Virtual Character Stand-Up Animation With Real-Time Motion Control
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Solution Overview
Problem
Existing animation generation methods for virtual characters' stand-up motions lack accuracy and realism due to inefficient switching between animation states, leading to unrealistic and unresponsive character movements during knockdown-to-stand-up scenarios.
Innovation Solution
A method involving a motion controller that processes target information and character poses to simulate stand-up motions based on dynamics knowledge, ensuring accurate and realistic pose transitions by aligning with the intended object impact, and generating poses in real-time.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Manufacturing precision
If existing animation generation methods are used for virtual character stand-up motions, then the animation can be generated, but the accuracy and realism of pose transitions are insufficient
Solution Approach 1:
The patent applies dynamics principles by simulating stand-up motion based on physics laws rather than using fixed animation clips. The motion controller calculates forces, torques, and joint angles dynamically to generate realistic pose transitions that conform to physical laws, resolving the contradiction between animation generation and realism.
Solution Approach 2:
The patent replaces traditional mechanical animation switching systems with a motion controller that uses machine learning and physics simulation. Instead of switching between pre-defined animation clips, the system calculates motion information in real-time based on current pose and target state, improving both accuracy and realism.
2Productivity
If animation states are switched efficiently, then animation generation speed improves, but the responsiveness to object impact intent deteriorates
Solution Approach 1:
The motion controller autonomously determines motion information by processing current pose and target state without requiring manual animation switching. The system self-adjusts joint angles and motion parameters based on physics calculations, maintaining high speed while improving responsiveness to impact intent.
Solution Approach 2:
The patent changes parameters dynamically by calculating motion information based on current pose, target pose, and physics constraints in real-time. This allows the animation generation to respond appropriately to different impact scenarios while maintaining efficient generation speed through optimized calculations.
3Reliability
If pose transitions follow laws of motion, then realism improves, but the complexity of motion calculation increases
Solution Approach 1:
The patent introduces a motion controller as an intermediary between animation generation and physics simulation. This controller uses pre-trained models to estimate motion information, reducing the complexity of real-time physics calculations while maintaining realistic pose transitions that follow laws of motion.
4Manufacturing precision
If motion information is calculated accurately to align with object impact intent, then animation accuracy improves, but the computational load increases
Solution Approach 1:
The motion controller is pre-trained offline to learn the relationship between object impacts and appropriate motion responses. This preliminary training allows the system to make accurate predictions during runtime with minimal computational energy, resolving the contradiction between animation accuracy and computational load.
Data Source
AI summary
Provided is an animation generation method performed by a computer device. The method includes: obtaining target information and a first pose of a virtual character in a first picture; processing the target information and the first pose through a motion controller when the virtual character is in a stand-up state, to obtain motion information of the virtual character; simulating a stand-up motion of the virtual character based on the motion information and the first pose, to obtain a second pose of the virtual character; and displaying the second pose of the virtual character in the second picture, to present a stand-up animation of the virtual character. The technical method can generate a pose of a virtual character in a next picture frame in real time, thereby improving accuracy and realism of a pose transition, that is, enabling a more accurate and realistic stand-up animation effect.


