# From Universal Humanoid Control to Automatic Physically Valid Character Creation

arXiv: https://arxiv.org/abs/2206.09286 · HTML: https://mlsanity.com/paper/2206.09286/

## Key facts

- Cited by 12 papers in the map (data through 14 Oct 2026).
- Builds on 14 of its 27 references that are in the map.
- First posted on arXiv 18 Jun 2022.

## Builds on (most cited first, 14 of 14)

- [Proximal Policy Optimization Algorithms](https://mlsanity.com/paper/1707.06347/) (2017)
- [OpenAI Gym](https://mlsanity.com/paper/1606.01540/) (2016)
- [AMASS: Archive of Motion Capture as Surface Shapes](https://mlsanity.com/paper/1904.03278/) (2019)
- [SimPoE: Simulated Character Control for 3D Human Pose Estimation](https://mlsanity.com/paper/2104.00683/) (2021)
- [D-Grasp: Physically Plausible Dynamic Grasp Synthesis for Hand-Object Interactions](https://mlsanity.com/paper/2112.03028/) (2021)
- [Dynamics-Regulated Kinematic Policy for Egocentric Pose Estimation](https://mlsanity.com/paper/2106.05969/) (2021)
- [Residual Force Control for Agile Human Behavior Imitation and Extended Motion Synthesis](https://mlsanity.com/paper/2006.07364/) (2020)
- [Reinforcement Learning for Improving Agent Design](https://mlsanity.com/paper/1810.03779/) (2018)
- [Jointly Learning to Construct and Control Agents using Deep Reinforcement Learning](https://mlsanity.com/paper/1801.01432/) (2018)
- [UniCon: Universal Neural Controller For Physics-based Character Motion](https://mlsanity.com/paper/2011.15119/) (2020)
- [Transform2Act: Learning a Transform-and-Control Policy for Efficient Agent Design](https://mlsanity.com/paper/2110.03659/) (2021)
- [Data-efficient Co-Adaptation of Morphology and Behaviour with Deep Reinforcement Learning](https://mlsanity.com/paper/1911.06832/) (2019)
- [Neural Graph Evolution: Towards Efficient Automatic Robot Design](https://mlsanity.com/paper/1906.05370/) (2019)
- [A Survey on Deep Learning for Skeleton-Based Human Animation](https://mlsanity.com/paper/2110.06901/) (2021)

## Built on by (most cited first, 12 of 12)

- [Perpetual Humanoid Control for Real-time Simulated Avatars](https://mlsanity.com/paper/2305.06456/) (2023)
- [MaskedMimic: Unified Physics-Based Character Control Through Masked Motion Inpainting](https://mlsanity.com/paper/2409.14393/) (2024)
- [ModSkill: Physical Character Skill Modularization](https://mlsanity.com/paper/2502.14140/) (2025)
- [Zero-Shot Human-Object Interaction Synthesis with Multimodal Priors](https://mlsanity.com/paper/2503.20118/) (2025)
- [Generating Physically Realistic and Directable Human Motions from Multi-Modal Inputs](https://mlsanity.com/paper/2502.05641/) (2025)
- [SimGenHOI: Physically Realistic Whole-Body Humanoid-Object Interaction via Generative Modeling and Reinforcement Learning](https://mlsanity.com/paper/2508.14120/) (2025)
- [Endowing GPT-4 with a Humanoid Body: Building the Bridge Between Off-the-Shelf VLMs and the Physical World](https://mlsanity.com/paper/2511.00041/) (2025)
- [Iterative Closed-Loop Motion Synthesis for Scaling the Capabilities of Humanoid Control](https://mlsanity.com/paper/2602.21599/) (2026)
- [BRIDGE: An Open-Source Humanoid Platform via Morphology-Control Co-Design for Physical AI](https://mlsanity.com/paper/2609.03497/) (2026)
- [VENOM: Versatile Embodied Network for Omni-bodied Motion tracking](https://mlsanity.com/paper/2606.16696/) (2026)
- [Policy-as-Data: Learning Generalizable HOI Diffusion Models from Simulated Physics](https://mlsanity.com/paper/2606.22806/) (2026)
- [Progressively Learning Heterogeneous Skills in a Unified Latent Space](https://mlsanity.com/paper/2608.23258/) (2026)

## Abstract (arXiv)

Automatically designing virtual humans and humanoids holds great potential in aiding the character creation process in games, movies, and robots. In some cases, a character creator may wish to design a humanoid body customized for certain motions such as karate kicks and parkour jumps. In this work, we propose a humanoid design framework to automatically generate physically valid humanoid bodies conditioned on sequence(s) of pre-specified human motions. First, we learn a generalized humanoid controller trained on a large-scale human motion dataset that features diverse human motion and body shapes. Second, we use a design-and-control framework to optimize a humanoid's physical attributes to find body designs that can better imitate the pre-specified human motion sequence(s). Leveraging the pre-trained humanoid controller and physics simulation as guidance, our method is able to discover new humanoid designs that are customized to perform pre-specified human motions.
