<story><title>Human Motion Diffusion Model</title><url>https://github.com/GuyTevet/motion-diffusion-model</url></story><parent_chain><item><author>cdev_gl</author><text>If you scroll down a bit there&amp;#x27;s a wireframe of the skeleton which is what&amp;#x27;s actually being animated, and you&amp;#x27;ll notice it&amp;#x27;s lacking in bones to define the fingers or even possibly hands. Hence why the hands maintain that weird pose throughout all examples.&lt;p&gt;My gut says that the quality could be rapidly improved without changing the underlying design at all.&lt;p&gt;The real issue with this, I think, is that motion capture for humans is already widely available and provides much higher fidelity and control than text. Unless I&amp;#x27;m misreading the paper badly, this model was trained on exactly such data. Blending between multiple animations through motion capture is also well-understood.&lt;p&gt;So while the results are impressive, the practical gains seem very marginal. I think perhaps that the equivalent to &amp;quot;inpainting&amp;quot; (as mentioned in the text) and &amp;quot;style transfer&amp;quot; would be the big gain here? If we could use this to retarget animations to different body plans (child, adult, space monster) quickly, or for smarter interpolation between human-authored keyframes, I could see that being a much-desired tool.</text></item><item><author>soperj</author><text>I understand it&amp;#x27;s probably gonna get better and better, but the actual result made me laugh out loud. The skipping rope one was hilarious.</text></item></parent_chain><comment><author>nineteen999</author><text>I dunno, as an amateur animator and game developer this would be a huge help to me. I have a first gen Perception Neuron suit, I even wrote an addon for Blender that retargets the Neuron output for the Rigify rig.&lt;p&gt;But it&amp;#x27;s cumbersome to put on and take off, and to operate, especially when working alone. While I&amp;#x27;m in pretty good shape, there&amp;#x27;s heaps of movements (eg. martial arts, swordplay, firing&amp;#x2F;reloading a gun etc) that would probably look silly if I performed them. I can see this being very handy at least for prototyping animations at the very least.&lt;p&gt;Replacing finger bone positions is pretty trival in Blender as well using the Pose Library feature so the lack of finger data isn&amp;#x27;t that much of a big deal.</text></comment>
<story><title>Human Motion Diffusion Model</title><url>https://github.com/GuyTevet/motion-diffusion-model</url></story><parent_chain><item><author>cdev_gl</author><text>If you scroll down a bit there&amp;#x27;s a wireframe of the skeleton which is what&amp;#x27;s actually being animated, and you&amp;#x27;ll notice it&amp;#x27;s lacking in bones to define the fingers or even possibly hands. Hence why the hands maintain that weird pose throughout all examples.&lt;p&gt;My gut says that the quality could be rapidly improved without changing the underlying design at all.&lt;p&gt;The real issue with this, I think, is that motion capture for humans is already widely available and provides much higher fidelity and control than text. Unless I&amp;#x27;m misreading the paper badly, this model was trained on exactly such data. Blending between multiple animations through motion capture is also well-understood.&lt;p&gt;So while the results are impressive, the practical gains seem very marginal. I think perhaps that the equivalent to &amp;quot;inpainting&amp;quot; (as mentioned in the text) and &amp;quot;style transfer&amp;quot; would be the big gain here? If we could use this to retarget animations to different body plans (child, adult, space monster) quickly, or for smarter interpolation between human-authored keyframes, I could see that being a much-desired tool.</text></item><item><author>soperj</author><text>I understand it&amp;#x27;s probably gonna get better and better, but the actual result made me laugh out loud. The skipping rope one was hilarious.</text></item></parent_chain><comment><author>dagmx</author><text>The reason there’s likely no finger joints is because a lot of motion capture data doesn’t include fidelity beyond the wrist.&lt;p&gt;So if they’re training on the standard corpuses of motion capture data available and even mixing in their own, they likely won’t have fingers to base data on.</text></comment>