Sequencing input control stick
First Claim
Patent Images
1. A method of controlling an animation character with a controller, the method comprising:
- determining a position of the controller;
determining a current state of the animation character;
determining a history of positions of the controller;
comparing the history of positions with a set of history patterns based upon the current state of the game character; and
initiating an animation sequence based upon any matched history patterns.
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Abstract
A method of controlling an animation character with a controller that includes determining a position of the controller and determining a current state of the animation character. A history of positions of the controller is determined and compared with a set of history patterns based upon the current state of the animation character. An animation sequence is initiated based upon any matched history patterns.
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Citations
28 Claims
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1. A method of controlling an animation character with a controller, the method comprising:
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determining a position of the controller;
determining a current state of the animation character;
determining a history of positions of the controller;
comparing the history of positions with a set of history patterns based upon the current state of the game character; and
initiating an animation sequence based upon any matched history patterns. - View Dependent Claims (2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13)
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14. A system for executing animation sequences, the apparatus comprising:
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a central controller;
a display communicatively coupled to the central controller;
at least one controller communicatively coupled to the central controller;
storage within the central controller for storing a history of positions of the at least one controller;
storage within the central controller for storing a set of history patterns based upon possible states of an animation character; and
processing means within the central controller for comparing the history of positions with the set of history patterns and determining a state for the animation character based upon a current state of the animation character and any matched history patterns. - View Dependent Claims (15, 16, 17)
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18. A method of controlling an animation character with an analog controller, the method comprising:
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determining a position of the analog controller, wherein positions are classified within one of five zones;
determining a current state of the animation character;
determining a history of positions of the analog controller that led to the current state of the animation character;
determining an amount of time the analog controller spent in each position for the history of positions and including the amount of time in the history of positions;
comparing the history of positions and times with a set of history patterns based upon the current state of the game character; and
initiating an animation sequence based upon any matched history patterns. - View Dependent Claims (19, 20, 21, 22, 23, 24, 25, 26, 27, 28)
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Specification