Systems and methods for computer animation using an order of operations deformation engine
Abstract:
A method for computer animation includes receiving, by a processor executing a multi-platform deformation engine system in association with a third-party game engine system, an input file that includes an asset geometry, where the asset geometry defines an asset mesh structure, where the asset geometry may exclude an internal support frame, and where logic for custom deformation steps may be included, altogether in a fashion portable and made to produce consistent results across multiple different software and/or hardware platform environments and/or across real-time and/or offline scenarios. The method also includes applying at least one deformer to the asset mesh structure, where the at least one deformer includes a plurality of user-selectable deformer channels, and where each deformer channel is associated with at least a portion of the asset mesh structure and configured to adjust a visual appearance of the associated portion of the asset mesh structure. The method also includes receiving a customizable order of operations for evaluation of at least a subset of the plurality of deformer channels, the order of operations specifying an order in which each deformer channel of the subset is to be evaluated in real-time during animation of the asset geometry.
Information query
Patent Agency Ranking
0/0