<scp>Blueprint2Motion</scp> : Two‐Stage Human–Object Manipulation Motion Synthesis via Limb–Object Blueprint

ABSTRACT Generating human–object interaction (HOI) from text remains challenging because it must preserve both semantic alignment and human–object motion consistency. In practical animation synthesis and editing, partial motion observations are often available at the beginning and end of an interaction, making it more meaningful to synthesize the intermediate process under text guidance than to generate the entire sequence solely from text. We propose Blueprint2Motion, a two‐stage generative framework for HOI motion synthesis conditioned on text, object geometry, and spatiotemporal motion context. In the first stage, Text2Blueprint predicts an intermediate limb–object blueprint, including temporally coherent object motion and limb trajectories, from text, object geometry, and historical/future motion observations. In the second stage, Blueprint2Motion uses the generated blueprint as an explicit control signal to synthesize full‐body responsive human motion under the same text prompt. We further introduce an interaction loss to improve spatial alignment and motion coherence between key body joints and the manipulated object. Experiments on FullBodyManipulation and BEHAVE show improved overall motion quality and human–object coordination on most metrics, especially for manipulation‐oriented interactions. These results suggest that structured limb–object blueprints are an effective intermediate representation for text‐guided HOI synthesis under partial motion conditions.

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Publication Details

Journal
Computer Animation and Virtual Worlds
Published
2026-07-01
DOI
https://doi.org/10.1002/cav.70160
Primary Topic
Human Motion and Animation
Type
article
Field-Weighted Citation Impact
0.00
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article

Blueprint2Motion : Two‐Stage Human–Object Manipulation Motion Synthesis via Limb–Object Blueprint

Zhen Liu, Li Li, Yanjie Chai, Tingting Liu et al.
Computer Animation and Virtual Worlds
Human Motion and Animation
article

Blueprint2Motion : Two‐Stage Human–Object Manipulation Motion Synthesis via Limb–Object Blueprint

Zhen Liu, Li Li, Yanjie Chai, Tingting Liu, Xuyao Dai
article en

Abstract

ABSTRACT Generating human–object interaction (HOI) from text remains challenging because it must preserve both semantic alignment and human–object motion consistency. In practical animation synthesis and editing, partial motion observations are often available at the beginning and end of an interaction, making it more meaningful to synthesize the intermediate process under text guidance than to generate the entire sequence solely from text. We propose Blueprint2Motion, a two‐stage generative framework for HOI motion synthesis conditioned on text, object geometry, and spatiotemporal motion context. In the first stage, Text2Blueprint predicts an intermediate limb–object blueprint, including temporally coherent object motion and limb trajectories, from text, object geometry, and historical/future motion observations. In the second stage, Blueprint2Motion uses the generated blueprint as an explicit control signal to synthesize full‐body responsive human motion under the same text prompt. We further introduce an interaction loss to improve spatial alignment and motion coherence between key body joints and the manipulated object. Experiments on FullBodyManipulation and BEHAVE show improved overall motion quality and human–object coordination on most metrics, especially for manipulation‐oriented interactions. These results suggest that structured limb–object blueprints are an effective intermediate representation for text‐guided HOI synthesis under partial motion conditions.

Computer Animation and Virtual WorldsVol. 37(4)
Ningbo University (CN), University of Nottingham Ningbo China (CN), Ningbo University of Technology (CN)
Reduced inequalities
Openalex Percentile: Top 8%
Human Motion and Animation
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<scp>Blueprint2Motion</scp> : Two‐Stage Human–Object Manipulation Motion Synthesis via Limb–Object Blueprint — Zhen Liu, Li Li, et al. · Computer Animation and Virtual Worlds (2026) | TGRS Research Map | TGRS