Avatar Animation Motion Modifiers for Real-Time Style Variation

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Solution Overview

Problem

Current techniques for generating avatar animations in virtual environments require manual editing and storage of numerous animations to achieve different styles or emotions, leading to inefficiencies in computational resources and storage needs.

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 store multiple versions of each animation.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If multiple separate animations are created for different styles and emotions, then animation customization and versatility are improved, but storage requirements and device complexity increase combinatorially

Engineering Contradiction:
Improveanimation style customizationVSAvoidnumber of animations to store
Core Design Contradiction:
Adaptability or versatilityVSQuantity of substance

Solution Approach 1:

The patent segments animation customization into modular components: base animations and style modifiers. Each modifier represents a discrete style attribute (e.g., speed, bounce, drift) that can be independently applied to base animations. This segmentation allows unlimited style combinations from a finite set of modifiers, eliminating the need to store separate animations for every possible style variation.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The patent creates a universal animation system where a small set of motion modifiers can be applied to multiple base animations to generate diverse styled animations. Each modifier serves multiple functions across different animations and styles, allowing the same modifier to transform various base animations into different emotional or stylistic expressions without requiring separate custom animations for each case.

Inventive Principle:
Principle #6Universality (Multi-functionality)

2Adaptability or versatility

If manual editing of animations is performed to create different styles, then animation customization is achieved, but time consumption and productivity decrease

Engineering Contradiction:
Improveanimation style customizationVSAvoidanimation creation speed
Core Design Contradiction:
Adaptability or versatilityVSProductivity

Solution Approach 1:

The patent implements preliminary action by pre-defining a library of motion modifiers that encapsulate common style transformations (speed, bounce, drift, etc.). These modifiers are prepared in advance and can be automatically applied to base animations without requiring manual editing. This preliminary preparation of modification templates dramatically speeds up the animation creation process while maintaining high customization capability.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The patent replaces the manual mechanical process of editing animation frames with an automated computational system. Instead of manually adjusting each animation frame to achieve different styles, the system automatically applies mathematical transformations through motion modifiers to the animation data, substituting manual labor with algorithmic processing that is both faster and more consistent.

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

3Adaptability or versatility

If comprehensive animation coverage is provided for all style combinations, then versatility is improved, but computational resources and processing requirements increase

Engineering Contradiction:
Improvestyle combination coverageVSAvoidprocessing and transmission requirements
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The patent implements a dynamic animation generation system where styled animations are created on-demand by combining base animations with appropriate motion modifiers at runtime. Rather than pre-computing and storing all possible style combinations, the system dynamically generates the required animation style by applying modifiers to base animations when needed, reducing storage and processing requirements while maintaining full versatility.

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The patent introduces motion modifiers as intermediary elements between base animations and final styled animations. These modifiers act as mediators that transform base animation data into styled animation data through parameter adjustments. This intermediary layer allows the system to achieve comprehensive style coverage without directly creating and storing every possible animation variant, as modifiers can be combined in numerous ways to produce diverse results from a limited base set.

Inventive Principle:
Principle #24Intermediary (Mediator)

Data Source

PatentUS12518456B2Generation of avatar animations using motion modifiers
Publication Date: 2026.01.06 ROBLOX CORP
  • US12518456B2 patent drawing
  • US12518456B2 patent drawing
  • US12518456B2 patent drawing

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.