An animation gait control method, system, electronic device and storage medium

By calculating and predicting stride length and theoretical step frequency, and combining physical constraints and movement intentions, the system controls the 3D character to maintain stable contact with the ground, solving the problem of character slippage, improving the realism of the virtual environment and the smoothness of animation, and reducing animation production costs.

CN121746554BActive Publication Date: 2026-05-29HUNAN HAPPLY SUNSHINE INTERACTIVE ENTERTAINMENT MEDIA CO LTD

Patent Information

Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
HUNAN HAPPLY SUNSHINE INTERACTIVE ENTERTAINMENT MEDIA CO LTD
Filing Date
2026-02-28
Publication Date
2026-05-29

AI Technical Summary

Technical Problem

In existing technologies, characters in virtual environments often experience slippage because the logical displacement speed is difficult to synchronize with the inherent foot movement speed of animation resources. This disrupts the realism of the virtual environment, especially during variable speed movements, sudden stops, or terrain undulations.

Method used

By calculating the predicted stride and theoretical step frequency of the 3D character, combined with physical constraints and movement intentions, the final root bone position is determined, and the 3D character is controlled to move according to the predicted stride and theoretical step frequency. Weighted fusion and temporal smoothing are used to ensure that the character makes stable contact with the ground at any speed and movement trajectory.

Benefits of technology

It effectively avoids the slippage phenomenon, improves the realism of the virtual environment and the smoothness of the animation, adapts to characters of different body types, and reduces animation production costs.

✦ Generated by Eureka AI based on patent content.

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Abstract

The application provides an animation gait control method and system, electronic equipment and a storage medium, which are suitable for the virtual reality technical field, predict the stride and the theoretical step frequency through the moving speed calculation, and determine the final root bone position by comprehensively considering the physical constraint and the moving intention. The three-dimensional character moves according to the predicted stride and the theoretical step frequency, and the root bone of the three-dimensional character is adjusted to the final root bone position, so that the situation of sliding step during the movement of the three-dimensional character is avoided, and the reality of the virtual environment is ensured.
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