G06T2213/12

ANIMATING A VIRTUAL OBJECT IN A VIRTUAL WORLD
20170221250 · 2017-08-03 ·

A computer implemented method for use in animating parts of a virtual object in a virtual world, the method comprising obtaining joint data for each joint of a chain of joints associated with parts of a virtual object, joint data including length data defining a vector length for a vector from the joint to a next joint, the length data corresponding to a length of a part in the virtual world, the joint data for at least one joint including vector constraint data defining a rotational constraint for the vector; accessing data for a target curve defining target locations for the joints of the parts of the virtual object; and processing the joint data to rotate the vector for a joint towards a target location on the curve for a next joint in the chain; and if constraint data for the joint prevents the rotated vector from reaching the target location: set the vector angle for the joint at an angle dependent on the rotational constraint; and rotate an immediately preceding joint in the chain to move the vector for the joint towards the target location on the curve.

ANIMATING A VIRTUAL OBJECT IN A VIRTUAL WORLD
20170221248 · 2017-08-03 ·

A computer implemented method for use in animating parts of a virtual object in a virtual world, the method comprising obtaining joint data for joints associated with parts of a virtual object, joint data including length data defining a vector length from the joint to a next joint, the length data corresponding to a length of a part in the virtual world; accessing data for a target curve defining target locations for the joints of the parts of the virtual object; computing a length along the target curve equal to the length defined for a first joint from the first joint defined on the target curve to an initial target location on the target curve; computing an initial location for a second joint at the length defined for the first joint along a line through the initial target location; computing a difference between the initial location for the second joint and the initial target location; and computing a target location for the second joint on the target curve based on the computed difference and the initial target location.

ANIMATING A VIRTUAL OBJECT IN A VIRTUAL WORLD
20170221251 · 2017-08-03 ·

A computer implemented method of animating parts of a virtual object in a virtual world, the method comprising determining curve data for use in the animation of the at least a part of the virtual object, the curve data comprising at least three curve control points, the control points comprising curve parameters defining a curve shape for the curve; and processing joint data associated with each part using the curve data to update a configuration of the parts of the virtual object.

Method and system for reducing processor load in a computer
20220237849 · 2022-07-28 · ·

Method for reducing processor load in a system rendering a virtual scene to produce a rendered presentation of said virtual scene, which scene comprises at least one animated object, wherein the system performs said rendering based on said virtual scene which in turn is animated by the system based on a set of predefined animation rules, wherein the method comprises the steps:

determining, based on information from a gaze direction detection means , a first zone or point of the virtual scene as a zone to which a gaze of the user is currently directed;

determining a relative location or distance of a first object as a location in relation to said first zone or point; and

modifying the value of an animation updating frequency of said first object per-formed by the system as a function of said determined relative location or distance.

The invention also relates to a system and to a computer software function.

Generating animation based on starting scene and ending scene

A method can include receiving a starting scene for display and an ending scene for display, the starting scene including at least a first graphical element in a first location and a second graphical element in a second location, the ending scene including at least the first graphical element in a third location and the second graphical element in a fourth location; generating multiple individual candidate animations based on the starting scene and the ending scene, each of the multiple candidate animations including display of the first graphical element transitioning from the first location to the second location and display of the second graphical element transitioning from the third location to the fourth location; for each of the multiple individual candidate animations, determining a score; selecting one of the individual candidate animations based on the determined scores for the individual candidate animations; and presenting the selected individual candidate animation.

Object tracking animated figure systems and methods

An animation system includes an animated figure, multiple sensors, and an animation controller that includes a processor and a memory. The memory stores instructions executable by the processor. The instructions cause the animation controller to receive guest detection data from the multiple sensors, receive shiny object detection data from the multiple sensors, determine an animation sequence of the animated figure based on the guest detection data and shiny object detection data, and transmit a control signal indicative of the animation sequence to cause the animated figure to execute the animation sequence. The guest detection data is indicative of a presence of a guest near the animated figure. The animation sequence is responsive to a shiny object detected on or near the guest based on the guest detection data and the shiny object detection data.

GENERATING ANIMATION BASED ON STARTING SCENE AND ENDING SCENE
20220172419 · 2022-06-02 ·

A method can include receiving a starting scene for display and an ending scene for display, the starting scene including at least a first graphical element in a first location and a second graphical element in a second location, the ending scene including at least the first graphical element in a third location and the second graphical element in a fourth location; generating multiple individual candidate animations based on the starting scene and the ending scene, each of the multiple candidate animations including display of the first graphical element transitioning from the first location to the second location and display of the second graphical element transitioning from the third location to the fourth location; for each of the multiple individual candidate animations, determining a score; selecting one of the individual candidate animations based on the determined scores for the individual candidate animations; and presenting the selected individual candidate animation.

Animated transitions in data visualizations according to characteristics of the data visualizations

A method is performed at a computing device coupled with a display. The method includes displaying a graphical user interface that includes a data visualization in a first state, including a plurality of visual marks. Each of the plurality of visual marks is displayed in a corresponding first position. The method includes receiving user input in the graphical user interface to specify an action that triggers an animated transition of the data visualization from the first state to a second state. The data visualization in the second state includes one or more of the plurality of visual marks in corresponding second positions. The method includes, in response to the user input, triggering the animated transition of the data visualization from the first to the second state. The animated transition is configured by three or more visual parameters, including: an animation mode, an animation speed, and an animation emphasis.

SYSTEMS AND METHODS FOR CROSS-APPLICATION AUTHORING, TRANSFER, AND EVALUATION OF RIGGING CONTROL SYSTEMS FOR VIRTUAL CHARACTERS
20220157003 · 2022-05-19 ·

Various examples of cross-application systems and methods for authoring, transferring, and evaluating rigging control systems for virtual characters are disclosed. A first application, which implements a first rigging control protocol, can provide an input associated with a request for a behavior from the rig for the virtual character. The input can be converted to be compatible with a second rigging control protocol that is different from the first rigging control protocol. One or more control systems can be evaluated based on the input to determine an output to provide the requested behavior from the virtual character rig. The one or more control systems can be defined according to the second rigging control protocol. The output can be converted to be compatible with the first rigging control protocol and provided to the first application to manipulate the virtual character according to the requested behavior.

RECORDING MEDIUM, INFORMATION PROCESSING METHOD, AND INFORMATION PROCESSING APPARATUS
20220152504 · 2022-05-19 ·

A non-transitory computer-readable recording medium stores a program that causes a computer to execute a process performed in an information processing apparatus. The process includes correcting a second motion of a second object that is riding a first object that moves based on a first motion, such that a predetermined position of the second object is arranged at a predetermined position of the first object; correcting the second motion such that a posture of the second object is based on a movement of the first object or an environment; and displaying an image of the second object that is riding the first object based on the corrected second motion.