CN111402371A - Animation object processing method, device, equipment and storage medium - Google Patents

Animation object processing method, device, equipment and storage medium Download PDF

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Publication number
CN111402371A
CN111402371A CN202010201230.XA CN202010201230A CN111402371A CN 111402371 A CN111402371 A CN 111402371A CN 202010201230 A CN202010201230 A CN 202010201230A CN 111402371 A CN111402371 A CN 111402371A
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modified
auxiliary object
skeleton
bone
auxiliary
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CN111402371B (en
Inventor
周文
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Netease Hangzhou Network Co Ltd
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Netease Hangzhou Network Co Ltd
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    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
    • G06T13/00Animation
    • G06T13/203D [Three Dimensional] animation
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/60Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/6009Methods for processing data by generating or executing the game program for importing or creating game content, e.g. authoring tools during game development, adapting content to different platforms, use of a scripting language to create content
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/66Methods for processing data by generating or executing the game program for rendering three dimensional images
    • A63F2300/6607Methods for processing data by generating or executing the game program for rendering three dimensional images for animating game characters, e.g. skeleton kinematics

Abstract

The embodiment provides a method, a device, equipment and a storage medium for processing an animation object, wherein the method comprises the following steps: the method comprises the steps of obtaining a rotation instruction for a target part of an animation object, responding to the rotation instruction, controlling the motion of a first auxiliary object according to rotation constraint between the target part and the first auxiliary object, controlling the motion of a second auxiliary object according to the father-son relationship between the first auxiliary object and the second auxiliary object, performing stretching processing on a shaping skeleton according to the constraint relationship between the second auxiliary object and the shaping skeleton, and performing skinning operation according to the processed shaping skeleton to obtain the skinned animation object. The embodiment has the following beneficial effects: the shaping of the animation object is realized by covering the telescopic shaping skeleton, the problem of missing of the shape of the joint between the target part and other parts in the motion process is solved, the shaping step is simplified, and the manufacturing cost of the animation object is reduced.

Description

Animation object processing method, device, equipment and storage medium
Technical Field
The present application relates to the field of game technologies, and in particular, to a method, an apparatus, a device, and a storage medium for processing an animation object.
Background
With the increasing demand of users for game experience, in a three-dimensional (3D) game, in order to make an animation object moving in the 3D game conform to a real structure of a human body, the animation object is generally modified to make the animation object more real at present.
At present, in 3D game making software, joint modification is processed mainly through fusion deformation, a set of bound and weighted role model files is adopted, certain specific actions with larger angles are made for the role model files, then skin morph commands are added, bones with specific actions are added into skin morph, and then points of the model are directly adjusted to make the required joint deformation effect.
However, this method must be performed in a specific motion, and if the amplitude of the motion to be used exceeds a specific amplitude, the shape correction effect cannot be achieved, and the manufacturing cost is high when each animation object is manufactured using skin morph.
Disclosure of Invention
The application provides a method, a device, equipment and a storage medium for processing an animation object, and aims to solve the problems that in the prior art, the skin morph is adopted to manufacture the animation object, the shape correction effect possibly cannot be achieved, and the manufacturing cost is high.
In a first aspect, an embodiment of the present application provides a method for processing an animation object, including:
acquiring a rotation instruction aiming at a target part of an animation object;
controlling the first auxiliary object to move according to a rotation constraint between the target part and a first auxiliary object in response to the rotation instruction, wherein the first auxiliary object is arranged at a joint between the target part and other parts of the animation object;
controlling a second auxiliary object to move according to a paternal-child relationship between the first auxiliary object and the second auxiliary object, wherein the second auxiliary object is arranged on a tail skeleton of a modified skeleton, the modified skeleton is arranged on the target part, and the paternal-child relationship exists between the modified skeleton and the target part;
performing stretching treatment on the modified skeleton according to the constraint relation between the second auxiliary object and the modified skeleton;
and performing skinning operation according to the processed modified skeleton to obtain a skinned animation object.
Further, before the obtaining the rotation instruction for the target part of the animated object, the method further includes:
creating the first auxiliary object and arranging the first auxiliary object at a joint between the target part and other parts of the animation object;
creating the modified bone and placing the modified bone on the target site;
creating the second auxiliary object and arranging the second auxiliary object on the tail bone of the modified bone;
establishing a paternal-to-child relationship between the first auxiliary object and the second auxiliary object, a paternal-to-child relationship between the revision skeleton and the target site, and a constraint relationship between the second auxiliary object and the revision skeleton.
Further, the rotational constraint between the target site and the first auxiliary object comprises: and the first auxiliary object follows the constraint relation of the target part rotation.
Further, the establishing a parent-child relationship between the first auxiliary object and the second auxiliary object includes:
and establishing a parent-child relationship with the first auxiliary object as a parent and the second auxiliary object as a child.
Further, the establishing a parent-child relationship between the modified bone and the target site includes:
and establishing a parent-child relationship with the target part as a parent and the modified skeleton as a child.
Further, the establishing a constraint relationship between the second auxiliary object and the modified skeleton includes:
and establishing a position constraint relation and/or a fixation constraint relation of the second auxiliary object to the modified skeleton.
Further, the stretching the modified skeleton according to the constraint relationship between the second auxiliary object and the modified skeleton includes:
controlling the modified skeleton to displace according to the motion of the second auxiliary object and the constraint relation between the second auxiliary object and the modified skeleton;
and performing stretching treatment on the modified skeleton according to the displacement of the modified skeleton.
Further, the expansion and contraction processing of the modified bone according to the displacement of the modified bone comprises the following steps:
copying the modified skeleton, and arranging the copied modified skeleton on the target part, wherein the modified skeleton and the copied modified skeleton are overlapped in position;
converting, by a script controller, the displacement value of the modified bone into a scaled value of the modified bone obtained by copying;
and performing stretching processing on the modified skeleton according to the scaling value.
Further, the disposing the first auxiliary object at a joint between the target site and other sites of the animated object includes:
and arranging the first auxiliary object at a joint between the target part and the other part of the animation object in a mode of aligning the axis.
Further, the modified bone is a bone.
Further, the method further comprises:
receiving an instruction for adding muscle to the modified bone, and adding muscle to the modified bone according to the instruction.
In a second aspect, an embodiment of the present application provides an apparatus for processing an animated object, including:
the acquisition module is used for acquiring a rotation instruction aiming at a target part of the animation object;
the processing module is used for responding to the rotation instruction and controlling the first auxiliary object to move according to the rotation constraint between the target part and the first auxiliary object, wherein the first auxiliary object is arranged at the joint between the target part and the other part of the animation object;
controlling a second auxiliary object to move according to a paternal-child relationship between the first auxiliary object and the second auxiliary object, wherein the second auxiliary object is arranged on a tail skeleton of a modified skeleton, the modified skeleton is arranged on the target part, and the paternal-child relationship exists between the modified skeleton and the target part;
performing stretching treatment on the modified skeleton according to the constraint relation between the second auxiliary object and the modified skeleton;
and performing skinning operation according to the processed modified skeleton to obtain a skinned animation object.
Further, the processing module is further configured to:
creating the first auxiliary object and arranging the first auxiliary object at a joint between the target part and other parts of the animation object;
creating the modified bone and placing the modified bone on the target site;
creating the second auxiliary object and arranging the second auxiliary object on the tail bone of the modified bone;
establishing a paternal-to-child relationship between the first auxiliary object and the second auxiliary object, a paternal-to-child relationship between the revision skeleton and the target site, and a constraint relationship between the second auxiliary object and the revision skeleton.
Further, the rotational constraint between the target site and the first auxiliary object comprises: and the first auxiliary object follows the constraint relation of the target part rotation.
Further, the processing module is specifically configured to:
the establishing of the parent-child relationship between the first auxiliary object and the second auxiliary object includes:
and establishing a parent-child relationship with the first auxiliary object as a parent and the second auxiliary object as a child.
Further, the processing module is specifically configured to:
and establishing a parent-child relationship with the target part as a parent and the modified skeleton as a child.
Further, the processing module is specifically configured to:
and establishing a position constraint relation and/or a fixation constraint relation of the second auxiliary object to the modified skeleton.
Further, the processing module is specifically configured to:
controlling the modified skeleton to displace according to the motion of the second auxiliary object and the constraint relation between the second auxiliary object and the modified skeleton;
and performing stretching treatment on the modified skeleton according to the displacement of the modified skeleton.
Further, the processing module is specifically configured to:
copying the modified skeleton, and arranging the copied modified skeleton on the target part, wherein the modified skeleton and the copied modified skeleton are overlapped in position;
converting, by a script controller, the displacement value of the modified bone into a scaled value of the modified bone obtained by copying;
and performing stretching processing on the modified skeleton according to the scaling value.
Further, the processing module is specifically configured to:
and arranging the first auxiliary object at a joint between the target part and the other part of the animation object in a mode of aligning the axis.
Further, the modified bone is a bone.
Further, still include:
the receiving module is used for receiving an instruction for adding muscles to the modified skeleton, and the processing module is further used for adding muscles to the modified skeleton according to the instruction.
In a third aspect, an embodiment of the present application provides an electronic device, including: the device comprises a memory and a processor, wherein the memory stores executable instructions of the processor; wherein the processor is configured to perform the method of any of the first aspect via execution of the executable instructions.
In a fourth aspect, the present application provides a computer-readable storage medium, on which a computer program is stored, which when executed by a processor implements the method of any one of the first aspect.
The method, the device, the equipment and the storage medium for processing the animation object provided by the embodiment comprise the following steps: the method comprises the steps of obtaining a rotation instruction for a target portion of an animation object, responding to the rotation instruction, and controlling the motion of a first auxiliary object according to rotation constraint between the target portion and the first auxiliary object, wherein the first auxiliary object is arranged at a joint between the target portion and other portions of the animation object, and the motion of a second auxiliary object is controlled according to a paternal-child relationship between the first auxiliary object and the second auxiliary object, the second auxiliary object is arranged on a tail bone of a shaping bone, the shaping bone is arranged on the target portion, the paternal-child relationship exists between the shaping bone and the target portion, stretching processing is carried out on the shaping bone according to the constraint relationship between the second auxiliary object and the shaping bone, and skinning operation is carried out according to the processed shaping bone to obtain the skinned animation object. The embodiment has the following beneficial effects: drive first auxiliary object motion during rotatory target site, drive the motion of second auxiliary object during first auxiliary motion, the motion of second auxiliary object can make the type skeleton of repairing flexible during, then carry out the skinning to the type skeleton of repairing after flexible and obtain the animation object after the skinning, carry out the skinning through the type skeleton of repairing after to flexible and realized the type of repairing to the animation object, the problem of joint department physique disappearance between target site and other positions in the motion process has been solved, compare with prior art and simplified the type step of repairing, the cost of manufacture of animation object has been reduced.
Drawings
In order to more clearly illustrate the embodiments of the present application or the technical solutions in the prior art, the drawings needed to be used in the description of the embodiments or the prior art will be briefly introduced below, and it is obvious that the drawings in the following description are some embodiments of the present application, and for those skilled in the art, other drawings can be obtained according to these drawings without inventive exercise.
Fig. 1 is a flowchart illustrating a method for processing an animation object according to an embodiment of the present application;
FIG. 2 is a schematic view of a knee joint provided in accordance with an embodiment of the present application;
FIG. 3 is a schematic illustration of another knee joint provided in an embodiment of the present application;
FIG. 4 is a schematic illustration of a muscle effect provided by an embodiment of the present application;
FIG. 5 is a flowchart illustrating a method for processing an animation object according to an embodiment of the present disclosure;
FIG. 6 is a flowchart illustrating another method for processing an animation object according to an embodiment of the present disclosure;
FIG. 7 is a schematic view of a lower leg provided in an embodiment of the present application;
FIG. 8 is a schematic structural diagram of an apparatus for processing an animation object according to an embodiment of the present application;
fig. 9 is a schematic structural diagram of an electronic device according to an embodiment of the present application.
With the above figures, there are shown specific embodiments of the present application, which will be described in more detail below. These drawings and written description are not intended to limit the scope of the inventive concepts in any manner, but rather to illustrate the inventive concepts to those skilled in the art by reference to specific embodiments.
Detailed Description
In order to make the objects, technical solutions and advantages of the embodiments of the present application clearer, the technical solutions in the embodiments of the present application will be clearly and completely described below with reference to the drawings in the embodiments of the present application, and it is obvious that the described embodiments are some embodiments of the present application, but not all embodiments. 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.
The terms "first," "second," "third," "fourth," and the like in the description and in the claims of the present application and in the above-described drawings (if any) are used for distinguishing between similar elements and not necessarily for describing a particular sequential or chronological order. It is to be understood that the data so used is interchangeable under appropriate circumstances such that the embodiments of the application described herein are, for example, capable of operation in sequences other than those illustrated or otherwise described herein. Furthermore, the terms "comprises," "comprising," and "having," and any variations thereof, are intended to cover a non-exclusive inclusion, such that a process, method, system, article, or apparatus that comprises a list of steps or elements is not necessarily limited to those steps or elements expressly listed, but may include other steps or elements not expressly listed or inherent to such process, method, article, or apparatus.
At this stage, in order to make the animated objects in the 3D game more realistic and lively, the remodelling and muscles at the joints are handled by fusion morphing (vertex animation), in particular: binding is carried out by a set of character model files, weight is processed, specific actions with larger angles are made for the model, a skin morph command is added, bones of a certain specific action are added into the skin morph (only one joint can be made at one time), and then points of the model are directly adjusted to make joint deformation and muscle effects required by the user.
However, this approach has the following problems: firstly, the manufacturing of the method must be carried out under a certain specific action, if the action is too large, the points of the model at the joint are overlapped, the manufacturing personnel are inconvenient to manufacture the modification of the joint, the manufacturing time is long, the method must be carried out under the specific action, and when the action exceeds the amplitude of the action, the modification effect cannot be realized; secondly, if each animation object uses skin morph to make modification and muscle effect, the making cost is high; and thirdly, the existing file export type does not support the files with the modification type and the muscle effect which are produced in the mode, and even if the files can be exported, the existing game engine does not support the modification type and the muscle effect which are produced in the mode.
In order to solve the problems, the application provides a processing method of an animation object, the shape of the animation object is modified by covering the telescopic modified skeleton, the problem that the shapes of joints between a target part and other parts are lost in the motion process is solved, compared with the prior art, the shape modifying step is simplified, and the manufacturing cost of the animation object is reduced.
The following describes the technical solutions of the present application and how to solve the above technical problems with 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.
Fig. 1 is a flowchart illustrating a processing method of an animation object according to an embodiment of the present application, where an execution main body of the embodiment may be a processing device of the animation object, and the processing device may be integrated in a terminal, a server, or other devices capable of executing animation object production, and the embodiment is not limited thereto. As shown in fig. 1, the method in this embodiment may include:
s101, a rotation command for the target part of the animation object is acquired.
And S102, responding to the rotation instruction, and controlling the first auxiliary object to move according to the rotation constraint between the target part and the first auxiliary object.
The animation object is an object of any motion in any game, and the target portion is a portion where the animation object bends during motion, such as a thigh, a calf, a forearm, and the like, which is not limited in this embodiment.
In practical applications, when the animated object moves, for example, runs, the lower leg of the animated object bends, and the target region is the lower leg. Wherein the flexion of the lower leg is essentially a rotation of the lower leg. Generally, when the lower leg rotates, there is a problem of missing body in the knee joint between the lower leg and the thigh, fig. 2 is a schematic diagram of a knee joint provided in the present application, and as shown in fig. 2, the body in the knee joint 200 between the lower leg and the thigh is missing, so that the body in the knee joint 200 does not conform to the shape of the real exercise.
In this way, in order to solve the problem that the lower leg of the animation object causes the loss of the body shape of the knee joint when bending, in the present embodiment, a rotation instruction for the target portion is acquired, and in response to the rotation instruction, the first auxiliary object is controlled to move in accordance with the rotation constraint between the target portion and the first auxiliary object provided at the joint between the target portion and the other portion of the animation object. The first auxiliary object is used for assisting in shaping the missing body at the joint.
Referring to the example of fig. 2, the first auxiliary object is disposed at a knee joint between a thigh and a shank, with a rotational constraint between the target portion and the first auxiliary object, and when the target portion rotates, the first auxiliary object may be controlled to move according to the rotational constraint between the target portion and the first auxiliary object.
Wherein the rotational constraint between the target site and the first auxiliary object comprises: the first auxiliary object follows the constraint relation of the target part rotation. That is, when the target portion rotates, the first auxiliary object rotates following the first auxiliary object.
And S103, controlling the second auxiliary object to move according to the parent-child relationship between the first auxiliary object and the second auxiliary object.
The second auxiliary object is arranged on a tail skeleton of the modified skeleton, the modified skeleton is arranged on the target part, and a paternal-child relationship exists between the modified skeleton and the target part. Optionally, the caudal bone is located on a side of the modified bone proximal to the joint.
Optionally, the modified bone is bone.
For the father-son relationship, taking a tree as an example, when the main trunk of the tree moves, the branches of the tree can move certainly, when a gust of wind blows, the branches can move along with the wind, namely, the branches (namely, the son) can move along with the movement of the main trunk (namely, the father), the branches can also move relatively independently, in 3D game software (for example, 3dmax), the son can be selected first, then the father-son link option is clicked, and then the father is selected, so that the father-son relationship is established.
It should be noted that, since the priority of the rotation constraint is higher than the parent-child relationship, when the target portion rotates, the first auxiliary object will follow the motion, and the modified skeleton will not follow the motion. The paternal-to-child relationship between the modified bone and the target site is referred to herein to illustrate that the modified bone and the target site are bound together.
In this embodiment, when the first auxiliary object moves, the second auxiliary object moves following the first auxiliary object with the first auxiliary object as a parent and the second auxiliary object as a child according to the parent-child relationship between the first auxiliary object and the second auxiliary object.
And S104, performing stretching treatment on the modified skeleton according to the constraint relation between the second auxiliary object and the modified skeleton.
And S105, performing skinning operation according to the processed modified skeleton to obtain a skinned animation object.
Wherein the constraint relationship between the second auxiliary object and the modified skeleton comprises a position constraint relationship and/or a gaze constraint relationship.
The position constraint relationship means that when the position of the constrained object changes, the position of the constrained object also changes correspondingly. The gazing constraint means that the constrained object always gazes at the constrained object, and when the constrained object moves, the constrained object also gazes at the constrained object to generate corresponding change.
In this embodiment, the second auxiliary object is a constrained object, and the modified skeleton is a constrained object, and when the second auxiliary object moves, the modified skeleton can be stretched or shortened according to a constraint relationship between the second auxiliary object and the modified skeleton, that is, along with the movement of the second auxiliary object.
And then, performing skinning operation according to the processed modified skeleton to obtain a skinned animation object, wherein the skinning operation refers to the modified skeleton controlling the external contour of the target part of the animation object, and when the modified skeleton stretches or shortens, the external contour of the target part can be controlled through drawing weights in the skinning operation process, so that when the target part rotates, the body missing at the joint between the target part and other parts of the animation object can be restored to the state of the human body. On the basis of the embodiment of fig. 2, fig. 3 is a schematic diagram of another knee joint provided in the embodiment of the present application, and as shown in fig. 3, the knee joint 300 between the lower leg and the upper leg has a normal shape, which conforms to the shape of the human body during real motion.
In a specific implementation, step S105 specifically includes:
a1, controlling the modified skeleton to displace according to the motion of the second auxiliary object and the constraint relation between the second auxiliary object and the modified skeleton;
and A2, performing expansion and contraction treatment on the modified skeleton according to the displacement of the modified skeleton.
When the second auxiliary object moves, the modified skeleton can be controlled to move according to the movement of the second auxiliary object and the constraint relation between the second auxiliary object and the modified skeleton, and then the modified skeleton is stretched or shortened according to the displacement of the modified skeleton, namely, when the modified skeleton moves, the modified skeleton is stretched or shortened substantially.
Further, obtaining the skinned animation object, and making a muscle effect, specifically:
an instruction for adding muscle to a modified bone is received and muscle is added to the modified bone according to the instruction.
After the skinned animation object is obtained, an instruction for adding muscle to the modified skeleton input by a user can be received, and then the muscle is added to the modified skeleton according to the instruction.
Illustratively, the modified bone is bone, and muscle can be added to the modified bone as follows: in 3dmax, the bone skeletal system panel is opened and the modified bone attribute scale is changed to squash, which achieves the muscular effect of the modified bone. The modified skeleton and the target part are bound together, so that the muscle effect of the target part of the animation object is realized. Fig. 4 is a schematic view of a muscle effect provided by the embodiment of the application, and as shown in fig. 4, the target part is a lower leg, and after the muscle effect is made on the modified skeleton on the lower leg, the animation object looks richer and more vivid.
The method for processing the animation object provided by the embodiment comprises the following steps: the method comprises the steps of obtaining a rotation instruction for a target portion of an animation object, responding to the rotation instruction, and controlling the motion of a first auxiliary object according to rotation constraint between the target portion and the first auxiliary object, wherein the first auxiliary object is arranged at a joint between the target portion and other portions of the animation object, and the motion of a second auxiliary object is controlled according to a paternal-child relationship between the first auxiliary object and the second auxiliary object, the second auxiliary object is arranged on a tail bone of a shaping bone, the shaping bone is arranged on the target portion, the paternal-child relationship exists between the shaping bone and the target portion, stretching processing is carried out on the shaping bone according to the constraint relationship between the second auxiliary object and the shaping bone, and skinning operation is carried out according to the processed shaping bone to obtain the skinned animation object. The embodiment has the following beneficial effects: drive first auxiliary object motion during rotatory target site, drive the motion of second auxiliary object during first auxiliary motion, the motion of second auxiliary object can make the type skeleton of repairing flexible during, then carry out the skinning to the type skeleton of repairing after flexible and obtain the animation object after the skinning, carry out the skinning through the type skeleton of repairing after to flexible and realized the type of repairing to the animation object, the problem of joint department physique disappearance between target site and other positions in the motion process has been solved, compare with prior art and simplified the type step of repairing, the cost of manufacture of animation object has been reduced.
On the basis of the foregoing embodiment, fig. 5 is a flowchart illustrating a processing method of an animation object according to an embodiment of the present application, and as shown in fig. 5, performing expansion and contraction processing on a modified skeleton according to displacement of the modified skeleton specifically includes:
s201, copying the modified skeleton, and arranging the copied modified skeleton on the target part.
And S202, converting the displacement value of the modified skeleton into a copied scaling value of the modified skeleton through the script controller.
S203, performing expansion and contraction processing on the modified skeleton according to the zoom value.
In practical applications, the animation object created in the above manner may not be loaded into some game engines, and thus, these game engines may not recognize the displacement value of the modified skeleton, and therefore, in this embodiment, in order to be applied to various game engines, the modified skeleton is copied and the copied modified skeleton is set on the target portion, where the modified skeleton and the copied modified skeleton are overlapped in position, and then a code is written by the script controller to convert the displacement value of the modified skeleton into the scaled value of the copied modified skeleton. And then, stretching the modified skeleton by using the zoom value obtained by conversion.
The modified skeleton obtained by the replication has a parent-child relationship with the target site.
The method for processing the animation object provided by the embodiment comprises the following steps: copying the modified skeleton, setting the copied modified skeleton on the target part, converting the displacement value of the modified skeleton into the zoom value of the copied modified skeleton through the script controller, and performing stretching processing on the modified skeleton according to the zoom value. The embodiment has the following beneficial effects: the animation object produced by the method is suitable for various game engines by copying the modified skeleton, converting the displacement value of the modified skeleton into a zoom value and then performing stretching processing on the modified skeleton by adopting the zoom value.
On the basis of the foregoing embodiment, fig. 6 is a flowchart illustrating another processing method for an animation object according to an embodiment of the present application, and as shown in fig. 6, before a rotation instruction for a target portion of the animation object is obtained, the method further includes the following steps:
s301, creating a first auxiliary object, and arranging the first auxiliary object at a joint between the target part and other parts of the animation object.
The target part may be any body part of the animation object, for example: thigh, calf, forearm, etc.
The first auxiliary object is used to assist in reshaping the animated object, and may be created in 3D gaming software (e.g., 3 dmax). Specifically, one animation object is opened using 3dmax, then a first auxiliary object is created, and the first auxiliary object is disposed at a joint between a target portion and another portion of the animation object, specifically, the first auxiliary object is disposed at a joint between the target portion and another portion of the animation object in an axis-aligned manner.
The axis alignment mode means that the coordinate system of the first auxiliary object and the coordinate system of the target part are completely overlapped, and the axis of the first auxiliary object and the axis of the knee joint are overlapped.
S302, creating a modified skeleton, and arranging the modified skeleton on the target part.
In the present embodiment, a modified bone for modifying the animation object may be created in 3dmax, and the modified bone may be set on the target site, the modified bone having a tail bone located on a side of the modified bone close to the joint.
Optionally, the modified bone is bone.
As an example, in 3dmax, a "bone creation" option is provided, and the user can select "bone creation" so that the electronic device can receive the creation instruction, and then perform creation of a modified bone, and then also set the modified bone on the target site.
And S303, creating a second auxiliary object, and arranging the second auxiliary object on the tail skeleton of the modified skeleton.
After the revision bone is created, it is also possible to create a second auxiliary object in 3dmax and to dispose the second auxiliary object on the caudal bone of the revision bone, specifically, in an axis-aligned manner, that is, the axis of the second auxiliary object and the axis of the caudal bone coincide. The first auxiliary object is used for assisting in modifying the animation object.
Exemplarily, fig. 7 is a schematic view of a lower leg provided in an embodiment of the present application, as shown in fig. 7, a first auxiliary object 700 is disposed at a knee joint between the lower leg and an upper leg, a modified bone 701 is disposed on the lower leg, a coccyx 7011 of the modified bone 701 is close to the knee joint, and a second auxiliary object 702 is disposed on the coccyx. Of course, fig. 7 is only an exemplary illustration of the shapes and positions of the modified skeleton 701, the first auxiliary object 700, and the second auxiliary object 702 on the lower leg, and the embodiment is not limited thereto.
S304, establishing a parent-child relationship between the first auxiliary object and the second auxiliary object, a parent-child relationship between the shaping skeleton and the target part, and a constraint relationship between the second auxiliary object and the shaping skeleton.
Specifically, a parent-child relationship is established in which the target portion is a parent and the modified skeleton is a child, and a parent-child relationship is established in which the first auxiliary object is a parent and the second auxiliary object is a child.
In 3D game software (such as 3dmax), when a parent-child relationship is established, a child can be selected first, then a parent-child link option is clicked, and then a parent is selected, so that the parent-child relationship is established.
Wherein, establishing a constraint relationship between the second auxiliary object and the modified skeleton comprises:
and establishing a position constraint relation and/or a fixation constraint relation of the second auxiliary object to the modified skeleton.
The position constraint relationship refers to that when the position of the constrained object changes, the position of the constrained object also changes correspondingly. The gazing constraint means that the constrained object always gazes at the constrained object, and when the constrained object moves, the constrained object also gazes at the constrained object to generate corresponding movement. In this embodiment, the second auxiliary object is a constrained object, and the modified skeleton is a constrained object.
In 3dmax, options of "position constraint" and "gaze constraint" may be set, and a user may select the second auxiliary object, then select "position constraint", and then select the middle modified skeleton, so that a position constraint relationship in which the second auxiliary object is a constrained object and the modified skeleton is a constrained object is established.
Similarly, a second auxiliary object is selected, then the 'gaze constraint' is selected, and then the modified skeleton is selected, so that the gaze constraint relation that the second auxiliary object is the constrained object and the modified skeleton is the constrained object is established.
It should be noted that L ookat under the upnp control may be selected when the "gaze constraint" is selected, so as to avoid a sudden 180 degree reversal of the modified bone when the target site is rotated.
The method for processing the animation object provided by the embodiment comprises the following steps: creating a first auxiliary object, arranging the first auxiliary object at a joint between a target part and other parts of the animation object, creating a modified skeleton, arranging the modified skeleton on the target part, creating a second auxiliary object, arranging the second auxiliary object on a tail skeleton of the modified skeleton, and establishing a paternal-child relationship between the first auxiliary object and the second auxiliary object, a paternal-child relationship between the modified skeleton and the target part, and a constraint relationship between the second auxiliary object and the modified skeleton. The embodiment has the following beneficial effects: and introducing an auxiliary object and a shaping skeleton, and establishing a constraint relation and a parent-child relation between the auxiliary object and the shaping skeleton, so that the shaping step of the animation object is simplified, and the manufacturing cost of the animation object is reduced.
On the basis of the above-described embodiments, the present technical solution is explained below with a specific example. In this example, the thigh and the calf are respectively determined as the target portions, and for the thigh, the calf is the other portion, and for the calf, the thigh is the other portion, which specifically includes:
(1) opening an animation object made by 3dmax, creating a point auxiliary object in 3dmax, and changing the name to the first auxiliary object (Help _ L _ Calf _ Muscle).
(2) And aligning the first auxiliary object to the knee joint between the thigh and the calf of the animation object by using an alignment tool carried by the 3dmax self-contained object in an axis alignment mode.
(3) And respectively carrying out rotation restraint on the thigh and the shank by using the first auxiliary object.
Specifically, the first auxiliary object is used as a constrained object, the thigh and the calf are used as constrained objects, the first auxiliary object is used for rotationally constraining the thigh, and the first auxiliary object is used for rotationally constraining the calf.
The rotation constraint can be established by first selecting the constrained object in 3dmax, then clicking the rotation constraint option, and then selecting the constrained object.
(4) In 3dmax, click the Bone creation option creates a Bone with a tail Bone and changes the name of the Bone to the first modified Bone (Bone _ up _ L _ Calf _ Muscle) and the name of the tail Bone to the first tail Bone (Bone _ up _ L _ Calf _ Muscle _ end).
(5) And copying the Bone _ up _ L _ Calf _ Muscle and the Bone _ up _ L _ Calf _ Muscle _ end to respectively change the names of the second modified Bone (Bone _ down _ L _ Calf _ Muscle) and the second coccyx (Bone _ down _ L _ Calf _ Muscle _ end).
(6) And arranging the first modified skeleton on the thigh and the second modified skeleton on the shank.
(7) In 3dmax, two point auxiliary objects are created and the names of the second auxiliary object 1(Help _ up _ L _ Calf _ multiscale _ end) and the second auxiliary object 2 are changed respectively
(Help _ down _ L _ Calf _ Muscle _ end), and then aligning the second auxiliary object 1 onto the first coccyx in an axis-aligned manner, and aligning the second auxiliary object 2 onto the second coccyx in an axis-aligned manner.
(8) Establishing a constraint relation between the first modified skeleton and the second auxiliary object 1 and a constraint relation between the second modified skeleton and the second auxiliary object 2.
Wherein the constraint relationship comprises a position constraint and a gaze constraint, and in 3dmax, L okat under the knob control can be selected when the 'gaze constraint' is selected, so that 180-degree inversion of the modified skeleton can be avoided when the target part rotates.
(9) Respectively establishing a paternal-to-child relationship between the first modified skeleton and the thigh, a paternal-to-child relationship between the second modified skeleton and the shank, a paternal-to-child relationship between the first auxiliary object and the second auxiliary object 1, and a paternal-to-child relationship between the first auxiliary object and the second auxiliary object 2.
(10) The first modified Bone and the second modified Bone are copied, and the copied bones are named as a third modified Bone (Ref _ Bone _ up _ L _ Calf _ Muscle), a fourth modified Bone (Ref _ Bone _ down _ L _ Calf _ Muscle), a tail Bone of the third modified Bone is a third tail Bone (Ref _ Bone _ up _ L _ Calf _ Muscle _ end), and a tail Bone of the fourth modified Bone is a fourth tail Bone (Ref _ down _ L _ Calf _ Muscle _ end).
(11) Adding a script controller to the scaling controllers of the third and fourth modified bones, and adding corresponding codes under the script controller to convert the displacement value of the first modified bone into the scaling value of the third modified bone and the displacement value of the second modified bone into the scaling value of the fourth modified bone.
(12) Establishing a paternal-child relationship between the third modified skeleton and the thigh, establishing a paternal-child relationship between the fourth modified skeleton and the shank, and performing skinning operation according to the third modified skeleton and the fourth modified skeleton respectively to obtain a skinned animation object.
(13) And when the muscle effect is produced, the panel of the bone system of the bone needs to be opened, and the attribute scales of the first modified bone and the second modified bone are adjusted to be square.
Fig. 8 is a schematic structural diagram of an apparatus for processing an animation object according to an embodiment of the present application, and as shown in fig. 8, the apparatus according to the embodiment may include:
an obtaining module 80, configured to obtain a rotation instruction for a target portion of an animation object;
a processing module 81, configured to control, in response to the rotation instruction, a motion of a first auxiliary object according to a rotation constraint between the target portion and the first auxiliary object, where the first auxiliary object is disposed at a joint between the target portion and another portion of the animation object;
controlling a second auxiliary object to move according to a paternal-child relationship between the first auxiliary object and the second auxiliary object, wherein the second auxiliary object is arranged on a tail skeleton of a modified skeleton, the modified skeleton is arranged on the target part, and the paternal-child relationship exists between the modified skeleton and the target part;
performing stretching treatment on the modified skeleton according to the constraint relation between the second auxiliary object and the modified skeleton;
and performing skinning operation according to the processed modified skeleton to obtain a skinned animation object.
Further, the processing module 81 is further configured to:
creating the first auxiliary object and arranging the first auxiliary object at a joint between the target part and other parts of the animation object;
creating the modified bone and placing the modified bone on the target site;
creating the second auxiliary object and arranging the second auxiliary object on the tail bone of the modified bone;
establishing a paternal-to-child relationship between the first auxiliary object and the second auxiliary object, a paternal-to-child relationship between the revision skeleton and the target site, and a constraint relationship between the second auxiliary object and the revision skeleton.
Further, the rotational constraint between the target site and the first auxiliary object comprises: and the first auxiliary object follows the constraint relation of the target part rotation.
Further, the processing module 81 is specifically configured to:
the establishing of the parent-child relationship between the first auxiliary object and the second auxiliary object includes:
and establishing a parent-child relationship with the first auxiliary object as a parent and the second auxiliary object as a child.
Further, the processing module is specifically configured to:
and establishing a parent-child relationship with the target part as a parent and the modified skeleton as a child.
Further, the processing module 81 is specifically configured to:
and establishing a position constraint relation and/or a fixation constraint relation of the second auxiliary object to the modified skeleton.
Further, the processing module 81 is specifically configured to:
controlling the modified skeleton to displace according to the motion of the second auxiliary object and the constraint relation between the second auxiliary object and the modified skeleton;
and performing stretching treatment on the modified skeleton according to the displacement of the modified skeleton.
Further, the processing module 81 is specifically configured to:
copying the modified skeleton, and arranging the copied modified skeleton on the target part, wherein the modified skeleton and the copied modified skeleton are overlapped in position;
converting, by a script controller, the displacement value of the modified bone into a scaled value of the modified bone obtained by copying;
and performing stretching processing on the modified skeleton according to the scaling value.
Further, the processing module 81 is specifically configured to:
and arranging the first auxiliary object at a joint between the target part and the other part of the animation object in a mode of aligning the axis.
Further, the modified bone is a bone.
Further, still include:
a receiving module 82, configured to receive an instruction for adding a muscle to the modified bone, and the processing module is further configured to add a muscle to the modified bone according to the instruction.
The processing apparatus for an animation object of this embodiment may execute the technical solution in the method shown in fig. 1, and for the specific implementation process and the technical principle, reference is made to the related description in the above method, and details are not repeated here.
Fig. 9 is a schematic structural diagram of an electronic device according to an embodiment of the present application, and as shown in fig. 9, the electronic device according to the embodiment may include: memory 90 and processor 91:
a memory 90 for storing computer programs (e.g., applications, functional modules, etc. that implement the above-described methods), computer instructions, etc.;
the computer programs, computer instructions, etc. described above may be stored in one or more memories 90 in partitions. And the above-mentioned computer program, computer instructions, data, etc. can be called by the processor 91.
A processor 91 for executing the computer program stored in the memory 90 to implement the steps of the method according to the above embodiments.
Reference may be made in particular to the description relating to the preceding method embodiment.
The processor 91 and the memory 90 may be separate structures or may be an integrated structure integrated together. When the processor 91 and the memory 90 are separate structures, the memory 90 and the processor 91 may be coupled by a bus 92.
The electronic device of this embodiment may execute the technical solutions of the embodiments, and specific implementation processes and technical principles thereof refer to the relevant descriptions in the above methods, which are not described herein again.
In addition, an embodiment of the present application also provides a computer-readable storage medium, on which a computer program is stored, which, when executed by a processor, implements a processing method of an animation object.
Computer-readable media includes both computer storage media and communication media including any medium that facilitates transfer of a computer program from one place to another. A storage media may be any available media that can be accessed by a general purpose or special purpose computer. An exemplary storage medium is coupled to the processor such the processor can read information from, and write information to, the storage medium. Of course, the storage medium may also be integral to the processor. The processor and the storage medium may reside in an ASIC. Additionally, the ASIC may reside in user equipment. Of course, the processor and the storage medium may reside as discrete components in a communication device.
Those of ordinary skill in the art will understand that: all or a portion of the steps of implementing the above-described method embodiments may be performed by hardware associated with program instructions. The program may be stored in a computer-readable storage medium. When executed, the program performs steps comprising the method embodiments described above; and the aforementioned storage medium includes: various media that can store program codes, such as ROM, RAM, magnetic or optical disks.
The present application further provides a program product comprising a computer program stored in a readable storage medium, from which the computer program can be read by at least one processor of a server, the computer program being executable by the at least one processor to cause the server to carry out the method of any of the embodiments of the present application described above.
Those of ordinary skill in the art will understand that: all or a portion of the steps of implementing the above-described method embodiments may be performed by hardware associated with program instructions. The program may be stored in a computer-readable storage medium. When executed, the program performs steps comprising the method embodiments described above; and the aforementioned storage medium includes: various media that can store program codes, such as ROM, RAM, magnetic or optical disks.
Finally, it should be noted that: the above embodiments are only used for illustrating the technical solutions of the present application, and not for limiting the same; although the present application has been described in detail with reference to the foregoing embodiments, it should be understood by those of ordinary skill in the art that: the technical solutions described in the foregoing embodiments may still be modified, or some or all of the technical features may be equivalently replaced; and the modifications or the substitutions do not make the essence of the corresponding technical solutions depart from the scope of the technical solutions of the embodiments of the present application.

Claims (14)

1. A method for processing an animated object, comprising:
acquiring a rotation instruction aiming at a target part of an animation object;
controlling the first auxiliary object to move according to a rotation constraint between the target part and a first auxiliary object in response to the rotation instruction, wherein the first auxiliary object is arranged at a joint between the target part and other parts of the animation object;
controlling a second auxiliary object to move according to a paternal-child relationship between the first auxiliary object and the second auxiliary object, wherein the second auxiliary object is arranged on a tail skeleton of a modified skeleton, the modified skeleton is arranged on the target part, and the paternal-child relationship exists between the modified skeleton and the target part;
performing stretching treatment on the modified skeleton according to the constraint relation between the second auxiliary object and the modified skeleton;
and performing skinning operation according to the processed modified skeleton to obtain a skinned animation object.
2. The processing method according to claim 1, wherein before the obtaining the rotation instruction for the target portion of the animated object, further comprising:
creating the first auxiliary object and arranging the first auxiliary object at a joint between the target part and other parts of the animation object;
creating the modified bone and placing the modified bone on the target site;
creating the second auxiliary object and arranging the second auxiliary object on the tail bone of the modified bone;
establishing a paternal-to-child relationship between the first auxiliary object and the second auxiliary object, a paternal-to-child relationship between the revision skeleton and the target site, and a constraint relationship between the second auxiliary object and the revision skeleton.
3. The process of claim 1, wherein the rotational constraint between the target site and the first auxiliary object comprises: and the first auxiliary object follows the constraint relation of the target part rotation.
4. The processing method according to claim 2, wherein the establishing of the parent-child relationship between the first auxiliary object and the second auxiliary object comprises:
and establishing a parent-child relationship with the first auxiliary object as a parent and the second auxiliary object as a child.
5. The process of claim 2, wherein said establishing a paternal-to-child relationship between said modified bone and said target site comprises:
and establishing a parent-child relationship with the target part as a parent and the modified skeleton as a child.
6. The process of claim 2, wherein said establishing a constraint relationship between said second auxiliary object and said modified skeleton comprises:
and establishing a position constraint relation and/or a fixation constraint relation of the second auxiliary object to the modified skeleton.
7. The method according to claim 1, wherein the stretching the modified skeleton according to the constraint relationship between the second auxiliary object and the modified skeleton comprises:
controlling the modified skeleton to displace according to the motion of the second auxiliary object and the constraint relation between the second auxiliary object and the modified skeleton;
and performing stretching treatment on the modified skeleton according to the displacement of the modified skeleton.
8. The method of claim 7, wherein scaling the modified bone according to the displacement of the modified bone comprises:
copying the modified skeleton, and arranging the copied modified skeleton on the target part, wherein the modified skeleton and the copied modified skeleton are overlapped in position;
converting, by a script controller, the displacement value of the modified bone into a scaled value of the modified bone obtained by copying;
and performing stretching processing on the modified skeleton according to the scaling value.
9. The method of claim 2, wherein said positioning the first auxiliary object at a joint between the target site and the other site of the animated object comprises:
and arranging the first auxiliary object at a joint between the target part and the other part of the animation object in a mode of aligning the axis.
10. The method of claim 1, wherein the modified bone is bone.
11. The method of claim 1, further comprising:
receiving an instruction for adding muscle to the modified bone, and adding muscle to the modified bone according to the instruction.
12. An apparatus for processing an animated object, comprising:
the acquisition module is used for acquiring a rotation instruction aiming at a target part of the animation object;
the processing module is used for responding to the rotation instruction and controlling the first auxiliary object to move according to the rotation constraint between the target part and the first auxiliary object, wherein the first auxiliary object is arranged at the joint between the target part and the other part of the animation object;
controlling a second auxiliary object to move according to a paternal-child relationship between the first auxiliary object and the second auxiliary object, wherein the second auxiliary object is arranged on a tail skeleton of a modified skeleton, the modified skeleton is arranged on the target part, and the paternal-child relationship exists between the modified skeleton and the target part;
performing stretching treatment on the modified skeleton according to the constraint relation between the second auxiliary object and the modified skeleton;
and performing skinning operation according to the processed modified skeleton to obtain a skinned animation object.
13. An electronic device, comprising: the device comprises a memory and a processor, wherein the memory stores executable instructions of the processor; wherein the processor is configured to perform the method of any of claims 1-11 via execution of the executable instructions.
14. A computer-readable storage medium, on which a computer program is stored which, when being executed by a processor, carries out the method of any one of claims 1 to 11.
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