METATRON: A Promptable Whole-Body Execution Layer for Humanoids
Organizations: NVIDIA. · Dollhouse Robotics.
Abstract
Humanoid controllers often require task-specific training despite sharing the need for balance and whole-body coordination. We present Metatron, a promptable whole-body execution layer combining a generative base policy with a programmable skill layer. The base policy receives partial goals, collectively called a prompt, that can combine timed body-part targets, velocity commands, and style cues. It produces diverse whole-body motions consistent with these goals. Training combines motion capture, synthetic recovery trajectories, and retargeted scene-interaction motions. After training, the policy is frozen. Stateful programs called skills express task intent as prompts at each control step, drawing rough geometric sketches that the policy turns into coordinated movement. Skills are ordinary code, refined by coding agents that analyze motion data and fit compact rules without task-specific policy training. On the physical Unitree G1, one frozen checkpoint supports walking, recovery, teleoperated object pickup, and sitting on furniture. Comparative evaluations show higher reaching success and push robustness than the tested reference-tracking pipelines. The same recipe produces climbing and acrobatics on a simulated character. Metatron enables coding agents to turn learned motor capabilities into new skills through code, without further policy training.
Figures & tables
| Method | Reached (%) | Error (cm) | Upright (%) |
| Metatron | 83 | 5.9 | 100 |
| ARDY + SONIC | 39 | 6.4 | 82 |
| GRU + IK + SONIC | 28 | 5.6 | 81 |
| GRU + SONIC | 0 | — | 87 |
| Perturbation force (N) | |||||
| Method | 200 | 400 | 600 | 800 | 1000 |
| Metatron | 100 | 100 | 62 | 75 | 75 |
| ARDY+SONIC | 100 | 100 | 17 | 0 | 0 |
| GRU+SONIC | 100 | 75 | 25 | 0 | 0 |
| Perturbation force (N) | |||||
| Method | 0 | 200 | 400 | 600 | 800 |
| Metatron | |||||
| Global only | |||||
| Mocap only | |||||
| No aux. | |||||
| MaskedMimic + | |||||
Appendix figures & tables3 assets
Supplementary material from the paper’s appendix.
Appendix
| Setting | G1 BONES | SOMA |
| Environments per GPU | 8192 | 4096 |
| Minibatch size per GPU | 16384 | 8192 |
| Optimization passes per rollout | 2 | 1 |
| Gradient-norm limit | 1 | 50 |
| Entropy coefficient | 0.01 | 0.005 |
| Reward normalization | No | Yes |
| Term | ||
| Torso, hands, feet: global position | 1 | 0.3 |
| Torso, hands, feet: global rotation | 1 | 0.4 |
| Torso and hands: global position | 2 | 0.1 |
| Torso and hands: global rotation | 0.4 | 0.1 |
| Anchor-relative body position | 1 | 0.3 |
| Anchor-relative body rotation | 1 | 0.4 |
| Skill | Input | Prompt fields | Update |
| Dense tracking | reference clip | timed body positions and orientations | reference clock |
| Steering | joystick velocity and turn | planar velocity; five timed torso, heading, and alternating foot targets | every step |
| Path following | waypoint list | timed torso waypoints and planar velocity | receding horizon |
| Location | target position or orientation | timed body constraint; planar position, height, heading, or full anchor orientation | on target change |
| Style | example clip | unordered motion-state cue | on reset or override |
| Sparse goal | pose from a trajectory | one timed future pose | on target transition |
Humanoid Robot Control
Humanoid robot control develops methods for coordinating bipedal balance, locomotion, and whole-body interaction with people and objects.
See all 206 papers