Scalable Motion In-betweening via Diffusion and Physics-Based Character Adaptation
Not on the map. Why?
Abstract (arXiv)
We propose a two-stage framework for motion in-betweening that combines diffusion-based motion generation with physics-based character adaptation. In Stage 1, a character-agnostic diffusion model synthesizes transitions from sparse keyframes on a canonical skeleton, allowing the same model to generalize across diverse characters. In Stage 2, a reinforcement learning-based controller adapts the canonical motion to the target character's morphology and dynamics, correcting artifacts and enhancing stylistic realism. This design supports scalable motion generation across characters with diverse skeletons without retraining the entire model. Experiments on standard benchmarks and stylized characters demonstrate that our method produces physically plausible, style-consistent motions under sparse and long-range constraints.
Key facts. Cited by 1 paper in the map (data through 7 Oct 2026). First posted on arXiv 13 Apr 2025.
Builds on
No reference list yet.
Built on by
Citing papers per year: 2026: 1.
1 paper.
- 2026Feed-forward Motion In-betweening for Any 4Dcited by 0
- 2026Feed-forward Motion In-betweening for Any 4D20 Jun 2026
Similar, not cited
Close in wording, no citation either way
- 2024PDP: Physics-Based Character Animation via Diffusion Policy
- 2024Flexible Motion In-betweening with Diffusion Models
- 2025AnyMoLe: Any Character Motion In-betweening Leveraging Video Diffusion Models
- 2024Taming Diffusion Probabilistic Models for Character Control
- 2023InsActor: Instruction-driven Physics-based Characters
- 2022Unifying Human Motion Synthesis and Style Transfer with Denoising Diffusion Probabilistic Models
- 2026NaP-Control: Navigating Diffusion Prior for Versatile and Fast Character Control
- 2026Sketch2Motion: Text-driven 2D Sketch to 3D Animation via Diffusion-guided Skeleton Optimization