Editable Graphical Representations for Character Animation States
Find Innovative SolutionsGenerate Solutions
Solution Overview
Problem
In video game development, identifying and correcting issues with character animations that appear awkward or unrealistic is challenging due to the complexity of combining multiple data sources, making it difficult for developers to pinpoint and rectify problems in character movements.
Innovation Solution
Representing animation states of virtual characters in editable graphical representations, such as operator graphs, allows for easy review, editing, and storage of character actions, enabling developers to quickly identify and correct issues by reconstructing and modifying individual actions over time.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Reliability
If multiple animation data sources are combined to construct character poses, then animation realism and complexity are improved, but difficulty in identifying and correcting problems increases
Solution Approach 1:
The patent segments the complex animation construction process into distinct data sources and contribution components. Each animation data source is treated as a separate entity that can be individually analyzed and traced. This segmentation allows developers to break down the complex pose construction into manageable parts, making it easier to identify which specific data source or contribution is causing problematic animation behavior.
Solution Approach 2:
The patent introduces an intermediary representation layer between the raw animation data sources and the final character pose. This intermediary structure visualizes and tracks the contributions of multiple data sources in a standardized format, serving as a mediator that translates complex multi-source data into an analyzable representation. This intermediary layer enables easy review and debugging by presenting the animation construction process in a clear, structured manner.
2Reliability
If complex animation models are used to construct character poses, then animation quality is improved, but ease of editing and reviewing animation states deteriorates
Solution Approach 1:
The patent creates a simplified copy or representation of the complex animation model's internal state. Instead of working directly with the complex original model, the system generates a representative copy that captures the essential animation state information in an easier-to-manipulate format. This copy can be reviewed, edited, and modified without requiring direct manipulation of the complex underlying animation model, thus maintaining animation quality while improving ease of operation.
Solution Approach 2:
The patent transforms the complex animation model from a high-dimensional complex structure into a more manageable representation dimension. By projecting or representing the animation state in an alternative dimensional space, the system makes the complex information more accessible and easier to review. This dimensional transformation simplifies the interface between developers and the animation system while preserving the essential animation quality.
3Measurement precision
If detailed animation state information is stored and reviewed, then problem identification accuracy is improved, but data storage and processing complexity increases
Solution Approach 1:
The patent extracts only the essential information needed for problem identification from the detailed animation state. Rather than storing and processing every detail of the complex animation model, the system selectively extracts and stores only the critical contribution data from each animation source. This extraction approach maintains sufficient precision for accurate problem identification while significantly reducing the complexity of data storage and processing by eliminating unnecessary detailed information.
Data Source
AI summary
A system includes a computing device that includes a memory configured to store instructions. The computing device also includes a processor configured to execute the instructions to perform a method that includes representing animation states of a virtual character in editable graphical representations. Each animation state represents each individual action of the character for an instance in time. The method also includes storing data that represents one or more changes in the animation states of the virtual character from the editable graphical representations. A pose of the virtual character is reconstructable upon retrieval of the stored data.


