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Comparison: three Wan head-to-heads on fast motion + pose accuracy; name that strength up top

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@@ -59,3 +59,5 @@ examples/media/compare-gamechar.mp4 filter=lfs diff=lfs merge=lfs -text
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  examples/media/teaser.mp4 filter=lfs diff=lfs merge=lfs -text
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  MiniMaxH3TransformerBlock/package.pt2 filter=lfs diff=lfs merge=lfs -text
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  examples/media/teaser.mp4 filter=lfs diff=lfs merge=lfs -text
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  MiniMaxH3TokenRefinerBlock/package.pt2 filter=lfs diff=lfs merge=lfs -text
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+ examples/media/compare-fastmotion.mp4 filter=lfs diff=lfs merge=lfs -text
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+ examples/media/compare-highkick.mp4 filter=lfs diff=lfs merge=lfs -text
README.md CHANGED
@@ -27,7 +27,9 @@ Built on **[MiniMaxAI/MiniMax-H3](https://huggingface.co/MiniMaxAI/MiniMax-H3)**
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  frames.** The motion, camera and timing underneath are untouched.
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  It reads no pose skeleton, no mask and no prompt, and runs no model but itself. Two inputs, three
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- forward passes, one GPU, 26 seconds a shot.
 
 
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  ## Abstract
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  Four panels each: **painted reference · driving video · this model · Wan2.2-Animate-14B**, the last
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  rendered from the official unmodified weights at its documented replacement settings.
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- <video controls muted loop playsinline width="100%" src="https://huggingface.co/Viggle/Viggle-Animate/resolve/main/examples/media/compare-prop.mp4"></video>
 
 
 
 
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- <video controls muted loop playsinline width="100%" src="https://huggingface.co/Viggle/Viggle-Animate/resolve/main/examples/media/compare-costume.mp4"></video>
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- <video controls muted loop playsinline width="100%" src="https://huggingface.co/Viggle/Viggle-Animate/resolve/main/examples/media/compare-cosplay.mp4"></video>
 
 
 
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- <video controls muted loop playsinline width="100%" src="https://huggingface.co/Viggle/Viggle-Animate/resolve/main/examples/media/compare-gamechar.mp4"></video>
 
 
 
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- <video controls muted loop playsinline width="100%" src="https://huggingface.co/Viggle/Viggle-Animate/resolve/main/examples/media/compare-style.mp4"></video>
 
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  ## Generalization
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  frames.** The motion, camera and timing underneath are untouched.
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  It reads no pose skeleton, no mask and no prompt, and runs no model but itself. Two inputs, three
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+ forward passes, one GPU, 26 seconds a shot. It is strongest exactly where replacement is hardest:
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+ **fast motion**, and **pose transfer accurate enough to follow it** — whipping heads, full kicks,
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+ jumps, tracked frame for frame instead of smeared through.
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  ## Abstract
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  Four panels each: **painted reference · driving video · this model · Wan2.2-Animate-14B**, the last
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  rendered from the official unmodified weights at its documented replacement settings.
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+ **The gap is widest under fast motion.** Whipping heads, swinging limbs and airborne frames are
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+ where a replacement model has the least stable evidence to work from, and it shows: through the
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+ fast frames Wan's panel goes soft and smears while ours stays sharp. **Pose accuracy is the other
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+ half.** This model reads no skeleton, and still lands closer to the driving body — stance width,
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+ arm extension, how far a limb actually travels, and on which frame it gets there.
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+ <video controls muted loop playsinline width="100%" src="https://huggingface.co/Viggle/Viggle-Animate/resolve/main/examples/media/compare-fastmotion.mp4"></video>
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+ *Head-whip dance at speed, hoodie repainted to a sweater. Ours tracks the motion frame for frame;
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+ the comparison blurs through it.*
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+
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+ <video controls muted loop playsinline width="100%" src="https://huggingface.co/Viggle/Viggle-Animate/resolve/main/examples/media/compare-highkick.mp4"></video>
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+ *A suited man throwing full kicks from a standing start. The extreme extensions arrive on the right
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+ frame and at the right reach, and the stance stays as wide as the driving one.*
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+
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+ <video controls muted loop playsinline width="100%" src="https://huggingface.co/Viggle/Viggle-Animate/resolve/main/examples/media/compare-cosplay.mp4"></video>
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+ *A costume with a silhouette of its own — horns, fur coat, sash — carried through a tucked jump.
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+ Ours holds both the outline and the pose in mid-air.*
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  ## Generalization
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