“Any Character, Any Movement” by Savostyanov, Thibault, Woodard, Goldberg and Tellis – ACM SIGGRAPH HISTORY ARCHIVES

“Any Character, Any Movement” by Savostyanov, Thibault, Woodard, Goldberg and Tellis

  • 2025 Realtime Live_Tellis_Any Character, Any Movement

Conference:


Experience Type(s):


Title:


    Any Character, Any Movement

Developer(s):


Interest Areas(s):


  • Gaming & Entertainment
  • Production & Animation

Description:


    Getting any character moving can be done in under 5 minutes. Uthana uses the power of AI to create text-to-motion animation, real time character control, rig-agnostic auto-retargeting, and motion stitching to make this possible. Uthana works for any rig, any movement, and any level of animation experience.

References:


    [1] Rui Chen, Mingyi Shi, Shaoli Huang, Ping Tan, Taku Komura, and Xuelin Chen. 2024. Taming Diffusion Probabilistic Models for Character Control. In ACM SIGGRAPH 2024 Conference Papers (Denver, CO, USA) (SIGGRAPH ’24). Association for Computing Machinery, New York, NY, USA, Article 67, 10 pages.

    [2] Setareh Cohan, Guy Tevet, Daniele Reda, Xue Bin Peng, and Michiel van de Panne. 2024. Flexible Motion In-betweening with Diffusion Models. In ACM SIGGRAPH 2024 Conference Papers (Denver, CO, USA) (SIGGRAPH ’24). Association for Computing Machinery, New York, NY, USA, Article 69, 9 pages.

    [3] Biao Jiang, Xin Chen, Wen Liu, Jingyi Yu, Gang Yu, and Tao Chen. 2023. MotionGPT: human motion as a foreign language. In Proceedings of the 37th International Conference on Neural Information Processing Systems (New Orleans, LA, USA) (NIPS ’23). Curran Associates Inc., Red Hook, NY, USA, Article 880, 13 pages.

    [4] Ian Mason, Sebastian Starke, and Taku Komura. 2022. Real-Time Style Modelling of Human Locomotion via Feature-Wise Transformations and Local Motion Phases. Proc. ACM Comput. Graph. Interact. Tech. 5, 1, Article 6 (May 2022), 18 pages.

    [5] Xue Bin Peng, Yunrong Guo, Lina Halper, Sergey Levine, and Sanja Fidler. 2022. ASE: large-scale reusable adversarial skill embeddings for physically simulated characters. ACM Trans. Graph. 41, 4, Article 94 (July 2022), 17 pages.


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