MIXING MACHINE MOTION IN A HANDHELD MARKING DEVICE
    1.
    发明申请
    MIXING MACHINE MOTION IN A HANDHELD MARKING DEVICE 审中-公开
    手持式标记装置中的混合机运动

    公开(公告)号:US20150148948A1

    公开(公告)日:2015-05-28

    申请号:US14088371

    申请日:2013-11-23

    IPC分类号: B25J11/00 G05B15/02

    摘要: Current handheld marking devices typically use hand movement to create marks on a surface. Marks, in this context, can be defined as an area on a surface having different physical properties from its surroundings. Such marks are created by the motion of a marking region that travels on a surface plane, creating a mark over time. Examples of such devices are: pens, brushes, markers, spray tools, and engraving instruments.Marking devices carry motion from the brain, to the hand, through the device and onto the surface. A feedback loop is created from the brain to hands to a final mark on a surface. The mark is observed as it is created and loops back into the brain. This creative mark making loop is the process to generate a visual element or design on a surface.Typically this loop is consistent across handheld marking devices.

    摘要翻译: 当前的手持式打标设备通常使用手动移动来在表面上创建标记。 在这种情况下,标记可以被定义为具有与其周围环境不同的物理特性的表面上的区域。 这样的标记是通过在表面上行进的标记区域的运动产生的,随着时间的推移产生一个标记。 这种装置的示例是:笔,刷子,标记,喷雾工具和雕刻工具。 标记装置携带从大脑,手到手,穿过装置和表面上的运动。 从大脑到手创建反馈循环到表面的最终标记。 观察它的标记,因为它被创建并循环回大脑。 这个创意标记制作循环是在表面上生成视觉元素或设计的过程。 通常,这种循环在手持式打标设备中是一致的。

    Converting deformation data for a mesh to animation data for a skeleton, skinning and shading in a runtime computer graphics animation engine
    2.
    发明申请
    Converting deformation data for a mesh to animation data for a skeleton, skinning and shading in a runtime computer graphics animation engine 有权
    将网格的变形数据转换为运行时计算机图形动画引擎中的骨架,蒙皮和阴影的动画数据

    公开(公告)号:US20080024487A1

    公开(公告)日:2008-01-31

    申请号:US11496241

    申请日:2006-07-31

    IPC分类号: G06T13/00

    CPC分类号: G06T13/40 G06T2210/32

    摘要: Animation of an object from a character modeling and/or animation tool is converted from a representation used by that tool to a representation used in a runtime animation system, such as a game engine. Such a tool typically represents the object using a source structure and a source skin. The runtime animation engine typically uses a target structure, target skin and shading to represent animation of an object. In addition to transferring motion of the object from its source structure to the target structure, deformation and shading also are converted. Low resolution information about the deformation of the source skin is converted into a set of skinning weights for associating the target skin with virtual bones added to the target structure and animated deformation data for each frame of animation. High resolution detail from the deformation of the source skin is converted into a set of normal maps, one or more masks and animated mask parameters for use by one or more shaders.

    摘要翻译: 来自字符建模和/或动画工具的对象的动画从该工具使用的表示转换为运行时动画系统(如游戏引擎)中使用的表示。 这样的工具通常表示使用源结构和源皮肤的对象。 运行时动画引擎通常使用目标结构,目标皮肤和阴影来表示对象的动画。 除了将物体从其源结构的运动转移到目标结构之外,变形和阴影也被转换。 关于源皮肤变形的低分辨率信息被转换成一组皮肤重量,用于将目标皮肤与添加到目标结构的虚拟骨骼以及每个动画帧的动画变形数据相关联。 源皮肤变形的高分辨率细节被转换为一组法线贴图,一个或多个蒙版和动画蒙版参数供一个或多个着色器使用。

    Manipulation of motion data in an animation editing system
    3.
    发明授权
    Manipulation of motion data in an animation editing system 有权
    在动画编辑系统中操纵运动数据

    公开(公告)号:US06806879B2

    公开(公告)日:2004-10-19

    申请号:US10264173

    申请日:2002-10-03

    申请人: Michael Isner

    发明人: Michael Isner

    IPC分类号: G06T1500

    CPC分类号: G06T13/40 G06T2200/24

    摘要: The problem of editing motion data can be solved by providing a way to specify control points (herein called “handles”) along the path of the motion data and to describe the motion data as a combination of layers of information describing the motion in relationship to these handles. A first layer may describe, for each point in the motion data, the distance of the point between the handles. For example, a path between two handles may be defined. Each point in the motion data is closest to a point along that path. That point along the line has a distance to the two handles. These distances may be defined as a percentage of the length of the path. A second layer may describe the offset of points in the motion data from the line between the two handles.

    摘要翻译: 可以通过提供沿着运动数据的路径指定控制点(这里称为“手柄”)的方式来解决编辑运动数据的问题,并且将运动数据描述为描述与 这些手柄。 对于运动数据中的每个点,第一层可以描述手柄之间的点的距离。 例如,可以定义两个手柄之间的路径。 运动数据中的每个点最靠近该路径的点。 沿线的那一点与两个把手有一段距离。 这些距离可以定义为路径长度的百分比。 第二层可以描述运动数据中点与两个手柄之间的线的偏移。

    Transfer of motion between animated characters
    4.
    发明授权
    Transfer of motion between animated characters 有权
    动画角色之间的运动转移

    公开(公告)号:US08952969B2

    公开(公告)日:2015-02-10

    申请号:US12220254

    申请日:2008-07-22

    申请人: Michael Isner

    发明人: Michael Isner

    IPC分类号: G06T13/00 G06T13/40

    CPC分类号: G06T13/40

    摘要: Motion may be transferred between portions of two characters if those portions have a minimum topological similarity. The elements of the topology that are similar are referred to as basic elements. To transfer motion between the source and target characters, the motion associated with the basic elements of the source character is determined. This motion is retargetted to the basic elements of the target character. The retargetted motion is then attached to the basic elements of the target character. As a result, the animation of the basic elements in the topology of the target character effectively animates the target character with motion that is similar to that of the source character.

    摘要翻译: 如果这些部分具有最小拓扑相似性,则运动可以在两个字符的部分之间传送。 类似的拓扑元素被称为基本元素。 为了在源和目标字符之间传送运动,确定与源字符的基本元素相关联的运动。 此动作重新定位到目标角色的基本元素。 然后将重定向运动附加到目标角色的基本元素。 结果,目标角色的拓扑中的基本元素的动画通过类似于源字符的运动来有效地使目标角色动画化。

    Transfer of motion between animated characters
    5.
    发明申请
    Transfer of motion between animated characters 有权
    动画角色之间的运动转移

    公开(公告)号:US20080303831A1

    公开(公告)日:2008-12-11

    申请号:US12220254

    申请日:2008-07-22

    申请人: Michael Isner

    发明人: Michael Isner

    IPC分类号: G06T15/70

    CPC分类号: G06T13/40

    摘要: Motion may be transferred between portions of two characters if those portions have a minimum topological similarity. The elements of the topology that are similar are referred to as basic elements. To transfer motion between the source and target characters, the motion associated with the basic elements of the source character is determined. This motion is retargetted to the basic elements of the target character. The retargetted motion is then attached to the basic elements of the target character. As a result, the animation of the basic elements in the topology of the target character effectively animates the target character with motion that is similar to that of the source character.

    摘要翻译: 如果这些部分具有最小拓扑相似性,则运动可以在两个字符的部分之间传送。 类似的拓扑元素被称为基本元素。 为了在源和目标字符之间传送运动,确定与源字符的基本元素相关联的运动。 此动作重新定位到目标角色的基本元素。 然后将重定向运动附加到目标角色的基本元素。 结果,目标角色的拓扑中的基本元素的动画通过类似于源字符的运动来有效地使目标角色动画化。

    Manipulation of motion data in an animation editing system

    公开(公告)号:US07151542B2

    公开(公告)日:2006-12-19

    申请号:US10960481

    申请日:2004-10-07

    申请人: Michael Isner

    发明人: Michael Isner

    IPC分类号: G06T15/00

    CPC分类号: G06T13/40 G06T2200/24

    摘要: The problem of editing motion data can be solved by providing a way to specify control points (herein called “handles”) along the path of the motion data and to describe the motion data as a combination of layers of information describing the motion in relationship to these handles. A first layer may describe, for each point in the motion data, the distance of the point between the handles. For example, a path between two handles may be defined. Each point in the motion data is closest to a point along that path. That point along the line has a distance to the two handles. These distances may be defined as a percentage of the length of the path. A second layer may describe the offset of points in the motion data from the line between the two handles.

    Transfer of motion between animated characters

    公开(公告)号:US20060262119A1

    公开(公告)日:2006-11-23

    申请号:US11134653

    申请日:2005-05-20

    申请人: Michael Isner

    发明人: Michael Isner

    IPC分类号: G06T15/70 G06T13/00

    CPC分类号: G06T13/40

    摘要: Motion may be transferred between portions of two characters if those portions have a minimum topological similarity. The elements of the topology that are similar are referred to as basic elements. To transfer motion between the source and target characters, the motion associated with the basic elements of the source character is determined. This motion is retargetted to the basic elements of the target character. The retargetted motion is then attached to the basic elements of the target character. As a result, the animation of the basic elements in the topology of the target character effectively animates the target character with motion that is similar to that of the source character.

    Manipulation of motion data in an animation editing system
    9.
    发明申请
    Manipulation of motion data in an animation editing system 有权
    在动画编辑系统中操纵运动数据

    公开(公告)号:US20050041030A1

    公开(公告)日:2005-02-24

    申请号:US10960481

    申请日:2004-10-07

    申请人: Michael Isner

    发明人: Michael Isner

    IPC分类号: G06T13/40 G06T15/70

    CPC分类号: G06T13/40 G06T2200/24

    摘要: The problem of editing motion data can be solved by providing a way to specify control points (herein called “handles”) along the path of the motion data and to describe the motion data as a combination of layers of information describing the motion in relationship to these handles. A first layer may describe, for each point in the motion data, the distance of the point between the handles. For example, a path between two handles may be defined. Each point in the motion data is closest to a point along that path. That point along the line has a distance to the two handles. These distances may be defined as a percentage of the length of the path. A second layer may describe the offset of points in the motion data from the line between the two handles.

    摘要翻译: 可以通过提供沿着运动数据的路径指定控制点(这里称为“手柄”)的方式来解决编辑运动数据的问题,并且将运动数据描述为描述与 这些手柄。 对于运动数据中的每个点,第一层可以描述手柄之间的点的距离。 例如,可以定义两个手柄之间的路径。 运动数据中的每个点最靠近该路径的点。 沿线的那一点与两个把手有一段距离。 这些距离可以定义为路径长度的百分比。 第二层可以描述运动数据中点与两个手柄之间的线的偏移。

    Three-dimensional animation of soft tissue of characters using controls associated with a surface mesh
    10.
    发明授权
    Three-dimensional animation of soft tissue of characters using controls associated with a surface mesh 有权
    使用与表面网格相关联的控件的人物软组织的三维动画

    公开(公告)号:US08139068B2

    公开(公告)日:2012-03-20

    申请号:US11493220

    申请日:2006-07-26

    IPC分类号: G06T13/00

    CPC分类号: G06T13/40 G06T17/20

    摘要: A face, as well as any other soft tissue of a character, can be animated much in the same way that a skeleton is animated by creating a soft tissue solver attached to the surface mesh. In particular, deformation objects are associated with regions of the surface mesh. The deformation objects deform the mesh according to deformation operators in response to a change in a control object. This soft tissue solver can be generated automatically given a set of salient points specified on an input mesh and a format file for the class of objects of which the input mesh is an example. The format file specifies what the salient points are, and the relative placement of the deformation objects and control objects as functions of the salient points. Specific deformation operators can be defined and associated, through the format file, with the deformation objects and control objects. The format file for a class of objects, such as for human and humanoid heads, and related operators can be determined based on experimentation and observation of the object being modeled. Through such a soft tissue solver, the behavior of the deformation of the surface mesh is quantified and controlled by direct manipulation of the points on the mesh. Thus, the surface of the object can be animated in a manner similar to how animation of a skeleton is defined using inverse kinematics. Because the surface of the object is directly related to its appearance or aesthetics, this animation capability is referred to herein as “quantitative aesthetics.”

    摘要翻译: 可以通过创建附着在表面网格上的软组织求解器,以与骨骼动画相同的方式,使脸部以及角色的任何其他软组织的动画效果相同。 特别地,变形对象与表面网格的区域相关联。 变形对象根据控制对象的变化,根据变形算子对网格进行变形。 给定在输入网格上指定的一组突出点,以及输入网格为例的对象类的格式文件,可以自动生成该软组织求解器。 格式文件指定突出点是什么,以及变形对象和控件对象的相对位置作为突出点的函数。 可以通过格式文件与变形对象和控件对象来定义和关联特定变形运算符。 可以基于对被建模对象的实验和观察来确定一类对象的格式文件,例如人类和人形头部以及相关操作者。 通过这种软组织求解器,通过对网格上的点的直接操纵来量化和控制表面网格的变形行为。 因此,可以以类似于使用逆运动学定义骨架的动画的方式来动画对象的表面。 由于物体的表面与其外观或美学直接相关,因此此动画功能在此称为“定量美学”。