# US 10,369,469 B2 · Runtime animation substitution

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- Number: US 10,369,469 B2
- Document ID: US10369469B2
- Status: Granted
- Kind: B2
- Application number: 15/347,636
- Filed: 2016-11-09
- Published: 2018-05-10
- Granted: 2019-08-06
- Earliest claimed: 2016-11-09
- Assignees: Electronic Arts Inc.
- Applicants: Electronic Arts Inc.
- Inventors: Simon Sherr; Brett Peake
- Web page: https://patentgrep.com/patent/US10369469B2

## CPC

- A63F 13/525: Changing parameters of virtual cameras
- A63F 13/35: Details of game servers
- A63F 13/56: Computing the motion of game characters with respect to other game characters, game objects or elements of the game scene, e.g. for simulating the behaviour of a group of virtual soldiers or for path finding
- A63F 13/812: Ball games, e.g. soccer or baseball
- G06T 13/40: of characters, e.g. humans, animals or virtual beings
- A63F 2300/6607: for animating game characters, e.g. skeleton kinematics
- 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

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.

## Claims

### Claim 1

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.

### Claim 2 (depends on 1)

The method of claim 1, wherein identifying the transitional animation comprises:
receiving, from an animation database corresponding to the target animation, a plurality of transitional animations corresponding to the target animation and a desired destination location.

### Claim 3 (depends on 2)

The method of claim 2, further comprising:
assigning, using a transitional animation metric associated with a current state of the game character, a first score to a first transitional animation of the plurality of transitional animations;
assigning, using the transitional animation metric, a second score to a second transitional animation of the plurality of transitional animations;
comparing the first score to the second score; and
selecting the first transitional animation based on the comparison of the first score to the second score.

### Claim 4 (depends on 3)

The method of claim 3, wherein the transitional animation metric reflects at least one of a facing angle or a scene position of the game character.

### Claim 5

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.

### Claim 6 (depends on 5)

The system of claim 5, wherein the processing device is further to:
receive, from an animation database corresponding to the target animation, a plurality of transitional animation corresponding to the target animation;
assign, using a transitional animation metric associated with a current state of the game character, a first score to a first transitional animation of the plurality of transitional animations;
assign, using the transitional animation metric, a second score to a second transitional animation of the plurality of transitional animations;
compare the first score to the second score; and
select the first transitional animation based on the comparison of the first score to the second score.

### Claim 7 (depends on 6)

The system of claim 6, wherein the transitional animation metric reflects at least one of a facing angle or a scene position of the game character.

### Claim 8

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.

### Claim 9 (depends on 8)

The non-transitory machine readable storage medium of claim 8, further comprising instructions that cause the processing device to:
receive, from an animation database corresponding to the target animation, a plurality of transitional animation corresponding to the target animation;
assign, using a transitional animation metric associated with a current state of the game character, a first score to a first transitional animation of the plurality of transitional animations;
assign, using the transitional animation metric, a second score to a second transitional animation of the plurality of transitional animations;
compare the first score to the second score; and
select the first transitional animation based on the comparison of the first score to the second score.

### Claim 10 (depends on 9)

The non-transitory machine readable storage medium of claim 9, wherein the transitional animation metric reflects at least one of a facing angle or a scene position of the game character.

### Claim 11 (depends on 8)

The non-transitory machine readable storage medium of claim 8, wherein the target animation is the selected transitional animation.

### Claim 12 (depends on 1)

The method of claim 1, further comprising:
trimming the transitional animation to delete a second set of frames from a start of the transitional animation to a specified point of the transitional animation.

### Claim 13 (depends on 1)

The method of claim 1, wherein identifying, the transitional animation is performed based on a metric reflecting a type of movement by the game character.

### Claim 14 (depends on 1)

The method of claim 1, wherein blending the transitional animation into the target animation is performed based on a value of a blending metric reflecting a ratio of rotational movements and translational movements of the game character.

### Claim 15 (depends on 5)

The system of claim 5, wherein the processing device is further to trim the transitional animation to delete a second set of frames from a start of the transitional animation to a specified point of the transitional animation.

### Claim 16 (depends on 5)

The system of claim 5, wherein identifying, the transitional animation is performed based on a metric reflecting a type of movement by the game character.

### Claim 17 (depends on 5)

The system of claim 5, wherein blending the transitional animation into the target animation is performed based on a value of a blending metric reflecting a ratio of rotational movements and translational movements of the game character.

### Claim 18 (depends on 8)

The non-transitory machine readable storage medium of claim 8, further comprising instructions that cause the processing device to trim the transitional animation to delete a second set of frames from a start of the transitional animation to a specified point of the transitional animation.

### Claim 19 (depends on 8)

The non-transitory machine readable storage medium of claim 8, wherein identifying, the transitional animation is performed based on a metric reflecting a type of movement by the game character.

### Claim 20 (depends on 8)

The non-transitory machine readable storage medium of claim 8, wherein blending the transitional animation into the target animation is performed based on a value of a blending metric reflecting a ratio of rotational movements and translational movements of the game character.
