CN111292402B - Data processing method, device, equipment and computer readable storage medium - Google Patents

Data processing method, device, equipment and computer readable storage medium Download PDF

Info

Publication number
CN111292402B
CN111292402B CN202010091258.2A CN202010091258A CN111292402B CN 111292402 B CN111292402 B CN 111292402B CN 202010091258 A CN202010091258 A CN 202010091258A CN 111292402 B CN111292402 B CN 111292402B
Authority
CN
China
Prior art keywords
bone
posture
data
distortion
model
Prior art date
Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
Active
Application number
CN202010091258.2A
Other languages
Chinese (zh)
Other versions
CN111292402A (en
Inventor
刘杰
张华�
李静翔
Current Assignee (The listed assignees may be inaccurate. Google has not performed a legal analysis and makes no representation or warranty as to the accuracy of the list.)
Tencent Technology Shenzhen Co Ltd
Original Assignee
Tencent Technology Shenzhen Co Ltd
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by Tencent Technology Shenzhen Co Ltd filed Critical Tencent Technology Shenzhen Co Ltd
Priority to CN202010091258.2A priority Critical patent/CN111292402B/en
Publication of CN111292402A publication Critical patent/CN111292402A/en
Application granted granted Critical
Publication of CN111292402B publication Critical patent/CN111292402B/en
Active legal-status Critical Current
Anticipated expiration legal-status Critical

Links

Images

Classifications

    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
    • G06T13/00Animation
    • G06T13/203D [Three Dimensional] animation
    • G06T13/403D [Three Dimensional] animation of characters, e.g. humans, animals or virtual beings

Landscapes

  • Physics & Mathematics (AREA)
  • General Physics & Mathematics (AREA)
  • Engineering & Computer Science (AREA)
  • Theoretical Computer Science (AREA)
  • Processing Or Creating Images (AREA)

Abstract

The embodiment of the application provides a data processing method, a device, equipment and a readable storage medium, wherein the method comprises the following steps: acquiring data of a target skeleton distortion posture of the animation character; performing posture-driven processing on the data of the target bone distortion posture, the data of the predetermined original bone distortion posture and the data of the predetermined original bone distortion posture model to determine first posture data, wherein the original bone distortion posture corresponds to the original bone distortion posture model; and performing first skinning on the first posture data, and determining data of a target bone distortion posture model corresponding to the target bone distortion posture, wherein the data of the target bone distortion posture model is used for constructing the target bone distortion posture model. The method solves the problem of muscle distortion caused by target bone distortion in the bone animation under the condition of avoiding adding additional sub-bones, and can flexibly and intuitively make a target bone distortion posture model of the animated character in the target bone distortion posture in real time.

Description

Data processing method, device, equipment and computer readable storage medium
Technical Field
The present application relates to the field of computer technologies, and in particular, to a method, an apparatus, a device, and a computer-readable storage medium for data processing.
Background
In the production of game animation or movie animation, it is often necessary to determine the appearance of a character differently from the skeleton attitude (Pose) of the animated character. As shown in FIG. 1, the human bone performs a rotational motion along the axial direction of the bone, which is called a twisting Twist motion of the bone.
Bone Twist motion can cause problems, such as twisting of the elbow muscles. As shown in fig. 2, the bone is rotated 70 degrees axially, inward, and the muscle is significantly twisted. As shown in FIG. 3, in order to solve the problem of significant distortion of muscles, a binding engineer often adds additional sub-skeletons to the arm along the axial direction of the skeleton, wherein the number of the additional sub-skeletons is generally 1 to 3, and when the elbow makes Twist motion, the rotation angle of the main skeleton is evenly distributed to the corresponding sub-skeletons, so that the complexity of the skeleton structure of the animated character and the workload of the binding engineer are increased.
Disclosure of Invention
The present application provides a method, an apparatus, an electronic device, and a computer-readable storage medium for processing data to solve the problem of distortion of a target bone distortion posture model caused by Twist motion of a target bone without adding additional sub-bones.
In a first aspect, the present application provides a data processing method, including:
acquiring data of a target skeleton distortion posture of the animation character;
performing posture-driven processing on the data of the target bone distortion posture, the data of the predetermined original bone distortion posture and the data of the predetermined original bone distortion posture model to determine first posture data, wherein the original bone distortion posture corresponds to the original bone distortion posture model;
and performing first skinning processing on the first posture data, and determining data of a target bone distortion posture model corresponding to the target bone distortion posture, wherein the data of the target bone distortion posture model is used for constructing the target bone distortion posture model.
Optionally, the data of the original bone distortion pose comprises data of a first bone distortion pose and data of at least one second bone distortion pose;
performing posture-driven processing on the data of the target bone distortion posture, the data of the predetermined original bone distortion posture and the data of the predetermined original bone distortion posture model to determine first posture data, wherein the posture-driven processing comprises the following steps:
processing the data of the target bone distortion posture and the data of the original bone distortion posture by a posture reading process to determine included angles between coordinate axes of a bone coordinate system corresponding to the first bone distortion posture and coordinate axes of bone coordinate systems corresponding to the second bone distortion postures;
determining the weight of each second skeleton distortion gesture according to an included angle between a coordinate axis of a skeleton coordinate system corresponding to the first skeleton distortion gesture and a coordinate axis of a skeleton coordinate system corresponding to each second skeleton distortion gesture;
and performing fusion processing according to the data of the original skeleton distortion posture model and the weight of each second skeleton distortion posture to determine first posture data.
Optionally, the processing of the data of the target bone distortion posture and the data of the original bone distortion posture through a posture reading process to determine an included angle between a coordinate axis of a bone coordinate system corresponding to the first bone distortion posture and a coordinate axis of a bone coordinate system corresponding to each second bone distortion posture includes:
processing the data of the target bone distortion posture and the data of the original bone distortion posture by a posture reading process to determine the coordinate axis direction of a bone coordinate system corresponding to the first bone distortion posture and the coordinate axis direction of a bone coordinate system corresponding to each second bone distortion posture;
and according to the coordinate axis direction of the bone coordinate system corresponding to the first bone distortion posture and the coordinate axis direction of the bone coordinate system corresponding to each second bone distortion posture, determining the included angle between the Z axis of the bone coordinate system corresponding to the first bone distortion posture and the Z axis of the bone coordinate system corresponding to each second bone distortion posture, wherein the Z axis of the bone coordinate system corresponding to the first bone distortion posture is vertical to the bone distortion direction corresponding to the first bone distortion posture, and the Z axis of the bone coordinate system corresponding to the second bone distortion posture is vertical to the bone distortion direction corresponding to the second bone distortion posture.
Optionally, determining a weight of each second bone distortion posture according to an angle between a coordinate axis of the bone coordinate system corresponding to the first bone distortion posture and a coordinate axis of the bone coordinate system corresponding to each second bone distortion posture, including:
and performing radial basis function interpolation processing on included angles between the Z axis of the bone coordinate system corresponding to the first bone distortion posture and the Z axis of the bone coordinate system corresponding to each second bone distortion posture, and determining the weight of each second bone distortion posture.
Optionally, performing a first skinning process on the first pose data to determine data of a target bone distortion pose model corresponding to the target bone distortion pose, including:
performing first skinning on the first posture data, and determining a driving relation between a target bone and each vertex of the target bone distortion posture model;
and determining data of the target bone distortion posture model according to the driving relation.
Optionally, determining a driving relationship between the target bone and each vertex of the target bone distortion pose model comprises:
determining a skinning weight included in the driving relationship, the target bone driving the vertices according to the skinning weight.
Optionally, the data of the original bone distortion posture model comprises data of a first bone distortion posture model corresponding to the first bone distortion posture and data of a second bone distortion posture model corresponding to at least one second bone distortion posture respectively;
a manner of pre-determining data of a second bone distortion pose model, comprising:
performing second skin treatment on the data of the second bone distortion posture and the data of the first bone distortion posture model to determine the data of the distortion posture model to be transformed;
and performing reverse coordinate transformation on the data of the to-be-transformed distorted attitude model to obtain data of a second skeleton distorted attitude model, wherein the data of the second skeleton distorted attitude model is used for constructing the second skeleton distorted attitude model.
In a second aspect, the present application provides an apparatus for data processing, comprising:
the first processing module is used for acquiring data of a target skeleton distortion posture of the animation role;
the second processing module is used for carrying out posture driving processing on the data of the target bone distortion posture, the data of the predetermined original bone distortion posture and the data of the predetermined original bone distortion posture model to determine first posture data, wherein the original bone distortion posture corresponds to the original bone distortion posture model;
and the third processing module is used for performing first skinning processing on the first posture data, determining data of a target bone distortion posture model corresponding to the target bone distortion posture, and using the data of the target bone distortion posture model to construct the target bone distortion posture model.
Optionally, the data of the original bone distortion pose comprises data of a first bone distortion pose and data of at least one second bone distortion pose;
the second processing module is specifically used for processing the data of the target bone distortion posture and the data of the original bone distortion posture through a posture reading process, and determining included angles between coordinate axes of a bone coordinate system corresponding to the first bone distortion posture and coordinate axes of bone coordinate systems corresponding to the second bone distortion postures; determining the weight of each second skeleton distortion gesture according to an included angle between a coordinate axis of a skeleton coordinate system corresponding to the first skeleton distortion gesture and a coordinate axis of a skeleton coordinate system corresponding to each second skeleton distortion gesture; and performing fusion processing according to the data of the original skeleton distortion posture model and the weight of each second skeleton distortion posture to determine first posture data.
Optionally, the second processing module specifically determines coordinate axis directions of a bone coordinate system corresponding to the first bone distortion posture and coordinate axis directions of bone coordinate systems corresponding to the second bone distortion postures by processing the data of the target bone distortion posture and the data of the original bone distortion posture in a posture reading process; and according to the coordinate axis direction of the bone coordinate system corresponding to the first bone distortion posture and the coordinate axis direction of the bone coordinate system corresponding to each second bone distortion posture, determining the included angle between the Z axis of the bone coordinate system corresponding to the first bone distortion posture and the Z axis of the bone coordinate system corresponding to each second bone distortion posture, wherein the Z axis of the bone coordinate system corresponding to the first bone distortion posture is vertical to the bone distortion direction corresponding to the first bone distortion posture, and the Z axis of the bone coordinate system corresponding to the second bone distortion posture is vertical to the bone distortion direction corresponding to the second bone distortion posture.
Optionally, the second processing module performs radial basis function interpolation processing on an included angle between a Z-axis of the bone coordinate system corresponding to the first bone distortion posture and a Z-axis of the bone coordinate system corresponding to each second bone distortion posture, and determines a weight of each second bone distortion posture.
Optionally, the third processing module is specifically configured to perform a first skinning process on the first pose data, and determine a driving relationship between the target bone and each vertex of the target bone distortion pose model; and determining data of the target bone distortion posture model according to the driving relation.
Optionally, the third processing module is specifically configured to determine a skinning weight included in the driving relationship, and the target bone drives the vertices according to the skinning weight.
Optionally, the data of the original bone distortion posture model comprises data of a first bone distortion posture model corresponding to the first bone distortion posture and data of a second bone distortion posture model corresponding to at least one second bone distortion posture respectively;
a manner of pre-determining data of a second bone distortion pose model, comprising:
performing second skin treatment on the data of the second bone distortion posture and the data of the first bone distortion posture model to determine the data of the distortion posture model to be transformed;
and performing reverse coordinate transformation on the data of the to-be-transformed distorted attitude model to obtain data of a second skeleton distorted attitude model, wherein the data of the second skeleton distorted attitude model is used for constructing the second skeleton distorted attitude model.
In a third aspect, the present application provides an electronic device, comprising: a processor, a memory, and a bus;
a bus for connecting the processor and the memory;
a memory for storing operating instructions;
and the processor is used for executing the data processing method of the first aspect of the application by calling the operation instruction.
In a fourth aspect, the present application provides a computer readable storage medium storing a computer program for performing the method of data processing of the first aspect of the present application.
The technical scheme provided by the embodiment of the application at least has the following beneficial effects:
acquiring data of a target skeleton distortion posture of the animation character; performing posture-driven processing on the data of the target bone distortion posture, the data of the predetermined original bone distortion posture and the data of the predetermined original bone distortion posture model to determine first posture data, wherein the original bone distortion posture corresponds to the original bone distortion posture model; and performing first skinning processing on the first posture data, and determining data of a target bone distortion posture model corresponding to the target bone distortion posture, wherein the data of the target bone distortion posture model is used for constructing the target bone distortion posture model. Therefore, under the condition of avoiding adding extra sub-skeletons, the problem of muscle distortion caused by target skeleton distortion in skeleton animation is solved, a target skeleton distortion posture model of the animation role in the target skeleton distortion posture can be flexibly and intuitively made in real time, and the artistic requirements are met.
Drawings
In order to more clearly illustrate the technical solutions in the embodiments of the present application, the drawings used in the description of the embodiments of the present application will be briefly described below.
FIG. 1 is a schematic illustration of a prior art bone twisting motion;
FIG. 2 is a schematic illustration of a prior art bone twisting motion;
FIG. 3 is a schematic illustration of a prior art bone twisting motion;
fig. 4 is a schematic flowchart of a data processing method according to an embodiment of the present application;
FIG. 5 is a schematic diagram of a skeletal coordinate system provided by an embodiment of the present application;
FIG. 6 is a schematic flow chart of another data processing method according to an embodiment of the present disclosure;
FIG. 7 is a schematic diagram of a control panel of a plug-in provided in an embodiment of the present application;
FIG. 8 is a schematic diagram of a target bone distortion pose model provided by an embodiment of the present application;
fig. 9 is a schematic structural diagram of a data processing apparatus according to an embodiment of the present application;
fig. 10 is a schematic structural diagram of an electronic device according to an embodiment of the present application.
Detailed Description
In order to make the objects, features and advantages of the present invention more apparent and understandable, the technical solutions in the embodiments of the present application will be clearly and completely described below with reference to the accompanying drawings in the embodiments of the present application, and it is apparent that the described embodiments are only a part of the embodiments of the present application, and not all the embodiments of the present application. All other embodiments, which can be derived by a person skilled in the art from the embodiments given herein without making any creative effort, shall fall within the protection scope of the present application.
Reference will now be made in detail to embodiments of the present application, examples of which are illustrated in the accompanying drawings, wherein like or similar reference numerals refer to the same or similar elements or elements having the same or similar function throughout. The embodiments described below with reference to the accompanying drawings are exemplary only for explaining the present application and are not construed as limiting the present application.
As used herein, the singular forms "a", "an", "the" and "the" are intended to include the plural forms as well, unless the context clearly indicates otherwise. It will be further understood that the terms "comprises" and/or "comprising," when used in this specification, specify the presence of stated features, integers, steps, operations, elements, and/or components, but do not preclude the presence or addition of one or more other features, integers, steps, operations, elements, components, and/or groups thereof. It will be understood that when an element is referred to as being "connected" or "coupled" to another element, it can be directly connected or coupled to the other element or intervening elements may also be present. Further, "connected" or "coupled" as used herein may include wirelessly connected or wirelessly coupled. As used herein, the term "and/or" includes all or any element and all combinations of one or more of the associated listed items.
For better understanding and description of the embodiments of the present application, some technical terms used in the embodiments of the present application will be briefly described below.
Three-dimensional DCC software: a generic term for a class of software used to produce animated characters is currently typical of software such as Maya, blender, houdini, and the like. Wherein, maya: the VFX industry uses major software, powerful animation features and scripting tools. The VFX Visual special effect (Visual F/X or VFX for short) is various processes of creating images and processing lenses outside the real person shooting range; special effects often involve the composition of live shots and Computer Generated Images (CGIs) to create virtual real scenes. A Blender:3D application programs. Houdini: new players of the VFX industry, complex but powerful program 3D software applications, are used for destruction, smoke, explosion and organic effects such as disintegration and energy effects. The animation production process firstly requires establishing a geometric model of a character (similar to the appearance skin of a real human) and a skeleton of the character (similar to the skeleton of the real human) in DCC software or a game engine; then, the form of the geometric model is changed according to the position of the skeleton, for example, when the elbow is bent, the model of the upper arm protrudes to generate the sense of muscle protrusion, and meanwhile, the part connected with the upper arm and the lower arm is compressed to simulate the extrusion of the muscle of a real person; in order to make the animated character look vivid, the appearance of the character needs to be correspondingly deformed along with the skeleton movement of the whole body, and the character is real and credible and accords with the visual cognition of game players.
And (3) animation roles: the virtual character is drawn by a 3D game engine or DCC software by means of a 3D graphic modeling rendering technology.
Bone animation: each animated character, which contains at least two main data of skeleton and model, is driven by the posture of the skeleton during the game/movie animation process, so called skeleton animation.
Covering the role model with Skinning: the process of Skinning defines the relationship between all bones and model vertices, and when the bones change in posture, the vertices can also follow.
Surface Deformation: and a process of dynamically changing the model of the animated character into a corresponding shape according to the action of the animated character. Each shape is referred to as a state of the character model. During the process of moving the model along with the bone, basic morphological changes occur in the model itself through the Skinning process, but the effect is usually poor, and in order to achieve better visual effect and to be customized by the modeler according to experience, additional deformation is further added on the Skinning basis.
Radial basis function RBF algorithm: algorithms that enable mathematical interpolation between a set of states to obtain a new state.
Attitude-driven processing PoseDriver: a scheme for obtaining a new appearance state of an animation character after reading the skeleton posture of the animation character by means of a Radial Basis Function (RBF) algorithm.
A binding operator: a producer determining the skeleton of the animated character and the attitude model-driven relationship of the animated character. It is up to the binding engineer to decide how the skeleton of the animated character corresponds to the posed model of the animated character and, when the skeleton pose changes, how the posed model of the animated character should change accordingly via the Skinning process.
The following describes the technical solution of the present application and how to solve the above technical problems in detail by using specific embodiments. The following several specific embodiments may be combined with each other, and details of the same or similar concepts or processes may not be repeated in some embodiments. Embodiments of the present application will be described below with reference to the accompanying drawings.
Example one
The embodiment of the present application provides a data processing method, which is applied to a server, and a flowchart of the method is shown in fig. 4, where the method includes:
s101, data of the target bone distortion posture of the animation character are obtained.
Optionally, in the game running stage, the target bone distortion posture of the animated character is obtained in real time, and the data of the target bone distortion posture of the animated character is used for representing the target bone distortion posture of the animated character.
S102, carrying out posture driving processing on the data of the target bone distortion posture, the data of the predetermined original bone distortion posture and the data of the predetermined original bone distortion posture model to determine first posture data, wherein the original bone distortion posture corresponds to the original bone distortion posture model.
Optionally, an original bone distortion posture model corresponding to the original bone distortion posture is generated in advance in an art production stage of the bone animation, data of the original bone distortion posture is used for representing the original bone distortion posture, and data of the original bone distortion posture model is used for representing the original bone distortion posture model.
S103, performing first skinning on the first posture data, and determining data of a target bone distortion posture model corresponding to the target bone distortion posture, wherein the data of the target bone distortion posture model is used for constructing the target bone distortion posture model.
Optionally, the procedure of the first Skinning process is to specify a relationship between the target bone and a vertex of the target bone distortion posture model, and when the target bone distortion posture corresponding to the target bone is changed, the vertex of the target bone distortion posture model is changed along with the change of the target bone distortion posture.
In the embodiment of the application, data of a target skeleton distortion posture of an animation role are obtained; performing posture-driven processing on the data of the target bone distortion posture, the data of the predetermined original bone distortion posture and the data of the predetermined original bone distortion posture model to determine first posture data, wherein the original bone distortion posture corresponds to the original bone distortion posture model; and performing first skinning processing on the first posture data, and determining data of a target bone distortion posture model corresponding to the target bone distortion posture, wherein the data of the target bone distortion posture model is used for constructing the target bone distortion posture model. Therefore, under the condition of avoiding adding extra sub-skeletons, the problem of muscle distortion caused by target skeleton distortion in skeleton animation is solved, a target skeleton distortion posture model of the animation role in the target skeleton distortion posture can be flexibly and intuitively made in real time, and the artistic requirements are met.
Optionally, the data of the original bone distortion posture model comprises data of a first bone distortion posture model corresponding to the first bone distortion posture and data of a second bone distortion posture model corresponding to at least one second bone distortion posture respectively;
a manner of pre-determining data of a second bone distortion pose model, comprising:
performing second skin treatment on the data of the second bone distortion posture and the data of the first bone distortion posture model to determine the data of the distortion posture model to be transformed;
and performing reverse coordinate transformation on the data of the to-be-transformed distorted attitude model to obtain data of a second skeleton distorted attitude model, wherein the data of the second skeleton distorted attitude model is used for constructing the second skeleton distorted attitude model.
Optionally, in the art production stage of the skeleton animation, the modeler defines in advance the form of the model corresponding to a skeleton in different postures. For example, the modeler defines the upper arm skeleton in five poses: upper arm horizontal, upper arm forward twist, upper arm up twist, upper arm down twist and upper arm backward twist. The modeler creates five different models for the five poses. And with the upper arm level as the default posture, called the first skeletal contortion posture restpos, four second skeletal contortion postures, upper arm forward contortion, upper arm up contortion, upper arm down contortion, and upper arm backward contortion. In the state of complete elbow, the model made by the modeler is carved in DCC software.
First bone distortion posture model M corresponding to first bone distortion posture 0 Combining the data of the four second bone distortion postures with the first bone distortion posture model M 0 The second Skinning processing is performed on the data to determine the data of the distorted attitude model to be transformed. And the data of the distortion attitude model to be transformed is used for representing the distortion attitude model to be transformed. Converting the distortion attitude model to be transformed by one-time reverse coordinate (reverse coordinate space) conversion, and converting the distortion attitude model to be transformedThe shape is transformed to the coordinate system before the Skinning process. This inverse coordinate transformation calculation process is called the InvertShape calculation, and in DCC software, for example, maya has specialized tools to use directly in the form of compute nodes. Transforming the distorted attitude model to be transformed into a second skeleton distorted attitude model M corresponding to four second skeleton distorted attitudes in a coordinate system before the second skin Skinning processing 1 Second skeleton distortion posture model M 2 Second skeleton distortion posture model M 3 And a second bone distortion posture model M 4 . After Invertshape calculation, the second bone distortion posture model M 1 Second skeleton distortion posture model M 2 Second skeleton distortion posture model M 3 Second skeleton distortion posture model M 4 And a first skeleton distortion posture model M 0 Are all in the coordinate system prior to the second skin Skinning process.
Optionally, the first and second bone distortion pose models are composed of vertices, and when the first and second bone distortion pose models are two-dimensional 2D models, the vertices of the first and second bone distortion pose models are four vertices of each quadrilateral; when the first bone distortion posture model and the second bone distortion posture model are three-dimensional 3D models, the vertex of the first bone distortion posture model and the vertex of the second bone distortion posture model are the vertex of the triangular surface of each Mesh. The skeleton is a tree structure and has a father-son connection relation, and when a father skeleton moves, the son skeleton moves along with the father skeleton. For example, a corresponding relation is made between the vertex of the second bone distortion posture model and the bone, and the corresponding relation is the skin weight; the second Skinning specifies how many bones a vertex is affected by, and then as the bones move, the vertices of the second bone twist pose model follow the bone movement according to a percentage of the Skinning weight.
Optionally, the data of the original bone distortion pose comprises data of a first bone distortion pose and data of at least one second bone distortion pose;
performing posture-driven processing on the data of the target bone distortion posture, the data of the predetermined original bone distortion posture and the data of the predetermined original bone distortion posture model to determine first posture data, wherein the posture-driven processing comprises the following steps:
processing the data of the target bone distortion posture and the data of the original bone distortion posture by a posture reading process to determine included angles between coordinate axes of a bone coordinate system corresponding to the first bone distortion posture and coordinate axes of bone coordinate systems corresponding to the second bone distortion postures;
determining the weight of each second skeleton distortion gesture according to an included angle between a coordinate axis of a skeleton coordinate system corresponding to the first skeleton distortion gesture and a coordinate axis of a skeleton coordinate system corresponding to each second skeleton distortion gesture;
and performing fusion processing according to the data of the original skeleton distortion posture model and the weight of each second skeleton distortion posture to determine first posture data.
Optionally, in the game running phase, the pose-driven processing PoseDriver includes a read pose poseared process, a radial basis function RBF interpolation calculation, and a PoseDriver process. And the pose driving and processing PoseDriver calculates a target bone distortion pose model corresponding to the target bone distortion pose in real time by using an original bone distortion pose model generated in the art production stage of the bone animation.
Optionally, in a game running stage, the target skeleton is an upper arm skeleton of the animated character, data of a target skeleton distortion posture actually input by a user is obtained, and the data of the target skeleton distortion posture and the data of the original skeleton distortion posture corresponding to the original skeleton distortion posture model generated in an art production stage of the skeleton animation are processed by a posture reading PoseRead process to determine an included angle between a coordinate axis of a skeleton coordinate system corresponding to the first skeleton distortion posture and coordinate axes of skeleton coordinate systems corresponding to the four second skeleton distortion postures. And performing radial basis function RBF interpolation calculation on included angles between the coordinate axis of the bone coordinate system corresponding to the first bone distortion posture and the coordinate axes of the bone coordinate systems corresponding to the four second bone distortion postures respectively to obtain the weights of the four second bone distortion postures. And fusing the data of the original bone distortion posture model and the weights of the four second bone distortion postures through a PoseDriver process to obtain first posture data.
Optionally, the processing of the data of the target bone distortion posture and the data of the original bone distortion posture through a posture reading process to determine an included angle between a coordinate axis of a bone coordinate system corresponding to the first bone distortion posture and a coordinate axis of a bone coordinate system corresponding to each second bone distortion posture includes:
processing the data of the target bone distortion posture and the data of the original bone distortion posture by a posture reading process to determine the coordinate axis direction of a bone coordinate system corresponding to the first bone distortion posture and the coordinate axis direction of a bone coordinate system corresponding to each second bone distortion posture;
and according to the coordinate axis direction of the bone coordinate system corresponding to the first bone distortion posture and the coordinate axis direction of the bone coordinate system corresponding to each second bone distortion posture, determining the included angle between the Z axis of the bone coordinate system corresponding to the first bone distortion posture and the Z axis of the bone coordinate system corresponding to each second bone distortion posture, wherein the Z axis of the bone coordinate system corresponding to the first bone distortion posture is vertical to the bone distortion direction corresponding to the first bone distortion posture, and the Z axis of the bone coordinate system corresponding to the second bone distortion posture is vertical to the bone distortion direction corresponding to the second bone distortion posture.
Optionally, as shown in fig. 5, the coordinate axes of the skeletal coordinate system include an X-axis, a Y-axis, and a Z-axis. The X-axis is along the bone direction, the Y-axis is directed to the bone torsion direction, and the Z-axis is perpendicular to the bone torsion direction.
Optionally, determining a weight of each second bone distortion posture according to an angle between a coordinate axis of the bone coordinate system corresponding to the first bone distortion posture and a coordinate axis of the bone coordinate system corresponding to each second bone distortion posture, including:
and (3) performing Radial Basis Function (RBF) interpolation processing on included angles between the Z axis of the bone coordinate system corresponding to the first bone distortion posture and the Z axis of the bone coordinate system corresponding to each second bone distortion posture respectively, and determining the weight of each second bone distortion posture.
Optionally, the first pose data is subjected to a first skinning process, and data of a target bone distortion pose model corresponding to the target bone distortion pose is determined, including:
performing first skinning on the first posture data, and determining a driving relation between a target bone and each vertex of the target bone distortion posture model;
and determining data of the target bone distortion posture model according to the driving relation.
Optionally, determining a driving relationship between the target bone and each vertex of the target bone distortion pose model comprises:
determining a skinning weight included in the driving relationship, the target bone driving the vertices according to the skinning weight.
Optionally, the skeleton of the animated character is characterized by a matrix. In 3D space, the twisting motion of the bones of the animated character is transformed using a matrix that actually transforms each vertex in the target bone twist pose model. The target bone functions to control the positions of vertices in the target bone distortion pose model, so that the target bone distortion pose model has various poses.
Optionally, the corresponding relationship between each vertex of the target bone distortion posture model and the target bone is a driving relationship, namely a skinning weight; and determining the Skinning weight of each vertex of the target bone distortion attitude model under the influence of the target bone through the first Skinning processing, wherein each vertex of the target bone distortion attitude model follows the target bone to move according to the Skinning weight when the target bone moves.
Another data processing method is provided in the embodiment of the present application, a flowchart of the method is shown in fig. 6, and the method includes:
s201, obtaining a second bone distortion posture and a first bone distortion posture model.
Optionally, the data of the second bone distortion pose is used to characterize the second bone distortion pose and the data of the first bone distortion pose model is used to characterize the first bone distortion pose model.
S202, performing second skinning processing on the data of the second bone distortion posture and the data of the first bone distortion posture model, and determining the data of the distortion posture model to be transformed.
Optionally, the data of the warped pose model to be transformed is used to characterize the warped pose model to be transformed.
And S203, carrying out surface deformation processing on the distorted attitude model to be transformed.
Optionally, the first bone distortion pose model undergoes a basic morphological change after undergoing the second skin Skinning process, and in order to achieve a better visual effect, a modeler may add an additional surface Deformation processing on the basis of the second skin Skinning process.
And S204, performing reverse coordinate transformation on the distorted attitude model to be transformed after the surface deformation treatment to obtain a second skeleton distorted attitude model.
Optionally, after the inverse coordinate transformation invartshape calculation, the second bone torsion posture model and the first bone torsion posture model are unified in the coordinate system before the second skin Skinning processing, that is, the second bone torsion posture model and the first bone torsion posture model are in the same coordinate space.
S205, repeating the steps S201-S204, and obtaining second skeleton distortion posture models respectively corresponding to the second skeleton distortion postures according to the second skeleton distortion postures.
And S206, processing the data of the target bone distortion posture and the data of the original bone distortion posture through a reading posture PoseRead process, and determining included angles between coordinate axes of a bone coordinate system corresponding to the first bone distortion posture and coordinate axes of bone coordinate systems corresponding to the multiple second bone distortion postures respectively.
Optionally, the data of the original bone distortion pose comprises data of a first bone distortion pose and data of a plurality of second bone distortion poses.
And S207, performing Radial Basis Function (RBF) interpolation calculation on included angles between the coordinate axis of the bone coordinate system corresponding to the first bone distortion posture and the coordinate axes of the bone coordinate systems corresponding to the second bone distortion postures respectively to obtain the weights of the second bone distortion postures.
And S208, fusing the data of the original skeleton distortion posture model and the weights of the second skeleton distortion postures through a PosedDriver process to obtain first posture data.
Optionally, the data of the original bone distortion posture model comprises data of a first bone distortion posture model corresponding to the first bone distortion posture and data of a second bone distortion posture model corresponding to each of the plurality of second bone distortion postures.
S209, performing first skin Skinning processing on the first posture data, and determining data of a target bone distortion posture model corresponding to the target bone distortion posture.
Optionally, the data of the target bone distortion pose model is used to characterize the target bone distortion pose model.
In order to better understand the method provided by the embodiment of the present application, the following further describes the scheme of the embodiment of the present application with reference to an example of a specific application scenario.
As shown in fig. 7, in the art production stage of the bone animation, the modeler uses the interface and the PoseDriver plug-in shown in fig. 7 in Maya software to produce and store the bone distortion pose and the bone distortion pose model corresponding to the bone distortion pose. In the game running stage, a PoseDriver plug-in is used in the illusion engine to read the stored bone distortion pose and the bone distortion pose model corresponding to the bone distortion pose, and the target bone distortion pose model shown in FIG. 8 is obtained according to the target bone distortion pose input by the game player in real time.
In the embodiment of the application, on the basis of skeleton animation production, a better artistic effect is obtained by means of the strong surface plastic performance capability of the PoseDriver, and the flexibility is higher; when the game runs, a richer role surface deformation scheme is provided according to the motion of the game role; the problem that the surface model of the skeleton is distorted due to Twist movement is solved, additional sub-skeletons are avoided, and the workload of a binding operator is greatly reduced; meanwhile, under different bone Twist angles, the character models with different appearance shapes are directly carved by a modeler, the final shape of the bone is directly controlled, and a required result can be obtained according to the artistic requirements; after the modeler finishes the model shape of the skeleton under a specific Twist angle (posture), the skeleton does not need to be returned to the binding engineer, but can be directly handed to the animator for animation production, and the requirement for repeated reworking in the whole process is obviously reduced.
Example two
Based on the same inventive concept, the embodiment of the present application further provides a data processing apparatus applied to a server, and a schematic structural diagram of the apparatus is shown in fig. 9, and the data processing apparatus 60 includes a first processing module 601, a second processing module 602, and a third processing module 603.
The first processing module 601 is configured to obtain data of a target bone distortion posture of an animated character;
a second processing module 602, configured to perform pose-driven processing on the data of the target bone distortion pose, the data of the predetermined original bone distortion pose, and the data of the predetermined original bone distortion pose model, to determine first pose data, where the original bone distortion pose corresponds to the original bone distortion pose model;
the third processing module 603 is configured to perform a first skinning process on the first pose data, and determine data of a target bone distortion pose model corresponding to the target bone distortion pose, where the data of the target bone distortion pose model is used to construct the target bone distortion pose model.
Optionally, the data of the original bone distortion pose comprises data of a first bone distortion pose and data of at least one second bone distortion pose;
the second processing module 602 is specifically configured to determine, through processing in a process of reading the postures of the data of the target bone distortion posture and the data of the original bone distortion posture, an included angle between a coordinate axis of a bone coordinate system corresponding to the first bone distortion posture and a coordinate axis of a bone coordinate system corresponding to each second bone distortion posture; determining the weight of each second skeleton distortion gesture according to an included angle between a coordinate axis of a skeleton coordinate system corresponding to the first skeleton distortion gesture and a coordinate axis of a skeleton coordinate system corresponding to each second skeleton distortion gesture; and performing fusion processing according to the data of the original skeleton distortion posture model and the weight of each second skeleton distortion posture to determine first posture data.
Optionally, the second processing module 602 specifically determines, by processing the data of the target bone distortion posture and the data of the original bone distortion posture through a posture reading process, a coordinate axis direction of a bone coordinate system corresponding to the first bone distortion posture and a coordinate axis direction of a bone coordinate system corresponding to each second bone distortion posture; and according to the coordinate axis direction of the bone coordinate system corresponding to the first bone distortion posture and the coordinate axis direction of the bone coordinate system corresponding to each second bone distortion posture, determining the included angle between the Z axis of the bone coordinate system corresponding to the first bone distortion posture and the Z axis of the bone coordinate system corresponding to each second bone distortion posture, wherein the Z axis of the bone coordinate system corresponding to the first bone distortion posture is vertical to the bone distortion direction corresponding to the first bone distortion posture, and the Z axis of the bone coordinate system corresponding to the second bone distortion posture is vertical to the bone distortion direction corresponding to the second bone distortion posture.
Optionally, the second processing module 602 specifically performs radial basis function interpolation processing on an included angle between a Z axis of the bone coordinate system corresponding to the first bone distortion posture and a Z axis of the bone coordinate system corresponding to each second bone distortion posture, so as to determine a weight of each second bone distortion posture.
Optionally, the third processing module 603 is specifically configured to perform a first skinning process on the first pose data, and determine a driving relationship between the target bone and each vertex of the target bone distortion pose model; and determining data of the target bone distortion posture model according to the driving relation.
Optionally, the third processing module 603 is specifically configured to determine a skinning weight included in the driving relationship, and the target bone drives the vertices according to the skinning weight.
Optionally, the data of the original bone distortion posture model comprises data of a first bone distortion posture model corresponding to the first bone distortion posture and data of a second bone distortion posture model corresponding to at least one second bone distortion posture respectively;
a manner of pre-determining data of a second bone distortion pose model, comprising:
performing second skin treatment on the data of the second bone distortion posture and the data of the first bone distortion posture model to determine the data of the distortion posture model to be transformed;
and performing reverse coordinate transformation on the data of the to-be-transformed distorted attitude model to obtain data of a second skeleton distorted attitude model, wherein the data of the second skeleton distorted attitude model is used for constructing the second skeleton distorted attitude model.
For the content that is not described in detail in the data processing apparatus provided in the embodiment of the present application, reference may be made to the data processing method provided in the first embodiment, and the beneficial effects that can be achieved by the data processing apparatus provided in the embodiment of the present application are the same as the data processing method provided in the first embodiment, and are not described again here.
The application of the embodiment of the application has at least the following beneficial effects:
acquiring data of a target skeleton distortion posture of the animation character; performing posture-driven processing on the data of the target bone distortion posture, the data of the predetermined original bone distortion posture and the data of the predetermined original bone distortion posture model to determine first posture data, wherein the original bone distortion posture corresponds to the original bone distortion posture model; and performing first skinning on the first posture data, and determining data of a target bone distortion posture model corresponding to the target bone distortion posture, wherein the data of the target bone distortion posture model is used for constructing the target bone distortion posture model. Therefore, under the condition of avoiding adding extra sub-skeletons, the problem of muscle distortion caused by target skeleton distortion in skeleton animation is solved, a target skeleton distortion posture model of the animation role in the target skeleton distortion posture can be flexibly and intuitively made in real time, and the artistic requirements are met.
EXAMPLE III
Based on the same inventive concept, an embodiment of the present application further provides an electronic device, a schematic structural diagram of the electronic device is shown in fig. 10, the electronic device 6000 includes at least one processor 6001, a memory 6002, and a bus 6003, and each of the at least one processor 6001 is electrically connected to the memory 6002; the memory 6002 is configured to store at least one computer-executable instruction that the processor 6001 is configured to execute in order to perform the steps of any of the methods of data processing as provided by any one of the embodiments or any one of the alternative embodiments of the present application.
Further, the processor 6001 may be an FPGA (Field-Programmable Gate Array) or other device with logic processing capability, such as an MCU (micro controller Unit) or a CPU (Central processing Unit).
The application of the embodiment of the application has at least the following beneficial effects:
acquiring data of a target skeleton distortion posture of the animation character; performing posture-driven processing on the data of the target bone distortion posture, the data of the predetermined original bone distortion posture and the data of the predetermined original bone distortion posture model to determine first posture data, wherein the original bone distortion posture corresponds to the original bone distortion posture model; and performing first skinning processing on the first posture data, and determining data of a target bone distortion posture model corresponding to the target bone distortion posture, wherein the data of the target bone distortion posture model is used for constructing the target bone distortion posture model. Therefore, under the condition of avoiding adding extra sub-skeletons, the problem of muscle distortion caused by target skeleton distortion in skeleton animation is solved, a target skeleton distortion posture model of the animation role in the target skeleton distortion posture can be flexibly and intuitively made in real time, and the artistic requirements are met.
Example four
Based on the same inventive concept, the present application further provides another computer-readable storage medium, which stores a computer program, and the computer program is used for implementing, when being executed by a processor, any one of the steps of data processing provided in any one of the embodiments or any one of the alternative implementations of the present application.
The computer-readable storage medium provided by the embodiments of the present application includes, but is not limited to, any type of disk including floppy disks, hard disks, optical disks, CD-ROMs, and magneto-optical disks, ROMs (Read-Only memories), RAMs (Random Access memories), EPROMs (Erasable Programmable Read-Only memories), EEPROMs (Electrically Erasable Programmable Read-Only memories), flash memories, magnetic cards, or optical cards. That is, a readable storage medium includes any medium that stores or transmits information in a form readable by a device (e.g., a computer).
The application of the embodiment of the application has at least the following beneficial effects:
acquiring data of a target skeleton distortion posture of the animation character; performing posture-driven processing on the data of the target bone distortion posture, the data of the predetermined original bone distortion posture and the data of the predetermined original bone distortion posture model to determine first posture data, wherein the original bone distortion posture corresponds to the original bone distortion posture model; and performing first skinning processing on the first posture data, and determining data of a target bone distortion posture model corresponding to the target bone distortion posture, wherein the data of the target bone distortion posture model is used for constructing the target bone distortion posture model. Therefore, under the condition of avoiding adding extra sub-skeletons, the problem of muscle distortion caused by target skeleton distortion in skeleton animation is solved, a target skeleton distortion posture model of the animation role in the target skeleton distortion posture can be flexibly and intuitively made in real time, and the artistic requirements are met.
It will be understood by those within the art that each block of the block diagrams and/or flowchart illustrations, and combinations of blocks in the block diagrams and/or flowchart illustrations, can be implemented by computer program instructions. Those skilled in the art will appreciate that the computer program instructions may be implemented by a processor of a general purpose computer, special purpose computer, or other programmable data processing apparatus to produce a machine, such that the instructions, which execute via the processor of the computer or other programmable data processing apparatus, implement the aspects specified in the block diagrams and/or flowchart block or blocks of the present disclosure.
Those of skill in the art will appreciate that the various operations, methods, steps in the processes, acts, or solutions discussed in this application can be interchanged, modified, combined, or eliminated. Further, various operations, methods, steps, measures, schemes in the various processes, methods, procedures that have been discussed in this application may be alternated, modified, rearranged, decomposed, combined, or eliminated. Further, the steps, measures, and schemes in the various operations, methods, and flows disclosed in the present application in the prior art can also be alternated, modified, rearranged, decomposed, combined, or deleted.
The foregoing is only a partial embodiment of the present application, and it should be noted that, for those skilled in the art, several modifications and decorations can be made without departing from the principle of the present application, and these modifications and decorations should also be regarded as the protection scope of the present application.

Claims (9)

1. A method of data processing, comprising:
acquiring data of a target skeleton distortion posture of the animation character;
performing posture-driven processing on the data of the target bone distortion posture, the data of a predetermined original bone distortion posture and the data of a predetermined original bone distortion posture model to determine first posture data, wherein the original bone distortion posture corresponds to the original bone distortion posture model;
performing first skin processing on the first posture data, and determining data of a target bone distortion posture model corresponding to the target bone distortion posture, wherein the data of the target bone distortion posture model is used for constructing the target bone distortion posture model;
the data of the original bone distortion pose comprises data of a first bone distortion pose and data of at least one second bone distortion pose;
performing posture-driven processing on the data of the target bone distortion posture, the data of the predetermined original bone distortion posture and the data of the predetermined original bone distortion posture model to determine first posture data, wherein the posture-driven processing comprises:
processing the data of the target bone distortion posture and the data of the original bone distortion posture by a posture reading process to determine an included angle between a coordinate axis of a bone coordinate system corresponding to the first bone distortion posture and a coordinate axis of a bone coordinate system corresponding to each second bone distortion posture;
determining the weight of each second bone distortion gesture according to an included angle between a coordinate axis of a bone coordinate system corresponding to the first bone distortion gesture and a coordinate axis of a bone coordinate system corresponding to each second bone distortion gesture;
and performing fusion processing according to the data of the original skeleton distortion posture model and the weight of each second skeleton distortion posture to determine first posture data.
2. The method of claim 1, wherein the determining, by processing the data of the target bone distortion pose and the data of the original bone distortion pose through a pose reading process, an angle between a coordinate axis of a bone coordinate system corresponding to the first bone distortion pose and a coordinate axis of a bone coordinate system corresponding to each second bone distortion pose respectively comprises:
processing the data of the target bone distortion posture and the data of the original bone distortion posture through a posture reading process to determine the coordinate axis direction of a bone coordinate system corresponding to the first bone distortion posture and the coordinate axis direction of a bone coordinate system corresponding to each second bone distortion posture;
and according to the coordinate axis direction of the bone coordinate system corresponding to the first bone distortion posture and the coordinate axis direction of the bone coordinate system corresponding to each second bone distortion posture, determining an included angle between the Z axis of the bone coordinate system corresponding to the first bone distortion posture and the Z axis of the bone coordinate system corresponding to each second bone distortion posture, wherein the Z axis of the bone coordinate system corresponding to the first bone distortion posture is vertical to the bone distortion direction corresponding to the first bone distortion posture, and the Z axis of the bone coordinate system corresponding to the second bone distortion posture is vertical to the bone distortion direction corresponding to the second bone distortion posture.
3. The method of claim 2, wherein determining the weight of each second bone distortion pose according to an angle between a coordinate axis of a bone coordinate system corresponding to the first bone distortion pose and a coordinate axis of a bone coordinate system corresponding to each second bone distortion pose comprises:
and performing radial basis function interpolation processing on included angles between the Z axis of the bone coordinate system corresponding to the first bone distortion posture and the Z axis of the bone coordinate system corresponding to each second bone distortion posture, and determining the weight of each second bone distortion posture.
4. The method of claim 1, wherein the subjecting the first pose data to a first skinning process to determine data of a target bone distortion pose model corresponding to the target bone distortion pose comprises:
performing first skinning on the first posture data, and determining a driving relation between a target bone and each vertex of the target bone distortion posture model;
and determining data of the target bone distortion posture model according to the driving relation.
5. The method of claim 4, wherein determining a driving relationship between a target bone and vertices of the target bone twist pose model comprises:
determining a skinning weight included in the driving relationship, the target bone driving the vertices according to the skinning weight.
6. The method of claim 1, wherein the data of the original bone distortion pose model comprises data of a first bone distortion pose model corresponding to the first bone distortion pose and data of a second bone distortion pose model corresponding to the at least one second bone distortion pose, respectively;
a manner of predetermining data of the second bone distortion pose model, comprising:
performing second skin treatment on the data of the second bone distortion posture and the data of the first bone distortion posture model, and determining the data of the distortion posture model to be transformed;
and performing reverse coordinate transformation on the data of the to-be-transformed distorted attitude model to obtain data of the second skeleton distorted attitude model, wherein the data of the second skeleton distorted attitude model is used for constructing the second skeleton distorted attitude model.
7. An apparatus for data processing, comprising:
the first processing module is used for acquiring data of a target skeleton distortion posture of the animation role;
a second processing module, configured to perform gesture-driven processing on the data of the target bone distortion gesture, the data of the predetermined original bone distortion gesture, and the data of the predetermined original bone distortion gesture model, and determine first gesture data, where the original bone distortion gesture corresponds to the original bone distortion gesture model;
a third processing module, configured to perform a first skinning process on the first pose data, and determine data of a target bone distortion pose model corresponding to the target bone distortion pose, where the data of the target bone distortion pose model is used to construct the target bone distortion pose model;
the data of the original bone distortion pose comprises data of a first bone distortion pose and data of at least one second bone distortion pose;
the second processing module is specifically configured to:
processing the data of the target bone distortion posture and the data of the original bone distortion posture by a posture reading process to determine an included angle between a coordinate axis of a bone coordinate system corresponding to the first bone distortion posture and a coordinate axis of a bone coordinate system corresponding to each second bone distortion posture;
determining the weight of each second bone distortion gesture according to an included angle between a coordinate axis of a bone coordinate system corresponding to the first bone distortion gesture and a coordinate axis of a bone coordinate system corresponding to each second bone distortion gesture;
and performing fusion processing according to the data of the original skeleton distortion posture model and the weight of each second skeleton distortion posture to determine first posture data.
8. An electronic device, comprising: a processor, a memory;
the memory for storing a computer program;
the processor for executing the method of data processing according to any of claims 1-6 by invoking the computer program.
9. A computer-readable storage medium, characterized in that a computer program is stored which, when being executed by a processor, is adapted to carry out the method of data processing according to any one of claims 1-6.
CN202010091258.2A 2020-02-13 2020-02-13 Data processing method, device, equipment and computer readable storage medium Active CN111292402B (en)

Priority Applications (1)

Application Number Priority Date Filing Date Title
CN202010091258.2A CN111292402B (en) 2020-02-13 2020-02-13 Data processing method, device, equipment and computer readable storage medium

Applications Claiming Priority (1)

Application Number Priority Date Filing Date Title
CN202010091258.2A CN111292402B (en) 2020-02-13 2020-02-13 Data processing method, device, equipment and computer readable storage medium

Publications (2)

Publication Number Publication Date
CN111292402A CN111292402A (en) 2020-06-16
CN111292402B true CN111292402B (en) 2023-03-07

Family

ID=71029207

Family Applications (1)

Application Number Title Priority Date Filing Date
CN202010091258.2A Active CN111292402B (en) 2020-02-13 2020-02-13 Data processing method, device, equipment and computer readable storage medium

Country Status (1)

Country Link
CN (1) CN111292402B (en)

Families Citing this family (4)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN111714885B (en) * 2020-06-22 2024-07-23 网易(杭州)网络有限公司 Game character model generation and character adjustment methods, devices, equipment and media
CN112634419B (en) * 2020-12-31 2022-03-25 魔珐(上海)信息科技有限公司 Motion redirection method and device, electronic equipment and storage medium
CN112948273B (en) * 2021-04-16 2024-03-22 深圳市腾讯信息技术有限公司 Game resource testing method, related device, equipment and storage medium
CN113101666B (en) * 2021-05-07 2024-03-08 网易(杭州)网络有限公司 Game character model method, apparatus, computer device, and storage medium

Citations (5)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP2013120395A (en) * 2011-12-06 2013-06-17 Celsys:Kk Attitude control method for skeleton model, and program
CN107610210A (en) * 2017-09-15 2018-01-19 苏州蜗牛数字科技股份有限公司 Skeleton cartoon system optimization method, device and skeleton cartoon system
CN108014497A (en) * 2017-12-06 2018-05-11 北京像素软件科技股份有限公司 Object adding method, device and electronic equipment
CN108805058A (en) * 2018-05-29 2018-11-13 北京字节跳动网络技术有限公司 Target object changes gesture recognition method, device and computer equipment
CN110253583A (en) * 2019-07-02 2019-09-20 北京科技大学 The human body attitude robot teaching method and device of video is taken based on wearing teaching

Patent Citations (5)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP2013120395A (en) * 2011-12-06 2013-06-17 Celsys:Kk Attitude control method for skeleton model, and program
CN107610210A (en) * 2017-09-15 2018-01-19 苏州蜗牛数字科技股份有限公司 Skeleton cartoon system optimization method, device and skeleton cartoon system
CN108014497A (en) * 2017-12-06 2018-05-11 北京像素软件科技股份有限公司 Object adding method, device and electronic equipment
CN108805058A (en) * 2018-05-29 2018-11-13 北京字节跳动网络技术有限公司 Target object changes gesture recognition method, device and computer equipment
CN110253583A (en) * 2019-07-02 2019-09-20 北京科技大学 The human body attitude robot teaching method and device of video is taken based on wearing teaching

Non-Patent Citations (1)

* Cited by examiner, † Cited by third party
Title
吴伟和 ; 郝爱民 ; 赵永涛 ; 万巧慧 ; 李帅 ; .一种人体运动骨骼提取和动画自动生成方法.2012,(第07期),34-45. *

Also Published As

Publication number Publication date
CN111292402A (en) 2020-06-16

Similar Documents

Publication Publication Date Title
CN111292402B (en) Data processing method, device, equipment and computer readable storage medium
CN111260764B (en) Method, device and storage medium for making animation
US7057619B2 (en) Methods and system for general skinning via hardware accelerators
CN107657650B (en) Animation model role binding method and system based on Maya software
US6628286B1 (en) Method and apparatus for inserting external transformations into computer animations
GB2546817A (en) Animating a virtual object in a virtual world
GB2546820A (en) Animating a virtual object in a virtual world
CN112114663A (en) Implementation method of virtual reality software framework suitable for visual and tactile fusion feedback
GB2546815B (en) Animating a virtual object in a virtual world
US8237719B1 (en) Pose-structured animation interface
CN115908664B (en) Animation generation method and device for man-machine interaction, computer equipment and storage medium
US20230377268A1 (en) Method and apparatus for multiple dimension image creation
CN114596394A (en) Method, device, system and storage medium for generating bone animation
Li et al. Automatic skinning and animation of skeletal models
US8077183B1 (en) Stepmode animation visualization
Yang The skinning in character animation: A survey
CN113808236B (en) Image processing method, device, electronic equipment and storage medium
CN116805344B (en) Digital human action redirection method and device
US9128516B1 (en) Computer-generated imagery using hierarchical models and rigging
Lee et al. Mesh pose‐editing using examples
Song et al. 3D Character Animation: A Brief Review
Yang et al. Fast simulation of skin sliding
Wang et al. Sketch-up in the Virtual World
CN116485954A (en) Virtual skeleton repairing method and device, storage medium and electronic equipment
CN117292021A (en) Animation data processing method and device, electronic equipment and readable storage medium

Legal Events

Date Code Title Description
PB01 Publication
PB01 Publication
SE01 Entry into force of request for substantive examination
SE01 Entry into force of request for substantive examination
REG Reference to a national code

Ref country code: HK

Ref legal event code: DE

Ref document number: 40024190

Country of ref document: HK

GR01 Patent grant
GR01 Patent grant