USER-GENERATED RECORDINGS OF SKELETAL ANIMATIONS
First Claim
1. A method for user-generated recordings of skeletal animations, the method comprising:
- storing information regarding a plurality of animated movements in memory, wherein each animated movement is mapped to one or more skeletal-based body parts of a game character;
capturing a recording of a plurality of user movements over a period of time;
executing instruction stored in memory, wherein execution of the instructions by a processor;
identifies one or more body parts of the user for each captured user movement,determines which skeletal-based body parts correspond to the identified body parts of the user, andgenerate a custom animation comprising a plurality of animated movements, wherein the determined skeletal-based body parts are mapped to the associated animated movement;
storing the custom animation in memory, wherein the custom animation is played during play of a game as designated by the user.
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Accused Products
Abstract
User-generated recordings of skeletal animations are provided. Information is stored in a memory regarding a plurality of animated movements in memory. Each animated movement may be mapped to one or more skeletal-based body parts of a game character. A recording of a plurality of user movements may be captured over a period of time. One or more body parts of the user may be identified for each captured user movement. It may then be determined which skeletal-based body parts correspond to the identified body parts of the user. A custom animation may be generated that comprises a plurality of animated movements in which the determined skeletal-based body parts are mapped to the associated animated movement. The custom animation may be stored in memory and played during play of a game as designated by the user.
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Citations
19 Claims
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1. A method for user-generated recordings of skeletal animations, the method comprising:
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storing information regarding a plurality of animated movements in memory, wherein each animated movement is mapped to one or more skeletal-based body parts of a game character; capturing a recording of a plurality of user movements over a period of time; executing instruction stored in memory, wherein execution of the instructions by a processor; identifies one or more body parts of the user for each captured user movement, determines which skeletal-based body parts correspond to the identified body parts of the user, and generate a custom animation comprising a plurality of animated movements, wherein the determined skeletal-based body parts are mapped to the associated animated movement; storing the custom animation in memory, wherein the custom animation is played during play of a game as designated by the user. - View Dependent Claims (2, 3, 4, 5, 6, 7, 8, 9)
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10. A system for user-generated recordings of skeletal animations, the system comprising:
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memory for storing information regarding a plurality of animated movements, wherein each animated movement is mapped to one or more skeletal-based body parts of a game character; a motion capture device for capturing a recording of a plurality of user movements over a period of time; a processor for executing instruction stored in memory, wherein execution of the instructions; identifies one or more body parts of the user for each captured user movement, determines which skeletal-based body parts correspond to the identified body parts of the user, and generate a custom animation comprising a plurality of animated movements, wherein the determined skeletal-based body parts are mapped to the associated animated movement; and wherein the memory further stores the custom animation, wherein the custom animation is played during play of a game as designated by the user. - View Dependent Claims (11, 12, 13, 14, 15, 16, 17, 18)
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19. A non-transitory computer-readable storage medium, having embodied thereon a program executable by a processor to perform a method for detecting and preventing false positives in a handheld controller, the method comprising:
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storing information regarding a plurality of animated movements, wherein each animated movement is mapped to one or more skeletal-based body parts of a game character; capturing a recording of a plurality of user movements over a period of time; identifying one or more body parts of the user for each captured user movement; determining which skeletal-based body parts correspond to the identified body parts of the user; and generating a custom animation comprising a plurality of animated movements, wherein the determined skeletal-based body parts are mapped to the associated animated movement; storing the custom animation, wherein the custom animation is played during play of a game as designated by the user.
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Specification