CN111080756A - Interactive animation generation method, device, equipment and medium - Google Patents

Interactive animation generation method, device, equipment and medium Download PDF

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CN111080756A
CN111080756A CN201911318408.2A CN201911318408A CN111080756A CN 111080756 A CN111080756 A CN 111080756A CN 201911318408 A CN201911318408 A CN 201911318408A CN 111080756 A CN111080756 A CN 111080756A
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interactive
animation
posture
motion
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CN111080756B (en
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贺知明
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Mihoyo Technology Shanghai Co ltd
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Mihoyo Technology Shanghai Co ltd
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    • G06COMPUTING; CALCULATING OR COUNTING
    • G06TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
    • G06T13/00Animation
    • G06T13/802D [Two Dimensional] animation, e.g. using sprites

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Abstract

The embodiment of the invention discloses a method, a device, equipment and a medium for generating interactive animation, wherein the method comprises the following steps: responding to the detected interactive behavior, and acquiring an interactive target and an interactive motion parameter corresponding to the interactive behavior; generating a target animation of the interactive target according to the interactive motion parameters; and generating an interactive animation according to the target animation, and using the interactive animation as response information of the interactive behavior. The interactive animation generation method provided by the embodiment of the invention can generate corresponding interactive animation according to the interactive behavior, realizes behavior interaction without making complete animation in advance, reduces animation making amount and improves the display effect of the interactive animation.

Description

Interactive animation generation method, device, equipment and medium
Technical Field
The embodiment of the invention relates to the field of interactive animation generation, in particular to an interactive animation generation method, device, equipment and medium.
Background
With the development of network technology, people have higher and higher requirements for the experience of game pictures in games. For example, whether the game picture is real or not during the game can affect the game experience of the user.
Illustratively, when a user operates a character to attack a monster, an animation is required to show the attacked monster. The existing implementation scheme is as follows: the monsters are directly animated in various states, and all actions are realized by using the pre-made animation. Therefore, in the game production process, it is necessary to produce actions corresponding to an attacker (character) and an attacker (monster), and the actions of the attacker and the attacker need to be matched (perfectly matched) to achieve a good effect. Therefore, the grabbing and throwing actions in the prior art are large in manufacturing amount, troublesome in calibration and large in workload.
Disclosure of Invention
The embodiment of the invention provides a method, a device, equipment and a medium for generating interactive animation, which are used for improving the flexibility of interactive animation generation and reducing the difficulty of system maintenance.
In a first aspect, an embodiment of the present invention provides an interactive animation generation method, including:
responding to the detected interactive behavior, and acquiring an interactive target and an interactive motion parameter corresponding to the interactive behavior;
generating a target animation of the interactive target according to the interactive motion parameters;
and generating an interactive animation according to the target animation, and using the interactive animation as response information of the interactive behavior.
In a second aspect, an embodiment of the present invention further provides an interactive animation generation apparatus, including:
the interactive parameter acquisition module is used for responding to the detected interactive behavior and acquiring an interactive target and interactive motion parameters corresponding to the interactive behavior;
the target animation generating module is used for generating the target animation of the interactive target according to the interactive motion parameters;
and the interactive animation response module generates interactive animation according to the target animation and takes the interactive animation as response information of the interactive behavior.
In a third aspect, an embodiment of the present invention further provides a computer device, where the computer device includes:
one or more processors;
storage means for storing one or more programs;
when executed by the one or more processors, cause the one or more processors to implement an interactive animation generation method as provided by any of the embodiments of the invention.
In a fourth aspect, the embodiments of the present invention further provide a computer-readable storage medium, on which a computer program is stored, where the computer program, when executed by a processor, implements the interactive animation generation method provided in any embodiment of the present invention.
In the embodiment of the invention, the interaction target and the interaction motion parameters corresponding to the interaction behavior are obtained by responding to the detected interaction behavior; generating a target animation of the interactive target according to the interactive motion parameters; and generating interactive animation according to the target animation, taking the interactive animation as response information of the interactive behavior, and generating corresponding interactive animation according to the interactive behavior, so that behavior interaction can be realized without making complete animation in advance, animation making amount is reduced, and interactive animation display effect is improved.
Drawings
FIG. 1 is a flowchart of a method for generating an interactive animation according to an embodiment of the present invention;
FIG. 2 is a flowchart of a method for generating an interactive animation according to a second embodiment of the present invention;
FIG. 3 is a flowchart of a method for generating an interactive animation according to a third embodiment of the present invention;
FIG. 4 is a schematic structural diagram of an interactive animation generation apparatus according to a fourth embodiment of the present invention;
fig. 5 is a schematic structural diagram of a computer device according to a fifth embodiment of the present invention.
Detailed Description
The present invention will be described in further detail with reference to the accompanying drawings and examples. It is to be understood that the specific embodiments described herein are merely illustrative of the invention and are not limiting of the invention. It should be further noted that, for the convenience of description, only some of the structures related to the present invention are shown in the drawings, not all of the structures.
Example one
Fig. 1 is a flowchart of an interactive animation generation method according to an embodiment of the present invention. The present embodiment is applicable to a case when interactive animation generation is performed according to player interactive behavior. The method may be performed by an interactive animation generation apparatus, which may be implemented in software and/or hardware, for example, which may be configured in a computer device. As shown in fig. 1, the method includes:
and S110, responding to the detected interaction behavior, and acquiring an interaction target and an interaction motion parameter corresponding to the interaction behavior.
In this embodiment, the interactive behavior may be a grab-cast attack behavior performed by the user through the character, that is, a grab-cast attack behavior performed by the character on a monster. Illustratively, after a user can determine an attack target, a grab and throw skill triggering control displayed by operating a game terminal triggers a grab and throw attack behavior, an interactive animation generating device detects the grab and throw attack behavior triggered by the user, determines the attack target of the detected grab and throw attack behavior and motion information when the user triggers the grab and throw attack behavior, takes the attack target as an interactive target, and takes the motion information when the user triggers the attack behavior as an interactive motion parameter. Optionally, the interactive motion parameters may be a motion speed and an acceleration of an interactive action performed by a character operated by the user when the user triggers the attack behavior. Illustratively, if the interactive behavior is a catching behavior, the interactive motion parameters are the motion speed and acceleration of the catching of the player.
It will be appreciated that the interactive motion parameters may be different in different behavioral interaction scenarios. For example, when the sequence of skills performed by the character is different or the time when the skills are performed is different, the movement gestures corresponding to the skills of the character are connected in different ways, so that the interactive movement parameters are different when the player performs the interactive action.
And S120, generating a target animation of the interactive target according to the interactive motion parameters.
In this embodiment, it is not necessary to make an attacked animation of an interactive target (i.e., an attacker) in advance, but only a few basic gestures of the interactive target need to be made, and after a user triggers an interactive behavior, the made basic gestures are fused according to the interactive motion parameters, so that a target animation of the interactive target corresponding to the interactive motion parameters can be obtained. Optionally, after the interactive motion parameters are determined, the basic gestures may be fused according to the interactive motion parameters through a blend algorithm, so as to obtain a target animation of the interactive target.
Optionally, the base gesture may include an extreme gesture. The limit posture can be a limit posture which can be exhibited by the interaction target when the interaction target is attacked, wherein the limit posture can comprise information such as the inclination angle of limbs of the interaction target. Taking a grapple attack as an example, the limit positions may include a grapple limit position and a throw limit position. The gripping limit posture is a limit posture which is displayed when the interaction target is gripped, such as that the arm is inclined backward by 60 degrees and the leg is inclined backward by 30 degrees. The throw limit posture is a limit posture exhibited when the interaction target is thrown, such as a posture in which the arms are inclined forward by 90 degrees and the legs are inclined backward by 40 degrees. After the interactive motion parameters are determined, the target posture of the interactive target can be determined according to the interactive motion parameters, the target posture of the interactive target is fused according to the limit posture, and the target animation of the interactive target is obtained according to the target posture.
Optionally, the basic gesture may further include a standard gesture, and the standard gesture may be a gesture of the interaction target in a situation where the interaction target is not attacked. The standard posture and the limit posture are jointly used as the basic posture, so that the fusion process of posture fusion is simpler.
And S130, generating an interactive animation according to the target animation, and using the interactive animation as response information of the interactive behavior.
In this embodiment, after the target animation of the interactive target is determined, the target animation is fused with the animations of other objects in the interactive interface to obtain the interactive animation including all the objects in the interactive interface, and the interactive animation is sent as response information of the interactive behavior and sent to the game terminal triggering the interactive behavior, so that the game client terminal displays the interactive animation.
In the embodiment of the invention, the interaction target and the interaction motion parameters corresponding to the interaction behavior are obtained by responding to the detected interaction behavior; generating a target animation of the interactive target according to the interactive motion parameters; and generating interactive animation according to the target animation, taking the interactive animation as response information of the interactive behavior, and generating corresponding interactive animation according to the interactive behavior, so that behavior interaction can be realized without making complete animation in advance, animation making amount is reduced, and interactive animation display effect is improved.
Example two
Fig. 2 is a flowchart of an interactive animation generation method according to a second embodiment of the present invention. On the basis of the above embodiments, the present embodiment further embodies the generation of the target animation of the interaction target according to the interaction motion parameters. As shown in fig. 2, the method includes:
s210, responding to the detected interaction behavior, and acquiring an interaction target and an interaction motion parameter corresponding to the interaction behavior.
And S220, determining the target motion parameters of the interactive target according to the interactive motion parameters.
In this embodiment, after determining the interactive motion parameters of the character, the target motion parameters of the interactive target may be calculated according to the behavior characteristics of the interactive behavior. Optionally, the interactive motion parameter may be a motion speed and an acceleration of the player, and the target motion parameter may be a motion speed and an acceleration of the interactive target.
Illustratively, when the interactive behavior is a grab-and-cast attack behavior, the movement speed and the acceleration of the interactive target can be calculated according to the physical characteristics of the grab-and-cast attack behavior and the movement speed and the acceleration of the character, so as to generate the target animation of the interactive target according to the movement speed and the acceleration of the interactive target.
And S230, generating the target animation according to the target motion parameters.
In this embodiment, a motion animation of the interaction target is generated according to the motion speed and the acceleration of the interaction target, and is used as the target animation of the interaction target.
In an embodiment of the present invention, the generating the target animation according to the target motion parameter includes: generating limb body animation of the interactive target according to the target motion parameters; generating the extremity animation of the interactive target according to the target motion parameters; and splicing the limb main body animation and the limb tail end animation to obtain the target animation.
Optionally, in order to make the target animation of the interactive target more realistic, for example, in order to show a slight swing state of the extremity of the interactive target in the movement process after the interactive target is captured and projected, the extremity body animation and the extremity animation of the interactive target may be generated through different animation generation algorithms according to the characteristics of the animation generation algorithms, and then the extremity body animation and the extremity animation are spliced to obtain the target animation of the interactive target. Illustratively, the basic postures of the interaction targets can be fused according to a blend algorithm to obtain a limb body animation, and a slight swing animation of the limb tail end can be simulated according to a dynamic skeleton algorithm to obtain the limb tail end animation.
Optionally, on the basis of the above scheme, the generating a limb body animation of the interaction target according to the target motion parameter includes: calculating a target posture parameter of the interactive target according to the target motion parameter; determining a fusion area of the interactive target according to a fusion identifier, and fusing a standard posture and a limit posture in the fusion area according to the target posture parameter to obtain a target posture of the interactive target; and obtaining the body animation according to the target motion parameters, the standard posture and the target posture.
In this embodiment, the regions in the interaction target may be labeled in advance, and the fusion mode of each region of the interaction target may be determined according to the identifier. Optionally, the label identifier may include a fusion identifier, and the animation of the fusion identifier indicating the limb area corresponding to the identifier is implemented by a blend algorithm. When animation generation is carried out, the area corresponding to the fusion identification is used as a fusion area, the standard posture and the limit posture are fused in the fusion area according to the target posture parameters through a blend algorithm to obtain the target posture of the interactive target, and then the motion animation from the standard posture to the target posture is obtained according to the target motion parameters and is used as the limb body animation.
Optionally, on the basis of the above scheme, the target motion parameter includes a motion velocity of the interaction target and a motion acceleration of the interaction target, and the calculating a target posture parameter of the interaction target according to the target motion parameter includes: calculating the motion amplitude and the target posture of the interactive target according to the motion speed and the motion acceleration; correspondingly, the fusing the standard posture and the limit posture in the fusion area according to the target posture parameter to obtain the target posture of the interactive target includes: determining a fusion ratio between the standard posture and the limit posture according to the motion amplitude and the target posture; and fusing the standard posture and the limit posture in the fusion area according to the fusion proportion to obtain the target posture.
Specifically, based on the motion law, the motion amplitude and the target posture of the interactive target are calculated according to the motion velocity and the motion acceleration of the interactive target and serve as target posture parameters of the interactive target, then the fusion proportion of the standard posture and the limit posture is determined according to the calculated motion amplitude and the target posture, and the target posture is obtained by fusing the standard posture and the limit posture according to the fusion proportion. Illustratively, assuming that the fusion percentage of the standard posture is determined to be 30% and the fusion percentage of the grab limit posture is determined to be 70% according to the calculated motion amplitude and the target posture, the standard posture and the limit posture are set to be in a ratio of 3: 7, and obtaining the target posture.
Optionally, on the basis of the above scheme, the generating of the extremity animation of the interaction target according to the target motion parameter includes: determining a dynamic skeleton area of the interaction target according to the dynamic skeleton identification; and obtaining the extremity animation in the dynamic skeleton region according to the target motion parameters based on a dynamic skeleton algorithm.
Optionally, the labeling identifier may further include a dynamic skeleton identifier, and the dynamic skeleton identifier is used to indicate that the animation of the limb area corresponding to the identifier is implemented by a dynamic skeleton algorithm. When animation generation is carried out, the area corresponding to the dynamic skeleton identification is used as a dynamic skeleton area, and limb end animation with slightly swinging limb ends in the dynamic skeleton area is simulated in the dynamic skeleton area through a dynamic skeleton algorithm according to the movement speed of an interactive target or the interaction speed of a player.
S240, generating an interactive animation according to the target animation, and using the interactive animation as response information of the interactive behavior.
The embodiment of the invention embodies the generation of the target animation of the interactive target according to the interactive motion parameters, determines the target motion parameters of the interactive target according to the interactive motion parameters, and generates the target animation according to the target motion parameters, so that the generated target animation is more matched with the interactive behaviors of the player, thereby improving the display effect of the interactive animation.
EXAMPLE III
Fig. 3 is a flowchart of an interactive animation generation method according to a third embodiment of the present invention. The present embodiment provides a preferred embodiment based on the above-described embodiments. The interactive animation generation method provided by the embodiment can be realized by an interactive animation generation system. Optionally, the interactive animation generation system may include an animation module, a physical state monitoring module, and a dynamic skeleton module, where the physical state monitoring module is configured to obtain a current speed and an acceleration in real time, the animation module is configured to perform fusion (Blend) between a plurality of different postures according to the current speed, and the dynamic skeleton module is configured to perform minor swing adjustment according to the movement of each final limb. As shown in fig. 3, the method includes:
and S310, detecting a grabbing and throwing behavior triggered by a user.
And S320, calculating the speed and the acceleration of the grabbed and thrown person according to the action of the grabber.
And calculating the movement speed and acceleration of the grabbed person according to the action of the player on the basis of the physical law.
And S330, calculating the amplitude of the blend and the fusion percentage of each basic posture according to the speed and the acceleration of the grabbed person.
And S340, fusing a final posture according to the percentage of each basic posture.
And S350, transmitting the grabbing speed to the dynamic skeleton module.
And S360, simulating a corresponding physical effect by the dynamic skeleton module according to the grabbing speed.
And S370, splicing the output of the animation module and the output of the dynamic skeleton module to obtain the final posture.
The interactive animation generation method provided by the embodiment of the invention does not need to make complete animation in advance, and can fuse and obtain the target animation of the grabbed and thrown person only through a plurality of basic postures, thereby reducing the making quantity of the target animation and improving the display effect of the interactive animation.
Example four
Fig. 4 is a schematic structural diagram of an interactive animation generation apparatus according to a fourth embodiment of the present invention. The interactive animation generation apparatus may be implemented in software and/or hardware, for example, the interactive animation generation apparatus may be configured in a computer device. As shown in fig. 4, the apparatus includes an interactive parameter obtaining module 410, a target animation generating module 420, and an interactive animation responding module 430, wherein:
an interaction parameter obtaining module 410, configured to, in response to a detected interaction behavior, obtain an interaction target and an interaction motion parameter corresponding to the interaction behavior;
a target animation generating module 420, configured to generate a target animation of the interactive target according to the interactive motion parameter;
and the interactive animation response module 430 generates an interactive animation according to the target animation, and takes the interactive animation as response information of the interactive behavior.
In the embodiment of the invention, an interactive parameter acquisition module responds to the detected interactive behavior to acquire an interactive target and interactive motion parameters corresponding to the interactive behavior; the target animation generating module generates target animation of the interactive target according to the interactive motion parameters; the interactive animation response module generates interactive animation according to the target animation, takes the interactive animation as response information of the interactive behavior, and can generate corresponding interactive animation according to the interactive behavior, so that behavior interaction can be realized without making complete animation in advance, animation making amount is reduced, and interactive animation display effect is improved.
Optionally, on the basis of the foregoing scheme, the target animation generation module 420 is specifically configured to:
determining target motion parameters of the interactive target according to the interactive motion parameters;
and generating the target animation according to the target motion parameters.
Optionally, on the basis of the foregoing scheme, the target animation generation module 420 is specifically configured to:
generating limb body animation of the interactive target according to the target motion parameters;
generating the extremity animation of the interactive target according to the target motion parameters;
and splicing the limb main body animation and the limb tail end animation to obtain the target animation.
Optionally, on the basis of the foregoing scheme, the target animation generation module 420 is specifically configured to:
calculating a target posture parameter of the interactive target according to the target motion parameter;
determining a fusion area of the interactive target according to a fusion identifier, and fusing a standard posture and a limit posture in the fusion area according to the target posture parameter to obtain a target posture of the interactive target;
and obtaining the body animation according to the target motion parameters, the standard posture and the target posture.
Optionally, on the basis of the above scheme, the target motion parameter includes a motion speed of the interactive target and a motion acceleration of the interactive target, and the target animation generation module 420 is specifically configured to:
calculating the motion amplitude and the target posture of the interactive target according to the motion speed and the motion acceleration;
determining a fusion ratio between the standard posture and the limit posture according to the motion amplitude and the target posture;
and fusing the standard posture and the limit posture in the fusion area according to the fusion proportion to obtain the target posture.
Optionally, on the basis of the foregoing scheme, the target animation generation module 420 is specifically configured to:
determining a dynamic skeleton area of the interaction target according to the dynamic skeleton identification;
and obtaining the extremity animation in the dynamic skeleton region according to the target motion parameters based on a dynamic skeleton algorithm.
Optionally, on the basis of the above scheme, the interaction behavior is a grab attack behavior.
The interactive animation generation device provided by the embodiment of the invention can execute the interactive animation generation method provided by any embodiment, and has the corresponding functional modules and beneficial effects of the execution method.
EXAMPLE five
Fig. 5 is a schematic structural diagram of a computer device according to a fifth embodiment of the present invention. FIG. 5 illustrates a block diagram of an exemplary computer device 512 suitable for use in implementing embodiments of the present invention. The computer device 512 shown in FIG. 5 is only an example and should not bring any limitations to the functionality or scope of use of embodiments of the present invention.
As shown in FIG. 5, computer device 512 is in the form of a general purpose computing device. Components of computer device 512 may include, but are not limited to: one or more processors 516, a system memory 528, and a bus 518 that couples the various system components including the system memory 528 and the processors 516.
Bus 518 represents one or more of any of several types of bus structures, including a memory bus or memory controller, a peripheral bus, an accelerated graphics port, and processor 516, or a local bus using any of a variety of bus architectures. By way of example, such architectures include, but are not limited to, Industry Standard Architecture (ISA) bus, micro-channel architecture (MAC) bus, enhanced ISA bus, Video Electronics Standards Association (VESA) local bus, and Peripheral Component Interconnect (PCI) bus.
Computer device 512 typically includes a variety of computer system readable media. Such media can be any available media that is accessible by computer device 512 and includes both volatile and nonvolatile media, removable and non-removable media.
The system memory 528 may include computer system readable media in the form of volatile memory, such as Random Access Memory (RAM)530 and/or cache memory 532. The computer device 512 may further include other removable/non-removable, volatile/nonvolatile computer system storage media. By way of example only, storage 534 may be used to read from and write to non-removable, nonvolatile magnetic media (not shown in FIG. 5, and commonly referred to as a "hard drive"). Although not shown in FIG. 5, a magnetic disk drive for reading from and writing to a removable, nonvolatile magnetic disk (e.g., a "floppy disk") and an optical disk drive for reading from or writing to a removable, nonvolatile optical disk (e.g., a CD-ROM, DVD-ROM, or other optical media) may be provided. In these cases, each drive may be connected to bus 518 through one or more data media interfaces. Memory 528 may include at least one program product having a set (e.g., at least one) of program modules that are configured to carry out the functions of embodiments of the invention.
A program/utility 540 having a set (at least one) of program modules 542, including but not limited to an operating system, one or more application programs, other program modules, and program data, may be stored in, for example, the memory 528, each of which examples or some combination may include an implementation of a network environment. The program modules 542 generally perform the functions and/or methods of the described embodiments of the invention.
The computer device 512 may also communicate with one or more external devices 514 (e.g., keyboard, pointing device, display 524, etc.), with one or more devices that enable a user to interact with the computer device 512, and/or with any devices (e.g., network card, modem, etc.) that enable the computer device 512 to communicate with one or more other computing devices. Such communication may occur via input/output (I/O) interfaces 522. Also, computer device 512 may communicate with one or more networks (e.g., a Local Area Network (LAN), a Wide Area Network (WAN), and/or a public network such as the Internet) via network adapter 520. As shown, the network adapter 520 communicates with the other modules of the computer device 512 via the bus 518. It should be appreciated that although not shown, other hardware and/or software modules may be used in conjunction with the computer device 512, including but not limited to: microcode, device drivers, redundant processing units, external disk drive arrays, RAID systems, tape drives, and data backup storage systems, among others.
The processor 516 executes various functional applications and data processing by executing programs stored in the system memory 528, for example, implementing the interactive animation generation method provided by the embodiment of the present invention, the method includes:
responding to the detected interactive behavior, and acquiring an interactive target and an interactive motion parameter corresponding to the interactive behavior;
generating a target animation of the interactive target according to the interactive motion parameters;
and generating an interactive animation according to the target animation, and using the interactive animation as response information of the interactive behavior.
Of course, those skilled in the art can understand that the processor can also implement the technical solution of the interactive animation generation method provided by any embodiment of the present invention.
EXAMPLE six
The sixth embodiment of the present invention further provides a computer-readable storage medium, on which a computer program is stored, where the computer program, when executed by a processor, implements the interactive animation generation method provided in the sixth embodiment of the present invention, where the method includes:
responding to the detected interactive behavior, and acquiring an interactive target and an interactive motion parameter corresponding to the interactive behavior;
generating a target animation of the interactive target according to the interactive motion parameters;
and generating an interactive animation according to the target animation, and using the interactive animation as response information of the interactive behavior.
Of course, the computer program stored on the computer-readable storage medium provided by the embodiments of the present invention is not limited to the method operations described above, and may also perform related operations in the interactive animation generation method provided by any embodiments of the present invention.
Computer storage media for embodiments of the invention may employ any combination of one or more computer-readable media. The computer readable medium may be a computer readable signal medium or a computer readable storage medium. A computer readable storage medium may be, for example, but not limited to, an electronic, magnetic, optical, electromagnetic, infrared, or semiconductor system, apparatus, or device, or any combination of the foregoing. More specific examples (a non-exhaustive list) of the computer readable storage medium would include the following: an electrical connection having one or more wires, a portable computer diskette, a hard disk, a Random Access Memory (RAM), a read-only memory (ROM), an erasable programmable read-only memory (EPROM or flash memory), an optical fiber, a portable compact disc read-only memory (CD-ROM), an optical storage device, a magnetic storage device, or any suitable combination of the foregoing. In the context of this document, a computer readable storage medium may be any tangible medium that can contain, or store a program for use by or in connection with an instruction execution system, apparatus, or device.
A computer readable signal medium may include a propagated data signal with computer readable program code embodied therein, for example, in baseband or as part of a carrier wave. Such a propagated data signal may take many forms, including, but not limited to, electro-magnetic, optical, or any suitable combination thereof. A computer readable signal medium may also be any computer readable medium that is not a computer readable storage medium and that can communicate, propagate, or transport a program for use by or in connection with an instruction execution system, apparatus, or device.
Program code embodied on a computer readable medium may be transmitted using any appropriate medium, including but not limited to wireless, wireline, optical fiber cable, RF, etc., or any suitable combination of the foregoing.
Computer program code for carrying out operations for aspects of the present invention may be written in any combination of one or more programming languages, including an object oriented programming language such as Java, Smalltalk, C + + or the like and conventional procedural programming languages, such as the "C" programming language or similar programming languages. The program code may execute entirely on the user's computer, partly on the user's computer, as a stand-alone software package, partly on the user's computer and partly on a remote computer or entirely on the remote computer or server. In the case of a remote computer, the remote computer may be connected to the user's computer through any type of network, including a Local Area Network (LAN) or a Wide Area Network (WAN), or the connection may be made to an external computer (for example, through the Internet using an Internet service provider).
It is to be noted that the foregoing is only illustrative of the preferred embodiments of the present invention and the technical principles employed. It will be understood by those skilled in the art that the present invention is not limited to the particular embodiments described herein, but is capable of various obvious changes, rearrangements and substitutions as will now become apparent to those skilled in the art without departing from the scope of the invention. Therefore, although the present invention has been described in greater detail by the above embodiments, the present invention is not limited to the above embodiments, and may include other equivalent embodiments without departing from the spirit of the present invention, and the scope of the present invention is determined by the scope of the appended claims.

Claims (10)

1. An interactive animation generation method, comprising:
responding to the detected interactive behavior, and acquiring an interactive target and an interactive motion parameter corresponding to the interactive behavior;
generating a target animation of the interactive target according to the interactive motion parameters;
and generating an interactive animation according to the target animation, and using the interactive animation as response information of the interactive behavior.
2. The method of claim 1, wherein generating the target animation of the interaction target according to the interaction motion parameters comprises:
determining target motion parameters of the interactive target according to the interactive motion parameters;
and generating the target animation according to the target motion parameters.
3. The method of claim 1, wherein the generating the target animation according to the target motion parameters comprises:
generating limb body animation of the interactive target according to the target motion parameters;
generating the extremity animation of the interactive target according to the target motion parameters;
and splicing the limb main body animation and the limb tail end animation to obtain the target animation.
4. The method of claim 3, wherein the generating of the limb body animation of the interaction target according to the target motion parameters comprises:
calculating a target posture parameter of the interactive target according to the target motion parameter;
determining a fusion area of the interactive target according to a fusion identifier, and fusing a standard posture and a limit posture in the fusion area according to the target posture parameter to obtain a target posture of the interactive target;
and obtaining the body animation according to the target motion parameters, the standard posture and the target posture.
5. The method of claim 4, wherein the target motion parameters comprise a motion velocity of the interactive target and a motion acceleration of the interactive target, and wherein the calculating the target posture parameters of the interactive target according to the target motion parameters comprises:
calculating the motion amplitude and the target posture of the interactive target according to the motion speed and the motion acceleration;
correspondingly, the fusing the standard posture and the limit posture in the fusion area according to the target posture parameter to obtain the target posture of the interactive target includes:
determining a fusion ratio between the standard posture and the limit posture according to the motion amplitude and the target posture;
and fusing the standard posture and the limit posture in the fusion area according to the fusion proportion to obtain the target posture.
6. The method of claim 3, wherein the generating an end-of-limb animation of the interactive target according to the target motion parameters comprises:
determining a dynamic skeleton area of the interaction target according to the dynamic skeleton identification;
and obtaining the extremity animation in the dynamic skeleton region according to the target motion parameters based on a dynamic skeleton algorithm.
7. The method according to any of claims 1-6, wherein the interactive behavior is a grab attack behavior.
8. An interactive animation generation apparatus, comprising:
the interactive parameter acquisition module is used for responding to the detected interactive behavior and acquiring an interactive target and interactive motion parameters corresponding to the interactive behavior;
the target animation generating module is used for generating the target animation of the interactive target according to the interactive motion parameters;
and the interactive animation response module generates interactive animation according to the target animation and takes the interactive animation as response information of the interactive behavior.
9. A computer device, the device comprising:
one or more processors;
storage means for storing one or more programs;
when executed by the one or more processors, cause the one or more processors to implement the interactive animation generation method of any of claims 1-7.
10. A computer-readable storage medium, on which a computer program is stored, which, when being executed by a processor, carries out the interactive animation generation method according to any one of claims 1 to 7.
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