Complex Hand Pose Editing for Custom Virtual Characters

Resolve Bottlenecks,
Find Innovative Solutions
Generate 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

VSEngineering 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

Engineering Contradiction:
Improvehand pose customizationVSAvoidskeleton model complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

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.

Inventive Principle:
Principle #1Segmentation

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.

Inventive Principle:
Principle #10Preliminary action

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

Engineering Contradiction:
Improvehand pose editingVSAvoidnumber of bones
Core Design Contradiction:
Ease of operationVSDevice 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.

Inventive Principle:
Principle #1Segmentation

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.

Inventive Principle:
Principle #24Intermediary (Mediator)

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

Engineering Contradiction:
Improvepose varietyVSAvoidpose customization
Core Design Contradiction:
Adaptability or versatilityVSEase of operation

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.

Inventive Principle:
Principle #10Preliminary action

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.

Inventive Principle:
Principle #15Dynamics

Data Source

PatentUS20250319400A1Complex Part Pose Editing of Virtual Objects
Publication Date: 2025.10.16 TENCENT TECHNOLOGY (SHENZHEN) CO LTD
  • US20250319400A1 patent drawing
  • US20250319400A1 patent drawing
  • US20250319400A1 patent drawing

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.