HandMimic: Learning Dexterous Manipulations from Videos

HandMimic

Learning Dexterous Manipulations from Videos

Anonymous Authors

Zhuoyang Pan1 Yunzhou Song1 Chunyu Jiang1 Junyao Shi1 Jiahui Lei2 Kostas Daniilidis1
1GRASP Laboratory, University of Pennsylvania2UC Berkeley
Paper Code (soon)
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TL;DR: HandMimic learns dexterous manipulation from monocular human videos. It treats the reconstructed hand–object motion as an imperfect reference and practices it with RL in simulation, across digital siblings of the object.

Monocular videos of a hand manipulating a soda can and a marker
Human video
Reconstructed objects grasped by the retargeted robot hand
Reconstruct & retarget
Digital siblings and simulation rollouts
Practice in simulation
KUKA arm with XHand1 lifting a bottle and a soda can
Real robot
HandMimic overview

Abstract

While humans naturally learn dexterous manipulation by watching others and practicing, robotic teleoperation of dexterous hands remains prohibitively expensive and non-trivial. We introduce HandMimic, a framework for learning dexterous manipulation policies directly from real-world monocular videos. We first reconstruct and align the observed hand-object interaction in simulation, while treating the resulting motion as an imperfect reference rather than a physically valid robot demonstration. We then practice in simulation using reinforcement learning to recover physically feasible behaviors from the reconstructed reference. To reduce dependence on a single reconstructed object, we further train across digital siblings with varying geometry and scale. Quantitative experiments show that policies learned from reconstructed references approach those trained from ground-truth references, while digital-sibling training improves generalization to unseen geometry and scale variations. We further validate the resulting motions on a real dexterous robot. Together, these results support using reconstructed human interactions as references for physical practice across varying object geometries.

Method

Even strong monocular reconstruction leaves errors in object pose, metric scale, occluded fingers and unseen geometry. These errors look small in the image but change the contacts that manipulation depends on, and a human hand motion does not directly define a robot hand motion. HandMimic therefore uses the reconstructed and retargeted motion only as a reference, and resolves physical feasibility through policy learning in simulation.

HandMimic pipeline: input video, video-derived reference, alignment, hand retargeting, digital siblings, policy learning
System overview. From a monocular video, HandMimic reconstructs the object geometry, object motion and human hand, aligns them in a common metric frame, and retargets the hand motion to a dexterous robot hand. It then builds digital siblings with shape and scale variations and trains an object-centric policy in simulation.

We segment the object with SAM2 and reconstruct its mesh with SAM3D, using camera parameters from SpatialTrackerV2. FoundationPose tracks the object’s 6-DoF pose and WiLoR recovers the MANO hand. Because the hand and object are reconstructed separately, we calibrate scale from hand–object contact and align translation in the grasp frame, which places both in one metric, table-aligned frame.

Human videoReconstructionObject pose overlayHand pose overlay

Reconstruction and alignment for two in-the-wild videos. The object and hand overlays follow the video closely.

Decent, but not perfect. Zoom in on the grasp, though, and the reconstructed fingertips do not touch the object where the real hand does. Even small gaps like these change the contacts that manipulation depends on, so the reconstruction cannot simply be replayed on a robot.

Video frameReconstructed graspVideo frameReconstructed grasp
Hand grasping the can in the video
Reconstructed hand grasping the reconstructed can
Recon error
Hand holding the marker in the video
Reconstructed hand holding the reconstructed marker
Recon error

The errors fall into four recurring types. Object pose drift, occluded fingers, a hand–object depth gap, and inaccurate shape and scale. The reconstruction pipeline does not remove them. Instead, HandMimic treats the result as an imperfect reference and lets practice in simulation recover behaviors that reproduce the demonstrated object motion despite them.

Reconstruction errors with ground-truth comparison and simulation rollouts
Remaining reconstruction errors. Four DexYCB cases with the input and reconstruction (top), the comparison against ground truth with the measured error (middle), and the learned policy in simulation with its success rate (bottom).

PyRoki retargets the aligned MANO trajectory to the dexterous hand. It matches hand geometry while preserving grasp-frame contacts and temporal smoothness. The retargeted motion does not need to be physically executable; it only provides kinematic and object-motion targets for policy learning.

Human videoReconstructed referenceRetargeted to XHand1

The aligned MANO motion is retargeted to the XHand1 while keeping the object trajectory from the video.

A policy trained on one reconstructed mesh can overfit to its errors. We build a set of digital siblings, the reconstruction plus K generated shape variants, sample one per episode and randomize its scale, so the same reference is practiced across geometries.

so ∼ 𝒰(0.8, 1.2)

Reference objects and generated shape variants
Generated digital siblings, from close variants of the reference object to larger category-level changes.
Human video
Reconstructed object
Sibling 1
Sibling 2
Sibling 3
Human video
Reconstructed object
Sibling 1
Sibling 2
Sibling 3

The same retargeted hand and object trajectory, replayed on the reconstructed object and on three generated siblings.

Following ManipTrans, a closed-loop RL policy tracks the reference in simulation. The demonstrated object trajectory is the main objective and the retargeted hand is only a kinematic target, so the object term is weighted higher. Hand-tracking early termination is removed after grasp, which lets the policy find feasible contacts instead of copying the retargeted hand.

rt = whandrhand + wobjrobj + wcontactrcontact + rreg, wobj > whand

Human video
Human video

Policy rollouts in simulation on four digital siblings per video, slowed down 3×.

Results

We evaluate on 28 DexYCB sequences with 8 YCB objects and on 6 in-the-wild iPhone videos. A rollout is successful when the object rotation error ER is below 30° and the translation error ET is below 60 mm. Each DexYCB result is computed over 600 rollouts.

HandMimic gives the best hand–object alignment, posed object geometry and temporal smoothness. Do as I Do has slightly lower PA-MPJPE, which measures local hand articulation only and does not reflect the hand–object interaction.

Method PA-MPJPE ↓mm MRPEobj ↓mm F5posed ↑% F10posed ↑% CDposed ↓mm Jerk ↓mm/frame³
DexImit 5.90 / 5.73 126.37 / 75.99 15.63 / 12.07 28.64 / 24.21 180.99 / 21.82 6.53 / 5.53
Do as I Do 3.60 / 3.44 81.61 / 69.68 14.28 / 15.92 28.67 / 33.26 25.41 / 20.57 3.84 / 3.70
HandMimic (ours) 3.87 / 3.80 60.57 / 39.85 22.02 / 22.09 42.81 / 45.23 16.28 / 13.57 0.63 / 0.61

Table 1. Hand–object reconstruction on DexYCB, mean / median over 28 sequences. Bold marks the best mean.

With ground-truth demonstrations, HandMimic is comparable to ManipTrans (71.4% vs. 75.7% success). With reconstructed demonstrations, HandMimic keeps 67.8% while ManipTrans drops to 6.0%. When the reconstructed mesh is used as well, HandMimic reaches 85.7% on DexYCB and 83.3% on in-the-wild videos, against 35.4% and 38.5% for ManipTrans. Compared with Do as I Do, it succeeds on 24/28 sequences against 0/28 under our criterion, and 27/28 against 17/28 under theirs.

Method Object mesh DexYCB In-the-wild
ER (deg) ↓ ET (mm) ↓ SR (%) ↑ SR (%) ↑
Ground-truth demonstration
ManipTransGT 14.010.375.7–
HandMimic (ours)GT 7.616.071.4–
Reconstructed demonstration
ManipTransGT 30.944.76.0–
ManipTransReconstructed 25.334.835.438.5
HandMimic (ours)GT 10.513.667.8–
HandMimic (ours)Reconstructed 4.610.185.783.3

Table 2. Rotation error, translation error and success rate for different demonstration sources and object meshes. Only success rate is available for in-the-wild videos.

Rollouts of ManipTrans and HandMimic from the same reconstructed DexYCB reference, once with the ground-truth CAD model and once with the generated geometry.

Input video
ManipTransHandMimic (ours)GT CAD model
Generated geometry
Input video
ManipTransHandMimic (ours)GT CAD model
Generated geometry

We test on held-out real scans from YCB, Google Scanned Objects and OmniObject3D, grouped by normalized Chamfer distance d to the reconstructed mesh. Training on a single reconstructed mesh overfits to it. Scale randomization helps, and training across digital siblings transfers best to new shapes. Retrieved and generated siblings perform similarly, so most of the gain comes from practicing on several geometries rather than from how the siblings are obtained.

Training geometry DexYCB In-the-wild
GT scan Recon. Closed ≤ 2% Mediumd ≤ 3.5% Fard ≤ 10% Recon. Held-out
Single reconstructed mesh 18.069.39.86.43.583.10.0
Scale randomization 62.185.672.557.321.683.330.7
Retrieved siblings + scale 67.985.781.572.340.683.336.9
Generated siblings + scale (ours) 67.885.780.370.236.683.343.3

Table 3. Success rate (%) for different training geometries. Both sibling variants use 12 siblings per demonstration with the same scale randomization and training budget.

ManipTrans and HandMimic rollouts on ground-truth and changed geometry
Robustness to shape changes. ManipTrans trained on ground-truth data fails when the object geometry changes, while HandMimic remains stable.
Marker
Bottle
Can, lifting
Can, tracing a circle
Torch
Spray bottle

The six in-the-wild iPhone videos, each a single monocular RGB clip.

In-the-wild videos with retargeting results and simulation rollouts
Rows show the input video, the retargeted robot-hand reference and the learned policy rollout in simulation; columns are timesteps.

Real-World Deployment

We replay the learned motions open-loop on a KUKA iiwa 7 arm with an XHand1 hand. SAM2 segments the target object and FoundationPose estimates its 6-DoF pose from an RGB-D view and the reconstructed mesh, which anchors the simulation frame to the real scene. The simulated rollout is transformed into that frame: the wrist trajectory becomes KUKA joint targets through inverse kinematics, and the hand trajectory maps to XHand1 joint targets.

Human video
Robot, object from the video
Robot, unseen object
Human video
Robot, object from the video
Robot, unseen object
Human video
Robot
Human video
Robot

Limitations

HandMimic assumes rigid objects with consistent geometry over time, so articulated and deformable objects are not handled directly. The reconstruction pipeline relies on segmentation, pose tracking and hand estimation, which can fail under heavy occlusion, fast motion, symmetry or difficult appearance. These errors can propagate to retargeting and policy learning.

Citation

@misc{handmimic2026,
title={HandMimic: Learning Dexterous Manipulations from Videos},
author={Anonymous},
year={2026}
}
@misc{handmimic2026,
title={HandMimic: Learning Dexterous Manipulations from Videos},
author={Pan, Zhuoyang and Song, Yunzhou and Jiang, Chunyu and Shi, Junyao and Lei, Jiahui and Daniilidis, Kostas},
year={2026}
}

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