CN105118079B - Animation displacement drawing process, device and motion control method, device - Google Patents
Animation displacement drawing process, device and motion control method, device Download PDFInfo
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Abstract
The invention discloses a kind of animation displacement drawing process, including:Calculate the displacement difference that current animation needs the target point being moved to and the target point of former animation deformation trace;The bit shift compensation for calculating each frame in former animation deformation trace, makes the size of the bit shift compensation of each frame be proportional to shift length of the frame in former animation deformation trace, and so that the bit shift compensation of all frames in former animation deformation trace is added and be equal to the displacement difference;The bit shift compensation for each frame being calculated is added in the displacement for corresponding to frame in former animation deformation trace, to obtain current animation deformation trace.The animation displacement speed performance that the speed speed performance that animation displacement drawing process disclosed by the invention enables to animation displacement to stretch makes with the original fine arts is consistent, and the athletic performance of object is allowed to be more in line with the expection of player.The embodiment of the invention also discloses a kind of animation displacement stretching device, the motion control methods and device of game object.
Description
Technical field
The present invention relates to a kind of game object control field more particularly to animation displacement drawing process, device and game
Motion control method, the device of object.
Background technology
The mode of the athletic performance of common control object often has the following two kinds in game:
A kind of mode of control object athletic performance is:The fine arts make the skeleton cartoon in an original place, then programmed logic
In control object move, such as personage walking performance, the skeleton cartoon that an original place is walked, then program can be made with the fine arts
It allows personage to be moved by certain speed in code logic, reaches personage in the expression effect walked.This mode is suitable for object fortune
The more fixed situation of dynamic speed, for example walk, run just is not easy to use but if being the more complex situation in movement velocity, track
Programmed logic goes to realize.
The mode of another control object athletic performance is to use animation displacement.In this manner, the fine arts make
It is not an original place animation but a skeleton cartoon for carrying displacement, when then playing this animation in gaming, Jiu Huigen
Carry out mobile object according to the deformation trace of this animation, the advantages of this mode, which is the performance of object in gaming, to be set with the fine arts
Meter it is consistent, can have speed, the complicated variation on track, enhance the expressive force of game object.Therefore this mode is through common
In on the athletic movement of game object, for example (centre has certain speed rhythm to become for personage splits toward front jumping in game technical ability
Change), the movement of personage is showed in this way, will compare nature.But it in actually using animation displacement, is frequently encountered
A problem be that the fine arts, which have made one section of animation deformation trace, can move to some target point opposite with current location,
But planning wishes that the object eventually moves to another target point.Still by taking technical ability is split in the jump of personage as an example, what the fine arts may make
Deformation trace is to jump ahead at 3 meters, but the target of attack of personage is in practice in front at 5 meters, in this way if still according to
Deformation trace originally moves personage, can not just attack target.In this case, it is necessary to according to actual target point,
The deformation trace of animation is stretched, 5 meters are stretched to from 3 meters, here it is so-called animation displacement stretching techniques.Here
" stretching " is not limited to elongate, it is also possible to be situation about shortening, for example actual target point is closer from object.
The basic ideas of the animation drawing process of game engine on the market are to calculate actual target point and the fine arts at present
Displacement difference between the target point of the deformation trace of making obtains one then by this displacement difference divided by the run time of animation
This speed is added to object then during animation play, as a compensation speed, exists in this way by a speed
After animation play, corresponding object will be equal to that displacement difference there are one bit shift compensation, and it is last right to ensure that in this way
As specified target point can be displaced to.
Invention content
Through engineering test the study found that although the animation drawing process scheme of the game engine of the prior art is realized simply,
But it is substantially according to time indiscriminate Uniform Tension, and drawing effect is stiff, cannot be satisfied concrete application under particular surroundings.Tool
Body:In gaming, it is intended that the process of stretching is can be consistent with the rhythm of original animation itself, for example still split with jumping
For technical ability, if it is that stagnant sky is motionless that jump, which splits technical ability in intermediate personage for some time, we also are intended at this section
Between do not stretch, if jumped, personage's motion ratio when split end is very fast, and the speed that we also are intended to stretching this period can
Than very fast.If the movement produced in stagnant null process because of stretching, it is clear that this is exactly phenomenologically less to meet expection
's.
For technical ability is split in the jump being previously mentioned, if jump split centre have one section of stagnant sky it is motionless when, according to existing
This animation displacement Uniform Tension method of technology still suffers from a movement speed superposition up, thus in this period
The expection that player shows this technical ability can less be met.Therefore, carry out mobile object using animation displacement in gaming, work as needs
Variant between the target point and the target point of original animation that are moved to, when needing to carry out animation displacement stretched operation, use is existing
Animation displacement Uniform Tension method can not make animation displacement drawing process movement speed performance meet original animation
Movement speed performance, do not meet player to the animation displacement stretch performance expection.
To realize more good animation drawing effect, we have proposed a kind of ideal animation displacements to stretch, ideal dynamic
It is to have certain Semantic to draw displacement stretching, and stretching is corresponding fast when the movement in original cartoon track is fast, is drawn when moving slow
It stretches also corresponding slow.
To realize that above-mentioned ideal animation displacement stretches, a kind of animation displacement drawing process of present invention offer and device, energy
Enough so that the speed speed performance that stretches of animation displacement is consistent with the animation displacement speed performance that the original fine arts make, object is allowed
Athletic performance is more in line with the expection of player.
An embodiment of the present invention provides a kind of animation displacement drawing process, including:
Calculate the displacement difference that current animation needs the target point being moved to and the target point of former animation deformation trace;
The bit shift compensation for calculating each frame in former animation deformation trace, makes the size of the bit shift compensation of each frame be proportional to
Shift length of the frame in former animation deformation trace, and make the bit shift compensation addition of all frames etc. in former animation deformation trace
In the displacement difference;
The bit shift compensation for each frame being calculated is added in the displacement for corresponding to frame in former animation deformation trace, to
Obtain current animation deformation trace.
As the improvement of said program, each frame in former animation deformation trace is calculated by following formula (1)~(2)
Bit shift compensation:
M (i)=0, i=1 (1)
M (i)=(D-P (N)) * | P (i)-P (i-1) |/S, i >=2 (2)
Wherein, M (i) is the bit shift compensation of the i-th frame in former animation deformation trace, and P (i) is in former animation deformation trace
The position of each frame, P (N) are the target point of former animation deformation trace, and D is the target point that current animation needs are moved to, and S is original
The total displacement length of animation deformation trace.
As the improvement of said program, current animation deformation trace is calculated by following formula (3)~(6):
V (i)=0, i=1 (3)
V (i)=P (i)-P (i-1)+M (i), i >=2 (4)
Q (i)=P (i), i=1 (5)
Q (i)=Q (i-1)+V (i), i >=2 (6)
Wherein, V (i) is the displacement of the i-th frame in current animation deformation trace, and Q (i) is in current animation deformation trace
The position of i-th frame.
As the improvement of said program, the position of each frame in the original animation deformation trace is the coordinate of two dimensional surface
The coordinate points of point or three dimensions.
As the improvement of said program, the shift length of each frame in the original animation deformation trace be the frame with it is previous
Air line distance between frame;The displacement difference is that the target point of former animation deformation trace is directed toward the mesh that current animation needs are moved to
The displacement of punctuate.
Correspondence of the embodiment of the present invention provides a kind of animation displacement stretching device, including:
Displacement difference computing module needs the mesh of the target point being moved to and former animation deformation trace for calculating current animation
The displacement difference of punctuate;
Bit shift compensation computing module, the bit shift compensation for calculating each frame in former animation deformation trace, makes each frame
The size of bit shift compensation be proportional to shift length of the frame in former animation deformation trace, and make in former animation deformation trace
The bit shift compensation of all frames, which is added, is equal to the displacement difference;
Processing module corresponds to frame for the bit shift compensation for each frame being calculated to be added in former animation deformation trace
Displacement on, to obtain current animation deformation trace.
As the improvement of said program, the bit shift compensation computing module calculates former animation by following formula (1)~(2)
The bit shift compensation of each frame in deformation trace:
M (i)=0, i=1 (1)
M (i)=(D-P (N)) * | P (i)-P (i-1) |/S, i >=2 (2)
Wherein, M (i) is the bit shift compensation of the i-th frame in former animation deformation trace, and P (i) is in former animation deformation trace
The position of each frame, P (N) are the target point of former animation deformation trace, and D is the target point that current animation needs are moved to, and S is original
The total displacement length of animation deformation trace.
As the improvement of said program, current animation position is calculated by following formula (3)~(6) in the processing module
Move track:
V (i)=0, i=1 (3)
V (i)=P (i)-P (i-1)+M (i), i >=2 (4)
Q (i)=P (i), i=1 (5)
Q (i)=Q (i-1)+V (i), i >=2 (6)
Wherein, V (i) is the displacement of the i-th frame in current animation deformation trace, and Q (i) is in current animation deformation trace
The position of i-th frame.
As the improvement of said program, the position of each frame in the original animation deformation trace is the coordinate of two dimensional surface
The coordinate points of point or three dimensions.
As the improvement of said program, the shift length of each frame in the original animation deformation trace be the frame with it is previous
Air line distance between frame;The displacement difference is that the target point of former animation deformation trace is directed toward the mesh that current animation needs are moved to
The displacement of punctuate.
The invention also discloses a kind of motion control methods of game object, including:
Current animation deformation trace is obtained by animation displacement drawing process as described above;
Game object movement is driven according to the current animation deformation trace.
The present invention also correspondence discloses a kind of motion control device of game object, including:
Animation displacement stretching device as described above, for obtaining current animation deformation trace;
Drive module drives game object movement according to the current animation deformation trace.
Compared with prior art, the movement control of animation displacement drawing process, device and game object disclosed by the invention
Method, apparatus processed needs the displacement difference of the target point being moved to and the target point of former animation deformation trace, meter based on current animation
The bit shift compensation for calculating each frame in former animation deformation trace makes the size of the bit shift compensation of each frame be proportional to the frame dynamic in original
The shift length in deformation trace is drawn, and so that the bit shift compensation of all frames in former animation deformation trace is added and is equal to the displacement
Then the bit shift compensation for each frame being calculated is added in the displacement for corresponding to frame in former animation deformation trace by difference, to
Obtain current animation deformation trace.Due to current animation deformation trace can be according to each frame in former animation deformation trace displacement
The ratio of length and the total displacement length of former animation deformation trace is allocated, and the displacement that each frame is compensated, and is proportional to
Shift length of this frame in former animation deformation trace.In this way, it is possible to so that in entire animation displacement drawing process, often
The bit shift compensation of one frame is sized to correspond to the movement speed of game object in original animation.Therefore, it is possible to make animation displacement
Drawing process (current animation deformation trace) movement speed performance it is consistent with the performance of the movement speed of original animation, meet object for appreciation
Family stretches the animation displacement expection of performance, solves and carrys out mobile object using animation displacement in gaming, when needing to move
It is variant between the target point and the target point of original animation that arrive, when needing to carry out animation displacement stretched operation, using existing dynamic
The method for drawing displacement Uniform Tension can not make the movement speed of the drawing process of animation displacement show the fortune for meeting original animation
Dynamic speed performance does not meet the technical problem that player stretches the animation displacement expection of performance.
Description of the drawings
Fig. 1 is a kind of flow diagram of animation displacement drawing process in the embodiment of the present invention.
Fig. 2 is the schematic diagram of the former animation deformation trace and actual target point in Fig. 1.
Fig. 3 is that each frame of the former animation deformation trace of Fig. 2 is calculated using the animation displacement drawing process of Fig. 1
The schematic diagram of bit shift compensation.
Fig. 4 is when carrying out animation displacement to the former animation deformation trace of Fig. 2 using the animation displacement drawing process of Fig. 1 to stretch
Process schematic.
Fig. 5 is after carrying out animation displacement stretching to the former animation deformation trace of Fig. 2 using the animation displacement drawing process of Fig. 1
Result schematic diagram.
Fig. 6 is to the former animation deformation trace of Fig. 2 using the method for the animation displacement Uniform Tension of the prior art into action
Draw the result schematic diagram after displacement stretches.
Fig. 7 is a kind of structure diagram of animation displacement stretching device in the embodiment of the present invention.
Fig. 8 is a kind of flow diagram of the motion control method of game object in the embodiment of the present invention.
Fig. 9 is a kind of structure diagram of the motion control device of game object in the embodiment of the present invention.
Specific implementation mode
Following will be combined with the drawings in the embodiments of the present invention, and technical solution in the embodiment of the present invention carries out clear, complete
Site preparation describes, it is clear that described embodiments are only a part of the embodiments of the present invention, instead of all the embodiments.It is based on
Embodiment in the present invention, those of ordinary skill in the art are obtained every other without creative efforts
Embodiment shall fall within the protection scope of the present invention.
It is a kind of flow diagram of animation displacement drawing process provided in an embodiment of the present invention referring to Fig. 1.The present embodiment
It is to be directed to carry out mobile object using animation displacement in gaming, when current animation needs the target point (realistic objective being moved to
Point) it is inconsistent with the target point of former animation deformation trace when, what when being stretched the case where, described, as shown in Figure 1, this hair
A kind of animation displacement drawing process that bright embodiment provides includes step:
S101, the displacement difference that current animation needs the target point being moved to and the target point of former animation deformation trace is calculated;
Wherein, Fig. 2 is the input example of a former animation deformation trace, it is shown that each frame in former animation deformation trace
The position for the game object that the moment fine arts make.It should be understood that the example of a plane is shown in Fig. 2, i.e. former animation position
The position of each frame moved in track is coordinate points P (i)=(X of two dimensional surfacei,Yi).But in other embodiments, former dynamic
The position for drawing each frame in deformation trace can also be coordinate points P (i)=(X of a three dimensionsi,Yi,Zi), not shadow
Ring the implementation result of the present invention.
For the former animation with N frames, the position (coordinate points) of nth frame is the target point (seat of former animation deformation trace
Punctuate).For example, in fig. 2, former animation includes 6 frames, then the position P (6) of the 6th frame is the target point of former animation deformation trace.
Assuming that the position of the last frame for the cartoon track that the fine arts make is P (N), but reality is wished object displacement to D
Locate (shown in such as Fig. 2), then there are a displacement difference (D-P (N)) (vectors) between them.Wherein, the displacement difference D-P
(N) it is that the target point of former animation deformation trace is directed toward the displacement for the target point that current animation needs are moved to.It should be understood that by
Needing the target point being moved in current animation, there may be remote or close (the opposite startings of the target point than former animation deformation trace
Point) two kinds of situations, therefore, the direction of displacement difference D-P (N) may be positive direction or negative direction (opposite starting point).
S102, the bit shift compensation for calculating each frame in former animation deformation trace, make the size of the bit shift compensation of each frame
It is proportional to shift length of the frame in former animation deformation trace, and makes the bit shift compensation of all frames in former animation deformation trace
It is added and is equal to the displacement difference;
Wherein, the method for specifically calculating bit shift compensation is as follows:
Assuming that the position of the last frame for the cartoon track that the fine arts make is P (N), but reality is wished object displacement to D
Locate (shown in such as Fig. 2), then there are a displacement difference D-P (N) between them, then we need in each frame according to this position
It is poor to move, and contraposition is moved and compensated.The mode of bit shift compensation is so that the size of the bit shift compensation of each frame is proportional to this frame and exists
Shift length (scalar) in former animation deformation trace, and make the bit shift compensation addition of all frames etc. in former animation deformation trace
In the displacement difference (direction of the bit shift compensation of all frames is consistent with the direction of the displacement difference).
Specifically, calculating the bit shift compensation of each frame in former animation deformation trace by following formula (1)~(2):
M (i)=0, i=1 (1)
M (i)=(D-P (N)) * | P (i)-P (i-1) |/S, i >=2 (2)
Wherein, M (i) is the bit shift compensation of the i-th frame in former animation deformation trace, and P (i) is in former animation deformation trace
The position of i-th frame, P (N) are the target point of former animation deformation trace, and D is the target point that current animation needs are moved to, and S is original
The total displacement length (scalar) of animation deformation trace.
Wherein, (1)=0 M indicates that the start frame in former animation deformation trace need not carry out bit shift compensation, and follow-up
The bit shift compensation M (i) of each frame (for example, i-th frame) is proportional to the shift length from i-1 frames to i frames.In addition,
Wherein, current animation needs the displacement difference (D-P of the target point being moved to and the target point of former animation deformation trace
(N)) S101 is obtained through the above steps.
For the former animation with N frames (N >=2), calculating the specific method of the total displacement length of former animation deformation trace is:
S=| P (2)-P (1) |+| P (3)-P (2) |+...+| P (N)-P (N-1) |
Wherein, S is the total displacement length of former animation deformation trace, and P (i) is the position of the i-th frame in former animation deformation trace
It sets (coordinate points), P (N) is the position (coordinate points) of the last frame of former animation deformation trace, i.e., the mesh of former animation deformation trace
Punctuate.| P (i)-P (i-1) | for shift length of the i-th frame in former animation deformation trace in former animation deformation trace, i.e., i-th
Air line distance between the position of frame and the position of the (i-1)-th frame, wherein 1≤i≤N.
Therefore, the position (coordinate points) based on each frame given in former animation deformation trace, can calculate former animation
Shift length of each frame in former animation deformation trace in the total displacement length of deformation trace and former animation deformation trace,
To which the bit shift compensation of each frame in former animation deformation trace be calculated according to above-mentioned formula (1)~(2).For example, Fig. 3 is aobvious
The bit shift compensation based on each frame in the obtained former animation deformation traces of Fig. 2 is shown.
In addition, according to formula (1)~(2) it is found that since displacement difference (D-P (N)) is a vector, bit shift compensation M (i)
For a vector, and direction is identical as the direction of displacement difference (D-P (N)).
S103, the bit shift compensation for each frame being calculated, which is added to, corresponds to the displacement of frame in former animation deformation trace
On, to obtain current animation deformation trace.
Current animation deformation trace is calculated by following formula (3)~(6):
V (i)=0, i=1 (3)
V (i)=P (i)-P (i-1)+M (i), i >=2 (4)
Q (i)=P (i), i=1 (5)
Q (i)=Q (i-1)+V (i), i >=2 (6)
Wherein, V (i) is that (namely the i-th frame is with respect to the position of the (i-1)-th frame for the displacement of the i-th frame in current animation deformation trace
Move), Q (i) is the position of the i-th frame in current animation deformation trace.
Specifically, in former animation deformation trace, since the start frame in former animation deformation trace need not carry out displacement
Compensation, therefore, after carrying out bit shift compensation, V (1)=0.It is follow-up each in addition to start frame in former animation deformation trace
The displacement for the object that frame (for example, i-th frame) is generated relative to the (i-1)-th frame is V (i)=P (i)-P (i-1), then carries out bit shift compensation
Later, the i-th frame becomes V (i)=P (i)-P (i-1)+M (i) relative to the displacement of the object of the (i-1)-th frame.It should be understood that due to
The i-th frame in former animation deformation trace is that tool is directive relative to the displacement of the (i-1)-th frame, and M (i) is also the displacement with direction
Compensation, therefore, V (i) are also a vector.As shown in Figure 4.
It is after the displacement of each frame in obtaining current animation deformation trace, i.e., each in current animation deformation trace
The new position Q (i) of frame becomes:
Q (1)=P (1), i.e. initial position is constant;
Q (i)=Q (i-1)+V (i), i.e., the follow-up position per frame are on the basis of previous frame position plus between this two frame
Displacement V (i), wherein displacement have done bit shift compensation.
In this way, the position Q (i) of each frame of current animation deformation trace is calculated by formula (3)~(6), successively
The position Q (i) for connecting each frame forms current animation deformation trace.
Fig. 5 is shown after step S103, is obtained object and is animated the actual motion track after displacement stretches.
In the embodiment of the present invention, in the target point of current animation actual needs mobile target point and former animation deformation trace
Between when have differences, the displacement difference between this two target points can be shared on each frame of animation, and point
The mode at booth is so that the size of the bit shift compensation of each frame is all proportional to the shift length of this frame in former animation, Er Qiesuo
Some bit shift compensations are added, i.e. and M (1)+M (2)+...+M (N)=D-P (N), i.e., total bit shift compensation are exactly equal to two target points
Between displacement difference, therefore carry out in the way of in step S103 driven object movement, just can be in last frame by object
It is moved at target point D, achievees the purpose that animation displacement is stretched to target point.Obviously the animation displacement of each frame stretches table simultaneously
It is now consistent with the performance of the speed of original animation, i.e., inside former animation deformation trace, if a certain section of time shifting is compared
Few, then the stretching of this period is also fewer.Fig. 5 shows this result, it can be seen that in inside former animation deformation trace
Between a section move it is fewer, it is corresponding stretching track inside change in displacement (i.e. bit shift compensation) it is also fewer, in this way
Allowing for entire drawing process has certain semanteme, meets the expectation that player shows this animation.As a comparison, Fig. 6 is aobvious
Show and animation displacement stretching is carried out to the former animation deformation trace of Fig. 2 using the method for the animation displacement Uniform Tension of the prior art
Result schematic diagram afterwards, Fig. 6 is using the animation displacement stretching mode for temporally uniformly sharing displacement difference, i.e., the displacement of each frame
Compensation is equal to (D-P (N))/(N-1) (first frame needs not compensate for, subsequent all uniformly to share displacement difference).It can be seen that
It can not accomplish the adaptivity that animation displacement stretches in this way, it is bigger in intermediate displacement fewer stage and other displacements
Stage does not have difference on bit shift compensation, inconsistent with the rhythm of original animation deformation trace faster or slower.
Fig. 7 is a kind of structure diagram of animation displacement stretching device in the embodiment of the present invention.As shown in fig. 7, the animation position
Moving stretching device 70 includes:
Displacement difference computing module 701 needs the target point being moved to and former animation deformation trace for calculating current animation
Target point displacement difference;
Bit shift compensation computing module 702, the bit shift compensation for calculating each frame in former animation deformation trace, makes each
The size of the bit shift compensation of frame is proportional to shift length of the frame in former animation deformation trace, and makes in former animation deformation trace
All frames bit shift compensation be added be equal to the displacement difference;
Processing module 703 is right in former animation deformation trace for the bit shift compensation for each frame being calculated to be added to
It answers in the displacement of frame, to obtain current animation deformation trace.
Wherein, the bit shift compensation computing module 702 is calculated by following formula (1)~(2) in former animation deformation trace
Each frame bit shift compensation:
M (i)=0, i=1 (1)
M (i)=(D-P (N)) * | P (i)-P (i-1) |/S, i >=2 (2)
Wherein, M (i) is the bit shift compensation of the i-th frame in former animation deformation trace, and P (i) is in former animation deformation trace
The position of each frame, P (N) are the target point of former animation deformation trace, and D is the target point that current animation needs are moved to, and S is original
The total displacement length of animation deformation trace.
And current animation deformation trace is calculated by following formula (3)~(6) in the processing module 703:
V (i)=0, i=1 (3)
V (i)=P (i)-P (i-1)+M (i), i >=2 (4)
Q (i)=P (i), i=1 (5)
Q (i)=Q (i-1)+V (i), i >=2 (6)
Wherein, V (i) is the displacement of the i-th frame in current animation deformation trace, and Q (i) is in current animation deformation trace
The position of i-th frame.
The specific work process of the animation displacement stretching device 70 of the present embodiment can refer to the animation displacement of above-described embodiment
Drawing process, in this not go into detail.
Fig. 8 is a kind of flow diagram of the motion control method of game object in the embodiment of the present invention.The present embodiment is
It is directed to and carrys out mobile object using animation displacement in gaming, when current animation needs the target point (actual target point) being moved to
When inconsistent with the target point of former animation deformation trace, need to obtain new movement locus by stretching mode to drive game
Object, the method comprising the steps of:
S801, current animation deformation trace is obtained by animation displacement drawing process shown in FIG. 1;
S802, game object movement is driven according to the current animation deformation trace.
Wherein, the work realization process of step S801 please refers to the animation displacement drawing process of above-described embodiment, is passing through
After step S801 obtains current animation deformation trace, game object movement can be driven according to the current animation deformation trace,
In, the common technology of the art can be used in type of drive, and details are not described herein.
Fig. 9 is a kind of structure diagram of the motion control device of game object in the embodiment of the present invention.The motion control fills
It sets including animation displacement stretching device 70 and drive module 80, wherein concrete structure such as Fig. 7 of the animation displacement stretching device
It is shown, for obtaining current animation deformation trace.And the drive module 80 drives according to the current animation deformation trace and swims
Object of playing moves.
In conclusion animation displacement drawing process disclosed by the invention, device and game object motion control method,
Device needs the target point being moved to calculate former animation with the displacement difference of the target point of former animation deformation trace based on current animation
The bit shift compensation of each frame in deformation trace makes the size of the bit shift compensation of each frame be proportional to the frame in former animation displacement rail
Shift length in mark, and so that the bit shift compensation of all frames in former animation deformation trace is added and be equal to the displacement difference, then
The bit shift compensation for each frame being calculated is added in the displacement for corresponding to frame in former animation deformation trace, it is current to obtain
Animation deformation trace.Since current animation deformation trace can be according to shift length of each frame in former animation deformation trace and original
The ratio of the total displacement length of animation deformation trace is allocated, and the displacement that each frame is compensated, and is proportional to this frame and is existed
Shift length in former animation deformation trace.In this way, it is possible to so that in entire animation displacement drawing process, the position of each frame
Compensation is moved to be sized to correspond to the movement speed of object in original animation.Therefore, it is possible to make animation displacement drawing process (when
Preceding animation deformation trace) movement speed performance it is consistent with the performance of the movement speed of original animation, meet player to the animation position
Move the expection for stretching performance, solve and carry out mobile object using animation displacement in gaming, when need the target point that is moved to and
It is originally variant between the target point of animation, when needing to carry out animation displacement stretched operation, uniformly drawn using existing animation displacement
The method stretched can not make the movement speed of the drawing process of animation displacement show the movement speed performance for meeting original animation, no
Meet the technical problem that player stretches the animation displacement expection of performance.
The above is the preferred embodiment of the present invention, it is noted that for those skilled in the art
For, various improvements and modifications may be made without departing from the principle of the present invention, these improvements and modifications are also considered as
Protection scope of the present invention.
Claims (12)
1. a kind of animation displacement drawing process, which is characterized in that including:
Calculate the displacement difference that current animation needs the target point being moved to and the target point of former animation deformation trace;
The bit shift compensation for calculating each frame in former animation deformation trace, makes the size of the bit shift compensation of each frame be proportional to the frame
Shift length in former animation deformation trace, and so that the bit shift compensation of all frames in former animation deformation trace is added and be equal to institute
State displacement difference;
The bit shift compensation for each frame being calculated is added in the displacement for corresponding to frame in former animation deformation trace, to obtain
Current animation deformation trace.
2. animation displacement drawing process as described in claim 1, which is characterized in that calculated by following formula (1)~(2) former
The bit shift compensation of each frame in animation deformation trace:
M (i)=0, i=1 (1)
M (i)=(D-P (N)) * | P (i)-P (i-1) |/S, i >=2 (2)
Wherein, M (i) is the bit shift compensation of the i-th frame in former animation deformation trace, and P (i) is i-th in former animation deformation trace
The position of frame, P (N) are the target point of former animation deformation trace, and D is the target point that current animation needs are moved to, and S is former animation
The total displacement length of deformation trace.
3. animation displacement drawing process as claimed in claim 2, which is characterized in that calculated by following formula (3)~(6)
To current animation deformation trace:
V (i)=0, i=1 (3)
V (i)=P (i)-P (i-1)+M (i), i >=2 (4)
Q (i)=P (i), i=1 (5)
Q (i)=Q (i-1)+V (i), i >=2 (6)
Wherein, V (i) is the displacement of the i-th frame in current animation deformation trace, and Q (i) is i-th in current animation deformation trace
The position of frame.
4. animation displacement drawing process as described in claim 1, which is characterized in that each in the original animation deformation trace
The position of frame is the coordinate points of two dimensional surface or the coordinate points of three dimensions.
5. animation displacement drawing process as described in claim 1, which is characterized in that each in the original animation deformation trace
Air line distance of the shift length of frame between the frame and former frame;The displacement difference is that the target point of former animation deformation trace refers to
The displacement for the target point for needing to be moved to current animation.
6. a kind of animation displacement stretching device, which is characterized in that including:
Displacement difference computing module needs the target point of the target point being moved to and former animation deformation trace for calculating current animation
Displacement difference;
Bit shift compensation computing module, the bit shift compensation for calculating each frame in former animation deformation trace, makes the position of each frame
The size for moving compensation is proportional to shift length of the frame in former animation deformation trace, and makes all in former animation deformation trace
The bit shift compensation of frame, which is added, is equal to the displacement difference;
Processing module corresponds to the position of frame for the bit shift compensation for each frame being calculated to be added in former animation deformation trace
In shifting, to obtain current animation deformation trace.
7. animation displacement stretching device as claimed in claim 6, which is characterized in that the bit shift compensation computing module by with
Lower formula (1)~(2) calculate the bit shift compensation of each frame in former animation deformation trace:
M (i)=0, i=1 (1)
M (i)=(D-P (N)) * | P (i)-P (i-1) |/S, i >=2 (2)
Wherein, M (i) is the bit shift compensation of the i-th frame in former animation deformation trace, and P (i) is each in former animation deformation trace
The position of frame, P (N) are the target point of former animation deformation trace, and D is the target point that current animation needs are moved to, and S is former animation
The total displacement length of deformation trace.
8. animation displacement stretching device as claimed in claim 7, which is characterized in that the processing module passes through following formula
(3) current animation deformation trace is calculated in~(6):
V (i)=0, i=1 (3)
V (i)=P (i)-P (i-1)+M (i), i >=2 (4)
Q (i)=P (i), i=1 (5)
Q (i)=Q (i-1)+V (i), i >=2 (6)
Wherein, V (i) is the displacement of the i-th frame in current animation deformation trace, and Q (i) is i-th in current animation deformation trace
The position of frame.
9. animation displacement stretching device as claimed in claim 6, which is characterized in that each in the original animation deformation trace
The position of frame is the coordinate points of two dimensional surface or the coordinate points of three dimensions.
10. animation displacement stretching device as claimed in claim 6, which is characterized in that every in the original animation deformation trace
Air line distance of the shift length of one frame between the frame and former frame;The displacement difference is the target point of former animation deformation trace
It is directed toward the displacement that current animation needs the target point being moved to.
11. a kind of motion control method of game object, which is characterized in that including:
Current animation deformation trace is obtained by the animation displacement drawing process as described in Claims 1 to 5;
Game object movement is driven according to the current animation deformation trace.
12. a kind of motion control device of game object, which is characterized in that including:
Such as claim 6~10 any one of them animation displacement stretching device, for obtaining current animation deformation trace;
Drive module drives game object movement according to the current animation deformation trace.
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