Abstract:High-quality human motion data is becoming increasingly important for applications in robotics, simulation, and entertainment. Recent generative models offer a potential data source, enabling human motion synthesis through intuitive inputs like text prompts or kinematic constraints on poses. However, the small scale of public mocap datasets has limited the motion quality, control accuracy, and generalization of these models. In this work, we introduce Kimodo, an expressive and controllable kinematic motion diffusion model trained on 700 hours of optical motion capture data. Our model generates high-quality motions while being easily controlled through text and a comprehensive suite of kinematic constraints including full-body keyframes, sparse joint positions/rotations, 2D waypoints, and dense 2D paths. This is enabled through a carefully designed motion representation and two-stage denoiser architecture that decomposes root and body prediction to minimize motion artifacts while allowing for flexible constraint conditioning. Experiments on the large-scale mocap dataset justify key design decisions and analyze how the scaling of dataset size and model size affect performance.
Abstract:Despite the rise of billion-parameter foundation models trained across thousands of GPUs, similar scaling gains have not been shown for humanoid control. Current neural controllers for humanoids remain modest in size, target a limited behavior set, and are trained on a handful of GPUs over several days. We show that scaling up model capacity, data, and compute yields a generalist humanoid controller capable of creating natural and robust whole-body movements. Specifically, we posit motion tracking as a natural and scalable task for humanoid control, leverageing dense supervision from diverse motion-capture data to acquire human motion priors without manual reward engineering. We build a foundation model for motion tracking by scaling along three axes: network size (from 1.2M to 42M parameters), dataset volume (over 100M frames, 700 hours of high-quality motion data), and compute (9k GPU hours). Beyond demonstrating the benefits of scale, we show the practical utility of our model through two mechanisms: (1) a real-time universal kinematic planner that bridges motion tracking to downstream task execution, enabling natural and interactive control, and (2) a unified token space that supports various motion input interfaces, such as VR teleoperation devices, human videos, and vision-language-action (VLA) models, all using the same policy. Scaling motion tracking exhibits favorable properties: performance improves steadily with increased compute and data diversity, and learned representations generalize to unseen motions, establishing motion tracking at scale as a practical foundation for humanoid control.