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Human Motion Diffusion Model

github.com

11–20 of 32 posts

Re: Human Motion Diffusion Model

#11
post #10

Earlier quoted context omitted.

I was actually really impressed by these results. But yes, that skipping rope does look hilarious.

Oh it's definitely impressive, I just couldn't help laughing.

Maybe this is the upside of the uncanny valley, doesn’t look exactly like a person, but it does look like a silly person!

https://en.m.wikipedia.org/wiki/Uncanny_valley

Re: Human Motion Diffusion Model

#13
post #5
post #2

I understand it's probably gonna get better and better, but the actual result made me laugh out loud. The skipping rope one was hilarious.

If you scroll down a bit there's a wireframe of the skeleton which is what's actually being animated, and you'll notice it's lacking in bones to define the fingers or even possibly hands. Hence why the hands maintain that weird pose throughout all examples. My gut says that the quality could be rapidly improved without changing the underlying design at all. The real issue with this, I think, is that motion capture fo…

That wireframe is gonna be sore. Lifting with it's back instead of it's legs...

Re: Human Motion Diffusion Model

#15
post #2

I understand it's probably gonna get better and better, but the actual result made me laugh out loud. The skipping rope one was hilarious.

Quoted post unavailable.

Which image/video are you referring to? As far as I can tell, the colors are not used to represent race, but to convey different kinds of information. For example, in Figure 1 and 3 of the paper, the color indicates different points in time. In the video, the colors indicate different motion generation methods. I would not classify "orange", "blue" and "purple" as Caucasian, but if you want even more colors, you can have a look at the original paper where color coding was used to differentiate between different skinning methods (Figure 2).

https://files.is.tue.mpg.de/black/papers/SMPL2015.pdf

Re: Human Motion Diffusion Model

#16
post #5
post #2

I understand it's probably gonna get better and better, but the actual result made me laugh out loud. The skipping rope one was hilarious.

If you scroll down a bit there's a wireframe of the skeleton which is what's actually being animated, and you'll notice it's lacking in bones to define the fingers or even possibly hands. Hence why the hands maintain that weird pose throughout all examples. My gut says that the quality could be rapidly improved without changing the underlying design at all. The real issue with this, I think, is that motion capture fo…

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.

But it's cumbersome to put on and take off, and to operate, especially when working alone. While I'm in pretty good shape, there's heaps of movements (eg. martial arts, swordplay, firing/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.

Replacing finger bone positions is pretty trival in Blender as well using the Pose Library feature so the lack of finger data isn't that much of a big deal.

Re: Human Motion Diffusion Model

#18
post #5
post #2

I understand it's probably gonna get better and better, but the actual result made me laugh out loud. The skipping rope one was hilarious.

If you scroll down a bit there's a wireframe of the skeleton which is what's actually being animated, and you'll notice it's lacking in bones to define the fingers or even possibly hands. Hence why the hands maintain that weird pose throughout all examples. My gut says that the quality could be rapidly improved without changing the underlying design at all. The real issue with this, I think, is that motion capture fo…

Motion capture is expensive and laborious.

Re: Human Motion Diffusion Model

#19
post #17

Is there an opensource alternative to SMPL? The German university doesn't respond to requests.

https://star.is.tue.mpg.de/

Try to find the email addresses of the authors of the scientific papers that go along with the models, there's usually a good chance that someone will answer if your request is reasonable.

Re: Human Motion Diffusion Model

#20
post #5
post #2

I understand it's probably gonna get better and better, but the actual result made me laugh out loud. The skipping rope one was hilarious.

If you scroll down a bit there's a wireframe of the skeleton which is what's actually being animated, and you'll notice it's lacking in bones to define the fingers or even possibly hands. Hence why the hands maintain that weird pose throughout all examples. My gut says that the quality could be rapidly improved without changing the underlying design at all. The real issue with this, I think, is that motion capture fo…

If you look very closely, the model does have wrists. (Most noticeable on the models left arm — that is the viewer’s right.)

Either way, the shoulder and elbow joints don’t move much during rope skipping, and no matter how it’s recorded, the motion capture data that was used for training should reflect that.

My best guess is that the model has picked up on the tiny arm motions that are present in rope skipping and wildly exaggerated them for some reason.

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