Achieving precise, versatile whole-body character control in physics-based animation remains challenging. Recent diffusion-based policies generate rich and expressive motions but typically rely on gradient-based test-time guidance to satisfy task objectives, which is slow and can reduce robustness. We introduce NaP-Control (Navigating Diffusion Prior for Versatile and Fast Character Control), abbreviated as NaP. Our method uses reinforcement learning to manipulate the latent noise of a task-agnostic diffusion policy prior, steering it toward task-specific behaviors for fast, robust control with high motion fidelity. In contrast to methods that rely solely on offline training, NaP interacts with the environment during training to correct motions and optimize task rewards, improving success rates and enabling adaptation to challenging scenarios. By directly predicting task-optimized diffusion noise, NaP eliminates iterative guidance during denoising and enables efficient inference. Experiments show that NaP attains higher success rates and faster inference while preserving natural motion across diverse tasks.
Figures & tables
Figure 2: Framework overview. (a) The RL policy πθ receives environment and proprioceptive states from the simulation. (b) The actor learns to predict optimal noise ω∈W aligned with task goals. (c) These predicted noises are denoised and decoded into executable actions a via a pretrained diffusion prior and a latent action decoder. Resulting transitions are then used to iteratively optimize the noise navigation policy with RL. (d) As a natural motion manifold, the diffusion prior can map predicted noises to future states sprop and latent actions z conditioned on the trajectory history H .
Type
Methods
Jerk (m/s3)↓
Success Rate ↑
Samples ↓
Flat
AMP [ 32 ]
2387
0.967
1200M
CML [ 57 ]
2185
0.963
400M
NaP(Ours)
1266
0.984
327M
Terrain
AdaptNet [ 58 ]
2444
0.868
408M
NaP(Ours)
1788
0.860
900M
Table 1: Comparison with task-specific RL baselines on the far-goal reaching task.
Inference Speed (FPS) ↑
Far Goal Reaching
Velocity Control
UniPhys
2.9
5.2
NaP-Control (Ours)
22.5
24.4
Table 2: Inference efficiency comparison with diffusion-based baseline.
Methods
Far Goal Reaching
Agile Hand Reaching
Velocity Control
Object Interaction
Jerk ↓(m/s3)
Success Rate ↑
Jerk ↓(m/s3)
Success Rate ↑
Jerk ↓(m/s3)
Velocity Error ↓(m/s)
Success Rate ↑
Jerk ↓(m/s3)
Success Rate ↑
PULSE [ 26 ]
2594
0.998
3631
0.998
2273
0.0455
0.996
1373
0.999
MaskedMimic [ 41 ]
3564
0.304
2750
0.725
2420
0.0678
0.355
1310
0.298
CLoSD [ 44 ]
1876
0.998
–
–
–
–
–
1505
0.862
UniPhys [ 53 ]
528
0.819
–
–
401
0.7971
0.921
–
–
NaP-Control(Ours)
1266
0.984
1146
0.991
752
0.1753
0.990
491
0.979
Table 3: Flat-ground motion naturalness and success rate comparison.
Figure 3: Qualitative Comparison of Object Interaction Task.
Methods
Far Goal Reaching
Agile Hand Reaching
Velocity Control
Jerk (m/s3)↓
Success Rate ↑
Jerk (m/s3)↓
Success Rate ↑
Jerk (m/s3)↓
Velocity Error (m/s)↓
Success Rate ↑
PULSE [ 26 ]
2830
0.966
3976
0.980
2397
0.0569
0.995
MaskedMimic [ 41 ]
3566
0.319
2723
0.676
2262
0.0556
0.292
NaP-Control(Ours)
1788
0.860
1520
0.909
1358
0.1654
0.950
Table 4: Uneven-terrain motion naturalness and success rate comparison. While MaskedMimic minimizes velocity error, it suffers from a lower success rate.
Figure 4: Ablation studies. (a) Effect of state representation on flat-ground far goal reaching. (b–c) Effect of action chunk size k for agile hand reaching on flat ground (b) and uneven terrain (c). (d) Comparison of joint state-action noise optimizing versus action-only noise optimizing for agile hand reaching.
Figure 5: Training convergence of the velocity control task on flat ground with different diffusion denoising steps.
Task
Task-specific input
Far goal reaching
Goal coordinates; terrain height maps (optional)
Agile hand reaching
Goal coordinates; terrain height maps (optional)
Velocity control
Target speed and direction; terrain height maps (optional)
Object interaction
Goal coordinates; sofa states
Shared input
Character’s proprioception
Table 5: Policy inputs for each task.
Symbol
Description
Value / range
Far goal reaching
pgoal
Target goal position in world coordinates.
pjoint
Pelvis position in world coordinates.
dfwd
Character forward heading unit vector.
dgoal
Unit vector pointing from pjoint to pgoal .
α1,α2
Scaling factors for Rlocation and Rorientation .
4.0 / 2.0 (uneven), 2.0
Table 6: Task-specific symbols used in task setup and reward design.
Category
Value / Configuration
Training Infrastructure
Hardware
RTX 4090 GPU, 4 CPUs, 32GB RAM
∗ Hardware
NVIDIA H200, 141GB RAM
Parallel Environments
256 / 1536 ∗
Inference Infrastructure
RTX TITAN GPU
PPO Hyperparameters
Table 7: Implementation details of the latent noise navigation policy. ∗ For velocity control task on uneven terrains.
Feature
Full State
Compact State
Root State Only
Global Root Trajectories
✓
✓
✓
6D Joint Rotations
✓
✓
–
Joint Angular Velocities
✓
✓
–
Local Joint Positions
✓
–
–
Local Joint Velocities
✓
–
–
Total Dimensions
398
256
47
Table 8: Comparison of state representation variants for the diffusion prior.
Methods
Jerk (m/s3)↓
Success Rate ↑
Precision (m)↓
FPS ↑
NaP(Ours)
570
0.972
0.186
34.3
TokenHSI [ 29 ]
575
0.995
0.089
53.9
Table 9: Comparison with TokenHSI on the path-following task. We report motion jerk, success rate, trajectory precision, inference speed, and training samples.
Developing controllers capable of completing a wide range of tasks in a natural and life-like manner is a key challenge in enabling practical applications of physics-based character animation. In this work, we introduce Generative Pretrained Controllers (GPC), which leverage tokenization and next-token modeling to create general-purpose, reusable generative controllers from large-scale motion datasets. Our framework utilizes end-to-end reinforcement learning to jointly optimize a "motion vocabulary", modeled via Finite Scalar Quantization (FSQ), along with a corresponding control policy that can map the discrete codes to physics-based controls. After the "codebook" has been learned, the underlying structure of this large vocabulary is modeled by training a GPT-style autoregressive transformer, leading to a powerful generative controller that generates controls for a physically simulated character by performing next-token prediction. Once the generative controller has been trained, we propose a suite of adaptation techniques for finetuning the controller for new downstream tasks. Our proposed framework greatly simplifies the training process compared to previous tokenized methods, and achieves a 99.98% success rate in reproducing a vast corpus of motion clips. The generative controller exhibits a variety of natural emergent behaviors, such as responsive behaviors to perturbations and recovery behaviors after falling. This results in highly robust general purpose controllers for a variety of downstream applications.
Yi Shi, Yifeng Jiang, Chen Tessler +1
Simon Fraser University, Canada and NVIDIA, USA · NVIDIA, USA · Simon Fraser University, Canada and NVIDIA, Canada
Physics-based character animation has become a fundamental approach for synthesizing realistic, physically plausible motions. While current data-driven deep reinforcement learning (DRL) methods can synthesize complex skills, they struggle to reproduce exaggerated, stylized motions, such as instantaneous dashes or mid-air trajectory changes, which are required in animation but violate standard physical laws. The primary limitation stems from modeling the character as an underactuated floating-base system, in which internal joint torques and momentum conservation strictly govern motion. Direct attempts to enforce such motions via external wrenches often lead to training instability, as velocity discontinuities produce sparse, high-magnitude force spikes that prevent policy convergence. We propose Assistive Impulse Neural Control, a framework that reformulates external assistance in impulse space rather than force space to ensure numerical stability. We decompose the assistive signal into an analytic high-frequency component derived from Inverse Dynamics and a learned low-frequency residual correction, governed by a hybrid neural policy. We demonstrate that our method enables robust tracking of highly agile, dynamically infeasible maneuvers that were previously intractable for physics-based methods.
We present FloodDiffusion 2 (FD2), an efficient and controllable framework that builds upon FloodDiffusion (FD1), a state-of-the-art streaming motion generation model. While FD1 produces plausible motion, it suffers from low efficiency and limited controllability, as its attention design requires repeated computation over the entire history, and it lacks precise trajectory control for real-world applications. To address these limitations and improve generation quality, FD2 introduces three advances. First, Partial Attention makes finalized history representations independent of the active window, enabling KV-cached inference and shared-history packing for efficient training. Second, we establish a necessary-and-sufficient Bregman criterion for regression losses to preserve diffusion's conditional-mean velocity field. This criterion guides an FK-induced quadratic loss that incorporates motion geometry without online FK evaluation. Third, FD2 introduces precise path conditioning to control the character's root trajectory while preserving natural body motion. Experiments show that FD2 reduces training computation by 4.6× and accelerates denoising by 11.29×, reaching 2.303 ms per update on long sequences. Alongside these efficiency gains, FD2 improves motion quality over FD1 and achieves state-of-the-art FID scores among streaming methods, with 0.048 on SEED and 0.053 on HumanML3D.
Yiyi Cai, Yuhan Wu, Kunhang Li +6
Alaya Lab · The University of Tokyo · Japan Advanced Institute of Science and Technology +1