Character Motion Graph Synthesis for Real-Time Multiplayer Animation

Resolve Bottlenecks,
Find Innovative Solutions
Generate Solutions

Solution Overview

Problem

Current methods for animating characters in video games, such as animation state machines (ASMs) and motion graphs, struggle with realism, scalability, responsiveness, and data efficiency, failing to produce lifelike character movements, especially in complex interactions and tight spaces.

Innovation Solution

A graph structure is generated from motion capture data by identifying dominant poses and transitions, forming master pose nodes, and adding transitions between them, allowing for realistic and responsive character motion synthesis in video games.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Ease of operation

If animation state machines (ASM) are used to animate characters, then character motion can be controlled through predefined animations, but the realism of motion suffers because animators can only conceive of a limited number of clips while achieving realism requires a far greater number of clips

Engineering Contradiction:
Improvecontrol of character motionVSAvoidrealism of motion
Core Design Contradiction:
Ease of operationVSManufacturing precision

Solution Approach 1:

The animation data is segmented into dominant poses rather than using complete animation clips. The system identifies and stores only the key poses (dominant poses) from motion capture data, then synthesizes complete animations by sequencing these poses based on game state requirements. This segmentation allows for far greater motion variety from a limited data set.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The system transitions from static predefined animation clips to dynamic pose synthesis. Instead of selecting from fixed clips, the system dynamically generates animations by selecting and sequencing dominant poses based on real-time game state, character velocity, acceleration, and desired motion goals, enabling realistic motion adaptation to changing conditions.

Inventive Principle:
Principle #15Dynamics

2Device complexity

If animation state machines (ASM) are used to define transitions between animations, then transitions can be managed through state graphs, but the system does not scale well since any new interaction requires a number of entry and exit points to connect with the data, the creation of which scales geometrically

Engineering Contradiction:
Improvetransition management structureVSAvoidscalability to new interactions
Core Design Contradiction:
Device complexityVSAdaptability or versatility

Solution Approach 1:

The system extracts the essential motion information from complete animation clips by identifying dominant poses. Instead of managing transitions between entire clips, the system manages transitions between key poses, significantly reducing the complexity of the state graph while maintaining or improving adaptability to new interactions.

Inventive Principle:
Principle #2Taking out (Extraction)

Solution Approach 2:

The system adds a temporal and contextual dimension to pose selection by considering character velocity, acceleration, and desired motion goals when selecting and sequencing dominant poses. This multi-dimensional approach allows the same pose to be used in different contexts with different meanings, greatly increasing versatility without adding proportional complexity.

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

3Device complexity

If animation state machines (ASM) are used for character motion, then transitions between animations can be defined, but motion will continuously achieve the same poses from the core library, introducing a tiling effect over time that is similar to texture tiling over space

Engineering Contradiction:
Improveanimation transition systemVSAvoidvisual realism
Core Design Contradiction:
Device complexityVSManufacturing precision

Solution Approach 1:

The system introduces periodic variation in pose selection by considering character velocity and acceleration to determine which dominant poses to select and how to sequence them. This periodic modulation based on motion dynamics ensures that the same physical poses are achieved with different timing and context, eliminating the tiling effect while maintaining system simplicity.

Inventive Principle:
Principle #19Periodic action

4Manufacturing precision

If motion graphs are used to pre-calculate transitions between animation segments, then high quality motion can be produced with flexibility of multiple possible motion paths, but the system is less responsive to changing animation goals which is often the case for interactively controlled player characters

Engineering Contradiction:
Improvequality of motionVSAvoidresponsiveness to animation goals
Core Design Contradiction:
Manufacturing precisionVSSpeed

Solution Approach 1:

The system performs preliminary action by pre-identifying and storing dominant poses from motion capture data, but leaves the sequencing and selection of these poses to be determined at runtime based on current game state. This approach captures the quality of pre-calculated motion graphs while achieving the responsiveness of runtime decision-making.

Inventive Principle:
Principle #10Preliminary action

5Speed

If motion matching is used to continuously search the entire animation dataset for the best next frame, then responsiveness to animation goals is improved, but it can be hard to predict and control which animation data will be selected at any given time

Engineering Contradiction:
Improveresponsiveness to animation goalsVSAvoidpredictability and control of motion selection
Core Design Contradiction:
SpeedVSLoss of information

Solution Approach 1:

The system changes the parameter space from searching entire animation clips to selecting from predefined dominant poses with specific characteristics (velocity, acceleration, orientation). This parameterization makes the selection process predictable and controllable while maintaining responsiveness, as the system can anticipate which poses will be selected based on current motion state and goals.

Inventive Principle:
Principle #35Parameter changes

6Manufacturing precision

If current approaches are used to solve for singular constraints, then target transform in space-time can be achieved, but the systems are not agile enough to achieve multiple constraints such as walking around an obstacle while moving to a specific rhythm and face-palming every 3rd step

Engineering Contradiction:
Improveachievement of target transformVSAvoidagility to achieve multiple constraints
Core Design Contradiction:
Manufacturing precisionVSAdaptability or versatility

Solution Approach 1:

The dominant pose selection system is designed to be universal and multi-functional, capable of satisfying multiple constraints simultaneously. By considering velocity, acceleration, orientation, and desired motion goals when selecting poses, the system can handle diverse requirements including navigation around obstacles, rhythmic motion patterns, and timed actions all through the same pose sequencing framework.

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

Data Source

PatentUS20260021402A1Systems and Methods for Enabling Controlled Character Motion Synthesis in Online Multi-Player Video Games
Publication Date: 2026.01.22 ACTIVISION PUBLISHING INC
  • US20260021402A1 patent drawing
  • US20260021402A1 patent drawing
  • US20260021402A1 patent drawing

AI summary

Systems and methods for constructing an offline graph structure configured to enable controlled character motion synthesis in a multi-player online game include a graph structure that has a plurality of master nodes and edges such that each master node is representative of a set of similar dominant poses and edges are representative of plausible transitions between these dominant poses. Motion is generated at runtime by navigating through the graph structure and applying dominant poses from the plurality of master nodes. Since an online game describes a desired motion of a character using a plurality of control parameters therefore, transitions that match the plurality of control parameters most closely are selected from the graph structure.