RSO Pose

Trained on human motion capture to predict a body’s next pose and generate natural movement.

RSO Pose running and turning in simulation.
Focus
Locomotion
Output
Pose prediction
Environment
Simulation

Learning how a body moves.

We trained our own deep phase motion controller on human motion capture. RSO Pose learns the timing and coordination of movement, then predicts each new pose to make a simulated character walk, run and turn.

Movement in simulation

We examine the movement of the whole body as the controller runs. Joint measurements help us study how the limbs coordinate through each step.

Recorded controller output in simulation. Readouts show joint speed in metres per second.

Each pose leads to the next

The controller uses recent movement and the requested direction to predict the next pose. Each new pose becomes part of the history used to generate what follows.

The blue figures show later poses from the same generated sequence, 0.35 and 0.70 seconds ahead.

Reading the ground ahead

A terrain scanner could help a robot anticipate changes in the ground before it takes the next step. We are exploring how that information could guide pose prediction.

Terrain sensing concept. The blue sweep maps the ground ahead of the character.

Movement people can understand

The way a robot moves affects how comfortable people feel around it. We want robots to move in ways people recognise and can anticipate. Learning from human movement gives us a starting point.

Running and turning over uneven ground, with a terrain scan concept shown in blue.

Applications

We are developing RSO Pose for uses across robotics and digital characters, starting in simulation.

Humanoid robotics

Develop human-like locomotion for robots that work around people. Our starting point is walking, running and turning in simulation.

Robot simulation

Test predicted movement in repeatable virtual environments. Examine transitions, ground contact and the response to a change of direction.

Games

Generate responsive character movement from player input. Explore continuous transitions between walking, running and turning.

Digital avatars

Give virtual characters a natural way of moving. Study how posture, pace and transitions make an avatar feel more lifelike.

Animation tools

Help animators explore movement between poses. Use learned motion as a starting point for sequences they can direct and refine.

Virtual production

Prototype a character’s movement through a scene. Try different paths and pacing while planning a shot or a sequence.

Human–robot interaction

Explore movement people can read and anticipate. Study how a robot approaches, changes direction or comes to a stop around someone.

Testing movement

We test the controller in a live simulation, checking turns, changes of pace and contact with the ground. We refine the generated poses with control and contact adjustments. Applying this work to physical robots will require further development and testing.

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