CN111292403A - Method for creating movable cloth doll - Google Patents
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- CN111292403A CN111292403A CN202010160707.4A CN202010160707A CN111292403A CN 111292403 A CN111292403 A CN 111292403A CN 202010160707 A CN202010160707 A CN 202010160707A CN 111292403 A CN111292403 A CN 111292403A
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- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06T—IMAGE DATA PROCESSING OR GENERATION, IN GENERAL
- G06T13/00—Animation
- G06T13/20—3D [Three Dimensional] animation
- G06T13/40—3D [Three Dimensional] animation of characters, e.g. humans, animals or virtual beings
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/55—Controlling game characters or game objects based on the game progress
- A63F13/56—Computing the motion of game characters with respect to other game characters, game objects or elements of the game scene, e.g. for simulating the behaviour of a group of virtual soldiers or for path finding
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/55—Controlling game characters or game objects based on the game progress
- A63F13/57—Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game
- A63F13/577—Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game using determination of contact between game characters or objects, e.g. to avoid collision between virtual racing cars
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/60—Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/60—Methods for processing data by generating or executing the game program
- A63F2300/64—Methods for processing data by generating or executing the game program for computing dynamical parameters of game objects, e.g. motion determination or computation of frictional forces for a virtual car
- A63F2300/643—Methods for processing data by generating or executing the game program for computing dynamical parameters of game objects, e.g. motion determination or computation of frictional forces for a virtual car by determining the impact between objects, e.g. collision detection
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- A—HUMAN NECESSITIES
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- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/60—Methods for processing data by generating or executing the game program
- A63F2300/66—Methods for processing data by generating or executing the game program for rendering three dimensional images
- A63F2300/6607—Methods for processing data by generating or executing the game program for rendering three dimensional images for animating game characters, e.g. skeleton kinematics
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- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06T—IMAGE DATA PROCESSING OR GENERATION, IN GENERAL
- G06T2210/00—Indexing scheme for image generation or computer graphics
- G06T2210/21—Collision detection, intersection
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Abstract
The invention discloses a method for creating a movable cloth doll, which comprises the following steps: importing a common skeleton animation model, creating a new object puppetObj in a unity editor mode, obtaining a prefabricated body of the common skeleton animation model, copying the prefabricated body as an object slaveObj, and using the object puppetObj as a parent object of the object slaveObj and the common skeleton animation model; adding rigid bodies and configurable joint components to all sub-objects under an object slaveObj, acquiring all configurable joint components, setting attribute values of the configurable joint components, adding joint synchronization modules to all sub-objects under the object slaveObj, adding physical collider modules to all sub-objects under the object slaveObj, setting an animation control state machine to execute preset animation, observing interaction conditions of a role and a scene, and manually correcting partial skeleton joints and colliders to complete creation. Through the scheme, the invention achieves the purpose of reducing the development cost and the development period of the game role actions, and has high practical value in the field of game development.
Description
Technical Field
The invention relates to the field of game development, in particular to a method for creating a movable cloth doll.
Background
In the field of game development, the traditional method for making the actions of game characters is to make animation by technologies such as manually making key frames or dynamically capturing by an animator, and then play the made animation to express the actions. This has the disadvantage that, if detailed interactive feedback representation with other environments and objects is required, the motion of the character part may be considered in each case and the corresponding animation is produced, which may be very large in amount, time, cost, and the like. More importantly, due to the randomness of the game, even if a large number of animations are produced, it is impossible to predict all possible situations when they occur, either the character will not react (because there is no corresponding animation produced in advance) or the reaction will be very unnatural (using a close animation as a temporary substitute).
The conventional mainstream game engine is provided with a doll distributing system, the doll distributing system is a technology based on a physical engine, and the doll distributing system is driven by the physical engine, so that a role can naturally perform good physical interaction effect operation with other roles and environmental physical entities, and a rich and natural interaction feedback effect is generated. However, the doll system provided in the game engine only simulates the connection of the physical skeleton joints of the characters for representing the stress performance of the characters, so that the doll technology is always limited to representing the characters in a coma state or objects without the autonomous activity capability, such as character bodies, character corpses and the like.
Disclosure of Invention
The invention aims to provide a method for creating a movable cloth doll, which is based on the idea of the existing cloth doll system to create the movable cloth doll which is based on a physical engine, can move automatically and can be controlled manually, and mainly solves the problems of high cost and long period of role action development in the prior art.
In order to achieve the purpose, the technical scheme adopted by the invention is as follows:
a method of creating an animated doll, comprising the steps of:
(S1) importing a general bone animation model;
(S2) creating a new object puppetObj in the unity editor mode, obtaining a prefabricated body of the common skeleton animation model, and copying the prefabricated body as an object slaveObj;
(S3) adding rigid bodies and configurable joint components to all sub-objects under the object slaveObj;
(S4) acquiring all configurable joint components, and setting attribute values of the configurable joint components;
(S5) adding joint synchronization modules for all sub-objects under the object slaveObj;
(S6) adding physical collider modules for all sub-objects under the object slaveObj;
(S7) setting an animation control state machine to execute preset animation, and observing the interaction condition of the character and the scene to manually correct partial bone joints and collision bodies;
(S8) completing the creation of the movable doll.
Specifically, the step (S2) further includes: setting puppetObj and slaveObj to be the same as the positions of the common skeleton animation model, and setting the puppetObj as a parent object of the common skeleton animation model and the slaveObj; setting the animation component of the navigator obj to a disabled state; the hierarchy of the generic skeletal animated model and all its children is set invisible to the Unity camera.
Specifically, the step (S3) further includes: setting a connection rigid body of the configurable joint component as a rigid body component on a parent object; movement in the x, y, z directions of the configurable joint assembly is set to a locked mode.
Specifically, the specific steps in the step (S4) are: all the configurable joint components added in the step (S3) are obtained by using the getcomponentinsholdren function, the rotation driving mode of the configurable joint components is set to rotationdrive mode. xyandz, and the elastic force parameter, the resistance coefficient and the maximum force of the angularXDrive and angularYZDrive are set.
Furthermore, the default value of the elasticity parameter is 20000, the resistance coefficient is 200, and the maximum force magnitude value is 5000.
Specifically, the main function of the joint synchronization module in the step (S5) is to control the force application direction and magnitude of the joint in real time (in the system update function FixedUpdate) during the character movement.
Further, the work flow of the joint synchronization module is as follows:
a. acquiring a configurable joint component on an object to which a joint synchronization module belongs;
b. when the joint synchronization module is initialized, setting the rotation direction of the synchronous simulation object as an initial rotation angle value;
c. when the character starts to move, acquiring a real-time rotation direction value of the synchronous simulation object in a unity update callback method update; processing the rotation direction value by using a quaternion negation function provided by Unity; multiplying the processed rotation direction value by the initial rotation angle value in the step b to obtain a quaternion difference value of the current angle; the quaternion difference for the current angle is set to the value of the targetration attribute of the configurable joint component on the belonging parent object.
And the synchronous simulation object is an object corresponding to the object of the joint synchronization module on the common skeleton animation model.
Specifically, the specific step of the step (S6): newly building an object as a collision device object through Unity, and setting a father object of the collision device object as a current processing joint; setting the attribute value of the collider object relative to the parent object position as vector3. zero; setting an attribute value of the rotating direction of the collider object as the direction of the current processing object relative to the collider object; adding a collider component provided by unity to the collider object; the direction of the collider component is set to 2, the height is the distance between the current joint and the collider object, the z value of the center position is half the height and an initial default value of the radius is set to 0.04, which can be varied in size according to the user's needs.
Specifically, the bone joint adjustment in the step (S6) is to modify the default values of the elastic force parameter, the resistance coefficient and the maximum force value, and the impact body adjustment is to adjust the radius of the impact body object.
Compared with the prior art, the invention has the following beneficial effects:
the movable doll built by the invention generates a special physical model object, and adds the configurable joint and the collider object to the physical model object, so that the created movable doll can timely feed back the physical effect caused by the contact of the angle and other objects based on a physical engine, is more real in the interactive process of a game scene, and solves the problems of high cost and long period of drawing animation frames by using motion capture in the conventional means.
Drawings
In order to more clearly illustrate the technical solutions of the embodiments of the present invention, the drawings needed to be used in the embodiments will be briefly described below, it should be understood that the following drawings only illustrate some embodiments of the present invention, and therefore should not be considered as limiting the scope of protection, and it is obvious for those skilled in the art that other related drawings can be obtained according to these drawings without inventive efforts.
FIG. 1 is a schematic flow chart of the present invention.
Detailed Description
The present invention is further illustrated by the following figures and examples, which include, but are not limited to, the following examples.
Examples
The method for creating the movable doll comprises the following steps:
(S1) the common skeleton animation model is imported into Unity.
(S2) creating a puppetObj by using Unity, calling a library function PrefabUtility.GetCorrespondingObjectFromSource of Unity to obtain a prefabricated body prefab corresponding to the common skeleton animation model, copying the prefabricated body prefab as a slaveObj by calling the library function PrefabUtility.InstantPrefabab, and setting the puppetObj as a parent object of the skeleton animation model and the slaveObj; setting the positions of the puppetObj object and the slaveObj to be the same as the positions of the skeleton animation model; acquiring an animation component on the slaveObj by using a GetComponentInChildren library function and setting to be disabled; the skeletal animation model and the hierarchy of the child objects under the skeletal animation model are set to be invisible to the Unity camera. Wherein the object puppetObj serves as a parent object of the object slaveObj and the common skeleton animation model.
(S3) acquiring the slaveObj, setting Transform of the root node of the slaveObj as rootBonneTrans, and transmitting the value to the recursive method addPuppetJointForRootTrans.
Specifically, the specific steps of the recursive method addpuppetetjointforroottrans include:
setting the transmitted parameter as curBoneTrans; adding a Unity Rigidbody component and a Unity ConfigableJoint component to a gameObject corresponding to curBoneTrans, setting a connection rigid body of the ConfigableJoint component as a rigid body component on a parent object of the curBoneTrans, and simultaneously setting the movement of the joint in the x, y and z directions as a locking mode (translation forbidding); traversing all the sub-objects under curBoneTrans, transmitting the Transform of the sub-objects as parameters to the addPuppetJointForRootTrans method, and recursively adding joints for all the sub-objects under slaveObj.
(S4) setting the rotational driving mode to rotationdrive mode. xyandz using the ConfigurableJoint component in the getcomponentinsholdren obtaining step (S3); setting the elasticity parameters of angularXDrive and angularYZDrive to be 20000, the resistance coefficient to be 200 and the maximum force value to be 5000 in a rotation driving mode;
(S5) setting the Transform of the root node of the slaveObj as tmprootTrans, setting the Transform of the root node of the skeleton animation model as tmpmasterRootTrans, and taking the two values as parameters to be transmitted to a recursive method addSyncJointCompRRootTrans.
Specifically, the addSyncJointComForRootTrans method comprises the following steps:
setting tmpcrootTrans as curBoneTrans, adding a joint synchronization module on a gameObject of a ConfigorableJoint component existing in the curBoneTrans, and setting an attribute masterObj of the joint synchronization module as the gameObject corresponding to tmpmasterRootTrans; traversing all child objects under curBonneTrans and tmpMasterRootTrans; the Transform of the child object (let its names nextBoneTrans and nextMasterBoneTrans, respectively) is recursively called addSyncJointCompForRootTrans as incoming parameters in pairs by the subscript.
Furthermore, the joint synchronization module works in the following way: acquiring a ConfigorableJoint component from an object to which the module belongs, and storing the ConfigableJoint component in self Joint; when the movable doll is initialized, acquiring local rotation direction localRotion of the movable doll from Transform of the master obj, and setting the local rotation direction localRotion as initSelfRot (saving an initial rotation angle value); in the Unity update callback method update of the component, local rotation direction localRotaion is obtained from transform of masterObj, the value is assigned with targetroot, a quaternion inversion method of Unity is called, inverse is obtained by inverse, and then multiplied by initSelfRot, a quaternion difference value delta from an initial angle rotation to a current angle is obtained, and then the delta is assigned to a targetroot attribute.
(S6) acquiring the slaveObj, setting Transform of the root node as curBoneTrans, and introducing the value serving as a parameter into a recursive method addPuppetColliderForRootTrans.
Specifically, the addPuppetcollideForRootTrans comprises the following specific steps:
(S6.1) setting the parameter transmitted by the current parameter as curBoneTrans, and traversing all sub-objects under the curBoneTrans;
(S6.2) setting the name of the currently processed child object as nextBonneTrans, newly building an object name as colliderObj, setting the parent object of the colliderObj as curBonneTrans, setting the local position localPosition as Vector3.zero, and setting the rotation direction rotation as the direction of the nextBonneTrans relative to the curBonneTrans; adding a Unity collider component capsuleconlider on colladerobj, setting the direction of the collarledlider component capsuleconlider to be 2, setting radius of a collider specified by a user in a doll creating script, and setting height to be the distance between nextBoneTrans and curBoneTrans; obtaining a tmpenter at the center position of the Capsule locator, and setting the z value of the tmpenter to be half of height;
(S6.3) passing the nextBonneTrans as a parameter to the addPuppetCollidederForRootTrans.
(S7) setting an animation control state machine to execute preset animation, and observing the interaction condition of puppetObj and the scene to manually correct partial bone joints and collision bodies.
The above-mentioned embodiments are only preferred embodiments of the present invention, and do not limit the scope of the present invention, but all the modifications made by the principles of the present invention and the non-inventive efforts based on the above-mentioned embodiments shall fall within the scope of the present invention.
Claims (10)
1. A method of creating an active doll, comprising:
(S1) importing a general bone animation model;
(S2) creating a new object puppetObj in the unity editor mode, obtaining a prefabricated body of the common skeleton animation model, and copying the prefabricated body as an object slaveObj;
(S3) adding rigid bodies and configurable joint components to all sub-objects under the object slaveObj;
(S4) acquiring all configurable joint components, and setting attribute values of the configurable joint components;
(S5) adding joint synchronization modules for all sub-objects under the object slaveObj;
(S6) adding physical collider modules for all sub-objects under the object slaveObj;
(S7) setting an animation control state machine to execute preset animation, and observing the interaction condition of the character and the scene to manually correct partial bone joints and collision bodies;
(S8) completing the creation of the movable doll, the puppetObj object being the created movable doll.
2. The method of creating a movable doll of claim 1, wherein the step (S2) further includes: setting puppetObj and slaveObj to be the same as the positions of the common skeleton animation model, and setting the puppetObj as a parent object of the common skeleton animation model and the slaveObj; setting the animation component of the navigator obj to a disabled state; the hierarchy of the generic skeletal animated model and all its children is set invisible to the Unity camera.
3. The method of creating a movable doll of claim 1, wherein the step (S3) further includes: setting a connection rigid body of the configurable joint component as a rigid body component on a parent object; movement in the x, y, z directions of the configurable joint assembly is set to a locked mode.
4. The method of claim 1, wherein the step (S4) comprises the following steps: all the configurable joint components added in the step (S3) are obtained by using the getcomponentinsholdren function, the rotation driving mode of the configurable joint components is set to rotationdrive mode. xyandz, and the elastic force parameter, the resistance coefficient and the maximum force of the angularXDrive and angularYZDrive are set.
5. The method of claim 4, wherein the elasticity parameter default value is 20000, the resistance coefficient is 200, and the maximum force magnitude value is 5000.
6. The method of claim 1, wherein the joint synchronization module in step (S5) is mainly used to control the force application direction and magnitude of the joint in real time during the movement of the character.
7. The method of claim 1 or 6, wherein the joint synchronization module has a workflow of:
a. acquiring a configurable joint component on an object to which a joint synchronization module belongs;
b. when the joint synchronization module is initialized, setting the rotation direction of the synchronous simulation object as an initial rotation angle value;
c. when the character starts to move, acquiring a real-time rotation direction value of the synchronous simulation object in a unity update callback method update; processing the rotation direction value by using a quaternion negation function provided by Unity; multiplying the processed rotation direction value by the initial rotation angle value in the step b to obtain a quaternion difference value of the current angle; the quaternion difference for the current angle is set to the value of the targetration attribute of the configurable joint component on the belonging parent object.
8. The method of claim 7, wherein the step of synchronizing the simulated objects is an object corresponding to the object of the joint synchronization module on a common skeletal animation model.
9. The method of claim 1, wherein the step (S6) comprises the specific steps of: newly building an object as a collision device object through Unity, and setting a father object of the collision device object as a current processing joint; setting the attribute value of the collider object relative to the parent object position as vector3. zero; setting an attribute value of the rotating direction of the collider object as the direction of the current processing object relative to the collider object; adding a collider component provided by unity to the collider object; the direction of the collider component is set to 2, the height is the distance between the current joint and the collider object, the z value of the center position is half the height and the initial default value of the radius is set to 0.04.
10. The method of claim 1, wherein the step (S6) of adjusting the skeletal joints is performed by modifying default values of the elasticity parameter, the resistance coefficient and the maximum force value, and the step (S6) of adjusting the collision object is performed by adjusting the radius of the collision object.
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CN113546415A (en) * | 2021-08-11 | 2021-10-26 | 北京字跳网络技术有限公司 | Plot animation playing method, plot animation generating method, terminal, plot animation device and plot animation equipment |
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