Sony · Filed Mar 17, 2025 · Published Oct 22, 2026

Sony Files Patent to Grade How Naturally an Animated Character Switches Moves

When an animated character jumps from one recorded move to another, the join often looks broken: a foot teleports, or the whole body lurches. Sony's filing describes software that generates the in-between movement and then grades how natural it looks.

An animation screen lets an artist pick between several generated character actions to connect two different movements. Drawing from patent filing US 2026/0330735 A1.
An animation screen lets an artist pick between several generated character actions to connect two different movements.
See all 8 drawings from this filing ↓
Publication number US 2026/0330735 A1 US20260330735A1
Applicant Sony Group Corporation
Filing date Mar 17, 2025
Publication date Oct 22, 2026
Inventors Yuki TANAKA, Nobuhiro SAIJO, Keita MOCHIZUKI
US classification 345/419
Examiner PATEL, SHIVANG I (Art Unit 2615)
Status when we published Examiner raised objections; the company can respond (Aug 14, 2026)
Parent application is a National Stage Entry of PCTJP2023031239 (filed 2023-08-29)
Document 19 claims

What Sony's animation transition scoring does

A video game character is strolling across a stage when the player tells it to kick a ball. The walking and the kicking were recorded separately, so if software simply snaps from one to the other, a leg can seem to teleport and the whole scene looks broken.

Sony's patent application describes a tool that fills that gap and then grades its own work. An AI creates the in-between movement, and the software checks for the flaws your eye would catch right away: a sudden burst of speed, a jerky lurch, or a foot that skates across the floor instead of planting.

Instead of handing you a single result, the tool makes many versions and lines them up from best score to worst. You, or the animator using it, pick the one that looks right, and the software stitches it between the two original clips.

From the filing · CLAIM 1
circuitry configured to obtain interpolation motion data that interpolates between first motion data and second motion data that are temporally and spatially independent …

Translation: The system blends two completely different character movements together smoothly.

How Sony grades each candidate transition

The filing starts with two pieces of motion data, which are digital skeleton recordings that track where a character's joints are over time. They come from motion capture or from hand animation. A generative model (an AI trained to produce new content) creates the missing in-between movement. The filing says it is trained by cutting existing recordings into three chunks, hiding the middle one, and teaching the model to recreate it.

The key step is the scoring. The software calculates several checks, each tied to how fast the body moves:

  • Speed match: the fastest moment of the in-between motion and its average speed are compared with the speed of the frames before and after it.
  • Jerk: how abruptly the acceleration changes, since sudden speeding up or braking looks unnatural.
  • Foot sliding: whether a toe that touches the ground keeps moving along it.
  • Use-case fit: whether the generated motion suits the job, for example not filling a gap in one performer's motion with a very different body type's movement.

Each check is multiplied by a weighting factor and added into one total score.

The tool then changes settings such as the time gap, start and end postures, number of steps, style labels like "dance-like," and a random seed. Some are set automatically from the root joint (the waist) speed and position. It repeats until it has a preset number of candidates, sorts them by score, and lets the user choose.

The filing also describes using this to repair gaps in motion capture caused by blocked sensors.

From the filing · THE ABSTRACT
… calculate an index related to motion velocity of each motion data based on the first motion data, the second motion data, and the obtained interpolation motion data …

Translation: It measures how fast the character moves before, during, and after the transition.

Why this matters for animators and avatars

For animators and avatar creators, the practical gain is a shorter path to a convincing transition. Generated motion comes with many settings, and the filing says it is hard for a person to set them all by hand. A ranked shortlist lets someone judge a handful of options instead of tuning each setting. The examiner's first review rejected the claims as filed, which is a routine stage that is usually followed by amendments.

The filing also points to repairing motion capture recordings where a sensor lost track of a performer, and to blending live motion with pre-recorded gestures for avatars in VR games and virtual spaces. It names no product, so treat this as a description of a technique and not a preview of a release.

Sony's 636th filing in our Sony coverage since May follows work on cutting cloud game lag and eye-tracking AI training.

Editorial take

You will probably never see this tool. You would see its result: a character that moves from a walk to a kick without a visible glitch, which is exactly the flaw people notice in games, avatar streams and animated videos.

The useful idea is the scoring. Checking for sudden speed jumps, jerky lurches and sliding feet gives software a way to judge smoothness roughly the way your eye does. That spares a creator from watching dozens of options one by one.

The weak spot is taste. The filing itself says what looks right depends on the viewer's preference, so a ranked list still needs a human to make the final call. Overall, the tool is a sensible, modest improvement to an animator's workflow, and most players would only notice it as the absence of awkward moments.

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The drawings

8 drawing sheets from US 2026/0330735 A1 · click any drawing to enlarge

Connecting a computer to a server that trains animation models, drawing sheet 1 from US 2026/0330735 A1
Sheet 1 Connecting a computer to a server that trains animation models
Splicing separate body movements into one continuous run, drawing sheet 2 from US 2026/0330735 A1
Sheet 2 Splicing separate body movements into one continuous run
Blending overlapping clips over time to smooth abrupt jumps, drawing sheet 3 from US 2026/0330735 A1
Sheet 3 Blending overlapping clips over time to smooth abrupt jumps
Generating a brand new transition clip using an AI model, drawing sheet 4 from US 2026/0330735 A1
Sheet 4 Generating a brand new transition clip using an AI model
Comparing joint poses and positions across two action clips, drawing sheet 5 from US 2026/0330735 A1
Sheet 5 Comparing joint poses and positions across two action clips
Previewing candidate transition animations along an editing timeline, drawing sheet 6 from US 2026/0330735 A1
Sheet 6 Previewing candidate transition animations along an editing timeline
Ranking video transitions by quality for the creator, drawing sheet 7 from US 2026/0330735 A1
Sheet 7 Ranking video transitions by quality for the creator
Internal computer hardware that generates and scores the movements, drawing sheet 8 from US 2026/0330735 A1
Sheet 8 Internal computer hardware that generates and scores the movements
Browse all the drawings 8 drawing sheets
Patent filing page

Source. Full patent text and figures from the official USPTO publication PDF.
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