Comment on GTA 6 has patented a new locomotion system to make "highly dynamic and realistic animations"
Mchugho@lemmy.world 1 year agoIf it was something you already did prior to filing and you could prove it then their case would be extremely flimsy, but I do understand where you come from.
It really depends on jurisdiction, in the UK it’s not possible to even patent software. In Europe it I, but regulations are strict. The US patent law is a little bit wonky in this regard.
MooseBoys@lemmy.world 1 year ago
A brief search shows a variety of publications that seem to do what is described by the patent:
…siggraph.org/…/neural-animation-layering-for-syn…
advances.realtimerendering.com/…/index.html
www.cs.ucdavis.edu/…/correlationMapsEG07.pdf
docs.unity3d.com/Manual/AnimationLayers.htm
Mchugho@lemmy.world 1 year ago
You’ve not even referenced the claims of the patent, which I actually what is protected. It’s already extremely likely the examiner has flagged these up and more and passed it as allowable after a thorough novelty search. Lots of things are sort of like other invention but what they actually do lies outside of the claim scope.
MooseBoys@lemmy.world 1 year ago
This is basically a description of a game engine that supports movement and animation. Descent (1994) would be the earliest production use of such an engine.
Congratulations, you just described “variables”, a concept at least as old as ENIAC (1945).
Yes, that’s one way to describe “animation”
Variables having a default value is the default behavior of most programming languages and software systems.
Yea, we’re talking about animation here. Default value of animation description = default animation.
Inheritance, a property of most software designs since the 1980s.
Storing configuration in a data file. You’d be hard pressed to find an alternative. Maybe some genius will come along and find some way to represent it in JSON…
This seems to be the main claim of the patent, but seems to have a huge amount of prior art (see links). “Parametric blends” and other terms are just jargon.
Oh my god. Really? Shall we also include “doubles”, “halfs”, or maybe “rationals”?
“Translation table” seems to just be referring to the graph topology of the system. Yes, graphs are the most common way to represent arbitrary N:M relationships.
Node-based editing; standard practice in all 3D modeling.
Yes, you already described what a game engine is and an animation system is. Game engines certainly do have animation systems…
Picking animation keys based on game logic. What else would you base it on exactly?
Yes, default values do be defaultin’.
Yep, software sure does run on computers. Computers are neat. And they have storage.
Are we really going to enumerate all the permutations of engine + animation + defaults claims?
I guess we are…
Mchugho@lemmy.world 1 year ago
You’ve not even began to do it properly but kudos for trying.