WO2008098419A1 - System and method for producing and playing real time 3d movie/game based on role acting - Google Patents

System and method for producing and playing real time 3d movie/game based on role acting Download PDF

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Publication number
WO2008098419A1
WO2008098419A1 PCT/CN2007/000548 CN2007000548W WO2008098419A1 WO 2008098419 A1 WO2008098419 A1 WO 2008098419A1 CN 2007000548 W CN2007000548 W CN 2007000548W WO 2008098419 A1 WO2008098419 A1 WO 2008098419A1
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WIPO (PCT)
Prior art keywords
virtual
character
user
movie
playing
Prior art date
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PCT/CN2007/000548
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French (fr)
Chinese (zh)
Inventor
Xizhi Li
Original Assignee
Xizhi Li
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Application filed by Xizhi Li filed Critical Xizhi Li
Priority to PCT/CN2007/000548 priority Critical patent/WO2008098419A1/en
Publication of WO2008098419A1 publication Critical patent/WO2008098419A1/en

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Classifications

    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/60Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
    • A63F13/63Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by the player, e.g. authoring using a level editor
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/66Methods for processing data by generating or executing the game program for rendering three dimensional images
    • A63F2300/6661Methods for processing data by generating or executing the game program for rendering three dimensional images for changing the position of the virtual camera
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/66Methods for processing data by generating or executing the game program for rendering three dimensional images
    • A63F2300/6661Methods for processing data by generating or executing the game program for rendering three dimensional images for changing the position of the virtual camera
    • A63F2300/6676Methods for processing data by generating or executing the game program for rendering three dimensional images for changing the position of the virtual camera by dedicated player input
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/80Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
    • A63F2300/807Role playing or strategy games

Definitions

  • the present invention relates to a 3D (3D) movie/game movie/game production and playback system and method, and more particularly to a role-playing real-time 3D movie/game system and method, particularly for more popular Production/play of personal 3D movies/games. Background technique
  • Role-playing refers to the user's first or third-person perspective, using a mouse and keyboard to enter a device to operate a virtual character to perform a character's performance in a 3D movie/game.
  • Role-playing as a method of operating virtual characters is widely used in 3D computer games, especially in FPS (first-person shooter) and RPG (role-play) games.
  • a conventional 3D movie refers to a non-real-time movie, which typically outputs a compressed still image sequence file through long-time rendering, and then views by decompressing and playing a sequence of still images.
  • the traditional 3D movie production process is as follows: separately create independent 3D scenes, models, characters, and actions; in the online block diagram mode, add 3D models, characters and animations to the scene from the camera's perspective; after long-time rendering, output Effect diagram or graph 'sequence; According to the rendered effect graph or graph sequence, return to the wireframe mode, adjust the original scene, and then output the effect graph or graph sequence again, and then repeat until a satisfactory effect graph or graph sequence is obtained.
  • you can refer to the famous 3D movie production software such as Autodesk 3dsmax and Maya.
  • the production of traditional 3D games is generally divided into a production development environment (game editor) and a game running environment.
  • the production and development environment of the game is similar to the production environment of 3D movies.
  • the production process is as follows: Create separate 3D scenes, models, characters, and actions; In the game editor, add 3D models to the scene from the perspective of the camera. Characters and animations; In the game editor, select the objects in the scene, in the properties window, change their properties; when the editing of the game is completed, switch to the game running environment, watch the effect, and so on, until you are satisfied with the correct Game experience.
  • you can refer to the famous 3D game development software such as Unreal Engine.
  • the present invention solves the technical problem of how to simplify the production process of a 3D movie/game, so that a person without 3D movie/game production experience can also produce a good 3D movie/game.
  • the present invention provides a system for realizing the production and playback of a real-time 3D movie/game through virtual role playing, including:
  • a role-playing system that allows users to manipulate virtual characters through a first or third person perspective to perform a character's performance in a 3D movie/game;
  • a virtual environment simulation system that automatically and in real time generates a common behavior of the virtual character according to the virtual physical environment in which the virtual character is located;
  • a camera system that allows a user to shoot a camera in a virtual scene by acting as a director and manipulating the camera in a first person;
  • a real-time movie playback system that can connect a group of lenses in series to realize real-time playback of 3D movies.
  • the system of the present invention further includes: a person who enables the user to manipulate and play different virtual characters at different times and/or locations to realize multi-person storyline production in a 3D movie/game And a network synchronization system that allows users to jointly play and record all virtual characters in the same 3D movie/game in a multi-person network environment.
  • the role playing system, the virtual environment simulation system, the character behavior system, the character management system, and the camera system may be implemented by a ParaEngine distributed game engine; the scene editing system, the character behavior recording and playing system, The movie real-time playing system and the network synchronization system can be implemented by the NPL neuron parallel computer language. Of course, it can also be implemented in other ways.
  • the present invention also provides a method for realizing a real-time 3D movie/game by virtual role playing, which includes the following steps:
  • step (1) of the method of the present invention the normal behavior of the virtual character is automatically and in real time generated by the system according to the virtual physical environment in which the virtual character is located; the user can insert a pre-made character action a sequence or intelligent behavior template; the user can create a multi-character storyline in a 3D movie/game by manipulating and playing different virtual characters at different times and/or locations; any virtual character played by the user
  • the behavior of the system can be recorded, edited and played back in real time by the system independently in the virtual scene; the role behavior of the user being recorded, edited and played back can be superimposed and synchronized with the behavior of other virtual characters in the virtual scene; Users can change or create new virtual characters or modify virtual scenes according to the needs of 3D movies/games, and new scene changes can affect the behavior of existing virtual characters.
  • the user controls the direction of the virtual camera or virtual character perspective through the mouse, and controls the movement of the virtual character in the virtual scene through the keyboard direction key; in the third person virtual character control mode, The virtual camera is locked behind the person.
  • step (1) of the method of the present invention the system automatically and in real time generates one or more common behaviors of the virtual character according to the virtual physical environment in which the virtual character is located: walking, running, swimming, jumping, Flying, talking, going up and down the stairs, crossing the obstacle, sliding along the edge of the unreachable obstacle, Turn around to face other people, drive the vehicle, and the natural connection between the above behaviors.
  • the user in the process of controlling the virtual character, the user may instruct the virtual character to perform the corresponding pre-made character action sequence by selecting the corresponding item from the text list or the schematic list.
  • the character action sequence is from a motion capture device or other three-way motion production system;
  • the smart behavior template is implemented by a computer program or a script language module, and the intelligent behavior template provides intelligent dialogue, random walk, follow , patrol, a sequence of actions in tandem.
  • step (1) of the method of the present invention the user switches to the selected virtual character and controls it by clicking a virtual character in the field of view with a mouse and clicking the "enhanced" button; or The user switches to and controls a virtual character that is closest to the virtual character that the user is playing through the mouse or keyboard.
  • step (1) of the method of the present invention the user records, edits, and plays back the behavior of the currently playing virtual character through a conventional animation production interface such as recording, pause, play button, and time lever. .
  • step (1) of the method of the present invention the action sequences of all the characters generated by the virtual role playing in the virtual scene share the same time axis and have the same time starting point; when the user plays the current virtual character Other virtual characters that already exist in the virtual scene will move in synchronization with the current virtual character.
  • the user creates and modifies the virtual scene by using the currently playing virtual character as a 3D locator, including the following contents:
  • each user uses one computer, and each person can only manipulate one character at a time; the virtual scene and the character's behavior are synchronized through a network connection;
  • the user's operating environment shares the same time starting point through the network connection;
  • the users work together through the instant text and voice communication system, and one of the users acts as the director to control the recording, pause, play, timeline of the movie.
  • Adjustments, camera shooting, etc., other users act as actors, controlling one of their virtual characters.
  • the present invention has the following advantages over the conventional 3D movie/game production technology:
  • Figure 1 is a screenshot of a display screen in a preferred embodiment of the present invention.
  • FIG. 2 is a schematic view showing the overall structure of a system in a preferred embodiment of the present invention.
  • FIG. 3 is a schematic structural diagram of a character behavior system in a preferred embodiment of the present invention
  • FIG. 4 is a screen for using a character behavior recording and playback system in a preferred embodiment of the present invention. And the movie real-time playback system using the interface;
  • FIG. 5 is a schematic diagram of a related interface of a scene editing system in a preferred embodiment of the present invention. detailed description
  • the role-playing real-time 3D movie/game system of the present invention includes the following parts: 1) a role playing system, 2) a virtual environment simulation system, 3) a character behavior system, and 4) a character management system. 5) Role behavior recording and playback system, 6) Scene editing system, 7) Camera system, 8) Movie real-time playback system, 9) Network synchronization system. The following sections describe each part separately.
  • the role-playing system of the present invention allows a user to perform a character's performance in a 3D movie/game by operating a virtual character through a first or third person perspective.
  • the user controls the direction of the camera or virtual character's perspective through the mouse, and controls the movement of the virtual character in the virtual scene through the keyboard direction keys.
  • the camera is generally locked behind the character to facilitate the user to view the scene in front of the person and to operate the character.
  • the normal behavior of the virtual character operated by the user is automatically and real-time generated by the system according to the virtual physical environment in which the virtual character is located.
  • the common behaviors that virtual characters can generate automatically and in real-time according to the virtual physical environment in which they are located include: walking, running, swimming, jumping, flying, dialogue, going up and down the stairs, crossing obstacles, sliding along the edges of unobstructable obstacles, turning to face Other characters, driving vehicles, and the natural connection between the above behaviors.
  • the character behavior system in the present invention allows a user to insert a previously prepared character action sequence or an intelligent behavior template in the process of operating a virtual character.
  • the user can instruct the virtual character to perform the corresponding pre-made character action sequence or intelligent behavior template by selecting the corresponding item from the text list or the schematic list.
  • the sequence of role actions is from an action capture device or other third party action production system.
  • the intelligent behavior template is implemented by a computer program or a script language module, and the intelligent behavior template provides intelligent activity, random walk, follow, patrol, and a series of action sequences. Users can create and add richer smart behavior templates using the scripting language mentioned in the system of the present invention.
  • the intelligent behavior template is mainly used to specify the processing of various sensing events for the virtual character.
  • the character management system of the present invention allows the user to manipulate and control at different times and/or locations Play different virtual characters to create multi-character storyline in 3D movies/games.
  • the user switches to the selected character and controls (ie plays) by clicking on the virtual character in the field of view with the mouse and clicking the "enhance" button.
  • the user can also switch to and control a person who is closest to the character the user is playing by means of a mouse or keyboard.
  • the character management system should be able to efficiently simulate each character.
  • the character behavior recording and playing system of the invention allows the user to record, edit and play back the behavior of the currently playing virtual character through a traditional animation production interface such as recording, pause, play button and time lever; the user is playing the current In a role, the virtual character that already exists in the virtual scene also follows its synchronized motion.
  • the sequence of actions for all characters produced by role play in the scene share the same timeline and have the same time start.
  • the scene editing system in the present invention allows the user to use the currently playing virtual character as a 3D locator to create and modify a virtual scene, including the following:
  • the camera system of the present invention allows a user to take a shot in a virtual scene by acting as a director and manipulating the camera in a first person.
  • the real-time movie playing system of the present invention enables a group of lenses to be connected in series to realize real-time playback of 3D movies/games.
  • 3D movie viewers can watch movies from any custom perspective, including The viewer specifies the angle of view of the character, zooms in and out, rotates the camera, and the like.
  • the network synchronization system in the present invention allows users to simultaneously perform the playing and recording of all virtual characters in the same 3D movie/game in a multi-person network environment.
  • each user uses a computer, and each person can only manipulate one character at a time; the virtual scene and the behavior of the characters are synchronized through the network connection; all user operating environments are shared through the network connection.
  • the same time starting point; users work together through instant text and voice communication system, usually one of the users acts as the director to control the recording, pause, play, timeline adjustment and camera shooting, etc. They act as actors and play (control) their respective virtual characters.
  • the aforementioned system and method are implemented in a project called "Children's Game Animation Creation Platform".
  • Figure 1 shows the screenshot of the display of the “Children's Game Animation Creation Platform”.
  • the "Children's Game Animation Creation Platform” is a computer software developed by the inventor.
  • the required computer operating environment is: Windows XP/2000/2003 Server, DirectX 9. 0c, 1 GHz or more CPU, 512 megabytes or more of memory, 64 megabytes.
  • the above video memory; its bursting environment is: C++, Visual Studio. Net 2003/2005.
  • “Children's animation creation platform” is based on “ParaEn g i ne distributed game engine” software and “NPL neurons parallel computer language” Software development of a 3D movie / game software.
  • “Children's Game Animation Creation Platform” platform children can use their imagination to create a beautiful and dynamic 3D virtual world and create 3D movies/games on it.
  • the " Para Engi ne Distributed Game Engine” software is a 3D game engine developed by the inventor; the inventor submitted 22 computer software copyright registrations for the ParaEngine Distributed Game Engine software.
  • the "Pa ra Engi ne distributed game engine” software is the running platform and development platform of the Internet 3D application; it is compatible with the traditional online game development platform; trying to bring the interactive virtual world to the open platform of the Internet through the game technology on.
  • the "NPL Neuron Parallel Computer Language” software is a language technique developed by the inventor to describe, transfer, share and synchronize the content and logic of the 3D world in virtual reality; the inventors filed Three computer software copyright registrations of "NPL Neuron Parallel Computer Language".
  • 2 is a schematic diagram showing the overall structure of a system in a preferred embodiment of the present invention.
  • the virtual environment simulation system 15, the role playing system 16, the character behavior system 17, the character management system 18, and the camera system 19 described in the present invention are realized by the «ParaEngine Distributed Game Engine” software 14.
  • the network synchronization system 111 described in the present invention is implemented by the "NPL Neuron Parallel Computer Language” software 110.
  • the scene editing system 11, the character behavior recording and playing system 12, and the movie real-time playing system 13 described in the present invention are realized by the NPL computer language interface provided by the "NPL Neuron Parallel Computer Language” software 110.
  • the NPL computer language interface provided by the "NPL Neuron Parallel Computer Language” software 110 can interact with (all subsystems (including 15, 16, 17, 18, 19) in the (ParaEngine Distributed Game Engine) software 14.
  • the system 11 and 15 exchange data with each other at runtime and mutually trigger program response events
  • system 12 exchanges data with 15, 16, 17, respectively, at runtime, and mutually triggers program response events
  • systems 13 and 19 exchange data with each other at runtime , and trigger each other to respond to events.
  • the virtual environment simulation system 15 can be implemented by using the default settings provided in the system 14; the system 15 only needs to simulate the terrain, the sky, the ocean, and the static physical environment on the terrain within the virtual character's active range, and the simulation method is Basic collision detection and response, as well as rigid body physics laws.
  • the virtual environment simulation system 15 can also be implemented using existing physical simulation engine middleware such as Havok, ODE and Agiea.
  • the role behavior system 17 can be implemented using default settings provided in the system 14, the principle of which is shown in FIG.
  • the events 21, 22, 23, 24, 25, 26 are the trigger events of the character in the virtual environment.
  • the trigger event is defined as: Event 21 is called when the character is first loaded; Event 22 is called when the character first perceives the surrounding environment; Event 23 is called when the character last perceives the surrounding environment; Event 24 is when the character is clicked by the user Call; event 25 when the character perceives other people around The object time is called; Event 26 is called between a number of frames and a number of frames between the event 22 and the event 23. Editing the processing of these events may refer to the virtual character performing a corresponding pre-made sequence of character actions or implementing the functions in the described smart behavior template. As shown in FIG.
  • the edit event 21 can generate the set of action sequences 27; the edit events 21, 26 can create the smart behavior template (patrol 28); the edit event 24 can create the smart behavior template ( Intelligent dialogue 29); Edit event 25 can create the intelligent behavior template (follow 210); edit event 26 can make the intelligent behavior template (random walk 211).
  • the processing of events 21, 22, 23, 24, 25, 26 can be implemented by a computer program or the described "NPL Neuron Parallel Computer Language” software 110.
  • the user can use the "NPL Neuron Parallel Computer Language” software 110 to create and add a richer intelligent behavior template.
  • the character management system 18 can be implemented using default settings provided in the system 14.
  • the character management system 18 allows the user to create a multi-character storyline in a 3D movie/game by manipulating and playing different virtual characters at different times and/or locations.
  • the user switches to the selected character and controls (ie plays) by clicking on the virtual character in the field of view with the mouse and clicking the "Enable" button.
  • the user can also switch to and control a person who is closest to the character the user is playing by mouse or keyboard.
  • the character management system 18 should be able to efficiently simulate each character, and the simulation method is only within the range of activities of the virtual character that needs to simulate the activity.
  • N the computational complexity of this algorithm is 0 (N), N is the number of active virtual characters in the scene at a certain time (instead of the total number of virtual characters, because at a certain moment, a large number of people in the scene are still Or not related to the current simulation).
  • FIG. 4 is a schematic diagram of a usage interface of the character behavior recording and playback system 12 described.
  • the system 12 allows the user to record, edit, and play back the behavior of the currently playing virtual character through a conventional animation interface such as recording 33, pause 31, play button 32, and time lever 34; when the user plays a current role, Virtual characters that already exist in the virtual scene also follow their synchronized motion.
  • the sequence of actions for all characters produced by role play in the scene share the same timeline and have the same time start.
  • FIG. 5 is a schematic diagram of a related interface of a scene editing system in a preferred embodiment of the present invention (four images in the left side of the figure and one image in the right side), so that the user can use the currently playing virtual
  • the role acts as a 3D locator to create and modify a virtual scene, including the following: Create an instance of a pre-made 3D character or scene model at the foot of the currently playing virtual character, such as interface button 419; pan the selected object The position of the foot of the currently playing virtual character, such as interface button 45; rotation 42, zooming 43, zooming 44, shifting 41, resetting 46, deleting the selected 3D character or instance of the scene model; at the foot of the currently playing virtual character The position is centered, within a range of a given radius (such as radius control panel 415), raising 412, decreasing 410, leveling 411, smoothing 413, sharpening 414 the surface, thereby creating a high and low undulating 3D surface; In the range of the foot position of the currently playing virtual
  • the camera system 19 can be implemented using default settings provided in the system 14.
  • the camera system 19 allows the user to shoot a shot in a virtual scene by acting as a director and manipulating the camera in a first person.
  • the system 19 can be implemented by the following methods: the home key controls the lens advancement; the end key controls the lens to zoom out; the mouse wheel controls the lens movement speed; drags the mouse left and right to move the control camera to rotate left and right; drags the mouse up and down to control the camera to rotate up and down;
  • the S, A, and D keys control the lens shift; the Q key controls the lens to fall, and the E key controls the lens to rise.
  • the movie real-time playing system 13 enables a group of shots to be connected in series to realize real-time playback of 3D movies/games.
  • a viewer of a 3D movie can view the movie from any custom angle, including viewing from the perspective of the viewer's designated character, zooming in and out, rotating the camera, and the like.
  • the interface 38 in Fig. 4 is a schematic diagram of the related interface of the real-time playing system of the movie, wherein the button 35 is for playing a movie, the button 36 is for suspending the movie, and the time lever 37 is for adjusting the time axis of the currently playing movie segment. All virtual characters in the ⁇ film segment share the same time start, so in Figure 4, timeline 37 has the same time start as time axis 34.
  • the network synchronization system 111 can be implemented by using the default settings provided in the system 110.
  • System 111 allows users to collectively perform the recording and recording of all virtual characters in the same 3D movie/game in a multi-networked environment.
  • every user Using a computer each person can only manipulate one character at a time; the virtual scene and the character's behavior are synchronized through the network connection; all users' operating environments share the same time starting point through the network connection; the user can use instant text and voice
  • the communication system works together. Usually one of the users acts as the director to control the recording, pause, play, timeline adjustment and camera shooting of the film. Other users act as actors and play (control) their respective virtual characters. .
  • the network synchronization system 111 can also be utilized to enable multiple users to work together;
  • the present invention regards the playing of virtual characters as the main means of 3D movie/game production, instead of using the traditional free camera mode to edit, thereby making the production of 3D movies/games immersive in it.
  • the production of multi-character storyline is realized by time-sharing, so that the development environment and the running environment are combined in the same real-time virtual environment that is well rendered and simulated (such as the real-time shooting environment in Figure 4), instead of being segmented into A semi-real-time editing environment and a non-real-time effect preview environment; a new and streamlined 3D movie production process, especially for the production of personal 3D movies/games, without 3D movie/game production experience People can also make good 3D movies/games.

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Abstract

A system and method for producing and playing real time 3D movie/game based on virtual role acting. A user operates the virtual role at first or third person's visual angle to realize the role acting in the 3D movie/game and then operates the camera to shoot the scene in the virtual scene at the first person's visual angle and connects a group of scene to play the 3D movie/game in real time. The system including a role acting system, a virtual environment simulating system etc.

Description

基于角色扮演的实时三维电影 /游戏的制作及播放的系统和方法 技术领域  System and method for making and playing real-time 3D movie/game based on role playing
本发明涉及 3D (三维)电影 /游戏的电影 /游戏的制作及播放系统和方法, 更具体地说,涉及一种基于角色扮演的实时 3D电影 /游戏的系统和方法,特别 是面向更为大众化的个人 3D电影 /游戏的制作 /播放。 背景技术  The present invention relates to a 3D (3D) movie/game movie/game production and playback system and method, and more particularly to a role-playing real-time 3D movie/game system and method, particularly for more popular Production/play of personal 3D movies/games. Background technique
角色扮演是指使用者通过第一或第三人称视角,利用鼠标和键盘等输入设 备操作虚拟角色实现角色在 3D电影 /游戏中的表演。角色扮演作为操作虚拟角 色的方法被广泛的应用在 3D计算机游戏领域中, 尤其是 FPS (第一人称射击) 与 RPG (角色扮演)类游戏中。  Role-playing refers to the user's first or third-person perspective, using a mouse and keyboard to enter a device to operate a virtual character to perform a character's performance in a 3D movie/game. Role-playing as a method of operating virtual characters is widely used in 3D computer games, especially in FPS (first-person shooter) and RPG (role-play) games.
传统的 3D电影指非实时的电影, 它一般通过长时间的渲染, 输出压缩的 静态图像序列文件, 然后通过解压并播放静态图像序列来观看。 传统的 3D电 影的制作流程为: 分别制作独立的 3D场景, 模型, 人物, 动作; 在线框图模 式下, 以摄影机的视角, 向场景中添加 3D模型, 人物与动画; 经过长时间的 渲染, 输出效果图或图'序列; 根据渲染出的效果图或图序列, 回到线框图模式 下, 调整原场景, 然后再次输出效果图或图序列, 如此反复, 直到得到满意的 效果图或图序列。 关于传统的 3D电影片段的制作可以参考 Autodesk 3dsmax 和 Maya等著名 3D电影制作软件。  A conventional 3D movie refers to a non-real-time movie, which typically outputs a compressed still image sequence file through long-time rendering, and then views by decompressing and playing a sequence of still images. The traditional 3D movie production process is as follows: separately create independent 3D scenes, models, characters, and actions; in the online block diagram mode, add 3D models, characters and animations to the scene from the camera's perspective; after long-time rendering, output Effect diagram or graph 'sequence; According to the rendered effect graph or graph sequence, return to the wireframe mode, adjust the original scene, and then output the effect graph or graph sequence again, and then repeat until a satisfactory effect graph or graph sequence is obtained. For the production of traditional 3D movie clips, you can refer to the famous 3D movie production software such as Autodesk 3dsmax and Maya.
传统的 3D游戏的制作一般分为制作开发环境 (游戏编辑器)和游戏运行环 境。 游戏的制作开发环境同 3D电影的制作环境相类似, 其制作流程为: 分别 制作独立的 3D场景, 模型, 人物, 动作; 在游戏编辑器中, 以摄影机的视角, 向场景中添加 3D模型, 人物与动画; 在游戏编辑器中, 选择场景中的物体, 在属性窗口中, 更改其属性; 当完成对游戏的编辑后, 切换到游戏运行环境, 观看效果, 如此反复, 直到得到满意的正确的游戏体验。 关于传统的 3D游戏 的制作可以参考 Unreal Engine等著名 3D游戏开发软件。  The production of traditional 3D games is generally divided into a production development environment (game editor) and a game running environment. The production and development environment of the game is similar to the production environment of 3D movies. The production process is as follows: Create separate 3D scenes, models, characters, and actions; In the game editor, add 3D models to the scene from the perspective of the camera. Characters and animations; In the game editor, select the objects in the scene, in the properties window, change their properties; when the editing of the game is completed, switch to the game running environment, watch the effect, and so on, until you are satisfied with the correct Game experience. For the production of traditional 3D games, you can refer to the famous 3D game development software such as Unreal Engine.
现有 3D电影 /游戏的制作技术的主要缺点在于:  The main disadvantages of existing 3D movie/game production techniques are:
1  1
确 认 本 (1)采用传统的自由摄影机模式来编辑, 3D电影 /游戏的制作者没有身临 其境的感觉; Confirmation (1) Using the traditional free camera mode for editing, the producer of 3D movies/games has no immersive feeling;
(2)制作流程复杂, 制作人员必须是经培训的专业技术人员, 普通人无法 制作出良好的 3D电影 /游戏。 发明内容  (2) The production process is complicated. The production staff must be trained professional technicians. Ordinary people cannot produce good 3D movies/games. Summary of the invention
针对现有技术的上述缺陷,本发明要解决如何简化 3D电影 /游戏的制作流 程、使得没有 3D电影 /游戏制作经验的人也能够制作出良好的 3D电影 /游戏这 一技术问题。  In view of the above-mentioned deficiencies of the prior art, the present invention solves the technical problem of how to simplify the production process of a 3D movie/game, so that a person without 3D movie/game production experience can also produce a good 3D movie/game.
为解决上述技术问题, 本发明提供一种通过虚拟角色扮演来实现实时 3D 电影 /游戏的制作及播放的系统, 其中包括:  In order to solve the above technical problems, the present invention provides a system for realizing the production and playback of a real-time 3D movie/game through virtual role playing, including:
让使用者通过第一或第三人称视角操作虚拟角色, 实现角色在 3D 电影 / 游戏中的表演的角色扮演系统;  A role-playing system that allows users to manipulate virtual characters through a first or third person perspective to perform a character's performance in a 3D movie/game;
根据虚拟角色所处的虚拟物理环境,自动且实时生成所述虚拟角色的普通 行为的虚拟环境仿真系统;  a virtual environment simulation system that automatically and in real time generates a common behavior of the virtual character according to the virtual physical environment in which the virtual character is located;
让使用者在操作虚拟角色的过程中可以插入事先制作好的角色动作序列 或智能行为模版的角色行为系统;  Allowing the user to insert a pre-made character action sequence or a smart behavior template role behavior system during the operation of the virtual character;
让使用者通过录制,暂停,播放按钮以及时间拉杆等传统动画制作界面来 对当前扮演的虚拟角色的行为进行记录,编辑与回放的角色行为录制与播放系 统;  Let the user record the behavior of the currently playing virtual character through the traditional animation interface such as recording, pause, play button and time lever, and edit and play the character behavior recording and playing system;
让使用者可用当前扮演的虚拟角色作为 3D定位符, 创建并修改虚拟场景 的场景编辑系统;  Let the user create and modify the scene editing system of the virtual scene by using the currently playing virtual character as a 3D locator;
让使用者通过扮演导演并以第一人称操纵摄影机拍摄虚拟场景中之镜头 的摄影机系统;  a camera system that allows a user to shoot a camera in a virtual scene by acting as a director and manipulating the camera in a first person;
以及, 可将一组镜头串联起来实现 3D电影之实时播放的电影实时播放系 统。  And, a real-time movie playback system that can connect a group of lenses in series to realize real-time playback of 3D movies.
本发明的所述系统中, 还包括: 让使用者通过在不同的时间和 /或地点操 纵并扮演不同的虚拟角色,从而实现 3D电影 /游戏中多人物故事情节制作的人 物管理系统; 以及,让使用者可在多人联网的环境中共同完成同一部 3D电影 / 游戏中全部虚拟角色的扮演与录制的网络同步系统。 The system of the present invention further includes: a person who enables the user to manipulate and play different virtual characters at different times and/or locations to realize multi-person storyline production in a 3D movie/game And a network synchronization system that allows users to jointly play and record all virtual characters in the same 3D movie/game in a multi-person network environment.
本发明的所述系统中, 所述角色扮演系统、虚拟环境仿真系统、角色行为 系统、 人物管理系统、 摄影机系统可由 ParaEngine分布式游戏引擎实现; 所 述场景编辑系统、角色行为录制与播放系统、 电影实时播放系统、 网络同步系 统可由 NPL神经元并行计算机语言实现。 当然也可由其他方式实现。  In the system of the present invention, the role playing system, the virtual environment simulation system, the character behavior system, the character management system, and the camera system may be implemented by a ParaEngine distributed game engine; the scene editing system, the character behavior recording and playing system, The movie real-time playing system and the network synchronization system can be implemented by the NPL neuron parallel computer language. Of course, it can also be implemented in other ways.
本发明还提供一种通过虚拟角色扮演来实现实时 3D电影 /游戏的方法,其 中包括以下步骤:  The present invention also provides a method for realizing a real-time 3D movie/game by virtual role playing, which includes the following steps:
(1)使用者通过第一或第三人称视角操作虚拟角色,实现角色在 3D电影 / 游戏中的表演;  (1) The user operates the virtual character through the first or third person perspective to realize the performance of the character in the 3D movie/game;
(2) 使用者通过扮演导演并以第一人称操纵摄影机拍摄虚拟场景中的镜 头; ,  (2) The user photographs the lens in the virtual scene by playing the director and manipulating the camera in the first person;
(3) 将一组镜头串联起来, 实现 3D·电影 /游戏的实时播放。  (3) Connect a group of lenses in series to realize real-time playback of 3D movies/games.
• 在本发明所述方法的步骤 (1)中, 由系统根据虚拟角色所处的虚拟物理环 境, 自动且实时生成所述虚拟角色的普通行为;所述使用者可插入事先制作好 的角色动作序列或智能行为模版; 所述使用者可通过在不同的时间和 /或地点 操纵并扮演不同的虚拟角色实现 3D电影 /游戏中多人物故事情节的制作;,所述 使用者扮演的任何虚拟角色的行为可以被系统在虚拟场景中独立地进行实时 的记录,编辑与回放; 所述使用者正在记录, 编辑与回放的角色行为可以同虚 拟场景中其他虚拟角色的行为叠加并同步进行;所述使用者可以根据 3D电影 / 游戏的需要更改或创建新的虚拟角色或修改虚拟场景,而且新的场景变化可以 影响已有虚拟角色的行为。  In step (1) of the method of the present invention, the normal behavior of the virtual character is automatically and in real time generated by the system according to the virtual physical environment in which the virtual character is located; the user can insert a pre-made character action a sequence or intelligent behavior template; the user can create a multi-character storyline in a 3D movie/game by manipulating and playing different virtual characters at different times and/or locations; any virtual character played by the user The behavior of the system can be recorded, edited and played back in real time by the system independently in the virtual scene; the role behavior of the user being recorded, edited and played back can be superimposed and synchronized with the behavior of other virtual characters in the virtual scene; Users can change or create new virtual characters or modify virtual scenes according to the needs of 3D movies/games, and new scene changes can affect the behavior of existing virtual characters.
在本发明所述的方法中,所述使用者通过鼠标来控制虚拟摄影机或虚拟角 色视角的方向,通过键盘方向键来控制虚拟角色在虚拟场景中的运动;在第三 人称虚拟角色控制模式下, 所述虚拟摄影机锁定在人物后方。  In the method of the present invention, the user controls the direction of the virtual camera or virtual character perspective through the mouse, and controls the movement of the virtual character in the virtual scene through the keyboard direction key; in the third person virtual character control mode, The virtual camera is locked behind the person.
在本发明所述方法的步骤 (1)中,系统根据虚拟角色所处的虚拟物理环境, 自动且实时生成所述虚拟角色的以下一种或多种普通行为:行走,跑步,游泳, 跳跃, 飞行, 对话, 上下楼梯, 越过障碍物, 沿不可跨越的障碍物边缘滑动, 转身面向其他人物, 驾驶交通工具, 以及上述行为之间的自然连接。 在本发明所述方法的步骤 (1)中, 使用者在控制虚拟角色的过程中, 可以 通过从文字列表或示意图列表中选择相应的条目来指使虚拟角色表演相应的 事先制作好的角色动作序列或智能行为模版;所述角色动作序列来自动作捕捉 设备或其它其三方动作制作系统;所述智能行为模版由计算机程序或脚本语言 模块实现, 所述智能行为模版提供包括智能对话, 随机走动, 跟随, 巡逻, 一 组串联起来的动作序列等。 In step (1) of the method of the present invention, the system automatically and in real time generates one or more common behaviors of the virtual character according to the virtual physical environment in which the virtual character is located: walking, running, swimming, jumping, Flying, talking, going up and down the stairs, crossing the obstacle, sliding along the edge of the unreachable obstacle, Turn around to face other people, drive the vehicle, and the natural connection between the above behaviors. In the step (1) of the method of the present invention, in the process of controlling the virtual character, the user may instruct the virtual character to perform the corresponding pre-made character action sequence by selecting the corresponding item from the text list or the schematic list. Or a smart behavior template; the character action sequence is from a motion capture device or other three-way motion production system; the smart behavior template is implemented by a computer program or a script language module, and the intelligent behavior template provides intelligent dialogue, random walk, follow , patrol, a sequence of actions in tandem.
在本发明所述方法的步骤 (1)中, 使用者通过用鼠标点击视野中的虚拟角 色, 并点击"赋身"按钮,来切换到所选虚拟角色并对其控制, 即扮演; 或者, 使用者通过鼠标或键盘切换到距离使用者正在扮演的虚拟角色最近的一个虚 拟角色并对其控制。  In step (1) of the method of the present invention, the user switches to the selected virtual character and controls it by clicking a virtual character in the field of view with a mouse and clicking the "enhanced" button; or The user switches to and controls a virtual character that is closest to the virtual character that the user is playing through the mouse or keyboard.
在本发明所述方法的步骤 (1)中, 使用者通过录制, 暂停, 播放按钮以及 时间拉杆等传统动画制作界面来对当前扮演的虚拟角色的行为进行记录,编辑 与回放。 .  In step (1) of the method of the present invention, the user records, edits, and plays back the behavior of the currently playing virtual character through a conventional animation production interface such as recording, pause, play button, and time lever. .
在本发明所述方法的步骤 (1)中, 虚拟场景中通过虚拟角色扮演产生的所 有角色的动作序列共享同一个时间轴,且有相同的时间起点;使用者在扮演当 前某个虛拟角色时,虚拟场景中已经存在的其他虚拟角色会跟该当前虚拟角色 同步运动。  In step (1) of the method of the present invention, the action sequences of all the characters generated by the virtual role playing in the virtual scene share the same time axis and have the same time starting point; when the user plays the current virtual character Other virtual characters that already exist in the virtual scene will move in synchronization with the current virtual character.
在本发明所述方法的步骤 (1>中,使用者使用当前扮演的虚拟角色作为 3D 定位符, 创建并修改虚拟场景, 包括如下内容:  In the step (1) of the method of the present invention, the user creates and modifies the virtual scene by using the currently playing virtual character as a 3D locator, including the following contents:
在当前扮演的虚拟角色的脚下位置创建某个事先制作好的 3D人物或场景 模型的实例;  Create an instance of a pre-made 3D character or scene model at the foot of the currently playing virtual character;
将选中的物体平移到当前扮演的虚拟角色的脚下位置;  Panning the selected object to the position of the foot of the currently playing virtual character;
旋转, 放缩, 位移, 重置, 删除选中 3D人物或场景模型的实例; 在以当前扮演的虚拟角色的脚下位置为中心, 以给定值为半径的范围内, 抬高, 降低, 铲平, 平滑, 锐化地表, 从而可以创作出高低起伏的 3D地表; 在以当前扮演的虚 角色的脚下位置为 心, 以给定值为半径的范围内, 添充地表贴图, 从而在 3D地表上创造 ¾草地, 道路, 雪地等外观。 在本发明所述的方法中,由单个使用者独自完成 3D电影 /游戏中全部虚拟 角色的扮演与录制, 或者, 由多个使用者在联网的环境中共同完成同一部 3D 电影 /游戏中全部虚拟角色的扮演与录制。 Rotate, zoom, shift, reset, delete the selected 3D character or scene model instance; in the range of the foot position of the currently playing virtual character, within the radius of the given value, raise, lower, level Smoothing and sharpening the surface, so that you can create a high and low undulating 3D surface; in the range of the foot of the currently playing virtual character, add a surface map within a radius of the given value, thus on the 3D surface Create 3⁄4 grass, roads, snow and other looks. In the method of the present invention, the playing and recording of all virtual characters in a 3D movie/game is performed by a single user alone, or all users in the same 3D movie/game are jointly completed by a plurality of users in a networked environment. Play and record virtual characters.
在本发明所述的方法中,在多人联网的创作环境中,每一位使用者使用一 台计算机,每人同时只能操纵一个人物;虚拟场景与人物的行为通过网络连接 实现同步;所有使用者的操作环境通过网络连接共享同一个时间起点; 使用者 之间通过即时文字与语音通讯系统来协同工作,并由其中一名使用者充当导演 控制电影的录制, 暂停, 播放, 时间轴的调整以及摄影机的拍摄等, 其他使用 者充当演员, 控制各自的一名虚拟角色。  In the method of the present invention, in a multi-networked authoring environment, each user uses one computer, and each person can only manipulate one character at a time; the virtual scene and the character's behavior are synchronized through a network connection; The user's operating environment shares the same time starting point through the network connection; the users work together through the instant text and voice communication system, and one of the users acts as the director to control the recording, pause, play, timeline of the movie. Adjustments, camera shooting, etc., other users act as actors, controlling one of their virtual characters.
由上述技术方案可知,与传统的 3D电影 /游戏的制作技术相比,本发明具 有以下优点:  As can be seen from the above technical solutions, the present invention has the following advantages over the conventional 3D movie/game production technology:
(1)将虚拟角色的扮演作为 3D电影 /游戏制作的主要手段, 而不是采用传 统的自由摄影机模式来编辑, 从而使 3D电影 /游戏的制作变得身临其境; (1) The role of virtual characters is used as the main means of 3D movie/game production, rather than using the traditional free camera mode to edit, so that the production of 3D movies/games becomes immersive;
(2)通过虚拟环境的仿真自动生成大部分人物动画,使得 3D"电影的情节是 由使用者操作虚拟角色在被仿真的虚拟环境中演出来的; (2) automatically generate most of the character animation through the simulation of the virtual environment, so that the 3D "movie's plot is performed by the user operating the virtual character in the simulated virtual environment;
, (3)通过分时叠加实现多人物故事情节的制作,从而将开发环境和运行环 境结合在了同一个实时的被良好渲染和仿真的虛拟环境中,而不是分割成一个 半实时的编辑环境和一个非实时的效果预览环境;  (3) Realizing the production of multi-character story plots by time-sharing, so that the development environment and the running environment are combined in the same real-time virtual environment that is well rendered and simulated, instead of being divided into a semi-real-time editing environment. And a non-real time effect preview environment;
(4)形成了新的更为简化的 3D电影的制作流程,尤其为个人 3D电影 /游戏 的制作提供了平台,使得没有 3D电影 /游戏制作经验的人也能够制作出良好的 3D电影 /游戏。 附图说明  (4) The formation of a new and more simplified 3D movie production process, especially for the production of personal 3D movies/games, enabling people without 3D movie/game production experience to produce good 3D movies/games. . DRAWINGS
下面将结合附图及实施例对本发明作进一步说明, 附图中:  The present invention will be further described below in conjunction with the accompanying drawings and embodiments, in which:
图 1是本发明一个优选实施例中的显示屏截图;  Figure 1 is a screenshot of a display screen in a preferred embodiment of the present invention;
图 2是本发明一个优选实施例中的系统总体结构示意图;  2 is a schematic view showing the overall structure of a system in a preferred embodiment of the present invention;
图 3是本发明一个优选实施例中的角色行为系统原理结构示意图; 图 4 是本发明一个优选实施例中的角色行为录制与播放系统使用界面以 及电影实时播放系统使用界面; 3 is a schematic structural diagram of a character behavior system in a preferred embodiment of the present invention; FIG. 4 is a screen for using a character behavior recording and playback system in a preferred embodiment of the present invention; And the movie real-time playback system using the interface;
图 5是本发明一个优选实施例中的场景编辑系统相关界面示意图。 具体实施方式  FIG. 5 is a schematic diagram of a related interface of a scene editing system in a preferred embodiment of the present invention. detailed description
由前面的描述可知, 本发明中的基于角色扮演的实时 3D 电影 /游戏的系 统,包括以下部分: 1)角色扮演系统, 2)虚拟环境仿真系统, 3)角色行为系统, 4)人物管理系统, 5)角色行为录制与播放系统, 6)场景编辑系统, 7)摄影机系 统, 8)电影实时播放系统, 9)网络同步系统。 下面分别对各部分进行介绍。  As can be seen from the foregoing description, the role-playing real-time 3D movie/game system of the present invention includes the following parts: 1) a role playing system, 2) a virtual environment simulation system, 3) a character behavior system, and 4) a character management system. 5) Role behavior recording and playback system, 6) Scene editing system, 7) Camera system, 8) Movie real-time playback system, 9) Network synchronization system. The following sections describe each part separately.
本发明中的角色扮演系统,让使用者通过第一或第三人称视角操作虚拟角 色,实现角色在 3D电影 /游戏中的表演。使用者通过鼠标来控制摄影机或虚拟 角色视角的方向,通过键盘方向键控制虚拟角色在虚拟场景中的运动。在第三 人称虚拟角色控制模式下,摄影机一般锁定在人物后方, 以方便使用者观看人 物前方的景象, 并操作人物运动。  The role-playing system of the present invention allows a user to perform a character's performance in a 3D movie/game by operating a virtual character through a first or third person perspective. The user controls the direction of the camera or virtual character's perspective through the mouse, and controls the movement of the virtual character in the virtual scene through the keyboard direction keys. In the third person virtual character control mode, the camera is generally locked behind the character to facilitate the user to view the scene in front of the person and to operate the character.
本发明中的虚拟环境仿真系统,让使用者操作的虚拟角色的普通行为由系 统根据虚拟角色所处的虚拟物理环境自动且实时生成。 虚拟角色根据其所处 的虚拟物理环境能够自动且实时生成的普通行为包括: 行走, 跑步, 游泳, 跳 跃, 飞行, 对话, 上下楼梯, 越过障碍物, 沿不可跨越的障碍物边缘滑动, 转 身面向其他人物, 驾驶交通工具, 以及上述行为之间的自然连接。  In the virtual environment simulation system of the present invention, the normal behavior of the virtual character operated by the user is automatically and real-time generated by the system according to the virtual physical environment in which the virtual character is located. The common behaviors that virtual characters can generate automatically and in real-time according to the virtual physical environment in which they are located include: walking, running, swimming, jumping, flying, dialogue, going up and down the stairs, crossing obstacles, sliding along the edges of unobstructable obstacles, turning to face Other characters, driving vehicles, and the natural connection between the above behaviors.
本发明中的角色行为系统,让使用者在操作虚拟角色的过程中可以插入事 先制作好的角色动作序列或智能行为模版。 使用者在控制虚拟角色的过程中, 可以通过从文字列表或示意图列表中选择相应的条目来指使虚拟角色表演相 应的事先制作好的角色动作序列或智能行为模版。其中角色动作序列来自动作 捕捉设备或其它其第三方动作制作系统。智能行为模版由计算机程序或脚本语 言模块实现, 智能行为模版提供包括智能对活, 随机走动, 跟随, 巡逻, 一组 串联起来的动作序列等。使用者可以利用本发明系统提到的脚本语言制作并添 加更为丰富的智能行为模版。所述智能行为模版主要用来指定对虚拟角色的各 种感知事件的处理过程。  The character behavior system in the present invention allows a user to insert a previously prepared character action sequence or an intelligent behavior template in the process of operating a virtual character. During the process of controlling the virtual character, the user can instruct the virtual character to perform the corresponding pre-made character action sequence or intelligent behavior template by selecting the corresponding item from the text list or the schematic list. The sequence of role actions is from an action capture device or other third party action production system. The intelligent behavior template is implemented by a computer program or a script language module, and the intelligent behavior template provides intelligent activity, random walk, follow, patrol, and a series of action sequences. Users can create and add richer smart behavior templates using the scripting language mentioned in the system of the present invention. The intelligent behavior template is mainly used to specify the processing of various sensing events for the virtual character.
本发明中的人物管理系统, 让使用者通过在不同的时间和 /或地点操纵并 扮演不同的虚拟角色实现 3D电影 /游戏中多人物故事情节的制作。使用者通过 用鼠标点击视野中的虚拟角色, 并点击"赋身"按钮, 来切换到所选人物并对 其控制(即扮演)。使用者也可以通过鼠标或键盘切换到距离使用者正在扮演的 人物最近的一个人物并对其控制。当大量人物 (上千人)活动在一个广大的虚拟 世界中时, 所述人物管理系统应当能够高效的对每一个人物仿真。 The character management system of the present invention allows the user to manipulate and control at different times and/or locations Play different virtual characters to create multi-character storyline in 3D movies/games. The user switches to the selected character and controls (ie plays) by clicking on the virtual character in the field of view with the mouse and clicking the "enhance" button. The user can also switch to and control a person who is closest to the character the user is playing by means of a mouse or keyboard. When a large number of characters (thousands of people) are active in a vast virtual world, the character management system should be able to efficiently simulate each character.
本发明中的角色行为录制与播放系统, 让使用者通过录制, 暂停,播放按 钮以及时间拉杆等传统动画制作界面来对当前扮演的虚拟角色的行为进行记 录,编辑与回放; 使用者在扮演当前某个角色时, 虚拟场景中已经存在的虚拟 角色也跟随其同步运动。场景中通过角色扮演产生的所有角色的动作序列共享 同一个时间轴, 且有相同的时间起点。  The character behavior recording and playing system of the invention allows the user to record, edit and play back the behavior of the currently playing virtual character through a traditional animation production interface such as recording, pause, play button and time lever; the user is playing the current In a role, the virtual character that already exists in the virtual scene also follows its synchronized motion. The sequence of actions for all characters produced by role play in the scene share the same timeline and have the same time start.
本发明中的场景编辑系统, 让使用者可以使用当前扮演的虚拟角色作为 3D定位符, 创建并修改虚拟场景, 括如下内容:  The scene editing system in the present invention allows the user to use the currently playing virtual character as a 3D locator to create and modify a virtual scene, including the following:
(1)在当前扮演的虚拟角色的脚下位置创建某个事先制作好的 3D人物或 场景模型的实例;  (1) Create an instance of a pre-made 3D character or scene model at the foot of the currently playing virtual character;
(2)将选中的物体平移到当前扮演的虚拟角色的脚下位置;  (2) panning the selected object to the position of the foot of the currently playing virtual character;
(3)旋转, 放缩, 位移, 重置, 删除选中 3D人物或场景模型的实例; (3) Rotate, zoom, shift, reset, delete the selected 3D character or scene model instance;
(4)在以当前扮演的虚拟角色的脚下位置为中心, 以给定值为半径的范围 内, 抬高, 降低, 铲平, 平滑, 锐化地表, 从而可以创作出高低起伏的 3D地 表; (4) In the range of the foot position of the currently playing virtual character, within a range of a given radius, raise, lower, level, smooth, sharpen the surface, thereby creating a high and low undulating 3D surface;
(5)在以当前扮演的虚拟角色的脚下位置为中心, 以给定值为半径的范围 内, 添充地表贴图, 从而在 3D地表上创造出草地, 道路, 雪地等外观;  (5) In the range of the foot position of the currently playing virtual character, within the radius of the given value, fill the surface map to create the appearance of grass, road, snow, etc. on the 3D surface;
(6)在当前扮演的虚拟角色的脚下位置创建海水;  (6) Creating seawater at the foot of the currently playing virtual character;
(7)调整当前扮演的虛拟角色所处的虚拟世界的天空, 太阳位置(从早到 晚), 云雾。  (7) Adjust the sky of the virtual world in which the currently playing virtual character is located, the sun position (from morning to night), and the fog.
本发明中的摄影机系统, 让使用者通过扮演导演并以第一人称操纵摄影 机拍摄虚拟场景中的镜头。  The camera system of the present invention allows a user to take a shot in a virtual scene by acting as a director and manipulating the camera in a first person.
本发明中的电影实时播放系统,使得一组镜头串联起来实现 3D电影 /游戏 的实时播放。 3D 电影的观看者可以从任何自定义的角度观看电影, 包括从观 看者指定角色的视角观看, 拉近拉远, 旋转摄影机等。 The real-time movie playing system of the present invention enables a group of lenses to be connected in series to realize real-time playback of 3D movies/games. 3D movie viewers can watch movies from any custom perspective, including The viewer specifies the angle of view of the character, zooms in and out, rotates the camera, and the like.
本发明中的网络同步系统,让使用者也可以在多人联网的环境中共同完成 同一部 3D 电影 /游戏中全部虚拟角色的扮演与录制。 在多人联网的创作环境 中,每一位使用者使用一台计算机,每人同时只能操纵一个人物; 虚拟场景与 人物的行为通过网络连接实现同步;所有使用者的操作环境通过网络连接共享 同一个时间起点;使用者之间通过即时文字与语音通讯系统来协同工作,一般 由其中一名使用者充当导演控制电影的录制, 暂停, 播放, 时间轴的调整以及 摄影机的拍摄等, 其他使用者充当演员, 扮演 (控制)各自的一名虚拟角色。 本发明的一个优选实施例中,将前述系统和方法实施于一个名为《儿童游 戏动漫创作平台》 的项目中。 图 1 为该 《儿童游戏动漫创作平台》运行时的 显示屏截图。该《儿童游戏动漫创作平台》是由发明人开发的计算机软件, 其 所需的计算机运行环境为: Windows XP/2000/2003 Server, DirectX 9. 0c, 1GHZ以上 CPU, 512兆以上内存, 64兆以上显存;其幵发环境为: C++, Visual Studio. Net 2003/2005。  The network synchronization system in the present invention allows users to simultaneously perform the playing and recording of all virtual characters in the same 3D movie/game in a multi-person network environment. In the multiplayer creation environment, each user uses a computer, and each person can only manipulate one character at a time; the virtual scene and the behavior of the characters are synchronized through the network connection; all user operating environments are shared through the network connection. The same time starting point; users work together through instant text and voice communication system, usually one of the users acts as the director to control the recording, pause, play, timeline adjustment and camera shooting, etc. They act as actors and play (control) their respective virtual characters. In a preferred embodiment of the invention, the aforementioned system and method are implemented in a project called "Children's Game Animation Creation Platform". Figure 1 shows the screenshot of the display of the “Children's Game Animation Creation Platform”. The "Children's Game Animation Creation Platform" is a computer software developed by the inventor. The required computer operating environment is: Windows XP/2000/2003 Server, DirectX 9. 0c, 1 GHz or more CPU, 512 megabytes or more of memory, 64 megabytes. The above video memory; its bursting environment is: C++, Visual Studio. Net 2003/2005.
这里的《儿童游戏动漫创作平台》,是基于《ParaEngine分布式游戏引擎》 软件和《NPL神经元并行计算机语言》软件开发的一款 3D电影 /游戏制作软件。 在《儿童游戏动漫创作平台》平台中, 儿童可以发挥自己的想象力, 创建出美 丽的动态的 3D虚拟世界, 并在其上创作出 3D电影 /游戏。 Here, "Children's animation creation platform", is based on "ParaEn g i ne distributed game engine" software and "NPL neurons parallel computer language" Software development of a 3D movie / game software. In the "Children's Game Animation Creation Platform" platform, children can use their imagination to create a beautiful and dynamic 3D virtual world and create 3D movies/games on it.
《ParaEngine分布式游戏引擎》软件是由发明人开发的 3D游戏引擎;发 明人提交了关于所述的 ParaEngine分布式游戏引擎》软件的 22项计算机软 件著作权登记。 所述的《ParaEngine分布式游戏引擎》软件是互联网 3D应用 程序的运行平台和开发平台;它兼容传统网络游戏开发平台;试图通过游戏技 术将交互式虚拟世界带入到 Internet的开放平台上。 The " Para Engi ne Distributed Game Engine" software is a 3D game engine developed by the inventor; the inventor submitted 22 computer software copyright registrations for the ParaEngine Distributed Game Engine software. The "Pa ra Engi ne distributed game engine" software is the running platform and development platform of the Internet 3D application; it is compatible with the traditional online game development platform; trying to bring the interactive virtual world to the open platform of the Internet through the game technology on.
所述的《NPL神经元并行计算机语言》软件是由发明人开发的一种用来描 述, 传输, 共享和同步虚拟现实中 3D世界的内容和逻辑的语言技术; 发明人 提交了关于所述的《NPL神经元并行计算机语言》的 3项计算机软件著作权登 记。 图 2 为本发明一个优选实施例中的系统总体结构示意图。 其中通过 «ParaEngine分布式游戏引擎》软件 14实现了本发明中所述的虚拟环境仿真 系统 15, 角色扮演系统 16, 角色行为系统 17, 人物管理系统 18, 摄影机系统 19。 通过《NPL神经元并行计算机语言》软件 110实现了本发明中所述的网络 同步系统 111。 通过《NPL神经元并行计算机语言》软件 110提供的 NPL计算 机语言接口实现了本发明中所述的场景编辑系统 11 , 角色行为录制与播放系 统 12, 电影实时播放系统 13。 《NPL神经元并行计算机语言》软件 110提供的 NPL计算机语言接口可以同 ((ParaEngine分布式游戏引擎》软件 14中的所有 子系统 (包括 15, 16, 17, 18, 19)进行交互。 因此系统 11与 15在运行时相 互交换数据, 并相互触发程序响应事件; 系统 12分别与 15, 16, 17在运行时 相互交换数据,并相互触发程序响应事件;系统 13与 19在运行时相互交换数 据, 并相互触发程序响应事件。 The "NPL Neuron Parallel Computer Language" software is a language technique developed by the inventor to describe, transfer, share and synchronize the content and logic of the 3D world in virtual reality; the inventors filed Three computer software copyright registrations of "NPL Neuron Parallel Computer Language". 2 is a schematic diagram showing the overall structure of a system in a preferred embodiment of the present invention. The virtual environment simulation system 15, the role playing system 16, the character behavior system 17, the character management system 18, and the camera system 19 described in the present invention are realized by the «ParaEngine Distributed Game Engine" software 14. The network synchronization system 111 described in the present invention is implemented by the "NPL Neuron Parallel Computer Language" software 110. The scene editing system 11, the character behavior recording and playing system 12, and the movie real-time playing system 13 described in the present invention are realized by the NPL computer language interface provided by the "NPL Neuron Parallel Computer Language" software 110. The NPL computer language interface provided by the "NPL Neuron Parallel Computer Language" software 110 can interact with (all subsystems (including 15, 16, 17, 18, 19) in the (ParaEngine Distributed Game Engine) software 14. Thus the system 11 and 15 exchange data with each other at runtime and mutually trigger program response events; system 12 exchanges data with 15, 16, 17, respectively, at runtime, and mutually triggers program response events; systems 13 and 19 exchange data with each other at runtime , and trigger each other to respond to events.
所述的角色扮演系统 16中的操作可以按如下方式来实施。 角色移动: 前 进 w键; 后退 s键; 左转 a键; 右转 d键; 左平移 q键; 右平移 e键; 跳跃 space键; 切换摄像机 c键; 切换人物摄像机跟踪模式 f键; 在人物间切换 o 键;暂停 P键;切换到距当前人物最近的人物身上或驾驶距当前人物最近的交 通工具 shift键; 鼠标滚轮控制镜头与当前角色的距离;按住鼠标右键不放并 移动鼠标可改变当前角色朝向。  The operations in the role-playing system 16 described can be implemented as follows. Character movement: Forward w key; Back s key; Left turn a key; Right turn d key; Left shift q key; Right shift e key; Jump space key; Switch camera c key; Switch character camera tracking mode f key; Switch o key; pause P key; switch to the person closest to the current character or drive the nearest vehicle shift key; the mouse wheel controls the distance between the lens and the current character; hold down the right mouse button and move the mouse Change the current character orientation.
所述的虚拟环境仿真系统 15可以采用系统 14中提供的缺省设置来实现; 系统 15只须仿真虚拟角色活动范围内的地形, 天空, 海洋, 以及地形上的静 态物理环境, 其仿真方法为基本的碰撞检测与反应, 以及刚体物理学定律。所 述的虚拟环境仿真系统 15 也可以采用已有的物理仿真引擎中间件实现, 如 Havok, ODE以及 Agiea。  The virtual environment simulation system 15 can be implemented by using the default settings provided in the system 14; the system 15 only needs to simulate the terrain, the sky, the ocean, and the static physical environment on the terrain within the virtual character's active range, and the simulation method is Basic collision detection and response, as well as rigid body physics laws. The virtual environment simulation system 15 can also be implemented using existing physical simulation engine middleware such as Havok, ODE and Agiea.
所述的角色行为系统 17可以采用系统 14中提供的缺省设置来实现,其原 理如图 3。 其中事件 21, 22, 23, 24, 25, 26分别为角色在虚拟环境中的触 发事件。触发事件的定义为: 事件 21当人物被首次加载时调用; 事件 22当人 物首次感知到周围环境时调用; 事件 23当人物最后一次感知到周围环境时调 用;事件 24当人物被使用者点击时调用;事件 25当人物感知到周围的其他人 物时被调用; 事件 26在人物事件 22和事件 23发生之间, 按一定的帧数被不 停的调用。编辑这些事件的处理过程,可以指使虚拟角色表演相应的事先制作 好的角色动作序列或实现所述的智能行为模版中的功能。 如图 3 所示, 编辑 事件 21可以产生所述的一组动作序列 27; 编辑事件 21, 26可以制作所述的 智能行为模版 (巡逻 28); 编辑事件 24可以制作所述的智能行为模版 (智能对 话 29) ; 编辑事件 25可以制作所述的智能行为模版 (跟随 210) ; 编辑事件 26 可以制作所述的智能行为模版 (随机走动 211)。 The role behavior system 17 can be implemented using default settings provided in the system 14, the principle of which is shown in FIG. The events 21, 22, 23, 24, 25, 26 are the trigger events of the character in the virtual environment. The trigger event is defined as: Event 21 is called when the character is first loaded; Event 22 is called when the character first perceives the surrounding environment; Event 23 is called when the character last perceives the surrounding environment; Event 24 is when the character is clicked by the user Call; event 25 when the character perceives other people around The object time is called; Event 26 is called between a number of frames and a number of frames between the event 22 and the event 23. Editing the processing of these events may refer to the virtual character performing a corresponding pre-made sequence of character actions or implementing the functions in the described smart behavior template. As shown in FIG. 3, the edit event 21 can generate the set of action sequences 27; the edit events 21, 26 can create the smart behavior template (patrol 28); the edit event 24 can create the smart behavior template ( Intelligent dialogue 29); Edit event 25 can create the intelligent behavior template (follow 210); edit event 26 can make the intelligent behavior template (random walk 211).
事件 21, 22, 23, 24, 25, 26的处理过程可以由计算机程序或所述的《NPL 神经元并行计算机语言》软件 110来实现。 使用者可以利用所述的《NPL神经 元并行计算机语言》软件 110制作并添加更为丰富的智能行为模版。  The processing of events 21, 22, 23, 24, 25, 26 can be implemented by a computer program or the described "NPL Neuron Parallel Computer Language" software 110. The user can use the "NPL Neuron Parallel Computer Language" software 110 to create and add a richer intelligent behavior template.
所述的人物管理系统 18可以采用系统 14中提供的缺省设置来实现。所述 的人物管理系统 18, 让使用者通过在不同的时间和 /或地点操纵并扮演不同的 虚拟角色实现 3D电影 /游戏中多人物故事情节的制作。使用者通过用鼠标点击 视野中的虚拟角色, 并点击 "赋身"按钮, 来切换到所选人物并对其控制(即 扮演)。 使用者也可以通过鼠标或键盘切换到距离使用者正在扮演的人物最近 的一个人物并对其控制。 当大量人物 (上千人)活动在一个广大的虚拟世界中 时, 所述的人物管理系统 18应当能够高效的对每一个人物仿真, 其仿真方法 为只须仿真活动的虚拟角色的活动范围内的其他虚拟角色,此种算法的计算复 杂度为 0 (N), N为某个时刻场景中活动的虚拟角色数目(而不是虚拟角色的总 数, 因为某个时刻场景中大量人物是处于静止的或同当前的仿真无关的)。  The character management system 18 can be implemented using default settings provided in the system 14. The character management system 18 allows the user to create a multi-character storyline in a 3D movie/game by manipulating and playing different virtual characters at different times and/or locations. The user switches to the selected character and controls (ie plays) by clicking on the virtual character in the field of view with the mouse and clicking the "Enable" button. The user can also switch to and control a person who is closest to the character the user is playing by mouse or keyboard. When a large number of characters (thousands of people) are active in a vast virtual world, the character management system 18 should be able to efficiently simulate each character, and the simulation method is only within the range of activities of the virtual character that needs to simulate the activity. For other virtual characters, the computational complexity of this algorithm is 0 (N), N is the number of active virtual characters in the scene at a certain time (instead of the total number of virtual characters, because at a certain moment, a large number of people in the scene are still Or not related to the current simulation).
图 4为所述的角色行为录制与播放系统 12的使用界面示意图。 系统 12 让使用者通过录制 33, 暂停 31, 播放按钮 32以及时间拉杆 34等传统动画制 作界面来对当前扮演的虚拟角色的行为进行记录,编辑与回放;使用者在扮演 当前某个角色时,虚拟场景中已经存在的虚拟角色也跟随其同步运动。场景中 通过角色扮演产生的所有角色的动作序列共享同一个时间轴,且有相同的时间 起点。  FIG. 4 is a schematic diagram of a usage interface of the character behavior recording and playback system 12 described. The system 12 allows the user to record, edit, and play back the behavior of the currently playing virtual character through a conventional animation interface such as recording 33, pause 31, play button 32, and time lever 34; when the user plays a current role, Virtual characters that already exist in the virtual scene also follow their synchronized motion. The sequence of actions for all characters produced by role play in the scene share the same timeline and have the same time start.
图 5 为本发明一个优选实施例中的场景编辑系统相关界面示意图(图中 左面横向为 4幅图, 右面纵向为 1幅图), 让使用者可以使用当前扮演的虚拟 角色作为 3D定位符, 创建并修改虚拟场景, 包括如下内容: 在当前扮演的虚 拟角色的脚下位置创建某个事先制作好的 3D人物或场景模型的实例, 如界面 按钮 419; 将选中的物体平移到当前扮演的虚拟角色的脚下位置, 如界面按钮 45; 旋转 42, 放大 43, 缩小 44, 位移 41, 重置 46, 删除选中 3D人物或场景 模型的实例;在以当前扮演的虚拟角色的脚下位置为中心,以给定值为半径 (如 半径控制面板 415)的范围内, 抬高 412, 降低 410, 铲平 411 , 平滑 413, 锐 化 414地表, 从而可以创作出高低起伏的 3D地表; 在以当前扮演的虚拟角色 的脚下位置为中心, 以给定值为半径 (如半径控制面板 415)的范围内, 添充地 表贴图 416, 从而在 3D地表上创造出草地, 道路, 雪地等外观; 在当前扮演 的虚拟角色的脚下位置创建海水 47, 调整海平面的高度 49, 改变海水的颜色 48; 调整当前扮演的虚拟角色所处的虚拟世界的天空, 太阳位置 (从早到晚), 云雾。 . FIG. 5 is a schematic diagram of a related interface of a scene editing system in a preferred embodiment of the present invention (four images in the left side of the figure and one image in the right side), so that the user can use the currently playing virtual The role acts as a 3D locator to create and modify a virtual scene, including the following: Create an instance of a pre-made 3D character or scene model at the foot of the currently playing virtual character, such as interface button 419; pan the selected object The position of the foot of the currently playing virtual character, such as interface button 45; rotation 42, zooming 43, zooming 44, shifting 41, resetting 46, deleting the selected 3D character or instance of the scene model; at the foot of the currently playing virtual character The position is centered, within a range of a given radius (such as radius control panel 415), raising 412, decreasing 410, leveling 411, smoothing 413, sharpening 414 the surface, thereby creating a high and low undulating 3D surface; In the range of the foot position of the currently playing virtual character, and within a range of a given radius (such as the radius control panel 415), the surface map 416 is added to create grass, road, snow, etc. on the 3D surface. Appearance; create seawater 47 at the foot of the currently playing virtual character, adjust the height of the sea level 49, change the color of the seawater 48; Virtual skies of the world in which the role played by virtual, position of the sun (from morning to night), clouds. .
所述的摄影机系统 19, 可以采用系统 14中提供的缺省设置来实现。摄影 机系统 19让使用者通过扮演导演并以第一人称操纵摄影机拍摄虚拟场景中的 镜头。 系统 19可用如下方法实施: home键控制镜头推进; end键控制镜头拉 远; 鼠标滚轮控制镜头移动速度;拖拽鼠标左右移动控制摄影机在原地左右旋 转; 拖拽鼠标上下移动控制摄影机上下旋转; W, S, A, D键控制镜头平移; Q 键控制镜头下降, E键控制镜头上升。  The camera system 19 can be implemented using default settings provided in the system 14. The camera system 19 allows the user to shoot a shot in a virtual scene by acting as a director and manipulating the camera in a first person. The system 19 can be implemented by the following methods: the home key controls the lens advancement; the end key controls the lens to zoom out; the mouse wheel controls the lens movement speed; drags the mouse left and right to move the control camera to rotate left and right; drags the mouse up and down to control the camera to rotate up and down; The S, A, and D keys control the lens shift; the Q key controls the lens to fall, and the E key controls the lens to rise.
所述的电影实时播放系统 13, 使得一组镜头串联起来实现 3D电影 /游戏 的实时播放。 根据所述的摄影机系统 19, 3D电影的观看者可以从任何自定义 的角度观看电影, 包括从观看者指定角色的视角观看, 拉近拉远, 旋转摄影机 等。 图 4中界面 38为电影实时播放系统的相关界面示意图, 其中按钮 35为 播放电影,按钮 36为暂停电影,时间拉杆 37为调整当前播放的电影片段的时 间轴。 在 ΐ影片段中的所有虚拟角色都共享同一个时间起点, 因此图 4 中, 时间轴 37与时间轴 34有相同的时间起点。  The movie real-time playing system 13 enables a group of shots to be connected in series to realize real-time playback of 3D movies/games. According to the camera system 19, a viewer of a 3D movie can view the movie from any custom angle, including viewing from the perspective of the viewer's designated character, zooming in and out, rotating the camera, and the like. The interface 38 in Fig. 4 is a schematic diagram of the related interface of the real-time playing system of the movie, wherein the button 35 is for playing a movie, the button 36 is for suspending the movie, and the time lever 37 is for adjusting the time axis of the currently playing movie segment. All virtual characters in the ΐ film segment share the same time start, so in Figure 4, timeline 37 has the same time start as time axis 34.
所述的网络同步系统 111,可以采用所述的系统 110中提供的缺省设置来 实现。 系统 111让使用者可以在多人联网的环境中共同完成同一部 3D电影 / 游戏中全部虚拟角色的扮演与录制。在多人联网的创作环境中,每一位使用者 使用一台计算机,每人同时只能操纵一个人物;虚拟场景与人物的行为通过网 络连接实现同步; 所有使用者的操作环境通过网络连接共享同一个时间起点; 使用者之间通过即时文字与语音通讯系统来协同工作,一般由其中一名使用者 充当导演控制电影的录制, 暂停, 播放, 时间轴的调整以及摄影机的拍摄等, 其他使用者充当演员, 扮演 (控制)各自的一名虚拟角色。 The network synchronization system 111 can be implemented by using the default settings provided in the system 110. System 111 allows users to collectively perform the recording and recording of all virtual characters in the same 3D movie/game in a multi-networked environment. In the multiplayer creation environment, every user Using a computer, each person can only manipulate one character at a time; the virtual scene and the character's behavior are synchronized through the network connection; all users' operating environments share the same time starting point through the network connection; the user can use instant text and voice The communication system works together. Usually one of the users acts as the director to control the recording, pause, play, timeline adjustment and camera shooting of the film. Other users act as actors and play (control) their respective virtual characters. .
所述的基于角色扮演的实时 3D电影 /游戏的系统, 其一般制作流程为: The system for real-time 3D movie/game based on role-playing, the general production process is:
(1) 构思电影 /游戏的情节与场景; (1) Conceiving the plot and scene of a movie/game;
(2) 利用所述的场景编辑系统 11, 在虚拟世界中创造出符合情节要求的 各个场景 (如图 1) ;  (2) Using the scene editing system 11 described above, to create scenes in the virtual world that meet the plot requirements (see Figure 1);
(3)利用所述的场景编辑系统 11和所述的人物管理系统 18先后创造出场 景中的人物;  (3) using the scene editing system 11 and the character management system 18 described above to create characters in the scene;
(4)利用所述的角色扮演系统 16和所述的角色行为系统 17, 使所有人物 各就各位, 并为一些人物指定所需的智能行为模版 (图 5中 417和 418>;  (4) utilizing the role-playing system 16 and the character behavior system 17 described above to make all the characters present, and to specify the desired intelligent behavior templates for some characters (417 and 418 in Fig. 5);
(5) 利用所述的角色扮演系统 17和所述的角色行为录制与播放系统 12, 先后扮演每一位人物,·录制出每一位人物的动作序列,如果是在多人联网的环 境中, 还可以利用所述的网络同步系统 111, 使多位 '使用者协同工作;  (5) utilizing the role playing system 17 and the character behavior recording and playing system 12, playing each character successively, recording the sequence of actions of each character, if in a multi-person network environment , the network synchronization system 111 can also be utilized to enable multiple users to work together;
(6) 利用所述的摄影机系统 19以第一人称操纵摄影机拍摄虚拟场景中的 镜头;  (6) using the camera system 19 to manipulate the camera in a virtual scene in a first person manipulation camera;
(7) 利用所述的电影实时播放系统 13观看制作好的 3D电影。  (7) Viewing the produced 3D movie using the movie real time playing system 13.
由上述具体实施方式可以看出, 本发明将虚拟角色的扮演作为 3D 电影 / 游戏制作的主要手段, 而不是采用传统的自由摄影机模式来编辑, 从而使 3D 电影 /游戏的制作变得身临其境 (如图 1和图 4中的实时拍摄环境);通过虚拟 环境的仿真自动生成大部分人物动画, 使得 3D电影的情节是由使用者操作虚 拟角色在被仿真的虚拟环境中演出来的;通过分时叠加实现多人物故事情节的 制作,从而将开发环境和运行环境结合在了同一个实时的被良好渲染和仿真的 虚拟环境中(如图 4 中的实时拍摄环境), 而不是分割成一个半实时的编辑环 境和一个非实时的效果预览环境;形成了新的更为简化的 3D电影的制作流程, 尤其为个人 3D电影 /游戏的制作提供了平台,使得没有 3D电影 /游戏制作经验 的人也能够制作出良好的 3D电影 /游戏。  As can be seen from the above specific embodiments, the present invention regards the playing of virtual characters as the main means of 3D movie/game production, instead of using the traditional free camera mode to edit, thereby making the production of 3D movies/games immersive in it. (as shown in the real-time shooting environment in Figures 1 and 4); automatically generate most of the character animation through the simulation of the virtual environment, so that the plot of the 3D movie is performed by the user operating the virtual character in the simulated virtual environment; The production of multi-character storyline is realized by time-sharing, so that the development environment and the running environment are combined in the same real-time virtual environment that is well rendered and simulated (such as the real-time shooting environment in Figure 4), instead of being segmented into A semi-real-time editing environment and a non-real-time effect preview environment; a new and streamlined 3D movie production process, especially for the production of personal 3D movies/games, without 3D movie/game production experience People can also make good 3D movies/games.

Claims

权 利 要 求 Rights request
1、一种通过虚拟角色扮演来实现实时 3D电影 /游戏的制作及播放的系统, 其特征在于, 包括: A system for real-time 3D movie/game production and playback through virtual role playing, comprising:
让使用者通过第一或第三人称视角操作虚拟角色, 实现角色在 3D 电影 / 游戏中的表演的角色扮演系统;  A role-playing system that allows users to manipulate virtual characters through a first or third person perspective to perform a character's performance in a 3D movie/game;
根据虚拟角色所处的虚拟物理环境,自动且实时生成所述虚拟角色的普通 行为的虚拟环境仿真系统;  a virtual environment simulation system that automatically and in real time generates a common behavior of the virtual character according to the virtual physical environment in which the virtual character is located;
让使用者在操作虚拟角色的过程中可以插入事先制作好的角色动作序列 或智能行为模版的魚色行为系统;  Allowing the user to insert a pre-made character action sequence or a smart behavior template fish color behavior system during the operation of the virtual character;
让使用者通过录制,暂停,播放按钮以及时间拉杆等传统动画制作界面来 对当前扮演的虚拟角色的行为进行记录,编辑与回放的角色行为录制与播放系 统; ■ ' ' 让使用者可甩当前扮演的虚拟角 作为 3D定位符, 创建并修改虚拟场景 的场景编辑系统;  Allows the user to record the behavior of the currently playing virtual character through the traditional animation interface such as recording, pause, play button and time lever, editing and playback of the character behavior recording and playback system; ■ ' ' Let the user can 甩 current The virtual corner played as a 3D locator, creating and modifying a scene editing system for the virtual scene;
让使用者通过扮演导演并以第一人称操纵摄影机拍摄虚拟场景中之镜头 的摄影机系统;  a camera system that allows a user to shoot a camera in a virtual scene by acting as a director and manipulating the camera in a first person;
以及, 可将一组镜头串联起来实现 3D电影之实时播放的电影实时播放系 统。  And, a real-time movie playback system that can connect a group of lenses in series to realize real-time playback of 3D movies.
2、 根据权利要求 1所述的系统, 其特征在于, 还包括:  2. The system according to claim 1, further comprising:
让使用者通过在不同的时间和 /或地点操纵并扮演不同的虚拟角色, 从而 实现 3D电影 /游戏中多人物故事情节制作的人物管理系统;  Allowing users to manipulate and play different virtual characters at different times and/or locations to realize a character management system for multi-character storyline production in 3D movies/games;
以及,让使用者可在多人联网的环境中共同完成同一部 3D电影 /游戏中全 部虚拟角色的扮演与录制的网络同步系统。  And, in the multi-person network environment, users can jointly complete the network synchronization system for playing and recording all virtual characters in the same 3D movie/game.
3、 根据权利要求 2所述的系统, 其特征在于,  3. The system of claim 2, wherein
所述角色扮演系统、 虚拟环境仿真系统、 角色行为系统、 人物管理系统、 摄影机系统由 ParaEngine 分布式游戏引擎实现;  The role playing system, the virtual environment simulation system, the character behavior system, the character management system, and the camera system are implemented by a ParaEngine distributed game engine;
所述场景编辑系统、角色行为录制与播放系统、 电影实时播放系统、 网络 同步系统均由用来描述, 传输, 共享和同步虚拟现实中 3D世界的内容和逻辑 的 NPL神经元并行计算机语言实现。 The scene editing system, the character behavior recording and playing system, the movie real-time playing system, the network Synchronization systems are implemented by NPL neuron parallel computer languages used to describe, transmit, share, and synchronize the content and logic of the 3D world in virtual reality.
4、一种通过虚拟角色扮演来实现实时 3D电影 /游戏的方法,其特征在于, 包括以下步骤: 4. A method for real-time 3D movie/game by virtual role playing, comprising the steps of:
(1)使用者通过第一或第三人称视角操作虚拟角色,实现角色在 3D电影 / 游戏中的表演;  (1) The user operates the virtual character through the first or third person perspective to realize the performance of the character in the 3D movie/game;
(2) 使用者通过扮演导演并以第一人称操纵摄影机拍摄虚拟场景中的镜 头;  (2) The user photographs the lens in the virtual scene by playing the director and manipulating the camera in the first person;
(3) 将一组镜头串联起来, 实现 3D电影 /游戏的实时播放。  (3) Connect a group of lenses in series to realize real-time playback of 3D movies/games.
5、 根据权利要求 4所述的方法, 其特征在于, 在所述步骤 (1)中, 由系统根据虚拟角色所处的虚拟物理环境,自动且实时生成所述虚拟角色 的普通行为;  The method according to claim 4, wherein in the step (1), the normal behavior of the virtual character is automatically and in real time generated by the system according to the virtual physical environment in which the virtual character is located;
所述使用者可插入事先制作好的角色动作序列或智能行为模版; 所述使用者可通过在不同的时间和 /或地点操纵并扮演不同的虚拟角色实 现 3D电影 /游戏中多人物故事情节的制作;  The user may insert a pre-made character action sequence or a smart behavior template; the user may implement a multi-character storyline in a 3D movie/game by manipulating and playing different virtual characters at different times and/or locations. Production
所述使用者扮演的任何虚拟角色的行为可以被系统在虚拟场景中独立地 进行实时的记录, 编辑与回放;  The behavior of any virtual character played by the user can be recorded, edited and played back in real time by the system independently in the virtual scene;
所述使用者正在记录,编辑与回放的角色行为可以同虚拟场景中其他虚拟 角色的行为叠加并同步进行;  The character behavior of the user being recorded, edited and played back can be superimposed and synchronized with the behavior of other virtual characters in the virtual scene;
所述使用者可以根据 3D 电影 /游戏的需要更改或创建新的虚拟角色或修 改虚拟场景, 而且新的场景变化可以影响已有虚拟角色的行为。  The user can change or create a new virtual character or modify the virtual scene according to the needs of the 3D movie/game, and the new scene change can affect the behavior of the existing virtual character.
6、 根据权利要求 5所述的方法, 其特征在于, 其中,  6. The method according to claim 5, wherein:
所述使用者通过鼠标来控制虚拟摄影机或虚拟角色视角的方向,通过键盘 方向键来控制虚拟角色在虚拟场景中的运动;  The user controls the direction of the virtual camera or the virtual character's perspective through the mouse, and controls the movement of the virtual character in the virtual scene through the keyboard direction key;
在第三人称虚拟角色控制模式下, 所述虚拟摄影机通常锁定在人物后方。 In the third person virtual character control mode, the virtual camera is usually locked behind the person.
7、根据权利要求 5所述的方法, 其特征在于, 在所述步骤 (1)中, 系统根 据虚拟角色所处的虚拟物理环境,自动且实时生成所述虚拟角色的以下一种或 多种普通行为: 行走, 跑步, 游泳, 跳跃, 飞行, 对话, 上下楼梯, 越过障碍 物, 沿不可跨越的障碍物边缘滑动, 转身面向其他人物, 驾驶交通工具, 以及 上述行为之间的自然连接。 The method according to claim 5, wherein in the step (1), the system automatically and in real time generates the following one of the virtual characters according to the virtual physical environment in which the virtual character is located or A variety of common behaviors: walking, running, swimming, jumping, flying, dialogue, going up and down the stairs, crossing obstacles, sliding along the edges of impediable obstacles, turning to other characters, driving vehicles, and the natural connection between the above behaviors .
8、根据权利要求 5所述的方法, 其特征在于, 在所述步骤 (1)中, 使用者 在控制虚拟角色的过程中,可以通过从文字列表或示意图列表中选择相应的条 目来指使虚拟角色表演相应的事先制作好的角色动作序列或智能行为模版; 所述角色动作序列来自动作捕捉设备或其它其三方动作制作系统; 所述智能行为模版由计算机程序或脚本语言模块实现,所述智能行为模版 提供包括智能对话, 随机走动, 跟随, 巡逻, 一组串联起来的动作序列等。  The method according to claim 5, wherein in the step (1), during the process of controlling the virtual character, the user can instruct the virtual by selecting a corresponding entry from the text list or the schematic list. The character performs a corresponding pre-made character action sequence or intelligent behavior template; the character action sequence is from a motion capture device or other three-way action production system; the smart behavior template is implemented by a computer program or a script language module, the smart Behavioral templates provide intelligent conversations, random walks, follow-ups, patrols, and a sequence of actions in tandem.
9、 根据权利要求 5所述的方法, 其特征在于, 在所述步骤(1)中, 使用者通过用鼠标点击视野中的虚拟角色, 并点击"赋身"按钮, 来切换 到所选虚拟角色并对其控制, 即扮演;  9. The method according to claim 5, wherein in the step (1), the user switches to the selected virtual by clicking a virtual character in the field of view with a mouse and clicking the "enhance" button. Role and control it, that is, play;
或者,使用者通过鼠标或键盘切换到距离使用者正在扮演的虚拟角色最近 的一个虚拟角色并对其控制。  Alternatively, the user can switch to and control a virtual character that is closest to the virtual character that the user is playing through the mouse or keyboard.
10、 根据权利要求 5所述的方法, 其特征在于, 在所述步骤 (1)中, 使用 者通过录制,暂停,播放按钮以及时间拉杆等传统动画制作界面来对当前扮演 的虚拟角色的行为进行记录, 编辑与回放。  10. The method according to claim 5, wherein in the step (1), the user acts on the currently playing virtual character through a traditional animation production interface such as recording, pause, play button, and time lever. Record, edit and play back.
11、 根据权利要求 5所述的方法, 其特征在于, 在所述步骤 (1)中, 虚拟场景中通过虚拟角色扮演产生的所有角色的动作序列共享同一个时 间轴, 且有相同的时间起点;  11. The method according to claim 5, wherein in the step (1), the action sequences of all the characters generated by the virtual role playing in the virtual scene share the same time axis and have the same time starting point. ;
使用者在扮演当前某个虚拟角色时,虚拟场景中已经存在的其他虚拟角色 会跟该当前虚拟角色同步运动。  When the user plays a current virtual character, other virtual characters that already exist in the virtual scene will move in synchronization with the current virtual character.
12、 根据权利要求 5所述的方法, 其特征在于, 在所述步骤 (1)中, 使用 者使用当前扮演的虚拟角色作为 3D定位符, 创建并修改虚拟场景, 包括如下 内容:  The method according to claim 5, wherein in the step (1), the user creates and modifies the virtual scene by using the currently playing virtual character as a 3D locator, including the following contents:
在当前扮演的虚拟角色的脚下位置创建某个事先制作好的 3D人物或场景 模型的实例;  Create an instance of a pre-made 3D character or scene model at the foot of the currently playing virtual character;
将选中的物体平移到当前扮演的虚拟角色的脚下位置; 旋转, 放縮, 位移, 重置, 删除选中 3D人物或场景模型的实例; 在以当前扮演的虚拟角色的脚下位置为中心, 以给定值为半径的范围内, 抬高, 降低, 铲平, 平滑, 锐化地表, 从而可以创作出高低起伏的 3D地表; 在以当前扮演的虚拟角色的脚下位置为中心, 以给定值为半径的范围内, 添充地表贴图, 从而在 3D地表上创造出草地, 道路, 雪地等外观。 Panning the selected object to the position of the foot of the currently playing virtual character; Rotate, zoom, shift, reset, delete the selected 3D character or scene model instance; in the range of the foot position of the currently playing virtual character, within the radius of the given value, raise, lower, level , smoothing, sharpening the surface, so that you can create a high and low undulating 3D surface; centering on the position of the currently playing virtual character's foot, with a given radius, add a surface map, thus on the 3D surface Create grass, roads, snow and other looks.
13、根据权利要求 5所述的方法, 其特征在于, 其中, 由单个使用者独自 完成 3D电影 /游戏中全部虚拟角色的扮演与录制,或者, 由多个使用者在联网 的环境中共同完成同一部 3D电影 /游戏中全部虚拟角色的扮演与录制。  The method according to claim 5, wherein the playing and recording of all the virtual characters in the 3D movie/game is performed by a single user alone, or is performed by a plurality of users in a networked environment. Play and record all virtual characters in the same 3D movie/game.
14、 根据权利要求 13所述的方法, 其特征在于, 在多人联网的创作环境 中, 每一位使用者使用一台计算机, 每人同时操纵一个人物; 虚拟场景与人物 的行为通过网络连接实现同步;所有使用者的操作环境通过网络连接共享同一 个时间起点;使用者之间通过即时文字与语音通讯系统来协同工作,并由其中 一名使用者充当导演控制电影的录制, 暂停, 播放, 时间轴的调整以及摄影机 的拍摄等, 其他使用者充当演员, 控制各自的一名虚拟角色。  14. The method according to claim 13, wherein in the multi-networked authoring environment, each user uses a computer, and each person manipulates a character at the same time; the virtual scene and the character's behavior are connected through a network. Synchronization is realized; all users' operating environments share the same time starting point through network connections; users work together through instant text and voice communication systems, and one of the users acts as a director to control the recording, pause, and play of the movie. , timeline adjustments, camera shooting, etc., other users act as actors, controlling one of their virtual characters.
PCT/CN2007/000548 2007-02-15 2007-02-15 System and method for producing and playing real time 3d movie/game based on role acting WO2008098419A1 (en)

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