Avatar Animation Motion Modifiers for Real-Time Style Customization
Find Innovative SolutionsGenerate Solutions
Solution Overview
Problem
Current techniques for generating avatar animations in virtual environments require manual editing and storing numerous animations for different styles and emotions, leading to inefficiencies in storage, processing, and computational resources.
Innovation Solution
The use of motion modifiers, composed of modification primitives, to modify existing animations by applying parameters that adjust position, timing, and frequency, allowing for flexible and customizable avatar animations without the need to create and store multiple individual animations.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Adaptability or versatility
If manual editing and storage of multiple individual animations is used to achieve different styles and emotions, then animation customization capability is improved, but storage space and processing complexity increase combinatorially
Solution Approach 1:
The patent segments animation customization into modular components: base animations are divided into pose sequences and transition sequences, while style parameters are separated into independent modifiers (speed, magnitude, emotion, etc.). This allows the system to store a small set of base animations and generate unlimited style variations through parameter combinations, resolving the contradiction between customization capability and storage requirements.
Solution Approach 2:
The patent implements dynamic animation generation where style parameters can be adjusted in real-time without requiring pre-rendered animation variants. The system dynamically modifies base animations by applying speed modifiers, magnitude modifiers, and emotion modifiers on-demand, enabling unlimited style customization while storing only a minimal set of base animations.
2Adaptability or versatility
If manual editing of animations is performed to create different styles, then animation style variety is improved, but time and labor resources worsen
Solution Approach 1:
The patent performs preliminary action by pre-defining a small set of base animations covering fundamental movements (idle, walk, run, jump, etc.). These base animations are prepared once and can be reused across multiple styles by applying different parameter modifiers, eliminating the need for manual editing of each style variant and significantly reducing time and labor resources.
Solution Approach 2:
The patent enables style variety through parameter changes rather than manual editing. By modifying parameters such as speed, magnitude, emotion intensity, and body part scaling, the system can generate diverse animation styles from a single base animation, reducing the time and labor required from hours of manual editing to instant parameter adjustments.
3Adaptability or versatility
If multiple individual animations are stored for different styles, then animation style coverage is improved, but computational resources for processing and transmitting animations worsen
Solution Approach 1:
The patent implements universality by designing base animations that can serve multiple style purposes through parameter modification. A single base animation can be transformed into multiple style variants by applying different combinations of speed modifiers, magnitude modifiers, and emotion modifiers, reducing the computational burden of processing and transmitting numerous separate animation files while maintaining comprehensive style coverage.
4Adaptability or versatility
If comprehensive animation styles are achieved through multiple individual animations, then style diversity is improved, but device complexity for managing animations worsens
Solution Approach 1:
The patent segments the animation management system into distinct components: base animation storage, parameter modifier definitions, and combination logic. This segmentation simplifies device complexity by providing a structured framework where style diversity is achieved through systematic parameter combinations rather than managing numerous individual animation files, making the system easier to implement and maintain.
Data Source
AI summary
Generation of avatar animations for virtual environments using motion modifiers. In some implementations, a computer-implemented method includes determining a base animation defined by animation curves that each include position values that indicate positions of an associated portion of an avatar at points of time. One or more motion modifiers and parameters therefor are determined, each motion modifier composed of one or more modification primitives configured to modify respective animation curves of the base animation that are associated with respective portions of the avatar. A modified animation is generated by applying the motion modifiers to the base animation, where each of the modification primitives of each motion modifier modifies a respective animation curve for an associated portion of the avatar based on the parameters of the motion modifiers.


