Quadruped Locomotion Controller via Virtual Skeleton Mapping
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Solution Overview
Problem
Current technologies lack efficient methods for realistically animating quadruped characters in computer-generated imagery, as motion capture systems for quadrupeds are nonexistent or impractical, especially for exotic animals, leading to costly and inefficient manual animation processes.
Innovation Solution
A method and system that analyze a virtual skeletal structure of a quadruped model to identify torso and limb attributes, map a predefined locomotion template, and generate locomotion data based on a defined path, enabling automatic and realistic animation of quadruped characters by upscaling the template according to the model's attributes.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Reliability
If motion capture systems are used for quadruped animation, then animation realism is improved, but device complexity and cost increase significantly
Solution Approach 1:
The patent creates a virtual skeletal structure that copies the essential hierarchical relationships and transformation properties of real quadruped anatomy. This virtual skeleton serves as a simplified model that replicates the functional characteristics of complex motion capture systems, enabling realistic animation without physical sensors or complex recording equipment.
Solution Approach 2:
The patent replaces physical motion capture hardware with a computational approach using virtual skeletal structures and transformation matrices. The mechanical system of sensors, cameras, and tracking equipment is substituted with mathematical models that compute pose transformations through hierarchical skeleton relationships, achieving the same animation goals without physical devices.
2Reliability
If manual animation methods are used for quadruped characters, then animation quality can be maintained, but productivity and time consumption decrease
Solution Approach 1:
The patent establishes a pre-defined virtual skeletal structure with hierarchical relationships and transformation rules before animation begins. This preliminary setup includes defining parent-child relationships between skeleton joints and establishing transformation matrices, which automatically guide subsequent animation operations and eliminate the need for manual frame-by-frame positioning.
Solution Approach 2:
The virtual skeletal structure automatically computes pose transformations and propagates movements through the hierarchy without requiring manual intervention for each joint. The system self-services by using the defined hierarchical relationships to automatically determine the position and orientation of child joints based on parent joint movements, dramatically reducing manual animation effort while maintaining quality.
3Productivity
If generic animation templates are used for quadruped models, then productivity increases, but adaptability to different quadruped types decreases
Solution Approach 1:
The patent uses parameterized transformation matrices that can be adjusted to match different quadruped characteristics. By modifying parameters such as limb lengths, joint angles, and hierarchical relationships in the virtual skeletal structure, the same animation template can be adapted to various quadruped types including horses, dogs, and exotic animals, maintaining both productivity and adaptability.
Solution Approach 2:
The virtual skeletal structure is designed with universal hierarchical relationships that can represent different quadruped anatomies through configuration rather than redesign. The same transformation framework and pose propagation mechanism work across multiple quadruped types, making the animation system multi-functional and adaptable to various models while preserving efficient template-based animation generation.
Data Source
AI summary
Techniques for generating locomotion data for animating a virtual quadruped model, starting at an origin point and travelling to a destination point along a defined path. A virtual skeletal structure for the virtual quadruped model is analyzed to identify a torso region, limbs each ending in a respective end effector, and limb attributes. A predefined locomotion template for virtual quadruped characters is retrieved and mapped to the virtual quadruped model by aligning the torso region and the plurality of limbs of the virtual skeletal structure for the virtual quadruped with a second torso region and a second plurality of limbs of the predefined locomotion template. Locomotion data is generated for the virtual quadruped model based on the defined path and by upscaling the mapped predefined locomotion template, based at least on the set of limb attributes determined by analyzing the virtual skeletal structure for the virtual quadruped model.


