Author: Denis Avetisyan
New research demonstrates that the way we represent human movement fundamentally impacts the quality of AI-generated animations.

A study comparing different motion representations within diffusion models reveals that position-based data outperforms rotation-based approaches, and a novel loss function accelerates training.
Despite recent advances in human motion synthesis using diffusion models, fundamental questions regarding the impact of motion representation and training strategies remain surprisingly underexplored. This work, ‘Back to Basics: Motion Representation Matters for Human Motion Generation Using Diffusion Model’, systematically investigates these core elements through controlled experiments with a proxy motion diffusion model. Our findings demonstrate that position-based motion representations significantly outperform rotation-based approaches, and a novel weighted loss function improves training efficiency. How can a deeper understanding of these foundational choices unlock even more realistic and controllable human motion generation?
Decoding Movement: The Challenge of Representation
The synthesis of believable human motion hinges on the ability to accurately and efficiently represent the data that defines it. While early approaches often relied on simply recording joint positions – a method known as Joint Positions (JP) – these proved inadequate for capturing the full spectrum of natural movement. JP struggles to represent subtleties like foot sliding, hand re-orientations, and the complex interplay between body parts, resulting in stiff or unnatural animations. This limitation arises because joint positions alone don’t fully constrain the pose; the same joint angles can be achieved with drastically different body configurations. Consequently, researchers have explored alternative representations that encode more complete information about the body’s configuration and orientation, striving to overcome the shortcomings of relying solely on joint angles and positions for a more fluid and realistic portrayal of human movement.
Representing human motion for realistic synthesis involves encoding the position and orientation of the body over time, and several approaches differ in their computational demands and ability to capture subtle movements. Root Positions with Euler angles (RPEJR) offer a relatively simple and computationally inexpensive method, but are prone to ‘gimbal lock’ and struggle with complex rotations. Alternatives such as using Quaternions (RPQJR) or Axis-angle representations (RPAJR) provide smoother and more accurate orientation control, avoiding gimbal lock, but at the cost of increased computational complexity – each rotation requires four values instead of three. Consequently, the selection of representation isn’t merely a technical detail; it directly impacts both the speed of motion generation and the fidelity with which nuanced, natural human movement can be reproduced, necessitating a careful balance between computational efficiency and expressive power.
The quality of synthesized human motion is deeply intertwined with the chosen method of data representation; a suboptimal choice can significantly limit both how accurately and how variably movements are recreated. While representing motion through joint positions offers a basic framework, more sophisticated techniques – employing root positions coupled with Euler angles, quaternions, or axis-angle rotations – introduce trade-offs between computational demand and expressive power. A representation that prioritizes speed may sacrifice the subtle nuances of human movement, resulting in robotic or unnatural actions. Conversely, a highly detailed representation, though capable of capturing intricate gestures, could be computationally prohibitive for real-time applications or extensive motion databases. Therefore, selecting a representation isn’t merely a technical detail, but a fundamental design choice that determines the balance between fidelity – how closely generated motions resemble real human movement – and diversity – the range of possible and plausible actions the system can produce.
Human movement isn’t simply a series of joint rotations; it’s a fluid, multi-layered expression of intent and adaptation. Capturing this inherent complexity requires more than just tracking limb positions; a robust framework must account for the subtle interplay of muscle activations, balance corrections, and anticipatory adjustments that define natural motion. This necessitates representations capable of encoding not only where a body part is, but how it’s moving – its velocity, acceleration, and the forces acting upon it. Without such a framework, synthesized movements often appear robotic and lack the nuanced qualities that distinguish human behavior, failing to convincingly replicate the delicate balance between control and spontaneity. Therefore, ongoing research focuses on developing data structures and algorithms that can faithfully capture and reproduce these subtleties, paving the way for more realistic and versatile motion synthesis.

Motion Diffusion: A Generative Pathway
Motion Diffusion Models (MDM) synthesize human motion by learning the distribution of observed movement data through a progressive diffusion process. This process involves gradually adding Gaussian noise to the training data – joint angles, positions, or other motion representations – until it becomes pure noise. The model then learns to reverse this diffusion, effectively denoising random noise to generate realistic and diverse motion sequences. This is achieved through a series of learned denoising steps, each refining the motion towards a plausible human movement, and is mathematically formulated as a Markov chain. By learning the underlying distribution, MDM can generate novel motions not present in the training data, offering a data-driven approach to motion synthesis.
Motion Diffusion Models (MDM) generate human motion through a process of iterative denoising. Initially, random noise, typically represented as a Gaussian distribution, is used as the starting point. The model, trained on a dataset of human motion capture data, learns to progressively remove this noise, refining the data step-by-step. Each denoising step predicts and subtracts a portion of the noise, guided by the learned data distribution, ultimately converging on a realistic and anatomically plausible human motion sequence. This process effectively ‘creates’ new motions that statistically resemble those observed in the training data, without directly copying existing sequences.
Motion Diffusion Models (MDM) demonstrate adaptability across multiple datasets commonly used for human motion analysis and synthesis. Performance has been validated on HumanML3D, a large-scale dataset containing diverse daily motions and multi-view video recordings; 100STYLE, which focuses on a wide range of motion styles and poses; and HumanAct12, a dataset specifically designed for recognizing and generating human actions. Successful application to these varied datasets-differing in capture methods, motion complexity, and intended use-confirms the model’s ability to generalize beyond the specific characteristics of any single training source and suggests its potential for broader application in areas such as animation, robotics, and virtual reality.
The successful implementation of Motion Diffusion Models (MDM) necessitates the inclusion of specialized loss functions to guarantee the anatomical correctness of generated motion sequences. Specifically, Geometric Loss calculates the discrepancy between predicted joint positions and the kinematic constraints of the human skeleton, penalizing physically implausible poses. This loss function typically considers joint angles and bone lengths, ensuring generated movements adhere to biomechanical limits and prevent unrealistic distortions. By minimizing Geometric Loss during training, MDM can effectively constrain the output space to produce more natural and believable human motion, improving the overall quality and realism of synthesized animations.

vvMDM: Refinements for Realism and Diversity
The vvMDM framework extends Motion Diffusion Models (MDM) through the introduction of a novel ‘vv’ loss function. This loss function operates by simultaneously training the model to predict added noise and to reconstruct the original, uncorrupted data. This dual objective encourages the model to learn a more robust and accurate representation of the underlying motion data distribution, ultimately leading to improved generative performance and higher quality motion synthesis compared to traditional MDM approaches. The ‘vv’ loss effectively combines the strengths of both noise prediction and direct data reconstruction, resulting in a more stable and efficient training process.
vvMDM’s performance is significantly influenced by the chosen motion representation. Evaluations incorporating Root Positions and 6D Joint Rotations (RP6JR) reveal that the method’s efficacy varies based on how motion data is structured. Specifically, utilizing Joint Positions (JP) as the motion representation consistently yielded superior results in terms of generated motion quality, as measured by the FID score, when compared to representations based on rotational data. This suggests that positional data is more effectively captured and reproduced by the vvMDM framework, leading to more realistic and accurate motion synthesis.
Evaluation of vvMDM utilizes established metrics for generative model assessment, including Precision, Recall, the Fréchet Inception Distance (FID) score, and the Kernel Inception Distance (KID) score, to quantify improvements over standard Motion Diffusion Models (MDM). Comparative analysis demonstrates that employing Joint Positions (JP) as the motion representation consistently yields a lower FID score than methods based on 6D Joint Rotations. A lower FID score indicates higher fidelity of the generated motions, suggesting that vvMDM, when utilizing JP representation, produces outputs statistically closer to the real data distribution than rotation-based approaches.
The implementation of a Gaussian Filter within the vvMDM framework serves to refine generated motion data by attenuating high-frequency noise, thereby reducing visible jitter and improving the overall visual realism of animations. Performance evaluations indicate that utilizing Joint Positions (JP) as the motion representation, in conjunction with the Gaussian Filter, not only yields the highest reported smoothness scores-quantifying the continuity of motion-but also significantly reduces training time by approximately two-thirds compared to alternative motion representation methods. This efficiency gain allows for faster iteration and development cycles without compromising the quality of the generated motions.

Toward the Future: Personalized and Interactive Motion
The creation of convincingly realistic and varied human movements has far-reaching implications across multiple disciplines. In virtual reality, synthesized motion allows for more immersive and natural interactions with digital environments, potentially revolutionizing training simulations and entertainment experiences. The animation industry stands to benefit from automated generation of complex character movements, reducing laborious keyframing and enabling more dynamic storytelling. Perhaps most significantly, advancements in this area are crucial for the development of more adaptable and intuitive robots; robots capable of replicating the nuance of human movement are essential for effective human-robot collaboration in manufacturing, healthcare, and even domestic settings, promising a future where machines move with a familiar and reassuring grace.
The future of motion synthesis lies in creating systems that don’t just generate any realistic movement, but movements uniquely characteristic of an individual. Researchers are increasingly focused on developing models capable of learning and replicating personal movement styles – the subtle nuances in gait, posture, and gesture that define how each person moves. This personalization extends beyond simple biomechanical data; models will incorporate preferences for speed, energy expenditure, and even expressive qualities. By analyzing data from motion capture, wearable sensors, and even video, these systems aim to build digital “movement signatures” allowing for the creation of convincingly individualized virtual characters and robotic avatars, ultimately enhancing immersion in virtual reality and providing more natural and intuitive control interfaces.
The development of interactive motion synthesis represents a significant leap toward truly immersive and responsive virtual experiences. Current research concentrates on enabling users to directly shape generated movements, moving beyond pre-defined animations to facilitate real-time control and personalized expression. This is achieved through various input methods – from gesture recognition and motion capture to intuitive interfaces – allowing individuals to subtly guide or dramatically alter the synthesized actions of virtual characters or robotic avatars. The potential applications are vast, ranging from enhanced video game experiences and more effective physical rehabilitation programs to collaborative design environments where users can collectively sculpt and refine movements with unprecedented precision, ultimately blurring the lines between intention and execution in the digital realm.
The fidelity of synthesized human motion is poised for significant leaps through ongoing developments in generative modeling. Researchers are increasingly focused on architectures – such as variational autoencoders and generative adversarial networks – capable of capturing the nuanced complexities of human movement, moving beyond simple kinematic sequences to incorporate dynamics, style, and even emotional expression. This pursuit isn’t merely about creating visually convincing animations; it’s about generating motions that are physically plausible and responsive, allowing virtual characters to interact with environments and other agents in a believable manner. Consequently, these models are being designed to handle increasingly complex scenarios and generalize to unseen movements, effectively diminishing the distinction between digitally created actions and those observed in the physical world and unlocking potential in areas like virtual rehabilitation and realistic simulations.

The study meticulously demonstrates how the choice of motion representation significantly impacts the efficacy of diffusion models. Specifically, the findings highlight the superior performance of position-based representations over rotation-based ones in generating human motion. This focus on foundational elements echoes Fei-Fei Li’s sentiment: “AI is not about replacing humans, but augmenting them.” The research doesn’t aim to create wholly artificial movement, but to refine the system’s ability to represent movement, ultimately enhancing the quality of generated motion. The novel ‘vv loss’ further exemplifies this principle – optimizing the underlying mechanisms to improve performance. If a pattern cannot be reproduced or explained, it doesn’t exist.
Where Do We Go From Here?
The demonstrated advantage of position-based motion representations is, predictably, not a final answer. While seemingly intuitive – positions are, after all, what a motion capture system directly records – the field must carefully check data boundaries to avoid spurious patterns. Are these gains merely artifacts of the capture process itself, or do they reflect a deeper principle about how humans perceive and anticipate movement? Future work should explore representations that explicitly disentangle position and rotation, perhaps through learned embeddings, to reveal the underlying generative factors.
The ‘vv loss’ offers a pragmatic improvement to training, but its reliance on velocity also introduces potential instability. A thorough investigation into alternative loss functions – those grounded in biomechanical principles, for instance – could yield more robust and physically plausible motion synthesis. The current emphasis on generating believable motion should not eclipse the need for controllable motion; integrating higher-level semantic cues remains a significant challenge.
Ultimately, the pursuit of realistic human motion is less about achieving photorealism and more about modeling the inherent ambiguities and redundancies within human movement. The system reveals its secrets not through ever-more-complex models, but through a rigorous interrogation of the data and a willingness to question fundamental assumptions about representation itself.
Original article: https://arxiv.org/pdf/2512.04499.pdf
Contact the author: https://www.linkedin.com/in/avetisyan/
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2025-12-08 04:00