CN109621419B - Game character expression generation device and method, and storage medium - Google Patents

Game character expression generation device and method, and storage medium Download PDF

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Publication number
CN109621419B
CN109621419B CN201811520683.8A CN201811520683A CN109621419B CN 109621419 B CN109621419 B CN 109621419B CN 201811520683 A CN201811520683 A CN 201811520683A CN 109621419 B CN109621419 B CN 109621419B
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bones
expression
game
facial
expressions
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CN109621419A (en
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蒙开翔
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Netease Hangzhou Network Co Ltd
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Netease Hangzhou Network 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
    • A63F13/60Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
    • 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
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/822Strategy games; Role-playing games

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

Abstract

The invention provides a device, a method and a device for generating game role expressions, and a storage medium; wherein, the method comprises the following steps: generating a facial expression bone system comprising a first number of bones; controlling the facial expression skeleton system to adapt to a game role model; creating an association between bones within said first number of bones; and triggering the correlated movement of the first number of skeletons to generate game role expressions corresponding to the game role models. The method and the device solve the problem that the method for making the animation expression adopted in the movie animation in the related technology is difficult to be applied to game expression making.

Description

Game character expression generation device and method, and storage medium
Technical Field
The invention relates to the field of computers, in particular to a device, a method and a device for generating game role expressions and a storage medium.
Background
With the development of science and technology, the animated characters in movies have become more vivid and lifelike, and the following two ways are generally adopted for the expression design of characters in movie animation in the related art:
the first method is as follows: picking up customized expressions one by one through a Morpher modifier, and then finishing expression animation through deformation;
the method needs to copy a plurality of expressions, and the pulling and pointing of the surfaces one by one can depict each expression in place, so that the understanding of a producer on the expression and movement is very tested, and the situation is not true. Since many faces are used and vertex information is read, the load on the engine is particularly large, which makes it difficult to create the expression of the character in the game in this manner.
And secondly, building a skeleton system, distributing weight information through Skin, and making skeleton animation, so that corresponding expression animation is provided.
The method can be simple and complicated, namely, only a few bones are built in the eyes and the mouth, and the eyes and the mouth can be opened by blinking and opening the mouth, but the expression is very stiff. The complexity is to establish corresponding skeleton points at each part of the face needing to move so as to simulate expression muscles. The more bones, the richer the expression and the more difficult it is to control, and animation needs to be made for each bone. In order to increase the number of character expressive bones with abundant expressions to hundreds, the animator has low working efficiency and is not easy to modify. In the prior art, a set of control aiming at an expression bone system is provided, a plurality of controllers are added to each bone by using position constraint, direction constraint and gaze constraint, but a complex expression muscle system is difficult to simulate, the manufacturing steps are very complicated, the workload is large, the efficiency is low, the time of day is spent just binding the facial expression of a character, if the complex points need more time, the limitation is more, the effect is not good, and finally the expression is not vivid enough, so that the game character expression is difficult to be manufactured in a game by adopting the method.
In view of the above problems in the related art, no effective solution exists at present.
Disclosure of Invention
The embodiment of the invention provides a device and a device for generating game role expressions and a storage medium, which are used for at least solving the problem that the mode of making animation expressions adopted in movie animation in the related art is difficult to apply to game expression making.
According to an embodiment of the present invention, there is provided a method for generating an expression of a game character, including: generating a facial expression bone system comprising a first number of bones; making the facial expression skeleton system fit to a game role model; creating an association between bones within said first number of bones; and triggering the correlated movement of the first number of skeletons to generate game role expressions corresponding to the game role models.
According to another aspect of the present invention, there is provided a game character expression generation apparatus, including: a first generation module for generating a facial expression skeleton system comprising a first number of bones; the control module is used for controlling the facial expression skeleton system to adapt to a game role model; a creation module for creating an association between bones within said first number of bones; and the second generation module is used for triggering the correlated movement of the first number of skeletons to generate the expression of the game role.
According to a further embodiment of the present invention, there is also provided a storage medium having a computer program stored therein, wherein the computer program is arranged to perform the steps of any of the above method embodiments when executed.
According to the invention, the game role expressions are generated without a large number of skeletons for the generated game role expressions, and the game role expressions can be generated only by selecting the basic skeletons for generating each game role expression and the skeletons for enriching the game role expressions and associating the selected skeletons, so that the terminal engine can load the game role expressions, the generation efficiency of the game role expressions is improved, and the problem that the animation expression generation mode adopted in the movie animation in the related technology is difficult to apply to game expression generation is solved.
Drawings
The accompanying drawings, which are included to provide a further understanding of the invention and are incorporated in and constitute a part of this application, illustrate embodiment(s) of the invention and together with the description serve to explain the invention without limiting the invention. In the drawings:
fig. 1 is a block diagram of a hardware configuration of a mobile terminal of a method for generating an expression of a game character according to an embodiment of the present invention;
FIG. 2 is a flow chart of a method for generating an expression of a game character according to an embodiment of the present invention;
FIG. 3 is a schematic diagram of an architecture for controlling a facial expressive skeleton system to adapt a human face, according to an embodiment of the invention;
FIGS. 4 a-4 b are schematic views of a skeletal system in accordance with an embodiment of the present invention;
FIGS. 5 a-5 c are schematic diagrams of game character expressions according to embodiments of the present invention;
FIGS. 6 a-6 b are schematic diagrams of tool buttons according to embodiments of the present invention
Fig. 7 is a schematic structural diagram of a game character expression generation apparatus according to an embodiment of the present invention;
FIG. 8 is a first schematic diagram of an alternative structure of an expression generation apparatus for a game character according to an embodiment of the present invention;
fig. 9 is a schematic diagram of an alternative structure of a game character expression generation apparatus according to an embodiment of the present invention.
Detailed Description
The invention will be described in detail hereinafter with reference to the accompanying drawings in conjunction with embodiments. It should be noted that the embodiments and features of the embodiments in the present application may be combined with each other without conflict.
It should be noted that the terms "first," "second," and the like in the description and claims of the present invention and in the drawings described above are used for distinguishing between similar elements and not necessarily for describing a particular sequential or chronological order.
The method provided by the first embodiment of the present application can be executed in a mobile terminal, a computer terminal or a similar computing device. Taking an example of the method running on a mobile terminal, fig. 1 is a block diagram of a hardware structure of the mobile terminal of the method for generating an expression of a game character according to the embodiment of the present invention. As shown in fig. 1, the mobile terminal 10 may include one or more (only one shown in fig. 1) processors 102 (the processor 102 may include, but is not limited to, a processing device such as a microprocessor MCU or a programmable logic device FPGA) and a memory 104 for storing data, and optionally may also include a transmission device 106 for communication functions and an input-output device 108. It will be understood by those skilled in the art that the structure shown in fig. 1 is only an illustration, and does not limit the structure of the mobile terminal. For example, the mobile terminal 10 may also include more or fewer components than shown in FIG. 1, or have a different configuration than shown in FIG. 1.
The memory 104 may be used to store a computer program, for example, a software program and a module of application software, such as a computer program corresponding to the method for generating the expression of the game character in the embodiment of the present invention, and the processor 102 executes various functional applications and data processing by running the computer program stored in the memory 104, so as to implement the method described above. The memory 104 may include high speed random access memory, and may also include non-volatile memory, such as one or more magnetic storage devices, flash memory, or other non-volatile solid-state memory. In some instances, the memory 104 may further include memory located remotely from the processor 102, which may be connected to the mobile terminal 10 via a network. Examples of such networks include, but are not limited to, the internet, intranets, local area networks, mobile communication networks, and combinations thereof.
The transmission device 106 is used for receiving or transmitting data via a network. Specific examples of the network described above may include a wireless network provided by a communication provider of the mobile terminal 10. In one example, the transmission device 106 includes a Network adapter (NIC), which can be connected to other Network devices through a base station so as to communicate with the internet. In one example, the transmission device 106 may be a Radio Frequency (RF) module, which is used for communicating with the internet in a wireless manner.
In this embodiment, a method for generating an expression of a game character running on the mobile terminal or the computer terminal is provided, and fig. 2 is a flowchart of a method for generating an expression of a game character according to an embodiment of the present invention, as shown in fig. 2, the flowchart includes the following steps:
step S202, generating a facial expression skeleton system containing a first number of bones;
step S204, controlling the facial expression skeleton system to adapt to a game role model;
step S206, establishing the association among bones in a first number of bones;
step S208, triggering the correlated movement of the first number of skeletons to generate game role expressions corresponding to the game role models.
Through the steps S202 to S208, the game role expression is generated without making the game role expression through a large number of bones, only the first number of bones in the facial expression bone system are matched to the game role model, and the bones are associated, so that the game role expression can be generated, the terminal engine can load the game role expression, the making efficiency of the game role expression is improved, and the problem that the method for making animation expression adopted in movie animation in the related technology is difficult to apply to the game expression making is solved.
In an optional implementation manner of this embodiment, the controlling the facial expression skeleton system to adapt to the game character model in step S204 in this embodiment includes controlling the skeleton in the facial expression skeleton system to fit the face of the game character model, and may be implemented by:
step S204-11, selecting a second number of bones and a third number of bones from the first number of bones; the second number of skeletons is a basic skeleton for generating the expression of each game role, and the third number of skeletons is a skeleton for enriching the expression of the game role;
it should be noted that, in this embodiment, the second number of basic skeletons refers to skeletons that must be used in the process of creating the expression of each game character, and in this application, the second number is preferably 18, and based on this, in a specific application scenario, the basic skeletons may be: the 4 eyebrow bows are driven to move, the 2 eyelids are driven to move, the 2 eyes are driven to move, and the 10 mouths are driven to move. Of course, the second number may be other values, for example, when only the eye expression needs to be made, the mouth expression does not need, and the value of the second number may be 8, that is, 4 eyebrow bows are driven to move, 2 eyelids are driven to move, and 2 eyes are driven to move; in case of expressions requiring nose in addition to eye and mouth expressions, the second number is larger than 18. That is, the second quantity may be a value corresponding to an actual situation. And the third number of skeletons for enriching the expression of the game character means that after the expression of the basic game character is completed based on the second number of skeletons, the skeletons can be appropriately added for more enriching the expression of the game character, so that the expression of the game character can be more vividly presented, that is, the third number is an adjustable number. In addition, the number of facial bones of the game character preset in the present embodiment is preferably 43. Of course, the above description of the number of bones in the present application is only an example, and the number of bones may be adjusted according to actual conditions during actual operation.
And step S204-12, fitting the second number of bones and the third number of bones to the facial architecture of the game character model.
For the game character model, the game character model already comprises the facial architecture, so that for the situation that the bones of the facial expression bone system are adapted to the facial architecture of the game character model, for example, the first number of bones comprises 18 basic bones and 20 rich game character expression bones, the case face organ structure is only needed, and the corresponding bones are attached to the corresponding facial architecture.
Regarding the above step S204-11 and step S204-12, taking a human face as an example in a specific application scenario, fig. 3 is a schematic diagram of controlling a facial expression skeleton system to adapt to a human face framework according to an embodiment of the present invention, and as shown in fig. 3, selected bones are respectively added to the human face framework one by one.
In an optional implementation manner of this embodiment, the manner of creating the association between the bones in the first number of bones, which is involved in step S204 of this embodiment, may be specifically implemented by the following manner:
step S204-11, setting script controls corresponding to a second number of bones and a third number of bones respectively;
step S204-12, selecting a designated bone from the second number of bones and the third number of bones;
step S204-13, an association between a specified bone and the second and third numbers of bones is created according to the script controller.
Based on the above steps S204-11 to S204-13, the selected bones (the second number of bones and the third number of bones) can be associated with a designated bone, and the creation of the association is performed by the script controller without manual and little harmonic setting.
Based on step S204, step S206 in this embodiment may specifically include:
step S206-11, setting a control contact;
wherein, the control contact can be one or more, and the control contact can be arranged on the appointed bone.
Step S206-12, triggering the movement of a designated bone through the control contact to drive the correlated movement between the second number of bones and the third number of bones; wherein the associated movement means that the second number of bones and the third number of bones simulate real expression muscle movement;
and S206-13, generating the expression of the game character according to the associated motion.
For the above step S206, in a specific application scenario, the following may be performed: in the process of making the expression of the game character, after a plurality of skeletons are selected, one skeleton is selected from the skeletons, so that the skeleton is associated with other selected skeletons, the association refers to that the skeleton can be associated with the movement of the skeletons, and the associated movement simulates the movement law of real expression muscles, thereby generating the expression of the game character. It should be noted that the simulation of the movement law of the real expression muscle is controlled by the expression of the script controller in step S204, and based on this, the corresponding game character expression can be obtained only by touching the control contact.
Wherein, the motor law of the real expression muscles is like anger, the facial expressions ferocify during the anger, the muscles on the face all converge together, thus show the expression of anger we usually see, this needs a lot of skeletons to cooperate each other and accomplish. The corresponding expression can be generated by driving other skeletons to move according to the movement mode of the expression muscles through the skeleton, the emotion expressed by the expression can be clearly known through the control of the script controller, and the film animation production load is lower compared with that in the related technology under the condition of meeting the user experience.
In order to make the production of the expression of the game character in the present application more convenient and faster, the method of this embodiment may further include:
step S208, after the game role expressions are generated, the expressions corresponding to each facial organ of the game role model are separated from the generated game role expressions; wherein, a game role expression includes: an expression of one or more facial organs;
step S210, selecting expressions of a plurality of facial organs from the split expressions of the facial organs for storage;
step S212, setting a plurality of first controls; wherein the saved tables of the plurality of facial organs are invoked through a plurality of first controls.
Through the steps S208 to S212, the locally stored expressions of a plurality of commonly used facial organs can be called by setting the plurality of first controls, so that the game expression characters can be directly used when being made next time, the making is not needed, and the making of the game expression characters is facilitated.
In another optional implementation manner of this embodiment, the method of this embodiment may further include: after the associated motions of the first number of bones are triggered to generate the expression of the game role, setting a second control; controlling the skeleton in the expression of the game role by calling the second control;
it should be noted that the operation of the control at least includes: hiding operation, displaying operation, selecting operation. Other operations are of course possible, such as delete, add, etc. The skeleton can be conveniently and rapidly operated through the second control, so that the expression of the game role is more efficiently made.
It should be noted that the first control and the second control referred to in this embodiment may be disposed on an interface of the terminal, where the interface interacts with a user.
The present application will be described in detail with reference to specific embodiments of the present example;
the specific implementation mode provides a method for generating the character expression of a hand game, which comprises the following steps:
step S302, an expression skeletal muscle system is created and associated control is realized.
Wherein a default expressive bone system is generated, as shown in fig. 4 a-4 b, fig. 4a is a schematic front view of the bone system, and fig. 4b is a schematic back view of the bone system; it should be noted that the number of bones is 43 at most. Can reduce the number of the plants to 18 at least. The 18 bones are core bones which cannot be deleted, and the rest bones can be optimized according to projects and requirements.
It should be noted that the 43 bones are the optimal number of bones in the embodiment, because in the hand game, the expression is not used, and mainly a character cannot have too many bones, so the number of bones with the optimal expression is 43 from the viewpoint of the performance and effect of the game, and then the number of bones can be reduced, and the number of bones with the minimum number of expression bones of a character can be only 18 bones, and by the above number of bones, the game can have a good expression animation effect, and the 18 bones are the necessary bones (4 eyebrow bows, 2 eyelid, 2 eyes, 10 mouth, and 18 in total) which form the most basic of the expression animation, so that the 43 bones can better simulate the movement of expression muscles, and can obtain a more real expression animation with better effect.
It should be noted that the skeleton system can be adapted to any face type, only the position of half face needs to be adjusted, and the other half is controlled by automatic mirror image, so that the operation is simple and convenient.
Step S304, an association of bones is created, and then expression muscle movements of the real character are simulated. Finally, a reduced control touch point is created for controlling the skeleton, as shown in fig. 5a to 5c, wherein fig. 5a to 5c respectively show different game character expressions.
The association refers to the association between bones, because each bone is independent, multiple bones can be associated by moving one bone after the association, and the movement law of the expressive muscles is simulated, for example, when qi is produced, ferocious facial expression occurs, muscles on the face can be gathered together, and therefore the facial expressive muscles can regularly move. Therefore, only one bone is moved to drive other bones to move according to the motion mode of the expression muscles, and the effect is very ideal.
Step S306, calling the saved expression pos through a tool setting button (corresponding to a first control);
wherein 5 expression tips, 5 mouth type tips are recorded and used as shown in fig. 6 a; as shown in FIG. 6b, when you click the tool button for recording the pos, the button will display the corresponding digital information, corresponding to the button for using the pos below, and record the pos first, then the pos can be used, which is very convenient.
In step S308, other commonly used tool buttons (corresponding to the second control) are set.
Wherein, can make skeleton show or hide, or other operations through this instrument button, and then make the efficiency of making promote again.
Through the above description of the embodiments, those skilled in the art can clearly understand that the method according to the above embodiments can be implemented by software plus a necessary general hardware platform, and certainly can also be implemented by hardware, but the former is a better implementation mode in many cases. Based on such understanding, the technical solutions of the present invention may be embodied in the form of a software product, which is stored in a storage medium (e.g., ROM/RAM, magnetic disk, optical disk) and includes instructions for enabling a terminal device (e.g., a mobile phone, a computer, a server, or a network device) to execute the method according to the embodiments of the present invention.
In this embodiment, a device for generating an expression of a game character is further provided, where the device is used to implement the foregoing embodiment and preferred embodiments, and the description that has been given is omitted. As used below, the term "module" may be a combination of software and/or hardware that implements a predetermined function. Although the means described in the embodiments below are preferably implemented in software, an implementation in hardware, or a combination of software and hardware is also possible and contemplated.
Fig. 7 is a schematic structural diagram of an apparatus for generating an expression of a game character according to an embodiment of the present invention, as shown in fig. 7, the apparatus including: a first generation module 72 for generating a facial expression bone system comprising a first number of bones; a control module 74, coupled to the first generation module 72, for controlling the facial expression skeleton system to adapt to the game character model; a creation module 76 coupled to the control module 74 for creating an association between bones within the first number of bones; a second generating module 78, coupled to the creating module 76, is configured to trigger the associated motion of the first number of bones to generate the game character expression.
Optionally, the control module 74 involved in this embodiment includes: a first selection unit for selecting a second number of bones and a third number of bones from the first number of bones; the second number of skeletons is a basic skeleton for generating the expression of each game role, and the third number of skeletons is a skeleton for enriching the expression of the game role; and the fitting unit is used for fitting the second number of bones and the third number of bones to the facial architecture of the game role model.
Optionally, the creating module 76 in this embodiment includes: a first setting unit for setting script controls corresponding to the second number of bones and the third number of bones, respectively; a second selection unit for selecting a designated bone from the second number of bones and the third number of bones; a creation unit for creating an association between a specified bone and the second and third numbers of bones according to the script controller.
Optionally, the second generation module package 78 in this embodiment includes: the second setting unit is used for setting a control contact; the triggering unit is used for triggering the movement of a designated bone through the control contact to drive the correlated movement between the second number of bones and the third number of bones; wherein the associated movement means that the second number of bones and the third number of bones simulate real expression muscle movement; and the generating unit is used for generating the expression of the game character according to the associated motion.
Fig. 8 is a schematic diagram of an alternative structure of an apparatus for generating an expression of a game character according to an embodiment of the present invention, as shown in fig. 8, the apparatus further includes: a selecting module 82, configured to split expressions of facial organs corresponding to the game character model from the generated game character expressions after the game character expressions are generated; wherein, a game role expression includes: an expression of one or more facial organs; a storage module 84, coupled to the selection module 82, configured to select expressions of multiple facial organs from the facial expressions of the split facial organs for storage; a first setting module 86 coupled to the saving module 84 for setting a plurality of first controls; wherein the saved expressions of the plurality of facial organs are invoked through a plurality of first controls.
Fig. 9 is a schematic diagram of an alternative structure of a game character expression generation apparatus according to an embodiment of the present invention, and as shown in fig. 9, the apparatus further includes: and a second setting module 92, configured to set a second control after the game character expression is generated by triggering the associated motions of the first number of bones, where the bones in the game character expression are controlled by invoking the second control.
It should be noted that, the above modules may be implemented by software or hardware, and for the latter, the following may be implemented, but not limited to: the modules are all positioned in the same processor; alternatively, the modules are respectively located in different processors in any combination.
Embodiments of the present invention also provide a storage medium having a computer program stored therein, wherein the computer program is arranged to perform the steps of any of the above method embodiments when executed.
Alternatively, in the present embodiment, the storage medium may be configured to store a computer program for executing the steps of:
s1, generating a facial expression skeleton system comprising a first number of bones;
s2, controlling the facial expression skeleton system to adapt to a game role model;
s3, establishing the association among the bones in the first number of bones;
and S4, triggering the correlated movement of the first number of skeletons to generate the game character expression corresponding to the game character model.
Optionally, in this embodiment, the storage medium may include, but is not limited to: various media capable of storing computer programs, such as a usb disk, a Read-Only Memory (ROM), a Random Access Memory (RAM), a removable hard disk, a magnetic disk, or an optical disk.
For specific examples in the embodiments, reference may be made to the examples described in the above embodiments and optional implementation manners, and details of the embodiments are not repeated herein.
It will be apparent to those skilled in the art that the modules or steps of the present invention described above may be implemented by a general purpose computing device, they may be centralized on a single computing device or distributed across a network of multiple computing devices, and alternatively, they may be implemented by program code executable by a computing device, such that they may be stored in a storage device and executed by a computing device, and in some cases, the steps shown or described may be performed in an order different than that described herein, or they may be separately fabricated into individual integrated circuit modules, or multiple ones of them may be fabricated into a single integrated circuit module. Thus, the present invention is not limited to any specific combination of hardware and software.
The above description is only a preferred embodiment of the present invention and is not intended to limit the present invention, and various modifications and changes may be made by those skilled in the art. Any modification, equivalent replacement, or improvement made within the principle of the present invention should be included in the protection scope of the present invention.

Claims (11)

1. A method for generating an expression of a game character is characterized by comprising the following steps:
generating a facial expression bone system comprising a first number of bones;
controlling the facial expression skeleton system to adapt to a game role model;
creating an association between bones within said first number of bones;
triggering the correlated movement of the first number of skeletons to generate game role expressions corresponding to the game role models;
wherein said controlling said facial expression skeletal system to adapt to a game character model comprises:
selecting a second number of bones and a third number of bones from the first number of bones; the second number of skeletons is a basic skeleton for generating the expression of each game character, and the third number of skeletons is a skeleton for enriching the expression of the game character;
fitting the second number of bones and the third number of bones onto a facial architecture of the game character model.
2. The method of claim 1, wherein said creating an association between each bone within said first number of bones comprises:
setting script controls corresponding to the second number of bones and the third number of bones, respectively;
selecting a designated bone from said second number of bones and said third number of bones;
creating an association between the specified bone and the second and third numbers of bones from the script controller.
3. The method of claim 2, wherein triggering the associated motion of the first number of bones to generate the game character expression comprises:
setting a control contact;
triggering movement of said designated bone through said control contact to effect a correlated movement between said second number of bones and said third number of bones; wherein the associated movement means that the second number of bones and the third number of bones simulate real expression muscle movement;
and generating the game role expression according to the associated motion.
4. The method of claim 1, wherein after generating the game character expression, the method further comprises:
splitting expressions of each facial organ corresponding to a game character model from the generated game character expressions; wherein, a game role expression includes: an expression of one or more facial organs;
selecting expressions of a plurality of facial organs from the expressions of the split facial organs for storage;
setting a plurality of first controls; wherein the saved expressions of the plurality of facial organs are invoked through the plurality of first controls.
5. The method of claim 1, wherein after triggering the associated motion of the first number of bones to generate the game character expression, the method further comprises:
setting a second control; and controlling the skeleton in the expression of the game character by calling the second control.
6. An apparatus for generating an expression of a game character, comprising:
a first generation module for generating a facial expression skeleton system comprising a first number of bones;
the control module is used for controlling the facial expression skeleton system to adapt to a game role model;
a creation module for creating an association between bones within said first number of bones;
the second generation module is used for triggering the correlated movement of the first number of skeletons to generate the expression of the game role;
wherein the control module comprises:
a first selection unit for selecting a second number of bones and a third number of bones from the first number of bones; the second number of skeletons is a basic skeleton for generating the expression of each game character, and the third number of skeletons is a skeleton for enriching the expression of the game character;
a fitting unit for fitting the second number of bones and the third number of bones to a facial architecture of the game character model.
7. The apparatus of claim 6, wherein the creation module comprises:
a first setting unit configured to set script controls corresponding to the second number of bones and the third number of bones, respectively;
a second selection unit for selecting a designated bone from the second number of bones and the third number of bones;
a creating unit for creating an association between the specified bone and the second and third numbers of bones according to the script controller.
8. The apparatus of claim 7, wherein the second generating module comprises:
the second setting unit is used for setting a control contact;
the triggering unit is used for triggering the movement of the appointed bones through the control contact to drive the correlated movement between the second number of bones and the third number of bones; wherein the associated movement means that the second number of bones and the third number of bones simulate real expression muscle movement;
and the generating unit is used for generating the game role expression according to the associated motion.
9. The apparatus of claim 6, further comprising:
the selection module is used for splitting the expressions of all facial organs corresponding to the game role model from the generated game role expressions after the game role expressions are generated; wherein, a game role expression includes: an expression of one or more facial organs;
the storage module is used for selecting expressions of a plurality of facial organs from the split expressions of the facial organs for storage;
the first setting module is used for setting a plurality of first controls; wherein the saved expressions of the plurality of facial organs are invoked through the plurality of first controls.
10. The apparatus of claim 6, further comprising:
and the second setting module is used for setting a second control after the game role expression is generated by triggering the associated motion of the first number of bones, wherein the bones in the game role expression are controlled by calling the second control.
11. A storage medium, in which a computer program is stored, wherein the computer program is arranged to perform the method of any of claims 1 to 5 when executed.
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