Character Motion Element Control for Natural Orientation Changes
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Solution Overview
Problem
Existing game technologies require the creation of numerous motion resources to achieve natural character movements, leading to inefficiencies and increased memory usage, particularly when changing a character's orientation, resulting in unnatural appearances.
Innovation Solution
The motion of a character is divided into multiple elements, including rotation of the center of gravity, movement of the first portion, and movement of the grounded portion, with individual control over motion amounts, timings, and overlapping periods, allowing for natural motion reproduction without creating new resources.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Reliability
If numerous motion resources are created to achieve natural character movements, then the natural appearance of character movements is improved, but the memory usage and system complexity increase
Solution Approach 1:
The motion of a character is divided into multiple independent motion elements including rotation of the center of gravity, movement of the first portion, and movement of the grounded portion. Each element can be controlled independently with its own motion amount and timing parameters, allowing natural character movements to be achieved by combining these segmented elements rather than creating separate motion resources for each scenario.
Solution Approach 2:
The system dynamically controls character motion by adjusting the motion amount and timing of each motion element based on the character's current state and desired orientation changes. This dynamic control allows the same set of motion elements to produce natural appearances across various situations without requiring pre-created motion resources for each case.
2Reliability
If numerous motion resources are created to achieve natural character movements, then the natural appearance of character movements is improved, but the device complexity increases
Solution Approach 1:
By segmenting character motion into standardized elements (rotation of center of gravity, movement of first portion, movement of grounded portion), the system reduces complexity by reusing these elements across different scenarios. Instead of managing numerous complete motion resources, the system manages a smaller set of motion elements that can be组合 to achieve natural appearances.
Solution Approach 2:
The motion elements are designed to be universal and multi-functional, where the same rotation element can be applied to different characters and situations by adjusting motion amounts and timings. This universality reduces system complexity by eliminating the need for separate motion resources for each character or scenario.
3Reliability
If motion elements are individually controlled with separate motion amounts and timings, then the natural appearance of character movements is improved, but the control complexity increases
Solution Approach 1:
The system controls motion elements by adjusting parameters such as motion amount and timing for each element. By changing these parameters dynamically based on the character's state and desired outcome, the system achieves natural appearances without requiring complex control logic. The parameter-based control simplifies the operation compared to managing multiple complete motion resources.
Data Source
AI summary
A non-transitory recording medium storing instructions that are executable by a processor to perform operations in a computer game in which a character performs a predetermined motion, the operations including: displaying the predetermined motion on a display; and dividing the predetermined motion into a plurality of motion elements including three types of motion elements that are rotation of a first portion that serves as a center of gravity of the character, movement of the first portion, and movement of a second portion at which the character is in contact with the ground, and controlling the predetermined motion displayed on the display for each element of the plurality of motion elements.


