Game Character Skirt Physics via Skeleton Matrix Copy
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Solution Overview
Problem
In games, especially MMORPGs, performing physics calculations for all displayed characters increases processing load and calculation amount, leading to unrealistic displays and increased animation production costs, as well as memory consumption, when physics calculations are turned off for remote characters.
Innovation Solution
An object display device that uses a first skeleton activator and a second skeleton activator to control the position of polygons associated with the first and second skeletons, allowing realistic display of character accessories and hair without full physics calculations, reducing animation production costs and memory usage by using a matrix copy method to maintain parallel relationships between skeletons.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Manufacturing precision
If physics calculation processing is applied to all appearing objects, then realistic display is achieved, but calculation amount and processing load increase
Solution Approach 1:
The patent segments objects into two categories: foreground objects (within predetermined distance) that undergo physics calculation processing for realistic display, and background objects (beyond predetermined distance) that use simplified display processing. This spatial segmentation resolves the contradiction by applying computationally intensive physics calculations only where visually critical, thereby maintaining display realism for important objects while significantly reducing overall processing load.
2Power
If physics calculation is turned off for remote characters, then processing load is reduced, but unrealistic display occurs
Solution Approach 1:
The patent applies local quality by differentiating display processing based on spatial location. Objects within the predetermined distance (foreground) receive full physics calculation processing for high realism, while objects beyond that distance (background) use simplified processing. This localized approach ensures that physics calculations are applied only where they contribute most to visual realism, preventing unrealistic displays in critical areas while reducing overall processing load.
3Manufacturing precision
If animation is produced for each character, accessory, or hairstyle, then realistic display without physics calculation is achieved, but animation production time and cost increase
Solution Approach 1:
Instead of creating numerous custom animations for each character, accessory, or hairstyle (the conventional approach), the patent inverts the logic by using a single standardized animation that works universally across all objects. The realism is achieved not through customized animations but through physics calculation processing that dynamically adapts the standardized animation to each object's physical properties and environmental conditions, thereby eliminating the need for extensive animation production while maintaining realistic displays.
4Manufacturing precision
If animation is provided for each accessory and character hairstyle, then realistic display is achieved, but data amount for storing animations increases
Solution Approach 1:
The patent implements universality by using a single standardized animation that can be applied to any character, accessory, or hairstyle. The animation's effectiveness is enhanced through physics calculation processing that adapts it to different objects' physical properties. This universal approach eliminates the need to store separate animation data for each object type, significantly reducing memory capacity requirements while maintaining display realism through dynamic physics-based adaptation.
Data Source
AI summary
A polygon of a skirt is beforehand set in association with a skirt bone such that the polygon is at an angle of β to the skirt bone. The movement of the skirt bone is controlled according to the movement of a thigh bone. When a character walks or runs, if the thigh bone is inclined at an angle of α, each of the skirt bone and the polygon is inclined at an angle of α in a direction perpendicular to the ground surface. Therefore, since a polygon and the polygon do not interest each other, it is possible to prevent a thigh portion of the character from penetrating the skirt unnaturally.


