REAL-TIME TERRAIN ANIMATION SELECTION
First Claim
1. A computer-controlled method of providing a user interface comprising:
- (a) causing a virtual object to traverse a first virtual structure;
(b) dynamically adding a further virtual structure connected to the first virtual structure; and
(c) orienting the further virtual structure relative to the first virtual structure in response to the orientation of the first structure relative to virtual gravity.
2 Assignments
0 Petitions
Accused Products
Abstract
In-game characters select the proper animation to use depending on the state of the terrain on which they are currently moving. In this specific case the character chooses an animation depending on the angle of the ground on which it is walking. The method involves real-time determination of the ground angle which is then used to choose the most desirable animation from a closed set of pre-created animations. The animation set consists of animations rendered with the character moving on flat terrain, as well as animations rendered of the character moving uphill and downhill (separately) at pre-determined angles. In this game an animation set consisted of the following animations: 0 degrees, 15 degrees uphill, 30 degrees uphill, 45 degrees uphill, 15 degrees downhill, 30 degrees downhill, 45 degrees downhill). Drawing of the animation is offset to give the best appearance relative to the ground angle.
1 Citation
12 Claims
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1. A computer-controlled method of providing a user interface comprising:
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(a) causing a virtual object to traverse a first virtual structure; (b) dynamically adding a further virtual structure connected to the first virtual structure; and (c) orienting the further virtual structure relative to the first virtual structure in response to the orientation of the first structure relative to virtual gravity. - View Dependent Claims (2, 3, 4)
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5. A system for providing a user interface comprising:
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a display; a user input device; a processor connected to the display and the user input device, the processor being configured to; (a) cause a virtual object to traverse a first virtual structure; (b) dynamically add a further virtual structure connected to the first virtual structure; and (c) orient the further virtual structure relative to the first virtual structure in response to the orientation of the first structure relative to virtual gravity. - View Dependent Claims (6, 7, 8)
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9. A non-transitory storage medium for providing a user interface, said storage medium storing instructions for execution by a computer, said instructions comprising:
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(a) first instructions causing a virtual object to traverse a first virtual structure; (b) second instructions dynamically adding a further virtual structure connected to the first virtual structure; and (c) third instructions orienting the further virtual structure relative to the first virtual structure in response to the orientation of the first structure relative to virtual gravity. - View Dependent Claims (10, 11, 12)
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Specification