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.
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
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.
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.
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.
Smart Images

Figure CN121746554B_ABST