Generating Detailed Character Motion from Blocking Poses
September 19, 2025 Β· Declared Dead Β· π ACM SIGGRAPH Conference and Exhibition on Computer Graphics and Interactive Techniques in Asia
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Authors
Purvi Goel, Guy Tevet, C. K. Liu, Kayvon Fatahalian
arXiv ID
2509.16064
Category
cs.GR: Graphics
Citations
1
Venue
ACM SIGGRAPH Conference and Exhibition on Computer Graphics and Interactive Techniques in Asia
Last Checked
5 months ago
Abstract
We focus on the problem of using generative diffusion models for the task of motion detailing: converting a rough version of a character animation, represented by a sparse set of coarsely posed, and imprecisely timed blocking poses, into a detailed, natural looking character animation. Current diffusion models can address the problem of correcting the timing of imprecisely timed poses, but we find that no good solution exists for leveraging the diffusion prior to enhance a sparse set of blocking poses with additional pose detail. We overcome this challenge using a simple inference-time trick. At certain diffusion steps, we blend the outputs of an unconditioned diffusion model with input blocking pose constraints using per-blocking-pose tolerance weights, and pass this result in as the input condition to an pre-existing motion retiming model. We find this approach works significantly better than existing approaches that attempt to add detail by blending model outputs or via expressing blocking pose constraints as guidance. The result is the first diffusion model that can robustly convert blocking-level poses into plausible detailed character animations.
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