Node Control System for Virtual Character Posture
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Solution Overview
Problem
Existing methods for controlling the posture of characters in virtual spaces using inverse kinematics require a large number of parameters and complex calculations, making them inefficient for natural motion representation.
Innovation Solution
A computer-readable storage medium with an information processing program that calculates acting forces and modification vectors to control the posture of objects formed by nodes in a virtual space, using a node control system to generate natural-looking movements with reduced computational effort.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Ease of operation
If inverse kinematics is used to control character posture, then the posture can be determined based on distal site positions, but a great number of parameters and complicated calculation processing are required
Solution Approach 1:
The patent replaces the traditional inverse kinematics mathematical calculation system with a physics-based spring simulation system. Instead of using complex inverse kinematics equations to determine joint positions from distal site positions, the system uses virtual springs connecting body parts that naturally simulate realistic motion through force calculations, significantly reducing parameter requirements and computational complexity
Solution Approach 2:
The patent changes the fundamental parameters from inverse kinematics (distal site positions, joint angles, movable ranges) to spring simulation parameters (spring constants, rest lengths, force directions). This parameter transformation simplifies the control system while maintaining natural motion characteristics
2Productivity
If spring simulation is used to control object posture, then natural motion can be achieved with reduced calculation, but force calculation between nodes is required
Solution Approach 1:
The patent segments the object into discrete nodes connected by virtual springs, where each spring independently calculates forces between adjacent nodes. This segmentation allows parallel computation of forces and simplifies the overall calculation by breaking down the complex multi-body problem into smaller, manageable node-pair interactions
Solution Approach 2:
The patent introduces virtual springs as intermediary elements between nodes. These springs act as mediators that automatically calculate and apply forces based on simple distance and orientation relationships, eliminating the need for complex direct force calculations between distant nodes and simplifying the overall force system
Data Source
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AI summary
A CPU causes an object to make a predetermined motion, and calculates an attracting force or a repulsive force generated, in accordance with the predetermined motion, between a node of attention among a plurality of the nodes and at least one connected node connected to the node of attention. Further, the CPU calculates a maximum value and a minimum value, of each reference axis direction in a virtual space, of an attracting force or a repulsive force generated between the node of attention and the at least one connected node, calculates a modification vector using the calculated maximum value and minimum value of each reference axis direction, and controls the node of attention based on the calculated modification vector.