Runtime Animation Compositor for Synchronized Digital Avatars
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Solution Overview
Problem
Deploying digital avatars is complex due to difficulties in configuring animation blend trees and synchronizing various components, making it infeasible for small development teams.
Innovation Solution
A system that applies animations to digital avatars at runtime using real-time events, combining animations from an animation repository, procedurally generated animations, or AI-generated animations, and synchronizes them dynamically based on user interactions.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Reliability
If animations are configured using traditional blend trees at deployment time, then animation synchronization is achieved, but system complexity and deployment difficulty increase significantly
Solution Approach 1:
The animation system transitions from static blend tree configurations at deployment to dynamic animation composition at runtime. The animation compositor dynamically selects and blends animations based on real-time events and user interactions, allowing the system to adapt animation behavior without complex pre-configured blend trees.
Solution Approach 2:
An animation compositor is introduced as an intermediary component that receives events from multiple sources (user inputs, game logic, environment) and coordinates animation playback. This mediator simplifies the overall system architecture by centralizing animation control logic and eliminating the need for complex point-to-point synchronization between components.
2Manufacturing precision
If comprehensive animation control is implemented, then animation quality improves, but development workload increases making it infeasible for small teams
Solution Approach 1:
The animation compositor operates autonomously to compose and manage animations without requiring manual configuration for each scenario. It automatically selects appropriate animations from the asset library based on incoming events and parameters, reducing the need for developers to manually configure complex animation behaviors while maintaining high animation quality.
Solution Approach 2:
The animation compositor serves multiple functions: it manages animation playback, handles event routing, coordinates timing, and blends multiple animations simultaneously. This multi-functional component replaces what would otherwise require multiple specialized systems, reducing overall development workload while maintaining comprehensive animation control.
3Adaptability or versatility
If animations are composed at runtime using real-time events, then adaptability to user interactions improves, but computing resource consumption increases
Solution Approach 1:
The animation compositor processes and composes animations locally based on specific event types and contextual parameters. Rather than globally re-evaluating all animations, it focuses computational resources on composing relevant animations for the current user interaction or game state, reducing overall computing resource consumption while maintaining high adaptability.
Data Source
AI summary
Disclosed are systems and techniques for rendering digital avatar animations. The techniques include receiving a user input associated with an interaction of a user with a digital avatar, identifying, based at least on the user input, a state of the interaction, and obtaining, based at least on the state, one or more animations and one or more configuration settings corresponding to the one or more animations. The techniques further include generating a blended animation based at least on the one or more animations and the one or more configuration settings for the one or more animations, rendering a temporal sequence of frames based at least on the blended animation, and causing a presentation of the temporal sequence of frames.


