Bodies do not match
A human pose sequence cannot be copied joint-for-joint onto G1. Link lengths, joint limits, and contact geometry change the motion.
Embodied motion research / 2026
We started with a simple question: can one recorded penalty kick become one believable robot skill? MESSI takes that clip, retargets it to G1, and checks the result in MuJoCo before claiming anything more.
Sports video captures timing, balance, and follow-through that are hard to script by hand. Our approach is deliberately narrow: take one meaningful action, preserve its character through retargeting, and judge it by what happens to the ball in physics.
A penalty kick is compact, legible, and easy to score. One motion, one ball, one outcome.
Use the dataset's supplied pose, map it onto G1, then refine the trajectory on MI300X instead of inventing motion from scratch.
No proxy metrics. The kick only works if the ball crosses the line in MuJoCo.
02 / THE DYNAMICS GAP
Video is a useful reference. It is not a control policy.
A human pose sequence cannot be copied joint-for-joint onto G1. Link lengths, joint limits, and contact geometry change the motion.
A human strike says nothing about actuator saturation or how much impulse reaches the ball once the robot meets the ground.
Grass-like rolling friction removes the easy answer: a kick must carry the ball through the goal mouth, not merely make contact.
03 / PIPELINE
Uses SoccerKicks 3D pose outputs from a recorded penalty kick. No pose-estimation claim: the project parses the dataset's supplied annotations.
↗Maps the reference motion into a Unitree G1 joint-control trajectory, preserving the signature swing, arm movement, and trunk rotation.
↗Uses PyTorch/ROCm batched refinement on AMD MI300X to improve the trajectory, with scoring-tune optimization as the next concrete step.
↗Replays the result in MuJoCo with a real ball, goal geometry, and grass-like rolling friction. The simulation is the final arbiter.
↗04 / AMD IN THE LOOP
Before settling on the shipped Lab path, we explored using AI acceleration where the loop is expensive: batching power, aim, timing, and yaw candidates in PyTorch/ROCm, then replaying the best shot in full MuJoCo physics.
Choose any camera to inspect the same latest neutral-recovery replay: G1 starts ready, strikes, then returns upright after the ball is away. It is a real MuJoCo execution artifact, not a concept render or storyboard.
05A / MOTION PROOF
Same verified rollout, cut into the angles that make contact, flight, and recovery legible.




06 / INTERACTIVE PHYSICS
The Goalie Lab puts you in charge of the defense. Drag the keeper across the goal mouth, then watch a learned policy pick its lane, power, and tempo — verified by a real MuJoCo rollout rendered straight from the simulator.
Real MuJoCo physics rendered server-side. No install: move the keeper and get a fresh replay back.
07 / WHERE THIS GOES
The narrow penalty task is the proof point, not the ceiling. If demonstration-to-physics transfer works here, it becomes a repeatable way to study many compact embodied skills.
Compare a reference action with a robot execution inside the same legible task.
A compact testbed for turning annotated demonstrations into controllable embodied behavior.
A reproducible place to study retargeting, contact, and trajectory refinement together.
Next: expand the motion bank, tune aim continuously, add a moving goalkeeper, and test the learned skill beyond simulation.