IP Library Granted Patent US 8,913,064
Granted Patent B2
US 8,913,064 · App. 13/160,372 · Granted Dec 16, 2014

Real-time terrain animation selection

Inventors: Brian McNeely (Redmond, WA); Dean Russell (Redmond, WA)
Assignee: Nintendo Co., Ltd.
G06T13/20A63F2300/1075A63F2300/6607
View Patent ↗
Loading inventors, assignments & file history…
Monitor This Case
Get email alerts when status or documents change.
Order Certified Copies
Most orders are placed with the USPTO same day — all within 24 business hours.
Order via The Patent Place →
Pre-filled with this patent's details
Quick Facts
Patent No.
US 8,913,064
App. No.
13/160,372
Granted
Dec 16, 2014
Kind
B2
Abstract

In-game characters select the proper animation to use depending on the state of the terrain on which they are currently moving. In this specific case the character chooses an animation depending on the angle of the ground on which it is walking. The method involves real-time determination of the ground angle which is then used to choose the most desirable animation from a closed set of pre-created animations. The animation set consists of animations rendered with the character moving on flat terrain, as well as animations rendered of the character moving uphill and downhill (separately) at pre-determined angles. In this game an animation set consisted of the following animations: 0 degrees, 15 degrees uphill, 30 degrees uphill, 45 degrees uphill, 15 degrees downhill, 30 degrees downhill, 45 degrees downhill). Drawing of the animation is offset to give the best appearance relative to the ground angle.

Claims (46)

1. A computer-controlled method of providing a user interface comprising:

with a computer, displaying first virtual structure in a first orientation and floating above a virtual surface in a virtual world;

with the computer, maintaining a value representing the first orientation;

with the computer, displaying a virtual object moving on the first virtual structure in the virtual world;

automatically adding to the virtual world, with the computer while the virtual object is displayed on the first virtual structure, second virtual structure floating above the virtual surface and extending the first virtual structure, including the computer automatically selecting a second orientation for the second virtual structure, the second orientation being different from the first orientation of the first virtual structure and selected by the computer based on the computer-maintained value indicating the first orientation of the first virtual structure; and

with the computer, displaying the virtual object moving between the first virtual structure and the second virtual structure.

2. The method of claim 1 wherein selecting the second orientation includes orienting the second virtual structure to have an uphill or downhill orientation.

3. The method of claim 2 wherein selecting the second orientation selects orientation of the second virtual structure from a set of predetermined orientations.

4. The method of claim 2 wherein selecting the second orientation selects orientation of the second virtual structure to have an incline of a, 2 a or 3 a uphill or downhill, wherein a is a predefined angle.

5. The method of claim 1 wherein:

when the first orientation of the first virtual structure inclines upwardly, the computer selects the second orientation for the second virtual structure to provide a decline of the second virtual structure relative to the first virtual structure; and

when the first orientation of the first virtual structure inclines downwardly, the computer selects the second orientation for the second virtual structure to provide an incline upwardly of the second virtual structure relative to the first virtual structure.

6. The method of claim 1 wherein the computer adds the second virtual structure to extend the first virtual structure at a time when the virtual object reaches an end of the first virtual structure.

7. The method of claim 1 further comprising:

with the computer, determining surface angles of the first and second virtual structures;

with the computer, selecting animations from a predefined set of animations based on the surface angles of the first and second virtual structures; and

using the selected animations to animate the display of the virtual object moving from the first virtual structure to the second virtual structure.

8. The method of claim 1 wherein the first virtual structure and the second virtual structure meet in an acute or obtuse angle.

9. The method of claim 1 wherein the computer selects the second orientation of the second virtual structure relative to virtual gravity direction in the virtual world.

10. A system for providing a user interface comprising:

a display;

a user input device;

a processor connected to the display and the user input device, the processor being configured to:

display first virtual structure in a first orientation and floating above a virtual surface in a virtual world;

display a virtual object moving on the first virtual structure in the virtual world;

automatically add to the virtual world, while the virtual object is displayed on the first virtual structure, second virtual structure floating above the virtual surface extending the first virtual structure, including the processor maintaining a value indicating the first orientation and automatically selecting a second orientation for the second virtual structure, the second orientation being different from the first orientation of the first virtual structure and selected by the processor based on the value indicating the first orientation of the first virtual structure; and

display the virtual object moving between the first virtual structure and the second virtual structure.

11. The system of claim 10 wherein selecting the second orientation includes orienting the second virtual structure to have an uphill or downhill orientation.

12. The system of claim 11 wherein selecting the second orientation selects orientation of the second virtual structure from a set of predetermined orientations.

13. The system of claim 11 wherein selecting the second orientation selects orientation of the second virtual structure to have an incline of α, 2α or 3α uphill or downhill, wherein a is a predefined angle.

14. The system of claim 10 wherein the processor is further configured to:

when the first orientation of the first virtual structure inclines upwardly, selecting the second orientation for the second virtual structure to provide a decline of the second virtual structure relative to the first virtual structure; and

when the first orientation of the first virtual structure inclines downwardly, selecting the second orientation for the second virtual structure to provide an incline upwardly of the second virtual structure relative to the first virtual structure.

15. The system of claim 10 wherein the processor is configured to add the second virtual structure to extend the first virtual structure at a time when the virtual object reaches an end of the first virtual structure.

16. A non-transitory storage medium for providing a user interface, said storage medium storing instructions for execution by a computer, said instructions comprising:

instructions displaying first virtual structure in a first orientation and floating above a virtual surface in a virtual world;

instructions displaying a virtual object moving on the first virtual structure in the virtual world;

instructions automatically adding to the virtual world, while the virtual object is displayed on the first virtual structure, second virtual structure floating above the virtual surface and extending the first virtual structure, including maintaining a value indicating the first orientation and automatically selecting a second orientation for the second virtual structure, the second orientation being different from the orientation of the first virtual structure and selected based on the value indicating the first orientation of the first virtual structure; and

instructions displaying the virtual object moving between the first virtual structure and the second virtual structure.

17. The non-transitory storage medium of claim 16 wherein selecting the second orientation includes orienting the second virtual structure to have an uphill or downhill orientation.

18. The non-transitory storage medium of claim 17 wherein selecting the second orientation selects orientation of the second virtual structure from a set of predetermined orientations.

19. The non-transitory storage medium of claim 17 wherein selecting the second orientation selects orientation of the second virtual structure to have an incline of α, 2α or 3α uphill or downhill, wherein a is a predefined angle.

20. The non-transitory storage medium of claim 16 wherein:

when the first orientation of the first virtual structure inclines upwardly, the second orientation for the second virtual structure is selected to provide a decline of the second virtual structure relative to the first virtual structure; and

when the first orientation of the first virtual structure inclines downwardly, the second orientation for the second virtual structure is selected to provide an incline upwardly of the second virtual structure relative to the first virtual structure.

21. The non-transitory storage medium of claim 16 wherein the second virtual structure is added to extend the first virtual structure at a time when the virtual object reaches an end of the first virtual structure.

Assignments (2)
ASSIGNMENT OF ASSIGNOR'S INTEREST Recorded Aug 12, 2011
From: MCNEELY, BRIAN; RUSSELL, DEAN
To: NINTENDO SOFTWARE TECHNOLOGY CORPORATION
Reel/Frame 026743/0316 →
ASSIGNMENT OF ASSIGNOR'S INTEREST Recorded Aug 12, 2011
From: NINTENDO SOFTWARE TECHNOLOGY CORPORATION
To: NINTENDO CO., LTD.
Reel/Frame 026743/0714 →
Continuity (2)
Provisional Application 61354664 · Jun 14, 2010
Related Publication 20110304630A1 · Dec 15, 2011