Inverse Kinematics for Stretchable Character Bones

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Solution Overview

Problem

Current computer game technologies struggle to realistically simulate characters with stretchable body parts, as existing methods for inverse kinematics do not efficiently handle the stretching or contracting of bones, leading to complex and time-consuming algorithm development and code updates.

Innovation Solution

The method involves performing inverse kinematics operations to determine the updated pose of a character's body part by changing the length of bones, generating virtual joints, and using forward kinematics to bind polygons to these joints, allowing for efficient generation of realistic stretchable body parts with reduced complexity and time in code development.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If inverse kinematics is performed using traditional fixed-length bone methods, then the character skeleton can maintain structural integrity, but the character cannot achieve realistic stretchable body part movements

Engineering Contradiction:
Improvestretchable body part movementVSAvoidinverse kinematics algorithm complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The patent applies dynamics by making the bone lengths variable rather than fixed. The inverse kinematics system dynamically adjusts bone lengths based on the desired end effector position and the character's body part pose, enabling stretchable movements while maintaining computational efficiency through structured approach to length modification

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The patent segments the character's body parts into independent skeletal components with base joints and bones that can be manipulated separately. This segmentation allows the inverse kinematics system to adjust individual bone lengths without affecting the entire skeleton, reducing overall algorithmic complexity while enabling localized stretchable movements

Inventive Principle:
Principle #1Segmentation

2Reliability

If new algorithms are developed to handle stretching and contracting of bones, then realistic stretchable character simulation is achieved, but development time and code complexity increase

Engineering Contradiction:
Improverealistic character simulationVSAvoidcode development time
Core Design Contradiction:
ReliabilityVSLoss of time

Solution Approach 1:

The patent creates a universal inverse kinematics framework that handles both traditional rigid body movements and stretchable bone transformations through a single unified algorithm. This multi-functionality eliminates the need for separate algorithms for rigid and stretchable movements, reducing development time while maintaining simulation reliability

Inventive Principle:
Principle #6Universality (Multi-functionality)

Solution Approach 2:

The patent changes the parameter space of the inverse kinematics system by introducing variable bone length as an additional degree of freedom. Instead of developing entirely new algorithms, the system modifies existing IK parameters (adding length variation capability) to achieve stretchable movements, thereby reducing development complexity

Inventive Principle:
Principle #35Parameter changes

3Ease of operation

If bone lengths are changed during inverse kinematics to achieve end effector position, then stretchable body part movement is enabled, but the computational process becomes more complex

Engineering Contradiction:
Improveend effector position controlVSAvoidcomputational process complexity
Core Design Contradiction:
Ease of operationVSDevice complexity

Solution Approach 1:

The patent performs preliminary calculations to determine optimal bone length adjustments before executing the final pose transformation. By pre-computing the relationship between desired end effector position, base joint pose, and required bone length changes, the system simplifies the main computational process while maintaining ease of position control

Inventive Principle:
Principle #10Preliminary action

Data Source

PatentUS11052317B1Performing simulation of stretchable character in computer game
Publication Date: 2021.07.06 SQUARE ENIX EUROPE
  • US11052317B1 patent drawing
  • US11052317B1 patent drawing
  • US11052317B1 patent drawing

AI summary

Embodiments relate to generating a character with a stretchable body part in a computer game. A pose of a body part of the character is received. The body part includes at least one base joint, bones connected via the at least one base joint, and an end effector coupled to one of the bones. An end effector position is received. The end effector position is where an end effector of the body part is to be placed in an updated pose. Inverse kinematics operations are performed to determine the updated pose of the body part by at least changing a length of one of the bones to place the end effector at the end effector position responsive to receiving the pose of the body part and the end effector position.