Animation Control Rig for Constrained Character Movement

Resolve Bottlenecks,
Find Innovative Solutions
Generate Solutions

Solution Overview

Problem

Generating animation sequence data for articulated objects is complex, especially when creating animations that require precise movement of multiple limbs and joints, as existing methods lack efficient tools for specifying and manipulating control points within physical constraints.

Innovation Solution

A computer-implemented method for generating an animation control rig that associates animation control points with a digital character, traverses a hierarchical node graph, and modifies nodes to achieve a new pose while adhering to predefined constraints, using inverse and forward kinematics to ensure realistic movement within tolerance levels, and provides visual indicators for stress levels.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Productivity

If traditional animation tools are used to specify positions of articulated objects, then animation sequence data can be generated, but the process becomes complicated and time-consuming when dealing with multiple limbs and joints

Engineering Contradiction:
Improveanimation sequence data generation efficiencyVSAvoidanimation tool complexity
Core Design Contradiction:
ProductivityVSDevice complexity

Solution Approach 1:

The system segments the articulated object into multiple rigid bodies connected by joints, each with defined degrees of freedom. This segmentation allows independent control of each body while maintaining physical constraints, simplifying the animation process for complex multi-limb objects.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The system introduces an intermediary physics engine that automatically calculates and enforces physical constraints between rigid bodies. This intermediary layer handles the complex mathematical computations of joint movements and collisions, shielding the animator from complexity while maintaining physical realism.

Inventive Principle:
Principle #24Intermediary (Mediator)

2Reliability

If physical constraints are enforced on articulated objects, then realistic movement is achieved, but the animation process becomes more complex due to constraint solving requirements

Engineering Contradiction:
Improvephysical constraint accuracyVSAvoidconstraint solving system complexity
Core Design Contradiction:
ReliabilityVSDevice complexity

Solution Approach 1:

The system implements self-service through automatic constraint solving where the physics engine independently resolves constraint violations without user intervention. The engine continuously iterates to satisfy physical constraints, allowing realistic movement while keeping the interface simple for animators.

Inventive Principle:
Principle #25Self-service

Solution Approach 2:

The system employs feedback mechanisms where constraint violations are detected and corrected through iterative solving. The physics engine provides continuous feedback on constraint satisfaction, automatically adjusting rigid body positions and orientations to maintain physical realism throughout the animation sequence.

Inventive Principle:
Principle #23Feedback

Data Source

PatentUS11170553B1Methods and systems for generating an animation control rig
Publication Date: 2021.11.09 UNITY TECH SF
  • US11170553B1 patent drawing
  • US11170553B1 patent drawing
  • US11170553B1 patent drawing

AI summary

An aspect provides a computer-implemented method for generating an animation control rig configured to manipulate a skeleton of an animated character. The method comprises associating 502 a plurality of animation control points to an animated skeleton; traversing (504, 512) a node graph representing the plurality of animation control points of the animated skeleton; analyzing 506 the hierarchical node graph to determine which nodes of the hierarchical node graph are inversely solvable; analyzing 508 the hierarchical node graph to determine which other nodes of the hierarchical node graph are solvable with at least one solution that violates a constraint of the animated skeleton; and modifying 510 an operation of at least one node of the other nodes that violates a constraint to approximate the constraint within a tolerance level.