Blended Animation for Arbitrary Aiming in Virtual Space

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Solution Overview

Problem

Standard inverse kinematic techniques in animation systems only allow limited control over bones and joints, making it difficult for animated characters to aim at arbitrary points in a virtual space, limiting their ability to realistically interact with objects and environments.

Innovation Solution

A method and system for blended animation that generates a geometric representation of a blend space, selects a subset of animation sequences, determines blend weights, and combines them to create a blended animation, allowing characters to aim at arbitrary points by casting a ray from a reference bone and selecting animation sequences associated with intersected polygons.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If standard inverse kinematic techniques are used to control character bones and joints, then the control system remains simple, but the character cannot aim at arbitrary points in virtual space

Engineering Contradiction:
Improveaiming capabilityVSAvoidanimation control system
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The animation control system is segmented into multiple independent animation sequences, each handling a specific bone or joint. This allows the system to control complex character poses by combining simpler, pre-defined animation sequences rather than managing all joints simultaneously, thereby enabling arbitrary point aiming while maintaining manageable system complexity.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The system transitions from traditional 3D inverse kinematics to a 4D blend space that includes time as an additional dimension. By pre-computing and storing animation sequences in this extended space, the system can efficiently retrieve and blend appropriate sequences for any target position and orientation, achieving arbitrary point aiming capability.

Inventive Principle:
Principle #17Another dimension (Dimensionality change)

2Adaptability or versatility

If multiple animation sequences are blended to achieve complex character actions, then the character can perform diverse movements, but it becomes difficult to select which sequences to combine and how to weight them

Engineering Contradiction:
Improvecharacter action rangeVSAvoidsequence selection and weighting
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

Animation sequences are pre-computed and stored in a structured blend space during an offline preparation phase. This preliminary action organizes the sequences with their associated weights and selection criteria already determined, so that during runtime, the system only needs to retrieve and blend the pre-prepared sequences based on the target position, rather than making complex selection and weighting decisions in real-time.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

A geometric representation of the blend space is introduced as an intermediary data structure that mediates between the target position and the animation sequences. This intermediary organizes sequences spatially and provides a systematic method for selecting and weighting them based on the target's location in the virtual space, simplifying the otherwise complex sequence combination process.

Inventive Principle:
Principle #24Intermediary (Mediator)

3Productivity

If only a limited set of animation sequences is used, then the system remains computationally efficient, but the character cannot realistically interact with objects at arbitrary locations

Engineering Contradiction:
Improvecomputation efficiencyVSAvoidinteraction capability
Core Design Contradiction:
ProductivityVSAdaptability or versatility

Solution Approach 1:

The system uses dynamic blending of animation sequences based on the character's current state and the target position. Rather than using a fixed, large set of sequences for all possible situations, the system dynamically selects and blends a small subset of relevant sequences in real-time, maintaining computational efficiency while achieving realistic interaction at arbitrary locations through the geometric blend space organization.

Inventive Principle:
Principle #15Dynamics

Data Source

PatentUS8648864B2System and method for blended animation enabling an animated character to aim at any arbitrary point in a virtual space
Publication Date: 2014.02.11 DISNEY ENTERPRISES INC
  • US8648864B2 patent drawing
  • US8648864B2 patent drawing
  • US8648864B2 patent drawing

AI summary

A method for blended animation by providing a set of animation sequences associated with an animated character model is disclosed. In one embodiment, a geometric representation of a blend space is generated from the set of animation sequences using locator nodes associated with each animation sequence. A subset of animation sequences is selected from the set of animation sequences by casting a ray from a reference bone to a target through the geometric representation and selecting animation sequences that are geometrically close to the intersection of the cast ray and the geometric representation. A blend weight is determined for each member animation sequence in the selected subset of animation sequences. A blended animation is generated using the selected subset of animation sequences and the blend weights, then rendered to create a final animation.