Complex Hand Pose Editing for Custom Virtual Characters
Find Innovative SolutionsGenerate Solutions
Solution Overview
Problem
Existing virtual character models in three-dimensional environments lack the ability for users to customize complex body parts, such as hands, due to their implementation using preset skeleton animations, limiting the customization of hand poses.
Innovation Solution
A pose editing method and apparatus that allows users to select and switch between candidate poses for specified body parts, such as hands and faces, enabling personalized customization through a pose editing interface.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Adaptability or versatility
If preset skeleton animations are used to implement virtual characters, then the virtual character can perform various activities with preset poses, but the user cannot customize the hand pose of the virtual character
Solution Approach 1:
The patent segments the hand skeleton into multiple independent editable bones (metacarpal bones and phalanges). Each bone can be individually selected and adjusted, allowing users to customize hand poses by modifying specific bone positions and orientations rather than dealing with the entire skeleton at once. This segmentation enables fine-grained control over hand pose customization.
Solution Approach 2:
The patent provides preset candidate poses for the hand skeleton that users can select directly. These preliminary poses serve as starting points or templates, allowing users to quickly apply common hand gestures without manually adjusting each bone. Users can then refine these preliminary poses or create entirely custom poses by adjusting individual bones as needed.
2Ease of operation
If the hand includes a plurality of fingers, involving dozens of bones, then the hand can present complex poses, but the user cannot customize the hand pose due to the complexity
Solution Approach 1:
The hand skeleton is divided into distinct bone segments (metacarpal bones and phalanges) that can be independently selected and manipulated. This segmentation reduces the perceived complexity by allowing users to focus on adjusting only the specific bones needed for their desired pose, rather than managing all dozens of bones simultaneously.
Solution Approach 2:
The patent introduces a pose editing interface that acts as an intermediary between the user and the complex skeleton structure. This interface provides visual feedback, selection tools, and adjustment controls that simplify the interaction with the underlying complex bone structure, making it easier for users to customize hand poses without being overwhelmed by the number of bones.
3Adaptability or versatility
If preset skeleton animation is used, then the virtual character can perform activities like walking and attacking, but the hand pose is limited to a subset of preset animations
Solution Approach 1:
The patent provides preset candidate poses as preliminary configurations that users can select directly. These presets cover common hand gestures and activities, allowing users to quickly apply them without manual adjustment. Users can then modify these preliminary poses or create entirely custom poses, combining the convenience of presets with the flexibility of customisation.
Solution Approach 2:
The patent enables dynamic pose adjustment by allowing users to modify bone positions and orientations in real-time. The system transitions from static preset poses to a dynamic editing mode where users can continuously adjust the hand skeleton to achieve the desired pose, and these custom poses can then be saved and applied in various activities.
Data Source
AI summary
A pose editing method and apparatus for a complex body part of a virtual character are described herein, as applied to the field of three-dimensional virtual environments. Techniques may include displaying a model virtual character located in a virtual environment; displaying at least one candidate pose of a specified body part of the model virtual character, the candidate pose being configured for presenting the specified body part in a preset pose modeling; and switching, in response to a selection operation on a target pose of the at least one candidate pose, display of the specified body part of the model virtual character to a pose modeling corresponding to the target pose. The techniques described herein provide a simple pose editing scheme for a complex body part of a virtual character.


