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System and method for animating virtual characters

a virtual character and animation technology, applied in the field of virtual characters, can solve the problems of laborious process, limited number unconvincing animations of composite virtual characters,

Inactive Publication Date: 2014-09-18
ACTIVISION PUBLISHING
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  • Summary
  • Abstract
  • Description
  • Claims
  • Application Information

AI Technical Summary

Benefits of technology

The patent describes a software program that allows users to create and play virtual characters in a video game. The virtual characters have interchangeable body parts, and the software program controls the movement and actions of the characters using animation clips for the body parts. The program also allows users to modify the virtual characters by adding or replacing toy parts. The toy parts can communicate with the game platform, and the software program displays the virtual characters in a virtual environment. The technical effect of this invention is to provide a more immersive and customizable gaming experience for users.

Problems solved by technology

Of course, this is merely an example, and the number of composite virtual characters is limited only by the number of virtual characters available for combination.
To illustrate some of these challenges, consider the case of a composite character that combines the upper body of virtual character A with the lower body of virtual character B. If virtual character A and virtual character B have distinct and conflicting animation clips denoting different behaviors and personalities, simply applying the predefined animation clips for virtual character A and virtual character B to their respective body parts may result in disjointed and unconvincing animations for the composite virtual character.
Another challenge of animating composite virtual characters is properly aligning and layering the animations between the various parts of the combined virtual characters, as Character A and Character B's animations are built for skeletons that have no notion of the final composite skeleton.
This process, however, is labor intensive and requires an animator or some other designer to make decisions as to which bone animations will affect the respective bone(s) in the composite skeleton.
But this solution is also burdensome and impractical.

Method used

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  • System and method for animating virtual characters
  • System and method for animating virtual characters
  • System and method for animating virtual characters

Examples

Experimental program
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Embodiment Construction

[0038]FIG. 1 is a block diagram illustrating an example of a video game system in accordance with aspects of the present invention. Referring to FIG. 1, the video game system 100 includes game system 140 and a toy assembly comprised of a plurality of component toy parts 120a-n. The toy assembly may consist of toy parts associated with a single character, or the toy assembly may consist of toy parts from a plurality of characters (referred to as a “composite toy assembly”). The toy parts may be physically combined, coupled, connected or otherwise adjoined to create a toy assembly. In some embodiments, the toy parts may be coupled in an interlocked fashion to create a toy assembly, for example via a physical locking mechanism, electromagnetic or other locking mechanism. In various embodiments the toy parts 120a-n may be connected by a force, for example a physical or electromagnetic force, such as by way of interlocking physical components, frictional fittings, or magnetic couplings, ...

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PUM

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Abstract

System and methods for defining and applying animations to virtual characters with interchangeable body parts that may be combined to form composite virtual characters are disclosed. According to aspects of the invention, a software program running on a gaming platform comprises a plurality of virtual characters, each comprising a plurality of interchangeable body parts. An animation clip may be defined for an interchangeable body part of a first virtual character. The animation clip may be defined for the first virtual character's interchangeable body party using a virtual skeleton that has the bones of the interchangeable body part and the bones of one or more generic body parts. The defined animation clip may control one or more of the bones of the interchangeable body part and one or more of the bones of the one or more generic body parts.

Description

BACKGROUND OF THE INVENTION[0001]The present invention relates generally to animating a virtual character, such as those found in video games or animated movies, and more particularly to animating a virtual character comprised of parts of other virtual characters.[0002]Animating a virtual character typically involves building an animated three-dimensional (3D) character model that is rigged with a virtual skeleton. A character rig generally includes the character's virtual skeleton bound to the character's 3D mesh or skin. The virtual skeleton typically includes a plurality of joints and / or bones that can be manipulated to move or deform the model into different poses. The virtual skeleton provides the basic form of the virtual character. For example, a humanoid virtual character may have a virtual skeleton that has bones representing a human form (e.g., a head bone, spine bones, arm / hand bones, leg / feet bones, pelvic bones, etc.). On the other hand, a reptilian virtual character ma...

Claims

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Application Information

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Patent Type & Authority Applications(United States)
IPC IPC(8): G06T13/80A63F13/00
CPCA63F9/24G06T13/80G06T13/40A63F13/65A63F13/52A63F13/825A63F13/98
Inventor OLSHAN, ADAMDOPTIS, DANIELPARDEE, ANTHONY
Owner ACTIVISION PUBLISHING
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