Virtual Role Walk Animation Sliding Elimination

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Solution Overview

Problem

Existing methods for generating walk animations of virtual multi-legged robots often result in unnatural 'slide' phenomena due to varying movement velocity and direction, leading to a disconnect between the stance leg's position in different animation sequences.

Innovation Solution

A method and apparatus that predict touchdown points based on movement velocity and direction, perform inverse kinematics computations, and integrate gait fusion to generate a walk animation that adapts to the virtual role's motion state, ensuring a natural walking motion without sliding.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Ease of operation

If animation blending technology is used to generate walk animation of virtual multi-legged robot, then the transition between walk pose and stand pose can be achieved, but the stance leg will slide on the ground when movement velocity and direction vary

Engineering Contradiction:
Improveanimation transitionVSAvoidstance leg position accuracy
Core Design Contradiction:
Ease of operationVSManufacturing precision

Solution Approach 1:

The patent predicts future touchdown points of the stance leg based on current movement velocity and direction before the animation transition occurs. This preliminary prediction allows the system to pre-calculate the correct stance leg position, preventing the sliding phenomenon that occurs with traditional animation blending methods.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The patent uses inverse kinematics computation to continuously adjust the stance leg position based on the predicted touchdown point and current robot pose. This feedback mechanism ensures that the stance leg accurately reaches the predicted position without sliding, while maintaining smooth animation transitions.

Inventive Principle:
Principle #23Feedback

2Ease of operation

If animation sequences are played simultaneously during transition with shifted play weight, then smooth transition effect can be achieved, but the computation complexity increases

Engineering Contradiction:
Improvetransition smoothnessVSAvoidcomputation complexity
Core Design Contradiction:
Ease of operationVSDevice complexity

Solution Approach 1:

The patent extracts the stance leg position calculation from the animation blending process and handles it separately through prediction and inverse kinematics. This separation simplifies the overall computation by removing the need for complex simultaneous animation sequence playback and weight shifting, while maintaining transition smoothness.

Inventive Principle:
Principle #2Taking out (Extraction)

3Adaptability or versatility

If the position of stance leg in two animation sequences is far apart, then the transition can cover larger movement range, but the slide phenomenon becomes more obvious

Engineering Contradiction:
Improvemovement range coverageVSAvoidstance leg position accuracy
Core Design Contradiction:
Adaptability or versatilityVSManufacturing precision

Solution Approach 1:

The patent predicts the future stance leg position based on current movement velocity and direction before the transition begins. This preliminary prediction ensures that even when the movement range is large, the stance leg is guided to the correct predicted position without sliding, maintaining position accuracy across large movement ranges.

Inventive Principle:
Principle #10Preliminary action

Data Source

PatentUS20230334744A1Method and apparatus for generating walk animation of virtual role, device and storage medium
Publication Date: 2023.10.19 TENCENT TECHNOLOGY (SHENZHEN) CO LTD
  • US20230334744A1 patent drawing
  • US20230334744A1 patent drawing
  • US20230334744A1 patent drawing

AI summary

A method and apparatus for generating a walk animation of a virtual role includes: predicting touchdown points of a leg of the virtual role in the walk process according to a movement velocity and a movement direction of the virtual role; computing a position of a foot of the leg in a swing phase according to two adjacent touchdown points of the leg; performing, based on the position of the foot of the leg in the swing phase, inverse kinematics computation to obtain positions of bone points of the leg in the swing phase; and performing, based on the positions of the bone points of the leg in the swing phase, gait fusion to generate a walk animation of the virtual role.