Copying an object in an animation creation application
    1.
    发明授权
    Copying an object in an animation creation application 有权
    在动画制作应用程序中复制对象

    公开(公告)号:US08464153B2

    公开(公告)日:2013-06-11

    申请号:US13038324

    申请日:2011-03-01

    IPC分类号: G06F13/00

    摘要: A first input is received in an animation creation application having a user interface showing a virtual-space area for first objects, and a timeline area for second objects representing events. To generate the first input, a user presses and holds an input control while a cursor is over one of the first or second objects. It is determined whether the input control is held for at least a predefined duration. If so, a copy of the object is assigned to the cursor, and the copy is subsequently pasted at another location in the user interface upon the input control ceasing to be held after the cursor is moved to the other location. If the input control does not remain held for at least the predefined duration the copy of the object is not assigned to the cursor.

    摘要翻译: 在具有显示第一对象的虚拟空间区域的用户界面的动画制作应用程序中接收到第一输入以及表示事件的第二对象的时间线区域。 为了生成第一输入,当光标在第一或第二对象之一上时,用户按下并保持输入控件。 确定输入控制是否保持至少预定义的持续时间。 如果是,则将对象的副本分配给光标,并且在光标移动到另一位置之后,当输入控制停止保持时,副本随后被粘贴在用户界面中的另一位置。 如果输入控件至少保持预定义的持续时间,则对象的副本未分配给光标。

    Copying an Object in an Animation Creation Application
    2.
    发明申请
    Copying an Object in an Animation Creation Application 有权
    在动画创建应用程序中复制对象

    公开(公告)号:US20120226983A1

    公开(公告)日:2012-09-06

    申请号:US13038324

    申请日:2011-03-01

    IPC分类号: G06F3/048

    摘要: A first input is received in an animation creation application having a user interface showing a virtual-space area for first objects, and a timeline area for second objects representing events. To generate the first input, a user presses and holds an input control while a cursor is over one of the first or second objects. It is determined whether the input control is held for at least a predefined duration. If so, a copy of the object is assigned to the cursor, and the copy is subsequently pasted at another location in the user interface upon the input control ceasing to be held after the cursor is moved to the other location. If the input control does not remain held for at least the predefined duration the copy of the object is not assigned to the cursor.

    摘要翻译: 在具有显示第一对象的虚拟空间区域的用户界面的动画制作应用程序中接收到第一输入以及表示事件的第二对象的时间线区域。 为了生成第一输入,当光标在第一或第二对象之一上时,用户按下并保持输入控件。 确定输入控制是否保持至少预定义的持续时间。 如果是,则将对象的副本分配给光标,并且在光标移动到另一位置之后,当输入控件停止保持时,副本随后被粘贴在用户界面中的另一位置。 如果输入控件至少保持预定义的持续时间,则对象的副本未分配给光标。

    Interaction between 3D animation and corresponding script
    3.
    发明授权
    Interaction between 3D animation and corresponding script 有权
    3D动画与相应脚本之间的交互

    公开(公告)号:US09003287B2

    公开(公告)日:2015-04-07

    申请号:US13299518

    申请日:2011-11-18

    摘要: Interaction between a 3D animation and a corresponding script includes: displaying a user interface that includes at least a 3D animation area and a script area, the 3D animation area including (i) a 3D view area for creating and playing a 3D animation and (ii) a timeline area for visualizing actions by one or more 3D animation characters, the script area comprising one or more objects representing lines from a script having one or more script characters; receiving a first user input corresponding to a user selecting at least one of the objects from the script area for assignment to a location in the timeline area; generating a timeline object at the location in response to the first user input, the timeline object corresponding to the selected object; and associating audio data with the generated timeline object, the audio data corresponding to a line represented by the selected object.

    摘要翻译: 3D动画与相应的脚本之间的交互包括:显示包括至少3D动画区域和脚本区域的用户界面,3D动画区域包括(i)用于创建和播放3D动画的3D视图区域,以及 )用于由一个或多个3D动画字符可视化动作的时间线区域,所述脚本区域包括表示来自具有一个或多个脚本字符的脚本的行的一个或多个对象; 接收对应于用户从所述脚本区域中选择至少一个所述对象的第一用户输入,用于分配到所述时间线区域中的位置; 响应于所述第一用户输入在所述位置处生成时间轴对象,所述时间轴对象对应于所选择的对象; 以及将音频数据与所生成的时间轴对象相关联,所述音频数据对应于由所选择的对象表示的行。

    Editable character action user interfaces
    4.
    发明授权
    Editable character action user interfaces 有权
    可编辑的角色动作用户界面

    公开(公告)号:US09030477B2

    公开(公告)日:2015-05-12

    申请号:US13168189

    申请日:2011-06-24

    摘要: A system includes a computing device that includes a memory configured to store instructions. The computing device also includes a processor configured to execute the instructions to perform a method that includes defining at least one of a location in a virtual scene and a time represented in a timeline as being associated with a performance of an animated character. The method also includes aggregating data that represents actions of the animation character for at least one of the defined location and the defined time. The method also includes presenting a user interface that includes a representation of the aggregated actions. The representation is editable to adjust at least one action included in the aggregation.

    摘要翻译: 系统包括计算设备,其包括被配置为存储指令的存储器。 计算设备还包括处理器,其被配置为执行指令以执行包括将虚拟场景中的位置和时间线中表示的时间中的至少一个定义为与动画角色的表现相关联的方法。 该方法还包括聚合表示针对所定义的位置和所定义的时间中的至少一个的动画角色的动作的数据。 该方法还包括呈现包括聚合动作的表示的用户界面。 该表示可编辑以调整聚合中至少包含一个操作。

    Interaction Between 3D Animation and Corresponding Script
    5.
    发明申请
    Interaction Between 3D Animation and Corresponding Script 有权
    3D动画与相应脚本之间的相互作用

    公开(公告)号:US20130132835A1

    公开(公告)日:2013-05-23

    申请号:US13299518

    申请日:2011-11-18

    IPC分类号: G06F3/00

    摘要: Interaction between a 3D animation and a corresponding script includes: displaying a user interface that includes at least a 3D animation area and a script area, the 3D animation area including (i) a 3D view area for creating and playing a 3D animation and (ii) a timeline area for visualizing actions by one or more 3D animation characters, the script area comprising one or more objects representing lines from a script having one or more script characters; receiving a first user input corresponding to a user selecting at least one of the objects from the script area for assignment to a location in the timeline area; generating a timeline object at the location in response to the first user input, the timeline object corresponding to the selected object; and associating audio data with the generated timeline object, the audio data corresponding to a line represented by the selected object.

    摘要翻译: 3D动画与相应的脚本之间的交互包括:显示包括至少3D动画区域和脚本区域的用户界面,3D动画区域包括(i)用于创建和播放3D动画的3D视图区域,以及 )用于由一个或多个3D动画字符可视化动作的时间线区域,所述脚本区域包括表示来自具有一个或多个脚本字符的脚本的行的一个或多个对象; 接收对应于用户从所述脚本区域中选择至少一个所述对象的第一用户输入,用于分配到所述时间线区域中的位置; 响应于所述第一用户输入在所述位置处生成时间轴对象,所述时间轴对象对应于所选择的对象; 以及将音频数据与所生成的时间轴对象相关联,所述音频数据对应于由所选择的对象表示的行。

    Editable Character Action User Interfaces
    6.
    发明申请
    Editable Character Action User Interfaces 有权
    可编辑字符操作用户界面

    公开(公告)号:US20120327088A1

    公开(公告)日:2012-12-27

    申请号:US13168189

    申请日:2011-06-24

    IPC分类号: G06T13/00

    摘要: A system includes a computing device that includes a memory configured to store instructions. The computing device also includes a processor configured to execute the instructions to perform a method that includes defining at least one of a location in a virtual scene and a time represented in a timeline as being associated with a performance of an animated character. The method also includes aggregating data that represents actions of the animation character for at least one of the defined location and the defined time. The method also includes presenting a user interface that includes a representation of the aggregated actions. The representation is editable to adjust at least one action included in the aggregation.

    摘要翻译: 系统包括计算设备,其包括被配置为存储指令的存储器。 计算设备还包括处理器,其被配置为执行指令以执行包括将虚拟场景中的位置和时间线中表示的时间中的至少一个定义为与动画角色的表现相关联的方法。 该方法还包括聚合表示针对所定义的位置和所定义的时间中的至少一个的动画角色的动作的数据。 该方法还包括呈现包括聚合动作的表示的用户界面。 该表示可编辑以调整聚合中至少包含一个操作。

    Path and Speed Based Character Control
    7.
    发明申请
    Path and Speed Based Character Control 有权
    路径和速度字符控制

    公开(公告)号:US20130141427A1

    公开(公告)日:2013-06-06

    申请号:US13679046

    申请日:2012-11-16

    IPC分类号: G06T13/20

    摘要: A 3D animation environment that includes an animation object is generated. A movement speed is assigned to object the 3D animation environment. An animation path containing at least first and second waypoints is generated. An animation sequence is generated by identifying a first section of the animation path connected to the first waypoint. A first animation of the animation object is generated in which the animation object moves along the first section of the path at the movement speed. A spatial gap in the animation path is identified between the first and second waypoints. A second animation of the animation object is generated in which the animation object moves, by keyframe animation, from the first waypoint to the second waypoint. A third animation of the animation object is generated in which the animation object moves along at least a second portion of the path at the movement speed.

    摘要翻译: 生成包含动画对象的3D动画环境。 分配移动速度来对象3D动画环境。 生成至少包含第一和第二路点的动画路径。 通过识别连接到第一航点的动画路径的第一部分来生成动画序列。 生成动画对象的第一动画,其中动画对象以移动速度沿着路径的第一部分移动。 在第一和第二航点之间确定动画路径中的空间间隙。 生成动画对象的第二动画,其中动画对象通过关键帧动画从第一航点移动到第二航点。 生成动画对象的第三动画,其中动画对象以移动速度沿着路径的至少第二部分移动。

    Modifying an Animation Having a Constraint
    8.
    发明申请
    Modifying an Animation Having a Constraint 有权
    修改具有约束的动画

    公开(公告)号:US20120320066A1

    公开(公告)日:2012-12-20

    申请号:US13161286

    申请日:2011-06-15

    IPC分类号: G06T13/00

    CPC分类号: G06T13/00

    摘要: A computer-implemented method for handling a modification of an animation having a constraint includes detecting a user modification of an animation that involves at least first and second objects, the first object constrained to the second object during a constrained period and non-constrained to the second object during a non-constrained period. The method includes, based on the user modification, selecting one of at least first and second compensation adjustments for the animation based on a compensation policy; and adjusting the animation according to the selected compensation adjustment.

    摘要翻译: 用于处理具有约束的动画的修改的计算机实现的方法包括检测涉及至少第一和第二对象的动画的用户修改,所述第一对象在约束时段期间被约束到所述第二对象,并且非约束到 第二个对象在非约束期间。 该方法基于用户修改,基于补偿策略来选择动画的至少第一和第二补偿调整中的一个; 并根据所选择的补偿调整来调整动画。

    Modifying an animation having a constraint
    9.
    发明授权
    Modifying an animation having a constraint 有权
    修改具有约束的动画

    公开(公告)号:US09177408B2

    公开(公告)日:2015-11-03

    申请号:US13161286

    申请日:2011-06-15

    IPC分类号: G06T13/00

    CPC分类号: G06T13/00

    摘要: A computer-implemented method for handling a modification of an animation having a constraint includes detecting a user modification of an animation that involves at least first and second objects, the first object constrained to the second object during a constrained period and non-constrained to the second object during a non-constrained period. The method includes, based on the user modification, selecting one of at least first and second compensation adjustments for the animation based on a compensation policy; and adjusting the animation according to the selected compensation adjustment.

    摘要翻译: 用于处理具有约束的动画的修改的计算机实现的方法包括检测涉及至少第一和第二对象的动画的用户修改,所述第一对象在约束时段期间被约束到所述第二对象,并且非约束到 第二个对象在非约束期间。 该方法基于用户修改,基于补偿策略来选择动画的至少第一和第二补偿调整中的一个; 并根据所选择的补偿调整来调整动画。