Application (pre-grant publication)
RUNTIME MOTION ADAPTATION FOR PRECISE CHARACTER LOCOMOTION
- Number
- 20250022203
- Published
- 2025-01-16
- Filed
- 2024-07-12
- Assignee
- DISNEY ENTERPRISES, INC.
- Inventors
- GUEDDACH; Noureddine et al.
- CPC
- G06T13/40
- Verdict
- Medium Notable software
- Source
- Google Patents · FreePatentsOnline
The keeper's note
Runtime motion-adaptation technique for precise character locomotion.
Abstract
The present invention sets forth a technique for performing automated motion adaptation in an animated sequence. The technique includes generating a set of one or more motion sequences based on motion capture data and selecting one of the set of motion sequences based on a score function value. The technique also includes adapting the selected motion sequence such that the adapted motion sequence, when applied to an animation character model, causes the animation character model to move from a specified starting position associated with the animation character to a specified goal position associated with the animation character.
Background
BACKGROUND Field of the Various Embodiments
Embodiments of the present disclosure relate generally to computer animation and, more specifically, to techniques for performing automated motion adaptation in an animated sequence. Description of the Related Art
Character animation is a critical component of virtual production platforms, games, augmented reality, virtual reality, and other interactive applications. In character animation, a locomotion model generates a series of movements associated with an animated character. The series of movements may include steady-state continuous motion, such as walking or running. The series of movements may also include smaller, more precise motions such as side steps and turns that are necessary for the animated character to arrive at a particular goal location and/or goal orientation. For example, a character may need to arrive at a specific location and assume a specific orientation to interact with an element of a virtual environment, such as a chair.
Existing techniques for performing character animation may rely on motion capture data collected from the recorded movements of a live actor to generate locomotion models. These locomotion models may analyze the recorded actor movements to generate one or more novel animation sequences based on one or more segments of the recorded actor movements. While these locomotion models are generally sufficient for continuous motion such as walking, they generally do not model