Human Motion Generation
Overview
Human motion generation studies how to synthesize or edit body movement for animation, avatars, interaction, and humanoid robots. Common approaches use diffusion or flow-matching models, autoregressive and masked motion tokens, and structured representations of body parts or joint trajectories; retrieval, planning, and physics-based refinement can add control. Text-to-motion is often tested on HumanML3D and KIT-ML, while dance and speech-driven gestures use benchmarks such as AIST++ and BEAT. A central challenge is balancing semantic accuracy, natural and diverse motion, physical plausibility, and precise control—especially for long or real-time sequences, where evaluation metrics may not reflect human judgments or successful execution.
Latest papers
292 papers36 papers in the last four weeks, up 44% on the four weeks before. 0.2% of all new papers.
A Self-Supervised Approach on Motion Calibration for Enhancing Physical Plausibility in Text-to-Motion
Temporal Consistency-Aware Text-to-Motion Generation
CLUTCH: Contextualized Language model for Unlocking Text-Conditioned Hand motion modelling in the wild
MoRL: Reinforced Reasoning for Unified Motion Understanding and Generation
ProAct: Harnessing Streaming Motion Generation and Agentic Reasoning for Real-Time Embodied Social Interaction
3DXTalker: Unifying Identity, Lip Sync, Emotion, and Spatial Dynamics in Expressive 3D Talking Avatars
Language-Guided Transformer Tokenizer for Human Motion Generation
Superman: Unifying Skeleton and Vision for Human Motion Perception and Generation
perception'' models that understand motion from video but only output text, and generation'' models that cannot perceive from raw visual input. Second, generative MLLMs are often limited to single-frame, static poses using dense, parametric SMPL models, failing to handle temporal motion. Third, existing motion vocabularies are built from skeleton data alone, severing the link to the visual domain. To address these challenges, we introduce Superman, a unified framework that bridges visual perception with temporal, skeleton-based motion generation. Our solution is twofold. First, to overcome the modality disconnect, we propose a Vision-Guided Motion Tokenizer. Leveraging the natural geometric alignment between 3D skeletons and visual data, this module pioneers robust joint learning from both modalities, creating a unified, cross-modal motion vocabulary. Second, grounded in this motion language, a single, unified MLLM architecture is trained to handle all tasks. This module flexibly processes diverse, temporal inputs, unifying 3D skeleton pose estimation from video (perception) with skeleton-based motion prediction and in-betweening (generation). Extensive experiments on standard benchmarks, including Human3.6M, demonstrate that our unified method achieves state-of-the-art or competitive performance across all motion tasks. This showcases a more efficient and scalable path for generative motion analysis using skeletons.