WO2021059371A1 - アニメーション制作方法 - Google Patents
アニメーション制作方法 Download PDFInfo
- Publication number
- WO2021059371A1 WO2021059371A1 PCT/JP2019/037423 JP2019037423W WO2021059371A1 WO 2021059371 A1 WO2021059371 A1 WO 2021059371A1 JP 2019037423 W JP2019037423 W JP 2019037423W WO 2021059371 A1 WO2021059371 A1 WO 2021059371A1
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- WO
- WIPO (PCT)
- Prior art keywords
- image
- character
- camera
- virtual space
- user
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- 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.)
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Classifications
-
- G—PHYSICS
- G06—COMPUTING OR CALCULATING; COUNTING
- G06T—IMAGE DATA PROCESSING OR GENERATION, IN GENERAL
- G06T13/00—Animation
- G06T13/20—Three-dimensional [3D] animation
- G06T13/40—Three-dimensional [3D] animation of characters, e.g. humans, animals or virtual beings
-
- G—PHYSICS
- G06—COMPUTING OR CALCULATING; COUNTING
- G06F—ELECTRIC DIGITAL DATA PROCESSING
- G06F3/00—Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
- G06F3/01—Input arrangements or combined input and output arrangements for interaction between user and computer
- G06F3/011—Arrangements for interaction with the human body, e.g. for user immersion in virtual reality
-
- G—PHYSICS
- G06—COMPUTING OR CALCULATING; COUNTING
- G06F—ELECTRIC DIGITAL DATA PROCESSING
- G06F3/00—Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
- G06F3/01—Input arrangements or combined input and output arrangements for interaction between user and computer
- G06F3/011—Arrangements for interaction with the human body, e.g. for user immersion in virtual reality
- G06F3/012—Head tracking input arrangements
-
- G—PHYSICS
- G06—COMPUTING OR CALCULATING; COUNTING
- G06F—ELECTRIC DIGITAL DATA PROCESSING
- G06F3/00—Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
- G06F3/01—Input arrangements or combined input and output arrangements for interaction between user and computer
- G06F3/011—Arrangements for interaction with the human body, e.g. for user immersion in virtual reality
- G06F3/013—Eye tracking input arrangements
-
- G—PHYSICS
- G06—COMPUTING OR CALCULATING; COUNTING
- G06F—ELECTRIC DIGITAL DATA PROCESSING
- G06F3/00—Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
- G06F3/01—Input arrangements or combined input and output arrangements for interaction between user and computer
- G06F3/03—Arrangements for converting the position or the displacement of a member into a coded form
- G06F3/033—Pointing devices displaced or positioned by the user, e.g. mice, trackballs, pens or joysticks; Accessories therefor
- G06F3/0346—Pointing devices displaced or positioned by the user, e.g. mice, trackballs, pens or joysticks; Accessories therefor with detection of the device orientation or free movement in a three-dimensional [3D] space, e.g. 3D mice, 6-DOF [six degrees of freedom] pointers using gyroscopes, accelerometers or tilt-sensors
-
- G—PHYSICS
- G06—COMPUTING OR CALCULATING; COUNTING
- G06T—IMAGE DATA PROCESSING OR GENERATION, IN GENERAL
- G06T19/00—Manipulating three-dimensional [3D] models or images for computer graphics
- G06T19/20—Editing of three-dimensional [3D] images, e.g. changing shapes or colours, aligning objects or positioning parts
-
- G—PHYSICS
- G06—COMPUTING OR CALCULATING; 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 OR CALCULATING; 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
- G06T2219/2004—Aligning objects, relative positioning of parts
Definitions
- the present invention relates to an animation production method.
- a virtual camera is placed in the virtual space (see Patent Document 1).
- the stage of shooting can be set by placing the background image behind the character and shooting.
- the camera angle is limited to the background image.
- the present invention has been made in view of such a background, and an object of the present invention is to provide a technique for freely producing animation in a virtual space.
- the main invention of the present invention for solving the above problems is an animation production method, in which a computer arranges a virtual camera for photographing a character in a virtual space and a first step at the feet of the character.
- the step of arranging the image, the step of arranging the second image at an angle to the first image, and the step of generating the image captured by the camera are executed.
- animation can be freely produced in a virtual space.
- HMD head-mounted display
- FIG. 1 A schematic diagram of the appearance of the HMD 110 according to the present embodiment is shown. It is a figure which shows the functional structure example of the HMD 110 which concerns on this embodiment.
- the schematic diagram of the appearance of the controller 210 which concerns on this embodiment is shown. It is a figure which shows the functional structure example of the controller 210 which concerns on this embodiment. It is a figure which shows the functional block diagram of the image generation apparatus 310 which concerns on this embodiment.
- the present invention includes, for example, the following configuration.
- [Item 1] The computer Steps to place a virtual camera to shoot characters in virtual space, The step of arranging the first image under the feet of the character, A step of arranging the second image at an angle to the first image, and Steps to generate an image taken by the camera, An animation production method characterized by executing.
- [Item 2] The animation production method according to item 1, wherein the second image is an image representing at least a part of the ground, a road, a floor, a staircase, a bed, or a chair.
- [Item 3] The animation production method according to item 1 or 2.
- the computer Further performing the step of angling the first image and placing a third image away from the second image.
- [Item 4] The animation production method according to item 3, wherein the third image is an image representing at least a part of the sky or the ceiling.
- FIG. 1 is a diagram showing an example of a virtual space displayed on a head-mounted display (HMD) worn by a user in the animation production system 300 of the present embodiment.
- a virtual character 4 and a virtual camera 3 are arranged in the virtual space 1, and the character 4 is photographed by using the camera 3.
- a cameraman 2 photographer character
- the user can arrange the character 4 and the camera 3 while looking down at the virtual space 1 from a TPV (Third Person View), or can use the FPV as the cameraman 2.
- TPV Transmissiond Person View
- a plurality of characters 4 (character 4-1 and character 4-2 in the example of FIG. 1) can be arranged in the virtual space 1, and the user can perform acting while possessing the character 4. it can.
- the user can also switch the target possessed by each character 4 (for example, characters 4-1 and 4-2). That is, in the animation production system 300 of the present embodiment, one person can play many roles.
- the cameraman 2 can perform shooting while virtually operating the camera 3, it is possible to realize natural camera work and enrich the expression of the moving image to be shot.
- FIG. 2 is a diagram showing an overall configuration example of the animation production system 300 according to the embodiment of the present invention.
- the animation production system 300 can include, for example, an HMD 110, a controller 210, and an image generation device 310 that functions as a host computer.
- An infrared camera (not shown) or the like for detecting the position, orientation, tilt, etc. of the HMD 110 or the controller 210 can be added to the animation production system 300.
- These devices can be connected to each other by wired or wireless means.
- each device is equipped with a USB port, and communication can be established by connecting with a cable.
- HDMI, wired LAN, infrared rays, Bluetooth (registered trademark), WiFi (registered trademark), etc. are wired.
- communication can be established wirelessly.
- the image generation device 310 may be any device having a calculation processing function, such as a PC, a game machine, or a mobile communication terminal.
- FIG. 3 shows a schematic view of the appearance of the HMD 110 according to the present embodiment.
- FIG. 4 is a diagram showing a functional configuration example of the HMD 110 according to the present embodiment.
- the HMD 110 is attached to the user's head and includes a display panel 120 so as to be arranged in front of the user's left and right eyes.
- a display panel an optical transmissive type and a non-transmissive type display can be considered, but in the present embodiment, a non-transmissive type display panel capable of providing a more immersive feeling is exemplified.
- An image for the left eye and an image for the right eye are displayed on the display panel 120, and an image having a stereoscopic effect can be provided to the user by utilizing the parallax of both eyes. If the image for the left eye and the image for the right eye can be displayed, the display for the left eye and the display for the right eye can be provided separately, or an integrated display for the left eye and the right eye can be provided. is there.
- the housing 130 of the HMD 110 includes a sensor 140.
- the sensor 140 may include, for example, a magnetic sensor, an acceleration sensor, or a gyro sensor, or a combination thereof, in order to detect movements such as the orientation and tilt of the user's head.
- the vertical direction of the user's head is the Y-axis, and of the axes orthogonal to the Y-axis, the axis that connects the center of the display panel 120 and the user and corresponds to the front-back direction of the user is the Z-axis, and the Y-axis and the Z-axis.
- the senor 140 When the axis corresponding to the user's left-right direction is the X-axis, the sensor 140 has a rotation angle around the X-axis (so-called pitch angle), a rotation angle around the Y-axis (so-called yaw angle), and Z. The rotation angle around the axis (so-called roll angle) can be detected.
- the housing 130 of the HMD 110 may include a plurality of light sources 150 (for example, infrared light LED, visible light LED).
- a camera for example, an infrared light camera, a visible light camera
- the HMD 110 may be provided with a camera for detecting a light source installed in the housing 130 of the HMD 110.
- the housing 130 of the HMD 110 may also include an eye tracking sensor.
- Eye tracking sensors are used to detect the gaze direction and gaze point of the user's left and right eyes.
- Various types of eye tracking sensors can be considered. For example, the position of the reflected light on the cornea formed by irradiating the left eye and the right eye with weak infrared light is used as a reference point, and the position of the pupil with respect to the position of the reflected light is used as a reference point.
- a method of detecting the line-of-sight direction and detecting the intersection of the line-of-sight directions of the left eye and the right eye as the gazing point can be considered.
- FIG. 5 shows a schematic view of the appearance of the controller 210 according to the present embodiment.
- FIG. 6 is a diagram showing a functional configuration example of the controller 210 according to the present embodiment.
- the controller 210 can support the user to perform a predetermined input in the virtual space.
- the controller 210 can be configured as a set of controllers for the left hand 220 and the right hand 230.
- the left-hand controller 220 and the right-hand controller 230 can each have an operation trigger button 240, an infrared LED 250, a sensor 260, a joystick 270, and a menu button 280.
- the operation trigger button 240 is arranged as 240a and 240b at positions assuming that when the grip 235 of the controller 210 is gripped, an operation such as pulling the trigger with the middle finger and the index finger is performed.
- a plurality of infrared LEDs 250 are provided on the frame 245 formed in a ring shape downward from both side surfaces of the controller 210, and the positions of these infrared LEDs are detected by a camera (not shown) provided outside the controller. The position, orientation and tilt of the controller 210 in a specific space can be detected.
- the controller 210 can incorporate a sensor 260 in order to detect movements such as the orientation and tilt of the controller 210.
- the sensor 260 may include, for example, a magnetic sensor, an acceleration sensor, a gyro sensor, or a combination thereof.
- a joystick 270 and a menu button 280 can be provided on the upper surface of the controller 210.
- the joystick 270 can be moved in the 360-degree direction about the reference point, and it is assumed that the joystick 270 is operated by the thumb when the grip 235 of the controller 210 is gripped. It is assumed that the menu button 280 is also operated with the thumb.
- the controller 210 may also include a vibrator (not shown) for giving vibration to the hand of the user who operates the controller 210.
- the controller 210 inputs and outputs in order to output information such as the user's input contents via a button or a joystick and the position, orientation and tilt of the controller 210 via a sensor or the like, and to receive information from the host computer. It has a unit and a communication unit.
- the system determines the movement and posture of the user's hand based on whether or not the user holds the controller 210 and operates various buttons and joysticks, and the information detected by the infrared LED and the sensor, and pseudo in the virtual space.
- the user's hand can be displayed and operated.
- FIG. 7 is a diagram showing a functional configuration diagram of the image generation device 310 according to the present embodiment.
- the image generator 310 stores user input information transmitted from the HMD 110 or the controller 210, information on the user's head movement and controller movement and operation acquired by a sensor or the like, and performs a predetermined calculation process. Devices such as PCs, game consoles, mobile communication terminals, etc., which have a function for generating images, can be used.
- the image generation device 310 can include, for example, an input / output unit 320 for establishing a wired connection with peripheral devices such as the HMD 110 and the controller 210, and includes infrared rays, Bluetooth (registered trademark), WiFi (registered trademark), and the like.
- a communication unit 330 for establishing a wireless connection can be provided.
- Information regarding the movement of the user's head and the movement and operation of the controller received from the HMD 110 and / or the controller 210 via the input / output unit 320 and / or the communication unit 330 is transmitted to the control unit 340 by the user's position.
- the character 4 is controlled by executing the control program stored in the storage unit 350 according to the input contents of the user, which is detected as the input contents including the movements such as the line of sight and the posture, the utterance, and the operation. Processing such as generating an image is performed.
- the control unit 340 can be configured by a CPU, but by further providing a GPU specialized for image processing, information processing and image processing can be dispersed and overall processing efficiency can be improved.
- the image generation device 310 can also communicate with another calculation processing device and have the other calculation processing device share information processing and image processing.
- the control unit 340 is a user input detection unit 410 and a storage unit 350 that detect information regarding the movement of the user's head, the user's speech, and the movement and operation of the controller received from the HMD 110 and / or the controller 210.
- the character control unit 420 that executes the control program stored in the control program storage unit 460 for the character 4 stored in the character data storage unit 450, and the virtual space 1 arranged in the virtual space 1 according to the character control. It has a camera control unit 440 that controls the camera 3, and an image generation unit 430 that generates an image in which the camera 3 captures the virtual space 1 based on character control.
- control of the movement of the character 4 information such as the orientation and inclination of the user's head and the movement of the hand detected via the HMD 110 and the controller 210 is created according to the movement and restrictions of the joints of the human body. It is realized by applying the movement of the bone structure by converting it into the movement of each part of the bone structure and associating the bone structure with the character data stored in advance.
- the control of the camera 3 is, for example, various settings for the camera 3 according to the movement of the hand of the character 4 (for example, the position of the camera 3 in the virtual space 1, the line-of-sight direction of the camera 3, the focal position, the zoom, etc.). It is done by changing.
- the storage unit 350 stores the image data of the character 4 and information related to the character 4 such as the attributes of the character 4 in the character data storage unit 450 described above. Further, the control program storage unit 460 stores a program for controlling the movement and facial expression of the character 4 in the virtual space and controlling an object such as the camera 3.
- the image data storage unit 470 stores the image generated by the image generation unit 430.
- the asset data storage unit 480 stores data of assets that can be arranged in the virtual space 1. Image data is included in the asset data.
- the image data includes image data of an image representing the ground (hereinafter referred to as a ground image), image data of a background image, and image data of an image representing the sky (hereinafter referred to as an aerial image).
- the background image is an image arranged behind the character 4 when the camera 3 is oriented horizontally toward the character 4.
- the ground image is an image showing what is arranged at the bottom of the character 4, such as a road, the ground, a floor, stairs, a carpet, a bed, and a chair.
- the aerial image is an image in which an object arranged above the character 4, such as the sky or the ceiling, is displayed, and is taken above the character 4 when the shooting direction of the camera 3 is swung upward in the vertical direction.
- the user places a background image behind the character 4 and a ground image under the feet of the character 4 (ie, an angle (preferably substantially vertical) between the plane of the background image and the plane of the ground image).
- an aerial image above the head of the character 4 (that is, an angle (preferably substantially vertical) is provided between the plane of the background image and the plane of the aerial image)
- the camera 4 is provided. Even if the image is moved in the vertical direction, the image is displayed behind the character 4, so that the camera 3 can be freely moved to take a picture without impairing the immersive feeling.
- the image can be arranged by arranging the plate polygon to which the image data is pasted as a texture in the virtual space 1.
- FIG. 8 is a diagram showing a flow of animation production in the animation production system 300 of the present embodiment.
- 9 and 10 are diagrams showing how an image selected from the asset list 6 is arranged in the virtual space 1 in the animation production system 300 of the present embodiment.
- Asset list 6 is arranged in virtual space 1.
- the asset list 6 includes an asset type tab 61, an asset item 62, a scroll bar 63, and a button 64.
- the asset type tab 61 can be, for example, a 3DCG model (ACTOR) of the character 4, an operation model (MOVE) of the character 4 (for example, waving, pointing, double piece, etc.), a voice quality when possessed by the character 4, or a specific.
- the asset item 62 is changed according to the selection of the asset type tab 61, and a list corresponding to each type is displayed.
- the items displayed in this list may be data acquired from a server connected via a network such as a cloud server.
- a list of usable image data is illustrated, and as an example, a thumbnail of the image and a description of the contents of the image are displayed in each item, but the present invention is not limited to this, for example. , Colors, location categories, etc. may be displayed.
- the scroll bar 63 may be slid so that all the items can be confirmed, or the images can be sorted in the order of the Japanese syllabary.
- the user's preference may be learned based on the usage history of the user, and the assets according to the user's preference may be displayed preferentially.
- the button 64 can be arranged with buttons for various purposes, and in FIG. 8, an asset purchase button (SHOP), an asset rental button (RENTAL), an owned asset list (MYLIST), an asset purchase and / or rental The history (MY HISTORY) and the button (BACK) for returning to the previous window display are illustrated.
- SHOP asset purchase button
- RENTAL asset rental button
- MYLIST owned asset list
- MY HISTORY asset purchase and / or rental
- the history MY HISTORY
- BACK button for returning to the previous window display are illustrated.
- the user can pull out the 3DCG model of the character 4 and place it in the virtual space 1 (S701), and pull out other objects and place them in the virtual space 1 (S702). Further, the user arranges a necessary number of cameras 3 in the virtual space 1 (S703).
- FIG. 10 is a diagram showing a state in which the ground image data 64, the background image data 65, and the sky image data 66 are pulled out into the virtual space 1.
- the user can arrange these images according to the position of the character 4 by using the virtual right hand 21R.
- the user grasps both ends of the pulled out background image model with the virtual right and left hands in the virtual space 1 and the background. You can also stretch or shrink the image model.
- the user can also arrange the wind source in the virtual space 1 (S707).
- the wind source may be selected from the asset list 6, or the wind source previously arranged in the virtual space 1 may be moved.
- the camera 3 After arranging the character 4, the camera 3, the ground image data 64, the background image data 65, the sky image data 66, and the wind source in the virtual space 1 as described above, the cameraman 2 or the character 4 You can possess and operate (S708) to create an animation.
- steps S701 to S707 in FIG. 8 do not have to be in the order shown in FIG. Further, step S702 can be omitted if there is no asset to be arranged other than the character 4, and step S707 can be omitted if it is not necessary to blow the wind. Further, step S704 can be omitted if the shooting direction of the camera 3 is not lowered downward, and step S706 can be omitted if the shooting direction is not raised upward.
- the user can shoot the character 4 with the camera 3 after arranging not only the background image but also the ground image and / or the sky image. Therefore, since it is possible to shoot while moving the line of sight of the camera 3 in the vertical direction without impairing the immersive feeling, it is possible to increase the degree of freedom of camera work and enrich the expression of animation.
- the image generator 310 is assumed to be one computer, but the present invention is not limited to this, and the HMD 110 or the controller 210 may be provided with all or a part of the functions of the image generator 310. Good. Further, another computer communicably connected to the image generator 310 can be provided with some functions of the image generator 310.
- a virtual space based on virtual reality (VR) is assumed, but the present invention is not limited to this, and is limited to an augmented reality (AR) space or a mixed reality (MR) space. Even if there is, the animation production system 300 of this embodiment can be applied as it is.
- VR virtual reality
- AR augmented reality
- MR mixed reality
- buttons 64 are arranged to instruct the purchase and rental of assets, the retrieval of owned assets, and the like, but the objects are displayed from the asset list 6 without using the buttons 64. If the withdrawn object is not owned by the user, the procedure for purchasing or renting the object may be performed.
- the ground image is placed under the feet of the character 4, but for example, when shooting from the lower side to the upper side of the character 4, the ground image is placed.
- the background image and the sky image may be arranged.
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- General Engineering & Computer Science (AREA)
- Physics & Mathematics (AREA)
- General Physics & Mathematics (AREA)
- Human Computer Interaction (AREA)
- Architecture (AREA)
- Computer Graphics (AREA)
- Computer Hardware Design (AREA)
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- Processing Or Creating Images (AREA)
Priority Applications (4)
| Application Number | Priority Date | Filing Date | Title |
|---|---|---|---|
| JP2020541619A JP7078216B2 (ja) | 2019-09-24 | 2019-09-24 | アニメーション制作方法 |
| PCT/JP2019/037423 WO2021059371A1 (ja) | 2019-09-24 | 2019-09-24 | アニメーション制作方法 |
| US16/977,080 US20220351452A1 (en) | 2019-09-24 | 2019-09-24 | Animation production method |
| JP2022077262A JP2022101710A (ja) | 2019-09-24 | 2022-05-09 | アニメーション制作方法 |
Applications Claiming Priority (1)
| Application Number | Priority Date | Filing Date | Title |
|---|---|---|---|
| PCT/JP2019/037423 WO2021059371A1 (ja) | 2019-09-24 | 2019-09-24 | アニメーション制作方法 |
Publications (1)
| Publication Number | Publication Date |
|---|---|
| WO2021059371A1 true WO2021059371A1 (ja) | 2021-04-01 |
Family
ID=75164845
Family Applications (1)
| Application Number | Title | Priority Date | Filing Date |
|---|---|---|---|
| PCT/JP2019/037423 Ceased WO2021059371A1 (ja) | 2019-09-24 | 2019-09-24 | アニメーション制作方法 |
Country Status (3)
| Country | Link |
|---|---|
| US (1) | US20220351452A1 (https=) |
| JP (2) | JP7078216B2 (https=) |
| WO (1) | WO2021059371A1 (https=) |
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| Publication number | Priority date | Publication date | Assignee | Title |
|---|---|---|---|---|
| JP7078216B2 (ja) * | 2019-09-24 | 2022-05-31 | 株式会社エクシヴィ | アニメーション制作方法 |
| JP2023011262A (ja) * | 2021-07-12 | 2023-01-24 | トヨタ自動車株式会社 | 仮想現実シミュレータ及び仮想現実シミュレーションプログラム |
| JP7574756B2 (ja) | 2021-07-12 | 2024-10-29 | トヨタ自動車株式会社 | 仮想現実シミュレータ及び仮想現実シミュレーションプログラム |
| KR102861058B1 (ko) * | 2022-06-23 | 2025-09-17 | 주식회사 투바앤 | Nft 합성을 통한 라이센스 계약 방법 |
Citations (4)
| Publication number | Priority date | Publication date | Assignee | Title |
|---|---|---|---|---|
| JPH10255072A (ja) * | 1997-03-10 | 1998-09-25 | Atsushi Matsushita | 感性語を入力することによる自動映像創作方法及びシステム |
| JP2001283259A (ja) * | 2000-03-31 | 2001-10-12 | Sega Corp | 画像処理装置、ゲーム装置および画像処理方法 |
| JP2005078427A (ja) * | 2003-09-01 | 2005-03-24 | Hitachi Ltd | 携帯端末及びコンピュータ・ソフトウエア |
| JP2010092402A (ja) * | 2008-10-10 | 2010-04-22 | Square Enix Co Ltd | 簡易アニメーション作成装置 |
Family Cites Families (3)
| Publication number | Priority date | Publication date | Assignee | Title |
|---|---|---|---|---|
| JP2009145883A (ja) * | 2007-11-20 | 2009-07-02 | Rissho Univ | 学習システム、記憶媒体及び学習方法 |
| JP6355978B2 (ja) * | 2014-06-09 | 2018-07-11 | 株式会社バンダイナムコエンターテインメント | プログラムおよび画像生成装置 |
| JP7078216B2 (ja) * | 2019-09-24 | 2022-05-31 | 株式会社エクシヴィ | アニメーション制作方法 |
-
2019
- 2019-09-24 JP JP2020541619A patent/JP7078216B2/ja active Active
- 2019-09-24 US US16/977,080 patent/US20220351452A1/en not_active Abandoned
- 2019-09-24 WO PCT/JP2019/037423 patent/WO2021059371A1/ja not_active Ceased
-
2022
- 2022-05-09 JP JP2022077262A patent/JP2022101710A/ja active Pending
Patent Citations (4)
| Publication number | Priority date | Publication date | Assignee | Title |
|---|---|---|---|---|
| JPH10255072A (ja) * | 1997-03-10 | 1998-09-25 | Atsushi Matsushita | 感性語を入力することによる自動映像創作方法及びシステム |
| JP2001283259A (ja) * | 2000-03-31 | 2001-10-12 | Sega Corp | 画像処理装置、ゲーム装置および画像処理方法 |
| JP2005078427A (ja) * | 2003-09-01 | 2005-03-24 | Hitachi Ltd | 携帯端末及びコンピュータ・ソフトウエア |
| JP2010092402A (ja) * | 2008-10-10 | 2010-04-22 | Square Enix Co Ltd | 簡易アニメーション作成装置 |
Also Published As
| Publication number | Publication date |
|---|---|
| JPWO2021059371A1 (ja) | 2021-10-07 |
| JP2022101710A (ja) | 2022-07-06 |
| JP7078216B2 (ja) | 2022-05-31 |
| US20220351452A1 (en) | 2022-11-03 |
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