Hierarchical Animation Rig Generation via Node Inheritance

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Solution Overview

Problem

Existing animation systems face complexity in generating animation rigs for articulated characters, requiring extensive coding and recompilation for each character, limiting flexibility and efficiency in creating and modifying animation sequences.

Innovation Solution

The system employs a hierarchical representation of animation rigs, grouping functions into archetype, appendage, and feature nodes, allowing for inheritance and reuse of core components, enabling efficient generation and modification of animation rigs across various characters.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Ease of manufacture

If traditional animation rig generation methods are used, then each character requires extensive coding and recompilation, but this increases device complexity and reduces productivity

Engineering Contradiction:
Improveease of animation rig generationVSAvoidsystem complexity
Core Design Contradiction:
Ease of manufactureVSDevice complexity

Solution Approach 1:

The animation rig generation system is segmented into hierarchical nodes (archetype nodes, appendage nodes, feature nodes) that can be independently defined and combined. This segmentation allows complex animation rigs to be built from simpler, reusable components without requiring complete recoding for each character.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The patent creates universal archetype nodes that can serve multiple characters and purposes. These archetype nodes contain reusable code and data structures that can be instantiated multiple times across different characters, eliminating the need for extensive custom coding for each character while reducing overall system complexity.

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

2Adaptability or versatility

If traditional animation rig generation methods are used, then extensive coding is required for each character, but this reduces productivity

Engineering Contradiction:
Improvecharacter customization flexibilityVSAvoidanimation rig generation speed
Core Design Contradiction:
Adaptability or versatilityVSProductivity

Solution Approach 1:

The system performs preliminary action by pre-defining archetype nodes with common animation functions and data structures before character-specific animation rig generation is needed. These pre-defined archetypes can be quickly instantiated and customized for different characters, dramatically speeding up the animation rig generation process while maintaining adaptability.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The patent implements copying by allowing archetype nodes to be reused and instantiated multiple times across different characters. Instead of coding animation rigs from scratch for each character, the system copies and adapts proven archetype node implementations, maintaining versatility while significantly improving productivity.

Inventive Principle:
Principle #26Copying

3Reliability

If extensive coding and recompilation are performed for each character, then character-specific animation can be achieved, but this increases loss of time

Engineering Contradiction:
Improvecharacter-specific animation accuracyVSAvoidanimation rig generation time
Core Design Contradiction:
ReliabilityVSLoss of time

Solution Approach 1:

The system performs preliminary action by pre-defining archetype nodes with common animation functions and data structures before character-specific animation rig generation is needed. These pre-defined archetypes can be quickly instantiated and customized for different characters, dramatically speeding up the animation rig generation process while maintaining adaptability.

Inventive Principle:
Principle #10Preliminary action

Data Source

PatentUS11715249B2Hierarchies to generate animation control rigs
Publication Date: 2023.08.01 UNITY TECH SF
  • US11715249B2 patent drawing
  • US11715249B2 patent drawing
  • US11715249B2 patent drawing

AI summary

An animation system is provided for generating an animation control rig for character development, configured to manipulate a skeleton of an animated character. Hierarchical representation of puppets includes groups of functions related in a hierarchy according to character specialization for creating the animated rig are derived using base functions of a core component node. The hierarchical nodes may include an archetype node, at least one appendage node, and at least one feature node. In some implementations, portions of a hierarchical node, including the functions from the core component node, may be shared to generate different animation rigs for a variety of characters. In some implementations, portions of a hierarchical node, including the component node functions, may be reused to build similar appendages of a same animation rig.