Segmented Inverse Kinematics for Real-Time Creature Animation

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Solution Overview

Problem

Existing methods for animating 3D skeletal meshes in real-time, such as those used in video games and movies, require animators to manually specify transformations for each joint, leading to inefficiencies and a lack of organic-looking animations, especially when handling non-humanoid characters.

Innovation Solution

A system called CREATURE SOLVER applies weighted inverse kinematics constraints globally to a 3D skeletal mesh, allowing for real-time control and generation of animations by segmenting the mesh and using a high-level construction plan to define the skeleton topology, enabling easy setup and customization without the need for extensive manual configuration.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Manufacturing precision

If animators manually specify transformations for each joint one-by-one, then animation control precision is improved, but productivity deteriorates due to the voluminous number of animations required

Engineering Contradiction:
Improveanimation control precisionVSAvoidanimation productivity
Core Design Contradiction:
Manufacturing precisionVSProductivity

Solution Approach 1:

The patent segments the skeletal mesh into multiple independent chains, each representing a limb or body part. Instead of animating all joints globally, the system divides the animation problem into separate chain-based subproblems that can be solved independently and in parallel, dramatically improving productivity while maintaining precision through localized control.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The patent introduces chain solvers as intermediary components between the animator's high-level commands and the individual joint transformations. These solvers automatically compute the specific joint transformations needed to achieve the desired chain motion, eliminating the need for manual specification of each joint while preserving animation precision.

Inventive Principle:
Principle #24Intermediary (Mediator)

2Reliability

If prior art systems account for unlimited situations in advance, then reliability of animation is improved, but device complexity deteriorates due to the need for extensive manual configuration

Engineering Contradiction:
Improveanimation reliabilityVSAvoidsystem configuration complexity
Core Design Contradiction:
ReliabilityVSDevice complexity

Solution Approach 1:

The patent replaces static pre-configured animation systems with dynamic chain solvers that adapt to real-time conditions. Instead of hardcoding responses to every possible situation, the system dynamically computes appropriate joint transformations based on current chain constraints and objectives, reducing configuration complexity while maintaining reliability through adaptive behavior.

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The chain solvers are self-configuring systems that automatically determine their own parameters and constraints based on the skeletal mesh structure and animation objectives. This eliminates the need for extensive manual configuration while ensuring reliable operation across diverse situations, as the system configures itself appropriately for each scenario.

Inventive Principle:
Principle #25Self-service

3Manufacturing precision

If global optimization is used for full body inverse kinematics, then animation quality is improved, but processing speed deteriorates making real-time application impossible

Engineering Contradiction:
Improveanimation qualityVSAvoidprocessing speed
Core Design Contradiction:
Manufacturing precisionVSSpeed

Solution Approach 1:

The patent segments the global inverse kinematics problem into multiple independent chain-based subproblems. Each chain solver operates locally on its own chain with fewer variables, dramatically reducing computational complexity and enabling real-time processing speeds while maintaining high animation quality through coordinated chain solutions.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

Instead of solving the complete global inverse kinematics problem simultaneously, the patent applies partial actions by solving individual chains separately. This partial approach is sufficient to achieve high-quality animation results while being computationally efficient enough for real-time application, avoiding the excessive computational cost of full global optimization.

Inventive Principle:
Principle #16Partial or excessive action

Data Source

PatentUS9959655B2Segmented full body inverse kinematics
Publication Date: 2018.05.01 AUTODESK INC
  • US9959655B2 patent drawing
  • US9959655B2 patent drawing
  • US9959655B2 patent drawing

AI summary

A method, system, and computer program product provide the ability to render an animated creature in real-time. A creature diagram for a creature, having chains sections, is drawn. An effector is created for each section and each chain, and defines a target position and an orientation that is reached. A chain solving type is selected for the chains, and is used to simulate a desired biomechanical behavior of the creature. The creature diagram, including the sections, chains, and chain solving types, is mapped to a three-dimensional (3D) model. The creature is animated/rendered in a real-time 3D application based on the mapping.