Patents by Inventor Simon Sherr
Simon Sherr has filed for patents to protect the following inventions. This listing includes patent applications that are pending as well as patents that have already been granted by the United States Patent and Trademark Office (USPTO).
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Patent number: 11123636Abstract: A method of runtime animation substitution may include detecting, by a processing device of a video game console, an interaction scenario in an instance of an interactive video game, wherein the interaction scenario comprises a target animation associated with a game character. The method may further include identifying, by the processing device, a valid transitional animation. The method may further include causing, by the processing device, the valid transitional animation to be performed by the game character in the instance of the interactive video game.Type: GrantFiled: June 7, 2019Date of Patent: September 21, 2021Assignee: Electronic Arts Inc.Inventors: Simon Sherr, Brett Peake
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Patent number: 10874945Abstract: An example method of multi-character animation comprises: identifying a single scene origin in an animation scene of an interactive video game; aligning, to the single scene origin, each game character of a plurality of game characters associated with the animation scene; generating, with respect to the single scene origin, a respective animation for each game character of the plurality of game characters; and causing each game character of the plurality of game characters to be displayed, using the respective animation, in the interactive video game.Type: GrantFiled: March 11, 2020Date of Patent: December 29, 2020Assignee: Electronic Arts Inc.Inventors: Henry Allen, Simon Sherr
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Publication number: 20200206627Abstract: An example method of multi-character animation comprises: identifying a single scene origin in an animation scene of an interactive video game; aligning, to the single scene origin, each game character of a plurality of game characters associated with the animation scene; generating, with respect to the single scene origin, a respective animation for each game character of the plurality of game characters; and causing each game character of the plurality of game characters to be displayed, using the respective animation, in the interactive video game.Type: ApplicationFiled: March 11, 2020Publication date: July 2, 2020Inventors: Henry Allen, Simon Sherr
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Patent number: 10625160Abstract: An example method of multi-character animation comprises: identifying a single scene origin in an animation scene of an interactive video game; aligning, to the single scene origin, each game character of a plurality of game characters associated with the animation scene; generating, with respect to the single scene origin, a respective animation for each game character of the plurality of game characters; and causing each game character of the plurality of game characters to be displayed, using the respective animation, in the interactive video game.Type: GrantFiled: June 26, 2018Date of Patent: April 21, 2020Assignee: Electronic Arts Inc.Inventors: Henry Allen, Simon Sherr
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Publication number: 20190282902Abstract: A method of runtime animation substitution may include detecting, by a processing device of a video game console, an interaction scenario in an instance of an interactive video game, wherein the interaction scenario comprises a target animation associated with a game character. The method may further include identifying, by the processing device, a valid transitional animation. The method may further include causing, by the processing device, the valid transitional animation to be performed by the game character in the instance of the interactive video game.Type: ApplicationFiled: June 7, 2019Publication date: September 19, 2019Inventors: Simon Sherr, Brett Peake
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Patent number: 10369469Abstract: A method of runtime animation substitution may include detecting, by a processing device of a video game console, an interaction scenario in an instance of an interactive video game, wherein the interaction scenario comprises a target animation associated with a game character. The method may further include identifying, by the processing device, a valid transitional animation. The method may further include causing, by the processing device, the valid transitional animation to be performed by the game character in the instance of the interactive video game.Type: GrantFiled: November 9, 2016Date of Patent: August 6, 2019Assignee: Electronic Arts Inc.Inventors: Simon Sherr, Brett Peake
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Publication number: 20180304154Abstract: An example method of multi-character animation comprises: identifying a single scene origin in an animation scene of an interactive video game; aligning, to the single scene origin, each game character of a plurality of game characters associated with the animation scene; generating, with respect to the single scene origin, a respective animation for each game character of the plurality of game characters; and causing each game character of the plurality of game characters to be displayed, using the respective animation, in the interactive video game.Type: ApplicationFiled: June 26, 2018Publication date: October 25, 2018Inventors: Henry Allen, Simon Sherr
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Patent number: 10099135Abstract: A method of relative inverse kinematics graphical user interface may include providing, a first view of a graphical user interface (GUI) to be displayed, wherein the first view is associated with relative inverse kinematics (RIK) of a game character of a video game and receiving a selection of a first GUI element comprised by the first view of the GUI, the selection indicating that a RIK target is to be added to an animation associated with the game character of the video game. The method may further include, in response to the receiving the selection, providing a second view of the GUI to be displayed, wherein the second view comprises an inverse kinematic (IK) joint option, a relative actor option, and a relative joint option, the options associated with the animation, receiving selections corresponding to the options, and configuring the animation according to the selections corresponding to the options.Type: GrantFiled: February 16, 2017Date of Patent: October 16, 2018Assignee: Electronic Arts Inc.Inventors: Simon Sherr, Dominique Parker, John Cheu
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Patent number: 10071314Abstract: A method of multi-character interaction scenario may include identifying three or more game characters associated with a game and assigning the three or more identified game characters to one or more predefined animation roles associated with one or more interaction scenarios of the game. The method may further include selecting one or more interaction scenario animations that comprise the three or more identified game characters and corresponding assigned animation roles. The method may further include providing the identified game characters, the corresponding assigned animation roles, and the selected interaction scenario animations for display in the game.Type: GrantFiled: June 30, 2016Date of Patent: September 11, 2018Assignee: ELECTRONIC ARTS INC.Inventors: Henry Allen, Simon Sherr
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Publication number: 20180229122Abstract: A method of relative inverse kinematics graphical user interface may include providing, a first view of a graphical user interface (GUI) to be displayed, wherein the first view is associated with relative inverse kinematics (RIK) of a game character of a video game and receiving a selection of a first GUI element comprised by the first view of the GUI, the selection indicating that a RIK target is to be added to an animation associated with the game character of the video game. The method may further include, in response to the receiving the selection, providing a second view of the GUI to be displayed, wherein the second view comprises an inverse kinematic (IK) joint option, a relative actor option, and a relative joint option, the options associated with the animation, receiving selections corresponding to the options, and configuring the animation according to the selections corresponding to the options.Type: ApplicationFiled: February 16, 2017Publication date: August 16, 2018Inventors: Simon Sherr, Dominique Parker, John Cheu
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Publication number: 20180126275Abstract: A method of runtime animation substitution may include detecting, by a processing device of a video game console, an interaction scenario in an instance of an interactive video game, wherein the interaction scenario comprises a target animation associated with a game character. The method may further include identifying, by the processing device, a valid transitional animation. The method may further include causing, by the processing device, the valid transitional animation to be performed by the game character in the instance of the interactive video game.Type: ApplicationFiled: November 9, 2016Publication date: May 10, 2018Inventors: Simon Sherr, Brett Peake
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Publication number: 20180001202Abstract: A method of multi-character interaction scenario may include identifying three or more game characters associated with a game and assigning the three or more identified game characters to one or more predefined animation roles associated with one or more interaction scenarios of the game. The method may further include selecting one or more interaction scenario animations that comprise the three or more identified game characters and corresponding assigned animation roles. The method may further include providing the identified game characters, the corresponding assigned animation roles, and the selected interaction scenario animations for display in the game.Type: ApplicationFiled: June 30, 2016Publication date: January 4, 2018Inventors: Henry Allen, Simon Sherr
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Publication number: 20090091563Abstract: An extensible character animation framework is provided that enables video game design teams to develop reusable animation controllers that are customizable for specific applications. According to embodiments, the animation framework enables animators to construct complex animations by creating hierarchies of animation controllers, and the complex animation is created by blending the animation outputs of each of the animation controllers in the hierarchy. The extensible animation framework also provides animators with the ability to customize various attributes of a character being animated and to view the changes to the animation in real-time in order to provide immediate feedback to the animators without requiring that the animators manually rebuild the animation data each time that the animators make a chance to the animation data.Type: ApplicationFiled: May 4, 2007Publication date: April 9, 2009Applicant: Electronics Arts Inc.Inventors: Frank Viz, Geoff Harrower, Brian Plank, Jason Osipa, Brian Keane, Toru Tokuhara, Simon Sherr, David Bolio