The present invention relates, in general, to systems and methods for implementing very large, costumed characters (e.g., costumes representing characters that are significantly larger than the human actor or performer). More particularly, the present description relates to systems and methods for designing and fabricating oversized character costumes that implement biological musculature aesthetics and distribute costume weight into the ground and away from a performer's vulnerable joints.
There are many situations where it is desirable to provide costumed characters to entertain nearby crowds and audiences. For example, theme and amusement parks often have human performers in costumes mingling with crowds and providing shows and parades, with the costumes representing a wide variety of characters including those from television shows and movies that may be live action or be animated. Sporting events often include mascots and other performers wearing costumes to provide unique human-like (e.g., bipedal with moving hands) characters.
The design and fabrication of character costumes present a variety of challenges including ergonomic challenges. These challenges are amplified when the costumes grow larger to match the scale of characters that are much larger than the human performer wearing and operating the costume. The challenges or problems include: (a) the weight of the costume; (b) where on a performer's body that the costume weight is felt or carried; and (c) limited ranges of motion. These problems often negatively affect a performer's comfort and sense of balance while wearing the costume, and this often limits performance durations to assure performer safety. To address these concerns, character costumes are often scaled down from the expected larger sizes or are simply not brought to life by costumed characters.
Some have proposed the use of exoskeletons for use in costumed characters, but exoskeletons presently are not designed to meet the challenges of a very large character's costume. Most exoskeletons are designed to augment human abilities for utilitarian and task-oriented purposes. As a result of this design goal, many are powered and attach to a human wearer's body. They are controlled to sense the wearer's gestures and motion and then amplify the sensed motions through powered actuators that drive the exoskeleton. In this manner, people can perform various tasks that would be difficult or impossible to do without augmentation.
These prior exoskeletons are ill-suited for entertainment and costuming purposes because their structure and function do not support biologically based character aesthetics. Their design purposes of lifting heavy loads and performing repetitive difficult tasks are not needed for typical character costumes where subtle in-character motions and gentle, safe interactions with humans and objects is desired. Simply “skinning” an existing exoskeleton to try to form a costumed character would also be problematic because the aesthetic additions of muscle, fat, and elastomer skins often would interfere with the utilitarian mechanics and the end product would typically fail to replicate the appearance of a biological character.
Another challenge in creating a large costumed character is to achieve the look and feel of a biologically accurate character or being. In traditional costuming, reticulated foam, microbeads, and/or fabric are used to implement muscle appearance. These foam pieces are shaved, shaped, and patterned by hand, which is a very time-consuming process. These processes are labor intensive and rely heavily on the availability of particular skilled artisans to create and maintain the structures. Even then, it is challenging for artists to create visually accurate costumes that dynamically change appearance as the performer moves in a performance in a manner that is aesthetically consistent with amplified body types and caricatures such as found in animation, super-hero costumes, mascot costumes, and the like.
To address these large costume challenges, the inventors designed a large character costume system or simply “costume” with a passive exoskeleton that acts as a skeletal intermediary between the human performer and the skin or outer layer of the costume. The exoskeleton is configured to perform the following two main tasks: (a) redirects the weight of the costume down into the ground (or other support surface) below the performer instead of into the performer's back or shoulders; and (b) gives passive assist (e.g., pneumatic, elastic, and similar non-powered or motorized assist or lift) in key joint areas to aid in moving, rotating, and/or lifting appendages, which may include an outer shell extending about components of the exoskeleton as well the outer layer or skin overing such shells. The resulting costume provided a better experience for those observing a performer moving about in the costume, including seeing their favorite large characters come to life, and for the performers using the costumes, including allowing them to give good shows or character performances including locomotion in a safer manner with increase time onstage or among visitors to a theme park, a sports stadium, or other facility.
Further, the inventors developed a library of mesh elements (or lattice structures) for use in forming differing muscle, fat, and other under-skin biological tissues or components (which may be labeled “bio elements” herein) to achieve desired biological musculature aesthetics. In this regard, the inventors recognized that a need exists for methods that are faster and repeatable, going straight from software to a 3D printing machines (e.g., selective laser sintering or SLS machine) for manufacture. Furthermore, the physics modeling of muscle movement as well as the lattice structures chosen to allow for more desired stretch under tension as well as control of a muscles intended shape under compression. In this regard, a library of printable muscle networks was designed and defined via digital files and also fabricated (e.g., via 3D printing). Each muscle network or “bio element” is configured in use to deform in a particular fashion in response to applied stress, strain, and twisting created by an exoskeleton. To achieve a particular dynamic appearance during motion of the costume, a costume designer or fabricator would select one or multiple muscle networks from the library and shape them to fill out the character bulk, attaching them to actuated portions of the exoskeleton. By utilizing muscle physics simulations to determine the desired look of a more under tension or compression, the aesthetic response of the muscle networks can thus be predicted in a way that has not been possible. Character skin is attached so as to be actuated by the skeleton and the muscle network to achieve a new kind of dynamic appearance for large characters.
More particularly, an exoskeleton is described for use in a large character costume to support and move an outer skin layer and to transfer weight away from a performer's body to the ground or other support surface. The exoskeleton includes a spine with an elongated and rigid vertical member and also includes a waist ring arcuate in shape configured to extend about a waist of a performer using the exoskeleton in a spaced apart manner. In some embodiments, a lower end of the spine is attached to a rear center portion of the waist ring. The exoskeleton further includes a pair of leg assemblies each pivotally coupled on opposite sides of the waist ring. Each of the leg assemblies is configured to be spaced apart from a leg of the performer, and each of the leg assemblies is further configured to extend below a foot of the performer, whereby weight of the outer skin layer and the exoskeleton are transmitted to a support surface under the leg assemblies. Each of the leg assemblies may include at least one passive assist mechanism configured to assist the performer in moving the exoskeleton with bipedal locomotion.
In some embodiments, the exoskeleton may further include a neck physical assist mechanism including a collar that is arcuate in shape, configured to extend at least partially about a neck of the performer, and attached to an upper end of the spine. The neck physical assist mechanism further may include a mounting element (e.g., a helmet suited for positioning above a performer's head with mounting components on an upper surface) for receiving and attaching to a head of the large character costume. Additionally, a passive assist assembly is disposed between the mounting element and the collar that is configured to assist the performer in moving the head relative to the upper end of the spine. In some useful implementations, the passive assist assembly includes a plurality of spaced-apart, arcuate-shaped neck support elements and two or more spring members (e.g., metal springs, plastic, or rubber (or other elastic or resilient material) hoops, and/or the like) disposed between adjacent pairs of the neck support elements and between the collar and a lower one of the neck support members.
In the same or other embodiments, the exoskeleton includes a shoulder assembly pivotally coupled to an upper end of the spine and a shoulder passive assist mechanism configured for assisting in pivoting the shoulder assembly relative to the upper end of the spine. In such cases, the exoskeleton may also include an arm member pivotally coupled via a shoulder joint to portion of the shoulder assembly distal to the spine and a passive lift assist mechanism configured for assisting the performer in lifting the arm member about the shoulder joint. Still further, the exoskeleton may include a manipulable hand coupled to the arm member at an end opposite the shoulder joint and a hand drive mechanism operable by the performer's hand to rotate the hand relative to the arm member or to move one or more fingers of the manipulable hand. Then, in implementation, the hand drive mechanism may be slidably supported on the arm member to allow a location of the hand drive mechanism in the exoskeleton to be linearly adjusted relative to the arm member to account for a size of the performer.
Embodiments described herein are directed toward systems and methods for providing costumed characters with accurate and/or lifelike biological musculature aesthetics and movements. In brief, the costume-character system is configured with a unique exoskeleton that is adapted specifically to assist a human performer to have locomotion and arm and head movements that appear more natural even in a costume that is scaled upward to represent a very large character (e.g., one that is 50 to 300 percent the size of the performer wearing the costume). This is achieved without, in many cases, powered components such that the costumed-character system is “passive” and without the weight being unduly placed on the performer as most of the costume's weight is transferred to the ground (or to surface on which the character is walking). Additionally, the costumed-character system is designed and fabricated to include one-to-many elements that simulate the muscles, fat, and other tissues underlying the character's outer skin or layer and typically mounted on the outer surfaces of the shells of the exoskeleton, and these elements may be labeled “bio elements” or a similar term and be selected from a library of definitions that can be used to 3D print or otherwise efficiently manufacture these components in an efficient manner to provide biological musculature aesthetics to the costumed-character system.
Prior to turning to specific examples of the exoskeleton and its components and of the new bio elements used to provide desired musculature effects, it may be useful to more generally describe the new costume and fabrication process created by the inventors.
As shown, the system 100 includes a skin or outer layer 102 that would be used to simulate the outward appearance of the character being provided by the system 100, and the layer 102 may include materials to replicate human or other skin, clothing, fur, features, and so on. The system 100 further includes an exoskeleton 120 configured to receive the body of a human performer and to physically support the skin or outer layer 102. Further, a musculature simulation layer 110 is disposed between the inner surfaces of the skin 102 (at least in some locations) and outer surfaces of the exoskeleton 120. This layer 110 includes one-to-many bio elements 114, which are designed to simulate muscles, fat, and other biological features under the sink 102. To this end, the bio elements 114 may take the form of compressible foam elements shaped and sized as is well known in the field or may take the form of compressible 2D or 3D mesh elements, as discussed in detail below.
As shown, the fabrication/design system 160 may include data storage or memory 162 that is operated by a controller 162 to store a library of bio element designs 164. Each of these designs 164 may define a 2D or 3D configuration of a mesh or solid outer body design as well, in some cases, the configuration for an optional inner bladder that can be output 171 by the controller 162 (e.g., as a digital file) to a fabrication device(s) 170, such as a 3D printer. The output of the device 170 as shown with arrow 173 will be a fabricated bio element 180 that can be used as shown with arrow 181 as a bio element t114 in the system 100. The design 164 will define the size, shape, and pattern of the mesh element as well as useful materials for its fabrication to achieve a desired compressibility and/or action in use in the system 100, e.g., to simulate a muscle such as a bicep that may bulge a desired amount when the bio element 114 is compressed.
The system 100 is also shown to include a head 116 and hands 124, and these may be manipulable by the performer or with included motorized components via an onboard or offboard controller. The head 116 and/or the hands 118 may be separately covered with a skin and/or musculature elements or be enclosed in the skin 102 and, optionally, include bio elements 114. The head 116 and the hands 118 are configured for coupling to the exoskeleton 120 such that their weight is supported by the exoskeleton 120 along with the skin/outer layer 102 and such that, when applicable, the performer can move and manipulate/operate the head 116 and hands 118 (e.g., to move a mouth and eyes of a head 116, to open or close the fingers of a hand 118, and the like).
The exoskeleton 120 includes a torso shell 122, two leg shells 124, and two arm shells 126, and the arm shells 126 and leg shells 124 are coupled in a pivotal (or rotatable) manner to the torso shell 122 via joints 130. The appropriate bio elements 114 to provided desired muscle aesthetics are applied to outer surfaces of the shells 122, 124, and 126, and the skin or outer layer 102 is applied over the corresponding portions of the shells 122, 124, and 126. The head 116 and hands 118 are also coupled to the exoskeleton 120 at the top opening of the torso shell 122 and ends of the arm shells 126, respectively.
To facilitate realistic movements and locomotion by a performer, the exoskeleton 120 is configured to provide non-powered or “passive” movement or lift assist devices, which are described in more detail with reference to later figures. As shown in
The assist or lift devices 140, 142, and 144 help a performer to move the shell components via the joints 130 along with the sometimes heavy skin or outer layer 102. Further, though, the exoskeleton 120 is configured to transfer the weight of the costume 100 to the ground or other surface supporting the costume 100 and a performer positioned within the exoskeleton 120. To provide this functionality, the exoskeleton 120 is shown to include a weight distribution assembly 150. This assembly 150 includes a spine 152 that may be mounted to a back surface of the torso shell 122, and the spine 152 may be an elongated member (e.g., formed of a metal or other rigid and strong material) that extends vertically from the top to the bottom of the torso shell 122 where it may couple with waist ring or belt 156. The waist ring or belt 156 is configured to extend about the performer's waist when they are positioned within the exoskeleton, while typically being spaced apart some distance from the performer so that the weight of the costume 100 is not felt by the performer. Similarly, the torso shell 122 and spine 152 are also spaced apart from the performer's body to avoid that performer's joints being exposed to heavy weights.
The weight distribution assembly 150 further includes couplings 154 for joining the arm shells to the spine 152 so that the weight of these shells 126 as well as the hands 118 and skin 102 covering the arm shells 126 are borne by the spine 152 and not the performer. Further, the assembly 150 includes one or more torso-to-leg weight transfer elements 158. These elements 158 are configured to join the waist ring or belt 156 to the legs and ground such as with a connection to the leg shells or one or more support struts or rods in the leg shells 124. In this manner, the weight applies to the spine 152 is transferred or applied to the waist ring/belt 156, which then transfers the weight to the legs (e.g., leg shells or support struts/rods (shown in later figures) and the ground as the legs (or feet upon the bottom of the legs) contact the ground (or other support surface) during standing or during walking/locomotion.
With the teaching of
Costumed character suits are heavy, even more so for characters who are “oversized,” meaning that their body parts are larger than average adult human sizes. For this reason, the range of motion of these costumed characters has been, prior to the present innovations, considerably limited and unexpressive. Extremities like hands for oversized costumed characters are typically locked in a closed first form because the hardware required to articulate the fingers would add too much weight to the performer's arm. It is desirable to add as little weight as practical to a performer in a costume. While the present invention does not necessarily preclude all motorized power assist, it is preferable that heavy motors and powered actuation typical of task-oriented exoskeletons be minimized or eliminated.
To these ends, the exoskeleton disclosed herein implements several functional adaptations that distinguish it from task-oriented exoskeletons. For example, the illustrated implementations provide a passive, pneumatic assist (gas springs) at the scapula and shoulder joints of the character suit. The illustrated implementations provide linkage mechanisms that tie the elbow and scapula movement of the character suit to shoulder rotation. The illustrated implementations provide a sliding performer attachment mechanism that allows for dynamic shifting of geometry relations between the performer and the suit/exoskeleton. In some embodiments, the exoskeleton includes a flexible shaft that allows a performer's wrist to directly rotate the character suit's wrist. This is particularly useful for oversized character costumes where the performer's wrist is not collocated with the character suit's wrist. This may also be useful for non-human characters where geometry of the character being costumed is different from the performer.
The description teaches an exoskeleton that is positioned with respect to a performer as a skeletal intermediary between the performer and the costume exterior (e.g., skin or outer layer and musculature simulation layer). The exoskeleton includes weight bearing attachments to the costume's skin or outer layer(s) and mechanical linkages that redirect weight of the costume towards the ground below a performer rather than into the performer's body (e.g., the performers back or shoulders). The exoskeleton is provided with pneumatic and elastic passive assist mechanisms coupled proximate to joint areas to aid in moving, rotating, and lifting appendages under performer control. Further, the illustrated implementations provide cable-driven mechanisms for finger articulation and wrist curl. Additionally, the illustrated implementations provide improved range of motion at the spine for more ergonomic and aesthetically accurate operation. Still further, the illustrated implementations redirect the weight of the costume into a ring or belt n the exoskeleton proximate to the performer's hips for improved ergonomic operation and then into the ground/support surface via the legs and feet.
Referring to
Particularly,
A library 850 of muscle networks or patterns (“bio elements”) 851, 852, 853, 854, 855, 856, 857, 858, 860, 861, 862, 863, 865, 865, 866, 870, 872, 880, 881, 882, and 883 is shown in
Dynamic appearance refers to how the muscle structure (or musculature simulation layer 110 in
Dynamic appearance is determined by various factors including: (a) cell size; (b) cell shape; (c) cell wall (or mesh) thickness; (d) density of cell-to-cell interconnections; (e) material properties such as elasticity, memory, malleability, spring constant, and the like; (f) unstressed shape and dimensions; and (g) location of connection points to the actuating exoskeleton. Lattices can be formed as 2D structures that are conformable around other materials or structures such as inflatable bladders. In this manner, the actuated muscle network can apply force to the inflatable bladder such that the combined dynamic behavior resembles a desired muscle or dynamic skin movement.
The illustrated examples of library 850 in
In a typical use case, a target character such as an animated or CGI character is studied to determine how its drawn or simulated musculature performs aesthetically. Typically, the dynamic musculature demonstrated by an animated or CGI character will vary significantly at different points of the character's body. Those variations, which are also often distinct from normal human aesthetics, are important to creating the recognizable visual appearance and performance of the character. The improvements described herein provide better ways to faithfully reproduce the visual appearance and performance even when they are significantly exaggerated via the exoskeleton and the musculature simulation layer, from what the human performer inside the costume is able to accomplish.
In this regard,
To facilitate use of the exoskeleton and costume with the exoskeleton by performers of varying sizes,
Pivotally coupled to the shoulder joint 202 is an elongated arm member 2024, which is positioned parallel and spaced apart from the arm 2003 of the performer 2002. A passive assist mechanism 2025 is provided to assist the performer 2022 in lifting the arm member 2024, as well as the forearm member 2026 that extends outward from a lower portion of the arm member 2024 at an elbow joint and the manipulable hand 2028 at the end of the forearm 2026. A hand/wrist drive mechanism 2030 is provided on the arm member 2024, where it is slidably supported to account for differing sizes of performer 2002 and is operable by the performer 2002 with their hand 2004.
A neck physical assist mechanism 2040 is included in the exoskeleton 2010, and it is configured to provide passive (e.g., spring-based) assist to supporting and moving the costume head (not shown but would be positioned upon the mechanism 2040). The mechanism 2040 is attached or coupled to the upper end of the spine 2012 so that the weight of the mechanism 2040 and a later supported head would be transmitted away from the performer's neck 2008 and head (which are positioned in the mechanism 2040) to the ground.
To assist in the weight transfer, the exoskeleton 2010 includes a waist ring or belt 2050, and the spine 2012 is coupled rigidly at its lower end to a center portion of the waist ring or belt 2050 so as to receive the weight carried by the spine 2012. The exoskeleton 2010 is configured such that the waist ring or belt 2050, which is arcuate in shape, extends fully or partially (as shown) about the waist 2005 of the performer 2002 in a spaced-apart manner when the performer 2002 is wearing or positioned in the exoskeleton 2010.
To transfer the weight to the ground (i.e., any supporting surface), the exoskeleton 2010 includes a pair of leg (or torso-to-ground weight distribution) assemblies 2060. Each leg assembly 2060 is pivotally coupled to opposite ends (or sides) of the waist or belt ring 2050 via an upper leg member 2069, such that the weight received by the waist or belt ring 2050 is passed to the upper leg member 2069. An intermediate leg member 2068 is pivotally coupled at its upper end to the lower end of the upper leg member 2069, and a lower leg member 2066 is pivotally coupled at its upper end to the lower end of the intermediate leg member 2068, such that the weight of the exoskeleton 2010 and a musculature layer and outer layer/skin that would be applied over the exoskeleton 2010 is transferred to the lower leg member 2066. The lower leg member 2066 is rigidly coupled at its lower end to an upper end of a shin or ankle strut or member 2064, which includes a pad or platform 2065 for receiving or mating with the foot 2007 of the performer 2002. The shin or ankle strut or member 2064 is an elongated and rigid component that may be tubular to house a leg physical assist member that may take the form of a gas shock or spring. A foot assembly 2062 is provided at the lower end of the shin or ankle strut or member 2064, and this assembly 2062 receives the weight of the costume (including exoskeleton 2010) and transfers it to the ground/support surface.
Passive assist is provided in part by the inclusion of elastic or spring members 2254 disposed between the collar 2250 and the lowest neck support element 2252 and between adjacent pairs of the elements 2252. Two or more spring members 2254 may be so disposed, and the members 2254 may take a variety of forms such as helical springs or circular or hoop-shaped bodies (as shown) formed of a resilient material that is compressible from an at rest position but that tends to move back into the at rest position or shape such as a rubber, a plastic, or the like. The neck physical assist mechanism 2040 further includes a helmet 2260 that may rest on or slightly above the performer's head to avoid placing weight on the performer, and a head mount assembly 2264 is provided on an upper outer surface of the helmet 2260. Additional passive assist may be provided as shown by the includes of an additional spring member(s) 2258, which may be coupled at a first or lower end to a rear portion of the collar 2250 at or proximate to the connection with the spine 2012 and a second or upper end to rear and lower portion of the helmet 2260.
Although the invention has been described and illustrated with a certain degree of particularity, it is understood that the present disclosure has been made only by way of example, and that numerous changes in the combination and arrangement of parts can be resorted to by those skilled in the art without departing from the spirit and scope of the invention, as hereinafter claimed.
This application claims priority to U.S. Provisional Pat. Appl. No. 63/404,680, filed on Sep. 8, 2022, which is incorporated by reference herein as if set forth in full.
Number | Date | Country | |
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63404680 | Sep 2022 | US |