Segmented full body inverse kinematics
AssigneeAutodesk, Inc.
InventorAlain Baur
Life of this patent
Estimating the term…
Abstract
A method, system, and computer program product provide the ability to render an animated creature in real-time. A creature diagram for a creature, having chains sections, is drawn. An effector is created for each section and each chain, and defines a target position and an orientation that is reached. A chain solving type is selected for the chains, and is used to simulate a desired biomechanical behavior of the creature. The creature diagram, including the sections, chains, and chain solving types, is mapped to a three-dimensional (3D) model. The creature is animated/rendered in a real-time 3D application based on the mapping.
Claims23
A computer-implemented method for rendering an animated creature in real-time, comprising:
- drawing a creature diagram for a creature, wherein the creature diagram comprises one or more chains and one or more sections;
- creating an effector for each of the one or more sections and each of the one or more chains, wherein each effector defines a target position and an orientation that is reached;
- selecting a chain solving type, of one or more chain solving types, for one or more of the one or more chains, wherein the selected chain solving type is used to simulate a desired biomechanical behavior of the creature;
- mapping the creature diagram, including the one or more sections and one or more chains and chain solving types, to a three-dimensional (3D) model;
- and
- animating the creature in a real-time 3D application based on the mapping, wherein the animating comprises:
- providing transforms, for all joints of the one or more sections and one or more chains, to a solver;
- setting up position constrains and orientation constraints for each effector;
- executing the solver, for each frame of the real-time 3D application, to produce output transforms;
- and
- writing the output transforms to the real-time 3D application that applies the transform to the creature in real-time to render the creature.
A system for rendering an animated creature in real-time, comprising:
- a computer having a processor;
- a drawing application executed by the processor, wherein a creature diagram for a creature is drawn on the drawing application, and wherein the creature diagram comprises one or more chains and one or more sections;
- a solver executed by the processor, wherein the solver:
- creates an effector for each of the one or more sections and each of the one or more chains, wherein each effector defines a target position and an orientation that is reached;
- selects a chain solving type, of one or more chain solving types, for one or more of the one or more chains, wherein the selected chain solving type is used to simulate a desired biomechanical behavior of the creature;
- and
- maps the creature diagram, including the one or more sections and one or more chains and chain solving types, to a three-dimensional (3D) model;
- and
- a real-time 3D application executed by the processor, wherein the real-time 3D application animates the creature based on the mapping, and wherein the real-time 3D application animates the creature by:
- providing transforms, for all joints of the one or more sections and one or more chains, to a solver;
- setting up position constrains and orientation constraints for each effector;
- executing the solver, for each frame of the real-time 3D application, to produce output transforms;
- and
- writing the output transforms to the real-time 3D application that applies the transform to the creature in real-time to render the creature.
Dependencies are inferred from the claim text.