CN106780683A - The processing method and processing device of bone animation data - Google Patents
The processing method and processing device of bone animation data Download PDFInfo
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- CN106780683A CN106780683A CN201710100643.7A CN201710100643A CN106780683A CN 106780683 A CN106780683 A CN 106780683A CN 201710100643 A CN201710100643 A CN 201710100643A CN 106780683 A CN106780683 A CN 106780683A
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- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06T—IMAGE DATA PROCESSING OR GENERATION, IN GENERAL
- G06T13/00—Animation
- G06T13/20—3D [Three Dimensional] animation
- G06T13/40—3D [Three Dimensional] animation of characters, e.g. humans, animals or virtual beings
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Abstract
The invention discloses a kind of processing method and processing device of bone animation data.Wherein, the method includes:The first bone animation data set and the second bone animation data set of game role are obtained, wherein, the first bone animation data set corresponds to the original state of game role, and the second bone animation data set corresponds to the to be switched state of game role;Adjustment is synchronized to the first bone animation data set and the second bone animation data set in preset duration, animation to be output is determined.The present invention solves and animation mutation is also easy to produce when game role in correlation technique switches between different conditions, so as to cause game picture to be discord, influences the technical problem of Consumer's Experience.
Description
Technical field
The present invention relates to computer realm, in particular to a kind of processing method and processing device of bone animation data.
Background technology
At present, the species of electronic game is various, wherein more popular species just belongs to ARPG.Action
RPG refers to the works for merging the key element of action game, RPG and risk game.And act role
Great significant key element is game role and possesses abundant attack or defence technical ability in game for play, and each technical ability meeting
Possess gorgeous special efficacy and its smooth animation performance of corresponding role.
With developing rapidly for ARPG, the technical ability of game role shows also more sophisticated, and then occurs
Part needs to run while the technical ability discharged.In other words, the lower part of the body of game role needs to continue to running animation, and
Then need to play technical ability animation above the waist, the then broadcasting to game role technical ability animation proposes requirement higher.Related skill
Similar game provided in art is required to make two sets of animations, one is game role is run while discharging the dynamic of technical ability
Draw, second it is the animation that technical ability is discharged in game role standing.Then it is currently according to game role between this two sets of animations
It is no flexibly to be switched in running state.
However, there is following defect in aforesaid operations mode:If game role is constantly in running state of excuting a law, then
, it is necessary to be switched to running animation when technical ability is discharged to be terminated, the now leg running animation of the lower part of the body and running before
Mutation can be produced between animation, is in turn resulted in and produced during running discordant " kicking " phenomenon.Illustrate:Assuming that game
Role is currently at and runs while the state shot an arrow, then the action of the upper part of the body can show as game role in archery,
And the action of the lower part of the body can then show as game role in running, therefore, above-mentioned " running animation before " is lower half
The movement displaying of body is that game role is being run.It is also assumed that the running animation of game role shows as first stepping right leg and steps a left side again
Leg, then circulates always.Run when game role while when excuting a law, the action on leg corresponds to right leg and fall and prepares to step just
Go out the opportunity of left leg, end of excuting a law.Now if necessary to the unification of game role double is switched into new running action, but
New running action setting first steps right leg, and so, game player will see what game role had just fallen in game picture
Right leg is stepped again, is thus become " kicking ".It is to be difficult to be swum in game player to game quality requirements higher and higher today
Play player received.
For above-mentioned problem, effective solution is not yet proposed at present.
The content of the invention
A kind of processing method and processing device of bone animation data is the embodiment of the invention provides, at least to solve correlation technique
Middle game role is also easy to produce animation mutation when switching between different conditions, so as to cause game picture to be discord, influence user
The technical problem of experience.
A kind of one side according to embodiments of the present invention, there is provided processing method of bone animation data, including:
The first bone animation data set and the second bone animation data set of game role are obtained, wherein, the first bone
The set of bone animation data corresponds to the original state of game role, and the second bone animation data set corresponds to treating for game role
Switching state;Tune is synchronized to the first bone animation data set and the second bone animation data set in preset duration
It is whole, determine animation to be output.
Alternatively, the first bone animation data set and the second bone animation data set are carried out together in preset duration
Successive step, determines that animation to be output includes:In the case where keeping the first weighted value and the second weighted value sum to be fixed value,
The first weighted value is gradually reduced in preset duration and synchronously increases the second weighted value, until the first weighted value is 0 and second weighing
When weight values are fixed value, stopping is adjusted to the first weighted value with the second weighted value, wherein, the first weighted value corresponds to first
Bone animation data set, the second weighted value corresponds to the second bone animation data set;The first weight according to real-time adjustment
Value and the second weighted value, perform weighted mean operation, determine animation to be output.
Alternatively, when original state is mobile status, and to be switched state is technical ability release conditions, the first skeleton cartoon number
It is the corresponding weighted value of the previous shift action power corresponding with current shift action by being performed to game role according to set
Weight values are weighted the upper part of the body skeleton cartoon that average computation is obtained, and the second bone animation data set is from default animation resource
The upper part of the body skeleton cartoon that file reads.
Alternatively, when original state is inactive state, and to be switched state is technical ability release conditions, the first skeleton cartoon number
It is the corresponding weighted value of previous static action and the current quiet corresponding power of action by being performed to game role according to set
Weight values are weighted the whole body skeleton cartoon that average computation is obtained, and the second bone animation data set is from default animation resource text
The whole body skeleton cartoon that part reads.
Alternatively, when original state is to be in technical ability release conditions and mobile status simultaneously, to be switched state is for while locate
When technical ability release conditions and stopping mobile status, the first bone animation data set is previous by what is performed to game role
The corresponding weighted value of individual shift action is weighted the lower part of the body that average computation is obtained with the current quiet corresponding weighted value of action
Skeleton cartoon, the second bone animation data set is the lower part of the body skeleton cartoon read from default animation resource file.
Alternatively, when original state is technical ability release conditions, to be switched state is technical ability release conditions finish time state
When, the first bone animation data set is from the reading of default animation resource file and technical ability release conditions finish time state pair
The skeleton cartoon answered, the second bone animation data set is by being held during the previous release technical ability that is performed to game role
The continuous corresponding weighted value weighted value corresponding with perseveration is treated at the end of current release technical ability that acts is weighted average computation
The whole body skeleton cartoon for obtaining.
Another aspect according to embodiments of the present invention, additionally provides a kind of processing unit of bone animation data, including:
Acquisition module, the first bone animation data set and the second bone animation data collection for obtaining game role
Close, wherein, the first bone animation data set corresponds to the original state of game role, the second bone animation data set correspondence
In the to be switched state of game role;Processing module, in preset duration to the first bone animation data set and second
Bone animation data set synchronizes adjustment, determines animation to be output.
Alternatively, processing module includes:Adjustment unit, for being solid the first weighted value and the second weighted value sum is kept
In the case of definite value, the first weighted value is gradually reduced in preset duration and synchronously increases the second weighted value, until the first weight
Be worth for 0 and second weighted value be fixed value when, stopping the first weighted value is adjusted with the second weighted value, wherein, first weigh
Weight values correspond to the first bone animation data set, and the second weighted value corresponds to the second bone animation data set;Processing unit,
For the first weighted value and the second weighted value according to real-time adjustment, weighted mean operation is performed, determine animation to be output.
Alternatively, when original state is mobile status, and to be switched state is technical ability release conditions, the first skeleton cartoon number
It is the corresponding weighted value of the previous shift action power corresponding with current shift action by being performed to game role according to set
Weight values are weighted the upper part of the body skeleton cartoon that average computation is obtained, and the second bone animation data set is from default animation resource
The upper part of the body skeleton cartoon that file reads.
Alternatively, when original state is inactive state, and to be switched state is technical ability release conditions, the first skeleton cartoon number
It is the corresponding weighted value of previous static action and the current quiet corresponding power of action by being performed to game role according to set
Weight values are weighted the whole body skeleton cartoon that average computation is obtained, and the second bone animation data set is from default animation resource text
The whole body skeleton cartoon that part reads.
Alternatively, when original state is to be in technical ability release conditions and mobile status simultaneously, to be switched state is for while locate
When technical ability release conditions and stopping mobile status, the first bone animation data set is previous by what is performed to game role
The corresponding weighted value of individual shift action is weighted the lower part of the body that average computation is obtained with the current quiet corresponding weighted value of action
Skeleton cartoon, the second bone animation data set is the lower part of the body skeleton cartoon read from default animation resource file.
Alternatively, when original state is technical ability release conditions, to be switched state is technical ability release conditions finish time state
When, the first bone animation data set is from the reading of default animation resource file and technical ability release conditions finish time state pair
The skeleton cartoon answered, the second bone animation data set is by being held during the previous release technical ability that is performed to game role
The continuous corresponding weighted value weighted value corresponding with perseveration is treated at the end of current release technical ability that acts is weighted average computation
The whole body skeleton cartoon for obtaining.
In embodiments of the present invention, using the first bone animation data set and the second skeleton cartoon for obtaining game role
Data acquisition system, the first bone animation data set corresponds to the original state of game role, the second bone animation data collection
Close the mode of the to be switched state corresponding to game role, by preset duration to the first bone animation data set and the
Two bone animation data set synchronize adjustment, determine animation to be output, have reached game role between different conditions
During switching, it is to avoid the purpose of animation mutation occur, it is achieved thereby that when switching between different conditions, can between difference action
Seamlessly transit, the technique effect of perfect linking, and then when solving game role in correlation technique and switching between different conditions
Animation mutation is also easy to produce, so as to cause game picture to be discord, the technical problem of Consumer's Experience is influenceed.
Brief description of the drawings
Accompanying drawing described herein is used for providing a further understanding of the present invention, constitutes the part of the application, this hair
Bright schematic description and description does not constitute inappropriate limitation of the present invention for explaining the present invention.In the accompanying drawings:
Fig. 1 is the flow chart of the processing method of bone animation data according to embodiments of the present invention;
Fig. 2 is the tree structure schematic diagram of bone animation data treatment according to the preferred embodiment of the invention;
Fig. 3 is the structured flowchart of the processing unit of bone animation data according to embodiments of the present invention.
Specific embodiment
In order that those skilled in the art more fully understand the present invention program, below in conjunction with the embodiment of the present invention
Accompanying drawing, is clearly and completely described to the technical scheme in the embodiment of the present invention, it is clear that described embodiment is only
The embodiment of a part of the invention, rather than whole embodiments.Based on the embodiment in the present invention, ordinary skill people
The every other embodiment that member is obtained under the premise of creative work is not made, should all belong to the model of present invention protection
Enclose.
It should be noted that term " first ", " in description and claims of this specification and above-mentioned accompanying drawing
Two " it is etc. for distinguishing similar object, without for describing specific order or precedence.It should be appreciated that so using
Data can exchange in the appropriate case, so as to embodiments of the invention described herein can with except illustrating herein or
Order beyond those of description is implemented.Additionally, term " comprising " and " having " and their any deformation, it is intended that cover
Lid is non-exclusive to be included, for example, the process, method, system, product or the equipment that contain series of steps or unit are not necessarily limited to
Those steps or unit clearly listed, but may include not list clearly or for these processes, method, product
Or other intrinsic steps of equipment or unit.
According to embodiments of the present invention, there is provided a kind of embodiment of the processing method of bone animation data, it is necessary to explanation
It is that can be performed in the such as one group computer system of computer executable instructions the step of the flow of accompanying drawing is illustrated,
And, although logical order is shown in flow charts, but in some cases, can be performed with different from order herein
Shown or described step.
Fig. 1 is the flow chart of the processing method of bone animation data according to embodiments of the present invention, as shown in figure 1, the party
Method comprises the following steps:
Step S12, obtains the first bone animation data set and the second bone animation data set of game role, its
In, the first bone animation data set corresponds to the original state of game role, and the second bone animation data set corresponds to trip
The to be switched state of play role;
Step S14, is carried out to the first bone animation data set in preset duration with the second bone animation data set
Synchronous adjustment, determines animation to be output.
By above-mentioned steps, can be using the first bone animation data set and the second skeleton cartoon for obtaining game role
Data acquisition system, the first bone animation data set corresponds to the original state of game role, the second bone animation data collection
Close the mode of the to be switched state corresponding to game role, by preset duration to the first bone animation data set and the
Two bone animation data set synchronize adjustment, determine animation to be output, have reached game role between different conditions
During switching, it is to avoid the purpose of animation mutation occur, it is achieved thereby that when switching between different conditions, can between difference action
Seamlessly transit, the technique effect of perfect linking, and then when solving game role in correlation technique and switching between different conditions
Animation mutation is also easy to produce, so as to cause game picture to be discord, the technical problem of Consumer's Experience is influenceed.
Alternatively, in step S14, to the first bone animation data set and the second skeleton cartoon number in preset duration
Adjustment is synchronized according to set, determines that animation to be output can include step performed below:
Step S141, in the case where keeping the first weighted value and the second weighted value sum to be fixed value, in preset duration
The first weighted value is inside gradually reduced and synchronously increases the second weighted value, until the first weighted value be 0 and second weighted value for fix
During value, stopping is adjusted to the first weighted value with the second weighted value, wherein, the first weighted value corresponds to the first skeleton cartoon number
According to set, the second weighted value corresponds to the second bone animation data set;
Step S142, the first weighted value and the second weighted value according to real-time adjustment perform weighted mean operation, it is determined that treating
Output animation.
In a preferred embodiment, come on the basis of playing animation using bone animation data routinely, increase animation newly tree-like
Structure, its reason is:Tree structure can finally export all skeleton cartoons of preset model, and tree structure can represent logical
Cross the weighted sum of child node and then calculate the animation that father node should be performed, the weighting of all nodes is finally exported in root node
Be used to manage the every weight of bone when game role plays skeleton cartoon in gaming, so that game role can be with
Performing but be not limited to following operation for the moment, upper part of the body animation and the lower part of the body animation of game role being capable of perfect mistakes
Cross, be mutated without sending:
(1) technical ability is discharged in running;
(2) stopped running before technical ability is discharged and finished;
(3) continue to run after technical ability is discharged and finished;
(4) start to run after standing state release technical ability.
Fig. 2 is the tree structure schematic diagram of bone animation data treatment according to the preferred embodiment of the invention.Such as Fig. 2 institutes
Show, Upperbody, Wholebody, Preani, Curani is node (Node), be the title of node, bracket before bracket
The inside be node type;Can there are three data in each node, it can include:
(1) weight W, for recording node weight in itself;
(2) array BW, the weight for recording all bones;
(3) M, for recording the every animation of bone.
Specifically, Upperbody is used to represent the animation of game role release technical ability, for example:Game role is while run
While archery, if the bone weight of the upper part of the body is disposed as into 1, and the bone weight of the lower part of the body is then only protected when being disposed as 0
The upper part of the body archery of game role is stayed to act.Wholebody is used to represent the standby animation that game role is run or stood.
PreAni is used to represent previous running or the standing animation of game role.CurAni is used to represent that game role is currently performed
Running or standing animation.
The node of source node (Source Node) type is responsible for exporting an animation specified, the every animation of bone
Can be obtained by reading animation resource file and a weight can be set, node can be set a power in itself
Weight;The node of mixed node (Blend Node) type be responsible for by the animation of all child nodes according to node weight and bone
Weight is 1 to enter to export a new animation after row interpolation according to total weight, and node can set a weight in itself.
Assuming that a weight for i-th child node of Blend Node is W (i), the weight summation of all child nodes is
Wsum, the weight of jth root bone is BW (i) (j), and the weight of the jth root bone of all child nodes is BWsum (j), all jth
The animation of root bone is M (i) (j), then, the animation of the jth root bone of the node of the Blend Node types is:
Obtain the weighting sum of the skeleton cartoon of all child nodes.
It should be noted that can preserve the every animation number of bone in Wholebody nodes and UpperBody nodes
According to its difference is:UpperBody belongs to the node of Source Node types, and its animation data is from fine arts personnel's system
Read out in the animation file of work;And WholeBody belongs to the node of Blend Node types, its animation data is to pass through
The animation data of the every bone preserved to child node is weighted what average computation was obtained.
During game initialization, can be set for transTime is (i.e. above-mentioned pre- transit time between adjacent action
If duration), the weight of all bone animation datas of UpperBody nodes is 0 for the weight of 0, UpperBody nodes,
The weight of all bone animation datas of WholeBody nodes is 1 for the weight of 1, WholeBody nodes.Now PreAni is saved
Point there is no animation with CurAni nodes.
When game role needs to play in the presence of a running animation or standing animation, can be with cartoon setting to be played
To CurAni nodes.Now, the weight of CurAni nodes is 1, and PreAni nodes still do not exist animation.
When game role needs to switch to standing animation or switch to running animation from standing animation from running animation,
The animation of CurAni nodes first can be copied into PreAni nodes, then by the cartoon setting after switching to CurAni nodes.Separately
Outward, in addition it is also necessary to the weight of PreAni is set into 1, and 0 is transitioned into from 1 within the transTime times (to broadcast new element
When, previous action also needs to the presence of a period of time, thus constantly the weight of two adjacent animations of modification and constantly calculates two
The weighted sum of individual adjacent animation, thus obtains a performance by previous motion transition to newest action of smoothness, when
When transTime is 0, represent that previous action has been wholly absent, be only left newest action), and the synchronous power by CurAni
Reset and be set to 0, and 1 is transitioned into from 0 within the transTime times, and then complete within the transTime times, adjacent animation
Between transition.
Alternatively, when original state be mobile status (for example:Running state or walking states), to be switched state is technical ability
Release conditions are (for example:Attack state or defense attitude) when, the first bone animation data set is performed by game role
The corresponding weighted value of previous shift action weighted value corresponding with current shift action be weighted what average computation was obtained
Upper part of the body skeleton cartoon, the second bone animation data set is the upper part of the body skeleton cartoon read from default animation resource file.
For example:When game role is when one certain skills animation of appearance needs to play during running, this can be moved
Draw and set to UpperBody nodes, and the weight of the upper part of the body bone animation data of UpperBody nodes is set to 0 (phase
When in the set of above-mentioned second bone animation data), and it is transitioned into 1 from 0 in time transTime, and WholeBody nodes
The weight of upper part of the body bone animation data be set to 1 (equivalent to the set of above-mentioned first bone animation data), and in the time
0 is transitioned into from 1 in transTime, and then completion is run and arrives the transition of technical ability animation above the waist within the transTime times, together
When the lower part of the body maintain running animation.
Alternatively, when original state be inactive state (for example:Standing state or semi-crouch state), to be switched state is technical ability
During release conditions, the first bone animation data set is the corresponding weight of previous static action by being performed to game role
Value is weighted the whole body skeleton cartoon that average computation is obtained, the second skeleton cartoon number with the current quiet corresponding weighted value of action
It is the whole body skeleton cartoon read from default animation resource file according to set.
For example:When a certain skills animation occurs under standing state in game role to be needed to play, this can be moved
Draw and set to UpperBody nodes, and the weight of all bone animation datas of UpperBody nodes is set to 0 (quite
In the set of above-mentioned second bone animation data), and it is transitioned into 1 from 0 in time transTime, and WholeBody nodes
All bone animation datas (discharge technical ability under standing state, it is desirable to which leg there is also technical ability animation, it can be bow step,
Can also be horse-ride step, and be not intended to also to rest on standby animation of standing) weight to be set to 1 (dynamic equivalent to above-mentioned first bone
Draw data acquisition system), and it is transitioned into 0 from 1 in time transTime, and then complete within the transTime times whole body by standing
Transition of the vertical animation to technical ability animation.
Alternatively, when original state is to be in technical ability release conditions and mobile status simultaneously, to be switched state is for while locate
When technical ability release conditions and stopping mobile status, the first bone animation data set is previous by what is performed to game role
The corresponding weighted value of individual shift action is weighted the lower part of the body that average computation is obtained with the current quiet corresponding weighted value of action
Skeleton cartoon, the second bone animation data set is the lower part of the body skeleton cartoon read from default animation resource file.
For example:When game role stops running during technical ability release, can be by the lower part of the body of UpperBody nodes
The weight of bone animation data is in time transTime from 0 lower part of the body skeleton cartoon number for being transitioned into 1, WholeBody nodes
According to weight be transitioned into 0 from 1 in time transTime, and then the technical ability animation that completes discharge on one side by be run is to complete
It is the transition of technical ability animation.
Alternatively, when original state is technical ability release conditions, to be switched state is technical ability release conditions finish time state
When, the first bone animation data set is from the reading of default animation resource file and technical ability release conditions finish time state pair
The skeleton cartoon answered, the second bone animation data set is by being held during the previous release technical ability that is performed to game role
The continuous corresponding weighted value weighted value corresponding with perseveration is treated at the end of current release technical ability that acts is weighted average computation
The whole body skeleton cartoon for obtaining.
For example:When the technical ability of game role is discharged to be finished, can be by bone that all weights in UpperBody nodes are 1
The weight of bone animation data (equivalent to the set of above-mentioned first bone animation data) is transitioned into 0 in time transTime from 1,
The weight of the whole body bone animation data (equivalent to the set of above-mentioned second bone animation data) of WholeBody nodes is in the time
1 is transitioned into from 0 in transTime, thus just can be completed to be presented in technical ability animation finish time and be run or standing animation
It is sustained.
It should be noted that by bone animation data that all weights in UpperBody nodes are 1 with game role in skill
Finish time lasting state can be discharged related, if game role is continuously shape of running in technical ability release finish time
State, then all weights are that 1 bone animation data shows as upper part of the body bone animation data;And if game role is released in technical ability
Putting finish time is continuously standing state, then all weights are that 1 bone animation data shows as whole body bone animation data.
In above-mentioned preferred embodiment, due to having separated upper part of the body animation and whole body animation, the broadcasting of upper part of the body animation
The playing process of process and whole body animation is independent of each other, and does not also occur in running animation playing process and be switched to running dynamic
The catastrophe of picture, therefore, be not in foregoing discordant " kicking " phenomenon in running animation playing process;In addition,
Game role discharges certain skills during running, and is reduced to running animation discharging after certain skills are finished, not
Needs replay running animation, so as to solve the problems, such as that animation is mutated, realize perfect motion transition.
According to embodiments of the present invention, there is provided a kind of embodiment of the processing unit of bone animation data, Fig. 3 is according to this
The structured flowchart of the processing unit of the bone animation data of inventive embodiments, as shown in figure 3, the device can include:Obtain mould
Block 10, the first bone animation data set and the second bone animation data set for obtaining game role, wherein, the first bone
The set of bone animation data corresponds to the original state of game role, and the second bone animation data set corresponds to treating for game role
Switching state;Processing module 20, in preset duration to the first bone animation data set and the second bone animation data
Set synchronizes adjustment, determines animation to be output.
Alternatively, processing module 20 can include:Adjustment unit (not shown), for keep the first weighted value with
In the case that second weighted value sum is fixed value, the first weighted value and the synchronously power of increase second are gradually reduced in preset duration
Weight values, until the first weighted value be 0 and second weighted value be fixed value when, stopping the first weighted value is carried out with the second weighted value
Adjustment, wherein, the first weighted value corresponds to the first bone animation data set, and the second weighted value corresponds to the second skeleton cartoon number
According to set;Processing unit (not shown), for the first weighted value and the second weighted value according to real-time adjustment, performs weighting
Average calculating operation, determines animation to be output.
Alternatively, when original state is mobile status, and to be switched state is technical ability release conditions, the first skeleton cartoon number
It is the corresponding weighted value of the previous shift action power corresponding with current shift action by being performed to game role according to set
Weight values are weighted the upper part of the body skeleton cartoon that average computation is obtained, and the second bone animation data set is from default animation resource
The upper part of the body skeleton cartoon that file reads.
Alternatively, when original state is inactive state, and to be switched state is technical ability release conditions, the first skeleton cartoon number
It is the corresponding weighted value of previous static action and the current quiet corresponding power of action by being performed to game role according to set
Weight values are weighted the whole body skeleton cartoon that average computation is obtained, and the second bone animation data set is from default animation resource text
The whole body skeleton cartoon that part reads.
Alternatively, when original state is to be in technical ability release conditions and mobile status simultaneously, to be switched state is for while locate
When technical ability release conditions and stopping mobile status, the first bone animation data set is previous by what is performed to game role
The corresponding weighted value of individual shift action is weighted the lower part of the body that average computation is obtained with the current quiet corresponding weighted value of action
Skeleton cartoon, the second bone animation data set is the lower part of the body skeleton cartoon read from default animation resource file.
Alternatively, when original state is technical ability release conditions, to be switched state is technical ability release conditions finish time state
When, the first bone animation data set is from the reading of default animation resource file and technical ability release conditions finish time state pair
The skeleton cartoon answered, the second bone animation data set is by being held during the previous release technical ability that is performed to game role
The continuous corresponding weighted value weighted value corresponding with perseveration is treated at the end of current release technical ability that acts is weighted average computation
The whole body skeleton cartoon for obtaining.
The embodiments of the present invention are for illustration only, and the quality of embodiment is not represented.
In the above embodiment of the present invention, the description to each embodiment all emphasizes particularly on different fields, and does not have in certain embodiment
The part of detailed description, may refer to the associated description of other embodiment.
In several embodiments provided herein, it should be understood that disclosed technology contents, can be by other
Mode is realized.Wherein, device embodiment described above is only schematical, such as division of described unit, Ke Yiwei
A kind of division of logic function, can there is other dividing mode when actually realizing, such as multiple units or component can combine or
Person is desirably integrated into another system, or some features can be ignored, or does not perform.Another, shown or discussed is mutual
Between coupling or direct-coupling or communication connection can be the INDIRECT COUPLING or communication link of unit or module by some interfaces
Connect, can be electrical or other forms.
The unit that is illustrated as separating component can be or may not be it is physically separate, it is aobvious as unit
The part for showing can be or may not be physical location, you can with positioned at a place, or can also be distributed to multiple
On unit.Some or all of unit therein can be according to the actual needs selected to realize the purpose of this embodiment scheme.
In addition, during each functional unit in each embodiment of the invention can be integrated in a processing unit, it is also possible to
It is that unit is individually physically present, it is also possible to which two or more units are integrated in a unit.Above-mentioned integrated list
Unit can both be realized in the form of hardware, it would however also be possible to employ the form of SFU software functional unit is realized.
If the integrated unit is to realize in the form of SFU software functional unit and as independent production marketing or use
When, can store in a computer read/write memory medium.Based on such understanding, technical scheme is substantially
The part for being contributed to prior art in other words or all or part of the technical scheme can be in the form of software products
Embody, the computer software product is stored in a storage medium, including some instructions are used to so that a computer
Equipment (can be personal computer, server or network equipment etc.) perform each embodiment methods described of the invention whole or
Part steps.And foregoing storage medium includes:USB flash disk, read-only storage (ROM, Read-Only Memory), arbitrary access are deposited
Reservoir (RAM, Random Access Memory), mobile hard disk, magnetic disc or CD etc. are various can be with store program codes
Medium.
The above is only the preferred embodiment of the present invention, it is noted that for the ordinary skill people of the art
For member, under the premise without departing from the principles of the invention, some improvements and modifications can also be made, these improvements and modifications also should
It is considered as protection scope of the present invention.
Claims (12)
1. a kind of processing method of bone animation data, it is characterised in that including:
The first bone animation data set and the second bone animation data set of game role are obtained, wherein, first bone
The set of bone animation data corresponds to the original state of the game role, and second bone animation data set corresponds to described
The to be switched state of game role;
First bone animation data set is synchronized with the second bone animation data set in preset duration
Adjustment, determines animation to be output.
2. method according to claim 1, it is characterised in that to the first skeleton cartoon number in the preset duration
Adjustment is synchronized with the second bone animation data set according to set, determines that the animation to be output includes:
In the case where keeping the first weighted value and the second weighted value sum to be fixed value, it is gradually reduced in the preset duration
First weighted value simultaneously synchronously increases second weighted value, until first weighted value is 0 and second weighted value
During for the fixed value, stopping is adjusted to first weighted value with second weighted value, wherein, first weight
Value corresponds to the first bone animation data set, and second weighted value corresponds to the second bone animation data collection
Close;
According to first weighted value and second weighted value of real-time adjustment, weighted mean operation is performed, it is determined that described treat
Output animation.
3. method according to claim 2, it is characterised in that described to be switched when the original state is mobile status
When state is technical ability release conditions, the first bone animation data set is previous by what is performed to the game role
The corresponding weighted value of shift action weighted value corresponding with current shift action is weighted the upper part of the body bone that average computation is obtained
Bone animation, the second bone animation data set is the upper part of the body skeleton cartoon read from default animation resource file.
4. method according to claim 2, it is characterised in that described to be switched when the original state is inactive state
When state is technical ability release conditions, the first bone animation data set is previous by what is performed to the game role
The corresponding weighted value of static action is weighted the whole body bone that average computation is obtained with the current quiet corresponding weighted value of action
Animation, the second bone animation data set is the whole body skeleton cartoon read from default animation resource file.
5. method according to claim 2, it is characterised in that when the original state is to be in technical ability release conditions simultaneously
And mobile status, the to be switched state is to be in the technical ability release conditions and stopping mobile status simultaneously when, described first
Bone animation data set is quiet with current by the corresponding weighted value of previous shift action performed to the game role
Stop makees corresponding weighted value and is weighted the lower part of the body skeleton cartoon that average computation is obtained, the second bone animation data collection
Conjunction is the lower part of the body skeleton cartoon read from default animation resource file.
6. method according to claim 2, it is characterised in that described to treat when the original state is technical ability release conditions
When switching state is technical ability release conditions finish time state, the first bone animation data set is from default animation resource
The skeleton cartoon corresponding with the technical ability release conditions finish time state that file reads, the second bone animation data collection
Conjunction be by the corresponding weighted value of perseveration during the previous release technical ability that is performed to the game role with currently release
Treat that the corresponding weighted value of perseveration is weighted the whole body skeleton cartoon that average computation is obtained at the end of putting technical ability.
7. a kind of processing unit of bone animation data, it is characterised in that including:
Acquisition module, the first bone animation data set and the second bone animation data set for obtaining game role, its
In, first bone animation data set corresponds to the original state of the game role, second bone animation data
To be switched state of the set corresponding to the game role;
Processing module, in preset duration to first bone animation data set and second bone animation data
Set synchronizes adjustment, determines animation to be output.
8. device according to claim 7, it is characterised in that the processing module includes:
Adjustment unit, in the case where keeping the first weighted value and the second weighted value sum to be fixed value, described default
First weighted value is gradually reduced in duration and synchronously increases second weighted value, until first weighted value be 0 and
When second weighted value is the fixed value, stopping is adjusted to first weighted value with second weighted value, its
In, first weighted value corresponds to the first bone animation data set, and second weighted value corresponds to described second
Bone animation data set;
Processing unit, for first weighted value and second weighted value according to real-time adjustment, performs weighted average fortune
Calculate, determine the animation to be output.
9. device according to claim 8, it is characterised in that described to be switched when the original state is mobile status
When state is technical ability release conditions, the first bone animation data set is previous by what is performed to the game role
The corresponding weighted value of shift action weighted value corresponding with current shift action is weighted the upper part of the body bone that average computation is obtained
Bone animation, the second bone animation data set is the upper part of the body skeleton cartoon read from default animation resource file.
10. device according to claim 8, it is characterised in that described to be switched when the original state is inactive state
When state is technical ability release conditions, the first bone animation data set is previous by what is performed to the game role
The corresponding weighted value of static action is weighted the whole body bone that average computation is obtained with the current quiet corresponding weighted value of action
Animation, the second bone animation data set is the whole body skeleton cartoon read from default animation resource file.
11. devices according to claim 8, it is characterised in that when the original state is for simultaneously in technical ability release shape
State and mobile status, the to be switched state for simultaneously in the technical ability release conditions and when stopping mobile status, described the
One bone animation data set be by the corresponding weighted value of previous shift action performed to the game role with it is current
The corresponding weighted value of static action is weighted the lower part of the body skeleton cartoon that average computation is obtained, second bone animation data
Set is the lower part of the body skeleton cartoon read from default animation resource file.
12. devices according to claim 8, it is characterised in that described to treat when the original state is technical ability release conditions
When switching state is technical ability release conditions finish time state, the first bone animation data set is from default animation resource
The skeleton cartoon corresponding with the technical ability release conditions finish time state that file reads, the second bone animation data collection
Conjunction be by the corresponding weighted value of perseveration during the previous release technical ability that is performed to the game role with currently release
Treat that the corresponding weighted value of perseveration is weighted the whole body skeleton cartoon that average computation is obtained at the end of putting technical ability.
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