Inverse kinematic solution blending in digital character animation

a technology of inverse kinematic solution and digital character, applied in image analysis, instruments, computing, etc., can solve problems such as the accuracy and efficiency of conventional animation systems, and achieve the effects of natural bend, accurate transitional bend angle of animated character arms, and shortening the arm

Active Publication Date: 2020-11-19
ADOBE SYST INC
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  • Summary
  • Abstract
  • Description
  • Claims
  • Application Information

AI Technical Summary

Benefits of technology

[0002]Aspects of the present disclosure address the foregoing and / or other problems in the art with methods, computer-readable media, and systems that intelligently blend inverse kinematic (hereafter “IK”) solutions to more naturally depict joint positioning and / or movement of digital animated characters. For example, in one or more embodiments, the disclosed systems can blend two IK solutions for an elbow joint based on a shoulder angle. Specifically, as the upper arm of an animated character moves down, the disclosed systems can incrementally blend multiple IK solutions, which pushes the elbow joint away from the body to help maintain a natural bend. In addition to generating a more accurate transitional bend angle of an animated character arm, this blending approach can produce a three-dimensional appearance by shortening the arm within a blending region. By intelligently blending two or more IK solutions within a blending region, the disclosed systems can efficiently generate smooth, accurate limb motions while reducing time and interactions needed to generate realistic two-dimensional animation sequences.

Problems solved by technology

However, a number of problems exist with conventional animation systems particularly in relation to accuracy and efficiency of operation.

Method used

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  • Inverse kinematic solution blending in digital character animation
  • Inverse kinematic solution blending in digital character animation
  • Inverse kinematic solution blending in digital character animation

Examples

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Embodiment Construction

[0017]This disclosure describes one or more embodiments of a character animation system that intelligently blends inverse kinematic (hereafter “IK”) solutions to more naturally depict joint positioning and / or movement of digital animated characters. In particular, in some embodiments, the character animation system blends IK solutions based on a shoulder angle to determine more accurate, realistic elbow positions and arm movement in digital animations. For example, in response to detecting that a shoulder angle crosses a shoulder angle limit, the character animation system can alternate from one bending direction (corresponding to a first IK solution) to another bending direction (corresponding to a second IK solution) to maintain realistic arm bend across different movements. Moreover, the character animation system can utilize a transition angle to dynamically blend different IK solutions within a blending region, thereby smoothly modifying bend direction and elbow position to sim...

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Abstract

The present disclosure relates to systems, non-transitory computer-readable media, and methods for intelligently blending inverse kinematic (IK) solutions to more naturally depict joint positioning and / or movement of digital animated characters. In particular, in one or more embodiments, the character animation system can blend two IK solutions for an elbow joint based on a shoulder angle. For example, the character animation system can utilize a blending region to dynamically blend IK solutions as the shoulder angle moves through the blending region, thereby smoothly modifying bend direction and elbow position of the animated character arm. Based on the modified elbow position relative to a wrist position and a shoulder position, the animated character system can simulate more accurate, natural arm movements while reducing time and interactions needed to generate realistic animation sequences.

Description

BACKGROUND[0001]Recent years have seen significant improvements in computer systems for generating digital character animations. For example, conventional digital animation systems can employ inverse kinematic models to render movements of animated characters in digital animations. To illustrate, conventional systems can utilize inverse kinematic models to help determine positions of joints over time and then render an animated character that simulates movement based on the determined joint positions. However, a number of problems exist with conventional animation systems particularly in relation to accuracy and efficiency of operation.BRIEF SUMMARY[0002]Aspects of the present disclosure address the foregoing and / or other problems in the art with methods, computer-readable media, and systems that intelligently blend inverse kinematic (hereafter “IK”) solutions to more naturally depict joint positioning and / or movement of digital animated characters. For example, in one or more embod...

Claims

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Application Information

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Patent Type & Authority Applications(United States)
IPC IPC(8): G06T13/40G06T7/70G06T7/00
CPCG06T7/0002G06T7/70G06T13/40G06T13/80
Inventor SAITO, JUNACQUAVELLA, JAMESWERNER, DAVID
Owner ADOBE SYST INC
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