McRo, Inc. v. Bandai Namco Games America ( 2016 )


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  •   United States Court of Appeals
    for the Federal Circuit
    ______________________
    MCRO, INC., DBA PLANET BLUE,
    Plaintiff-Appellant
    v.
    BANDAI NAMCO GAMES AMERICA INC.,
    NAUGHTY DOG, INC., KONAMI DIGITAL
    ENTERTAINMENT, INC., SEGA OF AMERICA,
    INC., ELECTRONIC ARTS INC., OBSIDIAN
    ENTERTAINMENT, INC., DISNEY INTERACTIVE
    STUDIOS, INC., SQUARE ENIX, INC., NEVERSOFT
    ENTERTAINMENT, INC., TREYARCH
    CORPORATION, CAPCOM USA, INC., SONY
    COMPUTER ENTERTAINMENT AMERICA LLC,
    ATLUS U.S.A., INC., SUCKER PUNCH
    PRODUCTIONS, LLC, INFINITY WARD, INC.,
    LUCASARTS, A DIVISION OF LUCASFILM
    ENTERTAINMENT COMPANY LTD. LLC, WARNER
    BROS. INTERACTIVE ENTERTAINMENT, A
    DIVISION OF WARNER BROS. HOME
    ENTERTAINMENT INC., ACTIVISION
    PUBLISHING, INC., BLIZZARD ENTERTAINMENT,
    INC., VALVE CORPORATION, CODEMASTERS
    USA GROUP, INC., CODEMASTERS SOFTWARE
    INC., CODEMASTERS, INC., THE CODEMASTERS
    SOFTWARE COMPANY LIMITED,
    Defendants-Appellees
    ______________________
    2015-1080, -1081, -1082, -1083, -1084, -1085, -1086, -1087,
    -1088, -1089, -1090, -1092, -1093, -1094, -1095, -1096,
    -1097, -1098, -1099, -1100, -1101
    2               MCRO, INC.   v. BANDAI NAMCO GAMES AMERICA
    ______________________
    Appeals from the United States District Court for the
    Central District of California in Nos. 2:12-cv-10322-GW-
    FFM, 2:12-cv-10323-GW-FFM, 2:12-cv-10327-GW-FFM,
    2:12-cv-10329-GW-FFM, 2:12-cv-10331-GW-FFM, 2:12-cv-
    10333-GW-FFM, 2:12-cv-10335-GW-FFM, 2:12-cv-10337-
    GW-FFM, 2:12-cv-10338-GW-FFM, 2:12-cv-10341-GW-
    FFM, 2:12-cv-10342-GW-FFM, 8:13-cv-01870-GW-FFM,
    2:14-cv-00332-GW-FFM, 2:14-cv-00336-GW-FFM, 2:14-cv-
    00358-GW-FFM, 2:14-cv-00383-GW-FFM, 2:14-cv-00352-
    GW-FFM, 2:14-cv-00417-GW-FFM, 8:13-cv-01874-GW-
    FFM, 2:14-cv-00389-GW-FFM, 2:14-cv-00439-GW-FFM,
    Judge George H. Wu.
    ______________________
    Decided: September 13, 2016
    ______________________
    JEFFREY A. LAMKEN, MoloLamken LLP, Washington,
    DC, argued for plaintiff-appellant. Also represented by
    MICHAEL GREGORY PATTILLO, JR.; JOHN FRANCIS
    PETRSORIC, MARK STEWART RASKIN, ROBERT ALAN
    WHITMAN, Mishcon de Reya New York LLP, New York,
    NY; JOHN M. WHEALAN, Chevy Chase, MD.
    SONAL NARESH MEHTA, Durie Tangri LLP, San Fran-
    cisco, CA, representing defendants-appellees Electronic
    Arts Inc., Capcom USA, Inc., Activision Publishing, Inc.,
    Blizzard Entertainment, Inc., argued for all defendants-
    appellees.
    EDWARD R. REINES, Weil, Gotshal & Manges LLP,
    Redwood Shores, CA, for defendants-appellees Bandai
    Namco Games America Inc., Sega of America, Inc., Disney
    Interactive Studios, Inc., Neversoft Entertainment, Inc.,
    Treyarch Corporation, Atlus U.S.A., Inc., Infinity Ward,
    Inc., LucasArts, a Division of LucasFilm Entertainment
    MCRO, INC.   v. BANDAI NAMCO GAMES AMERICA            3
    Company Ltd. LLC, Warner Bros. Interactive Entertain-
    ment, a Division of Warner Bros. Home Entertainment
    Inc.
    BASIL TRENT WEBB, Shook, Hardy & Bacon, LLP,
    Kansas City, MO, for defendants-appellees Naughty Dog,
    Inc., Sony Computer Entertainment America LLC, Sucker
    Punch Productions, LLC. Also represented by JOHN D.
    GARRETSON, BETH A. LARIGAN.
    WENDY J. RAY, Morrison & Foerster LLP, Los Ange-
    les, CA, for defendants-appellees Konami Digital Enter-
    tainment, Inc., Square Enix, Inc. Also represented by
    BENJAMIN J. FOX.
    ANDREW DAVID TSU, Spach Capaldi & Waggaman
    LLP, Newport Beach, CA, for defendant-appellee Obsidi-
    an Entertainment, Inc. Also represented by THOMAS
    WALLING.
    JAN PATRICK WEIR, Michelman & Robinson, LLP, Ir-
    vine, CA, for defendant-appellee Valve Corporation. Also
    represented by JOSEPH JAMES MELLEMA; THEODORE J.
    ANGELIS, DAVID T. MCDONALD, K&L Gates LLP, Seattle,
    WA.
    KEVIN W. KIRSCH, Baker & Hostetler LLP, Cincinnati,
    OH, for defendants-appellees Codemasters, Inc., Code-
    masters USA Group, Inc., Codemasters Software Inc., The
    Codemasters Software Company Limited. Also represent-
    ed by JARED A. BRANDYBERRY; BARRY EASTBURN
    BRETSCHNEIDER, Washington, DC.
    CHARLES DUAN, Public Knowledge, Washington, DC,
    for amici curiae Public Knowledge, Electronic Frontier
    Foundation. Also represented by VERA RANIERI, Electronic
    Frontier Foundation, San Francisco, CA.
    4                MCRO, INC.   v. BANDAI NAMCO GAMES AMERICA
    ANDREW JOHN PINCUS, Mayer Brown LLP, Washing-
    ton, DC, for amicus curiae BSA I The Software Alliance.
    Also represented by PAUL WHITFIELD HUGHES.
    ______________________
    Before REYNA, TARANTO, and STOLL, Circuit Judges.
    REYNA, Circuit Judge.
    This appeal is from a grant of judgment on the plead-
    ings under Fed. R. Civ. P. 12(c) that the asserted claims of
    U.S. Patent Nos. 6,307,576 (‘‘the ’576 patent’’) and
    6,611,278 (‘‘the ’278 patent’’) are invalid. The United
    States District Court for the Central District of California
    found that the asserted claims are directed to patent-
    ineligible subject matter and are therefore invalid under
    35 U.S.C. § 101 (“§ 101”). McRO, Inc. v. Sony Computer
    Entm’t Am., LLC, 
    55 F. Supp. 3d 1214
    (C.D. Cal. 2014)
    (“Patentability Op.”). We hold that the ordered combina-
    tion of claimed steps, using unconventional rules that
    relate sub-sequences of phonemes, timings, and morph
    weight sets, is not directed to an abstract idea and is
    therefore patent-eligible subject matter under § 101.
    Accordingly, we reverse.
    I.       BACKGROUND
    A. Factual Background
    The ’576 patent and the ’278 patent were both issued
    to Maury Rosenfeld and are both titled “Method for Au-
    tomatically Animating Lip Synchronization and Facial
    Expression of Animated Characters.” The ’278 patent is a
    continuation of the ’576 patent and shares the same
    written description.
    1. Admitted Prior Art
    The patents relate to automating part of a preexisting
    3-D animation method. As explained in the background
    of the patents, the admitted prior art method uses multi-
    MCRO, INC.   v. BANDAI NAMCO GAMES AMERICA                 5
    ple 3-D models of a character’s face to depict various facial
    expressions made during speech. See generally ’576
    patent col. 1 l. 14 to col. 2 l. 37. To animate the character
    as it speaks, the method morphs the character’s expres-
    sion between the models. The “neutral model” is the 3-D
    representation of the resting, neutral facial expression of
    an animated character. The other models of the charac-
    ter’s face are known as “morph targets,” and each one
    represents that face as it pronounces a phoneme, i.e.,
    makes a certain sound. This visual representation of the
    character’s face making a sound is also called a “viseme.”
    McRO Br. 7. An example morph target for the “ahh”
    phoneme is shown below. Each of these morph targets
    and the neutral model has identified points, called “verti-
    ces,” in certain places on the face. The set of differences
    in the location of these vertices (and the corresponding
    point on the face) between the neutral model and the
    morph target form a “delta set” of vectors representing
    the change in location of the vertices between the two
    models. For each morph target, there is a corresponding
    delta set consisting of the vectors by which the vertices on
    that morph target differ from the neutral model.
    6                 MCRO, INC.   v. BANDAI NAMCO GAMES AMERICA
    Defs.’ Br. 8. 1
    Facial expressions are described as a function of the
    amount each morph target, and its corresponding delta
    set, is applied to modify the character model. “In produc-
    ing animation products, a value usually from 0 to 1 is
    assigned to each delta set by the animator and the value
    is called the ‘morph weight.’” ’576 patent col. 1 ll. 63–65.
    The set of morph weights for all the delta sets is called a
    “morph weight set.” The neutral model is represented by
    a morph weight set with all morph weights of 0. A de-
    sired morph target is represented by the morph weight of
    1 for that morph target’s delta set and a morph weight of
    0 for all other delta sets.
    The power of this prior art animation method is in
    generating intermediate faces by using morph weights
    between 0 and 1 to blend together multiple morph targets.
    For example, the face halfway between the neutral model
    and the “oh” face can be expressed simply by setting the
    “oh” morph weight to 0.5, i.e., 50%, as shown below at the
    left. The model halfway to the next syllable, in turn,
    could be expressed by setting both the “oh” morph weight
    and that for the next syllable each to 0.5, creating a blend
    of those two delta sets. McRO Br. 11; see also Defs.’ Br.
    8–11. For each morph weight set, the resulting facial
    expression is calculated by determining the displacement
    of each vertex from the neutral model as the product of
    the morph weights in the morph weight set and the
    1    The images in this opinion are drawn from
    McRO’s claim construction tutorial presented to the
    district court, J.A. 3573, excerpts of which are used by
    both parties to explain the prior art method. Defendants
    dispute McRO’s depiction of the claimed method in that
    tutorial and we do not rely on any of those depictions. See
    Defs.’ Br. 46.
    MCRO, INC.   v. BANDAI NAMCO GAMES AMERICA                           7
    corresponding delta sets for the morph targets.                 ’576
    patent col. 2 ll. 2–15. 2
    McRO Br. 11.
    Animation of the character and lip synchronization
    preexisting the invention was generally accomplished by
    an animator with the assistance of a computer. Anima-
    tors used “a ‘keyframe’ approach, where the artist set[]
    the appropriate [morph] weights at certain important
    times (‘keyframes’)” instead of at every frame. ’576 patent
    col. 2 ll. 31–33. Animators knew what phoneme a charac-
    ter pronounced at a given time from a “time aligned
    phonetic transcription” (“timed transcript”). This listed
    the “occurrence in time” of each phoneme the character
    pronounced, as shown in the example below. 
    Id. at col.
    1
    ll. 32–34.
    2   |result| = |neutral| + ∑𝑛𝑛𝑥𝑥=1 |delta setx| ∗ morph weightx
    8               MCRO, INC.   v. BANDAI NAMCO GAMES AMERICA
    McRO Br. 7.
    Animators, using a computer, manually determined
    the appropriate morph weight sets for each keyframe
    based on the phoneme timings in the timed transcript.
    “For each keyframe, the artist would look at the screen
    and, relying on her judgment, manipulate the character
    model until it looked right—a visual and subjective pro-
    cess.” McRO Reply Br. 4 (emphasis removed); Defs.’
    Br. 10 (“Using the [timed transcript], the animator would
    decide what the animated face should look like at key
    points in time between the start and end times, and then
    ‘draw’ the face at those times.”). Because the pronounced
    phoneme and drawn keyframe corresponded in time, this
    prior art process synchronized the lips and facial expres-
    sion of the 3-D character. A computer program would
    then interpolate between the keyframes set by the anima-
    MCRO, INC.   v. BANDAI NAMCO GAMES AMERICA                 9
    tor, creating the intermediate frames by determining the
    appropriate morph weight sets at intermediate points in
    time simply based on continuously transitioning between
    the keyframes. ’576 patent col. 2 ll. 32–36.
    2. Claimed Invention
    The patents criticize the preexisting keyframe ap-
    proach as “very tedious and time consuming, as well as
    inaccurate due to the large number of keyframes neces-
    sary to depict speech.” ’576 patent col. 2 ll. 35–37. They
    suggest the
    present invention overcomes many of the deficien-
    cies of the prior art and obtains its objectives by
    providing an integrated method embodied in com-
    puter software for use with a computer for the
    rapid, efficient lip synchronization and manipula-
    tion of character facial expressions, thereby allow-
    ing for rapid, creative, and expressive animation
    products to be produced in a very cost effective
    manner.
    
    Id. at col.
    2 ll. 38–44. “Accordingly, it is the primary
    object of this invention to provide a method for automati-
    cally . . . producing accurate and realistic lip synchroniza-
    tion and facial expressions in animated characters.” 
    Id. at col.
    2 ll. 45–50.
    Essentially, the patents aim to automate a 3-D ani-
    mator’s tasks, specifically, determining when to set
    keyframes and setting those keyframes. This automation
    is accomplished through rules that are applied to the
    timed transcript to determine the morph weight outputs.
    The patents describe many exemplary rule sets that go
    beyond simply matching single phonemes from the timed
    transcript with the appropriate morph target. Instead,
    these rule sets aim to produce more realistic speech by
    “tak[ing] into consideration the differences in mouth
    10                MCRO, INC.   v. BANDAI NAMCO GAMES AMERICA
    positions for similar phonemes based on context.” 
    Id. at col.
    10 ll. 6–7.
    One exemplary set of rules provided and applied in
    the specification of the ’576 patent is for a character
    transitioning from silence through saying “hello.” See
    ’576 patent col. 7 l. 36 to col. 9 l. 22. This exemplary set of
    rules provides for inserting a transition starting shortly
    before the first syllable after a silence. 
    Id. at col.
    8 ll. 24–
    28. The transition marks when the character begins to
    transition from silence, shown by the closed-mouthed
    neutral model, to the morph target for the first syllable,
    with its open-mouthed shape. 
    Id. at col.
    8 ll. 61–63. That
    is, the rule automates a character’s facial expressions so
    the character will wait until shortly before it starts speak-
    ing to begin opening its mouth. In terms of the prior art
    method, the effect of this rule is to automatically create a
    keyframe at a point that no phoneme is being pronounced.
    
    Id. at col.
    9 ll. 10–11. If instead no transition were placed
    at that position, the resulting animation would have an
    unrealistic quality. The character would open its mouth
    gradually from the beginning of the sequence through its
    first utterance as a result of the computer interpolating a
    continuous transition between those two points. In the
    prior art system, an animator would have to subjectively
    identify the problematic sequence and manually fix it by
    adding an appropriate keyframe. The invention, however,
    uses rules to automatically set a keyframe at the correct
    point to depict more realistic speech, achieving results
    similar to those previously achieved manually by anima-
    tors.
    Claim 1 of the ’576 patent is representative and dis-
    positive of the asserted claims 3 for the purposes of appeal:
    3  McRO has asserted claims 1, 7–9, and 13 of the
    ’576 patent and claims 1–4, 6, 9, 13, and 15–17 of the ’278
    MCRO, INC.   v. BANDAI NAMCO GAMES AMERICA               11
    A method for automatically animating lip syn-
    chronization and facial expression of three-
    dimensional characters comprising:
    obtaining a first set of rules that define output
    morph weight set stream as a function of phoneme
    sequence and time of said phoneme sequence;
    obtaining a timed data file of phonemes having a
    plurality of sub-sequences;
    generating an intermediate stream of output
    morph weight sets and a plurality of transition
    parameters between two adjacent morph weight
    sets by evaluating said plurality of sub-sequences
    against said first set of rules;
    generating a final stream of output morph weight
    sets at a desired frame rate from said intermedi-
    ate stream of output morph weight sets and said
    plurality of transition parameters; and
    applying said final stream of output morph weight
    sets to a sequence of animated characters to pro-
    duce lip synchronization and facial expression
    control of said animated characters.
    ’576 patent, cl. 1, col. 11 ll. 27–47.
    patent. The district court focused its analysis on claim 1
    of the ’576 patent as representative. It held that neither
    the different text of the other independent claims nor the
    added limitations of the dependent claims in either patent
    affected the result regarding patentability. Patentability
    
    Op., 55 F. Supp. 3d at 1228
    –29. The parties do not dis-
    pute this conclusion or separately argue any other claims.
    See McRO Br. 19; Defs.’ Br. 40 n.12. We agree and focus
    our discussion on this claim.
    12                MCRO, INC.   v. BANDAI NAMCO GAMES AMERICA
    B. Procedural History
    In 2012 and 2013, Plaintiff-Appellant McRO, Inc.,
    d/b/a Planet Blue (“McRO”) filed lawsuits in the U.S.
    District Courts for the Central District of California and
    for the District of Delaware. The defendants are general-
    ly video game developers and publishers. On January 15,
    2014, eight of the lawsuits originally filed in Delaware
    were transferred to the Central District of California. The
    five cases remaining in Delaware are not part of this
    appeal, but are stayed pending the resolution of this
    appeal. 4
    The Central District of California (“district court”) con-
    solidated the proceedings there for pre-trial purposes on
    two tracks. 5 It held a claim construction hearing in the
    4   McRO, Inc. v. Bethesda Softworks LLC, No. 12-cv-
    1509 (D. Del.); McRO, Inc. v. Harmonix Music Sys. Inc.,
    No. 12-cv-1510 (D. Del.); McRO, Inc. v. Rockstar Games,
    Inc., No. 12-cv-1513 (D. Del.); McRO, Inc. v. Take-Two
    Interactive Software, Inc., No. 12-cv-1517 (D. Del.); McRO,
    Inc. v. 2K Games, Inc., No. 12-cv-1519 (D. Del.).
    5    The Track 1 cases at the time the district court is-
    sued its Judgment on Pleadings were: McRO, Inc. v.
    Namco Bandai Games Am., Inc., CV-12-10322; McRO,
    Inc. v. Konami Digital Entm’t, Inc., CV-12-10323; McRO,
    Inc. v. Sega of Am., Inc., CV-12-10327; McRO, Inc. v. Elec.
    Arts, Inc., CV-12-10329; McRO, Inc. v. Obsidian Entm’t,
    Inc., CV-12-10331; McRO, Inc. v. Disney Interactive Stu-
    dios, Inc., CV-12-10333; McRO, Inc. v. Naughty Dog, Inc.,
    CV-12-10335; McRO, Inc. v. Capcom USA, Inc., CV-12-
    10337; McRO, Inc. v. Square Enix, Inc., CV-12-10338;
    McRO, Inc. v. Neversoft Entm’t, Inc., CV-12-10341; McRO,
    Inc. v. Treyarch Corp., CV-12-10342; McRO, Inc. v. Atlus
    U.S.A., et al., CV-13-1870; McRO, Inc. v. Sucker Punch
    Prod.s, LLC, CV-14-0332; McRO, Inc. v. Activision Bliz-
    zard, Inc., CV-14-0336; McRO, Inc. v. Infinity Ward, Inc.,
    MCRO, INC.   v. BANDAI NAMCO GAMES AMERICA                 13
    Track 1 cases on April 29, 2014, and issued its Rulings on
    Claim Construction on May 1, 2014. J.A. 4009, 4155–73. 6
    C. District Court’s § 101 Ruling
    On July 10, 2014, all Central District of California de-
    fendants from both tracks (“Defendants”) jointly filed a
    motion for judgment on the pleadings that the asserted
    claims were directed to patent ineligible subject matter
    under § 101. Patentability 
    Op., 55 F. Supp. 3d at 1216
    .
    After a hearing, the district court granted the motion on
    September 22, 2014, finding the asserted claims un-
    patentable. 
    Id. at 1230.
         The district court’s analysis loosely tracks the two-
    step framework laid out by the Supreme Court in Alice
    Corp. v. CLS Bank Int’l, 
    134 S. Ct. 2347
    , 2355 (2014)
    (“Alice”). First, the district court discussed the claims
    generally: “Facially, these claims do not seem directed to
    an abstract idea. They are tangible, each covering an
    approach to automated three-dimensional computer
    animation, which is a specific technological process.”
    Patentability 
    Op., 55 F. Supp. 3d at 1224
    . “At first blush,
    it is therefore difficult to see how the claims might impli-
    CV-14-0352; McRO, Inc. v. LucasArts Entm’t Co., CV-14-
    358; McRO, Inc. v. Sony Comput. Entm’t Am., LLC, CV-
    14-0383; McRO, Inc. v. Warner Bros. Interactive Entm’t
    Inc., CV-14-0417.
    The Track 2 cases were: McRO, Inc. v. Valve Corp.,
    CV-13-1874; McRO, Inc. v. Codemasters USA Grp., Inc.,
    CV-14-0389; McRO, Inc. v. Codemasters, Inc., CV-14-
    0439. Patentability 
    Op., 55 F. Supp. 3d at 1216
    n.1.
    6    The parties do not argue that any of the district
    court’s constructions affect patent eligibility or contest the
    constructions arrived at by the district court. The parties
    raise two unrelated claim interpretation issues on appeal,
    discussed below.
    14               MCRO, INC.   v. BANDAI NAMCO GAMES AMERICA
    cate the basic underlying concern that these patents tie
    up too much future use of any abstract idea they apply.”
    
    Id. (quotation marks
    omitted).
    Second, the district court attempted to “factor out
    conventional activity” by comparing the claims to the
    admitted prior art process that the patent sought to
    improve. 
    Id. at 1224.
    The court accepted as undisputed
    that “a central part of the patents is ‘using morph weight
    set representations of the facial shape coupled with
    rules . . . to generate keyframes.’” 
    Id. at 1226.
    The court
    then looked to “whether the inclusion of that concept in
    the claims satisfies § 101 given (1) the prior art, and
    (2) the fact that the claims do not require any particular
    rules.” 
    Id. After looking
    at each claim element in turn, the dis-
    trict court concluded, “the claim adds to the prior art . . .
    the use of rules, rather than artists, to set the morph
    weights and transitions between phonemes.” 
    Id. at 1227.
    Nonetheless, the district court found the claims too broad-
    ly preemptive to satisfy § 101. In the district court’s view,
    because the claims were not limited to specific rules, 7 but
    rather “purport to cover all such rules,” the claims merely
    call for application of the abstract idea of using rules. 
    Id. at 1227
    (citing 
    Alice, 134 S. Ct. at 2358
    ). The district
    court found that, “while the patents do not preempt the
    field of automatic lip synchronization for computer-
    generated 3D animation, they do preempt the field of such
    lip synchronization using a rules-based morph target
    approach.” 
    Id. at 1227.
    The court concluded that the
    claims were unpatentable because “the novel portions of
    [the] invention are claimed too broadly.” 
    Id. at 1230.
    7  The claim term is “first set of rules,” but we will
    follow the shorthand adopted by the district court and
    parties of referring to the “rules” or “claimed rules.”
    MCRO, INC.   v. BANDAI NAMCO GAMES AMERICA                15
    The district court entered judgment against McRO on
    October 31, 2014. J.A. 24–26. McRO appeals. We have
    jurisdiction under 28 U.S.C. § 1295(a)(1).
    II.     PARTIES’ ARGUMENTS
    The parties’ principal dispute is over the meaning and
    application of two Supreme Court cases in light of Alice:
    Parker v. Flook, 
    437 U.S. 584
    (1978) (“Flook”) and Dia-
    mond v. Diehr, 
    450 U.S. 175
    (1981) (“Diehr”). Both cases
    addressed the patentability of process claims that include
    steps requiring calculation.
    A. McRO’s Position
    McRO argues that Diehr controls the outcome here
    and dictates that the claims are not directed to an ab-
    stract idea. Specifically, McRO argues that the claims are
    not directed to an abstract idea because they generate a
    tangible product, namely “a video of a 3-D character
    speaking the recorded audio.” McRO Br. 38. According to
    McRO, the claimed process is technological because it
    provides “a method for getting a computer to automatical-
    ly generate video of a 3-D animated character speaking in
    sync with pre-recorded dialogue—without requiring an
    artist’s constant intermediation.” McRO Br. 42.
    McRO argues that even if we find the claims are di-
    rected to an abstract idea, they are nonetheless patent
    eligible because they “effect an improvement in [a] tech-
    nology or technical field,” specifically 3-D computer gen-
    erated lip-synchronization. McRO Br. 43 (quoting 
    Alice, 134 S. Ct. at 2359
    (citing 
    Diehr, 450 U.S. at 177
    –78)).
    This improvement, McRO argues, results from its method
    that “employs specific types of rules” and uses those rules
    in “a specific technological way.” McRO Br. 45 (emphasis
    in original). The claimed type of rules are only those
    “rules that define output morph weight set stream as a
    function of phoneme sequence and time of said phoneme
    sequence.” 
    Id. at 46
    (quoting ’576 patent, cl. 1, col. 11 ll.
    16               MCRO, INC.   v. BANDAI NAMCO GAMES AMERICA
    30–32). When applied, in McRO’s interpretation, these
    rules must “adjust for the fact that a phoneme may look
    different when spoken depending on the phonemes pre-
    ceding and/or following it.” McRO Br. 46.
    These limitations are specific enough in McRO’s view
    because the rules will necessarily vary by character as, for
    example, “a swamp monster will use different rules than
    a tight-lipped cat.” 
    Id. at 46
    . McRO argues that its
    claims cannot preempt the field because other techniques
    exist that automate facial synchronization by capturing
    actors’ facial motions and applying those motions to 3-D
    animated characters. McRO Br. 50 (citing Barbara Rob-
    ertson, Big Moves, Computer Graphics World (Nov. 2006),
    available at http://www.cgw.com/Publications/CGW/2006/
    Volume-29-Issue-11-Nov-2006-/Big-Moves.aspx). 8
    B. Defendants’ Position
    Defendants argue that Flook controls because the
    claims are unpatentable algorithms that “can be per-
    formed solely with pencil and paper.” Defs.’ Br. 28. The
    claims, in Defendants’ view, “merely purport to take a
    preexisting process and make it faster by automating it
    on a general-purpose computer.” Defs.’ Br. 19. Defend-
    ants argue that these claims fail even under Diehr be-
    cause they do not result in any tangible product, instead
    only producing a “stream of output morph weight sets”
    that are applied “to produce lip synchronization” without
    requiring the production of anything tangible like a video.
    ’576 patent, claim 1, col. 11 ll. 44–47; Defs.’ Br. 30. Even
    if specific processing steps are required, Defendants argue
    8  Defendants do not dispute this is an alternative
    method for automatic lip synchronization of 3-D animated
    characters; instead, they argue that “this technology is
    not remotely similar to the patented technology.” Defs.’
    Br. 53.
    MCRO, INC.   v. BANDAI NAMCO GAMES AMERICA              17
    the claims remain directed to an abstract idea because
    they only require using “mathematical algorithms to
    manipulate existing information to generate additional
    information.” Defs.’ Br. 34 (quoting Digitech Image
    Techs., LLC v. Elecs. for Imaging, Inc., 
    758 F.3d 1344
    ,
    1351 (Fed. Cir. 2014)).
    Echoing the district court, Defendants fault the claims
    for not specifically claiming particular rules, and instead
    requiring that the user provide the rules. Defs.’ Br. 40–
    42; see also Patentability 
    Op., 55 F. Supp. 3d at 1227
    ,
    1230. Defendants dispute that the claimed rules depend
    on the preceding or succeeding phonemes, i.e., sub-
    sequences of phonemes, and fault McRO for failing to
    raise this interpretation as a claim construction issue
    before the district court. Defs.’ Br. 43–44. Defendants
    claim broad preemption occurs because the rules only
    reflect relationships “that any intelligible lip-
    synchronization process must consider.” 
    Id. at 50
    (em-
    phasis original). The relationships expressed by these
    rules, Defendants argue, inevitably capture “a pre-
    existing fundamental truth” about how a human mouth
    looks while speaking certain sounds over time, preempt-
    ing all possible rules-based methods. 
    Alice, 134 S. Ct. at 2356
    ; see Defs.’ Br. 16, 49–51. 9
    III.   STANDARD OF REVIEW
    We review procedural aspects of the grant of judg-
    ment on the pleadings under the law of the regional
    circuit, in this case the Ninth Circuit. Allergan, Inc. v.
    Athena Cosmetics, Inc., 
    640 F.3d 1377
    , 1380 (Fed. Cir.
    9     Amicus similarly argues that the claims are di-
    rected to a natural phenomenon instead of an abstract
    idea, specifically “the movement of the mouth to articu-
    late sounds.” Amicus Public Knowledge Br. 11; see also
    Defs.’ Br. 26.
    18                MCRO, INC.   v. BANDAI NAMCO GAMES AMERICA
    2011). The Ninth Circuit reviews the grant or denial of
    judgment on the pleadings under Rule 12(c) de novo.
    Kotrous v. Goss-Jewett Co., 
    523 F.3d 924
    , 929 (9th Cir.
    2008). We also review de novo whether a claim is invalid
    under the judicially created exceptions to § 101. Ariosa
    Diagnostics, Inc. v. Sequenom, Inc., 
    788 F.3d 1371
    , 1375
    (Fed. Cir. 2015).
    IV.     DISCUSSION
    A. Claim Interpretation
    As an initial matter, we note that, in this case, claim
    construction is helpful to resolve the question of patenta-
    bility under § 101. Specifically, the parties’ dispute about
    whether the “first set of rules” must evaluate sequential
    phonemes or can evaluate individual phonemes is re-
    solved by the claim language. We agree with McRO that
    the claims are limited to rules that evaluate sub-
    sequences consisting of multiple sequential phonemes.
    This limitation is apparent on the face of the claims. See
    Phillips v. AWH Corp., 
    415 F.3d 1303
    , 1314 (Fed. Cir.
    2005) (en banc). In particular, the intermediate morph
    weight sets and transition parameters are generated “by
    evaluating said plurality of sub-sequences against said
    first set of rules.” ’576 patent, cl. 1, col. 11 ll. 36–39. 10
    This limitation could not be satisfied by rules that only
    evaluate individual phonemes. Instead, the claimed “first
    set of rules” must be formulated to evaluate sub-
    sequences of phonemes. 11
    10 The limitation with the same effect in independ-
    ent claim 1 of the ’278 patent is “applying said first set of
    rules to each sub-sequence” at column 11 lines 53–54.
    11  The parties also dispute whether the rules must
    take into account the pacing of speech based on the “and
    time of said phoneme sequence” limitation. Resolution of
    this question is neither necessary to resolve of the issues
    MCRO, INC.   v. BANDAI NAMCO GAMES AMERICA              19
    B. Patentability Under § 101
    Section 101 defines patent eligible subject matter as
    “any new and useful process, machine, manufacture, or
    composition of matter, or any new and useful improve-
    ment thereof,” subject to the other limitations of the
    Patent Act. Apart from the Patent Act, the courts have
    created exceptions to the literal scope of § 101. “Laws of
    nature, natural phenomena, and abstract ideas are not
    patentable.” 
    Alice, 134 S. Ct. at 2354
    (quoting Ass’n for
    Molecular Pathology v. Myriad Genetics, Inc., 
    133 S. Ct. 2107
    , 2116 (2013) (“Myriad”)). This appeal involves the
    abstract idea exception.
    In Alice, the Court applied a two-step framework for
    analyzing whether claims are patent eligible. First, we
    determine whether the claim at issue is “directed to” a
    judicial exception, such as an abstract idea. Alice, 134 S.
    Ct. at 2355. Mathematical formulas are a type of abstract
    idea. Gottschalk v. Benson, 
    409 U.S. 63
    , 64 (1972) (“Ben-
    son”). The abstract idea exception prevents patenting a
    result where “it matters not by what process or machinery
    the result is accomplished.” O’Reilly v. Morse, 
    56 U.S. 62
    ,
    113 (1854). We do not assume that such claims are di-
    rected to patent ineligible subject matter because “all
    inventions at some level embody, use, reflect, rest upon,
    or apply laws of nature, natural phenomena, or abstract
    ideas.” Mayo Collaborative Servs. v. Prometheus Labs.,
    Inc., 
    132 S. Ct. 1289
    , 1293 (2012) (“Mayo”); see also In re
    TLI Commc’ns LLC Patent Litig., 
    823 F.3d 607
    , 611 (Fed.
    Cir. 2016) (“TLI Commc’ns”). Instead, “the claims are
    considered in their entirety to ascertain whether their
    on appeal nor indisputably resolved by the claim lan-
    guage. We therefore decline to address this issue in the
    first instance and express no opinion on whether McRO
    has waived these arguments or is bound by them for
    purposes of infringement.
    20               MCRO, INC.   v. BANDAI NAMCO GAMES AMERICA
    character as a whole is directed to excluded subject mat-
    ter.” Internet Patents Corp. v. Active Network, Inc., 
    790 F.3d 1343
    , 1346 (Fed. Cir. 2015). If the claims are not
    directed to an abstract idea, the inquiry ends. If the
    claims are “directed to” an abstract idea, then the inquiry
    proceeds to the second step of the Alice framework.
    In step two we consider whether the claims contain an
    “inventive concept” sufficient to “transform the nature of
    the claim into a patent-eligible application.” Alice, 134 S.
    Ct. at 2355 (quotation omitted). To do so we look to both
    the claim as a whole and the individual claim elements to
    determine whether the claims contain “an element or
    combination of elements that is ‘sufficient to ensure that
    the patent in practice amounts to significantly more than
    a patent upon the [ineligible concept] itself.’” 
    Id. (quoting Mayo,
    132 S. Ct. at 1294) (alteration in original).
    In Alice, the Court applied some of its § 101 jurispru-
    dence that preceded the two-step framework, including
    Flook and Diehr. In Flook, claims requiring the use of a
    specific equation were unpatentable because they “simply
    provide[d] a new and presumably better method of calcu-
    lating alarm limit values.” 
    Flook, 437 U.S. at 594
    –95.
    The mathematical “formula itself was an abstract idea”
    and “the computer implementation was purely conven-
    tional” because “the ‘use of computers for “automatic
    monitoring-alarming’” was ‘well known’.” 
    Alice, 134 S. Ct. at 2358
    (quoting 
    Flook, 437 U.S. at 594
    ). “Flook stands
    for the proposition that the prohibition against patenting
    abstract ideas cannot be circumvented by attempting to
    limit the use of [the idea] to a particular technological
    environment.” 
    Alice, 134 S. Ct. at 2358
    (quoting Bilski v.
    Kappos, 
    561 U.S. 593
    , 610–611 (2010) (“Bilski”)) (internal
    quotation marks omitted).
    The claims in Diehr, in contrast, were patentable.
    The claims likewise “employed a ‘well-known’ mathemati-
    cal equation.” 
    Alice, 134 S. Ct. at 2358
    (quoting Diehr,
    MCRO, INC.   v. BANDAI NAMCO GAMES AMERICA                  
    21 450 U.S. at 177
    ). A computer performed the calculations
    as part of a broader process for curing rubber, but “the
    process as a whole [did] not thereby become unpatentable
    subject matter.” 
    Diehr, 450 U.S. at 187
    . Instead, the
    Court looked to how the claims “used that equation in a
    process designed to solve a technological problem in
    ‘conventional industry practice.’” 
    Alice, 134 S. Ct. at 2358
    (quoting 
    Diehr, 450 U.S. at 178
    ). When looked at as a
    whole, “the claims in Diehr were patent eligible because
    they improved an existing technological process, not
    because they were implemented on a computer.” 
    Alice, 134 S. Ct. at 2358
    .
    1. Specific Limitations
    The district court determined that claim 1 of the ’567
    patent is “drawn to the [abstract] idea of automated rules-
    based use of morph targets and delta sets for lip-
    synchronized three-dimensional animation.” Patentabil-
    ity 
    Op., 55 F. Supp. 3d at 1226
    . We disagree. We have
    previously cautioned that courts “must be careful to avoid
    oversimplifying the claims” by looking at them generally
    and failing to account for the specific requirements of the
    claims. TLI 
    Commc’ns, 823 F.3d at 611
    ; see also 
    Diehr, 450 U.S. at 189
    n.12. Here, the claims are limited to rules
    with specific characteristics. As the district court recog-
    nized during claim construction, “the claims themselves
    set out meaningful requirements for the first set of rules:
    they ‘define[] a morph weight set stream as a function of
    phoneme sequence and times associated with said pho-
    neme sequence.’” J.A. 4171 (Dist. Ct. Claim Construction
    Op. 16) (quoting ’567 patent, cl. 1). They further require
    “applying said first set of rules to each sub-sequence . . . of
    timed phonemes.” 
    Id. Whether at
    step one or step two of
    the Alice test, in determining the patentability of a meth-
    od, a court must look to the claims as an ordered combina-
    tion, without ignoring the requirements of the individual
    steps. The specific, claimed features of these rules allow
    for the improvement realized by the invention.
    22               MCRO, INC.   v. BANDAI NAMCO GAMES AMERICA
    As the specification confirms, the claimed improve-
    ment here is allowing computers to produce “accurate and
    realistic lip synchronization and facial expressions in
    animated characters” that previously could only be pro-
    duced by human animators. ’576 patent col. 2 ll. 49–50.
    As the district court correctly recognized, this computer
    automation is realized by improving the prior art through
    “the use of rules, rather than artists, to set the morph
    weights and transitions between phonemes.” Patentabil-
    ity 
    Op., 55 F. Supp. 3d at 1227
    . The rules are limiting in
    that they define morph weight sets as a function of the
    timing of phoneme sub-sequences. See, e.g., ’576 patent
    col. 3 ll. 19–33. Defendants do not dispute that processes
    that automate tasks that humans are capable of perform-
    ing are patent eligible if properly claimed; instead, they
    argue that the claims here are abstract because they do
    not claim specific rules. 12 This argument echoes the
    district court’s finding that the claims improperly purport
    to cover all rules. Patentability Op., at 1227. The claimed
    rules here, however, are limited to rules with certain
    common characteristics, i.e., a genus.
    Claims to the genus of an invention, rather than a
    particular species, have long been acknowledged as pa-
    tentable. E.g., Diamond v. Chakrabarty, 
    447 U.S. 303
    ,
    305 (1980) (patentable claim to “a bacterium from the
    genus Pseudomonas containing therein at least two stable
    energy-generating plasmids, each of said plasmids provid-
    ing a separate hydrocarbon degradative pathway.”).
    12 See, e.g., Hearing Tr. at 14:00–15:09 (Defendants’
    counsel acknowledging that a process for autopilot or
    facial recognition using rules could be patented, but
    arguing the claims here are unpatentable because they do
    not claim specific rules), available at http://
    oralarguments.cafc.uscourts.gov/default.aspx?fl=2015-
    1080.mp3.
    MCRO, INC.   v. BANDAI NAMCO GAMES AMERICA              23
    Patent law has evolved to place additional requirements
    on patentees seeking to claim a genus; however, these
    limits have not been in relation to the abstract idea
    exception to § 101. Rather they have principally been in
    terms of whether the patentee has satisfied the tradeoff of
    broad disclosure for broad claim scope implicit in 35
    U.S.C. § 112. E.g., Carnegie Mellon Univ. v. Hoffmann-La
    Roche Inc., 
    541 F.3d 1115
    , 1122 (Fed. Cir. 2008). It is
    self-evident that genus claims create a greater risk of
    preemption, thus implicating the primary concern driving
    § 101 jurisprudence, but this does not mean they are
    unpatentable.
    The preemption concern arises when the claims are
    not directed to a specific invention and instead improperly
    monopolize “the basic tools of scientific and technological
    work.” 
    Alice, 134 S. Ct. at 2354
    (quoting Myriad, 133 S.
    Ct. at 2116). The abstract idea exception has been ap-
    plied to prevent patenting of claims that abstractly cover
    results where “it matters not by what process or machin-
    ery the result is accomplished.” 
    Morse, 56 U.S. at 113
    ; see
    also 
    Mayo, 132 S. Ct. at 1301
    . “A patent is not good for an
    effect, or the result of a certain process” because such
    patents “would prohibit all other persons from making the
    same thing by any means whatsoever.” Le Roy v. Tat-
    ham, 
    55 U.S. 156
    , 175 (1853). A patent may issue “for the
    means or method of producing a certain result, or effect,
    and not for the result or effect produced.” Diehr, 
    450 U.S. 175
    , 182 n.7. We therefore look to whether the claims in
    these patents focus on a specific means or method that
    improves the relevant technology or are instead directed
    to a result or effect that itself is the abstract idea and
    merely invoke generic processes and machinery. Enfish,
    LLC v. Microsoft Corp., 
    822 F.3d 1327
    , 1336 (Fed. Cir.
    2016) (“Enfish”); see also Rapid Litig. Mgmt. Ltd. v.
    CellzDirect, Inc., No. 2015-1570, 
    2016 WL 3606624
    , at *4
    (Fed. Cir. July 5, 2016).
    24               MCRO, INC.   v. BANDAI NAMCO GAMES AMERICA
    2. Claims Directed To
    Claim 1 of the ’576 patent is focused on a specific as-
    serted improvement in computer animation, i.e., the
    automatic use of rules of a particular type. We disagree
    with Defendants’ arguments that the claims simply use a
    computer as a tool to automate conventional activity.
    While the rules are embodied in computer software that is
    processed by general-purpose computers, Defendants
    provided no evidence that the process previously used by
    animators is the same as the process required by the
    claims. See Defs.’ Br. 10–15, 39–40. In support, Defend-
    ants point to the background section of the patents, but
    that information makes no suggestion that animators
    were previously employing the type of rules required by
    claim 1. Defendants concede an animator’s process was
    driven by subjective determinations rather than specific,
    limited mathematical rules. The prior art “animator
    would decide what the animated face should look like at
    key points in time between the start and end times, and
    then ‘draw’ the face at those times.” Defs.’ Br. 10. The
    computer here is employed to perform a distinct process to
    automate a task previously performed by humans. McRO
    states that animators would initially set keyframes at the
    point a phoneme was pronounced to represent the corre-
    sponding morph target as a starting point for further fine
    tuning. J.A. 3573 at 8:53 (McRO’s Claim Construction
    Presentation). This activity, even if automated by rules,
    would not be within the scope of the claims because it
    does not evaluate sub-sequences, generate transition
    parameters or apply transition parameters to create a
    final morph weight set. It is the incorporation of the
    claimed rules, not the use of the computer, that “improved
    [the] existing technological process” by allowing the
    automation of further tasks. 
    Alice, 134 S. Ct. at 2358
    .
    This is unlike Flook, Bilski, and Alice, where the claimed
    computer-automated process and the prior method were
    MCRO, INC.   v. BANDAI NAMCO GAMES AMERICA              25
    carried out in the same way. 
    Flook, 437 U.S. at 585
    –86;
    
    Bilski, 561 U.S. at 611
    ; 
    Alice, 134 S. Ct. at 2356
    .
    Further, the automation goes beyond merely “organiz-
    ing [existing] information into a new form” or carrying out
    a fundamental economic practice. 
    Digitech, 758 F.3d at 1351
    ; see also 
    Alice, 134 S. Ct. at 2356
    . The claimed
    process uses a combined order of specific rules that ren-
    ders information into a specific format that is then used
    and applied to create desired results: a sequence of syn-
    chronized, animated characters. While the result may not
    be tangible, there is nothing that requires a method “be
    tied to a machine or transform an article” to be patenta-
    ble.   
    Bilski, 561 U.S. at 603
    (discussing 35 U.S.C.
    § 100(b)). The concern underlying the exceptions to § 101
    is not tangibility, but preemption. 
    Mayo, 132 S. Ct. at 1301
    .
    The limitations in claim 1 prevent preemption of all
    processes for achieving automated lip-synchronization of
    3-D characters. McRO has demonstrated that motion
    capture animation provides an alternative process for
    automatically animating lip synchronization and facial
    expressions. Even so, we have recognized that “the ab-
    sence of complete preemption does not demonstrate
    patent eligibility.” Ariosa Diagnostics, Inc. v. Sequenom,
    Inc., 
    788 F.3d 1371
    , 1379 (Fed. Cir. 2015). The narrower
    concern here is whether the claimed genus of rules
    preempts all techniques for automating 3-D animation
    that rely on rules. Claim 1 requires that the rules be
    rendered in a specific way: as a relationship between sub-
    sequences of phonemes, timing, and the weight to which
    each phoneme is expressed visually at a particular timing
    (as represented by the morph weight set). The specific
    structure of the claimed rules would prevent broad
    preemption of all rules-based means of automating lip
    synchronization, unless the limits of the rules themselves
    26               MCRO, INC.   v. BANDAI NAMCO GAMES AMERICA
    are broad enough to cover all possible approaches. 13
    There has been no showing that any rules-based lip-
    synchronization process must use rules with the specifi-
    cally claimed characteristics.
    Defendants’ attorney’s argument that any rules-based
    lip-synchronization process must use the claimed type of
    rules has appeal, but no record evidence supports this
    conclusion. Defendants again rely only on the patents’
    description of one type of rules, but the description of one
    set of rules does not mean that there exists only one set of
    rules, and does not support the view that other possible
    types of rules with different characteristics do not exist.
    The only information cited to this court about the rela-
    tionship between speech and face shape points to the
    conclusion that there are many other possible approaches
    to automating lip synchronization using rules. For exam-
    ple, Amicus cites Kiyoshi Honda, Physiological Processes
    of Speech Processing, in Springer Handbook of Speech
    Production 7 (Jacob Benesty et al. eds., 2008) (“Honda”),
    as support for the proposition that the claimed rules
    reflect natural laws. Amicus Public Knowledge Br. 12.
    Honda shows, however, that the interaction between
    vocalization and facial expression is very complex, and
    there are relationships present other than those required
    by the claimed rules. Honda at 24 (“Physiological pro-
    cesses during speech are multidimensional in nature as
    described in this chapter.”). This complex interaction
    permits development of alternative rules-based methods
    of animating lip synchronization and facial expressions of
    three-dimensional characters, such as simulating the
    13 This is not a case where the patentee’s principal
    contribution was in discovering relationships that existed
    in nature, e.g., 
    Myriad, 133 S. Ct. at 2112
    ; animators were
    previously able to naturally depict the relationship be-
    tween speech, timing, and facial expression.
    MCRO, INC.   v. BANDAI NAMCO GAMES AMERICA                27
    muscle action underlying characters’ facial expressions.
    Under these circumstances, therefore, we need not as-
    sume that future alternative discoveries are foreclosed.
    Here, the structure of the limited rules reflects a spe-
    cific implementation not demonstrated as that which “any
    [animator] engaged in the search for [an automation
    process] would likely have utilized.” 
    Myriad, 133 S. Ct. at 2119
    –20 (quotation marks omitted). By incorporating the
    specific features of the rules as claim limitations, claim 1
    is limited to a specific process for automatically animating
    characters using particular information and techniques
    and does not preempt approaches that use rules of a
    different structure or different techniques. See 
    Morse, 56 U.S. at 113
    . When looked at as a whole, claim 1 is di-
    rected to a patentable, technological improvement over
    the existing, manual 3-D animation techniques. The
    claim uses the limited rules in a process specifically
    designed to achieve an improved technological result in
    conventional industry practice. 
    Alice, 134 S. Ct. at 2358
    (citing 
    Diehr, 450 U.S. at 177
    ). Claim 1 of the ’576 patent,
    therefore, is not directed to an abstract idea.
    Because we find that claim 1 is not directed to ineligi-
    ble subject matter, we do not reach Alice step two. 
    Enfish, 822 F.3d at 1339
    .
    V.    CONCLUSION
    Claim 1 is not directed to an abstract idea and recites
    subject matter as a patentable process under § 101.
    Accordingly, we reverse and hold that claims 1, 7–9, and
    13 of the ’576 patent and claims 1–4, 6, 9, 13, and 15–17
    of the ’278 patent are patentable under 35 U.S.C. § 101.
    REVERSED AND REMANDED
    COSTS
    No costs.