| CPC G06T 13/40 (2013.01) [A63F 13/573 (2014.09); G06N 3/02 (2013.01); G06N 3/0442 (2023.01); G06T 7/75 (2017.01); G06T 15/503 (2013.01); A63F 2250/1094 (2013.01); A63F 2300/646 (2013.01); A63F 2300/6607 (2013.01)] | 19 Claims |

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1. A computer-implemented method for dynamically generating animation of a virtual character performing certain actions in a virtual environment of an instance of a video game, the method comprising:
receiving a current frame of the virtual character within the virtual environment of an instance of a video game, wherein the current frame includes current pose data for the virtual character;
identifying a plurality of possible behaviors for the virtual character for a next frame based on the current pose data in the current frame, wherein the next frame is a subsequent frame to the current frame;
receiving input to perform at least a first behavior of the plurality of possible behaviors;
determining pose data comprising joint trajectories for at least the first behavior;
performing layering of the pose data corresponding to at least the first behavior on the current pose data to generate layered data;
applying the layered data to a gating network to generate weights; and
applying the weights to a pose predictor network configured to generate next pose data for the next frame.
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