arXiv:2512.16705cs.ROcs.LG2025-12被引 10

用强化学习让动画角色奥拉夫在现实中真实走路发声

Olaf: Bringing an Animated Character to Life in the Physical World

  • 用隐藏式异形腿和软裙遮蔽,实现脚部随身体移动的视觉效果
  • 通过特殊关节设计容纳电机,使大头小脖子仍能稳定动作
  • 引入温控反馈与降噪奖励,解决过热和脚步噪音问题

动画角色常以非物理方式运动且比例不似常规机器人,这为机械设计与风格化运动控制提供了创新空间。本文将动画角色奥拉夫实体化,采用基于动画参考的强化学习进行控制。为营造双脚沿身体移动的错觉,其双腿被置于柔软泡沫裙下并呈不对称布局;为在角色内部安置执行器,手臂、嘴部和眼睛使用球形与平面连杆结构。由于行走循环引发剧烈撞击声,引入额外奖励显著降低冲击噪音。大头部由细小电机驱动,配合狭窄颈部,存在严重过热风险,且服装加剧了散热困难。为此,将温度值作为策略输入,加入新奖励机制确保执行器温度在安全范围内。我们在仿真与硬件上验证了方法的有效性,实现了成本装束机器人角色前所未有的逼真度。

原文摘要 · Abstract (English)

Animated characters often move in non-physical ways and have proportions that are far from a typical walking robot. This provides an ideal platform for innovation in both mechanical design and stylized motion control. In this paper, we bring Olaf to life in the physical world, relying on reinforcement learning guided by animation references for control. To create the illusion of Olaf's feet moving along his body, we hide two asymmetric legs under a soft foam skirt. To fit actuators inside the character, we use spherical and planar linkages in the arms, mouth, and eyes. Because the walk cycle results in harsh contact sounds, we introduce additional rewards that noticeably reduce impact noise. The large head, driven by small actuators in the character's slim neck, creates a risk of overheating, amplified by the costume. To keep actuators from overheating, we feed temperature values as additional inputs to policies, introducing new rewards to keep them within bounds. We validate the efficacy of our modeling in simulation and on hardware, demonstrating an unmatched level of believability for a costumed robotic character.

机器人强化学习动画角色

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