First-Person Virtual Camera Shake With Mass-Spring Limb Animation
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Solution Overview
Problem
Conventional methods for animating virtual character limbs in first-person video games fail to replicate the natural, dynamic, and non-linear movement of a player's arms and handheld objects, lacking realism and requiring costly motion capture data.
Innovation Solution
A method using two-dimensional mass-spring-damper systems to determine the orientation of virtual character limbs and handheld objects, incorporating a dead zone and angular offsets, and procedural animation for the virtual camera to simulate a helmet-mounted camera view.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Ease of manufacture
If conventional 2D animation blend space or motion mapping is used, then animation poses can be pre-defined and extracted, but the limb movement appears linear and mechanical instead of natural and chaotic
Solution Approach 1:
The patent applies dynamics by replacing static animation poses with dynamic procedural generation. The mass-spring-damper system continuously calculates limb positions based on real-time player input and physical simulation, making the animation adaptive and natural rather than predetermined and mechanical.
Solution Approach 2:
The patent substitutes the mechanical animation system with a physical simulation system. Instead of using pre-programmed motion capture data or 2D blend spaces, the system uses mass-spring-damper physics to simulate natural limb movement, replacing mechanical animation with physical principles.
2Shape
If motion capture data from actors is used, then realistic limb movement can be achieved, but the process is time-consuming and costly
Solution Approach 1:
The patent applies self-service by having the system generate its own animation data through procedural calculation. Instead of requiring external motion capture actors to perform movements, the system automatically generates realistic limb animations by simulating physical principles (mass-spring-damper systems) based on player input, eliminating the need for time-consuming motion capture sessions.
Solution Approach 2:
The patent replaces the mechanical motion capture process with a virtual physics simulation system. The mass-spring-damper model computationally simulates natural limb movement without requiring physical actors, substituting real-world motion capture with virtual physical simulation that achieves similar realism without the time investment.
3Adaptability or versatility
If pre-shot motion capture data is extracted and blended, then animation variety is increased, but the design control over the final look is limited
Solution Approach 1:
The patent applies parameter changes by allowing dynamic adjustment of simulation parameters (mass, spring constant, damper coefficient) to control the appearance and behavior of limb movements. This enables designers to tweak the physical simulation parameters to achieve desired animation characteristics without being constrained by pre-recorded motion capture data, providing both variety and full design control.
4Stability of the object's composition
If the virtual camera is rigidly attached to the player view, then camera stability is maintained, but the cinematic feel and realism are reduced
Solution Approach 1:
The patent applies dynamics to the camera system by transitioning from a rigid attachment to a dynamic simulation. The camera is modeled as a physical system with mass and spring-damper connections to the player's view, allowing it to naturally follow the player's movements while adding realistic shake and lag effects that enhance cinematic realism without compromising stability.
Data Source
AI summary
Systems and methods are described for imparting dynamic, non-linear and realistic movement and look and feel to a player's/virtual character's first-person limbs and hand-held object model, and procedurally animating a first-person virtual camera such that it simulates the movement of a camera handheld by the player/virtual character. To impart chaotic or random motion to the first-person limbs and hand-held object model a first module defines and implements first and second two dimensional mass-spring-damper systems, each of which is linked to the player's/virtual vector's view vector. Procedural animation or rotational shake is implemented by a second module by applying a coherent noise function to each of the six axes of the first-person virtual camera.


