Multi-Character Animation Alignment System

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Solution Overview

Problem

Current methods for creating multi-character interaction scenarios in video games are inefficient and lack flexibility, as they often rely on physics engines for animation simulation, which can appear unnatural, or cinematic solutions that involve unnatural character repositioning, and may limit the selection of game characters.

Innovation Solution

A system that identifies and assigns game characters to predefined slots within interaction scenarios, processes animations to select the best match, and aligns character positions over time to ensure natural-looking interactions, allowing content creators to control conditions and context for interaction and slot assignment.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Extent of automation

If physics engines are used for animation simulation, then animation generation is automated, but the animation appears unnatural

Engineering Contradiction:
Improveanimation generation automationVSAvoidanimation naturalness
Core Design Contradiction:
Extent of automationVSReliability

Solution Approach 1:

The patent introduces an intermediary system that bridges physics-based automation and cinematic quality. The system uses physics engines to generate candidate animations and automatically selects/refines them to achieve natural-looking results, acting as a mediator between automated generation and visual fidelity requirements

Inventive Principle:
Principle #24Intermediary (Mediator)

Solution Approach 2:

The system creates multiple candidate animations through physics simulation and selects the best matching one, effectively copying and comparing multiple simulated versions to find the most natural-looking animation that satisfies the interaction scenario requirements

Inventive Principle:
Principle #26Copying

2Ease of manufacture

If cinematic solutions are used with character repositioning, then interaction scenarios are pre-defined, but character repositioning appears unnatural

Engineering Contradiction:
Improveinteraction scenario pre-definitionVSAvoidcharacter repositioning naturalness
Core Design Contradiction:
Ease of manufactureVSReliability

Solution Approach 1:

The system dynamically adjusts character positions and selects animations based on real-time game state and character locations, rather than using fixed pre-defined cinematic sequences. This allows the interaction scenarios to adapt to actual gameplay conditions while maintaining natural character movements

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The system changes animation parameters and character position parameters dynamically to match the actual game context, selecting from multiple candidate animations those that best fit the current spatial relationships and interaction requirements without unnatural repositioning

Inventive Principle:
Principle #35Parameter changes

3Ease of operation

If traditional methods are used for selecting game characters, then the process is simple, but the selection is limited

Engineering Contradiction:
Improvecharacter selection simplicityVSAvoidcharacter selection flexibility
Core Design Contradiction:
Ease of operationVSAdaptability or versatility

Solution Approach 1:

The character selection process is segmented into multiple independent evaluation dimensions (spatial relationships, interaction roles, animation compatibility, game state matching). Each dimension can be evaluated separately and combined to produce the final selection, allowing both simplicity in individual assessments and versatility in overall selection criteria

Inventive Principle:
Principle #1Segmentation

Data Source

PatentUS10874945B2Multi-character interaction scenario
Publication Date: 2020.12.29 ELECTRONIC ARTS INC
  • US10874945B2 patent drawing
  • US10874945B2 patent drawing
  • US10874945B2 patent drawing

AI summary

An example method of multi-character animation comprises: identifying a single scene origin in an animation scene of an interactive video game; aligning, to the single scene origin, each game character of a plurality of game characters associated with the animation scene; generating, with respect to the single scene origin, a respective animation for each game character of the plurality of game characters; and causing each game character of the plurality of game characters to be displayed, using the respective animation, in the interactive video game.