Motion Synthesis with Sparse and Flexible Keyjoint Control
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Abstract (arXiv)
Creating expressive character animations is labor-intensive, requiring intricate manual adjustment of animators across space and time. Previous works on controllable motion generation often rely on a predefined set of dense spatio-temporal specifications (e.g., dense pelvis trajectories with exact per-frame timing), limiting practicality for animators. To process high-level intent and intuitive control in diverse scenarios, we propose a practical controllable motions synthesis framework that respects sparse and flexible keyjoint signals. Our approach employs a decomposed diffusion-based motion synthesis framework that first synthesizes keyjoint movements from sparse input control signals and then synthesizes full-body motion based on the completed keyjoint trajectories. The low-dimensional keyjoint movements can easily adapt to various control signal types, such as end-effector position for diverse goal-driven motion synthesis, or incorporate functional constraints on a subset of keyjoints. Additionally, we introduce a time-agnostic control formulation, eliminating the need for frame-specific timing annotations and enhancing control flexibility. Then, the shared second stage can synthesize a natural whole-body motion that precisely satisfies the task requirement from dense keyjoint movements. We demonstrate the effectiveness of sparse and flexible keyjoint control through comprehensive experiments on diverse datasets and scenarios.
Key facts. Cited by 9 papers in the map (data through 14 Oct 2026). Builds on 61 of its 82 references that are in the map. First posted on arXiv 18 Mar 2025.
Builds on
61 of 82 references.
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38 more
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50 most cited of 61 All 61 (JSON)
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Citing papers per year: 2025: 2; 2026: 7.
9 papers.
- 2026Kimodo: Scaling Controllable Human Motion Generationcited by 37
- 2025SceneMI: Motion In-betweening for Modeling Human-Scene Interactionscited by 11
- 2026ScaleMoGen: Autoregressive Next-Scale Prediction for Human Motion Generationcited by 4
- 2025Pressure2Motion: Hierarchical Human Motion Reconstruction from Ground Pressure with Text Guidancecited by 0
- 2026Controllable Text-to-Motion Generation via Modular Body-Part Phase Controlcited by 0
- 2026EgoForce: Robust Online Egocentric Motion Reconstruction via Diffusion Forcingcited by 0
- 2026Training-free Controllable Human Motion Generation under Heterogeneous Constraintscited by 0
- 2026Two2Four: Generative Quadruped Puppeteering from Human Motioncited by 0
- 2026Progressively Learning Heterogeneous Skills in a Unified Latent Spacecited by 0
- 2026Progressively Learning Heterogeneous Skills in a Unified Latent Space24 Aug 2026
- 2026Two2Four: Generative Quadruped Puppeteering from Human Motion28 Jul 2026
- 2026Training-free Controllable Human Motion Generation under Heterogeneous Constraints2 Jul 2026
- 2026EgoForce: Robust Online Egocentric Motion Reconstruction via Diffusion Forcing13 May 2026
- 2026ScaleMoGen: Autoregressive Next-Scale Prediction for Human Motion Generation12 May 2026
- 2026Controllable Text-to-Motion Generation via Modular Body-Part Phase Control20 Mar 2026
- 2026Kimodo: Scaling Controllable Human Motion Generation16 Mar 2026
- 2025Pressure2Motion: Hierarchical Human Motion Reconstruction from Ground Pressure with Text Guidance7 Nov 2025
- 2025SceneMI: Motion In-betweening for Modeling Human-Scene Interactions20 Mar 2025