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Creating Realistic Character Animations with AI Networks

This patent describes how to generate lifelike digital character animations using artificial intelligence networks, specifically by predicting joint movements and overall body motion from either random inputs or specific key poses.

Granted 2021ActiveExpires 2039Owned by AdobeInvented by Connelly Barnes, Jimei Yang, Yi Zhou + 1 more

Original patent title: “Generating realistic animations for digital animation characters utilizing a generative adversarial network and a hip motion prediction network

Plain-English explanation by SahiLast reviewed · August 23, 2026

This patent describes how to generate lifelike digital character animations using artificial intelligence networks, specifically by predicting joint movements and overall body motion from either random inputs or specific key poses. Granted to Adobe in 2021 with 23 claims and 1 forward citation, and it is expected to expire in 2039.

Coverage

What does this patent actually cover?

The patent details a system for generating digital character animations. It starts by identifying a "code vector" (ClaimclaimA numbered sentence at the end of a patent that legally defines what the inventor owns. The most important section.Read more → 1), which can be a random input for new animations or derived from "keyframes" (Claim 2) that define specific poses. A "generative adversarial network" (GAN) then uses this code vector to create a "sequence of local poses" (Claim 1), which are the positions of a character's joints relative to its main "root joint" (like the hip). Next, a "root joint motion prediction network" calculates "hip joint velocities" and "global poses" (Claim 1), which means it figures out how the character's entire body moves in the animation space. Finally, the system generates the full animation based on these global poses. For example, an animator could provide a few key poses for a character, and the system would automatically fill in the realistic movements between them.

The gap

What does this patent NOT cover?

  • Does not cover animation generation without using a generative adversarial network (GAN) to produce local poses.
  • Does not cover systems that predict global body motion without specifically determining hip joint velocities from local poses.
  • Does not cover animation methods that rely solely on traditional manual keyframe interpolation without AI networks.
  • Does not cover generating animations where the root joint motion prediction network is not a convolutional neural network, as specified in ClaimclaimA numbered sentence at the end of a patent that legally defines what the inventor owns. The most important section.Read more → 3.
  • Does not cover systems that generate animations without first identifying a code vector or a set of keyframes as input.

These exclusions are unique to PatentBrief — derived from the actual claim language, not patent-office boilerplate.

Key facts

Patent numberUS 10964084
StatusActive
FieldSoftware & Internet
AssigneeAdobe
InventorsConnelly Barnes, Jimei Yang, Yi Zhou and 1 other
Filed2019
Granted2021
Expires2039
Claims23
Times cited1
LitigationNone on record
Value · $62K$200KModest

What made this novel

The noveltynoveltyThe requirement that an invention be different from anything publicly known before its priority date.Read more → lies in combining a generative adversarial network to create detailed local joint movements with a separate root joint motion prediction network that specifically uses hip velocities to generate realistic global body motion, ensuring the character moves naturally within the scene.

The Patent Drawing

Representative patent drawing for Generating realistic animations for digital animation characters utilizing a generative adversarial network and a hip motion prediction network (US 10964084)
Representative figure · US 10964084All figures on Google Patents →
Generating realistic animation…(Primary claim)softwareai mlconsumer electronicsgamingtelecommunications

Schematic visualization of the patent's claim structure. Hand-drawn diagrams in progress for each landmark patent.

Where you've seen this

Real-world examples

01

Adobe Character Animator

02

Video game character animation

03

Film and TV visual effects

04

Virtual reality avatars

05

Motion capture data cleanup and enhancement

Why it matters

The bigger picture

This technology is important for making digital characters move more naturally and efficiently, reducing the manual effort for animators. It allows for the creation of diverse and realistic movements, which is crucial in video games, film, and virtual reality. Adobe, as the assigneeassigneeThe entity that owns the patent — usually the inventor's employer or a company.Read more →, is a major player in creative software, and this patent reflects their investment in AI-driven content creation tools.

Filed

June 25, 2019

Granted

March 30, 2021

Market context

Who's building on this

Companies in this space

Adobe Inc., as the assigneeassigneeThe entity that owns the patent — usually the inventor's employer or a company.Read more →, continues to develop and integrate AI-powered features into its creative suite, including tools like Character Animator and Fuse. Other major players in 3D animation software, such as Autodesk (Maya, MotionBuilder) and Epic Games (Unreal Engine), are also heavily investing in AI and machine learning for character animation, often incorporating similar techniques for procedural generation and motion synthesis.

Market impact

This patent contributes to a broader trend of automating and enhancing animation workflows, making high-quality character animation more accessible and less labor-intensive. It enables content creators to rapidly prototype animations or generate variations, potentially reducing production costs and accelerating content creation in film, games, and virtual reality. It helps cement Adobe's position in AI-driven creative tools.

Claim 1 — Plain English

What this patent covers

The patent details a system for generating digital character animations. It starts by identifying a "code vector" (Claim 1), which can be a random input for new animations or derived from "keyframes" (Claim 2) that define specific poses. A "generative adversarial network" (GAN) then uses this code vector to create a "sequence of local poses" (Claim 1), which are the positions of a character's joints relative to its main "root joint" (like the hip). Next, a "root joint motion prediction network" calculates "hip joint velocities" and "global poses" (Claim 1), which means it figures out how the character's entire body moves in the animation space. Finally, the system generates the full animation based on these global poses. For example, an animator could provide a few key poses for a character, and the system would automatically fill in the realistic movements between them.

The clever bit

The novelty lies in combining a generative adversarial network to create detailed local joint movements with a separate root joint motion prediction network that specifically uses hip velocities to generate realistic global body motion, ensuring the character moves naturally within the scene.

What it does not cover

  • Does not cover animation generation without using a generative adversarial network (GAN) to produce local poses.
  • Does not cover systems that predict global body motion without specifically determining hip joint velocities from local poses.
  • Does not cover animation methods that rely solely on traditional manual keyframe interpolation without AI networks.
  • Does not cover generating animations where the root joint motion prediction network is not a convolutional neural network, as specified in Claim 3.
  • Does not cover systems that generate animations without first identifying a code vector or a set of keyframes as input.

Patent timeline

Filing

Application submitted to the patent office

Publication

Application published, typically 18 months after filing

Grant

Patent officially issued

Expiration

Patent enters public domain

PatentBrief Score

Impact Score

Early stage

Citation count

6/40

Early citations

Claim breadth

15/20

Broad claimsclaimsThe numbered statements at the end of a patent that legally define what the inventor owns.Read more →

Recency

10/20

Granted 5–10 years ago

Assignee scale

0/20

Independent or smaller assigneeassigneeThe entity that owns the patent — usually the inventor's employer or a company.Read more →

PatentBrief Impact Score — based on citation count, claim breadth, recency, and assignee scale. Not a legal assessment.

Heuristic Value Estimate

What this patent might be worth

Modest

$62K$200K

Midpoint $125K · 12.8 yr remaining · industry ×1.6

Adjust inputs →

Heuristic only — blends forward/backward citation counts, claim scope, time remaining, litigation history, and CPC-derived industry baseline. Real valuations need a professional appraisal.

Claim text not yet imported for this patent

The original legal language

Original claims

23 claims as filed with the patent office.

Concepts involved

ClaimPrior artNon-obviousnessNoveltySpecificationAssigneePatent term

Citations

Patent lineage

Cites earlier patents

4

earlier patents this invention cites as foundations

View prior art →

Cited by later patents

1

later patents that build on this invention

View patents →

Cite this patent

Barnes, C., Yang, J., Zhou, Y., & Lu, J. (2021). Creating Realistic Character Animations with AI Networks (U.S. Patent No. 10,964,084). U.S. Patent and Trademark Office. https://patentbrief.org/patent/us/10964084/generating-realistic-animations-for-digital-animation-characters-utilizing-a-gen

Auto-generated from the patent record. Double-check author order and the issue date against the official USPTO document before submitting.

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Common Questions

Frequently Asked Questions

What does Creating Realistic Character Animations with AI Networks cover?

This patent describes how to generate lifelike digital character animations using artificial intelligence networks, specifically by predicting joint movements and overall body motion from either random inputs or specific key poses.

Who owns patent US 10964084?

Adobe owns this patent, granted in 2021.

When does this patent expire?

This patent is expected to expire on June 25, 2039, when the invention enters the public domain.

What is patent US 10964084 cited by?

This patent has been cited by 1 later patents that build on its ideas.

What problem does this patent solve?

This technology is important for making digital characters move more naturally and efficiently, reducing the manual effort for animators. It allows for the creation of diverse and realistic movements, which is crucial in video games, film, and virtual reality. Adobe, as the assignee, is a major player in creative software, and this patent reflects their investment in AI-driven content creation tools.

What does this patent NOT cover?

Does not cover animation generation without using a generative adversarial network (GAN) to produce local poses.

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Last reviewed: August 23, 2026 · PatentBrief is not a law firm and this is not legal advice.