Animation Keyframing with Projected Dynamics Simulation

Resolve Bottlenecks,
Find Innovative Solutions
Generate Solutions

Solution Overview

Problem

Current animation techniques face challenges in controlling physical effects beyond physical reality, as traditional physical simulation methods struggle to maintain realism while allowing for exaggerations, and existing methods are computationally expensive and difficult to direct.

Innovation Solution

The integration of keyframing with projected dynamics simulation, where handles associated with object regions allow animators to set constraints and timing, enabling the application of physics to simulate animation objects beyond physical limitations while maintaining control over the animation.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Reliability

If traditional physical simulation methods are used, then natural and secondary effects are introduced in animations, but control over the simulation becomes exceedingly challenging

Engineering Contradiction:
Improvephysical realismVSAvoidcontrol difficulty
Core Design Contradiction:
ReliabilityVSEase of operation

Solution Approach 1:

The animation object is divided into multiple object regions, each independently simulatable. This segmentation allows animators to control specific regions while maintaining overall physical coherence, resolving the contradiction between physical realism and control difficulty.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

Different physical properties and simulation parameters are applied to different object regions based on local requirements. This enables region-specific control while maintaining global physical consistency, allowing animators to have precise control over specific areas without compromising overall simulation quality.

Inventive Principle:
Principle #3Local quality

2Reliability

If physical simulation techniques are used, then animations remain within realizable physical realm, but animators cannot achieve exaggerations beyond physical reality

Engineering Contradiction:
Improvephysical consistencyVSAvoidcreative freedom
Core Design Contradiction:
ReliabilityVSAdaptability or versatility

Solution Approach 1:

The system dynamically adjusts simulation parameters and physical properties during animation playback based on animator input. This allows the animation to transition between physically realistic behavior and exaggerated cartoonish effects, providing both physical consistency and creative freedom.

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

Physical simulation parameters such as mass, elasticity, and friction can be modified in real-time to achieve different effects. Animators can switch between realistic physics and exaggerated effects by changing these parameters, enabling both physical consistency and creative exaggeration.

Inventive Principle:
Principle #35Parameter changes

3Manufacturing precision

If space-time optimization methods are used, then physical conditions are found to satisfy animator goals, but computational cost increases significantly

Engineering Contradiction:
Improveanimation precisionVSAvoidcomputational energy
Core Design Contradiction:
Manufacturing precisionVSUse of energy by moving object

Solution Approach 1:

The animation computation is divided into separate object region simulations that can be processed independently and in parallel. This segmentation reduces the computational complexity from solving a large global optimization problem to multiple smaller local simulations, significantly reducing computational energy while maintaining animation precision.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

Keyframes are pre-defined by animators to establish critical poses and timing. The simulation then fills in the intermediate frames based on these pre-set constraints, avoiding the need for computationally expensive full-space-time optimization while maintaining precision at key moments.

Inventive Principle:
Principle #10Preliminary action

4Ease of operation

If constraint-based dynamics are used, then simulated materials follow animator inputs, but exaggerations beyond physical model limits cannot be produced

Engineering Contradiction:
Improveanimator controlVSAvoidexaggeration capability
Core Design Contradiction:
Ease of operationVSAdaptability or versatility

Solution Approach 1:

The system allows dynamic switching between constraint-based following and physics-based simulation modes. Animators can apply constraints to guide simulation behavior while still allowing physical effects to produce natural exaggerations, combining ease of control with creative versatility.

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The animation system combines multiple simulation approaches (constraint-based dynamics, physical simulation, and keyframe interpolation) into a composite model. This allows the system to leverage the strengths of each method: animator control from constraints, natural effects from physics simulation, and creative freedom from the hybrid approach.

Inventive Principle:
Principle #40Composite materials

Data Source

PatentUS10846906B2Animation using keyframing and projected dynamics simulation
Publication Date: 2020.11.24 ADOBE INC
  • US10846906B2 patent drawing
  • US10846906B2 patent drawing
  • US10846906B2 patent drawing

AI summary

In embodiments of animation using keyframing and projected dynamics simulation, an animation object is displayed with handles associated with object regions for the animation object, each handle being selectable for setting animation constraints on an object region. An animation simulator receives a user input designating a particular handle with an animation constraint, and sets the animation constraint on the particular handle for the associated object region. The animation simulator also receives another user input, designating a timing of the object region associated with the particular handle of the animation object through multiple frames in an animation sequence. The animation simulator projects a simulation of the animation object utilizing a projected dynamics algorithm that applies physics to simulate the set of object regions of the animation object in the animation sequence, the simulation including simulating the object region associated with the particular handle based on the timing and the animation constraint.