Runtime animation substitution
AssigneeElectronic Arts Inc.
InventorsSimon Sherr, Brett Peake
Life of this patent
Estimating the term…
Abstract
A method of runtime animation substitution may include detecting, by a processing device of a video game console, an interaction scenario in an instance of an interactive video game, wherein the interaction scenario comprises a target animation associated with a game character. The method may further include identifying, by the processing device, a valid transitional animation. The method may further include causing, by the processing device, the valid transitional animation to be performed by the game character in the instance of the interactive video game.
Claims20
A method, comprising:
- detecting, by a processing device of a video game console, an interaction scenario in an instance of an interactive video game, wherein the interaction scenario comprises a target animation associated with a game character;
- identifying, by the processing device, a transitional animation corresponding to the target animation;
- responsive to determining that a value of an alignment metric computed at a certain point within the transitional animation is less than a second value of the alignment metric computed at an end of the transitional animation, trimming the transitional animation to delete a set of frames from the certain point of the transitional animation to the end of the transitional animation, wherein the alignment metric reflects at least one of:
- a first difference between a first facing angle of the game character at the end of the transitional animation and a second facing angle of the game character at a start of the target animation or a second difference between a first scene position of the game character at the end of the transitional animation and a second scene position of the game character at the start of the target animation;
- blending the transitional animation into the target animation;
- and
- causing, by the processing device, the transitional animation blended into the target animation to be performed by the game character in the instance of the interactive video game.
A system comprising:
- a memory;
- and
- a processing device, operatively coupled to the memory, the processing device to:
- detect an interaction scenario in an instance of an interactive video game, wherein the interaction scenario comprises a target animation associated with a game character;
- identify a transitional animation corresponding to the target animation;
- responsive to determining that a value of an alignment metric computed at a certain point within the transitional animation is less than a second value of the alignment metric computed at an end of the transitional animation, trim the transitional animation to delete a set of frames from the certain point of the transitional animation to the end of the transitional animation, wherein the alignment metric reflects at least one of:
- a first difference between a first facing angle of the game character at the end of the transitional animation and a second facing angle of the game character at a start of the target animation or a second difference between a first scene position of the game character at the end of the transitional animation and a second scene position of the game character at the start of the target animation;
- blend the transitional animation into the target animation;
- and
- cause the transitional animation blended into the target animation to be performed by the game character in the instance of the interactive video game.
A non-transitory machine readable storage medium storing instructions which when executed cause a processing device to:
- detect an interaction scenario in an instance of an interactive video game, wherein the interaction scenario comprises a target animation associated with a game character;
- identify a transitional animation corresponding to the target animation;
- responsive to determining that a value of an alignment metric computed at a certain point within the transitional animation is less than a second value of the alignment metric computed at an end of the transitional animation, trim the transitional animation to delete a set of frames from the certain point of the transitional animation to the end of the transitional animation, wherein the alignment metric reflects at least one of:
- a first difference between a first facing angle of the game character at the end of the transitional animation and a second facing angle of the game character at a start of the target animation or a second difference between a first scene position of the game character at the end of the transitional animation and a second scene position of the game character at the start of the target animation;
- blend the transitional animation into the target animation;
- and
- causing the transitional animation blended into the target animation to be performed by the game character in the instance of the interactive video game.
Dependencies are inferred from the claim text.