Automated skinning transfer and rigid automated skinning

JP2026520311APending Publication Date: 2026-06-23ROBLOX CORP

Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
ROBLOX CORP
Filing Date
2024-06-27
Publication Date
2026-06-23

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  • Figure 2026520311000001_ABST
    Figure 2026520311000001_ABST
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Abstract

Several implementations relate to methods, systems, and computer-readable media for transferring skinning from target geometry to accessory geometry attached to the target geometry. Some implementations include the steps of: obtaining skinning information for an avatar body; transferring the skinning information to an accessory to be fitted onto the avatar body; generating an automatically skinned accessory mesh based at least partially on the skinning information and the original accessory mesh; fitting the accessory onto the avatar body based at least partially on the automatically skinned accessory mesh; and, after the fitting step, animating the avatar body, wherein the fitted accessory animates in accordance with the animated avatar body, at least partially based on the automatically skinned accessory mesh. These techniques allow the accessory to deform and move precisely without the need to construct skinning within the accessory. In the case of a rigid body without skinning, skinning can be derived from the rigid body parts themselves.
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Claims

1. A computer-implemented method for fitting accessories onto an avatar's body in a three-dimensional (3D) environment, The steps include obtaining skinning information of the aforementioned avatar body, The steps include transferring the skinning information to the accessory that will be fitted onto the avatar body, The steps include generating an automatically skinned accessory mesh based at least partially on the skinning information and the original accessory mesh, The steps include fitting the accessory onto the avatar body based at least partially on the automatically skinned accessory mesh, A step after the fitting step, an animation step of the avatar body, wherein the fitted accessory is animated in accordance with the animated avatar body, at least partially based on the auto-skinned accessory mesh. A computer-implemented method that includes this.

2. The computer-implemented method according to claim 1, wherein the skinning information includes at least one from a group including weight, bone influence, rig information, joints, other features of the avatar body, and combinations thereof.

3. The computer-implemented method according to claim 1, wherein the accessory to be fitted onto the avatar body includes at least one from a group including body hair, clothing, and combinations thereof.

4. The skinning information of the avatar body is incomplete, and the method implemented by the computer is The steps include: performing an automated skinning technique to generate the derived skinning information of the avatar body; The steps include generating the automatically skinned accessory mesh based on the derived skinning information of the avatar body, and A computer-implemented method according to claim 1, further comprising:

5. The step of performing the automated skinning technique for generating the derived skinning information of the avatar body is, The steps include tagging each body part of the aforementioned avatar body as either a skinned body part or a rigid body part, The steps include: performing a correspondence search to identify one or more body parts within a threshold distance of the accessory; For each of the one or more identified body parts, Depending on whether the identified body part is the skinned body part, the steps include sampling the skinning for the corresponding vertices of the avatar body at the spatial location of the nearest identified body part, Depending on whether the identified body part is the rigid body part, the steps include assigning the original weights to the corresponding vertices of the avatar body at the location of the identified body part, The steps include: applying an automatic skin smoothing operation to the rigid vertices of the avatar body based on the associated weights of the rigid vertices of the avatar body; A computer-implemented method according to claim 4, including the method described in claim 4.

6. The computer-implemented method according to claim 1, wherein the step of generating the automatically skinned accessory mesh includes the step of supplementing the original accessory mesh and the accessory wrap deformer (WD) cage associated with the accessory with information from the avatar mesh, the avatar wrap deformer (WD) cage, and the skinning information of the avatar body.

7. The computer-implemented method according to claim 6, wherein the step of generating the automatically skinned accessory mesh includes the step of performing a geometric correspondence search using the accessory wrap deformer cage and the avatar wrap deformer cage to find correspondences between the vertices of the original accessory mesh and the corresponding nearest locations on the surface of the avatar mesh to which the accessory is to be attached.

8. The computer-implemented method according to claim 7, wherein the step of generating the automatically skinned accessory mesh further includes the step of performing emphasis sampling of the avatar skinning information for at least one vertex of the original accessory mesh in order to generate the automatically skinned accessory mesh.

9. The computer-implemented method according to claim 6, wherein the step of fitting the accessory further includes the step of using the auto-skinned accessory mesh to attach the accessory to the avatar body by providing skinning information to the wrap deformer framework.

10. The computer-implemented method according to claim 6, wherein the step of animating the avatar body on which the accessory is fitted includes the step of using the auto-skinned accessory mesh to render the animation of the accessory based on the movement of the avatar body.

11. A non-temporary computer-readable medium storing instructions, wherein the instructions are transmitted to the processing device in response to execution by the processing device. Acquiring skinning information of an avatar body in a 3D environment, Transferring the aforementioned skinning information to an accessory that will be fitted onto the avatar body, The process involves generating an automatically skinned accessory mesh based at least partially on the aforementioned skinning information and the original accessory mesh, The accessory is fitted onto the avatar body based at least partially on the automatically skinned accessory mesh, Animating the avatar body after fitting, wherein the fitted accessory is animated in accordance with the animated avatar body, at least partially based on the auto-skinned accessory mesh. A non-temporary computer-readable medium that enables the execution of operations including [specific actions].

12. The skinning information of the avatar body is incomplete, and the movement is To perform an automated skinning technique for generating the derived skinning information of the aforementioned avatar body, Based on the derived skinning information of the avatar body, the automatically skinned accessory mesh is generated. A non-temporary computer-readable medium according to claim 11, further comprising:

13. The non-temporary computer-readable medium according to claim 11, wherein generating the automatically skinned accessory mesh includes supplementing the original accessory mesh and the accessory wrap deformer (WD) cage associated with the accessory with information from the avatar mesh, the avatar wrap deformer (WD) cage, and the skinning information of the avatar body.

14. The non-temporary computer-readable medium according to claim 13, wherein generating the automatically skinned accessory mesh includes performing a geometric correspondence search using the accessory wrap deformer cage and the avatar wrap deformer cage to find correspondences between the vertices of the original accessory mesh and the corresponding nearest locations on the surface of the avatar mesh to which the accessory is to be attached.

15. The non-temporary computer-readable medium according to claim 13, further comprising using the auto-skinned accessory mesh to attach the accessory to the avatar body by providing skinning information to the wrap deformer framework.

16. It is a system, It is a computer device, The memory that stores the instructions, A processing device coupled to the memory and A computing device comprising a processing device is provided, wherein the processing device is configured to access the memory and execute the instruction, and the instruction is provided to the processing device, Acquiring skinning information of an avatar body in a 3D environment, Transferring the aforementioned skinning information to an accessory that will be fitted onto the avatar body, The process involves generating an automatically skinned accessory mesh based at least partially on the aforementioned skinning information and the original accessory mesh, The accessory is fitted onto the avatar body based at least partially on the automatically skinned accessory mesh, Animating the avatar body after fitting, wherein the fitted accessory is animated in accordance with the animated avatar body, at least partially based on the auto-skinned accessory mesh. A system that performs actions including those mentioned above.

17. The system further comprises a mesh content cache coupled to the computing device, the mesh content cache is configured to store the auto-skinned accessory mesh for at least one of fitting or animating, the mesh content cache is coupled to a file storage repository, and the operation is Determining that the automatically skinned accessory mesh is absent from the mesh content cache, In response to the determination that the automatically skinned accessory mesh is absent from the mesh content cache, the automatically skinned accessory mesh is retrieved from the file storage repository. The extracted, automatically skinned accessory mesh is stored in the mesh content cache. After the aforementioned storage, access the automatically skinned accessory mesh from the mesh content cache. The system according to claim 16, further comprising:

18. The skinning information of the avatar body is incomplete, and the movement is To perform an automated skinning technique for generating the derived skinning information of the aforementioned avatar body, Based on the derived skinning information of the avatar body, the automatically skinned accessory mesh is generated. The system according to claim 16, further comprising:

19. The system according to claim 16, wherein generating the automatically skinned accessory mesh includes supplementing the original accessory mesh and the accessory wrap deformer (WD) cage associated with the accessory with information from the avatar mesh, the avatar wrap deformer (WD) cage, and the skinning information of the avatar body.

20. The system according to claim 16, further comprising using the auto-skinned accessory mesh to attach the accessory to the avatar body by providing skinning information to the wrap deformer framework.