Patents
Literature
Patsnap Eureka AI that helps you search prior art, draft patents, and assess FTO risks, powered by patent and scientific literature data.

55 results about "Character animation" patented technology

Character animation is a specialized area of the animation process, which involves bringing animated characters to life. The role of a Character Animator is analogous to that of a film or stage actor, and character animators are often said to be "actors with a pencil" (or a mouse). Character animators breathe life in their characters, creating the illusion of thought, emotion and personality. Character animation is often distinguished from creature animation, which involves bringing photo-realistic animals and creatures to life.

Techniques for unified physics-based character control through masked motion inpainting

One embodiment of a method for animating characters includes receiving one or more goals specified in one or more modalities, generating, via a trained machine learning model and based on the one or more goals, a first action for a character to perform, where the trained machine learning model is trained to process inputs in multiple modalities, and causing the character to perform the first action within a computer-based or physical environment.
Owner:NVIDIA CORP

Data Processing Method for Task Processing Model and Method for Generating Virtual Character Animation

PendingUS20260195955A1AlgorithmAnimation
Embodiments of the present disclosure provide a data processing method for a task processing model and a method for generating virtual character animation, where the data processing method for the task processing method includes that: a first sample set is obtained, where the first sample set includes multi-modal sample guiding information; the sample guiding information and a sample task sequence are input into an initial processing model to obtain predicted task embeddings corresponding to the sample guiding information; the initial processing model is trained according to the predicted task embeddings and sample task embeddings corresponding to the sample task sequence to obtain model parameters of a task processing model in response to reaching a first preset stopping condition, where the sample task embeddings are obtained by quantizing and encoding the sample task sequence; and the model parameters of the task processing model are sent to the multiple terminal-side devices.
Owner:ALIBABA INNOVATION PRIVATE LIMITED

Anime character template ruler

ActiveCN309910186SAnimationKinemage
1. The name of the design product: animation character template ruler. 2. The use of the design product: used for quick shaping of animation characters in drawing and reference of character animation. 3. The design points of the design product: in shape. 4. The picture or photo that best indicates the design points: design 1 front view. 5. The design product is a thin product, and the left view, right view, top view, bottom view, and perspective view are omitted. 6. Design 1 is designated as the basic design.
Owner:刘毅

Artificial intelligence assisted animation intermediate frame transition optimization method

The invention discloses an artificial intelligence-assisted animation intermediate frame transition optimization method, belongs to the technical field of animation production, and is used for solving the problems that an existing AI frame insertion technology cannot distinguish artistic deviation and technical errors in key frames and amplification distortion is caused. The method comprises the following steps: constructing a deformation energy reference field representing role deformation space distribution and intensity based on adjacent key frames; performing reverse tracing on the contour and color block boundary motion trail in a high-energy area of the deformation energy reference field, and fitting a dominant motion trend line; generating a physical calibration anchor point defining an ideal motion path based on the trend line; and combining a deformation energy reference field with a physical calibration anchor point, constructing an initial deformation field through anchor point influence domain superposition, and driving a key frame stroke vector field to synchronously deform after rotation field direction correction. According to the method, jitter and distortion caused by key frame deviation can be inhibited, the animation art expressive force is reserved, the visual coherence of the intermediate frame sequence is improved, and the method is suitable for complex deformation character animation production.
Owner:INNER MONGOLIA ACAD OF ARTS

Digital character animation control method, modeling method, equipment and storage medium

The invention discloses a digital character animation control method, a modeling method, equipment and a storage medium. The method comprises the steps that an animation switching instruction corresponding to a digital role is obtained, the animation switching instruction comprises a target skeleton parameter vector corresponding to a target skeleton node, the target skeleton parameter vector and a current skeleton parameter vector are processed based on a parameterized skeleton model, and a skeleton transformation matrix is determined; based on the skeleton transformation matrix and the first skeleton skin weight, transforming a current vertex attribute corresponding to the target grid vertex, and determining a target vertex attribute corresponding to the current vertex attribute; based on the skeleton transformation matrix and a second skeleton skin weight corresponding to the target Gaussian point, transforming a current Gaussian attribute corresponding to the target Gaussian point, and determining a target Gaussian attribute corresponding to the target Gaussian point; and determining a target animation image based on the target vertex attribute corresponding to the target grid vertex and the target Gaussian attribute corresponding to the target Gaussian point. According to the method, the synchronism and high detail fidelity of action control can be guaranteed.
Owner:LIANGSHENG DIGITAL CREATIVE DESIGN (HANGZHOU) CO LTD

Role animation key frame simplification method and system based on visual saliency

The invention discloses a character animation key frame simplification method and system based on visual saliency, and relates to the technical field of image processing, and the method comprises the steps: obtaining a character animation sequence, and extracting a position path and a rotation path of each skeleton node in the character animation sequence in a time dimension; calculating a first motion feature sequence based on the position path of each skeleton node; calculating a second motion feature sequence based on the rotation path of each skeleton node; combining the first motion feature sequence and the second motion feature sequence of each skeleton node into a third motion feature sequence; and selecting a target key frame sequence from the original time points based on the third motion feature sequences of all skeleton nodes by taking minimization of a motion reconstruction error of the role animation sequence as an optimization target, and outputting the target key frame sequence. Through feature extraction and fusion combination of the position path and the rotation path, accurate screening of animation key frames is realized, redundant frames are reduced, and data compression efficiency and animation coherence are improved.
Owner:GUANGZHOU LINKAGE NETWORK TECHNOLOGY CO LTD

Electronic device, method, and non-transitory computer-readable storage medium for providing animation for character

This electronic device comprises: a display; a memory storing instructions; and at least one processor including processing circuitry. The instructions, when executed individually or collectively by the at least one processor, cause the electronic device to: when a text is obtained through an input UI provided through the display, obtain context information corresponding to the obtained text; obtain emotion information of a user corresponding to each sentence composition unit of the text on the basis of the context information; obtain an animated character providing an animation effect in which a character utters the text while an expression of the character is changed in accordance with each sentence composition unit of the text on the basis of the emotion information; and input the animated character to the input UI.
Owner:SAMSUNG ELECTRONICS CO LTD

Character animation generation method, device and electronic equipment

The application provides a role animation generation method and device, electronic equipment, a storage medium and a computer program product, and relates to the technical field of computer vision. The method comprises the following steps: obtaining an original image; determining a face mask image of a target role and a target role image based on the target role and a face region thereof in the original image; taking the face mask image and the target role image as inputs, performing first animation diffusion related to a face action, and obtaining a plurality of reference images; each reference image corresponds to one face action; obtaining an action reference sequence, and driving each reference image to perform second animation diffusion related to a body action by using the action reference sequence, thereby obtaining a plurality of action sequences; each action sequence corresponds to one reference image; and performing animation post-processing on each action sequence, thereby obtaining a role animation of the target role. The application solves the problems of high cost and poor universality of role animation generation in related technologies.
Owner:SHENZHEN TUYI SHIBEI TECHNOLOGY CO LTD

Multi-mode driving character animation automatic generation method and system for virtual reality

The invention belongs to the technical field of animation production, and discloses a multi-modal driving character animation automatic generation method and system for virtual reality, and the method comprises the steps: obtaining multi-modal creation information inputted by a developer, and carrying out the analysis of the multi-modal creation information through a context intention analysis mechanism; converting the multi-mode creation information into a creation instruction symbol stream containing a plot rhythm mark, an emotion color mark and an action tendency mark; decomposing a creation instruction symbol stream into different independent event units, and distributing the independent event units to rhythm lattice points on a time axis through plot node mapping and priority drift rules to form an event queue with rhythm sensation; according to the event queue, role actions are generated through master-slave double-track logic, a lens view angle projection mechanism is introduced, expression tension of the role actions is automatically adjusted according to scene changes, and a logic frame sequence with a lens feeling is generated; the time and labor cost are saved, the animation expressive force and immersion are improved, and meanwhile multi-platform applicability and intelligent operation are achieved.
Owner:JINING POLYTECHNIC

Techniques for unified physics-based character control through masked motion inpainting

PCT designated stageWO2025240527A1AnimationManipulatorMedicineAnimation
One embodiment of a method for animating characters includes receiving one or more goals specified in one or more modalities, generating, via a trained machine learning model and based on the one or more goals, a first action for a character to perform, where the trained machine learning model is trained to process inputs in multiple modalities, and causing the character to perform the first action within a computer-based or physical environment.
Owner:NVIDIA CORP

Gaming machine

To provide a gaming machine that can perform engaging character-based presentations. [Solution] The variable animation may include a specific character animation in which a predetermined character image is displayed, and a specific corresponding animation that is advantageous to the player may occur in the variable animation (target variable animation) in which the specific character animation occurred, and when the result of the draw is announced as a win in the target variable animation and a winning game is executed, the probability of an advantageous animation that is advantageous to the player occurring in the winning game is higher when the specific corresponding animation does not occur in the target variable animation than when the specific corresponding animation occurs in the target variable animation.
Owner:SANSEI R&D KK

An emotional agent based on a state machine and an implementation method and device of a memory system thereof, an electronic device, a storage medium and a process

PendingCN122287686AResponse processEngineering
This invention discloses a method, device, electronic device, storage medium, and process for implementing an emotional intelligent agent and its memory system based on a state machine, belonging to the field of artificial intelligence and human-computer interaction technology. The method includes: constructing a multi-dimensional emotional state machine, defining state vectors containing basic and advanced emotions, and combining a natural decay mechanism and an empathy adjustment algorithm to achieve dynamic emotion updates; establishing a hierarchical memory system with emotion binding, binding emotional states as metadata to memory entries, and achieving memory compression, archiving, and enhanced retrieval through a three-level architecture of short-term, medium-term, and long-term combined with importance scoring; adopting a hierarchical streaming response mechanism, splitting the response process into two layers: rapid emotional feedback and substantive content generation, and reducing interaction latency using streaming output and speculative execution; and using emotional states as the core driving source to synchronously control text tone, speech synthesis intonation, and virtual character animation. This invention, by integrating an emotional state machine and a hierarchical memory architecture, enhances the agent's personality continuity and long-term companionship ability, achieving low-latency, multimodal synchronous natural human-computer interaction.
Owner:上海臻广信息科技有限公司

Animation processing method and device, computer program product and electronic equipment

The invention provides an animation processing method and device, a computer program product and electronic equipment, and relates to the technical field of animation production. The animation processing method comprises the steps of obtaining a first role animation, and performing particle conversion based on the first role animation to obtain a role cluster carrying physical attributes; the first character animation is an initial skeletal animation; the role cluster comprises a plurality of role particle swarms; a plurality of interaction particles are emitted to the role cluster, physical collision detection is carried out, collision calculation is carried out on role particle swarms generating collision interaction with the interaction particles in the role cluster, and a first role object carrying an interaction animation is obtained; and performing skeleton mapping on the first role object carrying the interactive animation to obtain a second role animation, the second role animation being a skeleton animation after collision calculation. According to the method and the device, batch generation of physical effects can be realized, animation variants in different forms are obtained, the animation production efficiency can be improved, and efficient animation library extension and animation modification are realized.
Owner:NETEASE (HANGZHOU) NETWORK CO LTD

Systems and methods for real-time complex character animations and interactivity

Systems, methods, and non-transitory computer-readable media can identify a virtual character being presented to a user within a real-time immersive environment. A first animation to be applied to the virtual character is determined. A nonverbal communication animation to be applied to the virtual character simultaneously with the first animation is determined. The virtual character is animated in real-time based on the first animation and the nonverbal communication animation.
Owner:BAOBAB STUDIOS INC

Systems and Methods for Enabling Improved Character Animation Stylization in Online Multi-Player Video Games

PendingUS20260021403A1AnimationVideo gamesControl characterMotion synthesis
Systems and methods for constructing an offline graph structure configured to enable controlled character motion synthesis in a multi-player online gaming include a graph structure that has a plurality of master nodes and edges such that each master node is representative of a set of similar dominant poses and edges are representative of plausible transitions between these dominant poses. Motion is generated at runtime by navigating through the graph structure and applying dominant poses from the plurality of master nodes. Since an online game describes a desired motion of a character using a plurality of control parameters therefore, transitions that match the plurality of control parameters most closely are selected from the graph structure.
Owner:ACTIVISION PUBLISHING INC

A method for online evaluation of forces acting on a character in a virtual reality environment

This invention provides a method for online force assessment of characters in a virtual reality environment, aiming to achieve real-time quantitative assessment, physical accuracy, and high robustness of force on humanoid character movements in virtual reality environments. This method combines a motion generation model and a physics optimizer, using an end-to-end integrated approach to dynamically estimate key mechanical parameters such as joint torque and ground reaction force. Specific steps include: acquiring user motion trajectory data from sparse sensors (such as VR headsets and controllers); generating preliminary full-body motion postures using a motion generation model based on discrete latent space learning; performing physical correction and force estimation on the motion using a physics optimization module (employing a dual proportional-differential controller and a motion tracking optimizer); integrating motion data and force parameters; and outputting character animation and force visualization results in real time through a rendering engine. Through the collaborative design of motion generation and physical force assessment, this invention significantly improves the realism, real-time performance, and adaptability of virtual character movements, making it suitable for VR applications such as security monitoring, medical training, and sports simulation, enhancing immersion and interaction efficiency.
Owner:EAST CHINA UNIV OF SCI & TECH

A visual saliency-based character animation key frame reduction method and system

The application discloses a role animation key frame simplification method and system based on visual saliency, and relates to the technical field of image processing, comprising: acquiring a role animation sequence, extracting the position path and rotation path of each bone node in the role animation sequence in the time dimension; calculating a first motion feature sequence based on the position path of each bone node; calculating a second motion feature sequence based on the rotation path of each bone node; combining the first motion feature sequence and the second motion feature sequence of each bone node into a third motion feature sequence; and selecting a target key frame sequence from the original time points based on the third motion feature sequence of all bone nodes, with the optimization target being to minimize the motion reconstruction error of the role animation sequence, and outputting the target key frame sequence. Through the feature extraction and fusion combination of the position path and the rotation path, the application realizes accurate screening of animation key frames, reduces redundant frames, and improves data compression efficiency and animation coherence.
Owner:GUANGZHOU LINKAGE NETWORK TECHNOLOGY CO LTD

Gaming machine

To provide a gaming machine that can perform engaging character-based presentations. [Solution] The variable animation may include a specific character animation in which a predetermined character image is displayed, and a specific corresponding animation that is advantageous to the player may occur in the variable animation (target variable animation) in which the specific character animation occurred, and when the result of the draw is announced as a win in the target variable animation and a winning game is executed, the probability of an advantageous animation that is advantageous to the player occurring in the winning game is higher when the specific corresponding animation does not occur in the target variable animation than when the specific corresponding animation occurs in the target variable animation.
Owner:SANSEI R&D KK

Role animation teaching system and method based on virtual simulation technology, and medium

PendingCN121458230AOffice automationAnimationComputer aided instructionAnimation
The invention relates to the technical field of computer-aided teaching, in particular to a role animation teaching system and method based on a virtual simulation technology and a medium, which are mainly suitable for role animation motion law teaching of an animation design major, and realize multi-role dynamic comparison, detail decomposition and interactive practice functions through the virtual simulation technology. The role animation teaching system based on the virtual simulation technology comprises a basic module, a comparison module and a detail module, the character animation teaching system based on the virtual simulation technology has the core advantages of being higher in interactivity, richer in visualization, higher in practicability, wider in platform compatibility and better in teaching efficiency, and the advantages are directly brought by the basic module, the comparison module, the detail module, the practice module and multi-platform support. Compared with the prior art, the teaching threshold is lowered, the learning interest and achievement of the user are remarkably improved, and the method is suitable for efficient teaching resource construction of the animation design major.
Owner:JIANGSU YANCHENG TECHNICIAN COLLEGE (JIANGSU YANCHENG SENIOR TECH SCHOOL YANCHENG IND SCHOOL)

Gaming machine

To provide a gaming machine that can perform engaging character-based presentations. [Solution] The variable animation may include a specific character animation in which a predetermined character image is displayed, and a specific corresponding animation that is advantageous to the player may occur in the variable animation (target variable animation) in which the specific character animation occurred, and when the result of the draw is announced as a win in the target variable animation and a winning game is executed, the probability of an advantageous animation that is advantageous to the player occurring in the winning game is higher when the specific corresponding animation does not occur in the target variable animation than when the specific corresponding animation occurs in the target variable animation.
Owner:SANSEI R&D KK

Animation production system and method

The invention provides an animation production system and method, and the method comprises the steps: recognizing an interactive semantic region, which interacts with a role, in a static background image in an initial animation production material; detecting potential contact points between the roles and the interactive semantic region according to the motion trails of the roles in the role animation sequence and the geometric parameters of the interactive semantic region; when the potential contact point is detected, simulating the deformation influence of the role action on the interactive semantic region based on the preset physical attribute parameter of the interactive semantic region, and generating a corresponding background deformation field; according to the texture features of the interactive semantic region, identifying a synthetic texture of a background region exposed due to deformation, and generating a confidence background sequence synchronously evolved with role actions by a background deformation field and the synthetic texture; and outputting a target animation slice based on the character animation sequence and the confidence background sequence. According to the technical scheme provided by the invention, credible dynamic interaction between the role and the background environment can be realized in the animation production process.
Owner:GUANGZHOU CHENGSHI ANIMATION TECH CO LTD

Double-stage automatic skin-covering method based on voxelization rough prediction and residual refinement

The invention relates to the technical field of three-dimensional character animation, in particular to a two-stage automatic skin method based on voxelization rough prediction and residual refinement, which comprises the following steps of: firstly voxelizing a three-dimensional character grid model into a regular tensor, inputting a neural network to extract spatial features, and outputting a rough prediction skin weight; then taking the weight as prior information, inputting the weight into a residual neural network in combination with the geometrical characteristics of the vertex, and learning and outputting a skin weight residual; and finally fusing the rough prediction weight and the residual error to obtain a target skin weight. According to the method, efficient global spatial reasoning is achieved through voxelization, local details are finely described through residual learning, the problem that precision and efficiency of a traditional method are difficult to consider at the same time is effectively solved, the accuracy and robustness of automatic skin are remarkably improved, and the method is suitable for quick role binding in the fields of games, animations and the like.
Owner:SHANGHAI LE ELEMENT WORLD TECH CO LTD

Adapting simulated character interactions to different forms and interaction scenarios

To provide a character animation method or the like capable of seamlessly being adapted to different character forms and dynamically reacting to complexity of various interactions.SOLUTION: A method accesses a graph representing a control policy for movement of a character simulated in a virtual environment. The graph is encoded and processed through a graph neural network to generate a latent embedding for the graph. A latent vector of fixed length is determined from the latent embedding. The vector is input to a feed-forward neural network to generate control signals for the character's actions. Through a reinforcement learning loop, the character's movement iteratively adjusts the graph on the basis of an evaluation of the simulated character's actions via the reward function, and is continuously remodeled by adapting the control policy to different character forms and interaction scenarios.SELECTED DRAWING: Figure 2
Owner:ROBLOX CORP

A method and system for generating virtual character animations

The embodiment of the present specification provides a virtual character animation generation method, which comprises: acquiring a music frame sequence, each music frame in the music frame sequence comprising music frame information; generating a corresponding bone action sequence based on the music frame sequence through a motion generation model, and generating a virtual character animation based on the bone action sequence and a corresponding bone model.
Owner:BEIJING AOWU AOWU TECHNOLOGY CO LTD

Character animation generation method and device, electronic equipment and storage medium

The application discloses a role animation generation method and device, electronic equipment and a storage medium, comprising: obtaining identity indication information of a target role, the identity indication information comprising at least one role identity feature of the target role, and one role identity feature indicating one visual performance effect of the target role; obtaining a role expression reference image matched between the target role and the identity indication information; outputting at least one image frame of the target role based on the identity indication information, a first prompt word and a second prompt word through a target model; and generating a role animation of the target role based on each image frame; the application can accurately maintain the unity of the facial features of the role and the stability of the appearance features of the role in the continuous image frame sequence generation process of the animation, thereby improving the role consistency of the role in the animation and effectively improving the generation efficiency of the animation.
Owner:GUANGZHOU BOGUAN TELECOMM TECH LTD

System for customizing in-game character animations by players

System and methods for using a deep learning framework to customize animation of an in-game character of a video game. The system can be preconfigured with animation rule sets corresponding to various animations. Each animation can be comprised of a series of distinct poses that collectively form the particular animation. The system can provide an animation-editing interface that enables a user of the video game to make modifications to at least one pose or frame of the animation. The system can realistically extrapolate these modifications across some or all portions of the animation. In addition or alternatively, the system can realistically extrapolate the modifications across other types of animations.
Owner:ELECTRONIC ARTS INC

Method and system for realizing animation interactive preview

The invention provides a method and a system for realizing animation interactive preview. The method comprises the following steps of: converting skeleton animation data of a role model to be previewed, which is originally processed by a CPU (Central Processing Unit), into a file in a special format for the GPU, loading the file into a GPU cache, and realizing high-efficiency preview and convenient edition and modification of the animation of the role model to be previewed through a four-order dynamic control mechanism (loading / enabling / disabling / removing) of the GPU. And meanwhile, tools such as Maya / PyTorch are losslessly compatible, so that the data integrity of a production chain is guaranteed. According to the technical scheme provided by the invention, the previewed character animation can be flexibly switched between the precision mode and the performance mode, the frame rate can be doubled and improved by a dual-core acceleration architecture of'simple mode agent + GPU calculation ', and finally, the occupation of a video memory is remarkably reduced while the occupation of CPU resources is greatly reduced.
Owner:杭州玄机科技股份有限公司

A method for fitting a three-dimensional human body model and an electronic device

The application provides a three-dimensional human model penetration method and an electronic device, which are used for reducing the calculation amount and improving the role animation performance under the premise of three-dimensional human penetration. The method comprises the following steps: for any surface triangular mesh in a three-dimensional human model, the surface triangular mesh is projected on a volume skeleton to obtain a projected triangular mesh; a tri-prism composed of the surface triangular mesh and the projected triangular mesh is divided to obtain each tetrahedron; for any bone node in a preset bone node set in the skeleton, if it is determined that the bone node penetrates based on the position of the bone node and the positions of each vertex in each tetrahedron, the centroid coordinates of the surface triangular mesh in the tri-prism composed of the tetrahedron in which the bone node penetrates are determined as a target position; the target position is used for reverse dynamics driving of the bone node, so that after the bone node moves to the target position, the step of determining whether the bone node penetrates is returned to be executed until it is determined that each bone node does not penetrate.
Owner:JUHAOKAN TECH CO LTD

Techniques for motion editing for character animation

A technique for modifying a character animation via a user interface includes displaying a timeline that includes frame numbers as units of time; displaying, along the timeline, a set of key poses associated with a set of frame numbers for a character; displaying a set of tracks overlaid on the set of key poses, where each track in the set of tracks is displayed as a curve that passes through a particular joint of the character across the set of key poses; and receiving, via the user interface, a modification to a first key pose included in the set of key poses. A technique for automatically extracting a set of key poses from a character animation based on a plurality of joint tracks. A technique for retiming a segment of a character animation.
Owner:AUTODESK INC