Virtual Character Group Posture Editing for Multi-Avatar Synchronization

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Solution Overview

Problem

In scenarios where multiple users control multiple virtual characters, setting skeleton animations is complex and time-consuming, leading to low efficiency in human-computer interaction.

Innovation Solution

A method and apparatus for editing virtual character postures, allowing users to select and edit the postures of multiple virtual characters simultaneously, including body posture, orientation, and position, and generating a customized group posture for synchronization and sharing.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If skeleton animations are set for multiple virtual characters individually, then each character can have customized postures, but the operation complexity and time consumption increase significantly

Engineering Contradiction:
Improveposture customization capabilityVSAvoidoperation complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The patent merges the posture editing operations for multiple virtual characters into a single unified operation. When a user edits the posture of one character in a group, the same editing operations (positioning, orientation, posing) are automatically applied to all other characters in the group, enabling simultaneous customization of multiple characters through one set of controls

Inventive Principle:
Principle #5Merging (Combining)

Solution Approach 2:

The editing control interface is designed to be universal across multiple virtual characters. The same editing controls serve all characters in the group simultaneously, allowing a single set of operations to fulfill the posture customization function for multiple characters rather than requiring separate controls for each character

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

2Adaptability or versatility

If skeleton animations are set for multiple virtual characters individually, then each character can have customized postures, but the time consumption increases significantly

Engineering Contradiction:
Improveposture customization capabilityVSAvoidtime consumption
Core Design Contradiction:
Adaptability or versatilityVSLoss of time

Solution Approach 1:

The patent merges the posture editing operations for multiple virtual characters into a single unified operation. When a user edits the posture of one character in a group, the same editing operations (positioning, orientation, posing) are automatically applied to all other characters in the group, enabling simultaneous customization of multiple characters through one set of controls

Inventive Principle:
Principle #5Merging (Combining)

Solution Approach 2:

The system performs preliminary grouping of virtual characters before editing operations. By pre-establishing character groups and their spatial relationships, the system prepares the structure in advance so that subsequent editing operations can be applied efficiently to all members simultaneously, rather than requiring sequential individual editing

Inventive Principle:
Principle #10Preliminary action

3Ease of manufacture

If preset skeleton animations are used for virtual characters, then the implementation is simple, but the interaction efficiency is low in group photographing scenarios

Engineering Contradiction:
Improveimplementation simplicityVSAvoidinteraction efficiency
Core Design Contradiction:
Ease of manufactureVSProductivity

Solution Approach 1:

The patent merges the posture editing operations for multiple virtual characters into a single unified operation. When a user edits the posture of one character in a group, the same editing operations (positioning, orientation, posing) are automatically applied to all other characters in the group, enabling simultaneous customization of multiple characters through one set of controls

Inventive Principle:
Principle #5Merging (Combining)

Solution Approach 2:

The system transitions from static preset animations to dynamic real-time editing capabilities. Virtual characters can be dynamically repositioned, reoriented, and reposed during runtime based on user interactions, allowing the group photographing function to adapt to various scenarios rather than being limited to fixed preset animations

Inventive Principle:
Principle #15Dynamics

Data Source

PatentUS20250391141A1Virtual Character Posture Editing Method and Apparatus, Device, and Storage Medium
Publication Date: 2025.12.25 TENCENT TECHNOLOGY (SHENZHEN) CO LTD
  • US20250391141A1 patent drawing
  • US20250391141A1 patent drawing
  • US20250391141A1 patent drawing

AI summary

Virtual character posture editing techniques are described herein, applicable to the field of three-dimensional virtual environments. The techniques may include displaying at least two virtual characters in a virtual environment; displaying, in response to a selection operation on a first virtual character of the at least two virtual characters, an editing control for editing the first virtual character; changing, in the virtual environment in response to an editing operation on the editing control, a posture appearance corresponding to the first virtual character; and obtaining, based on the posture appearance corresponding to the first virtual character, a customized group posture corresponding to the at least two virtual characters. Using one or more inventive techniques, an edited posture can be applied across multiple virtual characters at the same time.