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This research introduces fatigue as a physiological constraint into physics-based character animation, moving beyond the unrealistic assumption of infinite energy in digital avatars. By leveraging the Three-Compartment Controller model, the study demonstrates how modeling finite energy reserves improves motion naturalness and robustness for general imitation tasks. This advancement bridges biomechanical priors with robotics control policies to create more human-like virtual agents.
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Tired Actor: Fatigue-Informed Character Control

arXiv2 min read

arXiv:2608.03528v1 Announce Type: new Abstract: 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.

Abstract: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.

Robotics (cs.RO)

arXiv:2608.03528 [cs.RO]

(or arXiv:2608.03528v1 [cs.RO] for this version)

https://doi.org/10.48550/arXiv.2608.03528 Focus to learn more arXiv-issued DOI via DataCite (pending registration)

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Full text under the publisher's open licence · 254 words

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