Granted patent
Direct manipulation interpolation and ghost wedging for distributed node-based interactive workflows
- Number
- 10049481
- Published
- 2018-08-14
- Filed
- 2016-09-12
- Assignee
- Disney Enterprises, Inc.
- Inventors
- Lin; Chung-An; Lee; Gene; Eisenacher; Christian
- CPC
- G06T1/60; G06T11/26; G06T13/20; G06T13/40; G06T17/20
- Verdict
- Low Notable software
- Source
- Google Patents · FreePatentsOnline
The keeper's note
Animation-rig direct-manipulation interpolation pipeline (grant dup).
Abstract
A distributed computation system is leveraged to evaluate many possible results of a rig near the current pose to obtain predicted poses. A user locally runs an animation application instance to manipulate an animated object including a rig and shape. Depending on a user's selection or modification of a rig control of the rig, changes to the rig control are predicted. Based on the predicted changes to the rig control, the distributed computation system evaluates the rig to obtain different predicted poses. The predicted poses are made available to an interpolator that blends the results to obtain an interpolated shape. In implementations, the distributed computation system may be used to evaluate predicted poses for animation ghosting.
Background
TECHNICAL FIELD(1) The present disclosure relates generally to techniques for animating rigs in computer animation, and more particularly, to systems and methods for dynamically predicting poses of a rig during direct manipulation of the rig.BACKGROUND(2) Skeletal animation is a computer animation technique that represents an object in two primary parts: 1) a mesh that is a surface representation of the object, and 2) a set of interconnected joints (i.e., a rig) used to animate the mesh. Generally, a joint may refer to a bone and the pivot about which it rotates, or a joint may just refer to a pivot. Joints may be related in a hierarchy by joint transformations. Skeletal animation may be applied to transform any object that implements this mesh and rig structure. For example, it may be applied to a whole or a part (e.g., arm, leg, hand, foot, torso) of an animated character, creature, or similar object. Alternatively, it may be applied to animations of other objects, such as clothing, a door, a fork, etc.(3) During animation, a rig may be represented as a set of nodes of a node graph (e.g., a directed acyclic graph), each node having corresponding input and output attributes. The attributes of a node describe its data, with each node type having a different set of attributes. For example, the nodes associated with an animating sphere may comprise attributes such as radius, angular momentum, position, color, and transparency. During animation of a rig, all or a subset of the r