CN111402371B - Method, device, equipment and storage medium for processing animation object - Google Patents

Method, device, equipment and storage medium for processing animation object Download PDF

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Publication number
CN111402371B
CN111402371B CN202010201230.XA CN202010201230A CN111402371B CN 111402371 B CN111402371 B CN 111402371B CN 202010201230 A CN202010201230 A CN 202010201230A CN 111402371 B CN111402371 B CN 111402371B
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auxiliary object
bone
modified
skeleton
auxiliary
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CN111402371A (en
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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

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

Abstract

The embodiment provides a processing method, a device, equipment and a storage medium for an animation object, which comprise the following steps: and acquiring a rotation instruction aiming at a target part of the animation object, responding to the rotation instruction, controlling the movement of the first auxiliary object according to the rotation constraint between the target part and the first auxiliary object, controlling the movement of the second auxiliary object according to the father-son relationship between the first auxiliary object and the second auxiliary object, performing expansion and contraction treatment on the repair skeleton according to the constraint relationship between the second auxiliary object and the repair skeleton, and performing skin operation according to the treated repair skeleton to obtain the skinned animation object. The embodiment has the following beneficial effects: the repairing of the animation object is realized by covering the telescopic repairing skeleton, the problem that the shape of the joint between the target part and other parts is lost in the motion process is solved, the repairing step is simplified, and the manufacturing cost of the animation object is reduced.

Description

Method, device, equipment and storage medium for processing animation object
Technical Field
The present invention 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
As users have increased in demand for game experience, in three-dimensional (3D) games, in order to make an animated object moving in the 3D game conform to the real structure of the human body, it is common to modify the animated object to make the animated object more real.
At present, in 3D game making software, the modification at the joint is processed mainly through fusion deformation, a set of character model files which are well bound and weighted are adopted, specific actions with larger angles are made for the character model files, then skin morph commands are added, bones of the specific actions are added into skin morph, and then points of the model are directly adjusted, so that the needed joint deformation effect is made.
However, this method must be performed under a specific action, and if the magnitude of the action used exceeds a specific magnitude, the modification effect cannot be achieved, and when each animation object is produced using skin morph, the production cost is high.
Disclosure of Invention
The application provides a processing method, a processing device, processing equipment and a storage medium for an animation object, which are used for solving the problems that in the prior art, skin morph is adopted to manufacture the animation object, the modification effect can not be realized, 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 the rotation constraint between the target part and the 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 the movement of a second auxiliary object according to the father-son relationship between the first auxiliary object and the second auxiliary object, wherein the second auxiliary object is arranged on the tail bone of the repair bone, the repair bone is arranged on the target part, and the father-son relationship exists between the repair bone and the target part;
performing expansion and contraction 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 the skinned animation object.
Further, before the obtaining the rotation instruction for the target part of the animation 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 disposing the modified bone on the target site;
creating the second auxiliary object and disposing the second auxiliary object on a tail bone of the repair bone;
establishing a parent-child relationship between the first auxiliary object and the second auxiliary object, a parent-child relationship between the repair bone and the target site, and a constraint relationship between the second auxiliary object and the repair bone.
Further, the rotation constraint between the target site and the first auxiliary object comprises: the first auxiliary object follows the constraint relation of the target position rotation.
Further, the establishing a parent-child relationship between the first auxiliary object and the second auxiliary object includes:
and establishing a father-son relationship taking the first auxiliary object as a father and the second auxiliary object as a son.
Further, the establishing a parent-child relationship between the modified bone and the target site includes:
and establishing a father-son relationship taking the target part as a father and the repair skeleton as a son.
Further, the establishing a constraint relationship between the second auxiliary object and the repair bone includes:
Establishing a position constraint relation and/or a fixation constraint relation of the second auxiliary object to the modified bone.
Further, the expanding and contracting the modified skeleton according to the constraint relation between the second auxiliary object and the modified skeleton includes:
controlling the shaping skeleton to displace according to the motion of the second auxiliary object and the constraint relation between the second auxiliary object and the shaping skeleton;
and performing expansion and contraction treatment on the modified bone according to the displacement of the modified bone.
Further, the expansion and contraction treatment of the modified bone is performed according to the displacement of the modified bone, and the expansion and contraction treatment comprises the following steps:
copying the modified skeleton, and setting the copied modified skeleton on the target part, wherein the positions of the modified skeleton and the copied modified skeleton are overlapped;
converting the displacement value of the modified skeleton into a scaling value of the copied modified skeleton by a script controller;
and performing expansion and contraction treatment on the modified skeleton according to the scaling value.
Further, the disposing the first auxiliary object at a joint between the target portion and the other portion of the animation object includes:
And arranging the first auxiliary object at a joint between the target part and other parts of the animation object in an axis alignment mode.
Further, the modified bone is bone.
Further, the method further comprises:
receiving an instruction for adding a muscle to the modified bone, and adding a muscle to the modified bone according to the instruction.
In a second aspect, an embodiment of the present application provides a processing apparatus for an animation 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 a joint between the target part and other parts of the animation object;
controlling the movement of a second auxiliary object according to the father-son relationship between the first auxiliary object and the second auxiliary object, wherein the second auxiliary object is arranged on the tail bone of the repair bone, the repair bone is arranged on the target part, and the father-son relationship exists between the repair bone and the target part;
Performing expansion and contraction 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 the 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 disposing the modified bone on the target site;
creating the second auxiliary object and disposing the second auxiliary object on a tail bone of the repair bone;
establishing a parent-child relationship between the first auxiliary object and the second auxiliary object, a parent-child relationship between the repair bone and the target site, and a constraint relationship between the second auxiliary object and the repair bone.
Further, the rotation constraint between the target site and the first auxiliary object comprises: the first auxiliary object follows the constraint relation of the target position rotation.
Further, the processing module is specifically configured to:
the establishing a parent-child relationship between the first auxiliary object and the second auxiliary object includes:
And establishing a father-son relationship taking the first auxiliary object as a father and the second auxiliary object as a son.
Further, the processing module is specifically configured to:
and establishing a father-son relationship taking the target part as a father and the repair skeleton as a son.
Further, the processing module is specifically configured to:
establishing a position constraint relation and/or a fixation constraint relation of the second auxiliary object to the modified bone.
Further, the processing module is specifically configured to:
controlling the shaping skeleton to displace according to the motion of the second auxiliary object and the constraint relation between the second auxiliary object and the shaping skeleton;
and performing expansion and contraction treatment on the modified bone according to the displacement of the modified bone.
Further, the processing module is specifically configured to:
copying the modified skeleton, and setting the copied modified skeleton on the target part, wherein the positions of the modified skeleton and the copied modified skeleton are overlapped;
converting the displacement value of the modified skeleton into a scaling value of the copied modified skeleton by a script controller;
and performing expansion and contraction treatment 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 other parts of the animation object in an axis alignment mode.
Further, the modified bone is bone.
Further, the method further comprises the following steps:
a receiving module for receiving instructions for adding muscles to the modified bone, the processing module further for adding muscles to the modified bone according to the instructions.
In a third aspect, an embodiment of the present application provides an electronic device, including: the device comprises a memory and a processor, wherein executable instructions of the processor are stored in the memory; wherein the processor is configured to perform the method of any of the first aspects via execution of the executable instructions.
In a fourth aspect, embodiments of the present application provide a computer-readable storage medium, on which a computer program is stored, which program, when executed by a processor, implements the method according to any of the first aspects.
The processing method, device, equipment and storage medium for the animation object provided by the embodiment comprise the following steps: the method comprises the steps of obtaining a rotation instruction aiming at a target part of an animation object, responding to the rotation instruction, controlling the first auxiliary object to move according to rotation constraint between the target part and the first auxiliary object, wherein the first auxiliary object is arranged at a joint between the target part and other parts of the animation object, controlling the second auxiliary object to move according to a father-son relationship between the first auxiliary object and the second auxiliary object, wherein the second auxiliary object is arranged on a tail bone of a repair bone, the repair bone is arranged on the target part, father-son relationship exists between the repair bone and the target part, performing expansion and contraction processing on the repair bone according to the constraint relationship between the second auxiliary object and the repair bone, and performing skin operation according to the processed repair bone to obtain the skinned animation object. The embodiment has the following beneficial effects: the first auxiliary object is driven to move when the target part is rotated, the second auxiliary object is driven to move when the first auxiliary object moves, the repair skeleton stretches when the second auxiliary object moves, then the stretch repair skeleton is covered to obtain the animation object after the covering, the repair of the animation object is realized by covering the stretch repair skeleton, the problem that the shape of the joint part between the target part and other parts is missing in the moving process is solved, compared with the prior art, the repair step is simplified, and the manufacturing cost of the animation object is reduced.
Drawings
In order to more clearly illustrate the embodiments of the present application or the technical solutions in the prior art, a brief description will be given below of the drawings that are needed in the embodiments or the prior art descriptions, it being obvious that the drawings in the following description are some embodiments of the present application, and that other drawings may be obtained according to these drawings without inventive effort to a person skilled in the art.
FIG. 1 is a flowchart of a method for processing an animation object according to an embodiment of the present application;
FIG. 2 is a schematic illustration 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 of a method for processing an animation object according to an embodiment of the present application;
FIG. 6 is a flowchart of another method for processing an animation object according to an embodiment of the present application;
FIG. 7 is a schematic view of a calf provided in an embodiment of the application;
FIG. 8 is a schematic structural diagram of an animation object processing device 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.
Specific embodiments thereof have been shown by way of example in the drawings and will herein be described in more detail. These drawings and the written description are not intended to limit the scope of the inventive concepts in any way, but to illustrate the concepts of the present application to those skilled in the art by reference to specific embodiments.
Detailed Description
For the purposes of making the objects, technical solutions and advantages of the embodiments of the present application more clear, the technical solutions of 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 apparent that the described embodiments are some embodiments of the present application, but not all embodiments. All other embodiments, which can be made by one of ordinary skill in the art without undue burden from the present disclosure, are within the scope of the present disclosure.
The terms "first," "second," "third," "fourth" and the like in the description and in the claims of this application and in the above-described figures, if any, are used for distinguishing between similar objects and not necessarily for describing a particular sequential or chronological order. It is to be understood that the data so used may be interchanged where appropriate such that embodiments of the present application described herein may be capable of operation in sequences other than those illustrated or described herein, for example. 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 object in the 3D game more realistic, the manicuring and muscles at the joints, in particular, are handled by fusion deformation (vertex animation): binding is performed by a set of character model files with good weight, then specific actions with larger angles are made for the model, skin morph commands are added, bones of one specific action are added into skin morph (only one joint can be made at a time, and the points of the model are directly adjusted to make the joint deformation and muscle effect which are wanted.
However, this approach has the following problems: 1. the method must be carried out under a specific action, if the action is too large, the points of the model at the joint are overlapped, the making personnel is inconvenient to make the repair of the joint, the making time is long, the method must be carried out under the specific action, and when the action exceeds the amplitude of the action, the repair effect cannot be realized; 2. if each animation object uses skin morph to make repair and muscle effect, the making cost is high; 3. the existing file export type does not support the files of the modifications and muscle effects made in this way, and even if the files can be exported, the existing game engine does not support the modifications and muscle effects made in this way.
Aiming at the problems, the application provides a processing method of an animation object, which realizes the modification of the animation object by covering the telescopic modification skeleton, solves the problem that the shape of the joint between the target part and other parts is missing in the motion process, simplifies the modification step, and reduces the manufacturing cost of the animation object compared with the prior art.
The following describes the technical solutions of the present application and how the technical solutions of the present application solve the above technical problems in detail with specific embodiments. The following embodiments may be combined with each other, and the same or similar concepts or processes may not be described in detail in some embodiments. Embodiments of the present application will be described below with reference to the accompanying drawings.
Fig. 1 is a flowchart of a processing method of an animation object according to an embodiment of the present application, where an execution subject of the present 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 creation, which is not limited in the present embodiment. As shown in fig. 1, the method in this embodiment may include:
s101, acquiring a rotation instruction of a target part of an animation object.
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 any object that moves in any game, and the target portion is a portion of the animation object that bends when moving, for example, a thigh, a calf, a thigh, a forearm, or the like, which is not limited in this embodiment.
In practical applications, when the animated object moves, for example, runs, the calf of the animated object bends, and the target area is the calf. Wherein the bending of the calf is essentially a rotation of the calf. In general, when the calf rotates, there is a problem of missing body at the knee joint between the calf and the thigh, and fig. 2 is a schematic diagram of a knee joint according to the embodiment of the present application, and as shown in fig. 2, missing body at the knee joint 200 between the calf and the thigh causes the body at the knee joint 200 to not conform to the shape of the real motion.
Based on this, in order to solve the problem that the lower leg of the animation object causes a loss of shape at the knee joint when bending, in the present embodiment, a rotation instruction for a target portion is acquired, and in response to the rotation instruction, the first auxiliary object is controlled to move in accordance with a 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 the knee joint between the thigh and the calf with a rotation constraint between the target site and the first auxiliary object, and when the target site rotates, the first auxiliary object movement may be controlled according to the rotation constraint between the target site and the first auxiliary object.
Wherein the rotation constraint between the target site and the first auxiliary object comprises: the first auxiliary object follows the constraint relation of the target position rotation. That is, when the target portion rotates, the first auxiliary object rotates following the first auxiliary object.
S103, controlling the second auxiliary object to move according to the father-son relationship between the first auxiliary object and the second auxiliary object.
The second auxiliary object is arranged on the tail bone of the modified bone, the modified bone is arranged on the target part, and a father-son relationship exists between the modified bone and the target part. Optionally, the tailbone is located on the side of the modified bone that is proximal to the joint.
Optionally, the modified bone is a bone.
For the father-son relationship, taking a tree as an example, when the trunk of the tree moves, the branches of the tree also can move, when a gust of wind blows, the branches move along with the wind, namely, the branches (namely, the child) move along with the movement of the trunk (namely, the father), the branches can also move relatively independently, in 3D game software (such as: 3 dmax), the father-son link option can be selected firstly and then clicked, and then the father is selected, so that the father-son relationship is established.
It should be noted that, because the rotation constraint has a higher priority than the parent-child relationship, when the target portion rotates, the first auxiliary object follows the movement, and the bone is not modified to follow the movement. The existence of a parent-child relationship between the modified bone and the target site referred to herein is intended to illustrate that the modified bone and the target site are bound together.
In this embodiment, when the first auxiliary object moves, the first auxiliary object is used as a parent, and the second auxiliary object is used as a child, according to the parent-child relationship between the first auxiliary object and the second auxiliary object, so that the second auxiliary object moves along with the first auxiliary object.
S104, stretching and retracting the modified skeleton according to the constraint relation between the second auxiliary object and the modified skeleton.
S105, performing skinning operation according to the processed modified bones to obtain skinned animation objects.
Wherein the constraint relation between the second auxiliary object and the modified bone comprises a position constraint relation and/or a gaze constraint relation.
The position constraint relation means that when the position of the constraint object changes, the position of the constrained object also changes correspondingly. Gaze restriction refers to that a restricting object always looks at a restricted object, and when the restricted object moves, the restricting object looks at the restricted object to generate corresponding change.
In this embodiment, the second auxiliary object is a constrained object, and the repair skeleton is a constrained object, and when the second auxiliary object moves, the repair skeleton may be subjected to expansion and contraction according to the constraint relationship between the second auxiliary object and the repair skeleton, that is, the repair skeleton may be stretched or shortened along with the movement of the second auxiliary object.
And then, performing skin operation according to the processed modified skeleton to obtain a skinned animation object, wherein the skin operation refers to that the modified skeleton controls the external contour of a 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 skin operation process, so that when the target part rotates, the lost body at the joint between the target part and other parts of the animation object can be restored to the existing state of a human body. On the basis of the embodiment of fig. 2, fig. 3 is a schematic diagram of another knee joint according to the embodiment of the present application, and as shown in fig. 3, the shape of the knee joint 300 between the lower leg and the thigh is normal, and conforms to the shape of the human body during the actual movement.
In one specific implementation, step S105 specifically includes:
A1, controlling the shaping skeleton to displace according to the motion of the second auxiliary object and the constraint relation between the second auxiliary object and the shaping skeleton;
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 bone can be controlled to displace according to the movement of the second auxiliary object and the constraint relation between the second auxiliary object and the modified bone, and then the modified bone is subjected to expansion and contraction according to the displacement of the modified bone, namely, when the modified bone is displaced, the modified bone is substantially stretched or shortened.
Further, the skinned animated object is obtained, and a muscle effect can be produced, specifically:
an instruction for adding a muscle to the modified bone is received and a muscle is added to the modified bone in accordance with the instruction.
After the skinned animation object is obtained, an instruction for adding muscles to the modified skeleton, which is input by a user, can be received, and then the muscles are added to the modified skeleton according to the instruction.
Illustratively, the modified bone is a bone to which muscle may be added by: in 3dmax, opening the bone system panel, and changing the attribute scale of the modified bone into extrusion square, so that the muscle effect of the modified bone can be realized. Since the repair skeleton and the target portion are bound together, the muscular effect of the target portion of the animation object is also achieved. Fig. 4 is a schematic diagram of a muscle effect provided in the embodiment of the present application, as shown in fig. 4, the target portion is a calf, and after the muscle effect is made on the repair skeleton on the calf, the animation object looks richer and more vivid.
The processing method of the animation object provided by the embodiment comprises the following steps: the method comprises the steps of obtaining a rotation instruction aiming at a target part of an animation object, responding to the rotation instruction, controlling the first auxiliary object to move according to rotation constraint between the target part and the first auxiliary object, wherein the first auxiliary object is arranged at a joint between the target part and other parts of the animation object, controlling the second auxiliary object to move according to a father-son relationship between the first auxiliary object and the second auxiliary object, wherein the second auxiliary object is arranged on a tail bone of a repair bone, the repair bone is arranged on the target part, father-son relationship exists between the repair bone and the target part, performing expansion and contraction processing on the repair bone according to the constraint relationship between the second auxiliary object and the repair bone, and performing skin operation according to the processed repair bone to obtain the skinned animation object. The embodiment has the following beneficial effects: the first auxiliary object is driven to move when the target part is rotated, the second auxiliary object is driven to move when the first auxiliary object moves, the repair skeleton stretches when the second auxiliary object moves, then the stretch repair skeleton is covered to obtain the animation object after the covering, the repair of the animation object is realized by covering the stretch repair skeleton, the problem that the shape of the joint part between the target part and other parts is missing in the moving process is solved, compared with the prior art, the repair step is simplified, and the manufacturing cost of the animation object is reduced.
On the basis of the above embodiment, fig. 5 is a flowchart of a processing method of an animation object according to an embodiment of the present application, as shown in fig. 5, where the processing method includes:
s201, copying the modified skeleton, and setting the copied modified skeleton on the target position.
S202, converting the displacement value of the modified skeleton into a copied scaling value of the modified skeleton through a script controller.
S203, performing expansion and contraction processing on the modified skeleton according to the scaling value.
In practical applications, the animation objects manufactured in the above manner may not be loaded to some game engines, so that, because the game engines cannot identify the displacement values of the modified skeleton, in this embodiment, in order to be suitable for various game engines, the modified skeleton is copied and the copied modified skeleton is set on the target site, where the positions of the modified skeleton and the copied modified skeleton overlap, and then the script controller writes a code to convert the displacement values of the modified skeleton into the scaled values of the copied modified skeleton. And then, performing expansion and contraction treatment on the modified skeleton by adopting the converted scaling value.
The copied modified skeleton and the target part have a parent-child relationship.
The processing method of the animation object provided by the embodiment comprises the following steps: copying the modified skeleton, setting the copied modified skeleton on the target position, converting the displacement value of the modified skeleton into a scaling value of the copied modified skeleton through a script controller, and performing expansion and contraction treatment on the modified skeleton according to the scaling value. The embodiment has the following beneficial effects: the animation object manufactured by the method is applicable to various game engines by copying the modified skeleton, converting the displacement value of the modified skeleton into a scaling value and then performing expansion and contraction processing on the modified skeleton by adopting the scaling value.
On the basis of the above embodiment, fig. 6 is a flowchart of another processing method of an animation object according to an embodiment of the present application, and before obtaining a rotation instruction for a target portion of the animation object, as shown in fig. 6, the processing method further includes the following steps:
s301, creating a first auxiliary object, and setting the first auxiliary object at a joint between a 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, thigh, forearm, etc.
The first auxiliary object is used to assist in shaping the animated object, which may be created in 3D game software (e.g., 3 dmax). Specifically, one animation object is opened with 3dmax, then a first auxiliary object is created, and the first auxiliary object is disposed at a joint between a target portion and other portions of the animation object, specifically, the first auxiliary object is disposed at a joint between the target portion and other portions of the animation object in an axis-aligned manner.
The axis alignment mode refers to 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 setting the modified skeleton on the target site.
In this embodiment, a repair bone may be created in 3dmax and placed over the target site, where the repair bone is used to repair the animated object, the repair bone having a tail bone located on the repair bone on the side near the joint.
Optionally, the modified bone is a bone.
As an example, in 3dmax, a "skeleton creation" option is provided, and the user may select "skeleton creation" so that the electronic device may receive the creation instruction to execute the creation of the repair skeleton, which may then be placed on the target site.
S303, creating a second auxiliary object, and setting the second auxiliary object on the tail bone of the repair bone.
After creating the repair skeleton, it is also possible to create a second auxiliary object in 3dmax and to arrange the second auxiliary object on the tail skeleton of the repair skeleton, in particular on the tail skeleton of the repair skeleton in an axis-aligned manner, i.e. with the axis of the second auxiliary object coinciding with the axis of the tail skeleton. The first auxiliary object is used for assisting in shaping the animation object.
Illustratively, fig. 7 is a schematic view of a calf 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 calf and the thigh, a prosthetic bone 701 is disposed on the calf, a tailbone 7011 of the prosthetic bone 701 is adjacent to the knee joint, and a second auxiliary object 702 is disposed on the tailbone. Of course, fig. 7 is merely illustrative of the shape of the repair bone 701, the first auxiliary object 700, and the second auxiliary object 702, and the position on the lower leg, and the present embodiment is not limited thereto.
S304, establishing a father-son relationship between the first auxiliary object and the second auxiliary object, a father-son relationship between the repair skeleton and the target part, and a constraint relationship between the second auxiliary object and the repair skeleton.
Specifically, a father-son relationship with the target part as a father and the repair skeleton as a son is established, and a father-son relationship with the first auxiliary object as a father and the second auxiliary object as a son is established.
In 3D game software (e.g., 3 dmax), when a parent-child relationship is established, a child can be selected first, then a parent-child link option is clicked, and then the parent is selected, so that the parent-child relationship is established.
Wherein establishing a constraint relationship between the second auxiliary object and the repair bone comprises:
and establishing a position constraint relation and/or a fixation constraint relation of the second auxiliary object to the modified bone.
The position constraint relation refers to that when the position of the constraint object changes, the position of the constrained object also changes correspondingly. Gaze restriction refers to that a restricting object always looks at a restricted object, and when the restricted object moves, the restricting object looks at the restricted object to generate corresponding movement. In this embodiment, the second auxiliary object is a constrained object, and the repair bone is a constrained object.
In 3dmax, options of 'position constraint' and 'gazing constraint' can be set, the user can select the second auxiliary object, then select 'position constraint', and then select the repair skeleton, so that the position constraint relation of the second auxiliary object as a constrained object and the repair skeleton as a constrained object is established.
Similarly, the second auxiliary object is selected, then 'fixation constraint' is selected, and then the repair skeleton is selected, so that the fixation constraint relation of the second auxiliary object as the constrained object and the repair skeleton as the constrained object is established.
Note that when "fixation constraint" is selected, a look at under the control of the upper may be selected, so that when the target portion rotates, the bone to be repaired is prevented from suddenly reversing 180 degrees.
The processing method of the animation object provided by the embodiment comprises the following steps: creating a first auxiliary object, setting the first auxiliary object at a joint between a target part and other parts of the animation object, creating a repair skeleton, setting the repair skeleton on the target part, creating a second auxiliary object, setting the second auxiliary object on a tail skeleton of the repair skeleton, and establishing a father-son relationship between the first auxiliary object and the second auxiliary object, a father-son relationship between the repair skeleton and the target part, and a constraint relationship between the second auxiliary object and the repair skeleton. The embodiment has the following beneficial effects: auxiliary objects and repair bones are introduced, and constraint relations and father-son relations between the auxiliary objects and the repair bones are established, so that repair steps of the animation objects are simplified, and manufacturing cost of the animation objects is reduced.
On the basis of the above-described embodiments, the present technical solution will be described below with a specific example. In this example, the thigh and the shank are respectively determined as target sites, and the shank is other sites for the thigh and other sites for the shank, specifically including:
(1) An animation object made of 3dmax is opened, a point auxiliary object is created in 3dmax, and the name is changed to a first auxiliary object (help_l_calf_music).
(2) The first auxiliary object is aligned in an axis alignment manner with a 3dmax self-contained alignment tool to align both rotation and displacement to the knee joint between the thigh and the calf of the animation object.
(3) The thigh and the calf are rotationally constrained with a first auxiliary object, respectively.
Specifically, the first auxiliary object is used as a constraint object, the thigh and the shank 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 shank.
In 3dmax, the constrained object can be selected first, then the rotation constraint option is clicked, and then the constrained object is selected, so that rotation constraint is established.
(4) In 3dmax, clicking on the Bone creation option creates a Bone with a tail Bone, and changes the name of the Bone to a first modified Bone (bone_up_l_calf_music), and changes the name of the tail Bone to a first tail Bone (bone_up_l_calf_music_end).
(5) Copy bone_up_l_caf_music, bone_up_l_caf_music_end, and change the names of second repair Bone (bone_down_l_calf_music), and second tail Bone (bone_down_l_calf_music_end), respectively.
(6) The first modified bone is placed on the thigh and the second modified bone is placed on the calf.
(7) In 3dmax, two point auxiliary objects are created and the names second auxiliary object 1 (help_up_l_calf_music_end), second auxiliary object 2 are changed, respectively
(Help_Down_L_Calf_Muscul_end), then aligning the second auxiliary object 1 onto the first tail bone in an axial alignment, and aligning the second auxiliary object 2 onto the second tail bone in an axial alignment.
(8) Establishing a constraint relationship between the first modified skeleton and the second auxiliary object 1, and a constraint relationship between the second modified skeleton and the second auxiliary object 2.
The constraint relation comprises position constraint and look at constraint, and in 3dmax, when 'look constraint' is selected, look at under the control can be selected, so that 180-degree inversion of the bone can be avoided suddenly when the target part rotates.
(9) Respectively establishing a father-son relationship between the first modified skeleton and the thigh, a father-son relationship between the second modified skeleton and the shank, a father-son relationship between the first auxiliary object and the second auxiliary object 1, and a father-son relationship between the first auxiliary object and the second auxiliary object 2.
(10) The first and second modified bones are duplicated, and the duplicated bones are named as a third modified Bone (Ref_bone_up_L_Calf_Muscul), a fourth modified Bone (Ref_bone_Down_L_Calf_Muscul), a third tail Bone (Ref_bone_up_L_Calf_Muscul_end) and a fourth tail Bone (Ref_Down_L_Calf_Muscul_end), respectively.
(11) A script (scale script) controller is added to the scaling controllers of the third and fourth modified bones respectively, and corresponding codes are added under the script controllers to realize the conversion of the displacement value of the first modified bone into the scaling value of the third modified bone and the conversion of the displacement value of the second modified bone into the scaling value of the fourth modified bone.
(12) And establishing a father-son relationship between the third modified skeleton and the thigh, establishing a father-son 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 the skinned animation object.
(13) When the muscle effect is produced, a bone system panel is required to be opened, and the attribute scale of the first modified bone and the second modified bone is adjusted to be squarish.
Fig. 8 is a schematic structural diagram of an animation object processing device according to an embodiment of the present application, and as shown in fig. 8, the device according to this embodiment may include:
an acquisition module 80 for acquiring 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 movement 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 the movement of a second auxiliary object according to the father-son relationship between the first auxiliary object and the second auxiliary object, wherein the second auxiliary object is arranged on the tail bone of the repair bone, the repair bone is arranged on the target part, and the father-son relationship exists between the repair bone and the target part;
performing expansion and contraction 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 the 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 disposing the modified bone on the target site;
creating the second auxiliary object and disposing the second auxiliary object on a tail bone of the repair bone;
establishing a parent-child relationship between the first auxiliary object and the second auxiliary object, a parent-child relationship between the repair bone and the target site, and a constraint relationship between the second auxiliary object and the repair bone.
Further, the rotation constraint between the target site and the first auxiliary object comprises: the first auxiliary object follows the constraint relation of the target position rotation.
Further, the processing module 81 is specifically configured to:
the establishing a parent-child relationship between the first auxiliary object and the second auxiliary object includes:
and establishing a father-son relationship taking the first auxiliary object as a father and the second auxiliary object as a son.
Further, the processing module is specifically configured to:
and establishing a father-son relationship taking the target part as a father and the repair skeleton as a son.
Further, the processing module 81 is specifically configured to:
establishing a position constraint relation and/or a fixation constraint relation of the second auxiliary object to the modified bone.
Further, the processing module 81 is specifically configured to:
controlling the shaping skeleton to displace according to the motion of the second auxiliary object and the constraint relation between the second auxiliary object and the shaping skeleton;
and performing expansion and contraction treatment on the modified bone according to the displacement of the modified bone.
Further, the processing module 81 is specifically configured to:
copying the modified skeleton, and setting the copied modified skeleton on the target part, wherein the positions of the modified skeleton and the copied modified skeleton are overlapped;
converting the displacement value of the modified skeleton into a scaling value of the copied modified skeleton by a script controller;
and performing expansion and contraction treatment 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 other parts of the animation object in an axis alignment mode.
Further, the modified bone is bone.
Further, the method further comprises the following steps:
a receiving module 82 for receiving instructions for adding muscles to the modified bone, the processing module further for adding muscles to the modified bone according to the instructions.
The processing device for an animation object of the present embodiment may execute the technical scheme in the method shown in fig. 1, and the specific implementation process and technical principle thereof refer to the related descriptions in the above method, which are not repeated herein.
Fig. 9 is a schematic structural diagram of an electronic device provided in the embodiment of the present application, as shown in fig. 9, the electronic device in this embodiment may include: memory 90 and processor 91:
a memory 90 for storing a computer program (e.g., application programs, functional modules, etc. that implement the methods described above), computer instructions, etc.;
the computer programs, computer instructions, etc. described above may be stored in one or more of the memories 90 in partitions. And the above-described computer programs, computer instructions, data, etc. may be called by the processor 91.
A processor 91 for executing a computer program stored in the memory 90 to implement the steps of the method according to the above-mentioned embodiment.
Reference may be made in particular to the description of the embodiments of the method described above.
The processor 91 and the memory 90 may be separate structures or may be integrated structures. 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 the present embodiment may execute the technical solutions of the foregoing embodiments, and specific implementation processes and technical principles thereof are described in the foregoing methods and are not repeated herein.
Further, the embodiments of the present application also provide a computer-readable storage medium having stored thereon a computer program which, when executed by a processor, implements a method of processing an animated object.
Among them, computer-readable media include 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. In the alternative, the storage medium may be integral to the processor. The processor and the storage medium may reside in an ASIC. In addition, the ASIC may reside in a user device. The processor and the storage medium may reside as discrete components in a communication device.
Those of ordinary skill in the art will appreciate that: all or part of the steps for implementing the method embodiments described above may be performed by hardware associated with program instructions. The foregoing program may be stored in a computer readable storage medium. The program, when executed, performs steps including the method embodiments described above; and the aforementioned storage medium includes: various media that can store program code, such as ROM, RAM, magnetic or optical disks.
The present application also 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 at least one processor executing the computer program causing the server to implement the method of any one of the embodiments of the present application described above.
Those of ordinary skill in the art will appreciate that: all or part of the steps for implementing the method embodiments described above may be performed by hardware associated with program instructions. The foregoing program may be stored in a computer readable storage medium. The program, when executed, performs steps including the method embodiments described above; and the aforementioned storage medium includes: various media that can store program code, such as ROM, RAM, magnetic or optical disks.
Finally, it should be noted that: the above embodiments are only for illustrating the technical solution 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 scheme described in the foregoing embodiments can be modified or some or all of the technical features thereof can be replaced by equivalents; such modifications and substitutions do not depart from the spirit of the corresponding technical solutions from the scope of the technical solutions of the embodiments of the present application.

Claims (14)

1. A method of 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 the rotation constraint between the target part and the 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 the movement of a second auxiliary object according to the father-son relationship between the first auxiliary object and the second auxiliary object, wherein the second auxiliary object is arranged on the tail bone of the repair bone, the repair bone is arranged on the target position, the father-son relationship exists between the repair bone and the target position, and when the first auxiliary object moves, the first auxiliary object is taken as a father and the second auxiliary object is taken as a son, and the second auxiliary object moves along with the first auxiliary object according to the father-son relationship between the first auxiliary object and the second auxiliary object;
Performing expansion and contraction 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 the skinned animation object.
2. The processing method according to claim 1, wherein before the rotation instruction for the target portion of the animation object is acquired, 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 disposing the modified bone on the target site;
creating the second auxiliary object and disposing the second auxiliary object on a tail bone of the repair bone;
establishing a parent-child relationship between the first auxiliary object and the second auxiliary object, a parent-child relationship between the repair bone and the target site, and a constraint relationship between the second auxiliary object and the repair bone.
3. The method of processing according to claim 1, wherein the rotation constraint between the target site and the first auxiliary object comprises: the first auxiliary object follows the constraint relation of the target position rotation.
4. The processing method according to claim 2, wherein the establishing a parent-child relationship between the first auxiliary object and the second auxiliary object comprises:
and establishing a father-son relationship taking the first auxiliary object as a father and the second auxiliary object as a son.
5. The method of processing of claim 2, wherein said establishing a parent-child relationship between said modified bone and said target site comprises:
and establishing a father-son relationship taking the target part as a father and the repair skeleton as a son.
6. The method of processing according to claim 2, wherein said establishing a constraint relationship between said second auxiliary object and said repair bone comprises:
establishing a position constraint relation and/or a fixation constraint relation of the second auxiliary object to the modified bone.
7. The method of claim 1, wherein said telescoping the repair bone according to the constraint relationship between the second auxiliary object and the repair bone comprises:
controlling the shaping skeleton to displace according to the motion of the second auxiliary object and the constraint relation between the second auxiliary object and the shaping skeleton;
And performing expansion and contraction treatment on the modified bone according to the displacement of the modified bone.
8. The method of claim 7, wherein the telescoping of the modified bone according to the displacement of the modified bone comprises:
copying the modified skeleton, and setting the copied modified skeleton on the target part, wherein the positions of the modified skeleton and the copied modified skeleton are overlapped;
converting the displacement value of the modified skeleton into a scaling value of the copied modified skeleton by a script controller;
and performing expansion and contraction treatment on the modified skeleton according to the scaling value.
9. The method of claim 2, wherein the disposing the first auxiliary object at the 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 other parts of the animation object in an axis alignment mode.
10. The method of claim 1, wherein the modified bone is a bone.
11. The method according to claim 1, wherein the method further comprises:
Receiving an instruction for adding a muscle to the modified bone, and adding a muscle to the modified bone according to the instruction.
12. An animation object processing device, 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 a joint between the target part and other parts of the animation object;
controlling the movement of a second auxiliary object according to the father-son relationship between the first auxiliary object and the second auxiliary object, wherein the second auxiliary object is arranged on the tail bone of the repair bone, the repair bone is arranged on the target position, the father-son relationship exists between the repair bone and the target position, and when the first auxiliary object moves, the first auxiliary object is taken as a father and the second auxiliary object is taken as a son, and the second auxiliary object moves along with the first auxiliary object according to the father-son relationship between the first auxiliary object and the second auxiliary object;
Performing expansion and contraction 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 the skinned animation object.
13. An electronic device, comprising: the device comprises a memory and a processor, wherein executable instructions of the processor are stored in the memory; wherein the processor is configured to perform the method of any one of claims 1-11 via execution of the executable instructions.
14. A computer readable storage medium, on which a computer program is stored, characterized in that the program, when being executed by a processor, implements the method of any of claims 1-11.
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