System and method for controlling animation by tagging objects within a game environment
First Claim
Patent Images
1. A method of animating a user-controlled character in a virtual environment, comprising:
- defining a tag at a location in the virtual environment, and assigning tag information to the tag that designates a type of reaction for the character when in proximity to the tag;
animate the character using a scripted animation sequence in response to user inputs;
detecting when the character is within a predetermined proximity to the tag;
when the character is within a predetermined proximity to the tag, using the location of the tag and the tag information to dynamically modify the character'"'"'s animation in real time.
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Accused Products
Abstract
A game developer can “tag” an item in the game environment. When an animated character walks near the “tagged” item, the animation engine can cause the character'"'"'s head to turn toward the item, and mathematically computes what needs to be done in order to make the action look real and normal. The tag can also be modified to elicit an emotional response from the character. For example, a tagged enemy can cause fear, while a tagged inanimate object may cause only indifference or indifferent interest.
51 Citations
16 Claims
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1. A method of animating a user-controlled character in a virtual environment, comprising:
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defining a tag at a location in the virtual environment, and assigning tag information to the tag that designates a type of reaction for the character when in proximity to the tag;
animate the character using a scripted animation sequence in response to user inputs;
detecting when the character is within a predetermined proximity to the tag;
when the character is within a predetermined proximity to the tag, using the location of the tag and the tag information to dynamically modify the character'"'"'s animation in real time. - View Dependent Claims (2, 3, 4, 5, 6)
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7. A method for controlling the animation of a character in a virtual world, comprising:
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defining a plurality of tags at defined locations with the virtual world, wherein each tag designates a reaction to be made by the character when the character is within a predefined virtual proximity to the tag;
assigning a priority value to each tag;
allowing a user to control the movement of the character within the virtual world;
when the character is not within the predefined virtual proximity to any of the tags, using a stored animation sequence to animate the character within the virtual world;
when the character is within the predetermine virtual proximity to at least one of the tags, generating a dynamic animation sequence for the character based on the tag having the highest priority among the tags within the predetermined proximity to the character. - View Dependent Claims (8, 9, 10, 11, 13, 14, 15, 16)
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12. A method for animating an object in a virtual word, comprising:
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defining a tag in the virtual world, wherein the tag includes a reaction code which designates a reaction for the object when the object is within a defined virtual proximity to the location of the tag;
moving the object within the virtual world using a stored animation sequence when the object is not within the defined virtual proximity to the tag; and
dynamically generating an animation sequence for the object corresponding to the reaction code of the tag when the object is within the defined virtual proximity to the tag.
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Specification