๐Ÿ•บ Tensor Pose Animation Pipeline

Community Article Published July 26, 2025

A Modular, Open-Source System for Pose-Driven Animation Across Games, Video, and AI Models


๐Ÿš€ Project Summary

Tensor Pose Animation Pipeline is a community-driven initiative to build an open-source system for pose-conditioned animation. By using standardized 128-point whole-body pose tensors (body, hands, face), this pipeline enables creators to animate characters across mediums โ€” game engines, AI video models, and film pipelines โ€” with motion sequences derived from pose data.

We aim to unify motion capture, AI generation, and animation retargeting into a modular framework that empowers solo devs, indie studios, and researchers alike.


๐ŸŽฏ Goals and Motivation

  • Democratize animation through reusable, portable motion sequences.
  • Define a standard tensor format to represent motion (128 keypoints).
  • Enable cross-platform animation in Unity, Unreal, Blender, and AI tools like WAN2.1 and ComfyUI.
  • Support audio-driven choreography, style transfer, and live puppeteering.
  • Invite collaboration across devs, ML researchers, animators, and toolmakers.

๐Ÿงฑ System Architecture Overview

The pipeline is composed of several modular layers:

  1. Pose Capture/Import

    • From videos (e.g., DWPose, OpenPose, DensePose)
    • From motion libraries (e.g., AIST++, CMU Mocap)
    • From live camera streams or VTuber setups
  2. Core Pose Engine

    • Normalizes all poses to a 128-point skeleton
    • Applies style and timing adjustments
    • Outputs retargetable motion tensor sequences
  3. Integration Targets

    • ๐ŸŽฎ Unity & Unreal Engine (via plugins or animation exports)
    • ๐ŸŽฅ AI video models (e.g., WAN2.1 with ControlNet-style pose conditioning)
    • ๐Ÿ› ๏ธ Blender, After Effects, FBX/BVH/JSON export
  4. Audio Synchronization

    • Beat detection (e.g., Librosa, Madmom)
    • Temporal alignment or retiming of pose sequences
    • Music-to-motion synthesis options
  5. Style Transfer (WIP)

    • Modify motion tone (e.g., "graceful", "robotic")
    • Transfer poses between rigs or visual archetypes
    • Planned: Transformers or motion-style VAEs
  6. Real-Time Preview Mode (future goal)

    • Lightweight pipeline mode for streaming poses to Unity/Blender
    • Potential for real-time webcam-to-avatar choreography

โš™๏ธ Technical Challenges & Solutions

Challenge Proposed Solution
๐Ÿงฉ Format Interoperability Define 128pt spec + adapters for OpenPose, BVH, SMPL
๐Ÿค– Motion Realism Temporal smoothing, foot locking, inverse kinematics
๐ŸŽต Audio Sync Precision Multi-method BPM detection + beat-aligned retiming
๐Ÿ”„ Game Engine Integration Export to FBX/BVH + real-time plugins (Unity/Unreal)
๐Ÿงฌ Identity Consistency Style-preserving character LoRAs + ControlNet tuning
๐Ÿง  Scalability & Compute Batch processing, caching, Colab/Spaces integration

๐Ÿ› ๏ธ Implementation Plan

Phase 1: MVP โ€“ Pose to Video

  • Define pose tensor schema
  • Convert OpenPose/DWPose to tensor
  • Basic JSON-to-Unity/FBX exporter
  • WAN2.1 pose-to-video test with reference character

Phase 2: Expansion

  • Unity and Unreal engine integrations
  • Add support for AIST++ and BVH datasets
  • Audio sync + basic retargeting tools
  • Beat-aware motion remixer

Phase 3: Tooling & Style Transfer

  • Implement motion filters (cartoonify, fluidify, etc.)
  • Style transfer via transformers (MoStyle, etc.)
  • Develop stable ControlNet-based workflows

Phase 4: Real-Time & Community

  • Live pose streaming to Unity/VTuber setups
  • Hugging Face Space demo (web-based animator)
  • Contributor tutorials + dataset hub
  • Start training or fine-tuning pose-to-video LoRA

๐Ÿค Contribution Opportunities

  • ๐ŸŽฎ Unity/Unreal plugin devs โ€“ Help build the real-time animation bridge
  • ๐Ÿง  ML engineers โ€“ Optimize diffusion pipelines and pose-style transfer
  • ๐Ÿ“น Creators โ€“ Use the pipeline, test with real projects, give feedback
  • ๐Ÿ“ฆ Dataset builders โ€“ Convert and contribute motion datasets (AIST++, Mixamo)
  • ๐Ÿงช Researchers โ€“ Explore music-to-pose generation, realism metrics, or 3D interpolation
  • ๐Ÿ”ฅ GPU donors โ€“ Share compute to fine-tune style LoRAs or ControlNet checkpoints

๐Ÿ“ฃ Call to Action

Weโ€™re building the Tensor Pose Animation Pipeline as an open-source project for the community, by the community.

Help us by:

  • โญ Starring the GitHub repo (coming soon)
  • ๐Ÿงต Joining the discussions: ideas, issues, contributions
  • ๐Ÿ’ป Trying the demo (planned on Hugging Face Spaces)
  • ๐Ÿง  Sharing research/code/models that improve the system
  • ๐Ÿš€ Helping indie creators bring characters to life through pose-driven AI

Together, we can make animation reusable, remixable, and radically accessible.


Built with inspiration from
๐Ÿง  VACE Dance Suite
๐ŸŽถ AIST Dance DB
๐ŸŽฅ Wan2.1, AnimateDiff, ControlNet, DanceDiffusion, FACT


โ€œOne day, weโ€™ll move characters the same way we move data โ€” fluidly, semantically, and cross-platform.โ€
โ€” Project LARP, 2025

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