Animation Transition System Using Pose Matching

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Solution Overview

Problem

Existing video games face challenges in creating smooth and lifelike animations due to the need for large storage space and the limitations of pre-generated animations, which can result in unrealistic transitions and increased storage requirements.

Innovation Solution

The implementation of example-based procedural animation techniques that dynamically select motion capture frames based on the final pose of a character, reducing the need for pre-generated animations and improving the realism and smoothness of transitions between animations.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Manufacturing precision

If pre-generated animations are used to ensure smooth transitions, then animation quality is improved, but storage space requirements increase

Engineering Contradiction:
Improveanimation qualityVSAvoidstorage space
Core Design Contradiction:
Manufacturing precisionVSQuantity of substance

Solution Approach 1:

The system dynamically generates animations in real-time based on motion capture data and current character state, rather than using static pre-generated animation clips. This allows the animation system to adapt to any character interaction scenario while storing only the essential motion capture source data, resolving the contradiction between animation quality and storage requirements

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The system changes the parameter representation from storing complete animation sequences to storing motion capture data with key parameters (skeleton positions, rotations, and scaling factors). This parameter transformation enables reconstruction of high-quality animations on-demand while significantly reducing storage space

Inventive Principle:
Principle #35Parameter changes

2Quantity of substance

If motion capture data is used to reduce storage space, then storage requirements are reduced, but animation smoothness and realism deteriorate

Engineering Contradiction:
Improvestorage spaceVSAvoidanimation smoothness
Core Design Contradiction:
Quantity of substanceVSManufacturing precision

Solution Approach 1:

The system performs preliminary blending calculations and identifies optimal transition frames in advance during the animation generation process. By pre-calculating blend weights and selecting appropriate start frames for new animations, the system ensures smooth transitions while maintaining the flexibility of motion capture-based generation

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The system introduces an intermediary blending mechanism that smoothly transitions between motion capture frames and procedural animations. This intermediary process combines multiple animation sources with weighted blending, ensuring visual continuity and realism while maintaining storage efficiency

Inventive Principle:
Principle #24Intermediary (Mediator)

3Adaptability or versatility

If multiple pre-generated animations are stored for different interactions, then animation versatility is improved, but storage space increases

Engineering Contradiction:
Improveanimation varietyVSAvoidstorage space
Core Design Contradiction:
Adaptability or versatilityVSQuantity of substance

Solution Approach 1:

The system creates a universal animation generation framework that can handle any interaction scenario using a single motion capture data set. By combining procedural animation techniques with motion capture data and dynamic blending, the system achieves unlimited animation versatility without storing multiple specific animation clips for different interactions

Inventive Principle:
Principle #6Universality (Multi-functionality)

Data Source

PatentUS10388053B1System for seamless animation transition
Publication Date: 2019.08.20 ELECTRONIC ARTS INC
  • US10388053B1 patent drawing
  • US10388053B1 patent drawing
  • US10388053B1 patent drawing

AI summary

Embodiments of systems disclosed herein reduce or eliminate artifacts or visible discrepancies that may occur when transitioning from one animation to another animation. In certain embodiments, systems herein identify one or more pose or reference features for one or more objects in a frame of a currently displayed animation. Although not limited as such, often the one or more objects are characters within the animation. Systems herein can attempt to match the reference features for the one or more objects to reference features of corresponding objects in a set of potential starting frames for a second animation that is to start being displayed. The potential starting frame with reference features that are an acceptable match with the current frame of the current animation may be selected as a starting frame for playing the second, animation potentially resulting in a smoother transition than starting from the first frame.