photorealism or changing facial expression), we use a large language model to automatically construct a small set of debiased contrastive prompt pairs, from which we compute a steering vector in the generator's text-encoder space. We then add this vector directly to the input prompt representation to control generation along the desired semantic axis. To obtain a continuous control, we propose an elastic range search procedure that automatically identifies an effective interval of steering magnitudes, avoiding both under-steering (no-edit) and over-steering (changing other attributes). Adding the scaled versions of the same vector within this interval yields smooth and continuous edits. Since our method modifies only textual representations, it naturally generalizes across text-conditioned modalities, including image and video generation. To quantify the steering continuity, we introduce a new evaluation metric that measures the uniformity of semantic change across edit strengths. We compare the continuous editing behavior across methods and find that, despite its simplicity and lightweight design, our approach is comparable to training-based alternatives, outperforming other training-free methods.

  • 2 authors
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Mar 17

Direct-a-Video: Customized Video Generation with User-Directed Camera Movement and Object Motion

Recent text-to-video diffusion models have achieved impressive progress. In practice, users often desire the ability to control object motion and camera movement independently for customized video creation. However, current methods lack the focus on separately controlling object motion and camera movement in a decoupled manner, which limits the controllability and flexibility of text-to-video models. In this paper, we introduce Direct-a-Video, a system that allows users to independently specify motions for one or multiple objects and/or camera movements, as if directing a video. We propose a simple yet effective strategy for the decoupled control of object motion and camera movement. Object motion is controlled through spatial cross-attention modulation using the model's inherent priors, requiring no additional optimization. For camera movement, we introduce new temporal cross-attention layers to interpret quantitative camera movement parameters. We further employ an augmentation-based approach to train these layers in a self-supervised manner on a small-scale dataset, eliminating the need for explicit motion annotation. Both components operate independently, allowing individual or combined control, and can generalize to open-domain scenarios. Extensive experiments demonstrate the superiority and effectiveness of our method. Project page: https://direct-a-video.github.io/.

  • 8 authors
·
Feb 5, 2024 1