CN109872381A - A kind of method and system creating game role animation - Google Patents

A kind of method and system creating game role animation Download PDF

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Publication number
CN109872381A
CN109872381A CN201910076881.8A CN201910076881A CN109872381A CN 109872381 A CN109872381 A CN 109872381A CN 201910076881 A CN201910076881 A CN 201910076881A CN 109872381 A CN109872381 A CN 109872381A
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China
Prior art keywords
bone
picture
arm
leg
skeleton
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CN201910076881.8A
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Chinese (zh)
Inventor
赵中杰
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Zhenjiang Qiyou Network Technology Co Ltd
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Zhenjiang Qiyou Network Technology Co Ltd
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Priority to CN201910076881.8A priority Critical patent/CN109872381A/en
Publication of CN109872381A publication Critical patent/CN109872381A/en
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Abstract

The present invention relates to a kind of methods for creating game role animation, the role animation includes the 2D picture of bone module and the corresponding bone module, the method includes following steps: S1, reference base picture creation, game charater plane 2D image is cut, it is cut according to personage head, trunk, arm, leg, wherein arm and leg carry out secondary cut in joint, and picture identification number is arranged for picture after each cutting;S2, bone module creation;S3, mapping is established, picture identification number and bone identification number is established into one-to-one mapping table;S4, binding, by after cutting picture and bone bound by mapping relations.The present invention re-maps on bone after cutting 2D picture, and certain 3D effect can be realized by 2D picture.

Description

A kind of method and system creating game role animation
Technical field
The present invention relates to PC game technical fields, and in particular to a kind of method and system for creating game role animation.
Background technique
With the high speed development of computer and network technologies and universal, game (especially online game) becomes more and more general And it is and popular.Large-scale role playing game (Role-playing game), referred to as RPG is one kind of type of play.It is swimming In play, player is responsible for playing the part of this role activity in a realistic or imaginary world.Role playing game is a game class Type.The core of role playing game is to play the part of.In game play, player plays the part of a parallactic angle color in a realistic or imaginary generation It is movable in boundary.Player is responsible for playing the part of this role enables institute's figure develop under a structuring rule by some action. The success of player in this process and the formal system for unsuccessfully depending on a rule or course of action.
In existing game, role animation is largely textures form, while existing cartoon making technique is for trip Effect in terms of sense and fine arts expressive force are brought in play into is all very weak, cannot allow for generating true impression, reduce the trip of player Play enthusiasm.
Summary of the invention
In order to solve the above technical problems, the object of the present invention is to provide a kind of method for creating game role animation and being System.
Technical scheme is as follows:
A method of creation game role animation, the role animation include bone module and the corresponding bone mould The 2D picture of block, which is characterized in that the method includes following steps:
S1, reference base picture creation, game charater plane 2D image is cut, according to personage head, trunk, arm, Leg is cut, and wherein arm and leg are in joint progress secondary cut, and are arranged for picture after each cutting and scheme Piece identification number;
S2, bone module creation generate game charater role bone, and role's bone includes skeleton trunci, head bone Bone, arm bone and leg bone, wherein arm bone and leg bone are divided in joint, and the head skeleton setting exists The skeleton trunci top, in the skeleton trunci lower part, the arm bone is arranged in the body for the leg bone setting Dry bone top two sides, using the junction of the head skeleton, arm bone and leg bone and the skeleton trunci as basic point It swings head skeleton, arm bone and leg bone around the skeleton trunci, and bone is set for each bone and is identified Number;
S3, mapping is established, picture identification number and bone identification number is established into one-to-one mapping table;
S4, binding, by after cutting picture and bone bound by mapping relations.
Further, the specific steps of the step S1 are as follows:
S11, game charater 2D figure is plucked out, personage 2D figure is cut according to head, trunk, arm, leg, Any two cutting part at least partially overlaps;
S12, the joint of arm and leg is cut, arm and being cut into for leg at least partially overlap;
S13, the picture after cutting is subjected to serial number, and sets picture recognition number for the number.
Further, the step S2 further include: raw to the skeleton trunci, head skeleton, arm bone, leg bone Skin is generated at Skeletal Skinned, and to the Skeletal Skinned.
Further, step 4 specific steps are as follows: two points are at least selected on picture after dicing, and in bone Being correspondingly connected with a little for upper corresponding two points of setting, the picture after cutting is connected to by two points mapping of selection and is correspondingly connected with Point on.
A kind of system creating game role animation, the role animation include bone module and the corresponding bone mould The 2D picture of block, which is characterized in that the system comprises following modules:
Reference base picture creation module cuts game charater plane 2D image, according to personage head, trunk, arm, Leg is cut, and wherein arm and leg are in joint progress secondary cut, and are arranged for picture after each cutting and scheme Piece identification number;
Bone module creation module generates game charater role bone, and role's bone includes skeleton trunci, head bone Bone, arm bone and leg bone, wherein arm bone and leg bone are divided in joint, and the head skeleton setting exists The skeleton trunci top, in the skeleton trunci lower part, the arm bone is arranged in the body for the leg bone setting Dry bone top two sides, using the junction of the head skeleton, arm bone and leg bone and the skeleton trunci as basic point It swings head skeleton, arm bone and leg bone around the skeleton trunci, and bone is set for each bone and is identified Number;
Mapping block is established, picture identification number and bone identification number are established into one-to-one mapping table;
Binding module, by after cutting picture and bone bound by mapping relations.
Further, in the reference base picture creation module further include:
First cutting module plucks out game charater 2D figure, by personage 2D figure according to head, trunk, arm, leg It is cut, any two cutting part at least partially overlaps;
Second cutting module cuts the joint of arm and leg, and arm and leg are cut at least portion Divide overlapping;
Picture after cutting is carried out serial number, and sets picture recognition number for the number by number module.
Further, in the bone module creation module further include: give the skeleton trunci, head skeleton, arm bone Bone, leg bone generate Skeletal Skinned, and generate skin to the Skeletal Skinned.
Further, two points are at least selected on the picture of the binding module specially after dicing, and on bone Being correspondingly connected with a little for corresponding two points is set, the picture after cutting is connected to by two points mapping of selection and is correspondingly connected with a little On.
According to the above aspect of the present invention, the present invention has at least the following advantages:
(1) present invention re-maps on bone after being cut 2D picture, and certain 3D can be realized by 2D picture Effect;
(2) bone of the present invention is all to swing, then by after the mapping of 2D picture, continuous 3D game charater can be presented at any time Effect.
The above description is only an overview of the technical scheme of the present invention, in order to better understand the technical means of the present invention, And can be implemented in accordance with the contents of the specification, the following is a detailed description of the preferred embodiments of the present invention and the accompanying drawings.
Detailed description of the invention
In order to illustrate the technical solution of the embodiments of the present invention more clearly, below will be to needed in the embodiment attached Figure is briefly described, it should be understood that the following drawings illustrates only some embodiment of the invention, therefore is not construed as pair The restriction of range for those of ordinary skill in the art without creative efforts, can also be according to this A little attached drawings obtain other relevant attached drawings.
Fig. 1 is method schematic diagram of the invention.
Specific embodiment
With reference to the accompanying drawings and examples, specific embodiments of the present invention will be described in further detail.Implement below Example is not intended to limit the scope of the invention for illustrating the present invention.
Referring to a kind of method of creation game role animation described in Fig. 1 a preferred embodiment of the present invention, the role is dynamic Draw includes bone module and the 2D picture for corresponding to the bone module, which is characterized in that the method includes following steps It is rapid:
S1, reference base picture creation, game charater plane 2D image is cut, according to personage head, trunk, arm, Leg is cut, and wherein arm and leg are in joint progress secondary cut, and are arranged for picture after each cutting and scheme Piece identification number;
S2, bone module creation generate game charater role bone, and role's bone includes skeleton trunci, head bone Bone, arm bone and leg bone, wherein arm bone and leg bone are divided in joint, and the head skeleton setting exists The skeleton trunci top, in the skeleton trunci lower part, the arm bone is arranged in the body for the leg bone setting Dry bone top two sides, using the junction of the head skeleton, arm bone and leg bone and the skeleton trunci as basic point It swings head skeleton, arm bone and leg bone around the skeleton trunci, and bone is set for each bone and is identified Number;
S3, mapping is established, picture identification number and bone identification number is established into one-to-one mapping table;
S4, binding, by after cutting picture and bone bound by mapping relations.
The specific steps of the step S1 are as follows:
S11, game charater 2D figure is plucked out, personage 2D figure is cut according to head, trunk, arm, leg, Any two cutting part at least partially overlaps;
S12, the joint of arm and leg is cut, arm and being cut into for leg at least partially overlap;
S13, the picture after cutting is subjected to serial number, and sets picture recognition number for the number.
The step S2 further include: generate bone to the skeleton trunci, head skeleton, arm bone, leg bone and cover Skin, and skin is generated to the Skeletal Skinned.
Step 4 specific steps are as follows: two points are at least selected on picture after dicing, and the setting pair on bone Being correspondingly connected with a little for two points is answered, the picture after cutting is connected to by two points mapping of selection and is correspondingly connected on a little.
A kind of system creating game role animation, the role animation include bone module and the corresponding bone mould The 2D picture of block, which is characterized in that the system comprises following modules:
Reference base picture creation module cuts game charater plane 2D image, according to personage head, trunk, arm, Leg is cut, and wherein arm and leg are in joint progress secondary cut, and are arranged for picture after each cutting and scheme Piece identification number;
Bone module creation module generates game charater role bone, and role's bone includes skeleton trunci, head bone Bone, arm bone and leg bone, wherein arm bone and leg bone are divided in joint, and the head skeleton setting exists The skeleton trunci top, in the skeleton trunci lower part, the arm bone is arranged in the body for the leg bone setting Dry bone top two sides, using the junction of the head skeleton, arm bone and leg bone and the skeleton trunci as basic point It swings head skeleton, arm bone and leg bone around the skeleton trunci, and bone is set for each bone and is identified Number;
Mapping block is established, picture identification number and bone identification number are established into one-to-one mapping table;
Binding module, by after cutting picture and bone bound by mapping relations.
In the reference base picture creation module further include:
First cutting module plucks out game charater 2D figure, by personage 2D figure according to head, trunk, arm, leg It is cut, any two cutting part at least partially overlaps;
Second cutting module cuts the joint of arm and leg, and arm and leg are cut at least portion Divide overlapping;
Picture after cutting is carried out serial number, and sets picture recognition number for the number by number module.
In the bone module creation module further include: give the skeleton trunci, head skeleton, arm bone, leg bone Bone generates Skeletal Skinned, and generates skin to the Skeletal Skinned.
Two points are at least selected on the picture of the binding module specially after dicing, and is arranged on bone and corresponds to Being correspondingly connected with a little for two points, the picture after cutting is connected to by two points mapping of selection and is correspondingly connected on a little.
According to the above aspect of the present invention, the present invention has at least the following advantages:
(1) present invention re-maps on bone after being cut 2D picture, and certain 3D can be realized by 2D picture Effect;
(2) bone of the present invention is all to swing, then by after the mapping of 2D picture, continuous 3D game charater can be presented at any time Effect.
The above is only a preferred embodiment of the present invention, it is not intended to restrict the invention, it is noted that for this skill For the those of ordinary skill in art field, without departing from the technical principles of the invention, can also make it is several improvement and Modification, these improvements and modifications also should be regarded as protection scope of the present invention.

Claims (8)

1. a kind of method for creating game role animation, the role animation includes bone module and the corresponding bone module 2D picture, which is characterized in that the method includes following steps:
S1, reference base picture creation, game charater plane 2D image are cut, according to personage head, trunk, arm, leg It is cut, wherein arm and leg carry out secondary cut in joint, and picture mark is arranged for picture after each cutting Knowledge number;
S2, bone module creation generate game charater role bone, and role's bone includes skeleton trunci, head skeleton, hand Arm bone and leg bone, wherein arm bone and leg bone are divided in joint, and the head skeleton is arranged described Skeleton trunci top, in the skeleton trunci lower part, the arm bone is arranged in the bone of body for the leg bone setting Bone top two sides make head as basic point using the junction of the head skeleton, arm bone and leg bone and the skeleton trunci Portion's bone, arm bone and leg bone are swung around the skeleton trunci, and bone identification number is arranged for each bone;
S3, mapping is established, picture identification number and bone identification number is established into one-to-one mapping table;
S4, binding, by after cutting picture and bone bound by mapping relations.
2. a kind of method for creating game role animation according to claim 1, which is characterized in that the tool of the step S1 Body step are as follows:
S11, game charater 2D figure is plucked out, personage 2D figure is cut according to head, trunk, arm, leg, arbitrarily Two cutting parts at least partially overlap;
S12, the joint of arm and leg is cut, arm and being cut into for leg at least partially overlap;
S13, the picture after cutting is subjected to serial number, and sets picture recognition number for the number.
3. a kind of method for creating game role animation according to claim 1, which is characterized in that the step S2 is also wrapped It includes: generating Skeletal Skinned to the skeleton trunci, head skeleton, arm bone, leg bone, and generated to the Skeletal Skinned Skin.
4. a kind of method for creating game role animation according to claim 1, which is characterized in that the step 4 is specific Step are as follows: two points are at least selected on picture after dicing, and being correspondingly connected with a little for corresponding two points is set on bone, it will Picture after cutting is connected to by two points mapping of selection to be correspondingly connected on a little.
5. a kind of system for creating game role animation, the role animation includes bone module and the corresponding bone module 2D picture, which is characterized in that the system comprises following modules:
Reference base picture creation module cuts game charater plane 2D image, according to personage head, trunk, arm, leg It is cut, wherein arm and leg carry out secondary cut in joint, and picture mark is arranged for picture after each cutting Knowledge number;
Bone module creation module, generate game charater role bone, role's bone include skeleton trunci, head skeleton, Arm bone and leg bone, wherein arm bone and leg bone are divided in joint, and the head skeleton is arranged in institute Skeleton trunci top is stated, in the skeleton trunci lower part, the arm bone is arranged in the trunk for the leg bone setting Bone top two sides are made using the head skeleton, arm bone and leg bone and the junction of the skeleton trunci as basic point Head skeleton, arm bone and leg bone are swung around the skeleton trunci, and bone identification number is arranged for each bone;
Mapping block is established, picture identification number and bone identification number are established into one-to-one mapping table;
Binding module, by after cutting picture and bone bound by mapping relations.
6. a kind of system for creating game role animation according to claim 5, which is characterized in that the reference base picture wound It models in block further include:
First cutting module plucks out game charater 2D figure, and personage 2D figure is carried out according to head, trunk, arm, leg Cutting, any two cutting part at least partially overlap;
Second cutting module cuts the joint of arm and leg, and at least part that is cut into of arm and leg weighs It is folded;
Picture after cutting is carried out serial number, and sets picture recognition number for the number by number module.
7. a kind of system for creating game role animation according to claim 5, which is characterized in that the bone module wound It models in block further include: generate Skeletal Skinned to the skeleton trunci, head skeleton, arm bone, leg bone, and to described Skeletal Skinned generates skin.
8. a kind of system for creating game role animation according to claim 5, which is characterized in that the binding module tool Being correspondingly connected with a little for corresponding two points is arranged at least to select two points on picture after dicing in body on bone, will cut Picture after cutting is connected to by two points mapping of selection to be correspondingly connected on a little.
CN201910076881.8A 2019-01-27 2019-01-27 A kind of method and system creating game role animation Pending CN109872381A (en)

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Publication number Priority date Publication date Assignee Title
CN113569862A (en) * 2021-08-04 2021-10-29 福建天晴数码有限公司 Method and system for secondary cutting of atlas

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CN102609970A (en) * 2011-12-19 2012-07-25 中山大学 Two-dimensional animation synthesis method based on movement element multiplexing
CN105243683A (en) * 2015-09-30 2016-01-13 苏州仙峰网络科技有限公司 Character animation creating method and system
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Cited By (2)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN113569862A (en) * 2021-08-04 2021-10-29 福建天晴数码有限公司 Method and system for secondary cutting of atlas
CN113569862B (en) * 2021-08-04 2023-11-07 福建天晴数码有限公司 Method and system for secondary cutting of atlas

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Application publication date: 20190611

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