CLAP: Cross-Embodiment Action-Conditioned Video World Models are Zero-Shot Physical Simulators
One world model harmonizing disparate human and robot morphologies to unlock training with internet-scale data
Abstract
Problem: While LLMs achieved their defining breakthroughs through web-scale training, action-conditioned video models remain siloed within single-robot embodiments, limiting data scaling and generalization. Can generative video models learn generalizable physical priors through cross-embodiment data scaling, or do distinct robot morphologies necessitate agent-specific architectures?
Method: We present CLAP, a cross-embodiment action-conditioned video generation framework capable of being trained on diverse, internet-scale videos across human and robotic agents. CLAP's core insight lies in the fact that the same universal laws of physics govern all dynamical interactions irrespective of the agent's embodiment. CLAP reconciles disparate action spaces using end-effector poses, natural language instructions, and learned latent action representations to learn foundational physical priors.
Result: CLAP delivers the most comprehensive suite of action-conditioned video world models to date—spanning end-effector, language, and latent-action spaces across diverse robot morphologies (DROID, Bridge, bimanual YAM, and G1 humanoids). CLAP matches or surpasses single-embodiment models in challenging environments like DROID, establishing a scalable recipe for cross-embodiment video modeling.
Overview
CLAP unifies human and robot action spaces via end-effector poses, natural language, and learned latent actions. A two-stage curriculum first learns unsupervised physical priors from (large-scale) unlabeled videos using latent actions, then grounds them in end-effector space for direct, zero-shot deployment to real-world tasks, e.g., inference-time planning and RL fine-tuning for robot policies such as \(\pi_{0.5}\) and MolmoAct-2. This recipe establishes a novel paradigm for training high-fidelity single-embodiment video world models via sample-efficient, few-shot adaptation of cross-embodiment models to target robot platforms.
Motivation
Web-scale training on diverse text datasets shattered performance barriers for LLMs. Today, as action-conditioned video models continue to struggle with physical inconsistency due to embodiment silos, we face a critical question: Can cross-embodiment data scaling unlock generalizable physical priors in video modeling, or do distinct robot morphologies necessitate agent-specific architectures?
Prior action-conditioned video models focus exclusively on single robot embodiments, sidestepping the inherent challenges associated with diverse robot morphologies, which forecloses the internet-scale video data behind recent foundation-model advances. To address these limitations, we introduce CLAP, a framework for cross-embodiment action-conditioned video generation capable of being trained on diverse, internet-scale videos across human and robotic agents.
How CLAP Works
CLAP is grounded in the insight that universal physical laws govern spatiotemporal dynamics regardless of the actor. For example, a bottle tips, a towel folds, and a drawer slides according to the same physics whether the actor is a Franka arm, a WidowX gripper, or a human hand, underscoring that the appropriate response to heterogeneity is not to restrict training to one embodiment. CLAP harmonizes the disparate action spaces of diverse embodiments using end-effector poses, natural language instructions, and learned latent action representations.
Action-conditioning spaces
| Conditioning | Action representation | Typical use |
|---|---|---|
🦾 "ee" |
7-dim end-effector cartesian pose + gripper (or raw joint angles for joint-space embodiments) | Cross-embodiment, post-training, adaptation |
🧬 "lam" |
32-dim latent-action-model embedding (learned, not physical) | Curriculum cross-embodiment training, including egocentric human video |
💬 "language" |
Per-frame CLIP-encoded text captions of the action | Language-conditioned, post-training, adaptation |
Curriculum-based recipe
Harmonized action representations have native limitations. For example, while latent actions enable learning from unlabeled videos, they do not facilitate zero-shot real-world deployment. Conversely, while end-effector actions address this drawback, they preclude training on unlabeled video data. CLAP introduces a curriculum-based cross-embodiment learning framework to overcome these limitations.
Proxy-action conditioning
CLAP first learns physical priors from unlabeled videos using learned latent actions to unlock training on crucial web-scale datasets (e.g., human videos) that are entirely devoid of action labels.
End-effector grounding
The curriculum then refines these physical priors in end-effector action spaces, bridging the gap between training-time and deployment-time conditions to enable zero-shot deployment in real-world tasks.
Architecture
CLAP is architecture-agnostic, integrating seamlessly with U-Nets, diffusion transformers, decoder-only transformers, and hybrid designs. It is similarly flexible across training objectives, supporting diffusion, flow-matching, and next-token prediction losses. Enabled by a Stable Video Diffusion (SVD) backbone, we exhaustively evaluate diverse conditioning schemes and data mixtures at a fraction of the computational cost. Moreover, unlike many newer architectures, SVD enables local inference on budget-friendly consumer hardware: CLAP requires under 12 GB of VRAM and runs comfortably on an RTX 3060. While CLAP currently relies on the diffusion framework for seamless integration, future iterations will adopt flow-matching to accelerate inference.
CLAP Models
Trained on a mix of Open X-Embodiment datasets and EgoDex (for 100K steps), CLAP yields a broad suite of cross-embodiment video models across diverse action spaces with checkpoints available at omni-CLAP/CLAP. Via sample-efficient finetuning, we adapt these models to pretrained and novel embodiments, including the bimanual YAM and G1 humanoid.
Cross-embodiment models
| Model name | Conditioning | Use case |
|---|---|---|
clap-curr |
EE, curriculum-based checkpoint |
Default — Cross-embodiment world model, base checkpoint for novel-embodiment adaptation |
clap-ee |
EE — 7-dim end-effector cartesian |
Cross-embodiment world model, also supports adaptation |
clap-lam |
LAM — 32-dim latent action |
Integral to the curriculum-based recipe, supports web-scale training |
clap-lang |
language, relative-to-anchor-frame captions |
Language-conditioned generation/evaluation |
Novel-embodiment adaptation
| Model name | Conditioning | Use case |
|---|---|---|
adapt-yam |
EE, 14-dim joint-space |
Novel-embodiment adaptation target: Bimanual YAM |
adapt-g1 |
EE, 26-dim joint-space |
Novel-embodiment adaptation target: G1 Humanoid |
Single-platform post-trained models
| Model name | Conditioning | Use case |
|---|---|---|
droid-ee-curr |
EE |
Post-trained on DROID from clap-curr |
bridge-ee-curr |
EE |
Post-trained on Bridge from clap-curr |
The full list of checkpoints, including additional single-platform variants, is in the repo README.
How it compares to baselines
01Can cross-embodiment video world models outperform single-embodiment models?
We train CLAP (end-effector, language, and latent models) for 100K steps , benchmarking against state-of-the-art (SOTA) single-embodiment baselines: Ctrl-World on DROID and a new SOTA Bridge baseline.
Surprisingly, despite sharing identical architectures and training-step counts and using fewer domain-specific samples, CLAP matches the SOTA DROID baseline and achieves high-accuracy predictions on Bridge. This challenges the prevailing wisdom that cross-embodiment models require increased capacity or massive single-domain data unions, suggesting that CLAP learns useful generalizable physical priors from heterogeneous data. Ultimately, this paradigm has the potential to transform how action-conditioned video models are trained, mirroring recent breakthroughs in multi-modal foundation models for vision and language generation. Although CLAP does not quite match the Bridge baseline, the qualitative differences are mostly marginal. (See the paper for more detailed results.)
DROID
"Remove the marker from the mug cup"
"Remove the grey, red and green cans from the tray"
Left / right / wrist camera views for two held-out DROID episodes, comparing CLAP's cross-embodiment conditioning variants against the Ctrl-World baseline and ground truth.
Bridge
"move the can to the back of the counter"
"open fridge"
Single-camera view for two held-out Bridge episodes, comparing CLAP's cross-embodiment conditioning variants against the Bridge-Base baseline and ground truth.
02Zero-Shot Generalization to Real-World Robotics
Beyond offline rollouts, CLAP's cross-embodiment models generalize zero-shot to real-world robot hardware with no target-embodiment fine-tuning, powering real-world inference-time cross-policy planning and reinforcement-learning fine-tuning for robot policies such as \(\pi_{0.5}\) and MolmoAct-2 on the DROID and Bimanual YAM platforms. While inference-time planning robustifies baseline policies against semantic confusion and jittery trajectories, the planner remains vulnerable to world model hallucinations. (See the paper for more results.)
03Sample-Efficient
Novel-Embodiment Adaptation
Beyond zero-shot transfer, CLAP establishes a paradigm for training high-fidelity
single-embodiment video world models via sample-efficient, few-shot adaptation to target robot platforms
it was never trained on.
We adapt the cross-embodiment model clap-curr to
the 14-dimensional Bimanual YAM and the 26-dimensional G1 Humanoid.
Within a single gradient step, our adapted models
generate meaningful video predictions,
unlike models trained from raw SVD backbones.
Bimanual YAM
"Scoop item into bowl and weigh 150g on scale"
"Fold the cloth"
G1 Humanoid
"Pick up the red cup on the table."
"Pick up the Oreo"
Conclusion
CLAP is a cross-embodiment, action-conditioned video modeling framework that learns generalizable physical priors from heterogeneous human and robot data. By bridging disparate action spaces through a curriculum combining latent and end-effector actions, CLAP enables effective data scaling on unlabeled videos with no action-space mismatch in deployment. CLAP approaches or surpasses single-embodiment baselines and achieves zero-shot generalization and sample-efficient adaptation, enabling effective inference-time cross-policy planning and RL finetuning.
Future work will focus on mitigating video hallucinations (e.g., via uncertainty quantification) and extending our pipeline to bimanual and humanoid data to further scale diversity and adaptation efficiency. Additionally, balancing these scaling efforts with efficient model architectures will be essential to manage computational costs.
Ultimately, our work establishes cross-embodiment learning as a foundational catalyst for breakthroughs in video world modeling.
Acknowledgments
BibTeXComing soon
@misc{clap2026crossembodiment,
title={CLAP: Cross-Embodiment Action-Conditioned Video World Models are Zero-Shot Physical Simulators},
author={Coming soon: author list},
year={2026},
eprint={Coming soon: arXiv ID},
archivePrefix={arXiv},
primaryClass={cs.RO},
url={Coming soon},
}