Motion Synthesis System Skeleton Simplification
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Solution Overview
Problem
Current motion synthesis systems for computer-generated characters in games are difficult to use due to proprietary APIs and lack flexibility in creating high-fidelity character behaviors, especially in simulating human-like motion and correcting interpenetration issues.
Innovation Solution
The method involves converting motion behaviors from a full skeleton representation to a simplified skeleton representation, using a motion synthesis system to generate motion data, and then mapping this data back to the full skeleton while incorporating physics engine inputs and animation scripts to ensure realistic and human-like motion, with techniques to correct interpenetration by disabling and re-enabling collisions.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Manufacturing precision
If a motion synthesis system uses a full skeleton representation with many bones for high-fidelity character animation, then the realism and quality of character motion is improved, but the system complexity and difficulty of use increases due to proprietary APIs
Solution Approach 1:
The patent divides the full skeleton representation into a simplified skeleton with fewer bones that captures essential motion characteristics. This segmentation allows the motion synthesis system to work with a reduced complexity model while still generating high-fidelity animations when mapped back to the full skeleton, thereby resolving the contradiction between motion fidelity and system complexity.
Solution Approach 2:
The patent introduces an intermediary simplified skeleton representation that acts as a mediator between the user and the complex full skeleton system. Users interact with the simplified model through standard APIs, and the system automatically translates these interactions to the full skeleton, eliminating the need for users to directly manage complex proprietary APIs while maintaining high animation quality.
2Manufacturing precision
If a motion synthesis system uses proprietary APIs for controlling character motion, then the system can generate realistic human-like motion, but the ease of operation and flexibility for artists and animators decreases
Solution Approach 1:
The patent creates a universal simplified skeleton interface that can work with multiple motion synthesis systems through standard APIs. This universal interface maintains the ability to generate high-quality human-like motion while allowing artists and animators to operate without learning proprietary APIs, thereby improving ease of operation without sacrificing motion quality.
Solution Approach 2:
The patent creates a simplified copy or abstraction of the full skeleton that retains essential motion characteristics. This copy allows users to control character motion using standard, well-documented APIs while the system handles the complex translation to the full skeleton, making the system as easy to use as standard animation tools while maintaining high-fidelity output.
3Manufacturing precision
If the motion synthesis system simulates active intelligent human behavior by simulating muscle contractions and movement patterns, then the realism of character animation is improved, but the computational resources and processing time required increases
Solution Approach 1:
The patent segments the computational workload by separating essential motion simulation (performed on the simplified skeleton) from detailed full skeleton animation. The simplified skeleton requires fewer computational resources to simulate muscle contractions and movement patterns, while the full skeleton animation is generated by mapping the simplified results, thereby reducing overall computational resource requirements while maintaining animation realism.
Data Source
AI summary
The present disclosure includes, among other things, systems, methods and program products for integrating a motion synthesis system into a video game system.


