# Controllable Exaggeration for Generative Motion Models via Training-Time Adaptation and Inference-Time Guidance

arXiv: https://arxiv.org/abs/2610.12316 · HTML: https://mlsanity.com/paper/2610.12316/

## Key facts

- No citing papers in the map yet (data through 14 Oct 2026).
- Builds on 10 of its 45 references that are in the map.
- First posted on arXiv 8 Oct 2026.

## Builds on (most cited first, 10 of 10)

- [Adam: A Method for Stochastic Optimization](https://mlsanity.com/paper/1412.6980/) (2014)
- [LoRA: Low-Rank Adaptation of Large Language Models](https://mlsanity.com/paper/2106.09685/) (2021)
- [Denoising Diffusion Implicit Models](https://mlsanity.com/paper/2010.02502/) (2020)
- [Qwen3 Technical Report](https://mlsanity.com/paper/2505.09388/) (2025)
- [Decoupled Weight Decay Regularization](https://mlsanity.com/paper/1711.05101/) (2017)
- [LLM2Vec: Large Language Models Are Secretly Powerful Text Encoders](https://mlsanity.com/paper/2404.05961/) (2024)
- [Kimodo: Scaling Controllable Human Motion Generation](https://mlsanity.com/paper/2603.15546/) (2026)
- [HY-Motion 1.0: Scaling Flow Matching Models for Text-To-Motion Generation](https://mlsanity.com/paper/2512.23464/) (2025)
- [Motion Generation: A Survey of Generative Approaches and Benchmarks](https://mlsanity.com/paper/2507.05419/) (2025)
- [AnimationBench: Are Video Models Good at Character-Centric Animation?](https://mlsanity.com/paper/2604.15299/) (2026)

## Abstract (arXiv)

Recent motion generative models have demonstrated strong capabilities in synthesizing physically plausible character motion, but often overlook established animation principles used by professional animators to ground and design their animation work. Understanding and incorporating these principles into motion generative pipelines is essential for producing motions that serve not only physically grounded applications but also the needs of the character animation community. This enables the creation of characters that not only move in physically plausible ways but also feel alive, expressive, and engaging. To close this gap, we focus on the Exaggeration principle of animation and investigate how it can be incorporated into modern motion generative pipelines to produce more expressive character motions. To this end, we introduce a framework that operates at two stages of existing motion generative pipelines. The first stage introduces exaggeration during training, where we perform supervised fine-tuning of pre-trained text-to-motion models on our curated exaggeration dataset. The second stage operates at inference time, where we: (i) introduce a mathematical formulation of exaggeration based on dynamic movement primitives (DMPs); and (ii) leverage this formulation as an exaggeration guidance signal to guide existing diffusion and flow-matching text-to-motion generation models toward exaggerated motion without additional training. Through qualitative and quantitative evaluations against three strong motion generation models, we show that our methods generate more exaggerated and expressive motions while preserving neutral reference motion intent and physical plausibility.
