Runtime Animation Substitution via Transitional Blueprints

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Solution Overview

Problem

Traditional methods for warping game characters from one position to another in 3D space during animations often result in unnatural-looking transitions, whether using physics engines, cinematic solutions, or hand-authored animations, which are resource-intensive and inefficient.

Innovation Solution

The system detects interaction scenarios and queries a global database of transitional animation blueprints to select and trigger a valid transitional animation based on scoring criteria, allowing for natural-looking transitions by blending the character's position and posture from the current state to the target state during runtime.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Ease of manufacture

If traditional methods (physics engines, cinematic solutions, or hand-authored animations) are used to warp game characters from one position to another, then the character can be transported to the target position, but the transition looks unnatural and the resource consumption is high

Engineering Contradiction:
Improveease of animation productionVSAvoidnaturalness of transition
Core Design Contradiction:
Ease of manufactureVSReliability

Solution Approach 1:

The patent applies universality by creating a global database of transitional animation blueprints that can be reused across multiple different target animations and scenarios. Instead of creating separate hand-authored transitions for each case, the system queries this universal database for appropriate blueprints that can be adaptively applied to various warping scenarios, reducing redundancy while maintaining natural appearance

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

Solution Approach 2:

The system dynamically adjusts animation parameters by querying the global database with current character state and target animation information, then selecting and applying appropriate transitional blueprints with modified parameters. This allows the system to adapt pre-defined natural transitions to specific gameplay scenarios without manual recreation, resolving the contradiction between ease of production and natural appearance

Inventive Principle:
Principle #35Parameter changes

2Manufacturing precision

If hand-authored transitional animations are created for each target animation, then the transition can be optimized for that specific animation, but the process is time-consuming and resource-intensive

Engineering Contradiction:
Improveprecision of animation transitionVSAvoidanimation production efficiency
Core Design Contradiction:
Manufacturing precisionVSProductivity

Solution Approach 1:

The system performs preliminary action by pre-creating and storing transitional animation blueprints in a global database during development. These pre-computed transitions are then queried and applied at runtime based on the current scenario, eliminating the need for real-time hand-authoring of each transition while maintaining precision through careful pre-selection of appropriate blueprints

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The patent uses copying by retrieving and applying existing transitional animation blueprints from the global database rather than creating new hand-authored animations for each target animation. This allows the system to reuse proven transition patterns across different scenarios, significantly improving productivity while maintaining animation quality through selective copying of appropriate templates

Inventive Principle:
Principle #26Copying

3Productivity

If a global database of transitional animation blueprints is used, then reusable and efficient transitions can be achieved, but the system complexity increases

Engineering Contradiction:
Improveanimation execution efficiencyVSAvoidsystem architecture complexity
Core Design Contradiction:
ProductivityVSDevice complexity

Solution Approach 1:

The system introduces an intermediary mechanism in the form of a global database that mediates between the character state/query interface and the animation execution. This database layer simplifies the overall system by providing a centralized repository that handles the complexity of transition selection and matching, allowing the rest of the system to simply query and apply appropriate blueprints without managing complex transition generation logic

Inventive Principle:
Principle #24Intermediary (Mediator)

Data Source

PatentUS11123636B2Runtime animation substitution
Publication Date: 2021.09.21 ELECTRONIC ARTS INC
  • US11123636B2 patent drawing
  • US11123636B2 patent drawing
  • US11123636B2 patent drawing

AI summary

A method of runtime animation substitution may include detecting, by a processing device of a video game console, an interaction scenario in an instance of an interactive video game, wherein the interaction scenario comprises a target animation associated with a game character. The method may further include identifying, by the processing device, a valid transitional animation. The method may further include causing, by the processing device, the valid transitional animation to be performed by the game character in the instance of the interactive video game.