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arXiv · 2512.16705

Olaf: Bringing an Animated Character to Life in the Physical World

Abstract

Animated characters often move in non-physical ways and have proportions that are far from a typical walking robot. This provides an ideal platform for innovation in both mechanical design and stylized motion control. In this paper, we bring Olaf to life in the physical world, relying on reinforcement learning guided by animation references for control. To create the illusion of Olaf's feet moving along his body, we hide two asymmetric legs under a soft foam skirt. To fit actuators inside the character, we use spherical and planar linkages in the arms, mouth, and eyes. Because the walk cycle results in harsh contact sounds, we introduce additional rewards that noticeably reduce impact noise. The large head, driven by small actuators in the character's slim neck, creates a risk of overheating, amplified by the costume. To keep actuators from overheating, we feed temperature values as additional inputs to policies, introducing new rewards to keep them within bounds. We validate the efficacy of our modeling in simulation and on hardware, demonstrating an unmatched level of believability for a costumed robotic character.

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David Müller, Espen Knoop, Dario Mylonopoulos, Agon Serifi, Michael A. Hopkins, Ruben Grandia, Moritz Bächer. 2025-12-18. Olaf: Bringing an Animated Character to Life in the Physical World. https://arxiv.org/abs/2512.16705

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