Animation Control Rig for Constrained Character Movement
Find Innovative SolutionsGenerate 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
Engineering 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
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.
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.
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
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.
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.
Data Source
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.


