EP1222637A1 - Procede et systeme pour creer, sur une interface graphique, des images animees en trois dimensions, interactives en temps reel - Google Patents
Procede et systeme pour creer, sur une interface graphique, des images animees en trois dimensions, interactives en temps reelInfo
- Publication number
- EP1222637A1 EP1222637A1 EP00967976A EP00967976A EP1222637A1 EP 1222637 A1 EP1222637 A1 EP 1222637A1 EP 00967976 A EP00967976 A EP 00967976A EP 00967976 A EP00967976 A EP 00967976A EP 1222637 A1 EP1222637 A1 EP 1222637A1
- Authority
- EP
- European Patent Office
- Prior art keywords
- behavior
- animated
- objects
- control
- characters
- Prior art date
- Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
- Ceased
Links
Classifications
-
- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06T—IMAGE DATA PROCESSING OR GENERATION, IN GENERAL
- G06T19/00—Manipulating 3D models or images for computer graphics
- G06T19/20—Editing of 3D images, e.g. changing shapes or colours, aligning objects or positioning parts
-
- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06T—IMAGE DATA PROCESSING OR GENERATION, IN GENERAL
- G06T13/00—Animation
- G06T13/20—3D [Three Dimensional] animation
-
- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06T—IMAGE DATA PROCESSING OR GENERATION, IN GENERAL
- G06T2200/00—Indexing scheme for image data processing or generation, in general
- G06T2200/24—Indexing scheme for image data processing or generation, in general involving graphical user interfaces [GUIs]
-
- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06T—IMAGE DATA PROCESSING OR GENERATION, IN GENERAL
- G06T2219/00—Indexing scheme for manipulating 3D models or images for computer graphics
- G06T2219/016—Exploded view
-
- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06T—IMAGE DATA PROCESSING OR GENERATION, IN GENERAL
- G06T2219/00—Indexing scheme for manipulating 3D models or images for computer graphics
- G06T2219/20—Indexing scheme for editing of 3D models
- G06T2219/2021—Shape modification
Definitions
- the present invention relates to methods and systems for creating animated images on a graphical interface. Such methods and systems are known. Mention will be made in particular of the following documents which describe such graphic interfaces: WO 99 06961 (MORGAN GARETH JOHN D ARCY and others), WO 98 35320 (PARKIN GODFREY MAYBIN and others), WO 98 45813, US 5 867 175 A (MACKINNON DONALD GLEN and others).
- the invention relates more particularly to a method for creating on a graphic interface three-dimensional animated graphic images representing scenes comprising objects and / or characters.
- the graphic images are designed by an operator-designer so that they can be animated, subsequently, interactively, in real time, by the user for whom (the "end consumer " player ) they are intended.
- the method according to the invention comprises the steps described below: (a) the step of selecting, in libraries of objects and / or characters, at least one object and / or a character, (b) step of viewing said object and / or said character on the graphical interface,
- Said behaviors have the characteristic of reacting in whole or in part interactively, in real time, to requests. More particularly, said behaviors react to requests from said user-players.
- a control device in particular a keyboard or a mouse.
- the explosive behavior of a first object can be linked to the movement of a second object passing close to the first object. The second object is actuated and set in motion by the user-player by means of the control member.
- the method according to the invention further comprises the step of assembling on a GUI, according to the sequences and the trees of an animated interactive scenario under development, visual elements symbolizing the objects and / or characters concerned the lively scene and the behaviors attributed to them.
- Scenario designers particularly of interactive games, can thus visualize the different sequences and trees of interactive animated scenarios as they are designed. Game designers can therefore focus on writing interactive scenarios, then quickly create them with ergonomic graphic tools on their graphic interface.
- the method according to the invention further comprises the step of creating chains of behaviors including the explosion of an object can be linked to the movement of another object passing close in the scene shown in the graphic interface. It is thus possible to generate modules (otherwise called components) of chained behaviors of objects and / or characters, which can be reassembled in other modules (or components) then in more complex interactive animated scenarios.
- modules otherwise called components
- interaction, in real time, with the player is reinforced.
- the event that occurs is calculated, at each instant, according to the environment that the player can modify.
- the method according to the invention further comprises the step of select, from libraries of camera viewpoints, the viewpoint of the camera viewing the scene in three dimensions.
- the invention also relates to a system for creating on a graphic interface three-dimensional graphic images representing scenes comprising objects and / or characters.
- Said graphic images are designed by an operator-designer to be animated interactively, in real time, by the users for whom they are intended.
- Said graphical interface is associated with a calculation unit and a control unit.
- the calculation members and the control members comprise first calculation means and first control means. These first calculation means and these first control means allow designers:
- Said calculation members and control members further comprise second calculation means and second control means. These means allow designers:
- behavior libraries the behavior of an object and / or a character, for example an explosive behavior or a displacement
- Said behaviors have the characteristic of reacting in whole or in part interactively, in real time, to requests coming from said users (of the "end consumer” player) intervening by means of a control organ, in particular a keyboard.
- the explosive behavior of a first object can be linked to the movement of a second object passing close to the first object. Moving the second object is activated by the user-player by means of the control member.
- Said calculation and control members further comprising activation means for activating on the graphic interface one or more zones on which the operator-designer assembles, according to the sequences and the trees of an animated interactive scenario in progress of design, visual elements symbolizing the objects and / or the characters concerned by the animated scene as well as the behaviors which are allotted to them. The designer can thus view the different sequences and trees of the scenario as and when it is designed.
- This technical feature contributes in an essential way to the ergonomics of the system of creation of graphic images, in three dimensions, interactive in real time.
- calculation members and the control members of the system according to the invention further comprise third calculation means and third control means for selecting, from libraries of camera viewpoints, the viewpoint of the camera viewing the scene in three dimensions.
- the calculation members and the control members of the system according to the invention further comprise fourth calculation means and fourth control means for creating behavior chains, in particular the explosion of an object during the passing close to another object in the scene represented on the graphic interface. It is thus possible to generate modules chained behaviors of objects and / or characters, which can be reassembled into other modules and in interactive animated scenarios more complex.
- FIG. 1 showing a graphical interface according to the invention and the associated calculation and control means
- FIGS. 2 and 3 presenting the graphical tools used by a designer of animated scenarios to select a star in a database and view it on the graphical interface as well as to attribute a behavior to it: that of exploding under certain conditions, - Figure 4 with graphical tools used by a designer of animated scenarios for chaining the explosion behavior of the star passing close to a sphere.
- Red sphere Red sphere
- Proximity Behavior detecting the proximity between two objects
- the graphical interface 1 is associated with a calculation member 2 and with a control member, in particular a keyboard 3 and a mouse 4. Connection cables 5a and 5c interconnect these different members. An electric power cable 6 provides the necessary energy.
- An operating system makes it possible to manage, in a manner known per se, the operation of the assembly.
- the calculation members 2 and the control members 3, 4 comprise first calculation means and first control means.
- the first calculation means and first control means allow the designer to select scenarios, in libraries of objects and / or characters that appear on the GUI 1, at least one object and / or character. To this end, by means of the control member
- the scenario designer displays in the window 1b of the graphical interface 1 a menu comprising an icon 7 "Basic Forms".
- a menu appears in the part of the graphical interface 1 which contains a list of the various objects and / or characters liable to be selected.
- the following icons appear "YellowStar", "RedSphere”.
- clicking on the "YellowStar” and / or "RedSphere” icon a three-dimensional image of these objects is displayed in part la of the graphical interface 1 (reference 8 figure 2 and references 9 figure 4).
- the position of this object in relation to the spectator (the point of view of the camera), as well as the position of the light source, can be selected by clicking on the icons "Cameras" 10 or "Lights" 11 appearing in the part lb of the graphical interface 1.
- the calculation member 2 and the control members 3, 4 further comprise second calculation means and second control means. These second calculation means and second control means allow the scenario designer to select, in behavior libraries, appearing on the graphical interface.
- the scenario designer displays in the window 1b of the graphical interface 1 a submenu of "Behaviors" behaviors comprising an icon 12 "MeshModifier".
- a menu appears in the part of the graphical interface 1 which contains a list of behaviors of the "MeshModifier” type which can be selected.
- the icon 13 "Explode" appears.
- a configurable image 14 of this type of behavior is displayed in the part ld of the graphical interface 1, opposite the schematic representation 15 of the object "YellowStar".
- This image may for example take the form of a rectangle having input terminals and output.
- a configurable link 17a, 17b connects, via a behavioral function "wait message” 18, the schematic representation 15 of the object “YellowStar” to the configurable image 14 of the behavior "Explode”.
- the "YellowStar” object 8, 15 has thus been assigned the "Explode” behavior 14.
- the "wait message” behavioral function 18 is also represented by a rectangle having input and output terminals.
- the behavior "Logics" 21 has been selected.
- the corresponding window includes in its "Proximity” menu 22.
- the "Proximity” 22 function is symbolized by the rectangle 23, on the ld script relating to the "RedSphere".
- a logical link 23a is established between the "Proximity” behavior 22, 23 and the "RedSphere”.
- a logical link 23b is established between the "Proximity” behavior 22, 23 and the "send message” function represented on the script by the rectangle 24.
- the "send message” function 24 sends to destination 26 of the "YellowStar” object "the message” OnClick "25.
- the calculation elements 2 and the control elements 3 and 4 allow the scenario designer to create behavior chains, in particular the explosion of an object when passing close to another object.
- the calculation means 2 and control means 3, 4 comprise means for activation to activate on the chart 1 one or more zones ld interface on which the operator can assemble, in the sequence and the trees of a scenario interactive animation during design, visual elements 15, 16 symbolizing the objects 8, 9 concerned by the animated scene as well as the behaviors 14, 23 attributed to them.
- This combination of means also makes it possible to generate behavior modules for chained objects, which can be reassembled in other modules and then in more complex interactive animated scenarios. Thus, it is possible to visualize the different sequences and the trees of the scenario as and when it is designed.
Landscapes
- Engineering & Computer Science (AREA)
- Physics & Mathematics (AREA)
- General Physics & Mathematics (AREA)
- Theoretical Computer Science (AREA)
- Architecture (AREA)
- Computer Graphics (AREA)
- Computer Hardware Design (AREA)
- General Engineering & Computer Science (AREA)
- Software Systems (AREA)
- Processing Or Creating Images (AREA)
- User Interface Of Digital Computer (AREA)
Applications Claiming Priority (3)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
FR9912731A FR2799562B1 (fr) | 1999-10-07 | 1999-10-07 | Procede pour creer et animer de maniere interactive, sur une interface graphique, des images en trois dimensions |
FR9912731 | 1999-10-07 | ||
PCT/FR2000/002791 WO2001026058A1 (fr) | 1999-10-07 | 2000-10-06 | Procede et systeme pour creer, sur une interface graphique, des images animees en trois dimensions, interactives en temps reel |
Publications (1)
Publication Number | Publication Date |
---|---|
EP1222637A1 true EP1222637A1 (fr) | 2002-07-17 |
Family
ID=9550854
Family Applications (1)
Application Number | Title | Priority Date | Filing Date |
---|---|---|---|
EP00967976A Ceased EP1222637A1 (fr) | 1999-10-07 | 2000-10-06 | Procede et systeme pour creer, sur une interface graphique, des images animees en trois dimensions, interactives en temps reel |
Country Status (6)
Country | Link |
---|---|
US (1) | US6972765B1 (ja) |
EP (1) | EP1222637A1 (ja) |
JP (1) | JP4584519B2 (ja) |
AU (1) | AU7795900A (ja) |
FR (1) | FR2799562B1 (ja) |
WO (1) | WO2001026058A1 (ja) |
Families Citing this family (9)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
JP4345576B2 (ja) * | 2004-05-26 | 2009-10-14 | ヤマハ株式会社 | 信号経路設定装置および信号経路設定プログラム |
US8667419B2 (en) | 2008-09-09 | 2014-03-04 | Applied Systems, Inc. | Method and apparatus for displaying a menu for accessing hierarchical content data including caching multiple menu states |
US8964052B1 (en) | 2010-07-19 | 2015-02-24 | Lucasfilm Entertainment Company, Ltd. | Controlling a virtual camera |
US9030477B2 (en) * | 2011-06-24 | 2015-05-12 | Lucasfilm Entertainment Company Ltd. | Editable character action user interfaces |
US20130097552A1 (en) * | 2011-10-18 | 2013-04-18 | Microsoft Corporation | Constructing an animation timeline via direct manipulation |
WO2013074926A1 (en) | 2011-11-18 | 2013-05-23 | Lucasfilm Entertainment Company Ltd. | Path and speed based character control |
US10176252B2 (en) * | 2012-12-04 | 2019-01-08 | Ntt Docomo, Inc. | Information-processing device, server device, interaction system, and program |
US9558578B1 (en) | 2012-12-27 | 2017-01-31 | Lucasfilm Entertainment Company Ltd. | Animation environment |
CN116778038A (zh) * | 2023-05-22 | 2023-09-19 | 北京道达天际科技股份有限公司 | 基于三维地图可视化平台的动画编辑器和动画设计方法 |
Family Cites Families (7)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
JPH08320949A (ja) * | 1995-05-24 | 1996-12-03 | Sega Enterp Ltd | 画像処理装置及びそれを用いたゲーム装置 |
US5867175A (en) * | 1996-05-24 | 1999-02-02 | Microsoft Corporation | Method and apparatus for scriping animation |
WO1998033151A1 (fr) * | 1997-01-24 | 1998-07-30 | Sony Corporation | Dispositif, procede et support permettant de generer des donnees graphiques |
GB9703016D0 (en) * | 1997-02-07 | 1997-04-02 | Cyberclass Limited | Animation system and mehod |
US6084590A (en) * | 1997-04-07 | 2000-07-04 | Synapix, Inc. | Media production with correlation of image stream and abstract objects in a three-dimensional virtual stage |
US6011562A (en) * | 1997-08-01 | 2000-01-04 | Avid Technology Inc. | Method and system employing an NLE to create and modify 3D animations by mixing and compositing animation data |
JP2000200361A (ja) * | 1998-08-07 | 2000-07-18 | Sega Enterp Ltd | 画像処理装置及び情報記録媒体 |
-
1999
- 1999-10-07 FR FR9912731A patent/FR2799562B1/fr not_active Expired - Lifetime
-
2000
- 2000-10-06 AU AU77959/00A patent/AU7795900A/en not_active Abandoned
- 2000-10-06 JP JP2001528942A patent/JP4584519B2/ja not_active Expired - Lifetime
- 2000-10-06 US US10/089,881 patent/US6972765B1/en not_active Expired - Lifetime
- 2000-10-06 WO PCT/FR2000/002791 patent/WO2001026058A1/fr active Search and Examination
- 2000-10-06 EP EP00967976A patent/EP1222637A1/fr not_active Ceased
Non-Patent Citations (1)
Title |
---|
See references of WO0126058A1 * |
Also Published As
Publication number | Publication date |
---|---|
AU7795900A (en) | 2001-05-10 |
JP4584519B2 (ja) | 2010-11-24 |
JP2003516567A (ja) | 2003-05-13 |
FR2799562B1 (fr) | 2002-06-07 |
US6972765B1 (en) | 2005-12-06 |
WO2001026058A1 (fr) | 2001-04-12 |
FR2799562A1 (fr) | 2001-04-13 |
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