Bipedal Robot Motion Style Matching via ZMP Constraint Trajectory

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Solution Overview

Problem

Current methods fail to accurately mimic the movements of animation characters in robots due to the physical infeasibility of animation motions in the real world, leading to instability and inability to replicate lifelike bipedal walking in humanoid robots.

Innovation Solution

A method involving the development of a bipedal robot with a kinematic structure matching the animation character, using 3D printed links and servo motors, and a control program that generates an open-loop walking trajectory to maintain the Zero Moment Point within the contact convex hull, allowing the robot to mimic the animation character's motion style.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Measurement precision

If animation character motions are directly transferred to robots, then motion style accuracy is improved, but physical feasibility deteriorates

Engineering Contradiction:
Improvemotion style accuracyVSAvoidphysical feasibility
Core Design Contradiction:
Measurement precisionVSReliability

Solution Approach 1:

The patent transforms animation motions by adjusting parameters such as joint angles, velocities, and accelerations to satisfy robot physical constraints. The motion transfer system modifies animation data parameters while preserving the characteristic motion style, ensuring the transformed motions are physically feasible for the robot to execute.

Inventive Principle:
Principle #35Parameter changes

Solution Approach 2:

The patent introduces a motion transfer system as an intermediary between animation characters and robots. This system acts as a mediator that receives animation motions, transforms them according to robot capabilities, and generates feasible robot trajectories, thereby resolving the conflict between motion fidelity and physical feasibility.

Inventive Principle:
Principle #24Intermediary (Mediator)

2Adaptability or versatility

If humanoid robots are designed to interact with human environments, then adaptability is improved, but control complexity increases

Engineering Contradiction:
Improveenvironmental interaction capabilityVSAvoidcontroller programming complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The patent copies human motion patterns from animation data to control humanoid robot behavior. By using animation characters as motion templates, the system simplifies the control programming complexity while maintaining high adaptability for interacting with human environments, as the copied motions are inherently suitable for human-centered tasks.

Inventive Principle:
Principle #26Copying

3Adaptability or versatility

If animation characters are designed without physical constraints, then motion creativity is improved, but robot replication accuracy deteriorates

Engineering Contradiction:
Improvemotion style varietyVSAvoidmotion replication accuracy
Core Design Contradiction:
Adaptability or versatilityVSManufacturing precision

Solution Approach 1:

The system preserves the creative diversity of animation motions by selectively transforming parameters rather than rejecting unconventional motions. It identifies which motion parameters can be adjusted to achieve physical feasibility while maintaining the essential characteristics and creativity of the original animation style.

Inventive Principle:
Principle #35Parameter changes

Data Source

PatentUS9427868B1Method for developing and controlling a robot to have movements matching an animation character
Publication Date: 2016.08.30 DISNEY ENTERPRISES INC
  • US9427868B1 patent drawing
  • US9427868B1 patent drawing
  • US9427868B1 patent drawing

AI summary

A robot having the motion style of a character defined by animation data obtained from an animation movie or computer animation data files. The robot is generated using a robot development method that obtains animation data for a character walking or performing other movements. The character may be humanoid, and the method includes developing a bipedal robot with a lower portion having a kinematic structure matching the kinematic structure of the lower portion of the animation character as defined in the animation data. A control program is generated for the robot such as by using trajectory optimization. The control program may include an open-loop walking trajectory that mimics the character's walking motion provided in the animation data. The open-loop walking trajectory may be generated by modifying the motion of the character from the animation data such that the Zero Moment Point (ZMP) stays in the contact convex hull.