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Animate Any Character in Any World

Published 18 Dec 2025 in cs.CV and cs.AI | (2512.17796v1)

Abstract: Recent advances in world models have greatly enhanced interactive environment simulation. Existing methods mainly fall into two categories: (1) static world generation models, which construct 3D environments without active agents, and (2) controllable-entity models, which allow a single entity to perform limited actions in an otherwise uncontrollable environment. In this work, we introduce AniX, leveraging the realism and structural grounding of static world generation while extending controllable-entity models to support user-specified characters capable of performing open-ended actions. Users can provide a 3DGS scene and a character, then direct the character through natural language to perform diverse behaviors from basic locomotion to object-centric interactions while freely exploring the environment. AniX synthesizes temporally coherent video clips that preserve visual fidelity with the provided scene and character, formulated as a conditional autoregressive video generation problem. Built upon a pre-trained video generator, our training strategy significantly enhances motion dynamics while maintaining generalization across actions and characters. Our evaluation covers a broad range of aspects, including visual quality, character consistency, action controllability, and long-horizon coherence.

Summary

  • The paper's primary contribution is the development of AniX, a conditional autoregressive video generation framework that synthesizes temporally coherent videos in explorable 3D worlds using user-specified characters and natural language commands.
  • It employs a Transformer-based architecture with multi-modal token encoding and Flow Matching diffusion training to achieve high character consistency and support a diverse set of open-ended actions.
  • Using GTA-V and real-world datasets, AniX demonstrates state-of-the-art performance with significant inference acceleration (7.5× speedup), enabling realistic and interactive world exploration.

AniX: Conditional Autoregressive Video Generation for Interactive World Exploration

Introduction and Motivation

AniX introduces a conditional autoregressive video generation framework designed to synthesize temporally coherent videos in explorable 3D Gaussian Splatting (3DGS) worlds, given arbitrary user-specified 3D or multi-view characters and natural language commands. Existing paradigms predominantly fall into static world generators—with no agent interactions—or controllable-entity models limiting agents to restricted, predefined actions within uncontrollable backgrounds. AniX unifies these directions: it preserves the realistic spatial and appearance consistency of world models while expanding action repertoire and subject customization, supporting both locomotion and nuanced, open-ended behaviors.

Key capabilities of AniX include consistent environment-character fidelity, diverse action repertoire (hundreds of gestures and interactions), long-horizon temporal coherence, and geometrically-grounded camera control. Figure 1

Figure 1: AniX workflow: training data linking a 3D character, segmented/inpainted scene video, character mask sequence, and text action is encoded; a Multi-Modal Diffusion Transformer predicts video tokens via Flow Matching.

Model Architecture and Training

AniX operates as a conditional autoregressive video generator centered on a full-attention Transformer backbone. At each iteration, it synthesizes video clips conditioned on multi-modal signals: previous video history, segmented scene video (encoding geometric anchoring), character representation (multi-view images), action text, and masks identifying dynamic agents.

Training uses GTA-V gameplay sequences segmented per-action. Each clip is processed via segmentation (Grounded-SAM-2), inpainting (DiffuEraser), annotation, and character rendering from four canonical views. All modalities are encoded into tokens via a video VAE (from HunyuanCustom) and LLaVA-based multi-modal encoder.

The model leverages Flow Matching for diffusion training, minimizing the MSE between predicted and ground-truth velocity in the latent token space. Conditional fusion uses projected scene and mask tokens added to noisy targets, concatenated with character- and text-based tokens for Transformer input.

Positional encoding employs 3D-RoPE and shifted-3D-RoPE for multi-view character tokens, preserving geometric correspondence to viewpoints. Figure 2

Figure 2: Auto-regressive training: preceding video tokens (ground truth) are integrated into the conditioning stack; Gaussian noise augmentation reduces train-infer mismatch.

Inference Workflow and Acceleration

Inference proceeds via three stages: (1) user configuration of character, 3DGS world, camera, and anchor; (2) text-driven parsing of action/camera behaviors, mapping to rendered camera trajectories; and (3) encoding all conditions (including optional previous clips) for iterative generation. This enables agent-centric exploration and temporally consistent long-horizon interactions.

Inference is accelerated by DMD2 distillation, reducing the default 30-step denoising schedule to 4 steps, achieving 7.5×7.5\times speedup with negligible visual degradation. Figure 3

Figure 3: AniX inference: user input (character, world, camera, anchor), text-driven trajectory rendering, and conditional generation can iterate for long-run coherence.

Experimental Evaluation

AniX is evaluated using the WorldScore (Duan et al., 1 Apr 2025), reporting across controllability (camera/object control, content alignment), visual quality (consistency, photometric/style fidelity), and dynamics (motion accuracy/magnitude/smoothness). The model's fidelity extends to open-ended actions (up to 150+), generalizing beyond training data, and is validated against state-of-the-art foundation models and specialized world-generators (Chen et al., 1 Jun 2025, Li et al., 20 Jun 2025, He et al., 18 Aug 2025).

Key findings include:

  • WorldScore Static/Dynamic: AniX achieves 84.64/77.22, consistently outperforming all baselines.
  • Action Success Rate: 100.0% for locomotion, 80.7% for gestures/object-centric interactions.
  • Character Consistency: DINOv2 0.698, CLIP 0.721, substantially higher than any comparator.
  • CLIP Text-Image Score: 0.305 for richer actions, indicating high semantic alignment.

Interpreted through post-training (LoRA-style finetuning), fine-grained control is achieved without compromising wide generative diversity inherent from base pre-training. Figure 4

Figure 4: Screenshots: AniX generation across varied characters, actions, and worlds—demonstrates scene-character fidelity and behavioral diversity.

Ablations and Qualitative Insights

Multi-view character conditioning improves cross-view appearance consistency (Table: single-front view DINOv2 0.556 →\rightarrow four-view 0.698), and per-frame character anchors enable effective demarcation of dynamic agents (w/o anchor DINOv2 0.477 →\rightarrow per-frame 0.698). Both conditions significantly mitigate long-horizon degradation and preserve high aesthetic quality.

Hybrid training on GTA-V and real-world datasets disentangles stylization and yields higher photorealism (game-only DINOv2 0.686; hybrid 0.755), capturing high-frequency details (e.g., clothing wrinkles). Figure 5

Figure 5: Hybrid data training boosts photorealism; real-world action clips yield true-to-life dynamics absent from synthetic-only models.

Distillation maintains visual performance within fractional margins while substantially reducing compute latency. Figure 6

Figure 6: 4-step accelerated denoising matches original visual quality, yielding dramatic inference speedup.

(Figure 7, Figure 8)

Figure 7: Random novel actions—AniX generalizes to 84 unseen behaviors for a unique character.

Figure 8: Diverse actions with text annotation—character performs 25 randomly sampled instructions, preserving semantic and appearance alignment.

(Figure 9, Figure 10, Figure 11)

Figure 9: Scene exploration—flexible character navigation in a range of 3DGS worlds.

Figure 10 & 12: Diverse character locomotions—model generalizes to unseen assets and movement patterns.

Long-horizon generation is enabled via auto-regressive conditioning, allowing extended user-agent interactions with preserved continuity.

(Figure 12, Figure 13)

Figure 12: Long-horizon generation—multi-clip coherence validates auto-regressive memory fidelity.

Figure 13: Another example—iterative action/camera instructions yield consistent video sequences.

Implications and Future Directions

AniX advances interactive agent-centric video generation by:

  • Decoupling character control from background constraints, enabling agent insertion in any world geometry.
  • Supporting open vocabulary and dense action sets via text prompts, moving beyond rigid control schemas.
  • Unifying appearance, spatial, and temporal fidelity across modality boundaries.
  • Offering scalable, hardware-efficient inference pipelines (via DMD2).

Practically, AniX can underpin next-generation synthetic video environments: from simulation platforms for robotics/embodied AI, to scalable content creation and virtual world design. Theoretically, its modular autogressive setup informs approaches in world modeling, memory-augmented generative networks, and multimodal diffusion transformers.

Extensions could incorporate fine-grained physics simulation, entity collaboration, real-time reinforcement learning environments, and transfer to robotics simulation-to-real domains. Incorporating richer scene/agent annotations can promote semantic manipulation and environment editing. Memory architectures for even longer-horizon generation, and dynamic conditioning modalities, will further expand applicability.

Conclusion

AniX demonstrates a cohesive framework for user-customized character control and interactive world exploration, significantly improving motion dynamics, action controllability, character consistency, and generation quality over existing video models. Its memory-augmented, autoregressive design, combined with efficient inference and hybrid data strategies, establishes a strong foundation for agent-centric, open-ended video synthesis research and real-world applications.

(2512.17796)

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