Sketch-Based Motion Editing for Articulated Objects
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Solution Overview
Problem
Current motion capture and editing techniques for articulated objects, such as humans, are labor-intensive and time-consuming, especially when creating realistic and natural 3D animations, as they require extensive keyframe animation and are dependent on specific object models, making it difficult to arbitrarily edit motions without a similar object for reference.
Innovation Solution
A motion edit method and apparatus that allows users to edit the motion of articulated objects using 2D sketch input on a computing device with a touch screen, enabling the selection of body lines or joint paths and constraining the object in global, local, or dynamic spaces to control and visualize the motion, thereby generating and applying the edited motion in 3D space.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Manufacturing precision
If keyframe animation is used to create realistic 3D motion, then the quality of animation is improved, but the time and labor required increases significantly
Solution Approach 1:
The patent uses motion capture data from real objects as a template or copy to generate animation for target objects. Instead of manually creating keyframes, the system captures motion from real-world sources and applies it to virtual characters, dramatically reducing the time required while maintaining realistic quality
Solution Approach 2:
The patent replaces the manual mechanical process of keyframe animation with an automated motion capture and processing system. The system automatically captures, processes, and applies motion data, substituting human labor with computational methods to reduce time investment
2Manufacturing precision
If motion capture is used to create animation, then the realism of motion is improved, but the dependency on specific object models increases
Solution Approach 1:
The patent creates a universal motion capture system that can process and apply motion data across different object types and models. The system is designed to handle various articulated objects regardless of their specific characteristics, making the motion capture capability adaptable to multiple applications and object models
Solution Approach 2:
The patent adjusts and transforms motion capture data to fit different target objects by modifying parameters such as joint hierarchies, bone structures, and scaling factors. This allows the same motion capture data to be applied to various object models with different anatomical or structural characteristics
3Manufacturing precision
If complex joint structures are used for realistic characters, then the realism of animation is improved, but the complexity of motion editing increases
Solution Approach 1:
The patent segments the complex joint structure into a hierarchical system of parent and child joints. This segmentation allows independent control and editing of specific joint regions without affecting the entire character, simplifying the editing process while maintaining the complexity needed for realism
Solution Approach 2:
The patent implements dynamic constraint settings that automatically adjust based on the selected editing region. When editing a specific joint path, the system dynamically constrains unrelated joints to remain stationary, reducing the effective complexity during editing operations while preserving the full joint structure for realistic animation
Data Source
AI summary
The present disclosure relates to a motion edit method for editing the motion of an articulated object using a computing device with a touch screen, including a) when any one of a joint path and a body line of an articulated object is selected by a user, setting a position constraint of higher level joint according to the user's sketching input and joint hierarchy, and b) generating motion of the articulated object for which the constraint is set.


