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
Engineering 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
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
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
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
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
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
3Productivity
If a global database of transitional animation blueprints is used, then reusable and efficient transitions can be achieved, but the system complexity increases
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
Data Source
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.


