3D Motion Data Reconstruction from 2D Video for Character Animation

Resolve Bottlenecks,
Find Innovative Solutions
Generate Solutions

Solution Overview

Problem

Current methods for creating 3D character animations in virtual reality environments are labor-intensive and time-consuming, requiring manual keyframe creation and posing, which limits efficiency and quality, especially for novice animators.

Innovation Solution

A system that constructs three-dimensional motion data from two-dimensional videos, converts it into editable keyframe-based animation data, and provides a user interface for searching, editing, and applying motion data to characters in a VR environment, reducing manual input and enhancing animation prototyping.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Productivity

If manual keyframe creation and posing methods are used, then animation quality can be controlled, but the process becomes labor-intensive and time-consuming

Engineering Contradiction:
Improveanimation production speedVSAvoidmanual effort required
Core Design Contradiction:
ProductivityVSEase of operation

Solution Approach 1:

The system captures real-world human movements using video cameras and copies them directly as keyframes for 3D characters. Motion capture data from real performers is transferred to virtual characters, eliminating the need for manual keyframe creation while preserving realistic motion quality.

Inventive Principle:
Principle #26Copying

Solution Approach 2:

The patent replaces the manual mechanical process of animators posing characters frame-by-frame with an automated motion capture system. Sensors and cameras detect real-world movements and automatically translate them into animation data, substituting human manual labor with automated measurement and processing systems.

Inventive Principle:
Principle #28Mechanics substitution (Replace mechanical system)

2Manufacturing precision

If extensive manual keyframe creation is performed, then animation quality improves, but resource expenditure increases

Engineering Contradiction:
Improveanimation qualityVSAvoidresource expenditure
Core Design Contradiction:
Manufacturing precisionVSLoss of energy

Solution Approach 1:

The motion capture system performs self-service by automatically capturing, processing, and generating animation keyframes without requiring extensive manual animator intervention. The system autonomously detects movements, processes the data, and produces ready-to-use animation sequences, significantly reducing human resource expenditure while maintaining high quality.

Inventive Principle:
Principle #25Self-service

3Loss of time

If manual animation techniques are used, then control over animation details is maintained, but the process becomes time-consuming

Engineering Contradiction:
Improveanimation production timeVSAvoidsystem complexity
Core Design Contradiction:
Loss of timeVSDevice complexity

Solution Approach 1:

The patent introduces motion capture technology as an intermediary between real-world movement and digital animation. This intermediary system automatically translates physical movements into animation data, serving as a bridge that eliminates the time-consuming manual process while managing system complexity through standardized capture and processing pipelines.

Inventive Principle:
Principle #24Intermediary (Mediator)

Data Source

PatentUS11908058B2Character animations in a virtual environment based on reconstructed three-dimensional motion data
Publication Date: 2024.02.20 AUTODESK INC
  • US11908058B2 patent drawing
  • US11908058B2 patent drawing
  • US11908058B2 patent drawing

AI summary

Methods, systems, and apparatus, including medium-encoded computer program products, for providing editable keyframe-based animation data for applying to a character to animate motion of the character in three-dimensional space. Three-dimensional motion data is constructed from two-dimensional videos. The three-dimensional motion data represents movement of people in the two-dimensional videos and includes, for each person, a root of a three-dimensional skeleton of the person. The three-dimensional skeleton comprises multiple three-dimensional poses of the person during at least a portion of frames of a video from the two-dimensional videos. The three-dimensional motion data is converted into editable keyframe-based animation data in three-dimensional space and provided to animate motion.