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74 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.

Motion capture and evaluation method, device, equipment and medium

The invention relates to a motion capture and evaluation method and device, equipment and a medium. The method comprises the following steps: acquiring motion capture data; repairing the motion capture data to obtain standardized motion data; obtaining a virtual character animation file based on the standardized action data and a virtual character skeleton model; performing multi-dimensional evaluation on the virtual character animation file to generate a comprehensive evaluation report; and adjusting the virtual character animation file based on the comprehensive evaluation report to obtain a final animation file. By adopting the method, the motion capture animation can be automatically evaluated and corrected, and the effect of improving the working efficiency is achieved.
Owner:FUJIAN POLYTECHNIC OF INFORMATION TECH

Method and system for matching animation data to generate skeleton

The invention provides a method and a system for generating a skeleton by matching animation data, and belongs to the technical field of animation character construction. Comprising the following steps that S1, biological skeletons of a role are established, and the biological skeletons at different positions have unique codes and the same initial length but are not completely the same in shape; s2, constructing a complete skeleton model; s3, adjusting the length of each biological skeleton according to the height of the role and whether the next section of adjacent biological skeleton exists or not; and S4, according to the pose matrix of the corresponding biological skeleton in each frame of character animation data, the animation data uses the same coding mode as the biological skeleton, the corresponding biological skeleton in the skeleton model is adjusted to the corresponding position, and a biological skeleton image of each frame is generated. According to the method, a certain number of biological skeletons are preset and sequentially coded, the number and the positions of the biological skeletons are adjusted according to the body type, the biological skeleton combination structure conforming to the character image is constructed, and the skeleton animation file of the character is further obtained.
Owner:WUHAN TEN PAST TWO CULTURAL COMM CO LTD

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

Motion capture combined movie and television animation character expression generation method and system

The invention relates to the technical field of movie and television animation production, in particular to a movie and television animation character expression generation method and system combined with motion capture, and the method comprises the steps: firstly collecting a real-time motion data set of a target actor through motion capture equipment, including face and body motion data subsets; the facial action data is composed of facial key point displacement data with multiple continuous timestamps, then calling a preset expression mapping model to decouple the facial action data to obtain a basic and personalized expression feature set, then adjusting the basic expression feature set according to preset emotion parameters of an animation role, generating an emotion adaptive expression feature set, and generating a personalized expression feature set according to the emotion adaptive expression feature set; the method comprises the steps of obtaining a personalized expression feature set, fusing with the personalized expression feature set to obtain a target expression feature set, finally driving a three-dimensional face model to generate an expression animation by using the target expression feature set, and binding body action data to a three-dimensional body model to generate a complete character animation, thereby improving the authenticity and expressive force of animation character expressions.
Owner:CHENGDU LIFANG FANTASY TECHNOLOGY CO LTD

High-simulation audio-driven character expression generation method based on multi-modal large model feedback mechanism

The invention discloses a high-simulation audio-driven character expression generation method based on a multi-modal large model feedback mechanism, and aims to remarkably improve the expression generation precision and naturalness through the large model feedback mechanism. According to the method, firstly, through multi-scale speech feature extraction, multi-dimensional feature representation including audio detail feature vectors and global semantic vectors is generated, and complete capture of sound information is ensured; then, constructing a preliminary three-dimensional face geometric model based on the input image; thirdly, driving the three-dimensional face geometric model by using the audio data, so that the three-dimensional face geometric model generates an initial expression; finally, through a feedback mechanism of a large model, expression generation is optimized at specific interval steps; according to the method, a multi-mode large model feedback mechanism is introduced, so that the fidelity of expression generation, the naturalness of emotion transmission and the matching degree between the model and an input signal are effectively improved, and the method is widely applied to the fields of virtual character animation, movie special effects, game character driving and the like and has important application value.
Owner:CHINA CHUANGXU (SUZHOU) TECH CO LTD

Retargeting character animation by transferring self-awareness

One embodiment of the present invention sets forth a technique for retargeting character animation from a given actor model to a given avatar model. The technique includes receiving a set of correspondence relationships between one or more reference points in the actor model and one or more reference points in the avatar model, determining a misaligned reference point in the avatar model relative to the actor model, and identifying, based on the set of correspondence relationships, a reference point in the actor model corresponding to the misaligned reference point in the avatar model. The technique further includes calculating a distance vector between the identified reference point in the actor model and another reference point in the actor model and adjusting the location of the misaligned reference point in the avatar model based on the distance vector.
Owner:AUTODESK INC

Dynamic simulation system and method for digital human clothing cloth

The invention discloses a dynamic simulation system and method for digital human clothing cloth. The system comprises an input module, a condition module, a coding module, a decoding module and an output module. The input module is used for unfolding the obtained 3D cloth into a 2D image; the condition module is used for forming a multi-scale feature map based on 3D cloth; the coding module is used for coding the 3D cloth and the multi-scale feature map; the decoding module is used for decoding a result output by the encoding module into an output image; and the output module is used for restoring the output image into the 3D cloth to complete dynamic simulation. The method has a wide application prospect, in the field of movie and game making, more vivid role animation can be created by using the technology, and the degree of participation and satisfaction of audiences or players are improved. In the field of education and training, the more real virtual character can help students to better understand the human engineering principle or carry out practical operation practice.
Owner:BEIJING GUANGAN LIGHTING TECHNOLOGY CO LTD

Method and device for generating character and dynamic scene interactive animation

The invention provides a character and dynamic scene interaction animation generation method and device, and relates to the technical field of character animation generation, and the method comprises the steps: firstly obtaining a character and scene interaction data set, dividing a training set and a test set, and then carrying out the down-sampling of the data of the training set; next, near-person scene space features of the down-sampling data and character action features with quantity information are extracted and stored in a database according to a time sequence; next, retrieving the next frame of data corresponding to K most similar features for each frame of data in the training set as future reference data; training a model by using the training data and future reference data, constraining joint rotation, displacement and the like through a loss function, and training until convergence; and finally, circularly retrieving the reference data in the dynamic scene in an autoregressive mode, generating a next frame of action and updating the pose until a specified frame number of animation is generated. According to the method, the dynamic scene change can be processed in real time, reasonable and diversified character actions can be generated, the animation with unlimited duration can be continuously generated, and the method is suitable for scenes with high real-time requirements.
Owner:SUZHOU UNIV

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