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    • 2. 发明授权
    • Snapsheet animation visualization
    • 快照动画可视化
    • US08228335B1
    • 2012-07-24
    • US12323957
    • 2008-11-26
    • Oren JacobWarren TrezevantRobert Jensen
    • Oren JacobWarren TrezevantRobert Jensen
    • G06T13/00
    • G06T13/20
    • To assist users in identifying the contributions of specific computer graphics variable or animation variable knots to the timing, rhythm, and expression of complicated animations, an animation software interface includes a snapsheet mode for visualizing and authored poses of objects. The snapsheet mode presents a series of rendered still images corresponding with the authored poses of one or more selected entities. The snapsheet mode may use one or more computer graphics variables, one or more objects, or arbitrary frames or shot time values as selected entities. The snapsheet mode associates each still image with a portion of the shot time of the overall animation corresponding with the selected entity's influence in the animation. Users may modify animation data via the snapsheet mode using each image may act as a proxy for manipulating associated authored values of one or more computer graphics variables.
    • 为了帮助用户识别特定计算机图形变量或动画可变节点对复杂动画的时间,节奏和表达的贡献,动画软件界面包括用于可视化和创作对象姿态的快照模式。 快照纸模式呈现与一个或多个所选实体的创作姿势对应的一系列呈现的静止图像。 快照纸模式可以使用一个或多个计算机图形变量,一个或多个对象,或任意帧或拍摄时间值作为所选择的实体。 快照纸模式将每个静止图像与动画中所选实体的影响相对应的整个动画的拍摄时间的一部分相关联。 用户可以通过快照模式来修改动画数据,使用每个图像可以充当操纵一个或多个计算机图形变量的相关创作值的代理。
    • 3. 发明授权
    • Pose-structured animation interface
    • 姿态结构动画界面
    • US08237719B1
    • 2012-08-07
    • US12364586
    • 2009-02-03
    • Warren TrezevantOren JacobRobert Jensen
    • Warren TrezevantOren JacobRobert Jensen
    • G06T13/00
    • G06T13/00
    • Animation software enables the creation and manipulation of animation in terms of relationships between poses, as opposed to discrete values of computer graphics variable knots. Poses are automatically associated with animation structures that define object pose or poses over a time interval, rather than at a single discrete time. Animation structures may define and manipulate animation data defined over time intervals as a unit, as opposed to a set of unrelated computer graphics variable knots. Animation structures may be used to block out the general form, timing, and rhythm of animations. Optional transition animation structures, pose anticipations, and pose reactions may be automatically or manually defined between adjacent pose hold durations. General parameters of an animation structure may be applied to create or modify the animation data associated with the animation structure. Operations on animation structures can be applied to all of the animation data included in these animation structures.
    • 动画软件可以根据姿势之间的关系创建和操纵动画,而不是计算机图形变量节点的离散值。 姿势自动与动画结构相关联,动画结构在时间间隔内定义对象姿势或姿势,而不是在单个离散时间。 动画结构可以定义和操纵以时间间隔定义的动画数据作为一个单位,而不是一组不相关的计算机图形变量结。 动画结构可用于阻止动画的一般形式,时间和节奏。 可以在相邻姿势持续时间之间自动或手动定义可选的过渡动画结构,姿势预期和姿势反应。 可以应用动画结构的一般参数来创建或修改与动画结构相关联的动画数据。 动画结构的操作可以应用于这些动画结构中包含的所有动画数据。
    • 4. 发明授权
    • Asymmetric animation links
    • 非对称动画链接
    • US08289331B1
    • 2012-10-16
    • US12248857
    • 2008-10-09
    • Warren Trezevant
    • Warren Trezevant
    • G06T13/00
    • G06T13/20
    • Asymmetric animation links control motion propagation through motion element graphs of models. Asymmetric animation links have direction attributes. When a motion element is moved, the influence of this motion propagates away from this motion element through the motion element graph. Upon reaching an asymmetric animation link, if the direction of motion propagation through the graph matches the forward direction of the asymmetric animation link, this motion will pass through the asymmetric animation link to potentially influence additional motion elements. If the motion propagates through the graph in the reverse direction of an asymmetric animation link, then the asymmetric animation link will block the motion from traveling past the asymmetric animation link. Asymmetric animation links can be added or removed from models and can connect two or more models. Additionally, the direction attribute of an asymmetric animation link may be reversed as needed to change the behavior of the motion element.
    • 非对称动画链接通过模型的运动元素图来控制运动传播。 非对称动画链接具有方向属性。 当运动元素移动时,该运动的影响通过运动元素图传播离开运动元素。 在达到不对称动画链接时,如果通过图形传播的运动方向与非对称动画链接的向前方向匹配,则该运动将通过非对称动画链接以潜在地影响附加运动元素。 如果运动通过非对称动画链接相反方向的图形传播,则不对称动画链接将阻止运动经过非对称动画链接。 不对称动画链接可以从模型中添加或删除,并可以连接两个或多个模型。 此外,不必要的动画链接的方向属性可以根据需要来改变运动元素的行为。
    • 6. 发明授权
    • Authored motion transitions
    • 已知的运动过渡
    • US08427484B1
    • 2013-04-23
    • US12509220
    • 2009-07-24
    • Michael KassWarren Trezevant
    • Michael KassWarren Trezevant
    • G06T13/20G06T13/40
    • G06T13/40G06T2213/08
    • An animation creator authors a transition between two different pre-authored motions of a degree of freedom of an object such as an animatronic or virtual character. The author selects an arbitrary position to begin the transition and the transition ends at the position where a subsequent state of a degree of freedom of the object begins. The selected position is arbitrary because an initial state of the degree of freedom of the object is not known until the complete motion of the object is determined. The transition is transformed to begin where the initial state ends and to end where the subsequent state begins. The transition is transformed to retain the general shape of the authored transition and to provide the same quality of motion as the pre-authored motions. The transformed transition may be scaled in time such that limits of velocity and/or acceleration for the object are not violated.
    • 一个动画创作者在两个不同的预先创作的动画之间进行了一个自动程度的自动对象(如动画或虚拟角色)的转换。 作者选择任意位置开始转换,转换结束于对象的后续自由度状态开始的位置。 所选择的位置是任意的,因为在确定对象的完整运动之前,物体的自由度的初始状态是不知道的。 转换转变为开始于初始状态结束的地方,并在后续状态开始的地方结束。 转换过程保留了创作过渡的一般形状,并提供与预先创作的运动相同的运动质量。 变换的转换可以在时间上缩放,使得对象的速度和/或加速度的限制不被违反。
    • 7. 发明授权
    • Methods and apparatus for differentially controlling degrees of freedom of an object
    • 用于差异控制物体的自由度的方法和装置
    • US08345004B1
    • 2013-01-01
    • US12509196
    • 2009-07-24
    • Michael KassWarren Trezevant
    • Michael KassWarren Trezevant
    • G09G5/08
    • G06F3/0338G06T13/20
    • An input device for controlling an object includes a joystick and a modal switch. A user may use the modal switch to select a subset of degrees of freedom of the object. The joystick may then be used to control a change over time of the selected subset, where the change over time is functionally depend on both a motion of the joystick and a state of the selected subset. A method for controlling an object via the input device is also provided. The method includes receiving inputs indicating a selection by the modal switch of a subset of degrees of freedom of the object, and a motion of the joystick. A configuration of the selected subset is then caused to be changed based on the motion of the joystick and a state of the selected subset.
    • 用于控制物体的输入装置包括操纵杆和模式开关。 用户可以使用模态开关来选择物体的自由度的子集。 然后可以使用操纵杆来控制所选子集的时间变化,其中时间上的变化在功能上取决于操纵杆的运动和所选子集的状态。 还提供了一种通过输入装置控制物体的方法。 该方法包括接收指示通过对象的自由度子集的模式切换的选择以及操纵杆的运动的输入。 然后基于操纵杆的运动和所选择的子集的状态使所选择的子集的配置被改变。
    • 8. 发明授权
    • Stepmode animation visualization
    • Stepmode动画可视化
    • US08077183B1
    • 2011-12-13
    • US12248830
    • 2008-10-09
    • Warren TrezevantTom HahnRobert Jensen
    • Warren TrezevantTom HahnRobert Jensen
    • G06F17/00G06F3/048G06F3/00G09G5/00G09G5/02G06T13/00G06K9/40G06K9/32G06K9/36
    • G06T13/00
    • A stepmode animation visualization emphasizes authored values of computer graphics variables. Users select all or a portion of the computer graphics variables associated with objects in a scene to be included in the stepmode animation visualization. When users activate the stepmode animation visualization, the generated values of the selected computer graphics variables are overridden with authored values of the selected computer graphics variables. For example, the stepmode animation visualization overrides each generated value of a computer graphics variable with the nearest preceding authored value of that computer graphics variable. Users may repeatedly activate and deactivate the stepmode animation visualization without reselecting computer graphics variables. The selection of computer graphics variables affected by the stepmode animation visualization is maintained. All or a portion of the animation may be looped or repeated while the stepmode animation visualization is active.
    • 步进模式动画可视化强调计算机图形变量的创作值。 用户选择与场景中的对象相关联的计算机图形变量的全部或部分,以包含在步骤模式动画可视化中。 当用户激活步骤模式动画可视化时,所选计算机图形变量的生成值将被所选计算机图形变量的创作值覆盖。 例如,步进模式动画可视化将覆盖计算机图形变量的每个生成值,并具有该计算机图形变量的最近创建的值。 用户可以反复激活和停用步进模式动画可视化,而无需重新选择计算机图形变量。 维护受步进模式动画可视化影响的计算机图形变量的选择。 当步态模式动画可视化处于活动状态时,动画的全部或部分可能被循环或重复。