Human Motion
Momentum
8 papers in the last four weeks, up 33% on the four weeks before. 0.1% of all new papers.
Latest papers 68
Perceiving human motion via privacy-preserving 4D millimeter-wave (mmWave) radar is critical for next-generation human-robot interaction (HRI), where point cloud scene flow serves as a foundational motion representation. Yet the extreme sparsity and noise of 4D radar point clouds make non-rigid motion flow estimation severely ill-posed--a challenge that existing rigid-centric methods and prior works fail to adequately address, largely because they neglect the rich Doppler velocity cues inherent in 4D radar. We propose DiFF, a generative framework that marries Doppler-informed motion priors with a Kolmogorov-Arnold Network (KAN)-based conditional flow matching model. At its core, a KAN-attention mechanism enables expressive feature extraction, while a prior-guided generative process harnesses Doppler cues to regularize the ill-posed solution space. Extensive experiments show that DiFF achieves state-of-the-art (SOTA) performance across diverse real-world datasets, reducing 3D endpoint error to the millimeter scale on the mmBody benchmark.
TERRA: Terrain-Aware Reconstruction, Retargeting and Control for Musculoskeletal Locomotion
Recent advances in musculoskeletal modeling and reinforcement learning have enabled muscle-actuated agents to reproduce increasingly complex human motions. Yet these capabilities remain largely confined to flat ground, in part because motion datasets rarely include aligned terrain geometry and because retargeting terrain interactions to complex musculoskeletal bodies is challenging. We present TERRA, an end-to-end pipeline for terrain-aware retargeting and control of musculoskeletal locomotion. From kinematic trajectories alone, TERRA combines terrain priors, estimated contacts, and negative free-space evidence to recover task-relevant support geometry. TERRA further considers anatomical, tendon-continuity, and contact constraints during retargeting. Using the resulting motion-terrain pairs from five datasets, we successfully train a single muscle-actuated control policy on 9.4 hours of diverse locomotion. Across reconstruction, retargeting, and held-out tracking benchmarks, TERRA improves terrain accuracy, sharply reduces anatomical and interaction violations, and achieves the highest observed completion rate over supported terrain families. Overall, TERRA provides a practical route from scene-less motion data to muscle-actuated locomotion over diverse non-flat terrain. Project website: https://cnai.epfl.ch/terra/
Geometry-Preserving Human-to-Robot Upper-Body Motion Retargeting from Monocular Video
Monocular RGB video provides an accessible source of human demonstrations for upper-body robot motion, yet video-driven human-to-robot transfer remains challenging because body and hand motion are recovered at different spatial scales, human and robot kinematics differ substantially, and fine distal motion is difficult to preserve across embodiments. We present a geometry-preserving motion-retargeting framework that integrates unified body--hand reconstruction with morphology-independent geometric transfer. Frame-wise body estimates, video-level observations, and detailed hand evidence jointly constrain a single differentiable Momentum Human Rig (MHR) state, while transient hand artifacts are repaired in parameter space. The reconstructed motion is represented by arm-segment directions, elbow configuration, relative palm orientation, and bilateral wrist relations, and is realized on the target robot through multi-stage inverse kinematics and robot-specific hand adaptation. Within the broader system, Across-VAM provides video generation, whereas Across-WAM performs human-to-robot motion mapping. The method is evaluated on 16 monocular videos comprising 1,769 source frames, including 10 signing and six reach-to-grasp sequences. Unified reconstruction reduces mean hand reprojection error from 22.36 to 7.21 pixels relative to SAM 3D Body. All 16 retargeted trajectories completed kinematic simulation playback, and representative signing and reach-to-grasp motions were further demonstrated on a physical robot. The results demonstrate a unified pipeline from monocular human video to coordinated upper-body motion on a dual-arm dexterous robot.
Generative Interactions: Weaving Multiparty Human Motion with Bilevel Latent Dynamics
Human social behaviour is not a collection of independent motions, but a jointly organised process in which group dynamics and individual variation continuously shape one another. Yet existing social motion models often prioritise plausible trajectories while leaving interaction state implicit, limiting their ability to transfer across groups, tasks, and partial-observation regimes. To address this gap, we introduce Bilevel Representations for Agent Interaction Dynamics (BRAID), a hierarchical sequential latent-variable model for generative multi-person interaction. BRAID explicitly formulates social motion generation as a meta-transfer learning problem: shared interaction priors are learned across datasets and adapted through arbitrary context sets of observed people and joints. The model represents each scene through a group-level latent state that captures shared interaction dynamics and person-level latent states that capture individual behaviour conditioned on the evolving group context. This modelling choice enables coherent generation under full, sparse, or partial observations while exposing compact social-state vectors that can serve as an interface for downstream embodied-agent systems. We evaluate BRAID under a unified SMPL-based representation on social forecasting, tracking and in-filling, and response generation, using metrics that assess not only reconstruction accuracy but also realism, diversity, temporal alignment, and interpersonal coordination. We further analyse the hierarchical latent space, showing that it captures separable group- and individual-level structure.
AESOP: Asymmetric Human-Camera Generation with Translation-Intensity Control
Human motion defines an action, while a camera trajectory determines how it is presented. Camera generation for a given human motion and joint human-camera generation are usually treated as separate tasks, although both share an asymmetric dependency: human motion can be generated independently, whereas the camera responds to the realized action. We introduce AESOP, a unified framework with an independent human pathway and a shared human-conditioned camera generator. Its asymmetric architecture serves both tasks while preserving the human output during camera generation. Although human context anchors the shot to the action and camera text describes its movement, translation intensity remains underspecified. We therefore construct trajectory pairs that differ in camera translation magnitude while sharing human motion and camera text, then use these pairs to learn an explicit intensity condition. Experiments on the PulpMotion dataset demonstrate strong camera distributional and framing quality in both tasks and effective control over camera translation intensity.
KPI: A Promptable Kernel for Physical Interaction on Humanoids
Humanoids now walk, balance and reach with remarkable generality: one whole-body tracking policy follows references from a human, or from an end-to-end policy. That generality travels in the trajectory, and a trajectory alone carries limited information about the interaction it should produce: at contact, the executing controller determines how the robot behaves. Single-task policies usually reach hard interactions by optimising trajectory and controller together in simulation; general stacks usually assume a preset or hand-chosen controller. We present KPI, a promptable kernel for physical interaction between the trajectory source and an unmodified whole-body tracker. Instead of a controller fixed before the task, the trajectory source sends a contract: per direction, track, comply, or hold a force range. From tracking error and a wrench estimate, the kernel adapts the arms' stiffness, damping, reference and feedforward toward it at contact rate. We demonstrate KPI through an agentic framework: from one instruction, a vision-language agent writes both the reference trajectory and the contract, with no task-specific code. We demonstrate instruction-driven winch operation, door opening, and box transport, alongside scripted surface-interaction experiments. In the winch demonstration, the humanoid is able to turn a crank to hoist a second robot fully off the ground.
Traceable Human-to-Humanoid Sign Language Benchmarking
Sign data collection is costly, and teleoperation scales poorly, motivating reuse of large video corpora. Humanoid signing requires converting video-derived human motion into robot trajectories while preserving linguistic motion cues. Errors from fitting, human-motion repair, retargeting, robot geometry repair, and control are hard to separate from the final trajectory alone. We introduce HumanoidCSL-20K, a dataset and benchmark of 20,648 sentence-level Chinese Sign Language sequences, each with four aligned versions: the source, the repaired human motion, the direct robot reference, and the geometry-repaired robot reference. Observation-supported local human-motion repair, full-robot geometry repair, and cross-representation provenance make each transformation traceable. Paired evaluations measure human-motion continuity and content preservation, robot-reference feasibility, and physical execution. A sign-specific kinematic-reference protocol scores handshape, location, palm orientation, and inter-hand relation over the full planned motion. Full-corpus results show fewer abnormal arm / hand steps and less inter-hand and hand-body penetration after repair. Control experiments separate reference learnability from curriculum effects, while component scores expose remaining execution errors.
BeyondRetarget: Learning Executable Humanoid Motions Directly from Monocular Video
Learning executable motions from human videos offers a scalable solution for humanoid robots to acquire demonstration motions. However, existing pipelines typically first construct an explicit human motion representation and then convert it into robot motions via motion retargeting. Although such methods can effectively leverage large volumes of existing human data for training, the substantial differences between humans and humanoid robots in locomotion mechanisms and joint degree-of-freedom configurations make motions generated by this human-representation-centric approach difficult to execute on robots. Furthermore, errors introduced during human motion estimation inevitably propagate to the retargeting stage and cannot be eliminated via joint optimization. We propose BeyondRetarget, an end-to-end framework that directly maps monocular RGB videos to robot motions. Discarding the explicit human representation, this framework learns robot-oriented implicit representations directly from visual observations, enabling the model to capture cross-morphology motion structures. To generate motions more suitable for robot execution, we further design a contact-aware motion optimization mechanism to improve temporal consistency and physical plausibility. Experiments show that BeyondRetarget significantly improves the accuracy and robustness of generated robot motions, while achieving higher execution success rates and lower latency in both simulation environments and real humanoid robots.
MoSAT: Human Motion Generation from Spatial Audio and Textual Description
Human motion is shaped by both external acoustic events and behavioral intent: spatial audio conveys environmental cues that elicit or guide a response, while text specifies the desired action and how it should be performed. In this paper, we study the novel task of human motion synthesis jointly conditioned on spatial audio and natural language, a problem that has been largely overlooked in previous research. To support this task, We introduce STAM, a dataset of motion sequences paired with spatial audio and detailed textual annotations whose rich vocabulary affords precise and nuanced specification of human motions. We further introduce MoSAT, a latent flow-matching framework for full-body motion generation jointly conditioned on natural-language intent and directional spatial-audio cues through hierarchical cross-attention before generating motion. Such a hierarchical design enhances temporally coherent and semantically aligned motion sequences. We also develop tri-modal evaluators for comprehensive evaluation on this novel task. Extensive experiments show that MoSAT achieves the SOTA performance by leveraging spatial audio's intrinsic motion-shaping properties alongside textual semantics, enabling precise and diverse motion in various scenarios.
DirtyMoCap: Robust Motion Capture from Unconstrained Markers
Optical motion capture delivers high-fidelity human motion, but its reliance on strict marker layouts and clean trajectories severely limits its real-world applicability. In practice, tracking systems frequently output unconstrained markers: sparse, noisy, and unordered point clouds with unknown or varying configurations. To bridge the gap between corrupted raw markers and parametric human models, we introduce DirtyMoCap, a robust, marker-layout-free framework. Our core insight is to map unordered marker observations to a fixed set of "proxy anchors" comprising skeletal joints and body surface points, which serve as a stable intermediate representation. We first initialize and track these anchors over long sequences using a recurrent sliding-window architecture. Then, a custom differentiable Gauss-Newton solver fits the SMPL-H model to the tracked anchors to recover full-body pose, translation, and shape. By explicitly deriving geometric residuals, our solver learns adaptive observation confidence, smoothness, and prior weights end-to-end, adapting dynamically to the reliability of the input data. Extensive experiments on diverse, noisy marker configurations demonstrate that DirtyMoCap successfully generalizes across arbitrary layouts using only a single trained model. It consistently outperforms state-of-the-art configuration-specific baselines in both joint and vertex reconstruction accuracy, while our custom CUDA solver achieves up to a 100x speedup over standard PyTorch implementations. We further apply DirtyMoCap to heterogeneous raw optical MoCap recordings of traditional Chinese martial arts, yielding a Kung Fu motion dataset of temporally coherent SMPL-H reconstructions. Code and data are available at https://wanglongzju.github.io/DirtyMoCap-Project-Page.
Morphology-Aware Human Motion Retargeting for Wheeled-Humanoid Loco-Manipulation
Human-to-humanoid retargeting has largely been studied on legged platforms, while comparatively few wheeled-humanoid systems support coupled locomotion and manipulation from general human motion. Building on GMR's configurable general-motion retargeting and BeyondMimic's physically simulated R1 Pro learning framework, we present a reproducible pipeline that converts multi-dataset SMPLX motion into executable loco-manipulation behavior for the Galaxea R1 Pro wheeled humanoid. The robot has a planar three-wheel base, a serial torso, and two arms but no leg joints, so human lower-body motion must be redistributed across base motion and torso posture without sacrificing manipulation-relevant arm geometry. Our pipeline combines canonical body-shape preprocessing, planar-base normalization, morphology-aware differential inverse kinematics, shoulder-rooted hierarchical arm retargeting, and continuous torso substitution for bending and squatting. A reference-twist-driven planning layer then decodes planar base motion into continuous three-wheel steering and rolling commands subject to hysteresis, kinematic continuity, acceleration, and actuator-rate limits. Finally, a 21-dimensional BaseDecode policy is trained in Isaac Lab with directional joint-limit scaling, focused upper-body tracking, and a staged wheel-contact reward. The resulting system provides a complete bridge from human motion data to physically trackable wheeled-humanoid loco-manipulation rather than a visualization-only retargeter; quantitative policy comparisons remain scheduled for a later revision.
PGMT: Perceptive General Motion Tracking for Humanoid Robots
Humanoid motion trackers can reproduce diverse whole-body motions, but their performance degrades on complex terrain where terrain-agnostic references become physically infeasible. We present PGMT, a Perceptive General Motion Tracking pipeline for humanoid robots that learns terrain adaptation from independently selected motion references and terrains. PGMT first learns a general tracking and recovery prior, then incorporates terrain perception through motion-conditioned terrain glimpses that selectively encode regions relevant to the current motion. Terrain-aware tracking relaxation allows necessary deviations from the reference while preserving its motion intent. Zero-shot deployment on a Unitree G1 demonstrates robust terrain-adaptive locomotion and whole-body motion execution over real-world terrain with obstacles up to 37 cm high, while supporting teleoperation, dynamic motion tracking, and fall recovery. PGMT extends general humanoid motion tracking beyond flat ground, providing a unified policy for terrain-adaptive locomotion, diverse whole-body behaviors, and teleoperation in complex environments. Project homepage: https://luyili.github.io/pgmt/
Flexible Motion Generation from Language and Style References
We introduce FlexMoGen, a novel framework for flexible human motion synthesis conditioned on both natural language descriptions and motion style references. Text prompts are effective at defining semantic content, but they are often limited in capturing fine-grained style details such as timing, limb articulation, and expressive dynamics. A style example clip supplements the text by conveying these nuanced motion characteristics directly, enabling the model to preserve high-level intent while reproducing the desired stylistic traits. Given a text prompt and a style example clip, FlexMoGen generates high-quality motions that preserve semantic content while faithfully reflecting the target style, offering users greater control over the animation generation process. Unlike prior methods that rely on discrete style labels and do not generalize to long or multi-style generation, FlexMoGen learns a variational style encoder without style supervision and supports long, time-varying, multi-style synthesis. Our framework jointly pre-trains the style encoder and a text-to-motion latent diffusion model within a unified architecture, modulating motion style through a lightweight adaptation module. It integrates an efficient relative positional encoding scheme and is trained on both stylized and non-stylized datasets, enabling strong generalization to unseen text-style combinations. Experiments show that FlexMoGen achieves the best balance between content fidelity and style reflection.
Seeing the World and the Self from Egocentric Video
Complete 3D perception from egocentric video requires recovering the surrounding scene and the wearer's full-body motion in a shared metric frame. Existing methods typically address scene reconstruction and motion estimation separately: scene reconstruction methods ignore the wearer, whereas motion estimation methods lack explicit scene geometry and often depend on external trajectories. Joint recovery is challenging because the two tasks exhibit asymmetric visibility and require different prediction paradigms. The largely visible scene supports deterministic geometric regression, whereas the severely occluded body requires generative motion inference. We therefore propose RESELF (REconstructing the Scene and the sELF), a unified framework that couples deterministic metric geometry reconstruction with geometry-conditioned motion generation. RESELF adapts a geometry foundation model pre-trained on large-scale exocentric data to egocentric video using frame-wise scale and relative-pose consistency objectives. The resulting camera trajectory and latent geometric features condition a diffusion model that recovers the wearer's motion. A subsequent closed-loop kinematic feedback stage further refines the camera head while preserving the reconstructed scene geometry. To support training and evaluation, we curate EE4D-JSM from EgoExo4D by aligning egocentric video, sparse metric scene geometry, camera trajectories, and full-body motion annotations. Experiments show that RESELF outperforms state-of-the-art methods designed for the individual tasks across depth estimation, camera tracking, and full-body motion estimation. Code, models, and datasets will be available at https://ka1guan.github.io/RESELF/.
HiPHI: A Large-Scale Benchmark for High-Precision Human Motion and Object-Interaction
Humanoid intelligence requires learning over an extremely diverse space of whole-body motions and physically grounded interactions. However, existing embodied datasets remain fundamentally limited: internet-scale video data lack precise physical states and interaction grounding, while laboratory motion datasets provide high fidelity but only narrow behavioral coverage. This mismatch creates a critical bottleneck for scalable humanoid policy learning. We present HiPHI, a 600+ hour scale high-fidelity whole-body human motion dataset designed to systematically maximize coverage of the human motion and interaction manifold. HiPHI is theoretically guided by FrameNet, a linguistic framework organizing human primitives. Created using an optical motion capture pipeline, HiPHI provides sub-millimeter spatial marker tracking accuracy for full-body human motion and mesh-level object trajectories. We further introduce a benchmark suite evaluating motion-space diversity, interaction grounding, object consistency, and physical AI applications. Our analyses demonstrate that HiPHI significantly expands motion coverage compared to existing motion datasets while maintaining high-fidelity interaction quality, and establishes a scalable data foundation for training, evaluating, and generalizing humanoid policies in real-world embodied tasks, where similar extensions are also applicable to motion prior models in computer graphics. Project page: https://noitom-robotics.github.io/hiphi/
HumanTracker: Towards Comprehensive and Human-Aligned Motion Tracking Benchmark
Humanoid motion tracking is central to teleoperation and whole-body imitation, yet evaluation often disagrees with what people perceive in videos. Kinematic errors average per-frame pose differences but miss the physical artifacts that matter most, particularly unstable support and incorrect contacts such as foot skating and mistimed touch-downs. Meanwhile, widely used test suites are small and lack the diversity needed to stress contact-rich, long-horizon behaviors. We introduce HumanTracker to make humanoid tracking evaluation both perceptually aligned and scalable. The HumanTracker benchmark contains approximately 153 hours of optical motion trajectories from multiple professional performers, organized into four motion families with text labels for fine-grained diagnosis. We further propose HumanScore, a preference-aligned metric trained on 12K motion pairs containing 24K motions. Across representative state-of-the-art trackers, HumanScore better predicts human preferences and reveals contact and stability failures that kinematic metrics often miss.
Capturing Uncertainty in Human Motion for Representation Learning in Soccer
This paper presents a self-supervised representation learning framework for understanding 3D skeleton-based human motion in soccer, using future motion prediction as the learning objective. Since human motion is inherently uncertain, accounting for multiple plausible futures is essential for capturing the underlying motion dynamics and learning effective representations. To this end, we introduce a conditioning module for motion prediction that models a probabilistic distribution over discretized future motions in 3D Euclidean space, learning multimodality with explicit supervision from future trajectories. Experiments on large-scale soccer player tracking data show that our approach substantially improves motion prediction accuracy. Moreover, the learned representations effectively transfer to multiple soccer downstream applications, demonstrating strong cross-task generalization.
UniMoFlow: Grounding Instruction-Driven 3D Human Motion Editing in Generation
Instruction-driven editing of 3D human motion requires precise spatiotemporal localization, rich semantic grounding, and strict preservation of unmodified content. Existing methods either resort to training-free adaptation of generative models or rely solely on triplet supervision; however, adaptation often yields suboptimal control, and manually curated triplet datasets remain severely limited in scale and semantic diversity. To overcome this bottleneck, we ground motion editing directly within text-to-motion generation across data, architecture, and inference. At the data level, we develop a closed-loop synthesis-and-verification pipeline that produces Omni-MoEdit, a large-scale dataset spanning body-part, amplitude, temporal, action, and style edits. At the architectural level, we introduce UniMoFlow, a unified latent flow-matching model that shares broad semantic and kinematic knowledge between generation and editing. At the inference level, SAFE (Source-Anchored Flow Editing) complements UniMoFlow with controllable, source-anchored refinement. Furthermore, we augment standard evaluations with semantics-aware metrics to account for valid edits that inherently deviate from a single ground-truth reference. Extensive experiments demonstrate improved target-text alignment, edit effectiveness, and cycle consistency, while maintaining competitive source fidelity and text-to-motion generation quality.
Learning Biomechanically Plausible Human Motion from Sparse Radar Point Clouds
Radar-based human pose estimation has focused on improving learning algorithms while representing the body as unconstrained keypoint coordinates. We address the underexplored dimension of anatomical fidelity by integrating a full-body skeletal model into a differentiable, end-to-end trainable radar-based pose estimation framework, in which the pose network is supervised through forward kinematics while subject-specific geometry is fitted beforehand. Subject-specific body segment proportions are predicted from radar point cloud features to scale a biomechanical skeleton. A motion prediction network maps temporal radar sequences to generalized coordinates, and differentiable forward kinematics converts predicted joint angles into 3D positions. A contact classification loss encourages physically plausible foot-ground interaction. Under leave-one-subject-out cross-validation on 11 healthy participants performing rehabilitation exercises, the framework achieves 6.456 +/- 1.759 cm mean per-joint position error (MPJPE), 8.083 +/- 0.884 degrees mean per-joint angle error (MPJAE), 0.935 +/- 0.009 contact classification F1, and 3.4 +/- 1.3 % scaling error. This proof-of-concept study demonstrates the feasibility of recovering interpretable biomechanical descriptors from a single low-cost radar sensor in a controlled laboratory setting, a prerequisite for future clinical motion analysis.
PFM-HR: Pose Flow Matching for Humanoid Robots
Motion priors improve reinforcement learning for physics-based humanoid tracking, but temporal priors require ordered motion clips, while pose priors provide limited guidance for policy-induced pose transitions. We present Pose Flow Matching for Humanoid Robots (PFM-HR), a reusable flow matching prior trained directly on large scale unordered pose data. PFM-HR introduces the Pose Geometry Score (PGS), which quantifies how joint coordinate changes during rollouts align with the local geometry of pose variation captured by the prior. Using PGS to modulate the tracking reward guides policy exploration toward structured pose changes while keeping the prior frozen across tracking tasks. Experiments demonstrate that PFM-HR improves both single motion and general motion tracking, especially for highly dynamic motions.
LooperMuscle: Fast and Stable Learning of Humanoid Whole-Body Tracking via Structured Mixture-of-Experts
FastSAC-style methods significantly reduce humanoid motion training time but often suffer from notable performance degradation compared with PPO in whole-body tracking tasks. We target this speed-performance gap by introducing LooperMuscle, a composed expert policy learning framework that restores tracking quality while preserving high training efficiency. LooperMuscle combines a semantically structured mixture-of-experts actor, an expert-aware distributional critic, and contribution-routed replay with deferred curriculum scheduling. These three components form a closed training loop in which expert contributions guide data routing, routed data shape value learning, and value gradients in turn refine expert specialization. Empirically, our approach substantially outperforms vanilla FastSAC in motion tracking accuracy while requiring far less wall-clock time than PPO: where FastSAC trains in about 15 minutes but underperforms, and PPO achieves stronger results but requires about 6 hours, LooperMuscle recovers a substantial fraction of the remaining gap to PPO in roughly 45 minutes of simulation training, delivering practical efficiency for rapid policy iteration. The code will be released to benefit the research community at https://loopermuscle.github.io/.
Learning to Understand Body Language from Flight through Robust 3D Avatar Placing
Perceiving human motion and intent at long range is a prerequisite for socially intelligent aerial robots, yet the data to learn it barely exists. We introduce Drones2BodyLanguage, a dataset grounding human motion in real UAV footage: avatars manifesting ten communicative intents are placed into unmodified 4K drone scenes with metrically correct position, scale and orientation, maintained over hundreds of frames of camera motion. Enabling it is a lightweight geometric world model of the local scene - semantically selected anchors lifted to 3D through streaming monocular depth - in which a placement point is predicted as an affine anchor combination with provably rigid-invariant weights, and re-rendered under an SVD-fitted ground rotation. Across twelve architectures on scene- and motion-disjoint splits, training on placed data lifts mean intent accuracy by a wide margin for real, retargeted and generated motion alike, with gains confirmed on two in-the-wild scenes.
Two2Four: Generative Quadruped Puppeteering from Human Motion
Realistic animal motion for virtual production is typically obtained either through motion capture of highly trained performers who accurately mimic animal behavior, or by retargeting ordinary human motion using complex control setups. Both approaches are challenging and often fail to fully reproduce the nuances of natural animal motion, motivating data-driven alternatives. We present an automatic human-to-quadruped puppeteering framework that produces plausible and controllable quadruped motions from ordinary human motion data. Our approach employs a two-stage generative diffusion model trained purely on quadruped motion data. By introducing a structured conditioning and inpainting strategy, our method supports a wide range of actions, including walking, running, jumping, sitting, and lying. Furthermore, we enable fine-grained intuitive control of the quadruped motion such as head movement control and individual limb puppeteering. Experimental results demonstrate improved motion realism and controllability compared to existing retargeting approaches, highlighting the effectiveness of our framework as a tool for animation and virtual production applications.
Navigating the Crowd: Non-linear MPC with Social Forces Dynamics for Human-Aware Robot Navigation
Safe and socially compliant navigation remains a fundamental challenge for autonomous robots operating in human-populated environments. Beyond collision avoidance, robots must anticipate human motion and respect personal space to ensure human comfort. Model Predictive Control (MPC) offers a robust alternative to classical and data-driven methods, although its effectiveness strongly depends on accurate human motion prediction and efficient computation. This paper introduces SFM-NMPC, a Social Force Model-based Non-linear Model Predictive Control framework that embeds human motion prediction directly within the optimization loop. By incorporating the Social Force Model into the dynamic model of surrounding agents, the controller jointly predicts the trajectories of humans and robots over the prediction horizon, thereby enabling socially-aware planning. A tailored set of social cost functions guides the optimization toward human-compliant behaviors. Despite the increased model complexity, the proposed formulation runs in real time at 20 Hz. Extensive simulated testing in crowded environments demonstrates that SFM-NMPC outperforms state-of-the-art baselines in social compliance metrics while maintaining efficient and smooth navigation. Visual trajectory analysis and an ablation study further highlight the contribution of the embedded SFM dynamics and social cost terms, confirming the effectiveness of the proposed approach for real-world social navigation.
A New Human-Likeness and Comfort Index for Robot Movements Along Prescribed Paths
As human-robot interaction rapidly spreads in numerous fields, the subject of robot acceptance gains increasing importance. Visual similarity to the human body, as occurs for humanoids, is generally not enough to ensure acceptance in physical interaction, as acceptance directly links to comfort and ergonomics, which are measured in terms of the quality of the robot movement perceived by the human. This paper discusses the connection between comfort and similarity of the robot movement to the human one. By considering the kinematic characterization of human movement, this paper focuses on the time laws of such movements, wherein the end-effector path is prescribed. Based on the lognormality principle for modeling human movements, a human-likeness index is defined and used to provide an a priori characterization of trajectories. Such an index can be used to evaluate the performance of trajectory generation algorithms in producing human-like movements before they are actually executed. For validation purposes, 68 subjects are required to judge their comfort. The results of three experimental campaigns involving a physical interaction with a robot demonstrate a globally consistent trend between the preference in terms of perceived comfort and the distribution of the suggested human-likeness index.
ARMS: Anchor-Relational Motion Streaming for Seamless Solo-Social Motion Transitions
Generating temporally continuous and socially coherent human motion from text remains a fundamental challenge, particularly in realistic streams where people act alone, enter interactions, and later disengage. Most existing methods generate fixed-length motion clips under static agent configurations, which makes them brittle to solo-social transitions and unsuitable for incremental generation over long horizons. We propose ARMS, an Anchor-Relational Motion Streaming framework that unifies solo motion and human-human interaction within a single causal generative process. ARMS introduces a dynamics-asymmetric representation that decouples per-person temporal evolution from inter-person alignment via a partner-referenced relative-translation term, enabling seamless switching of social coupling without sacrificing long-horizon stability or spatial consistency between agents. On top of a causal latent space, a causal relational diffusion model progressively refines motion segment by segment using only past context, capturing both intra-person temporal dependencies and inter-person relations. Mode-aware relational gating activates or masks cross-agent connections, allowing the same model to support both solo and interaction generation. Experiments show that ARMS improves transition smoothness and social coherence compared to interaction-centric baselines, while also achieving competitive results on human-human interaction benchmarks.
X-Morph: Human Motion Priors for Scalable Robot Learning Across Morphologies
Recent progress in humanoid behavior models has been driven in large part by abundant human motion data, but comparable motion data is scarce for non-humanoid legged robots such as quadrupeds, hexapods, and quadruped manipulators. A promising alternative is to repurpose human motion across embodiments; however, direct retargeting often produces motions that are visually plausible yet physically inconsistent or difficult to track under robot dynamics. We present X-Morph, a human-motion-to-robot-behavior pipeline that converts human motion into deployable locomotion and loco-manipulation policies for diverse non-humanoid legged morphologies. A cross-morphology retargeting stage converts human motions into kinematically plausible, intent-preserving robot references, which are then tracked by a privileged RL policy and distilled into a causal student policy. We evaluate X-Morph on three morphologically distinct platforms: a quadruped, a hexapod, and a quadruped equipped with a manipulator. The resulting policies track diverse retargeted motions, generalize to unseen human motions, and support downstream use cases including video-based teleoperation, behavior-prior control, and text-conditioned motion generation. These results suggest that large-scale human motion can serve as a substrate for learning broad, reusable behavior priors beyond humanoid robots. Project page: https://maker-rat.github.io/morph/
HumanMoveVQA: Can Video MLLMs reason about human movement in videos?
Despite the rapid advance of Multimodal Large Language Models (MLLMs) in high-level video understanding, a fundamental bottleneck remains: these models collapse complex human motion into coarse semantic labels. Existing benchmarks mostly focus on scene-centric events or local joint articulations, failing to probe global human motion in space over time (trajectory and orientation changes). We introduce HumanMoveVQA, the first comprehensive benchmark designed to evaluate global trajectory and orientation reasoning from an exocentric perspective. Our benchmark utilizes a first-frame anchored world coordinate system, preserving translation and rotation relative to a fixed starting point. We propose a scalable, multi-stage pipeline that lifts 2D video observations into world-consistent 3D motion tracks to generate over 10K structured question-answer pairs across seven reasoning categories, including motion aggregation, sequential ordering, and trajectory-level inference. Our extensive evaluation reveals a critical capability gap in state-of-the-art proprietary models on deep human motion understanding. However, we demonstrate that this is a learnable problem; by fine-tuning an open-source baseline with our targeted, world-consistent supervision, we achieve a significant improvement. HumanMoveVQA establishes a rigorous geometric foundation for developing next-generation, movement-aware video understanding models.
Directing the World: Fast Autoregressive Video Generation with Compositional Human-Camera Control
Building interactive world models requires generating realistic videos while maintaining controllable dynamics over long horizons. Autoregressive video generation offers a scalable foundation, but suffers from error accumulation and temporal degradation during extended rollouts. This issue is further amplified under heterogeneous controls such as human motion and camera trajectories, which may interfere and destabilize a pretrained video prior, while existing methods often trade off controllability and visual quality. We propose "Directing the World", a fast autoregressive framework for controllable world-model video generation with compositional human-motion and camera-trajectory control. Our key idea is to decouple control learning while preserving a unified autoregressive video prior. We introduce a Fast-Slow Memory training strategy to stabilize long-horizon rollout learning and improve convergence. For human motion control, we design a t-guided Dynamic Projection mechanism and a refined Motion-CFG strategy, enabling temporally smooth and accurate motion alignment without degrading visual fidelity, and supporting multi-person control.After learning a robust motion prior, we introduce a second-stage camera-trajectory control module to compose human dynamics with viewpoint changes for coherent world exploration. We further construct a large-scale dataset with synchronized video, text, human-motion, and camera-trajectory annotations, organized into motion-centric and camera-centric subsets for decoupled training. Extensive experiments show stable long-horizon generation with precise controllability and high visual quality. See more at https://whydahuzi.github.io/Directing-the-World.github.io/.
Long-Term Prediction of Local and Global Human Motion with Occlusion Recovery
Human motion describes the three-dimensional full-body movement of a person. Anticipating such motion holds significant relevance across a wide range of application domains such as human-robot interaction, autonomous driving, animation, and healthcare. In recent research, spatial and temporal dependencies are modeled by bidirectional attention mechanisms. These typically anticipate human motion in an autoregressive manner which could cause an accumulation of errors over time. As a consequence, they solely focus on local pose forecasting. To address these limitations, we propose a non-autoregressive transformer based on spatio-temporal attention, and train it not only for local pose anticipation, but also for global motion prediction in space. Furthermore, to enhance its applicability in real-world scenarios, our model is also trained to recover missing joints due to occlusions, and is capable of processing varying lengths of history observations. Our code is publicly available at https://github.com/Q-Y-Yang/Prediction-of-Local-and-Global-Human-Motion.
SceneBot: Contact-Prompted General Humanoid Whole Body Tracking with Scene-Interaction
Current humanoid reinforcement-learning policies excel at free-space motions but struggle with contact-rich tasks, as pure kinematic tracking cannot resolve the physical ambiguities of interacting with objects and uneven terrain. To address this, we introduce SceneBot, a unified motion-tracking framework capable of handling freespace locomotion, terrain traversal, and whole-body manipulation. SceneBot conditions a single policy on both reference motions and per-link contact labels, explicitly defining expected environmental interactions. To overcome the lack of annotated interaction data, we propose a hindsight scene reconstruction approach that infers scene-interaction graphs from retargeted human motion. Trained on 7.5 hours of this reconstructed, contact-rich data, SceneBot successfully generalizes to unseen motions and environments. Our results demonstrate that SceneBot is the first general framework to seamlessly unify free-space and contact-rich behaviors executing complex, long-horizon tasks like carrying a box upstairs and establishing contact conditioning as a powerful interface for humanoid control. All code and data will be open-sourced. More demos and information are available at: https://ericcsr.github.io/scenebot/
Beyond MoCap: Scaling Motion Tokenizers with Synthetic Human Motion for Generative Modeling
Human motion generation models are fundamentally constrained by the limited diversity of motion capture datasets, which predominantly contain common, repetitive actions and fail to cover the long tail of complex human movements, resulting in a restricted motion vocabulary in learned latent representations and poor generalization to rare, compositional, and highly dynamic motions. In this work, we propose a framework for expanding the motion representation space by leveraging large-scale synthetic human motion, introducing a data generation pipeline that produces diverse, physically plausible motion sequences beyond the distribution of existing datasets and integrating it with a redesigned VQ-VAE tokenizer that adapts to this expanded motion space. Unlike conventional tokenizers trained on narrow data distributions, our approach jointly scales both the training distribution and the discrete codebook, enabling the model to capture a significantly richer set of motion primitives. We demonstrate that training with synthetic motion substantially improves the coverage and compositionality of the learned motion vocabulary, leading to consistent gains across motion generation tasks such as text-to-motion and motion continuation, while remaining fully compatible with existing frameworks including MotionGPT. Our results suggest that the primary bottleneck lies in the limited support of the learned motion representation, rather than model architecture alone. Scaling synthetic motion in tandem with representation learning offers a principled path toward more expressive, controllable, and generalizable human motion synthesis.
HumanoidUMI: Bridging Robot-Free Demonstrations and Humanoid Whole-Body Manipulation
High-quality demonstration data are essential for humanoid robot skill learning, especially for whole-body behaviors that require coordinated perception, locomotion, and manipulation. Existing data-collection methods largely rely on robot teleoperation, which is constrained by hardware accessibility, operator expertise, and limited efficiency. Inspired by the Universal Manipulation Interface (UMI), we propose HumanoidUMI, a portable and robot-free framework for humanoid whole-body data collection. HumanoidUMI uses lightweight VR devices and UMI-inspired grippers to collect sparse human keypoint trajectories, wrist-view observations, and gripper actions. These demonstrations train a high-level policy to predict future keypoints, which are retargeted to robot-native whole-body references and executed by a whole-body controller. Experiments in five real-world scenarios demonstrate the effectiveness of the proposed framework and validate the collected demonstrations for transferable humanoid whole-body skill learning.
MotionMAR: Multi-scale Auto-Regressive Human Motion Reconstruction from Sparse Observations
Human motion follows a temporal hierarchical structure, transitioning from low-frequency global trajectories to high-frequency details. Inspired by the success of multi-level autoregressive models in computer vision, we propose MotionMAR, a coarse-to-fine framework for motion reconstruction from sparse observations. It first estimates the global trajectory of human motion and then gradually refines the temporal details. This architecture consists of four integrated components. The Temporal Multi-scale Tokenization (TMT) VQ-VAE encodes the data at multiple temporal resolutions, separating semantic motion from minor jitters. The Motion Autoregressive Network (MAN) operates in this latent space, predicting motion across scales. It first establishes the global structure through coarse indices and then generates finer indices to recover specific details. Meanwhile, the Scale-Aware Control (SAC) module integrates sparse tracking data to ensure the generated output aligns with actual observations. The Motion Refinement Network (MRN) subsequently smooths consecutive poses and eliminates quantization artifacts. Experiments show that MotionMAR achieves state-of-the-art accuracy on the AMASS dataset, providing a reliable and structure-aware approach for motion reconstruction. The source code is publicly available at http://www.lidarhumanmotion.net/motionmar/.
Odoriko: A Shape-Aware Multimodal Diffusion Framework for Human Motion
Human motion generation has been widely studied across diverse input modalities, text, music, and video, and recent efforts have unified these into single multimodal frameworks. However, while morphological factors such as gender and body shape are known to produce distinct kinematic signatures, no existing unified framework incorporates this into generation, treating all subjects as morphologically equivalent. We present Odoriko, the first unified multimodal motion generation framework that reflects subject bio-morphological information directly in synthesized motion output. Rather than averaging over subject variation, Odoriko generates motion that is consistent with who is moving, not just what they are asked to do, across text, music, and video conditions within a single model. When explicit morphological information is unavailable, Odoriko additionally recovers subject morphology alongside motion, unifying estimation and generation in one framework. Extensive experiments across text-to-motion, music-to-dance, and video-to-motion benchmarks demonstrate that Odoriko matches or exceeds prior specialized models on standard metrics, while enabling morphology-consistent generation that no existing unified framework supports.
PhysDrift: Bridging the Embodiment Gap in Humanoid Co-Speech Motion Generation
Humanoid robots require co-speech motions that are not only expressive and speech-aligned, but also physically executable under embodiment constraints. Existing co-speech generation pipelines are predominantly human-centric: motions are first generated in human-body representations such as SMPL-X and subsequently retargeted to humanoid robots. In this work, we identify a fundamental embodiment gap in this paradigm, where the mismatch between human motion manifolds and humanoid embodiment constraints disrupts embodiment consistency during motion transfer and physical execution. Through extensive analysis, we show that although retargeting can preserve coarse motion semantics, it significantly compresses motion diversity and weakens prosody-motion synchronization, limiting expressive humanoid behaviors. To address this problem, we first propose IK-EER, a prosody-preserving humanoid motion curation framework that jointly optimizes kinematic feasibility and speech-motion temporal alignment during retargeting. Building upon the curated robot-native motion dataset, we further introduce PhysDrift, an embodiment-aware co-speech motion generation framework that directly predicts executable humanoid joint trajectories from speech without relying on intermediate human-body representations. Unlike conventional human-centric pipelines, PhysDrift maintains embodiment consistency throughout both training and inference while incorporating physical regularization to stabilize robot motion dynamics. Extensive experiments and real-world humanoid deployment demonstrate that embodiment-aware robot-native generation substantially improves speech-motion alignment, physical plausibility, motion smoothness, inference efficiency, and real-time interaction capability.
VENOM: Versatile Embodied Network for Omni-bodied Motion tracking
Achieving expert-level expressive full-body motion tracking across multiple humanoids solely from demonstration data remains a challenging and relatively an underexplored problem in humanoid robot learning. Cross-embodiment motion tracking policies are mostly trained by decoupling the control problem into upper and lower body control. This work proposes VENOM, a cross-embodiment full-body motion tracking model for humanoids in simulation. VENOM is a GPT-based motion tracker trained on multiple humanoid data that can track the entire body without the requirement to split into upper and lower body control. We curate a multi-humanoid motion tracking dataset called the VENOM dataset that contains states, actions, and rewards and train VENOM and the baselines on this dataset. In this letter, we evaluate VENOM's performance against baselines and show that we can achieve a stable motion tracker across different humanoids more capable than an MLP trained on multiple humanoid data with supervised learning alone, and also show that despite lack of reward feedback, VENOM closely matches the tracking capability of experts that were trained using asymmetric-actor critic reinforcement learning.
Stubborn: A Streamlined and Unified Reinforcement Learning Framework for Robust Motion Tracking and Fall Recovery for Humanoids
Recent reinforcement learning approaches have shown great promise in improving humanoid motion tracking performance and achieving fall recovery under disturbances. However, most existing works treat motion tracking and fall recovery as different tasks and require multi-stage training with specialized recovery rewards and/or separate recovery policies. Moreover, existing reinforcement learning-based methods often terminate training episodes immediately after severe tracking failures, limiting recovery-oriented exploration in unstable or fallen states. To address the above issues, we propose Stubborn, a streamlined and unified reinforcement learning framework to achieve robust humanoid motion tracking and fall recovery. Specifically, Stubborn uses an asymmetric Actor-Critic architecture and consists of three major components. First, a yaw-aligned tracking representation is adopted to reduce sensitivity to global drift and heading disturbances while preserving gravity-related balance information. Second, we introduce a Bernoulli-based probabilistic termination mechanism that enables the policy to encourage exploration of fall-recovery behaviors under varying failure modes. Third, we propose a probabilistic termination and tracking-error-driven strategy that dynamically reshapes the sampling distribution based on tracking performance, increasing the training efficiency for difficult motion segments and unstable states. Extensive comparisons with SOTA methods and ablation studies show that Stubborn achieved competitive performance, and the proposed probabilistic termination mechanism and adaptive sampling strategy contributed to the performance and robustness gains. For real-world demonstrations, please refer to https://aislab-sustech.github.io/Stubborn/.
Gravity-guided Contact Dynamics Estimation from 3D Human Motions
Ground contact forces acting on the human body, are crucial for biomechanics studies or sport performance analysis. Prior methods rely on force plates or pressure mats to collect ground contact dynamics, limiting their applicability to carefully controlled settings. A more scalable solution is to estimate the dynamics directly from motion capture data. Recent approaches only roughly estimate the ground contact dynamics from the vertical distance between the body and the ground plane, which cannot capture the complex pressure distribution of all contact points. To this end, we propose GraCE -- Gravity-guided Contact Dynamics Estimation, a novel full-body contact dynamics model for human motions using a realistic influence of body mass distribution and gravity. We use the human's center of gravity to estimate the ground contacts based on its relative distance to the human body. The applied force on each contact is estimated via the product of predicted contact probabilities and the total exterior force computed from the center of mass trajectory. We outperform related work on the GroundLink dataset for ground reaction force estimation, and on the MOYO dataset for detailed contact pressure prediction. The code is published at https://github.com/cuongle1206/GraCE
Perceptive Behavior Foundation Model: Adapting Human Motion Priors to Robot-Centric Terrain
Humanoid behavior foundation models aim to acquire reusable whole-body control policies from broad human motion priors, enabling a single controller to produce diverse and expressive behaviors. However, existing motion-centric foundation policies largely assume that the reference motion is already physically compatible with the robot's surroundings. This assumption breaks when the demonstrator, operator, and robot inhabit different environments: a human motion may specify the intended behavior, but not the footholds, clearance, body height, or contact timing required by the robot's local terrain. We introduce \emph{Perceptive Behavior Foundation Model} (Perceptive BFM), a terrain-aware humanoid control framework that grounds human motion priors in robot-centric perception. The model preserves raw kinematic motion references as the behavioral interface, while using local terrain observations to adapt contacts, posture, and timing. To provide scalable terrain supervision, we develop \emph{terrain-conformal reference synthesis} (TCRS), which converts locomotion-oriented human motion clips into terrain-consistent references through contact-aware foothold construction, foot-geometry-aware swing optimization, support-aware root reconstruction, collision repair, and multi-point inverse kinematics. We then train a blind adapted-reference teacher and transfer its terrain-conformal behavior to a deployed raw-reference student through target-frame action alignment. The student is an identity-gated Transformer tracker whose terrain features enter through residual pathways initialized to preserve the motion-tracking prior and trained to produce local corrections only when needed.
LIMMT: Less is More for Motion Tracking
We argue that high-quality motion data can steer tracking policies toward better optimization trajectories early in training. In this work, we introduce LIMMT (Less Is More for Motion Tracking). To our knowledge, this is the first data-centric study for physics-based humanoid motion tracking. We go beyond simply removing low-quality and erroneous clips, but define motion data quality through three dimensions: physics feasibility, diversity, and complexity. We show that even training with under 3% of AMASS yields better tracking performance than training with the full dataset. We further conduct data cleaning on the estimated web-sourced mocap data. Extensive experiments and analyses validate the effectiveness of our framework.
Ensuring Interaction Safety in Multitask Exoskeleton Control: A Simulation-Trained Variable Impedance Framework
Wearable exoskeletons can augment human phys ical capabilities during complex activities. However, ensuring adaptation across diverse tasks while guaranteeing interaction safety remains a critical challenge. To address this, a simulation trained variable impedance control approach with stability guarantees is proposed. First, a simulation-based human exoskeleton motion data generation pipeline is established, utilizing Proximal Policy Optimization (PPO) to synthesize human muscle activations while the exoskeleton provides direct compensation for human biological joint torques. Subsequently, the generated dataset is used to train a dual modality policy that fuses semantic instructions with proprioceptive history, enabling the prediction of reference trajectories and variable impedance gains for nine different motion tasks. To guarantee safety, the network outputs are constrained by a stability criterion derived from Lyapunov stability theory, which bounds stiffness variations to ensure the asymptotic stability of the coupled system. Experimental results indicate that the proposed framework reduces metabolic cost in real-world scenarios com pared with standard baseline methods. These findings suggest the feasibility of the proposed framework for safe, multitask exoskeleton control.
NextMotionQA: Benchmarking and Judging Human Motion Understanding with Vision-Language Models
Reliable evaluation of human motion understanding is fundamental to advancing embodied AI, robotics, and animation. However, existing benchmarks suffer from coarse semantic granularity, undifferentiated difficulty, limited annotation quality, and pervasive answer ambiguity, leaving them unable to diagnose where current models fail. To bridge this gap, we introduce NextMotionQA, a comprehensive benchmark that leverages vision-language models (VLMs) for semi-automated, expert-verified dataset. NextMotionQA features three complementary tasks: multiple-choice question answering, video captioning, and fine-grained error correction. Each task is systematically structured across three core semantic axes and stratified into three task complexity levels. Our extensive evaluation of twelve representative VLMs uncovers critical capability gaps and weakness that remain invisible under conventional, single-task evaluations. In a complementary direction, recent work has begun using VLMs as judges for text-to-motion evaluation; we ask whether they show the same degradation under harder tasks. We find that VLMs align strongly with expert ratings on coarse criteria (Cohen's κ=0.70) but break down on fine-grained, part-level judgment (κ=0.10), validating the paradigm in its strong regime while clarifying its limits.
Human2Humanoid: Physics-Aware Cross-Morphology Motion Retargeting for Humanoid Robots
Retargeting human motion to humanoid robots is critical for teleoperation, imitation learning and human-robot interaction. However, it remains challenging because of substantial morphological discrepancies between humans and robots, including differences in skeletal topology, limb proportions and degrees of freedom, as well as the scarcity of paired motion data. This paper presents Human2Humanoid, an unsupervised motion retargeting framework that transfers human motions to humanoid robot behaviors with high fidelity. To bridge the domain gap under unpaired data, we adopt a CycleGAN-based architecture equipped with a skeleton-aware graph convolutional network to capture topology-dependent motion features. To address cross-domain scale mismatches, we introduce a morphology-invariant end-effector consistency loss that aligns normalized end-effector trajectories to preserve motion semantics across embodiments. To improve physical plausibility and reduce contact artifacts, we impose explicit physics-aware feasibility constraints to encourage reproduction of the contact patterns in the source motion. Experimental results show that the proposed method successfully retargets human motion to the Unitree G1 humanoid robot without paired data, and outperforms existing methods in both downstream controllability and physical feasibility.
Ultra Diffusion Poser: Diffusion-Based Human Motion Tracking From Sparse Inertial Sensors and Ranging-Based Between-Sensor Distances
Methods using inertial measurement units (IMUs) provide a wearable alternative to camera-based motion capture. To mitigate drift from inertial signals, recent sparse inertial pose estimators integrate inter-sensor distances measured by ultra-wideband (UWB) ranging. So far, UWB distances have only been used as an additional input feature, ignoring the physical constraints they impose on sensor positions. However, these distances can also be used to reconstruct the underlying 3D sensor layout, which in turn provides more informative input for pose reconstruction. We propose Ultra Diffusion Poser, a diffusion model that explicitly models these geometric constraints. It includes a Spatial Layout Module that analytically reconstructs the 3D sensor positions from UWB measurements. These sensor positions are used alongside IMU signals and UWB distances as a conditioning signal during diffusion. Still, network predictions can violate inter-sensor distance measurements. To address this, we introduce UWB-Diffusion Guidance, which encourages alignment between predicted poses and measured distances during diffusion sampling. Together, these contributions enable our model to achieve state-of-the-art performance, reducing joint position error by up to 22% over prior work.
Towards 3D-Aware Video Diffusion Models: Render-Free Human Motion Control with Mesh Tokenization
Diffusion models have shown remarkable success in video generation. However, whether such models are truly aware of the 3D structure underlying visual observations, rather than simply reproducing plausible 2D projections, remains an open question. In this work, we investigate this question through human motion control, a task that requires precise modelling of 3D human geometry, motion, camera viewpoint, and scene context. Unlike prior methods that rely on rendered 2D motion guidance videos, we propose a render-free framework that conditions video generation directly on compressed 3D human mesh tokens. This representation preserves full 3D geometric information while enabling a unified token-based generation pipeline that processes video tokens jointly with motion tokens in a DiT-based architecture. This design requires the model to reason jointly about appearance, 3D structure, and camera viewpoint during video generation. Experimental results demonstrate strong performance on human motion control benchmarks, while reducing artifacts induced by view-dependent 2D guidance and trajectory-pose mismatches during editing. These findings suggest that video diffusion models, when equipped with mesh tokenization, can better capture complex 3D human structures and their interactions with the surrounding environment.
Natural Human Motion Recovery by Aligning High-Order Temporal Dynamics from Monocular Videos
Human motion recovered from monocular videos often appears overly smooth or dynamically inconsistent, even when joint positions are numerically accurate. We observe that this limitation stems from the absence of reliable high-order temporal cues -- velocity and acceleration -- which are essential for reconstructing motion that exhibits realistic momentum, timing, and high-frequency detail. We introduce HTD-Refine, a post-processing framework that augments existing Human Motion Recovery (HMR) pipelines using explicitly estimated high-order temporal dynamics. At the core of our system is PVA-Net, a temporal transformer that infers per-joint 2D positions, 3D velocities, and 3D accelerations directly from a monocular video. These predicted dynamics serve as soft yet informative constraints in a global optimization procedure that refines world-space trajectories, significantly reducing jitter, suppressing over-smoothing, and restoring physically plausible motion. Extensive experiments on challenging in-the-wild benchmarks show that HTD-Refine consistently improves state-of-the-art HMR methods, yielding more accurate global trajectories and substantially more natural motion dynamics. Our results highlight the critical role of high-order temporal modeling in advancing monocular human motion recovery.
AnyMo: Geometry-Aware Setup-Agnostic Modeling of Human Motion in the Wild
As wearable and mobile devices become increasingly embedded in daily life, they offer a practical way to continuously sense human motion in the wild. But inertial signals are highly dependent on the sensing setup, including body location, mounting position, sensor orientation, device hardware, and sampling protocol. This setup dependence makes it difficult to learn motion representations that transfer across devices and datasets, and limits the broader use of wearable IMUs beyond closed-set recognition. We introduce AnyMo, a geometry-aware framework for setup-agnostic human motion modeling. AnyMo uses physics-grounded IMU simulation over dense body-surface placements to generate diverse and plausible synthetic signals, pre-trains a graph encoder from paired synthetic placement views and masked partial observations, tokenizes multi-position IMU into full-body motion tokens, and aligns these tokens with an LLM for motion-language understanding. We evaluate AnyMo on three complementary tasks: zero-shot activity recognition across 14 unseen downstream datasets, cross-modal retrieval, and wearable IMU motion captioning, where it improves average Accuracy/F1/R@2 by 11.7%/11.6%/22.6% on HAR, increases zero-shot IMU-to-text and text-to-IMU retrieval MRR by 15.9% and 28.6%, respectively, and improves zero-shot captioning BERT-F1 by 18.8%. These results support AnyMo as a generalist model for wearable motion understanding in the wild. Project page: https://baiyuchen.com/project/AnyMo.
AtomicMotion: Learning Human Motion From Different Human Parts
Accurately reconstructing full-body poses from sparse head and hand trajectories is a foundational challenge for immersive AR/VR telepresence. Current methods often struggle with error accumulation and unnatural joint coordination, primarily because they treat the human body as a monolithic entity, thereby failing to capture the fine-grained ``atomic intents'' embedded in subtle signal variations and overlooking the inherent structural topology. To bridge this gap, we present AtomicMotion, a framework designed to decouple and re-integrate body dynamics through three core innovations. First, we introduce a logical body partitioning scheme that decomposes the skeleton into five distinct clusters based on functional intent; this ensures that each partition preserves internal joint synergies while isolating local motion primitives. Second, to robustly map sparse inputs to high-dimensional poses, we employ a masked full-body pre-conditioning strategy during training, forcing the model to internalize global skeletal topology and latent kinematic constraints. Finally, addressing the limitations of vanilla spatial attention, which often ignores fixed physiological connectivity, we propose Kinematic Attention. By embedding the classical kinematic tree structure into the attention mechanism, we ensure biological plausibility in the synthesized motions. Extensive evaluations on the AMASS dataset demonstrate that AtomicMotion significantly outperforms existing baselines, yielding higher reconstruction fidelity and superior biomechanical realism.
DrawMotion: Generating 3D Human Motions by Freehand Drawing
Text-to-motion generation, which translates textual descriptions into human motions, faces the challenge that users often struggle to precisely convey their intended motions through text alone. To address this issue, this paper introduces DrawMotion, an efficient diffusion-based framework designed for multi-condition scenarios. DrawMotion generates motions based on both a conventional text condition and a novel hand-drawing condition, which provide semantic and spatial control over the generated motions, respectively. Specifically, we tackle the fine-grained motion generation task from three perspectives: 1) freehand drawing condition. To accurately capture users' intended motions without requiring tedious textual input, we develop an algorithm to automatically generate hand-drawn stickman sketches across different dataset formats; 2) multi-condition fusion. We propose a Multi-Condition Module (MCM) that is integrated into the diffusion process, enabling the model to exploit all possible condition combinations while reducing computational complexity compared to conventional approaches; and 3) training-free guidance. Notably, the MCM in DrawMotion ensures that its intermediate features lie in a continuous space, allowing classifier-guidance gradients to update the features and thereby aligning the generated motions with user intentions while preserving fidelity. Quantitative experiments and user studies demonstrate that the freehand drawing approach reduces user time by approximately 46.7% when generating motions aligned with their imagination. The code, demos, and relevant data are publicly available at https://github.com/InvertedForest/DrawMotion.
HoloMotion-1 Technical Report
In this report, we present HoloMotion-1, a humanoid motion foundation model for zero-shot whole-body motion tracking. A key innovation of HoloMotion-1 is to scale control-policy training with a large-scale hybrid motion corpus, where video-reconstructed motions from in-the-wild videos provide the dominant source of motion diversity, while curated motion-capture and in-house motion data provide higher-fidelity supervision and deployment-oriented coverage. This data regime enables HoloMotion-1 to move beyond conventional MoCap-only training and exposes the policy to substantially broader behaviors, capture conditions, and motion styles. Learning from such heterogeneous data introduces new challenges, including reconstruction noise, source-domain mismatch, uneven motion quality, and the need for temporal modeling under large behavioral variation. To address these challenges, HoloMotion-1 integrates large-capacity temporal modeling, a sparsely activated Mixture-of-Experts Transformer with KV-cache inference for real-time control, and a sequence-level training strategy that improves learning efficiency on extended motion sequences. Extensive experiments on multiple unseen motion benchmarks show that HoloMotion-1 generalizes robustly across diverse motion types and capture conditions, significantly improves tracking accuracy over prior methods, and transfers directly to a real humanoid robot without task-specific fine-tuning.
Multi-scale Coarse-to-fine Modeling for Test-time Human Motion Control
We present MSCoT, a multi-scale, coarse-to-fine model for test-time human motion synthesis and control. Unlike recent approaches that rely on multiple iterative denoising/token-prediction steps, or modules tailored for specific control signals, MSCoT discretizes motion into a multi-scale hierarchical representation and predicts the entire token sequence at each temporal scale in a coarse-to-fine fashion. Building on this coarse-to-fine paradigm, we propose an efficient multi-scale token guidance strategy that overcomes the challenge of discrete sampling and steers the token distribution towards the control goals, allowing for fast and flexible control. To address the limitations of a discrete codebook, a lightweight token refiner further adds continuous residuals to the discrete token embeddings and allows differentiable test-time refinement optimization to ensure precise alignment with the control objectives. MSCoT is able to produce quality motions, consistent with the control constraints, while offering substantially faster sampling than diffusion-based approaches. Experiments on popular benchmarks demonstrate state-of-the-art controllable text-to-motion generation performance of MSCoT over existing baselines, with better motion quality (48% FID improvement), higher control accuracy (-61% avg error), and faster inference speed on HumanML3D.
BioHuman: Learning Biomechanical Human Representations from Video
Understanding human motion beyond surface kinematics is crucial for motion analysis, rehabilitation, and injury risk assessment. However, progress in this domain is limited by the lack of large-scale datasets with biomechanical annotations, and by existing approaches that cannot directly infer internal biomechanical states from visual observations. In this paper, we introduce a simulation-based framework for estimating muscle activations from existing motion capture datasets, resulting in BioHuman10M, a large-scale dataset with synchronized video, motion, and activations. Building on BioHuman10M, we propose BioHuman, an end-to-end model that takes monocular video as input and jointly predicts human motion and muscle activations, effectively bridging visual observations and internal biomechanical states. Extensive experiments demonstrate that BioHuman enables accurate reconstruction of both kinematic motion and muscle activity, and generalizes across diverse subjects and motions. We believe our approach establishes a new benchmark for video-based biomechanical understanding and opens up new possibilities for physically grounded human modeling.
SCAMP: Sparse-anchor Control is One Small Projection
Authoring with a text-to-motion generator needs sparse anchors: chosen joints, at chosen frames, at given positions. Meeting them currently costs a conditioning branch trained for the task, or hundreds of per-clip optimisation steps in the architecture's native variables. In any generator that decodes a continuous state through a frozen differentiable decoder, the anchors ask for little and leave most of the state free: a few hundred numbers against a state of tens of thousands. Every control method is a choice among the states that satisfy them, and the choices differ along the directions the anchors cannot see and the motion can. SCAMP makes the choice that moves none of them: damped Gauss-Newton in the space of the anchors, through the frozen decoder alone, training-free, with one dimensionless damping constant. Every increment is a combination of the rows of the anchors' Jacobian, so the correction is orthogonal to everything the anchors never see, and the system solved is the size of the request rather than of the state. Applied unchanged to seven published generators spanning diffusion, token and latent designs, it matches or exceeds in anchor error every released control method it is measured against, and closes the anchors on hosts that ship none. Confined to those rows, a correction can only take the shapes the decoder admits, so what it costs belongs to the decoder, and holding the solver fixed makes that cost measurable: it divides by decoder family, windowed decoders staying within a small multiple of the unconstrained generator's foot skating where analytic recoveries multiply it several times over. Built to that criterion, our own generator reaches 0.083 m anchor error at FID 0.102 in 0.50 s per clip. The decoder's temporal support is a design criterion for controllable motion generation.
Dynamics Computation of Soft-Rigid Hybrid-Link System and Its Application to Motion Analysis of an Athlete Wearing Sport Prosthesis
This paper presents a motion analysis framework for an athlete wearing sport-specific flexible prosthesis based on the soft-rigid hybrid-link system. Such a motion analysis is a challenging problem because we need to consider the interaction force between the rigid human skeleton system and a flexible prosthesis. However, most of human musculoskeletal models are based on the computation framework of a rigid-body multi-link system. Recently in soft robotics research field, fast and efficient modeling methods were developed for a flexible rod deformation, which allows us to build a hybrid-link system that integrates rigid-link and soft-bodies in a unified formulation. We apply inverse kinematics of the hybrid-link system to motion reconstruction from a motion captured data, and also present the estimation of the joint torques and ground reaction force by inverse dynamics. Through a human subject experiment, we show that the inverse dynamics achieved approximately 12% error on the ground reaction force estimation. Furthermore, we provide the muscle force estimation considering muscle amputation and interaction force with the prosthesis leg deformation.
BifrostUMI: Bridging Robot-Free Demonstrations and Humanoid Whole-Body Manipulation
High-quality demonstration data are essential for humanoid robot skill learning, especially for whole-body behaviors that require coordinated perception, locomotion, and manipulation. Existing data-collection methods largely rely on robot teleoperation, which is constrained by hardware accessibility, operator expertise, and limited efficiency. Inspired by the Universal Manipulation Interface (UMI), we propose BifrostUMI, a portable and robot-free framework for humanoid whole-body data collection. BifrostUMI uses lightweight VR devices and UMI-inspired grippers to collect sparse human keypoint trajectories, wrist-view observations, and gripper actions. These demonstrations train a high-level policy to predict future keypoints, which are retargeted to robot-native whole-body references and executed by a whole-body controller. Experiments in five real-world scenarios demonstrate the effectiveness of the proposed framework and validate the collected demonstrations for transferable humanoid whole-body skill learning.
InterPhys: Physics-aware Human Motion Synthesis in a Dynamic Scene
This paper tackles the problem of physics-aware human motion synthesis in a dynamic scene. Unlike existing works which mainly tend to generate physically unrealistic motions due to limited contact modeling, typically restricted to hands, in this paper, we introduce a physics-aware human motion generation framework that explicitly models the full spectrum of human-related forces, including human-object, human-scene, and internal body dynamics.~Our method imposes soft physical constraints to maintain force and torque balance, ensuring physically grounded motion synthesis. We further propose a novel continuous distance-based force model that generalizes contact modeling to arbitrary surfaces, capturing interactions not only with static environments but also with dynamic, moving objects. Extensive experiments show that our approach significantly improves physical plausibility and generalizes well to complex scenes, setting a new benchmark for physically consistent human motion generation.
High-Speed Vision Improves Zero-Shot Semantic Understanding of Human Actions
Understanding human actions from visual observations is essential for human--robot interaction, particularly when semantic interpretation of unfamiliar or hard-to-annotate actions is required. In scenarios such as rapid and less common activities, collecting sufficient labeled data for supervised learning is challenging, making zero-shot approaches a practical alternative for semantic understanding without task-specific training. While recent advances in large-scale pretrained models enable such zero-shot reasoning, the impact of temporal resolution, especially for rapid and fine-grained motions, remains underexplored. In this study, we investigate how temporal resolution affects zero-shot semantic understanding of high-speed human actions. Using kendo as a representative case of rapid and subtle motion patterns, we propose a training-free pipeline that combines a pre-trained video-language model for semantic representation with large language model-based reasoning for pairwise action comparison. Through controlled experiments across multiple frame rates (120 Hz, 60 Hz, and 30 Hz), we show that higher temporal resolution significantly improves semantic separability in zero-shot settings. We further analyze the role of tracking-based human joint information under both full and partial observation scenarios. Quantitative evaluation using a nearest-class prototype strategy demonstrates that high-speed video provides more stable and interpretable semantic representations for fast actions. These findings highlight the importance of temporal resolution in training-free action recognition and suggest that high-speed perception can enhance semantic understanding capabilities.
IAM: Identity-Aware Human Motion and Shape Joint Generation
Recent advances in text-driven human motion generation enable models to synthesize realistic motion sequences from natural language descriptions. However, most existing approaches assume identity-neutral motion and generate movements using a canonical body representation, ignoring the strong influence of body morphology on motion dynamics. In practice, attributes such as body proportions, mass distribution, and age significantly affect how actions are performed, and neglecting this coupling often leads to physically inconsistent motions. We propose an identity-aware motion generation framework that explicitly models the relationship between body morphology and motion dynamics. Instead of relying on explicit geometric measurements, identity is represented using multimodal signals, including natural language descriptions and visual cues. We further introduce a joint motion-shape generation paradigm that simultaneously synthesizes motion sequences and body shape parameters, allowing identity cues to directly modulate motion dynamics. Extensive experiments on motion capture datasets and large-scale in-the-wild videos demonstrate improved motion realism and motion-identity consistency while maintaining high motion quality. Project page: https://vjwq.github.io/IAM
Learning Reactive Human Motion Generation from Paired Interaction Data Using Transformer-Based Models
Recent advances in deep learning have enabled the generation of videos from textual descriptions as well as the prediction of future sequences from input videos. Similarly, in human motion modeling, motions can be generated from text or predicted from a single person's motion sequence. However, these approaches primarily focus on single-agent motion generation. In contrast, this study addresses the problem of generating the motion of one person based on the motion of another in interaction scenarios, where the two motions are mutually dependent. We construct a dataset of paired action-reaction motion sequences extracted from boxing match videos and investigate the effectiveness of Transformer-based models for this task. Specifically, we implement and compare three models: a simple Transformer, iTransformer, and Crossformer. In addition, we introduce a person ID embedding to explicitly distinguish between individuals, enabling the model to maintain structural consistency and better capture interaction dynamics. Experimental results show that the simple Transformer can generate plausible interaction-aware motions without suffering from posture collapse, while iTransformer and Crossformer accumulate errors over time, leading to unstable motion generation. Furthermore, the proposed person ID embedding contributes to preventing structural collapse and improving motion consistency. These results highlight the importance of explicitly modeling individual identity in interaction-aware motion generation.