Animation Engine Sketch Grid Deformation for Cartoon Motion

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Solution Overview

Problem

Conventional computer-based tools for creating cartoon-style animations rely on physical models and low-level graphics processing terminology, making it difficult for animators to create realistic and exaggerated motion effects, as they do not align with the animation-oriented terminology and principles used in traditional animation.

Innovation Solution

A system that generates animations by projecting a sketch onto a grid, deforming the grid based on other sketches, and interpolating frames to create a sequence that animates the sketch, using motion amplifiers derived from the principles of animation such as squash-and-stretch, arc, anticipation, follow-through, and secondary motion, without relying on complex physical simulations.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Ease of operation

If conventional computer-based tools rely on physical models and low-level graphics processing terminology, then the tools can process animations computationally, but animators find the tools difficult or impossible to use because the terminology does not align with animation-oriented principles

Engineering Contradiction:
Improveease of use for animatorsVSAvoidcomplexity of physical models and low-level terminology
Core Design Contradiction:
Ease of operationVSDevice complexity

Solution Approach 1:

The system copies animation-oriented terminology and concepts from traditional animation practice into the computer-based tool interface. Instead of requiring animators to learn physics and graphics processing terminology, the system uses familiar animation terms like 'squash-and-stretch,' 'follow-through,' and 'anticipation' to control the computational processes, making the tool intuitive and easy to use for animators

Inventive Principle:
Principle #26Copying

Solution Approach 2:

The system replaces the mechanical reliance on physical models with a direct implementation of animation principles. Rather than simulating physics to achieve cartoon-style motion, the system directly applies animation-oriented transformations and deformations that produce the desired exaggerated motion effects without requiring underlying physical accuracy

Inventive Principle:
Principle #28Mechanics substitution (Replace mechanical system)

2Productivity

If conventional tools use physical models to generate animation, then computational processing is automated, but cartoon-style animations that do not obey the laws of physics cannot be created effectively

Engineering Contradiction:
Improveautomation of animation creationVSAvoidability to create cartoon-style exaggerated motion
Core Design Contradiction:
ProductivityVSAdaptability or versatility

Solution Approach 1:

The system implements dynamic deformation of a sketch grid based on animation principles rather than static physical models. The grid can be deformed to create exaggerated motion effects like squash-and-stretch and follow-through, allowing the system to adapt to cartoon-style requirements while maintaining automated computational processing

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The system changes the parameters of the sketch grid deformation to achieve cartoon-style effects. By adjusting grid cell transformations, scaling, and positioning according to animation principles rather than physics constraints, the system can generate exaggerated motion that violates physical laws while maintaining computational automation

Inventive Principle:
Principle #35Parameter changes

3Manufacturing precision

If animators manually draw thousands of frames to create smooth motion, then precision and control over each frame are maintained, but the process becomes exceedingly tedious and time-consuming

Engineering Contradiction:
Improveprecision of motion in each frameVSAvoidtime required to create thousands of frames
Core Design Contradiction:
Manufacturing precisionVSLoss of time

Solution Approach 1:

The system performs preliminary actions by establishing a sketch grid and defining key deformation states in advance. Instead of requiring frame-by-frame drawing, the system pre-configures the grid structure and deformation rules, then automatically generates the intermediate frames through computational interpolation, dramatically reducing the time required while maintaining precision

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The system maintains continuity of useful action by using smooth interpolation algorithms that generate consistent intermediate frames between key states. The sketch grid deformation is applied continuously across all frames, ensuring smooth motion transitions without requiring manual adjustment of each individual frame, thus preserving precision while reducing time investment

Inventive Principle:
Principle #20Continuity of useful action

Data Source

PatentUS10607387B2Techniques for generating dynamic illustrations using principles of animation
Publication Date: 2020.03.31 AUTODESK INC
  • US10607387B2 patent drawing
  • US10607387B2 patent drawing
  • US10607387B2 patent drawing

AI summary

An animation engine is configured to apply motion amplifiers to sketches received from an end-user in order to create exaggerated, cartoon-style animation. The animation engine receives a sketch input from the end-user as well as a selection of one or more motion amplifiers. The animation engine also receives one or more control sketches that indicate how the selected motion amplifiers are applied to the sketch input. The animation engine projects the sketch input onto a sketch grid to create a sketch element, and then animates the sketch element by deforming the underlying sketch grid based on the control sketches. The animation engine then interpolates the sketch input, based on the deformations of the sketch grid, to animate the sketch. In this manner, the animation engine exposes an intuitive set of tools that allows end-users to easily apply the well-known Principles of Animation.