Collision free construction of animated feathers
First Claim
1. A computer-enabled method of generating a skin-attached element on a skin surface of an animated character, the method comprising:
- deforming a region of the skin surface within a predetermined distance from a skin-attached element root position to form a lofted skin according to one of a plurality of constraint surfaces, wherein each of the plurality of constraint surfaces does not intersect with each other, and wherein each of the plurality of constraint surfaces comprises a displacement from the skin surface of the animated character;
creating a sublamina mesh surface constrained to the lofted skin;
projecting a two-dimensional version of the skin-attached element onto the sublamina mesh surface; and
reverting the lofted skin back to a state of the skin surface prior to the deformation of the region of the skin surface by applying an inverse of the displacement of the lofted skin from the skin surface.
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Accused Products
Abstract
To generate a skin-attached element on a skin surface of an animated character, a region of the skin surface within a predetermined distance from a skin-attached element root position is deformed to form a lofted skin according to one of a plurality of constraint surfaces, where each of the plurality of constraint surfaces does not intersect with each other. A sublamina mesh surface constrained to the lofted skin is created. A two-dimensional version of the skin-attached element is projected onto the sublamina mesh surface. The lofted skin is reverted back to a state of the skin surface prior to the deformation of the region of the skin surface.
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Citations
22 Claims
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1. A computer-enabled method of generating a skin-attached element on a skin surface of an animated character, the method comprising:
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deforming a region of the skin surface within a predetermined distance from a skin-attached element root position to form a lofted skin according to one of a plurality of constraint surfaces, wherein each of the plurality of constraint surfaces does not intersect with each other, and wherein each of the plurality of constraint surfaces comprises a displacement from the skin surface of the animated character; creating a sublamina mesh surface constrained to the lofted skin; projecting a two-dimensional version of the skin-attached element onto the sublamina mesh surface; and reverting the lofted skin back to a state of the skin surface prior to the deformation of the region of the skin surface by applying an inverse of the displacement of the lofted skin from the skin surface. - View Dependent Claims (2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20)
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21. A computer system for generating a skin-attached element on a skin surface of an animated character, the system comprising:
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memory configured to store the skin-attached element; and one or more processors configured to; deform a region of the skin surface within a predetermined distance from a skin-attached element root position to form a lofted skin according to one of a plurality of constraint surfaces, wherein each of the plurality of constraint surfaces does not intersect with each other, and wherein each of the plurality of constraint surfaces comprises a displacement from the skin surface of the animated character; create a sublamina mesh surface constrained to the lofted skin; project a two-dimensional version of the skin-attached element onto the sublamina mesh surface; and revert the lofted skin back to a state of the skin surface prior to the deformation of the region of the skin surface by applying an inverse of the displacement of the lofted skin from the skin surface.
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22. A non-transitory computer-readable storage medium comprising computer-executable instructions for generating a skin-attached element on a skin surface of an animated character, the computer-executable instructions comprising instructions for:
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deforming a region of the skin surface within a predetermined distance from a skin-attached element root position to form a lofted skin according to one of a plurality of constraint surfaces, wherein each of the plurality of constraint surfaces does not intersect with each other, and wherein each of the plurality of constraint surfaces comprises a displacement from the skin surface of the animated character; creating a sublamina mesh surface constrained to the lofted skin; projecting a two-dimensional version of the skin-attached element onto the sublamina mesh surface; and reverting the lofted skin back to a state of the skin surface prior to the deformation of the region of the skin surface by applying an inverse of the displacement of the lofted skin from the skin surface.
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Specification