3D Animation Generation for Kinematic Assemblies in Gaming Engines

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Solution Overview

Problem

Current gaming engines lack the capability to effectively generate three-dimensional animations of kinematic assemblies, particularly those designed by CAD tools, due to the absence of provisions for working with mechanisms and constraints, making it difficult to portray complex movements and behaviors in immersive engineering scenarios.

Innovation Solution

A method and system that utilize CAD tools to generate three-dimensional animations in gaming engines by receiving transformation matrices from CAD tools, converting them into a gaming engine-understandable format, and applying tangential continuity to create smooth animations, leveraging Coordinate Systems and Quaternion representations for precise geometric and constraint information transfer.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If gaming tools are used to create animations, then animation generation is possible, but the capability to work with mechanisms and constraints is absent

Engineering Contradiction:
Improvecapability to work with mechanisms and constraintsVSAvoidsystem complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

A data conversion module is introduced as an intermediary between CAD tools and gaming engines. This module receives transformation matrices from CAD tools, converts them into gaming engine understandable formats using coordinate system transformations, and transmits the converted data to the gaming engine, enabling mechanism and constraint compatibility without direct integration

Inventive Principle:
Principle #24Intermediary (Mediator)

Solution Approach 2:

The system enables a single transformation matrix data structure to serve multiple purposes: it contains position, orientation, and scale information that can be interpreted by both CAD tools and gaming engines through appropriate coordinate system conversions, allowing the same data to drive both precise engineering representations and game-ready animations

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

2Adaptability or versatility

If transformation matrices are converted to gaming engine format, then compatibility is improved, but data precision may be lost

Engineering Contradiction:
Improvegaming engine compatibilityVSAvoidtransformation matrix precision
Core Design Contradiction:
Adaptability or versatilityVSMeasurement precision

Solution Approach 1:

The system changes the parameter representation format of transformation matrices based on the target system. Transformation matrices containing position, orientation, and scale information are converted between different coordinate system formats (e.g., from CAD right-handed system to gaming engine left-handed system) while preserving the underlying geometric relationships and precision through systematic parameter transformation

Inventive Principle:
Principle #35Parameter changes

3Manufacturing precision

If manual animation curve creation is required, then animation control is precise, but time consumption increases

Engineering Contradiction:
Improveanimation control precisionVSAvoidanimation creation speed
Core Design Contradiction:
Manufacturing precisionVSProductivity

Solution Approach 1:

The system copies transformation matrix data directly from CAD tool simulations to drive gaming engine animations. By replicating the positional and orientational data generated during CAD kinematic analysis and transferring it through the coordinate conversion module, the animation curves are automatically generated from the copied transformation data, eliminating manual creation while preserving the precision of the original mechanism definitions

Inventive Principle:
Principle #26Copying

Data Source

PatentUS11551395B2Method and system for generating three dimensional animation in gaming engine
Publication Date: 2023.01.10 INFOSYS LTD
  • US11551395B2 patent drawing
  • US11551395B2 patent drawing
  • US11551395B2 patent drawing

AI summary

The present technique discloses a method and system generating three dimensional animation in gaming engine. A CAD tool is used to generate 3D animation of kinematic assembly and it also stores the information related to complex joints and constraints of each component of the kinematic assembly. Then, it extracts information related to the co-ordinates of each component of the kinematic assembly in unit time and generate transformation matrix for each of those components. This transformation information is stored in JSON file. The gaming engine receives this JSON file from the CAD tool and convert the transformation matrix into gaming engine understandable pattern based on the co-ordinate system supported by the gaming engine. The gaming engine stores this converted transformation matrix into Quaternion representation. Then, the gaming engine applies tangential continuity to the Quaternion representation of each of the components of kinematic assembly to generate the 3D animation in gaming engine.