Virtual Entity Creation via Skeletal Model Binding
Find Innovative SolutionsGenerate Solutions
Solution Overview
Problem
The complexity of creating virtual entities using 3D art software deters ordinary users from customizing their own virtual entities, as it requires professional knowledge and proficiency in 3D art software.
Innovation Solution
A method and apparatus that present a skeletal model of a virtual entity in a virtual space, allowing users to select and bind target virtual objects to corresponding bones, simplifying the customization process without the need for advanced knowledge or software proficiency.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Reliability
If professional technicians use 3D art software to create virtual entities, then the quality and professionalism of virtual entities are improved, but the complexity and difficulty of the creation process increases
Solution Approach 1:
The patent segments the virtual entity creation process into independent modular components: skeletal model, skin model, and material model. Each component can be selected and configured separately, then automatically integrated by the system. This segmentation eliminates the need for users to master complex 3D software while maintaining professional-quality output through automated assembly of pre-designed modules.
Solution Approach 2:
The system performs automatic binding and integration of skeletal models, skin models, and material models without requiring user intervention in complex technical operations. The system self-services the complicated tasks of model assembly, material assignment, and parameter configuration, allowing ordinary users to create professional virtual entities through simple selection and confirmation actions.
2Adaptability or versatility
If ordinary users attempt to create virtual entities using traditional 3D art software, then customization freedom is improved, but the operational difficulty increases
Solution Approach 1:
The system prepares skeletal models, skin models, and material models in advance as pre-configured modules. Users only need to select from these pre-prepared options and confirm their choices, rather than creating everything from scratch. This preliminary preparation maintains customization freedom while dramatically reducing operational difficulty and the need for software proficiency.
Solution Approach 2:
The patent introduces an intermediary system that mediates between user intent and complex 3D creation processes. The system acts as a translator that converts simple user selections into complex model assemblies automatically. This intermediary layer shields users from technical complexity while preserving customization capabilities through the selection interface.
3Manufacturing precision
If detailed modeling steps are performed manually, then precision and control of virtual entity creation are improved, but the time consumption increases
Solution Approach 1:
The patent replaces manual mechanical modeling operations with automated computational binding processes. Instead of manually positioning and binding skin to skeleton in 3D software, the system automatically performs this binding through computational algorithms. This substitution maintains modeling precision through systematic processes while dramatically reducing the time required for creation.
Solution Approach 2:
The system changes the parameters of the creation process from manual control to automated control with pre-set parameters. Skeletal models, skin models, and material models come with pre-configured parameters that ensure precision. The automated binding process adjusts and optimizes these parameters systematically, maintaining high precision while reducing creation time through elimination of manual parameter tuning.
Data Source
AI summary
A method and apparatus for creating a virtual entity, a device and a medium are provided. The method includes: in response to an instruction for creating the virtual entity, presenting a skeletal model of the virtual entity in a virtual space, the skeletal model including at least two bones; determining at least one first target virtual object; and binding each first target virtual object to a corresponding bone to create a target virtual entity.


