Framework enables shared muscle control across different body models
A generalist policy for muscle-driven control across individual musculoskeletal models
Summary
Controlling muscles in computer models that represent different human bodies is hard because everyone’s body is unique. The authors created MyoAcross, a tool that learns general ways to control muscles that work across many different individual body models without needing extra adjustment. Tested on 31 new body models and 22 shape-estimated models, it improved tracking accuracy and worked even when there were asymmetries like shorter limbs. They also showed simulated muscle forces matched real muscle activity and forces measured from 120 people. This means MyoAcross could help compare movements across many unique body types using a single control approach.
What this means in practice
- •For biomedical engineers: Develop personalized rehabilitation simulations that reuse a single muscle control policy across patients with different body shapes without extra tuning.
- •For game developers: Create character animations driven by muscle models that adapt automatically to varied virtual body shapes, improving realism and ease of animation.$Commercial implications: Enables development of muscle-driven character animation systems adaptable to different avatars, improving realism and reducing manual tuning effort.