CN108014497B - Object adding method and device and electronic equipment - Google Patents

Object adding method and device and electronic equipment Download PDF

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Publication number
CN108014497B
CN108014497B CN201711283717.1A CN201711283717A CN108014497B CN 108014497 B CN108014497 B CN 108014497B CN 201711283717 A CN201711283717 A CN 201711283717A CN 108014497 B CN108014497 B CN 108014497B
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information
added
animation
posture information
component
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CN108014497A (en
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李杨
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Beijing Pixel Software Technology Co Ltd
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Beijing Pixel Software Technology Co Ltd
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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/56Computing the motion of game characters with respect to other game characters, game objects or elements of the game scene, e.g. for simulating the behaviour of a group of virtual soldiers or for path finding
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/57Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/66Methods for processing data by generating or executing the game program for rendering three dimensional images
    • A63F2300/6607Methods for processing data by generating or executing the game program for rendering three dimensional images for animating game characters, e.g. skeleton kinematics

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Theoretical Computer Science (AREA)
  • Human Computer Interaction (AREA)
  • Processing Or Creating Images (AREA)

Abstract

The embodiment of the invention provides an object adding method, an object adding device and electronic equipment, and relates to the technical field of game production, wherein the method comprises the following steps: the method comprises the steps of obtaining original posture information, animation posture information and original posture information of an object to be added, obtaining the animation posture information of the object to be added by adopting a matching algorithm according to the original posture information, the animation posture information and the original posture information of the object to be added, determining bone information to be loaded reflecting the shape of the object to be added according to the animation posture information of the object to be added, obtaining target bone information reflecting the adding position of the object to be added according to the animation posture information of the object to be added, and loading the bone information to be loaded to the target bone information so as to add the object to be added to the object to be added. By adopting the method, the device and the electronic equipment, the work load of game art and the size of game animation resources can be reduced, and the maintainability of the resources is improved.

Description

Object adding method and device and electronic equipment
Technical Field
The invention relates to the technical field of game production, in particular to an object adding method and device and electronic equipment.
Background
The game is a social behavior mode which is based on the satisfaction of material requirements, follows a certain rule in a specific time and space range and pursues the satisfaction of mental requirements. With the progress of society, the game industry is developed vigorously and becomes an important part of people's life and even work.
In 3D large-scale online games, many game characters are involved, and objects such as various weaponry, equipment, accessories, and the like are worn or held on the game characters. In the prior art, the addition of objects is generally realized by setting and calculating hanging points, but the method is time-consuming and occupies a lot of art resources and game resources.
Disclosure of Invention
In view of this, an object adding method, an object adding device and an electronic device are provided in embodiments of the present invention to solve the problem that adding an object in the prior art takes time and occupies more resources.
The embodiment of the invention provides an object adding method, which is applied to a game client side and comprises the following steps:
acquiring original attitude information of an added object, animation attitude information and original attitude information of an object to be added;
calculating to obtain the animation attitude information of the object to be added by adopting a matching algorithm according to the original attitude information of the added object, the animation attitude information and the original attitude information of the object to be added;
determining bone information to be loaded reflecting the shape of the object to be added according to the animation posture information of the object to be added; obtaining target skeleton information reflecting the adding position of the added object according to the animation posture information of the added object;
and loading the bone information to be loaded to the target bone information to realize the addition of the object to be added to the added object.
Optionally, the matching algorithm includes a translation component algorithm, a rotation component algorithm, and a scaling component algorithm, and the animation posture information of the object to be added includes translation component information, rotation component information, and scaling component information; adopting a matching algorithm to calculate and obtain the animation posture information of the object to be added, comprising the following steps of:
calculating by adopting a translation component algorithm to obtain translation component information in the animation posture information of the object to be added;
calculating by adopting a rotation component algorithm to obtain rotation component information in the animation posture information of the object to be added;
and calculating by adopting a scaling component algorithm to obtain scaling component information in the animation posture information of the object to be added.
Optionally, the step of calculating to obtain translational component information in the animation posture information of the object to be added by using a translational component algorithm includes:
calculating and obtaining translation component information in the animation posture information of the object to be added by adopting a translation calculation formula, wherein the translation calculation formula is as follows:
b2.Trans=a2.Trans
wherein:
trans is translation component information in the original attitude information of the object to be added;
and b2.Trans is translation component information in the animation attitude information of the object to be added.
Optionally, the step of obtaining the rotation component information in the animation posture information of the object to be added by calculation using a rotation component algorithm includes:
and calculating to obtain the rotation component information in the animation posture information of the object to be added by adopting a rotation calculation formula, wherein the rotation calculation formula is as follows:
b2.Quat=a2.Quat*(b1.Quat/a1.Quat)
wherein:
quat is rotation component information in the original pose information of the added object;
quat is rotation component information in the original posture information of the object to be added;
b1, quat is rotation component information in the animation posture information of the added object;
and b2, the quat is rotation component information in the animation posture information of the object to be added.
Optionally, the step of obtaining scaling component information in the animation posture information of the object to be added by using a scaling component algorithm includes:
and calculating to obtain scaling component information in the animation posture information of the object to be added by adopting a scaling calculation formula, wherein the scaling calculation formula is as follows:
b2.Scale=a2.Scale
wherein:
scale is scaling component information in the original posture information of the object to be added;
and b2, scale is scaling component information in the animation posture information of the object to be added.
Optionally, the animation pose information of the added object comprises translation component information, rotation component information and scaling component information; determining bone information to be loaded reflecting the shape of the object to be added according to the animation posture information of the object to be added; the step of obtaining target skeleton information reflecting the adding position of the added object according to the animation posture information of the added object comprises the following steps:
determining bone information to be loaded reflecting the shape of the object to be added according to translation component information, rotation component information and scaling component information in the animation posture information of the object to be added;
and obtaining target skeleton information reflecting the adding position of the added object according to the translation component information, the rotation component information and the scaling component information in the animation posture information of the added object.
Optionally, the step of adding the bone information to be loaded to the target bone information includes:
rendering the bone information to be loaded to the target bone information and covering the target bone information.
The embodiment of the invention also provides an object adding device, which is applied to a game client, and comprises:
the acquisition module is used for acquiring the original attitude information of the added object, the animation attitude information and the original attitude information of the object to be added;
the calculation module is used for calculating and obtaining the animation attitude information of the object to be added by adopting a matching algorithm according to the original attitude information of the object to be added, the animation attitude information and the original attitude information of the object to be added;
the analysis module is used for determining the bone information to be loaded reflecting the shape of the object to be added according to the animation posture information of the object to be added; obtaining target skeleton information reflecting the adding position of the added object according to the animation posture information of the added object;
and the adding module is used for loading the bone information to be loaded to the target bone information so as to realize that the object to be added is added to the added object.
The embodiment of the invention also provides electronic equipment which comprises a memory, a processor and a computer program which is stored on the memory and can run on the processor, wherein the processor realizes the object adding method when executing the program.
The embodiment of the invention also provides a computer readable storage medium, which comprises a computer program, and the computer program controls the electronic equipment where the readable storage medium is located to execute the object adding method when running.
According to the object adding method and device and the electronic equipment, the animation posture information of the object to be added is obtained through the matching algorithm calculation, the object to be added is added to the added object in a skeleton replacement mode, the hanging point does not need to be calculated manually, and the workload and the resource consumption are reduced.
In order to make the aforementioned and other objects, features and advantages of the present invention comprehensible, preferred embodiments accompanied with figures are described in detail below.
Drawings
In order to more clearly illustrate the technical solutions of the embodiments of the present invention, the drawings needed to be used in the embodiments will be briefly described below, it should be understood that the following drawings only illustrate some embodiments of the present invention and therefore should not be considered as limiting the scope, and for those skilled in the art, other related drawings can be obtained according to the drawings without inventive efforts.
Fig. 1 is a block diagram of an electronic device 10 according to a preferred embodiment of the present invention.
Fig. 2 is a flowchart of an object adding method according to a preferred embodiment of the present invention.
FIG. 3 is a diagram illustrating another sub-step included in the step S22 shown in FIG. 2 according to an embodiment.
Fig. 4 is a block diagram of an object adding apparatus 20 according to an embodiment of the present invention.
Icon: 10-an electronic device; 11-a memory; 12-a processor; 13-a network module; 20-an object adding device; 21-an acquisition module; 22-a calculation module; 23-an analysis module; 24-add module.
Detailed Description
Research shows that in the prior art, the manner of adding objects on the game character generally adopts a skeleton hanging point manner to mount the objects on the game character. The method needs manual editing and setting of hanging points in an editor, time cost and labor cost are too high, and more art resources and game resources are occupied.
Based on the above research, the embodiment of the present invention provides an article adding method capable of reducing workload and resource occupation.
The technical solutions in the embodiments of the present invention will be clearly and completely described below with reference to the drawings in the embodiments of the present invention, and it is obvious that the described embodiments are only a part of the embodiments of the present invention, and not all of the embodiments. The components of embodiments of the present invention generally described and illustrated in the figures herein may be arranged and designed in a wide variety of different configurations. Thus, the following detailed description of the embodiments of the present invention, presented in the figures, is not intended to limit the scope of the invention, as claimed, but is merely representative of selected embodiments of the invention. All other embodiments, which can be derived by a person skilled in the art from the embodiments of the present invention without making any creative effort, shall fall within the protection scope of the present invention.
It should be noted that: like reference numbers and letters refer to like items in the following figures, and thus, once an item is defined in one figure, it need not be further defined and explained in subsequent figures.
Fig. 1 is a block diagram of an electronic device 10 according to a preferred embodiment of the invention. The electronic device 10 in the embodiment of the present invention may be a server with data storage, transmission, and processing functions. As shown in fig. 1, the electronic device 10 includes: memory 11, processor 12, network module 13 and object adding device 20.
The memory 11, the processor 12 and the network module 13 are electrically connected to each other directly or indirectly to realize data transmission or interaction. For example, the components may be electrically connected to each other via one or more communication buses or signal lines. The memory 11 stores an object adding device 20, the object adding device 20 includes at least one software functional module which can be stored in the memory 11 in the form of software or firmware (firmware), and the processor 12 executes various functional applications and data processing by running the software programs and modules stored in the memory 11, such as the object adding device 20 in the embodiment of the present invention, so as to implement the object adding method in the embodiment of the present invention.
The Memory 11 may be, but is not limited to, a Random Access Memory (RAM), a Read Only Memory (ROM), a Programmable Read-Only Memory (PROM), an Erasable Read-Only Memory (EPROM), an electrically Erasable Read-Only Memory (EEPROM), and the like. The memory 11 is used for storing a program, and the processor 12 executes the program after receiving an execution instruction.
The processor 12 may be an integrated circuit chip having data processing capabilities. The Processor 12 may be a general-purpose Processor including a Central Processing Unit (CPU), a Network Processor (NP), and the like. The various methods, steps and logic blocks disclosed in embodiments of the present invention may be implemented or performed. A general purpose processor may be a microprocessor or the processor may be any conventional processor or the like.
The network module 13 is used for establishing communication connection between the electronic device 10 and other communication terminals through a network, and implementing transceiving operation of network signals and data. The network signal may include a wireless signal or a wired signal.
It will be appreciated that the configuration shown in FIG. 1 is merely illustrative and that electronic device 10 may include more or fewer components than shown in FIG. 1 or may have a different configuration than shown in FIG. 1. The components shown in fig. 1 may be implemented in hardware, software, or a combination thereof.
An embodiment of the present invention also provides a computer-readable storage medium, which includes a computer program. The computer program controls the electronic device 10, in which the readable storage medium is located, to perform the following object addition method when executed.
Fig. 2 is a flowchart illustrating an object adding method according to a preferred embodiment of the present invention. The method steps defined by the method-related flow, as applied to the electronic device 10, may be implemented by the processor 12. The specific process shown in fig. 2 will be described in detail below.
It is understood that the object adding method can be applied to a game client, and in this embodiment, the object adding method can be applied to a game client of a 3D online game seek 2.
Step S21, the original attitude information of the added object, the animation attitude information, and the original attitude information of the object to be added are obtained.
In this embodiment, the original pose information may be binding pose information, and the binding pose information and the animation pose information may be created in art creation software. For example, the binding pose information and animation pose information may be obtained by 3 dmax. For another example, a skeleton is made in 3dmax, a model is made, the model is attached to the skeleton in a covering mode, animation is made for the skeleton, and the model is controlled to follow after the skeleton moves, so that the animation effect is realized. The initial posture of the skeleton is a binding posture, the binding posture is equivalent to a static sculpture, animation data are applied to the skeleton, the static sculpture moves, and the set of the static postures of each frame in the moving process is the animation posture.
It can be understood that there are many ways for the game client to obtain the original pose information of the added object, the animation pose information and the original pose information of the object to be added, and the game client is not limited to the 3 dmax.
As another example, the game client obtains binding pose information for character A, animation pose information, and binding pose information for object B. The object B may be one of a weapon, equipment, or an ornament, and in this embodiment, the object B may be a wrist band B.
And step S22, calculating and obtaining the animation posture information of the object to be added by adopting a matching algorithm according to the original posture information of the added object, the animation posture information and the original posture information of the object to be added.
For example, according to the binding posture information, the animation posture information and the original posture information of the character A, the animation posture information of the wrist guard B is obtained by adopting a matching calculation method.
For another example, the binding pose information of the character a may be a1, and the animation pose information of the character a may be b1. The binding posture information of cuff B may be a2, and the animation posture information of cuff B may be B2. Wherein each pose information may include translation component information, rotation component information, and scale component information. The matching algorithm may be understood as a bone replacement algorithm comprising a translation component algorithm, a rotation component algorithm and a scaling component algorithm.
Referring to fig. 3, in the embodiment of the present invention, one implementation manner of the step S22 is illustrated by the steps S221, S222, and S223.
And step S221, calculating and obtaining translation component information in the animation posture information of the object to be added by adopting a translation component algorithm.
For example, the translation component information in the animation posture information of the cuff B is calculated and obtained by using a translation calculation formula, which is as follows:
b2.Trans=a2.Trans
wherein the content of the first and second substances,
trans is translation component information in the original posture information of the cuff B;
trans is the translation component information in the animation pose information of cuff B.
Step S222, calculating and obtaining rotation component information in the animation posture information of the object to be added by adopting a rotation component algorithm.
For example, the rotation component information in the animation posture information of the cuff B is calculated and obtained by using a rotation calculation formula as follows:
b2.Quat=a2.Quat*(b1.Quat/a1.Quat)
wherein the content of the first and second substances,
quat is rotation component information in the original posture information of the role A;
quat is rotation component information in the original posture information of the cuff B;
b1, the quat is rotation component information in the animation posture information of the role A;
and B2, the quat is rotation component information in the animation posture information of the wrist band B.
And step S223, calculating and obtaining the zooming component information in the animation posture information of the object to be added by adopting a zooming component algorithm.
For example, the zoom component information in the animation posture information of the cuff B is obtained by calculation using a zoom calculation formula as follows:
b2.Scale=a2.Scale
wherein the content of the first and second substances,
scale is the zooming component information in the original posture information of the cuff B;
scale is the scaling component information in the animated pose information of cuff B.
It can be understood that a direct assignment mode is adopted for the translation component information and the scaling component information, and a difference value formula is adopted for the rotation component information.
By adopting the algorithm, additional hanging points do not need to be edited, and the art resources are saved.
Step S23, determining the bone information to be loaded reflecting the shape of the object to be added according to the animation posture information of the object to be added; and obtaining target skeleton information reflecting the adding position of the added object according to the animation posture information of the added object.
For example, determining bone information to be loaded reflecting the morphology of the cuff B according to b2.Trans, b2.Quat and b2. Scale; and determining target bone information reflecting the adding position of the role A according to the b1.trans, the b1.quat and the b1. Scale.
For another example, the cuff B may be added to the right Wrist of the character a, the target bone information a-Wrist at the Wrist of the character a may be determined according to B1.trans, B1.quat and B1.scale, and accordingly, the bone information B-Model to be loaded, which reflects the form of the cuff B, may be obtained according to B2.trans, B2.quat and B2. scale.
Step S24, loading the bone information to be loaded to the target bone information, so as to add the object to be added to the added object.
For example, B-Model is rendered to A-Wrist and covered with A-Wrist, so that the cuff B is added to the right Wrist of the character A without extra hanging point calculation, and the editing workload and the occupation of game resources are reduced. If the traditional manual editing is adopted, more game resources are occupied, the blocking situation can occur in the game process, and the user experience is reduced.
On the basis of the above, as shown in fig. 4, an embodiment of the present invention provides an object adding apparatus 20, which includes an obtaining module 21, a calculating module 22, an analyzing module 23, and an adding module 24.
And the obtaining module 21 is configured to obtain original posture information of the added object, animation posture information, and original posture information of the object to be added.
Since the obtaining module 21 is similar to the implementation principle of step S21 in fig. 2, it will not be further described here.
And the calculating module 22 is configured to calculate and obtain the animation posture information of the object to be added by using a matching algorithm according to the original posture information of the object to be added, the animation posture information, and the original posture information of the object to be added.
Since the calculation module 22 is similar to the implementation principle of step S22 in fig. 2, it will not be further described here.
The analysis module 23 is configured to determine, according to the animation posture information of the object to be added, bone information to be loaded that reflects the shape of the object to be added; and obtaining target skeleton information reflecting the adding position of the added object according to the animation posture information of the added object.
Since the analysis module 23 is similar to the implementation principle of step S23 in fig. 2, it will not be further described here.
And an adding module 24, configured to load the bone information to be loaded into the target bone information, so as to add the object to be added to the added object.
Since the implementation principle of the adding module 24 is similar to that of step S24 in fig. 2, no further description is provided here.
According to the object adding method, the object adding device and the electronic equipment, the animation posture information of the object to be added is obtained through calculation by adopting the matching algorithm according to the related information of the object to be added and the object to be added, the related skeleton information is obtained through calculation, the object to be added is added to the object to be added in a skeleton replacement mode, manual calculation of hanging points is not needed, the art workload is reduced, and the maintainability of resources and the size of game animation resources are improved.
In the embodiments provided in the present invention, it should be understood that the disclosed apparatus and method can be implemented in other ways. The apparatus and method embodiments described above are illustrative only, as the flowcharts and block diagrams in the figures illustrate the architecture, functionality, and operation of possible implementations of apparatus, methods and computer program products according to various embodiments of the present invention. In this regard, each block in the flowchart or block diagrams may represent a module, segment, or portion of code, which comprises one or more executable instructions for implementing the specified logical function(s). It should also be noted that, in some alternative implementations, the functions noted in the block may occur out of the order noted in the figures. For example, two blocks shown in succession may, in fact, be executed substantially concurrently, or the blocks may sometimes be executed in the reverse order, depending upon the functionality involved. It will also be noted that each block of the block diagrams and/or flowchart illustration, and combinations of blocks in the block diagrams and/or flowchart illustration, can be implemented by special purpose hardware-based systems which perform the specified functions or acts, or combinations of special purpose hardware and computer instructions.
In addition, the functional modules in the embodiments of the present invention may be integrated together to form an independent part, or each module may exist separately, or two or more modules may be integrated to form an independent part.
The functions, if implemented in the form of software functional modules and sold or used as a stand-alone product, may be stored in a computer readable storage medium. Based on such understanding, the technical solution of the present invention or a part thereof, which essentially contributes to the prior art, can be embodied in the form of a software product stored in a storage medium and including instructions for causing a computer device (which may be a personal computer, an electronic device 10, or a network device) to execute all or part of the steps of the method according to the embodiments of the present invention. And the aforementioned storage medium includes: a U-disk, a removable hard disk, a Read-Only Memory (ROM), a Random Access Memory (RAM), a magnetic disk or an optical disk, and other various media capable of storing program codes. It should be noted that, in this document, the terms "comprises," "comprising," or any other variation thereof, are intended to cover a non-exclusive inclusion, such that a process, method, article, or apparatus that comprises a list of elements does not include only those elements but may include other elements not expressly listed or inherent to such process, method, article, or apparatus. Without further limitation, an element defined by the phrase "comprising an … …" does not exclude the presence of other identical elements in a process, method, article, or apparatus that comprises the element.
The above description is only an alternative embodiment of the present invention and is not intended to limit the present invention, and various modifications and variations of the present invention may occur to those skilled in the art. Any modification, equivalent replacement, or improvement made within the spirit and principle of the present invention should be included in the protection scope of the present invention.

Claims (10)

1. An object adding method is applied to a game client, and the method comprises the following steps:
acquiring original attitude information of an added object, animation attitude information and original attitude information of an object to be added;
calculating to obtain the animation attitude information of the object to be added by adopting a matching algorithm according to the original attitude information of the added object, the animation attitude information and the original attitude information of the object to be added;
determining bone information to be loaded reflecting the shape of the object to be added according to the animation posture information of the object to be added; obtaining target skeleton information reflecting the adding position of the added object according to the animation posture information of the added object;
and loading the bone information to be loaded to the target bone information to realize the addition of the object to be added to the added object.
2. The object addition method according to claim 1, wherein the matching algorithm includes a translation component algorithm, a rotation component algorithm, and a scaling component algorithm, and the animation posture information of the object to be added includes translation component information, rotation component information, and scaling component information; adopting a matching algorithm to calculate and obtain the animation posture information of the object to be added, comprising the following steps of:
calculating by adopting a translation component algorithm to obtain translation component information in the animation posture information of the object to be added;
calculating by adopting a rotation component algorithm to obtain rotation component information in the animation posture information of the object to be added;
and calculating by adopting a scaling component algorithm to obtain scaling component information in the animation posture information of the object to be added.
3. The object adding method according to claim 2, wherein the step of calculating and obtaining the translation component information in the animation posture information of the object to be added by adopting a translation component algorithm comprises the following steps:
calculating and obtaining translation component information in the animation posture information of the object to be added by adopting a translation calculation formula, wherein the translation calculation formula is as follows:
b2.Trans=a2.Trans
wherein:
trans is translation component information in the original attitude information of the object to be added;
and b2.Trans is translation component information in the animation attitude information of the object to be added.
4. The object adding method according to claim 2, wherein the step of calculating and obtaining the rotation component information in the animation posture information of the object to be added by adopting a rotation component algorithm comprises the following steps:
and calculating to obtain the rotation component information in the animation posture information of the object to be added by adopting a rotation calculation formula, wherein the rotation calculation formula is as follows:
b2.Quat=a2.Quat*(b1.Quat/a1.Quat)
wherein:
quat is rotation component information in the original pose information of the added object;
quat is rotation component information in the original posture information of the object to be added;
b1, quat is rotation component information in the animation posture information of the added object;
and b2, the quat is rotation component information in the animation posture information of the object to be added.
5. The object adding method according to claim 2, wherein the step of calculating and obtaining the zoom component information in the animation posture information of the object to be added by using a zoom component algorithm comprises:
and calculating to obtain scaling component information in the animation posture information of the object to be added by adopting a scaling calculation formula, wherein the scaling calculation formula is as follows:
b2.Scale=a2.Scale
wherein:
scale is scaling component information in the original posture information of the object to be added;
and b2, scale is scaling component information in the animation posture information of the object to be added.
6. The object addition method according to claim 2, wherein the animation posture information of the added object includes translation component information, rotation component information, and scale component information; determining bone information to be loaded reflecting the shape of the object to be added according to the animation posture information of the object to be added; the step of obtaining target skeleton information reflecting the adding position of the added object according to the animation posture information of the added object comprises the following steps:
determining bone information to be loaded reflecting the shape of the object to be added according to translation component information, rotation component information and scaling component information in the animation posture information of the object to be added;
and obtaining target skeleton information reflecting the adding position of the added object according to the translation component information, the rotation component information and the scaling component information in the animation posture information of the added object.
7. The object adding method according to claim 6, wherein the step of adding the bone information to be loaded to the target bone information includes:
rendering the bone information to be loaded to the target bone information and covering the target bone information.
8. An object adding apparatus applied to a game client, the object adding apparatus comprising:
the acquisition module is used for acquiring the original attitude information of the added object, the animation attitude information and the original attitude information of the object to be added;
the calculation module is used for calculating and obtaining the animation attitude information of the object to be added by adopting a matching algorithm according to the original attitude information of the object to be added, the animation attitude information and the original attitude information of the object to be added;
the analysis module is used for determining the bone information to be loaded reflecting the shape of the object to be added according to the animation posture information of the object to be added; obtaining target skeleton information reflecting the adding position of the added object according to the animation posture information of the added object;
and the adding module is used for loading the bone information to be loaded to the target bone information so as to realize that the object to be added is added to the added object.
9. An electronic device comprising a memory, a processor and a computer program stored on the memory and executable on the processor, wherein the processor implements the object addition method according to any one of claims 1 to 7 when executing the program.
10. A computer-readable storage medium, comprising a computer program, which when executed controls an electronic device in which the computer-readable storage medium is located to perform the object addition method according to any one of claims 1 to 7.
CN201711283717.1A 2017-12-06 2017-12-06 Object adding method and device and electronic equipment Active CN108014497B (en)

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CN111068327B (en) * 2019-12-26 2024-02-09 珠海金山数字网络科技有限公司 Method and device for adjusting back decoration of game character
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