cs.ROOct 10, 2026

From Video to Vision: Learning Generalizable Humanoid Carrying from Human Motion

Authors: Ziluo Ding

Organizations: X-Humanoid

Abstract

Most existing approaches rely on video or motion-capture data for reinforcement learning (RL) training; however, all of these methods require an upper-level module to generate reference trajectories in real time. In object carrying tasks, the humanoid can only lift objects from designated locations along the reference trajectory, resulting in poor spatial generalization. Moreover, existing policies can only be evaluated inside a motion-capture studio. To address these limitations, we propose MOVER, a multi-stage, Teacher-Assistant-Student, RL training framework for humanoid object carrying. We first collect data from videos and employ GENMO and GMR to retarget the video data, combining this with data augmentation techniques to generalize the data across objects of varying shapes and sizes. In the first stage, building upon the DeepMimic \cite{peng2018deepmimic} motion-training framework, we train the humanoid to transport objects from specified locations along designated trajectories. In the second stage, we relax the tracking of the reference motion and adjust the reward so that the humanoid learns to transport objects from different positions. In the third stage, we apply a Dagger-PPO distillation method to distill away the proprioceptive position observations and reference joint position of the humanoid. This allows the deployed policy to operate without relying on global position information from a motion-capture system; instead, the humanoid can directly perceive the object's pose from its onboard RGB-D camera to complete the carrying task. We design a series of simulation experiments to compare the success rates across stages (Stages 1 vs. 2) and before versus after distillation. We further transfer the policy to a real humanoid, successfully transporting objects at varying positions in a motion-capture-free setting.

Figures & tables

Explore similar work

May 19, 2026

SUGAR: A Scalable Human-Video-Driven Generalizable Humanoid Loco-Manipulation Learning Framework

Building humanoid robots capable of generalizable whole-body loco-manipulation in the real world remains a fundamental challenge. Existing methods either rely on laborious task-specific reward engineering, rigidly replay reference motions that fail to generalize, or depend on costly teleoperation that limits scalability. While human videos capture diverse human behaviors, motion priors inferred from them are inherently imperfect, suffering from occlusion, contact artifacts, and retargeting errors that render them unsuitable for direct policy learning. To address this, we present SUGAR, a scalable data-driven framework that converts diverse human videos into deployable humanoid loco-manipulation skills, without any task-specific reward engineering or reference-motion conditioning at inference. SUGAR proceeds in three stages. First, a fully automated pipeline extracts kinematic interaction priors including human-object motion trajectories and contact labels from unstructured human videos. Second, a privileged physics-based refiner uses a unified mimic reward and progressive state pool to transform imperfect priors into physically feasible, high-fidelity skills. Third, refined skills are distilled into a hierarchical autonomous policy consisting of a command generator and a command tracker. We evaluate SUGAR on six representative loco-manipulation tasks in simulation and real-world humanoid hardware. Our method substantially outperforms reference-tracking baselines, and performance scales clearly with the amount of human video data. It also achieves zero-shot real-world transfer with reliable closed-loop execution, autonomous failure recovery, and stable long-horizon performance under external perturbations. Project Page: https://tianshuwu.github.io/sugar-humanoid/
Oct 8, 2026

VioLA: Learning Generalist Humanoid Control Policies from Human Data

Teaching a humanoid to follow instructions with its whole body runs into two obstacles. Its action space is large and tightly coupled: legs, arms, and fingers must move together while the robot keeps its balance, which makes joint-level actions hard to learn. And humanoid demonstrations are scarce, so current humanoid generalist policies do not follow new instructions out of the box and are fine-tuned on teleoperated demonstrations of each task before deployment. Human demonstrations exist in far larger numbers, but a person's motion is not a robot command. We remove both obstacles by changing what the generalist policy predicts. We introduce VioLA, a generalist humanoid policy that predicts body and hand motion latents instead of joint commands. A pretrained body- and hand-controller execute these latents on the robot. Their corresponding motion encoders map human and robot motion into the same latent spaces. A human recording is therefore labeled in the policy's action space, and the training demonstration pool contains 140.6 million frames, 93.2% of them human. As a result, VioLA follows locomotion instructions on the real robot zero-shot, without task-specific fine-tuning, reaching 100% success where GR00T N1.7 and Ψ0Ψ_0 reach 16.7% and 0%, respectively. It also reaches 88.6% manipulation success without task-specific fine-tuning. The same approach works across two VLA and one world-action model backbones. A generalist policy trained on human demonstrations alone performs locomotion tasks on the real robot zero-shot. Code and checkpoints will be released.
Aug 23, 2025

LHM-Humanoid: Long-Horizon Human Motion Control for Continuous Object Transport in Cluttered Scenes

Physics-based human motion control can make a simulated character walk, sit, and manipulate objects with high physical realism. Almost always, though, this happens in short, isolated clips that are re-initialized between interactions. We instead aim for continuous, reset-free long-horizon motion: a physically simulated humanoid that repeatedly walks to a displaced object, lifts it with a balanced whole-body posture, carries it past obstacles, and places it at a goal, over and over within a single uninterrupted take. The hard part is not any individual motion but the transitions between them. Without a reset, each cycle must end in a state that both leaves the object just placed undisturbed and lets the next cycle begin, yet every placement leaves the character off-balance in a non-canonical pose where naive end-to-end reinforcement learning fails. Our key idea is to treat this handoff as a two-sided problem of recoverability: the character must disengage from the object it just placed so the prior success is preserved, and settle into a state from which a balanced continuation exists. Instead of engineering a transition by hand, we learn to shape where each cycle ends so that it lands in this recoverable region. We introduce LHM-Humanoid. One goal-conditioned controller completes a fetch--carry--place cycle and, through a learned release-and-retreat behavior, steers its terminal state into this region; a second controller then takes over from the resulting state distribution. Both are regularized by an adversarial motion prior and distilled into a single goal-conditioned policy that runs the whole sequence as one reset-free rollout. Across 350 cluttered layouts spanning four room types, LHM-Humanoid produces far more successful and stable long-horizon motion than end-to-end RL, hierarchical RL, and prior physics-based human-scene-interaction methods, on both seen and unseen scenes.