CN105321195A - Making method for whip system in 3D game - Google Patents

Making method for whip system in 3D game Download PDF

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Publication number
CN105321195A
CN105321195A CN201510382226.7A CN201510382226A CN105321195A CN 105321195 A CN105321195 A CN 105321195A CN 201510382226 A CN201510382226 A CN 201510382226A CN 105321195 A CN105321195 A CN 105321195A
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China
Prior art keywords
bone
whip
game
current
making
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CN201510382226.7A
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Chinese (zh)
Inventor
刘建国
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Suzhou Snail Digital Technology Co Ltd
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Suzhou Snail Digital Technology Co Ltd
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Priority to CN201510382226.7A priority Critical patent/CN105321195A/en
Publication of CN105321195A publication Critical patent/CN105321195A/en
Pending legal-status Critical Current

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Abstract

The present invention discloses a making method for a whip system in a 3D game. The method comprises the following steps: connecting a plurality of created bones end to end, and acquiring basic data of movement of the bones; in a process of movement, performing separate force analysis on each bone, and updating information of speed and acceleration; and acquiring location information of the bones, and correcting the shape and the position of a whip. According to the making method provided by the present invention, a movement trajectory of the whip can be automatically calculated according to the movement of a wrist of a role, the whip will generate deformation after colliding with the ground, and the method is flexible and convenient in operation; and During the making of the 3D game, an art designer does not need to make a corresponding whip animation for each set of whip skill movements, thereby greatly reducing the workload of the art designer, and greatly saving the making cost of whip skills.

Description

The method for making of whip system in 3D game
Technical field
The present invention relates to video image processing technology, particularly relate to the method for making of whip system in a kind of 3D game.
Background technology
In existing 3D game, whip is the weapon that game role often uses, and as the weapon whip of softness, when 3D game making, is all generally make fixing whip animation according to athletic movement in advance by the fine arts.But because whip animation all mates with role's athletic movement, role has how many kinds of whip technical ability, will make the corresponding whip action of how many kinds of, this adds the workload of the fine arts undoubtedly, underaction.
The present invention goes from the angle of mechanics the physical motion process simulating whip, thus realization can for the real-time program whip system of 3D game band physical motion directly.
Summary of the invention
In order to solve the deficiency that prior art exists, the method for making of whip system in the object of the present invention is to provide a kind of 3D to play, go from the angle of mechanics the physical motion process simulating whip, thus realize the real-time program whip system of band physical motion, for 3D game directly.
For achieving the above object, the method for making of whip system in 3D game provided by the invention, comprises the following steps:
1) the many bones created are joined end to end, and obtain the movable basis data of bone;
2) in motion process, independent force analysis is carried out to every root bone, the information of renewal speed and acceleration;
3) obtain the positional information of bone, revise shape and the position of whip.
Further, step 1) described in the movable basis data of bone comprise: the height on the position of current bone, the position of lower bone be connected with current bone, the ground corresponding to current bone position, the anglec of rotation of current bone, current bone are relative to the changes values of a upper bone angle, and the angular velocity of the rotation of current bone.
Further, described step 2) be stressed size to every root bone, acceleration, speed, time, and angle information carries out force analysis, and upgrade.
Further, step 3) positional information of described acquisition bone, the angle according to current bone, speed and acceleration, the direction vector of next root bone relative to current bone that acquisition is connected with current bone, the position of next root bone, and next root bone position in world coordinate system.
Further, step 3) shape of described correction whip and position be shape according to the collision feedback modifiers whip on each root bone and ground and position, if the position of bone is lower than ground, is then placed on more than ground mandatory for bone site.
In 3D of the present invention game, the method for making of whip system, can calculate the movement locus of whip automatically according to the motion of role's wrist, and whip can produce to collide with ground and produces deformation, and flexible operation is convenient; When making 3D game, art designing need not make corresponding whip animation for every suit whip athletic movement separately again, greatly reduces the workload of art designing, greatly saves the cost of manufacture of whip technical ability.
Other features and advantages of the present invention will be set forth in the following description, and, partly become apparent from instructions, or understand by implementing the present invention.
Accompanying drawing explanation
Accompanying drawing is used to provide a further understanding of the present invention, and forms a part for instructions, and together with embodiments of the present invention, for explaining the present invention, is not construed as limiting the invention.In the accompanying drawings:
Fig. 1 is the method for making process flow diagram according to whip system in 3D game of the present invention;
Fig. 2 is according to whip whipping process design sketch one in 3D game of the present invention;
Fig. 3 is according to whip whipping process design sketch two in 3D game of the present invention.
Embodiment
Below in conjunction with accompanying drawing, the preferred embodiments of the present invention are described, should be appreciated that preferred embodiment described herein is only for instruction and explanation of the present invention, is not intended to limit the present invention.
Fig. 1 is the method for making process flow diagram according to whip system in 3D game of the present invention, below with reference to Fig. 1, is described in detail the method for making of whip system in 3D game of the present invention.
First, in step 101, whole whip is abstracted into the some bones that one group of headtotail links together and the covering be attached on bone, namely the simulation of whip motion is reduced to the simulation of the movement locus to these bones, the part that bone adheres to can follow skeleton motion automatically because of covering technology.
Every root bone and sports-related plinth data structure as follows:
In above formula:
Vec3Pos is the position of current skeleton point;
Vec3PosNext is the position of the lower bone be connected with current bone;
The height on the ground of fHeight corresponding to current bone position;
FAngle is the anglec of rotation of current bone;
FAngleChange is the changes values of current bone relative to a upper angle;
FV is the angular velocity of the rotation of current bone.
In step 102, in whip motion process, independent force analysis is carried out to current bone, and upgrades:
In above formula,
FF is the stressed size of current bone;
FA is the acceleration of current bone;
FV is the speed of current bone;
FT is the time of current bone;
FAngle is the angle of current bone.
As can be seen from above formula, when bone angle is zero, when namely current bone and upper piece bone and lower bone draw a straight line, bone is stressed minimum, and acceleration is minimum, but this hourly velocity is maximum.
In step 103, according to the angle of current bone, calculate the positional information of the lower bone be connected with current bone.
In above formula,
Vec3DirCurrent is the direction vector of lower bone relative to current bone;
Vec3PosNext is the position of lower bone;
Vec3PosNextWorld is the position of position in world coordinate system of lower bone.
In step 104, according to the positional information of lower bone, detect the collision of next root bone with ground, repeat step 102 and step 103, until detected the collision of all bones with ground, revise shape and the position of whip according to collision feedback.
In above formula, fHeight is the floor level of lower bone position of current bone.
As can be seen from the above equation, instantly when root bone position is lower than floor level, to bone site be put on ground, then new whip position is converted back the whip model space, then the characteristic can not stretched according to whip upgrades the position of this root bone again, finally new data is saved in the data structure of bone again.
As can be seen from said process, each frame actual computation be the position of lower bone of current bone, i.e. the value of vec3PosNext in data structures, and the position of current bone directly obtains from the data structure of upper piece bone.
Fig. 2 is according to whip whipping process design sketch one in 3D game of the present invention, Fig. 3 is according to whip whipping process design sketch two in 3D game of the present invention, as shown in Figures 2 and 3, in 3D game of the present invention, whip is in whipping process, automatically calculates the movement locus of whip according to the motion of role's wrist; Whip can produce with ground and collide, and can produce deformation, more vividly, image.
The method for making of whip system in 3D game of the present invention, first whip is abstracted into some end to end bones, every root bone is the most basic motor unit, then in motion process, independent force analysis is carried out to every root bone, the information of renewal speed and acceleration, then the positional information of the every root bone of whip is calculated, the position of every root bone is all compared with floor level, if the position of bone is lower than ground, then be placed on more than ground mandatory for bone site, thus achieve the real-time program whip system of direct band physical motion of can playing for 3D.
One of ordinary skill in the art will appreciate that: the foregoing is only the preferred embodiments of the present invention, be not limited to the present invention, although with reference to previous embodiment to invention has been detailed description, for a person skilled in the art, it still can be modified to the technical scheme that foregoing embodiments is recorded, or carries out equivalent replacement to wherein portion of techniques feature.Within the spirit and principles in the present invention all, any amendment done, equivalent replacement, improvement etc., all should be included within protection scope of the present invention.

Claims (5)

1. the method for making of whip system in 3D game, is characterized in that, said method comprising the steps of:
1) the many bones created are joined end to end, and obtain the movable basis data of bone;
2) in motion process, independent force analysis is carried out to every root bone, and upgrades;
3) obtain the positional information of bone, revise shape and the position of whip.
2. the method for making of whip system in 3D according to claim 1 game, it is characterized in that, the movable basis data of the bone described in step 1) comprise: the height on the position of current bone, the position of lower bone be connected with current bone, the ground corresponding to current bone position, the anglec of rotation of current bone, current bone are relative to the changes values of a upper bone angle, and the angular velocity of the rotation of current bone.
3. the method for making of whip system in 3D according to claim 1 game, is characterized in that, described step 2) be stressed size to every root bone, acceleration, speed, time, and angle information carries out force analysis, and upgrade.
4. the method for making of whip system in 3D according to claim 1 game, it is characterized in that, the positional information of bone is obtained described in step 3), the angle according to current bone, speed and acceleration, the direction vector of next root bone relative to current bone that acquisition is connected with current bone, the position of next root bone, and next root bone position in world coordinate system.
5. the method for making of whip system in 3D according to claim 1 game, it is characterized in that, revising the shape of whip and position described in step 3) is shape according to the collision feedback modifiers whip on each root bone and ground and position, if the position of bone is lower than ground, be then placed on more than ground mandatory for bone site.
CN201510382226.7A 2015-07-02 2015-07-02 Making method for whip system in 3D game Pending CN105321195A (en)

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Application Number Priority Date Filing Date Title
CN201510382226.7A CN105321195A (en) 2015-07-02 2015-07-02 Making method for whip system in 3D game

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CN105321195A true CN105321195A (en) 2016-02-10

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Cited By (1)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN109758765A (en) * 2018-12-21 2019-05-17 网易(杭州)网络有限公司 Mobile terminal virtual object control method and equipment

Citations (2)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US20030137516A1 (en) * 1999-06-11 2003-07-24 Pulse Entertainment, Inc. Three dimensional animation system and method
CN103745491A (en) * 2013-12-27 2014-04-23 江苏如意通动漫产业有限公司 A method for generating flexible skeletal animations

Patent Citations (2)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US20030137516A1 (en) * 1999-06-11 2003-07-24 Pulse Entertainment, Inc. Three dimensional animation system and method
CN103745491A (en) * 2013-12-27 2014-04-23 江苏如意通动漫产业有限公司 A method for generating flexible skeletal animations

Non-Patent Citations (1)

* Cited by examiner, † Cited by third party
Title
虎仔: "Maya表达式控制动力学动画之尾巴", 《HTTP://WWW.360DOC.COM/CONTENT/10/0407/22/173731_22015082.SHTML》 *

Cited By (1)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN109758765A (en) * 2018-12-21 2019-05-17 网易(杭州)网络有限公司 Mobile terminal virtual object control method and equipment

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Application publication date: 20160210