Offset Transform 3D Animation System

Resolve Bottlenecks,
Find Innovative Solutions
Generate Solutions

Solution Overview

Problem

Conventional 3D computer animation relies heavily on keyframing, which is complex, tedious, and difficult to edit, requiring expert knowledge and precise frame positioning, making it challenging to create and modify animations without frame-based positioning.

Innovation Solution

A 3D animation system utilizing offset transforms allows for the creation and editing of animations based on time increments, enabling relative object movement and changes without specifying precise frame positions, using animation components such as translation, rotation, and camera movements, which can be combined hierarchically and modified during playback.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Measurement precision

If keyframing is used to create 3D animation, then precise control of object position at specific frames is achieved, but the system becomes complex and difficult to edit

Engineering Contradiction:
Improveframe positioning precisionVSAvoidanimation system complexity
Core Design Contradiction:
Measurement precisionVSDevice complexity

Solution Approach 1:

The patent extracts the keyframe concept from the animation system and replaces it with a time-based offset transform approach. Instead of using discrete keyframes that require precise frame positioning, the system uses continuous time values with offset transforms that define object movement relative to a reference object's movement, thereby reducing system complexity while maintaining precision where needed.

Inventive Principle:
Principle #2Taking out (Extraction)

Solution Approach 2:

The patent changes the fundamental parameters of the animation system from frame-based positioning to time-based offset transforms. By using time values instead of frame numbers and offset transforms instead of absolute positions, the system achieves both precision in controlling object movement and simplicity in the overall animation creation and editing process.

Inventive Principle:
Principle #35Parameter changes

2Adaptability or versatility

If keyframing is used for 3D animation, then specific attributes can be specified at specific frames, but the setup and design becomes tedious and challenging

Engineering Contradiction:
Improveanimation control flexibilityVSAvoidanimation setup ease
Core Design Contradiction:
Adaptability or versatilityVSEase of manufacture

Solution Approach 1:

The patent introduces offset transforms as an intermediary between the reference object's movement and the animated object's movement. This intermediary allows users to define animation behavior in terms of relative transformations over time, rather than specifying absolute positions at each frame, thereby maintaining animation control flexibility while dramatically simplifying the setup process.

Inventive Principle:
Principle #24Intermediary (Mediator)

Solution Approach 2:

The patent enables preliminary definition of animation behavior through offset transforms that are established once and then automatically applied throughout the animation timeline. Users define the transformation relationship in advance, and the system automatically computes positions for all time values, eliminating the tedious process of setting individual keyframes while preserving versatile animation control.

Inventive Principle:
Principle #10Preliminary action

3Reliability

If keyframe-based animation is used, then animation data can be created using motion capture or keyframing, but editing requires modification of all control points

Engineering Contradiction:
Improveanimation data accuracyVSAvoidanimation editing ease
Core Design Contradiction:
ReliabilityVSEase of operation

Solution Approach 1:

The patent extracts the control point concept from keyframe-based animation and replaces it with continuous time-based offset transforms. By removing the discrete control point structure, the system maintains accurate animation data through continuous mathematical transformations while enabling editing through simple parameter adjustments rather than requiring modification of multiple control points.

Inventive Principle:
Principle #2Taking out (Extraction)

Solution Approach 2:

The offset transform approach serves multiple functions simultaneously: it defines the animation behavior, maintains data accuracy through continuous time-based calculations, and enables easy editing through parameter adjustment. This universal approach replaces the specialized keyframe system that required different processes for creation, playback, and editing.

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

4Measurement precision

If expert knowledge is required for keyframe-based animation, then precise animation control is achieved, but accessibility to non-experts is reduced

Engineering Contradiction:
Improveanimation control precisionVSAvoiduser accessibility
Core Design Contradiction:
Measurement precisionVSEase of operation

Solution Approach 1:

The patent replaces the mechanical keyframe positioning system with a mathematical offset transform system based on continuous time values. This substitution eliminates the need for users to understand complex frame-based timing and positioning concepts, making the system accessible to non-experts while maintaining precise animation control through the mathematical rigor of the transform approach.

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

Data Source

PatentUS8913065B2Computer system for animating 3D models using offset transforms
Publication Date: 2014.12.16 LUXION APS
  • US8913065B2 patent drawing
  • US8913065B2 patent drawing
  • US8913065B2 patent drawing

AI summary

The present invention relates to a novel 3D animation system for animating models. The system uses offset transforms to make it possible to make animation components that can be added individually to the animation system. The animation components simplify the process of animating 3D models performed conventionally. For example, the user can apply various animation components to the 3D object to make it move for a specific time, rather than the conventional process of specifying the precise position of a 3D object at specific frames.