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With Helix 02, Figure has introduced a new foundational layer for whole-body control that replaces 109k lines of hand-engineered C++ with a single neural prior for stable, natural motion. - Learned from 1,000+ hours of human motion data and sim-to-real RL across 200,000+ parallel environments. - A 10M-parameter neural...

28,004 views • 5 months ago •via X (Twitter)

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NEWS: Humanoid robotics company Figure has released Helix 02, what they claim in their most capable humanoid model yet. "A single neural system that controls the full body directly from pixels, enabling dexterous, long horizon autonomy across an entire room: • Autonomous, long‑horizon loco-manipulation: Helix 02 unloads and reloads a dishwasher across a full-sized kitchen - a four-minute, end-to-end autonomous task that integrates walking, manipulation, and balance with no resets and no human intervention. We believe this is the longest horizon, most complex task completed autonomously by a humanoid robot to date. • All sensors in. All actuators out: Helix 02 connects every onboard sensor - vision, touch, and proprioception - directly to every actuator through a single unified visuomotor neural network. • Human-like whole body control from human data: All results are enabled by System 0, a learned whole‑body controller trained on over 1,000 hours of human motion data and sim‑to‑real reinforcement learning. System 0 replaces 109,504 lines of hand‑engineered C++ with a single neural prior for stable, natural motion. • New classes of dexterity: With Figure 03’s embedded tactile sensing and palm cameras, Helix 02 performs manipulation that was previously out of reach: extracting individual pills, dispensing precise syringe volumes, and singulating small, irregular objects from clutter despite self‑occlusion. Helix 02 is trained on over 1,000 hours of human motion data and integrates vision, touch, and proprioception."

Sawyer Merritt

624,689 views • 5 months ago

Multi-Track Timeline Control for Text-Driven 3D Human Motion Generation paper page: Recent advances in generative modeling have led to promising progress on synthesizing 3D human motion from text, with methods that can generate character animations from short prompts and specified durations. However, using a single text prompt as input lacks the fine-grained control needed by animators, such as composing multiple actions and defining precise durations for parts of the motion. To address this, we introduce the new problem of timeline control for text-driven motion synthesis, which provides an intuitive, yet fine-grained, input interface for users. Instead of a single prompt, users can specify a multi-track timeline of multiple prompts organized in temporal intervals that may overlap. This enables specifying the exact timings of each action and composing multiple actions in sequence or at overlapping intervals. To generate composite animations from a multi-track timeline, we propose a new test-time denoising method. This method can be integrated with any pre-trained motion diffusion model to synthesize realistic motions that accurately reflect the timeline. At every step of denoising, our method processes each timeline interval (text prompt) individually, subsequently aggregating the predictions with consideration for the specific body parts engaged in each action. Experimental comparisons and ablations validate that our method produces realistic motions that respect the semantics and timing of given text prompts.

AK

126,585 views • 2 years ago

1X announces their latest reinforcement learning (RL) controller, which unlocks NEO's full-body mobility for home environments, enabling Redwood AI (1X's in-house AI model) to interact with the physical world more naturally and broadly. The unified controller supports walking in any direction, sitting, standing, kneeling, lying down, getting up, and climbing stairs using stereo RGB vision - critical for navigating real homes. The controller provides an “action interface” through which teleoperation or Redwood AI can interact in a safe, contact-rich manner with the physical world. Traditional walking controllers often rely on hand-crafted "shaping rewards" to produce human-like gaits, which are time-consuming and don’t scale well across tasks or movement directions. To address this, the team used motion capture data to guide the learning process. The RL system is trained to track kinematic reference trajectories derived from natural human motion while maintaining balance and rhythm in real time. To improve general-purpose utility, the controller goes beyond single-trajectory replay by introducing a two-part design: ⦿ A high-level kinematic planner generates smooth, human-like movement goals from simple input commands (e.g., joystick direction). ⦿ A low-level RL controller tracks these trajectories with dynamic stability. This structure enables smooth transitions between behaviors and resolves the challenge of controlling high-dimensional motion from coarse user input.

The Humanoid Hub

113,780 views • 1 year ago

🇨🇳 Another great Chinese Model, OmniHuman-1.5 from ByteDance Turns 1 image plus a voice track into expressive avatar video by pairing a System 1 and System 2 inspired planner with a Diffusion Transformer, Produces coherent motion for over 1 minute with moving camera and multi character scenes. Most avatar models move to the beat of the audio but miss meaning, so gestures feel generic and emotions feel shallow. The fix here is a Multimodal LLM planner that listens to the speech and drafts a structured plan describing intent, emotions, beats, and high level actions, which gives the motion engine clear semantic targets instead of only rhythm. The motion engine is a Multimodal Diffusion Transformer that fuses the plan with audio, the single reference image, and optional text prompts, then synthesizes continuous body, face, and head motion that matches both words and tone. A key trick is a Pseudo Last Frame, a synthetic target that summarizes the next expected state, which stabilizes fusion across modalities and keeps motion consistent over long spans. From just 1 image and speech, the system outputs speaking avatars with synchronized lips, context aware gestures, and continuous camera movement, and it also supports multi character interactions without manual choreography. Reported results show strong lip sync accuracy, high video quality, natural motion, and close match to text prompts, and the same setup works on nonhuman characters too.

Rohan Paul

63,859 views • 10 months ago