# US 10,245,505 B2 · Generating custom recordings of skeletal animations

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- Number: US 10,245,505 B2
- Document ID: US10245505B2
- Status: Granted
- Kind: B2
- Application number: 14/209,745
- Filed: 2014-03-13
- Published: 2014-09-18
- Granted: 2019-04-02
- Earliest claimed: 2013-03-15
- Assignees: Sony Interactive Entertainment Inc.
- Applicants: Sony Interactive Entertainment Inc.
- Inventors: Erik Beran
- Web page: https://patentgrep.com/patent/US10245505B2

## CPC

- A63F 13/50: Controlling the output signals based on the game progress
- A63F 13/213: comprising photodetecting means, e.g. cameras, photodiodes or infrared cells (A63F13/219 takes precedence)
- A63F 13/45: Controlling the progress of the video game
- A63F 13/63: by the player, e.g. authoring using a level editor
- G06T 13/40: of characters, e.g. humans, animals or virtual beings
- A63F 2300/1093: using visible light
- A63F 2300/6009: for importing or creating game content, e.g. authoring tools during game development, adapting content to different platforms, use of a scripting language to create content
- A63F 2300/6607: for animating game characters, e.g. skeleton kinematics
- A63F 2300/695: Imported photos, e.g. of the player
- A63F: CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- G06T: IMAGE DATA PROCESSING OR GENERATION, IN GENERAL

## Abstract

User-generated recordings of skeletal animations are provided. Information is stored in a memory regarding a plurality of animated movements in memory. Each animated movement may be mapped to one or more skeletal-based body parts of a game character. A recording of a plurality of user movements may be captured over a period of time. One or more body parts of the user may be identified for each captured user movement. It may then be determined which skeletal-based body parts correspond to the identified body parts of the user. A custom animation may be generated that comprises a plurality of animated movements in which the determined skeletal-based body parts are mapped to the associated animated movement. The custom animation may be stored in memory and played during play of a game as designated by the user.

## Claims

### Claim 1

A method for generating custom recordings of skeletal animations, the method comprising:
storing a plurality of different animated movements for an animated game character in memory, wherein the plurality of different animated movements for the animated game character is mapped to at least a portion of a motion-captured plurality of user movements, each motion-captured plurality of user movements captured live by at least one sensor, and each stored animated movement being mapped to one or more skeletal-based game character body parts that are involved in the animated movement; and
executing instructions stored in memory, wherein execution of the instructions by a processor enables custom animation of the animated game character based on the motion-captured plurality of user movements by:
matching each of the game character body parts that is moved for each movement portion of the custom animation with a corresponding skeletal-based game character body part,
identifying that the corresponding skeletal-based game character body part matches the first set of the mapped motion-captured plurality of user movements,
determining that at least a portion of the game character body parts that are moved for the custom animation is associated with a movement of another body part of the user, wherein the other body part of the user is part of a second set of the motion-captured plurality of user movements, and
generates a custom animation based on one or more stored animated movements involving the matching skeletal-based game character body parts, wherein the generated custom animation corresponds with the first set and the second set of motion-captured plurality of user movements, the custom animation further incorporating one or more animated movements mapped to the another body part of the user.

### Claim 2 (depends on 1)

The method of claim 1, wherein at least part of the motion-captured plurality of user movements is captured by at least one of a camera and a controller.

### Claim 3 (depends on 1)

The method of claim 1, wherein the game character body parts of the user include at least one of a head of the user and a torso of the user.

### Claim 4 (depends on 1)

The method of claim 1, wherein a user designation includes designating a type of in-game event as a trigger for automatic play of the custom animation.

### Claim 5 (depends on 1)

The method of claim 1, further comprising receiving at least one other custom animation and combining the custom animation with the other custom animation into a new composite animation.

### Claim 6 (depends on 1)

The method of claim 1, further comprising storing a plurality of templates for custom animations and generating a custom animation file in accordance with one of the templates as designated by the user.

### Claim 7

A system for generating custom recordings of skeletal animations, the system comprising:
memory for storing a plurality of different animated movements for an animated game character in memory, wherein the plurality of different animated movements for the animated game character is mapped to at least a portion of a motion-captured plurality of user movements, each motion-captured plurality of user movements captured live by at least one sensor, and each stored animated movement being mapped to one or more skeletal-based game character body parts that are involved in the animated movement; and
a processor for executing instruction stored in memory, wherein execution of the instructions enables custom animation of the animated game character based on the motion-captured plurality of user movements by:
matching each of the game character body parts that is moved for each movement portion of the custom animation with a corresponding skeletal-based game character body part,
identifying that the corresponding skeletal-based game character body part matches the first set of the mapped motion-captured plurality of user movements,
determining that at least a portion of the game character body parts that are moved for the custom animation is associated with a movement of another body part of the user, wherein the other body part of the user is part of a second set of the motion-captured plurality of user movements, and
generates a custom animation based on one or more stored animated movements involving the matching skeletal-based game character body parts, wherein the generated custom animation corresponds with the first set and the second set of motion-captured plurality of user movements, the custom animation further incorporating one or more animated movements mapped to the another body part of the user.

### Claim 8 (depends on 7)

The system of claim 7, wherein a motion capture device that records a user performing the plurality of user movements includes at least one of a camera and a controller that detects motion.

### Claim 9 (depends on 7)

The system of claim 7, wherein the game character body parts of the user include at least one of a head of the user and a torso of the user.

### Claim 10 (depends on 7)

The system of claim 7, wherein the memory further stores a user designation and wherein the user designation includes designating a type of in-game event as a trigger for automatic play of the custom animation.

### Claim 11 (depends on 7)

The system of claim 7, wherein another custom animation is generated and wherein further execution of instructions by the processor combines the custom animation with the other custom animation into a new composite animation.

### Claim 12 (depends on 7)

The system of claim 7, wherein the memory further stores a plurality of templates for custom animations and wherein a custom animation file is generated in accordance with one of the templates as designated by the user.

### Claim 13

A non-transitory computer-readable storage medium, having embodied thereon a program executable by a processor to perform a method for generating custom recordings of skeletal animations, the method comprising:
storing a plurality of different animated movements for an animated game character in memory, wherein the plurality of different animated movements for the animated game character is mapped to at least a portion of a motion-captured plurality of user movements, each motion-captured plurality of user movements captured live by at least one sensor, and each stored animated movement is mapped to one or more skeletal-based game character body parts that are involved in the animated movement; and
enabling custom animation of the animated game character based on the motion-captured plurality of user movements by:
matching each of the game character body parts that are moved for each movement portion of the custom animation with a corresponding skeletal-based game character body part,
identifying that the corresponding skeletal-based game character body part matches the first set of the mapped motion-captured plurality of user movements;
determining that at least a portion of the game character body parts that are moved for the custom animation is associated with a movement of another body part of the user, wherein the other body part of the user is part of a second set of the motion-captured plurality of user movements, and
generating a custom animation based on one or more stored animated movements involving the matching skeletal-based game character body parts, wherein the generated custom animation corresponds with the first set and the second set of motion-captured plurality of user movements, the custom animation further incorporating one or more animated movements mapped to the another body part of the user.

### Claim 14 (depends on 1)

The method of claim 1, further comprising storing a plurality of other custom animation files in memory, wherein each other custom animation file is triggered for play by a different in-game event.

### Claim 15 (depends on 1)

The method of claim 1, wherein the plurality of animated movements for the game character is part of a movement library associated with the game character, and further comprising downloading the movement library over a communication network.

### Claim 16 (depends on 1)

The method of claim 1, further comprising storing a plurality of movement libraries in memory, wherein each movement library is associated with a different game character and comprises a plurality of animated movements each mapped to one or more skeletal-based game character body parts that are involved in the respective animated movement of the respective different game character.

### Claim 17 (depends on 1)

The method of claim 1, wherein the plurality of different stored animated movements is identified for inclusion in a custom animation file on a geometry of recorded user movements.

### Claim 18 (depends on 1)

The method of claim 1, wherein movement of the game character body parts during play of the game is controlled by the user in real-time until play of the custom animation is triggered by a designated in-game event, and wherein the user is not required to trigger the custom animation in real-time.
