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    • 1. 发明申请
    • INTERACTION BETWEEN 3D ANIMATION AND CORRESPONDING SCRIPT
    • 3D动画与对应脚本之间的交互
    • WO2013074992A3
    • 2013-10-10
    • PCT/US2012065625
    • 2012-11-16
    • LUCASFILM ENTERTAINMENT CO LTD
    • GOLDENBERG JOSHUARASMUSSEN LOUISESCHNITZER ADAMPORCINO DOMENCIOLUCAS GEORGEALLEN BRETT A
    • G11B27/34G06T13/20G11B27/036
    • G11B27/34G06T13/20G06T2200/24G06T2213/04G11B27/036
    • Interaction between a 3D animation and a corresponding script includes: displaying a user interface that includes at least a 3D animation area and a script area, the 3D animation area including (i) a 3D view area for creating and playing a 3D animation and (ii) a timeline area for visualizing actions by one or more 3D animation characters, the script area comprising one or more objects representing lines from a script having one or more script characters; receiving a first user input corresponding to a user selecting at least one of the objects from the script area for assignment to a location in the timeline area; generating a timeline object at the location in response to the first user input, the timeline object corresponding to the selected object; and associating audio data with the generated timeline object, the audio data corresponding to a line represented by the selected object.
    • 3D动画与相应的脚本之间的相互作用包括:显示包括至少3D动画区域和脚本区域的用户界面,3D动画区域包括(i)用于创建和播放3D动画的3D视图区域,以及 )用于由一个或多个3D动画字符可视化动作的时间线区域,所述脚本区域包括表示来自具有一个或多个脚本字符的脚本的行的一个或多个对象; 接收对应于用户从所述脚本区域中选择至少一个所述对象的第一用户输入,用于分配到所述时间线区域中的位置; 响应于所述第一用户输入在所述位置处生成时间轴对象,所述时间轴对象对应于所选择的对象; 以及将音频数据与所生成的时间轴对象相关联,所述音频数据对应于由所选择的对象表示的行。
    • 2. 发明申请
    • FLEXIBLE 3-D CHARACTER RIGGING BLOCKS WITH INTERFACE OBLIGATIONS
    • 具有界面义务的灵活的3-D字符装配块
    • WO2015010128A2
    • 2015-01-22
    • PCT/US2014047457
    • 2014-07-21
    • LUCASFILM ENTERTAINMENT CO LTD
    • JUTAN MICHAEL JUSTIN LEEROSE RACHEL MDOUBLESTEIN JOHN
    • G06T13/40G06T2200/24
    • A method of generating an animation rig for a 3-D computing environment may include accessing a plurality of blocks, each representing a particular rig element, and including interfaces that govern interactions with other rig elements and information for generating a portion of the animation rig corresponding to the particular rig element represented by the block. The method may also include receiving a selection of a first block that includes a first interface and first information and represents a first rig element, and receiving a selection of a second block that includes a second interface and second information and represents a second rig element. The method may additionally include receiving an instruction to connect the first interface to the second interface, generating the animation rig using the first information and the second information, and providing the animation rig to the 3-D computing environment.
    • 生成用于3D计算环境的动画装置的方法可以包括访问多个块,每个块表示特定的钻机元件,并且包括控制与其他钻机元件的交互的接口以及用于生成对应的动画钻机的一部分的信息 到由块表示的特定钻机元件。 该方法还可以包括接收包括第一接口和第一信息的第一块的选择并且表示第一钻机元件,以及接收包括第二接口和第二信息的第二块的选择并且表示第二钻台元件。 该方法可以另外包括接收将第一接口连接到第二接口的指令,使用第一信息和第二信息生成动画设备,以及向3-D计算环境提供动画设备。
    • 3. 发明申请
    • PATH AND SPEED BASED CHARACTER CONTROL
    • 基于路径和速度的字符控制
    • WO2013074926A8
    • 2013-08-08
    • PCT/US2012065518
    • 2012-11-16
    • LUCASFILM ENTERTAINMENT CO LTD
    • LUCAS GEORGEPORCINO DOMENCIOSCHNITZER ADAMRASMUSSEN LOUISEOBERHEU KENT
    • G06T13/40
    • G06T13/20A63F2300/646A63F2300/6607G06T13/80
    • A 3D animation environment that includes an animation object is generated. A movement speed is assigned to object the 3D animation environment. An animation path containing at least first and second waypoints is generated. An animation sequence is generated by identifying a first section of the animation path connected to the first waypoint. A first animation of the animation object is generated in which the animation object moves along the first section of the path at the movement speed. A spatial gap in the animation path is identified between the first and second waypoints. A second animation of the animation object is generated in which the animation object moves, by keyframe animation, from the first waypoint to the second waypoint. A third animation of the animation object is generated in which the animation object moves along at least a second portion of the path at the movement speed.
    • 生成包含动画对象的3D动画环境。 分配移动速度来对象3D动画环境。 生成至少包含第一和第二路点的动画路径。 通过识别连接到第一航点的动画路径的第一部分来生成动画序列。 生成动画对象的第一动画,其中动画对象以移动速度沿着路径的第一部分移动。 在第一和第二航点之间确定动画路径中的空间间隙。 生成动画对象的第二动画,其中动画对象通过关键帧动画从第一航点移动到第二航点。 生成动画对象的第三动画,其中动画对象以移动速度沿着路径的至少第二部分移动。