Wan-Animate-2 is presented, an end-to-end character animation framework that directly consumes the driving video within a redesigned Diffusion Transformer and achieves superior motion fidelity and identity preservation by eliminating intermediate motion extractors entirely.
Abstract
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.
Recent advances in generative models and technological innovations have significantly addressed the fundamental challenges of character image animation. However, existing approaches predominantly focus on character animation from a single reference image, substantially limiting their applicability in scenarios such as multiple character interaction animation. To fill this gap, this paper introduces MultiAnimate, a comprehensive framework that enables concurrent animation of multiple characters within a shared environment while preserving both identity consistency and spatial relationships. The framework achieves these objectives through multiple well-designed mechanisms. First, we incorporate an identity-specific reference net that enables appearance extraction from multiple reference images, distinguishing MultiAnimate from existing approaches constrained to single reference inputs. Second, we implement an identity-aware pose encoder to address the character-pose binding challenge, wherein an attention mechanism enables the network to accurately differentiate and process multiple pose sequences during generation. Third, we introduce an interaction guider module that enhances the framework's capability to handle complex inter-character interactions by leveraging character-specific mask information, serving as an optional component that refines the pose sequences. Extensive experiments and ablation analyses demonstrate our framework's superiority in multiple character animation, particularly in scenarios involving complex motion sequences.
Zhongyi Zhang, Guangyuan Wang, Liucheng Hu et al.· 0 citations
This work presents LiveAnimate, to their knowledge the first animation system to combine real-time streaming with stable long-form generation at billion scale, built on a 14B-parameter video Diffusion Transformer (DiT).
Yuxuan Zhang, H. Xiong, Yubo Huang et al.· 0 citations
We present AnyTalk, a novel method for generating 3D speech animations for arbitrary characters without requiring any animation data. While existing audio-driven 3D speech animation methods rely on character-specific training data or laborious rigging/re-meshing, AnyTalk circumvents these limitations by leveraging recent video diffusion models trained on extensive video datasets. We first adapt a pre-trained video diffusion model to a target character through our Character-specific Fine-tuning (CsF) technique. By fine-tuning on rendered images of the 3D character paired with zeroed-out audio embeddings (representing "no motion"), we eliminate the need for animation data while preserving the motion prior of large-scale video diffusion model. We then uplift the resulting talking-head video into a 3D speech animation by estimating blendshape parameters through a proposed optimization process. AnyTalk enables lip-synced animations across diverse face meshes and blendshape configurations, significantly reducing manual effort and data requirements. We further enhance usability by distilling AnyTalk into a streamlined network, $\text{AnyTalk}_{RT}$, thereby enabling real-time performance. By leveraging talking-head video generation, our method broadens access to audio-driven speech animation technology for arbitrary characters. The code is publicly available at AnyTalk.
Kwan Yun, Serin Yoon, Sunjin Jung et al.· IEEE Transactions on Visuali...· 0 citations
The exceptional generation capabilities of text-to-image diffusion models have raised copyright concerns, particularly the unauthorized reproduction of animation characters. Existing concept erasure methods fall short for animation character erasure: model modification methods struggle to identify suitable anchors for diverse, highly distinctive characters; prompt-based steering methods lack fine-grained control for precise intervention. These approaches often yield incomplete erasure and degraded image fidelity, hindering real-world deployment. In this paper, we propose a controllable method operating on the model's continuous textual representation to erase target characters during generation. We optimizes an anchor embedding via structural and detailed constraints to serve as a character surrogate, then replaces target-related embeddings with the anchor via a structure-aware adaptive strategy. Experiments show that our method achieves state-of-the-art erasure effectiveness and image fidelity preservation, while supporting controllable erasure degree, multi-target removal, and model transferability. Moreover, our optimized anchors are plug-and-play with current model modification baselines to improve their erasure performance.
Qiao Li, Xiaomeng Fu, Wangjia Yu et al.· 0 citations
Toon effects in anime are traditionally created either manually or via physical simulation. Manual production is time-consuming, requiring artists to iteratively draw similar frames. Physical simulations, although faster, provide limited artistic control and often fail to capture the stylized motion characteristic of anime, which does not necessarily follow physical laws. To address these challenges, we developed a machine learning–based pipeline for controllable generation of anime-style fluid effects. A major challenge in this domain is the lack of suitable training data. To overcome this, we created two datasets: a large realistic fluid effects dataset and a smaller dataset of anime-style effects created by professional animators. We fine-tuned a state-of-the-art diffusion-based video generation model on these datasets. The resulted pipeline enables artists to generate temporally coherent animations by specifying only the first and last frames of the target sequence and sparse motion trajectories of selected points.
Julia Joanna Chylak· Proceedings of the Special I...· 0 citations
Conventional video editing primarily focuses on scene-level content, whereas live streaming places greater emphasis on the human subject. However, directly applying existing video-editing methods to human-centric live streaming remains challenging, as they may introduce facial-expression inconsistencies and typically depend on multiple offline inference steps, making them unsuitable for real-time interaction. We propose EditaLive, a novel framework for real-time streaming character video editing. In detail, we start from a pretrained image animation model (Wan-Animate), which naturally decouples appearance from motion, and repurpose it as the base model for instruction-based human-centric video editing by reference frame editing and video reconstruction via the collected CharEdit-50K dataset. Besides, we adapt the model from offline bidirectional to causal streaming generation, and design an aligned self-rollout distillation strategy that compresses the model into a two-step sampler, where fixed RoPE and align forcing reduce training--inference discrepancies, and first-frame preserved sparse attention filters redundant historical information to mitigate appearance drift. Extensive experiments demonstrate that EditaLive delivers state-of-the-art editing performance with faithful preservation of facial expressions and low-latency real-time streaming inference.
Zhiyuan Li, Chi-Man Pun, Peng-Tao Jiang et al.· 0 citations
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