# Environment-aware Motion Matching

arXiv: https://arxiv.org/abs/2510.22632 · HTML: https://mlsanity.com/paper/2510.22632/

## Key facts

- Cited by 1 papers in the map (data through 14 Oct 2026).
- Builds on 9 of its 49 references that are in the map.
- First posted on arXiv 26 Oct 2025.

## Builds on (most cited first, 9 of 9)

- [Character Controllers Using Motion VAEs](https://mlsanity.com/paper/2103.14274/) (2021)
- [DeepMimic: Example-Guided Deep Reinforcement Learning of Physics-Based Character Skills](https://mlsanity.com/paper/1804.02717/) (2018)
- [C·ASE: Learning Conditional Adversarial Skill Embeddings for Physics-based Characters](https://mlsanity.com/paper/2309.11351/) (2023)
- [PARC: Physics-based Augmentation with Reinforcement Learning for Character Controllers](https://mlsanity.com/paper/2505.04002/) (2025)
- [Example-based Motion Synthesis via Generative Motion Matching](https://mlsanity.com/paper/2306.00378/) (2023)
- [AdaptNet: Policy Adaptation for Physics-Based Character Control](https://mlsanity.com/paper/2310.00239/) (2023)
- [Combining Motion Matching and Orientation Prediction to Animate Avatars for Consumer-Grade VR Devices](https://mlsanity.com/paper/2209.11478/) (2022)
- [A Survey on Reinforcement Learning Methods in Character Animation](https://mlsanity.com/paper/2203.04735/) (2022)
- [Generating Upper-Body Motion for Real-Time Characters Making their Way through Dynamic Environments](https://mlsanity.com/paper/2209.10214/) (2022)

## Built on by (most cited first, 1 of 1)

- [STyMo: Fast and Controllable Few-Shot Motion Style Transfer](https://mlsanity.com/paper/2609.04500/) (2026)

## Abstract (arXiv)

Interactive applications demand believable characters that respond naturally to dynamic environments. Traditional character animation techniques often struggle to handle arbitrary situations, leading to a growing trend of dynamically selecting motion-captured animations based on predefined features. While Motion Matching has proven effective for locomotion by aligning to target trajectories, animating environment interactions and crowd behaviors remains challenging due to the need to consider surrounding elements. Existing approaches often involve manual setup or lack the naturalism of motion capture. Furthermore, in crowd animation, body animation is frequently treated as a separate process from trajectory planning, leading to inconsistencies between body pose and root motion. To address these limitations, we present Environment-aware Motion Matching, a novel real-time system for full-body character animation that dynamically adapts to obstacles and other agents, emphasizing the bidirectional relationship between pose and trajectory. In a preprocessing step, we extract shape, pose, and trajectory features from a motion capture database. At runtime, we perform an efficient search that matches user input and current pose while penalizing collisions with a dynamic environment. Our method allows characters to naturally adjust their pose and trajectory to navigate crowded scenes.
