Scalable Vector Character Animation System
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Solution Overview
Problem
Current character animation systems in video games face challenges with scaling custom, two-dimensional characters on mobile devices due to limited graphics processing power and bandwidth, and existing vector graphics scaling methods result in unattractive visual artifacts like squashing and stretching.
Innovation Solution
A system and method for parametric generation of custom scalable animated characters using vector graphics, allowing arbitrary scaling of character parts with stored updated proportions, and applying animation templates to basic graphic characters, minimizing bandwidth and memory usage, and enabling seamless animation of characters across various scales.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Adaptability or versatility
If vector graphics are scaled at an arbitrary ratio, then scaling flexibility is improved, but visual quality deteriorates due to unattractive visual artifacts such as squashing, skewing and stretching
Solution Approach 1:
The character is divided into multiple body parts (head, torso, limbs, etc.), each represented as a separate geometric shape with its own scaling parameters. This segmentation allows independent scaling of each part while maintaining proper proportions and avoiding visual artifacts like squashing and stretching.
Solution Approach 2:
Different body parts have different scaling properties and transformation rules applied locally. Each geometric shape representing a body part can be scaled, rotated, and positioned independently with its own parameter values, allowing arbitrary overall scaling while maintaining local visual quality and proper anatomical proportions.
2Adaptability or versatility
If custom characters are dynamically generated, then character customization is improved, but graphics processing requirements increase
Solution Approach 1:
Character assets are pre-defined as geometric shapes with standardized parameters and transformation rules. The customization process only requires adjusting parameter values rather than generating new graphics from scratch, significantly reducing real-time graphics processing requirements while maintaining unlimited character variety.
Solution Approach 2:
Character customization is achieved by changing numerical parameters (scaling factors, rotation angles, position coordinates) of pre-defined geometric shapes rather than performing complex graphics operations. This parameter-based approach enables infinite character variations with minimal processing power.
3Manufacturing precision
If animations are delivered as a sequence of bitmap images, then animation quality is improved, but bandwidth requirements increase
Solution Approach 1:
Instead of delivering complete bitmap animation sequences, the system delivers lightweight parameter data that describes animation transformations. The actual animation is generated locally by applying these parameter transformations to the vector graphics, dramatically reducing bandwidth requirements while maintaining animation quality.
Solution Approach 2:
The animation data is transformed from a two-dimensional bitmap image sequence into a one-dimensional parameter sequence (scaling factors, rotation angles, timing values). This dimensional reduction compresses the data significantly while preserving all animation information needed for high-quality rendering.
Data Source
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AI summary
A graphic character object temporary storage stores parameters of a character and associated default values in a hierarchical data structure and one or more animation object data represented in a hierarchical data structure, the one or more animation object data having an associated animation, the graphic character object temporary storage and the animation object data being part of a local memory of a computer system. A method includes receiving a vector graphic object having character part objects which are represented as geometric shapes, displaying a two dimensional character, changing the scale of a part of the displayed two dimensional character, and storing an adjusted parameter in the graphic character object temporary storage as a percentage change from the default value, displaying a customized two dimensional character, applying keyframe data in an associated animation object data to the character parts objects, and displaying an animation according to the keyframe data.