Motion-inferred player characteristics
AssigneeElectronic Arts Inc.
InventorsVictor York Win Ng, Thomas Caleffi Scaletscky
Life of this patent
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Abstract
A system is disclosed that is able to combine motion capture data with volumetric capture data to capture player style information for a player. This player style information or player style data may be used to modify animation models used by a video game to create a more realistic look and feel for a player being emulated by the video game. This more realistic look and feel can enable the game to replicate play style of a player. For example, one soccer player may run with his elbows closer to his body and his forearm may swing across his torso. While another soccer player who is perhaps more muscular may run with his elbows and arms further from his body and his forearms may not cross in front of his torso when running.
Claims21
1-20. (canceled)
A computer-implemented method of generating player animation of a video game character of a video game that mimics movement of a real-world subject corresponding to the video game character, the computer-implemented method comprising:
- as implemented by a computing system comprising one or more hardware processors configured to execute specific computer-executable instructions,
- accessing volumetric capture animation data comprising a plurality of volumetric frames for the real-world subject;
- grouping the plurality of volumetric frames based on an orthogonal feature matrix to obtain a set of volumetric frame groupings;
- accessing a video game model of the video game character within the video game;
- for each volumetric frame grouping in the set of volumetric frame groupings, creating a corresponding in-game animation frame based at least in part on volumetric frames included in the set of volumetric frame groupings;
- and
- generating a mimic model of the real-world subject by at least determining a difference between each volumetric frame grouping and the corresponding in-game animation frame, wherein the mimic model is applied to the video game model of the video game character during execution of the video game to mimic the movement of the real-world subject.
A system comprising:
- an electronic data store configured to store volumetric capture animation data for a real-world subject;
- and
- a hardware processor of a computing system in communication with the electronic data store, the hardware processor configured to execute specific computer-executable instructions to at least:
- access volumetric capture animation data comprising a plurality of volumetric frames for the real-world subject;
- group the plurality of volumetric frames based on an orthogonal feature matrix to obtain a set of volumetric frame groupings;
- access a video game model of a video game character within a video game;
- for each volumetric frame grouping in the set of volumetric frame groupings, create a corresponding in-game animation frame based at least in part on volumetric frames included in the set of volumetric frame groupings;
- and
- generate a mimic model of the real-world subject by at least determining a difference between each volumetric frame grouping and the corresponding in-game animation frame, wherein the mimic model is applied to the video game model of the video game character during execution of the video game to mimic movement of the real-world subject.
A non-transitory computer-readable medium configured to store instructions that direct a computing system to perform a method, the method comprising:
- accessing volumetric capture animation data comprising a plurality of volumetric frames for a real-world subject;
- grouping the plurality of volumetric frames based on an orthogonal feature matrix to obtain a set of volumetric frame groupings;
- accessing a video game model of a video game character within a video game;
- for each volumetric frame grouping in the set of volumetric frame groupings, creating a corresponding in-game animation frame based at least in part on volumetric frames included in the set of volumetric frame groupings;
- and
- generating a mimic model of the real-world subject by at least determining a difference between each volumetric frame grouping and the corresponding in-game animation frame, wherein the mimic model is applied to the video game model of the video game character during execution of the video game to mimic movement of the real-world subject.
Dependencies are inferred from the claim text.