# US 2025/0095261 A1 · System and method for runtime retargeting

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- Number: US 2025/0095261 A1
- Document ID: US20250095261A1
- Status: Published application
- Kind: A1
- Application number: 18/885,149
- Filed: 2024-09-13
- Published: 2025-03-20
- Earliest claimed: 2023-09-15
- Assignees: Take-Two Interactive Software, Inc.
- Applicants: Take-Two Interactive Software, Inc.
- Inventors: Eray MOLLA; Peter James SANDILANDS; James Stuart MILLER; Ahmad ABDUL KARIM; Mark William TENNANT; Frank David KOZUH; Colin John GRAHAM
- Web page: https://patentgrep.com/patent/US20250095261A1

## CPC

- 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
- 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

The runtime retargeting approaches discussed herein can enable real time adaptation of character and object motion. In particular, fixed-source motion can be dynamically adjusted to variable situations encountered during runtime. In this way, the runtime retargeting approaches discussed herein can preserve the intent, visual quality, and essence of such fixed-source motion, while modifying it to meet new physical constraints or goals.

## Claims

### Claim 1

A computer-implemented method, comprising:
processing, by a computing system at runtime of a videogame, one or more animation constraints, wherein said animation constraints include one or more of position constraints, orientation constraints, aim constraints, or limb length constraints;
enforcing, by the computing system at the runtime of the video game, using a runtime constraints solver, said animation constraints; and
altering, by the computing system at the runtime of the video game, at least one base animation.

### Claim 2 (depends on 1)

The computer-implemented method of claim 1, further comprising:
processing, by the computing system at the runtime of the video game, one or more alias entities.

### Claim 3 (depends on 1)

The computer-implemented method of claim 1, further comprising:
processing, by the computing system at the runtime of the video game, one or more interaction bounds, wherein said interaction bounds comprise three-dimensional shapes attached to one or more skeletons.

### Claim 4 (depends on 1)

The computer-implemented method of claim 1, wherein said skeletons include one or more of character, prop, vehicle, or map part skeletons.

### Claim 5 (depends on 1)

The computer-implemented method of claim 1, wherein the animations constraints are expressed using a constraints language.

### Claim 6 (depends on 1)

The computer-implemented method of claim 1, wherein the animations constraints comprise expressed spatio-temporal relationships between interacting entities and body parts.

### Claim 7 (depends on 1)

The computer-implemented method of claim 1, wherein one or more of the animations constraints refer to one or more of the interaction bounds.

### Claim 8 (depends on 1)

The computer-implemented method of claim 1, further comprising:
mapping, by the computing system at the runtime of the video game, using the interaction bounds, interactions between different entities of an archetype.

### Claim 9 (depends on 1)

The computer-implemented method of claim 1, wherein the interaction bounds are based on primitive shapes.

### Claim 10 (depends on 1)

The computer-implemented method of claim 1, further comprising:
updating, by the computing system at the runtime of the video game, using one or more of script inputs, skeleton pose inputs, or retargeting constraint inputs, one or more of the interaction bounds.

### Claim 11 (depends on 1)

The computer-implemented method of claim 1, wherein said enforcing of said animation constraints using the runtime constraints solver further comprises:
executing, by the computing system at the runtime of the video game, at least one preparation step;
executing, by the computing system at the runtime of the video game, at least one priority layers solve step; and
executing, by the computing system at the runtime of the video game, at least one follow-up step.

### Claim 12 (depends on 1)

The computer-implemented method of claim 1, wherein said enforcing of said animation constraints using the runtime constraints solver further comprises:
forming, by the computing system at the runtime of the video game, one or more interaction islands, wherein said one or more interaction islands involve sets of entities that are interdependent based on one or more of the animation constraints;
executing, by the computing system at the runtime of the video game, for a plurality of said entities, at least one simultaneous constraints solve operation; and
executing, by the computing system at the runtime of the video game, based on at least one outcome of said execution of said simultaneous constraints solve operations, one or more blend trees.

### Claim 13

A system, comprising:
at least one processor; and
a memory storing instructions that, when executed by the at least one processor, cause the system to perform:
processing, at runtime of a videogame, one or more animation constraints, wherein said animation constraints include one or more of position constraints, orientation constraints, aim constraints, or limb length constraints;
enforcing, at the runtime of the video game, using a runtime constraints solver, said animation constraints; and
altering, at the runtime of the video game, at least one base animation.

### Claim 14 (depends on 13)

The system of claim 13, further comprising:
processing, at the runtime of the video game, one or more alias entities.

### Claim 15 (depends on 13)

The system of claim 13, further comprising:
processing, at the runtime of the video game, one or more interaction bounds, wherein said interaction bounds comprise three-dimensional shapes attached to one or more skeletons.

### Claim 16 (depends on 13)

The system of claim 13, further comprising:
mapping, at the runtime of the video game, using the interaction bounds, interactions between different entities of an archetype.

### Claim 17 (depends on 13)

The system of claim 13, further comprising:
updating, at the runtime of the video game, using one or more of script inputs, skeleton pose inputs, or retargeting constraint inputs, one or more of the interaction bounds.

### Claim 18 (depends on 13)

The system of claim 13, wherein said enforcing of said animation constraints using the runtime constraints solver further comprises:
executing, at the runtime of the video game, at least one preparation step;
executing, at the runtime of the video game, at least one priority layers solve step; and
executing, at the runtime of the video game, at least one follow-up step.

### Claim 19 (depends on 13)

The system of claim 13, wherein said enforcing of said animation constraints using the runtime constraints solver further comprises:
forming, at the runtime of the video game, one or more interaction islands, wherein said one or more interaction islands involve sets of entities that are interdependent based on one or more of the animation constraints;
executing, at the runtime of the video game, for a plurality of said entities, at least one simultaneous constraints solve operation; and
executing, at the runtime of the video game, based on at least one outcome of said execution of said simultaneous constraints solve operations, one or more blend trees.

### Claim 20

A non-transitory computer-readable storage medium including instructions that, when executed by at least one processor of a computing system, cause the computing system to perform a method comprising:
processing, at runtime of a videogame, one or more animation constraints, wherein said animation constraints include one or more of position constraints, orientation constraints, aim constraints, or limb length constraints;
enforcing, at the runtime of the video game, using a runtime constraints solver, said animation constraints; and
altering, at the runtime of the video game, at least one base animation.

### Claim 21 (depends on 20)

The non-transitory computer-readable storage medium of claim 20, wherein the instructions, when further executed by the at least one processor of the computing system, further cause the computing system to perform:
processing, at the runtime of the video game, one or more alias entities.

### Claim 22 (depends on 20)

The non-transitory computer-readable storage medium of claim 20, wherein the instructions, when further executed by the at least one processor of the computing system, further cause the computing system to perform:
processing, at the runtime of the video game, one or more interaction bounds, wherein said interaction bounds comprise three-dimensional shapes attached to one or more skeletons.

### Claim 23 (depends on 20)

The non-transitory computer-readable storage medium of claim 20, wherein the instructions, when further executed by the at least one processor of the computing system, further cause the computing system to perform:
mapping, at the runtime of the video game, using the interaction bounds, interactions between different entities of an archetype.

### Claim 24 (depends on 20)

The non-transitory computer-readable storage medium of claim 20, wherein the instructions, when further executed by the at least one processor of the computing system, further cause the computing system to perform:
updating, at the runtime of the video game, using one or more of script inputs, skeleton pose inputs, or retargeting constraint inputs, one or more of the interaction bounds.

### Claim 25 (depends on 20)

The non-transitory computer-readable storage medium of claim 20, wherein the instructions, when further executed by the at least one processor of the computing system, further cause the computing system to perform:
executing, at the runtime of the video game, at least one preparation step;
executing, at the runtime of the video game, at least one priority layers solve step; and
executing, at the runtime of the video game, at least one follow-up step.

### Claim 26 (depends on 20)

The non-transitory computer-readable storage medium of claim 20, wherein the instructions, when further executed by the at least one processor of the computing system, further cause the computing system to perform:
forming, at the runtime of the video game, one or more interaction islands, wherein said one or more interaction islands involve sets of entities that are interdependent based on one or more of the animation constraints;
executing, at the runtime of the video game, for a plurality of said entities, at least one simultaneous constraints solve operation; and
executing, at the runtime of the video game, based on at least one outcome of said execution of said simultaneous constraints solve operations, one or more blend trees.
