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    • 1. 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。
    • 2. 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。
    • 3. 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。
    • 5. 发明授权
    • Tire service hammer
    • 轮胎服务锤
    • US09162543B2
    • 2015-10-20
    • US13912934
    • 2013-06-07
    • Robert KochieRobert JensenMichael White
    • Robert KochieRobert JensenMichael White
    • B60C25/02B25D1/00B25F1/00
    • B60C25/02B25D1/00B25D2222/42B25F1/006B60C25/01Y10T29/49Y10T29/49945Y10T29/49947Y10T29/49963
    • A tire service hammer includes a handle portion and a head portion having a sledge portion, a wedge portion, and a body portion connecting the sledge portion and the wedge portion, wherein the wedge portion includes a bead breaking wedge and a hook extension. A method of manufacturing a tire service hammer includes providing a handle portion and providing a head portion that includes a sledge portion, a wedge portion, and a body portion connecting the sledge portion and the wedge portion, wherein the wedge portion includes a bead breaking wedge and a hook extension. A tire servicing system for repositioning a wheel having a tire mounted on a rim includes a first grasping portion for securing a portion of the rim while repositioning the wheel, and a breaking portion for breaking a tire bead formed between the tire and the rim.
    • 轮胎服务锤包括手柄部分和具有滑架部分,楔形部分和连接滑架部分和楔形部分的主体部分的头部,其中楔形部分包括胎圈断裂楔和钩延伸部。 一种制造轮胎服务锤的方法包括提供手柄部分并提供包括滑架部分,楔形部分和连接滑架部分和楔形部分的主体部分的头部,其中,楔形部分包括胎圈断裂楔 和挂钩延伸。 用于重新定位具有安装在轮辋上的轮胎的车轮的轮胎维修系统包括用于在重新定位车轮的同时固定轮辋的一部分的第一抓握部分和用于破坏形成在轮胎和轮辋之间的轮胎胎圈的断裂部分。
    • 8. 发明授权
    • Visualization of value resolution for multidimensional parameterized data
    • 可视化多维参数化数据的值分辨率
    • US08566736B1
    • 2013-10-22
    • US12356060
    • 2009-01-19
    • Oren JacobEric GregoryMichael FerrisRobert JensenTimothy S. MillironBrad Andalman
    • Oren JacobEric GregoryMichael FerrisRobert JensenTimothy S. MillironBrad Andalman
    • G06F3/048
    • G06T13/20G06T17/00
    • A user interface presents views of entities and their attributes relative to any subset of associated parameters. A view may present views of entities as a function of one or more parameters. A selection of a subset of entities in one view with respect to parameters may be presented in another view with respect to different parameters. Entities may be manipulated in any supplemental view to change their values or their parameter associations. A view may present components and parameters associated with layers or any subset of layers and/or after layer compositing. A view can include resolved values of components and their attributes. A supplemental view may include visual indicators to indicate the layer or other parameter defining its resolved value. Hierarchical relationships may be presented in views, with ancestor entities expanded within a view to show its descendent entities or collapsed to hide its descendent entities.
    • 用户界面相对于相关参数的任何子集来呈现实体及其属性的视图。 视图可以呈现作为一个或多个参数的函数的实体的视图。 关于参数的一个视图中的实体的子集的选择可以在关于不同参数的另一视图中呈现。 实体可以在任何补充视图中进行操作,以更改其值或参数关联。 视图可以呈现与层或层的任何子集和/或层合成之后相关联的组件和参数。 视图可以包括已解析的组件值及其属性。 补充视图可以包括用于指示层或其他参数来定义其解析值的视觉指示符。 分层关系可以在视图中呈现,其中祖先实体在视图内展开以显示其后代实体或折叠以隐藏其后代实体。
    • 9. 发明授权
    • Graphical user interface for performing deformations
    • 用于执行变形的图形用户界面
    • US08279239B1
    • 2012-10-02
    • US12396320
    • 2009-03-02
    • Robert JensenOren JacobEric Gregory
    • Robert JensenOren JacobEric Gregory
    • G06T11/80G06T19/00
    • G06T19/20G06T2200/24G06T2219/2021
    • A method allowing for quick manipulation of weight values associated with points on a polygonal mesh that is to be deformed. A point on the polygonal mesh may be selected by the user. Then, a solution space of possible positions for the selected point may be calculated by solving a deformation model for a range of weight values. A graphical representation of the solution space may be provided, such as a locus of possible positions for the selected point, where each point on the locus corresponds to a particular weight value. Manipulation of these weight values, and hence, the deformation of the polygonal mesh, may be achieved simply by selecting a position on the locus. The mesh may be updated to reflect the weight corresponding to the selected position.
    • 一种允许快速操纵与待变形的多边形网格上的点相关联的重量值的方法。 多边形网格上的一个点可以由用户选择。 然后,可以通过求解重量值范围的变形模型来计算所选点的可能位置的解空间。 可以提供解空间的图形表示,例如所选点的可能位置的轨迹,其中轨迹上的每个点对应于特定的权重值。 这些重量值的操作以及多边形网格的变形可以简单地通过选择轨迹上的位置来实现。 可以更新网格以反映对应于所选位置的重量。
    • 10. 发明授权
    • Multiple editor user interface
    • 多编辑器用户界面
    • US08205169B1
    • 2012-06-19
    • US12136157
    • 2008-06-10
    • Brendan DonohoeRobert JensenOren Jacob
    • Brendan DonohoeRobert JensenOren Jacob
    • G06F3/048
    • G06F3/0481G06F9/451
    • An application user interface includes multiple editors, each presenting a data view and controls for operating on data. The application user interface includes a windowed mode and a full-screen mode. The windowed mode displays multiple editors simultaneously, such as in separate windows or panes. The full-screen mode displays a primary editor that substantially covers the application display area. The full-screen mode displays the secondary editors as drawer user interface elements arranged along the edges of the application display area. Secondary editors are displayed and accessed as needed via these drawer user interface elements. The relative arrangement of editors is preserved when switching between windowed mode and full-screen mode. Users can customize the application user interface in either windowed mode or full-screen mode to add, remove, or change primary and secondary editors, with any changes in the application user interface being preserved when switching between windowed mode and full-screen mode.
    • 应用程序用户界面包括多个编辑器,每个编辑器都显示数据视图和操作数据的控件。 应用程序用户界面包括窗口模式和全屏模式。 窗口模式同时显示多个编辑器,例如在单独的窗口或窗格中。 全屏模式显示基本覆盖应用程序显示区域的主编辑器。 全屏模式显示沿着应用程序显示区域边缘布置的抽屉用户界面元素的辅助编辑器。 通过这些抽屉用户界面元素,根据需要显示和访问辅助编辑器。 在窗口模式和全屏模式之间切换时,编辑器的相对排列将保留下来。 用户可以在窗口模式或全屏模式下自定义应用程序用户界面,以在窗口模式和全屏模式之间切换时,在应用程序用户界面中进行任何更改,添加,删除或更改主要和辅助编辑器。