arXiv:2608.03528cs.RO2026-08

将疲劳机制引入物理角色控制,让动画更贴近真实人体极限。

Tired Actor: Fatigue-Informed Character Control

论文配图:Tired Actor: Fatigue-Informed Character Control
图 1 · 摘自论文原文
  • 用疲劳模拟有限能量,替代无限能量假设
  • 在不同疲劳状态下实现自然动作模仿
  • 适合关注生物力学与动画真实性的研究者

在角色动画中用物理仿真还原人类行为一直是长期目标。现有方法虽能模仿多种通用动作,但因缺乏生物力学和生理学先验,常出现不自然的运动。我们借鉴行为能量学进展,发现能量消耗如何塑造人类动作。相比之下,当前角色控制器通常假定角色拥有无限能量。受此启发,我们提出以疲劳作为有限能量的代理,将其注入通用角色动画,系统研究疲劳对物理驱动角色控制带来的新特性。基于三室控制器(3CC)模型,我们获得了在不同疲劳状态下的通用动作模仿策略。通过大量分析,验证了疲劳对动画自然性、可扩展性和鲁棒性的提升作用。代码将公开。

原文摘要 · Abstract (English)

Replicating human behavior with physics simulation has been a long-expected goal in character animation. Existing efforts have achieved impressive performance in imitating a wide span of general motions. However, most existing efforts could still suffer from unnatural movements due to the lack of biomechanical and physiological priors. Given this, we project our sights to advances in behavioral energetics, which demonstrate how energy use shapes human movements. In contrast, current character controllers typically assume the character is equipped with infinite energy over time. Inspired by these, we propose to adopt fatigue as a proxy of the finite energy limit, inject it into general character animation, and thoroughly investigate how fatigue introduces new characteristics to physics-based character control. Leveraging the Three-Compartment Controller (3CC) model, we managed to obtain a policy for general motion imitation under different fatigue statuses. Furthermore, extensive analyses are conducted to demonstrate how fatigue could influence the naturalness, scalability, and robustness of character animation. Our code will be made public.

角色动画疲劳建模物理仿真

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