Character Extremity Action Modeling via End-Position Coordination

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Solution Overview

Problem

Current computer graphics modeling of character actions often results in unnatural extremity movements due to independent joint motion calculations, requiring complex mathematical models and excessive variables to achieve natural motion.

Innovation Solution

An action modeling device that determines the position of a character's extremity by using a first joint as a reference, with a second joint in the middle, allowing rotation within a predetermined angle range, thereby preventing unnatural movements and reducing the number of variables needed for modeling.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Ease of manufacture

If motion range models are set independently for each joint, then the modeling calculation is simple, but the end portions of extremities move to unnatural positions

Engineering Contradiction:
Improvemodeling calculation simplicityVSAvoidnaturalness of extremity position
Core Design Contradiction:
Ease of manufactureVSManufacturing precision

Solution Approach 1:

The extremity is divided into multiple segments (first extremity segment between first joint and second joint, second extremity segment between second joint and end portion). Each segment has its own motion range model, but the segments are coordinated through the shared second joint. This segmentation allows independent calculation simplicity while ensuring natural positions through inter-segment coordination.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The patent changes the parameter representation from independent joint angles to end portion position coordinates. By determining the motion range of the second joint based on the calculated position of the end portion rather than independent joint angle specifications, the system achieves both calculation simplicity and natural position accuracy.

Inventive Principle:
Principle #35Parameter changes

2Manufacturing precision

If the number of variables is increased to realize more natural motions, then the naturalness of action improves, but the mathematical model becomes complicated

Engineering Contradiction:
Improvenaturalness of actionVSAvoidmathematical model complexity
Core Design Contradiction:
Manufacturing precisionVSDevice complexity

Solution Approach 1:

The patent extracts and removes the unnecessary complexity of independent joint angle variables. Instead of using multiple joint angle variables that create complicated mathematical models, the invention extracts only the essential end portion position coordinates and derives joint motion ranges from these positions, simplifying the mathematical model while maintaining natural motion accuracy.

Inventive Principle:
Principle #2Taking out (Extraction)

Solution Approach 2:

The patent inverts the conventional approach by not specifying joint angles directly to achieve natural motion. Instead, it specifies the end portion position first, then derives the joint motion ranges from these positions. This inversion reduces the number of variables and simplifies the mathematical model while achieving the same natural motion effect.

Inventive Principle:
Principle #13The other way round (Inversion)

3Manufacturing precision

If joint motions are restricted due to influence of adjacent joints, then the realism of action improves, but the independent calculation for each joint becomes invalid

Engineering Contradiction:
Improverealism of actionVSAvoidindependent calculation validity
Core Design Contradiction:
Manufacturing precisionVSEase of manufacture

Solution Approach 1:

The patent merges the motion range determination of adjacent joints through the shared second joint. The motion range of the second joint is determined by considering the position of the end portion, which inherently accounts for the influence of the first joint. This merging ensures realistic action while maintaining the validity of independent calculation for each joint segment.

Inventive Principle:
Principle #5Merging (Combining)

Data Source

PatentUS9208613B2Action modeling device, method, and program
Publication Date: 2015.12.08 SQUARE ENIX HLDG CO LTD
  • US9208613B2 patent drawing
  • US9208613B2 patent drawing
  • US9208613B2 patent drawing

AI summary

Actions of a player character in a virtual three-dimensional space are determined for each of the extremities. The position of the end portion of each extremity is determined in the local coordinates of the extremity, with the fixed portion being the reference position. The position of the end portion is determined within a pre-defined range of access, then the joint angle of the intermediate portion is fixed, and the position of the intermediate portion is determined from the angle of rotation about the axis connecting the fixed portion and the end portion. The position of the intermediate portion is determined as angular information within the range of motion of the intermediate portion, which is defined in accordance with the position of the end portion. The shape of each extremity of the character is determined by the positional information about the end portion and the angular information about the intermediate portion.