Virtual Character Bone Editing for Precise Custom Poses
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Solution Overview
Problem
Existing virtual character systems in three-dimensional environments limit the variety of poses that can be captured and shared by users, restricting creative expression and social interaction.
Innovation Solution
A pose editing method and apparatus that allows users to select and edit bone points of a virtual character's skeleton model, enabling precise rotation and customization of poses, which can be saved and shared with others.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Adaptability or versatility
If preset skeleton animation is used for virtual character poses, then the system implementation is simple, but the pose variety is extremely limited
Solution Approach 1:
The patent segments the virtual character into a skeleton model with multiple independent bone points and joints. Each bone point can be individually selected and manipulated, allowing granular control over character poses. This segmentation enables users to create diverse custom poses by adjusting individual bones rather than relying on limited preset animations.
Solution Approach 2:
The patent implements dynamic pose adjustment by allowing real-time manipulation of bone points and joints in the skeleton model. Users can drag and drop bone points, rotate bones around joints, and dynamically change character poses during runtime. This dynamic control transforms the static preset animation system into an interactive pose creation system.
2Ease of operation
If preset skeleton animation is used, then the operation is simple, but the creative expression is limited
Solution Approach 1:
The patent enables users to independently create and customize poses through direct manipulation of the skeleton model. The system provides tools for selecting bone points, rotating bones, and adjusting joints, allowing users to self-generate poses without relying on pre-defined animations. Users can save custom poses for later use, making the system self-sufficient for pose creation needs.
Solution Approach 2:
The system allows dynamic pose creation through real-time interaction with the skeleton model. Users can drag bone points to new positions, rotate bones around joints, and adjust poses on the fly. This dynamic manipulation capability provides both ease of operation and extensive creative expression, resolving the contradiction between simple operation and versatile pose creation.
3Manufacturing precision
If bone points are individually controlled, then the pose precision is improved, but the operation complexity increases
Solution Approach 1:
The patent introduces visual markers and selection indicators as intermediaries between the user and the complex skeleton structure. When a bone point is selected, the system displays visual feedback showing which bone will be affected by rotation operations. This intermediary visual guidance simplifies the control interface while maintaining precise bone-by-bone control capability.
Solution Approach 2:
The system implements dynamic selection and control of bone points through drag-and-drop interactions. Users can easily select different bone points by dragging, and the system dynamically updates the control interface to show relevant rotation options. This dynamic interaction reduces the perceived complexity while maintaining precise control over individual bones.
Data Source
AI summary
This application describes pose editing techniques for a virtual character, and is applied to the field of three-dimensional virtual environments. The described techniques may include displaying a model virtual character located in a virtual environment and at least one candidate bone point, displaying, in response to a selection operation on a target bone point of the at least one candidate bone point, an editing control configured to edit the target bone point, and rotating a bone corresponding to the target bone point in the virtual environment in response to an editing operation on the editing control. This application provides a precise adjustment scheme for a pose of a virtual character, and further describes techniques for saving, using, and sharing custom poses in a virtual environment.


