Automatic Animation Generation via JSON Intermediary
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Solution Overview
Problem
The traditional game development process in Unity3d requires repetitive tasks to reproduce Spine key frames, leading to low development efficiency and sometimes incomplete animation reproduction effects.
Innovation Solution
A method and system for automatic animation generation that imports Json data from the Spine tool into Unity3d, parses it into an animation data format, and saves key frame information as an animation file, allowing for the automatic generation and playback of animations without re-creating Spine key frames.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Productivity
If artists manually reproduce Spine key frames in Unity3d tool, then animation effects can be reproduced, but development efficiency is low and repetitive work increases
Solution Approach 1:
The patent uses JSON data as a digital copy of animation information from Spine tool, which can be directly imported into Unity3d. This copying approach eliminates the need for manual reproduction of key frames, as the animation data is transferred automatically between tools through standardized data exchange formats.
Solution Approach 2:
The patent introduces JSON data as an intermediary format that bridges Spine tool and Unity3d tool. This intermediary enables automatic transmission of animation information between the two tools, replacing the traditional manual reproduction process and significantly reducing repetitive work.
2Reliability
If manual reproduction of Spine key frames is performed in Unity3d tool, then animation can be created, but animation reproduction completeness is compromised
Solution Approach 1:
By copying animation data through JSON format, the patent ensures complete and accurate transmission of animation information from Spine to Unity3d. This digital copying process preserves all animation details without the losses or errors that occur in manual reproduction, thereby improving animation reproduction completeness.
Solution Approach 2:
The patent extracts animation information from Spine tool in the form of JSON data, separating the animation content from the tool-specific interface. This extraction allows the animation data to be independently transferred and imported into Unity3d, ensuring completeness while simplifying the overall workflow.
3Productivity
If Spine key frames are re-created in Unity3d tool, then animation can be played, but development time is increased
Solution Approach 1:
The patent uses JSON data as an intermediary that simplifies the animation workflow by enabling direct import from Spine to Unity3d. This eliminates the complex manual process of re-creating key frames, making the workflow simpler while dramatically improving development efficiency.
Solution Approach 2:
The patent performs preliminary action by exporting animation data to JSON format in Spine tool before importing to Unity3d. This preliminary preparation of animation data in a standardized format eliminates the need for subsequent manual recreation efforts, saving significant development time.
Data Source
AI summary
A method and a system of automatically generating animations imports Json data exported from a Spine tool into a Unity3d tool, parses the Json data into an animation data format by the Unity3d tool, obtains key frame information from the animation data format and stores the key frame information as an animation file of the Unity3d tool, and runs the animation file to play an animation. The present invention does not need to remake the Spine key frame in the Unity3d tool, and the key frame can be automatically generated. The animation key frame effects of the Spine tool can be reproduced, such as displacement, zooming, rotation, and color change, and the animation made by the artist in the Spine tool can be accurately restored, which reduces repetitive work and greatly improves the efficiency of game development.


