CN111489423A - Animation processing method and device, electronic equipment and storage medium - Google Patents

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

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Publication number
CN111489423A
CN111489423A CN202010421236.8A CN202010421236A CN111489423A CN 111489423 A CN111489423 A CN 111489423A CN 202010421236 A CN202010421236 A CN 202010421236A CN 111489423 A CN111489423 A CN 111489423A
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skeleton
auxiliary
animation
basic
action
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CN111489423B (en
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赵飞辉
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Netease Hangzhou Network Co Ltd
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Netease Hangzhou Network Co Ltd
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    • G06COMPUTING; CALCULATING OR COUNTING
    • G06TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
    • G06T13/00Animation

Abstract

The embodiment of the application provides a method and a device for processing animation, electronic equipment and a storage medium, wherein the method comprises the following steps: acquiring a basic skeleton aiming at a target part of a virtual object; when a preset trigger condition is detected to be met, loading an auxiliary skeleton corresponding to the basic skeleton, wherein the basic skeleton is a father skeleton of the auxiliary skeleton; generating an animation for the target site of the virtual object using the base skeleton and the auxiliary skeleton. By the embodiment of the application, the optimization of skeleton processing in the animation is realized, the running consumption of the game is saved while the action details and the animation richness of the character are maintained, the design is flexible and changeable, and the animation is convenient to modify.

Description

Animation processing method and device, electronic equipment and storage medium
Technical Field
The present application relates to the field of computers, and in particular, to a method and an apparatus for processing an animation, an electronic device, and a storage medium.
Background
In the mobile phone game, due to the limitation of the number of the character characters on the same screen, the number of skeletons of the character characters can be further limited, and the skeleton of the character characters is simplified, so that the detailed expression of the character in the animation is influenced.
In order to ensure rich animation details, a set of maximized skeletons is usually adopted, and all skeletons used by character characters are contained, but the excessive number of skeletons can cause performance consumption, so that the game cannot run smoothly.
Disclosure of Invention
In view of the above problems, it is proposed to provide a method and apparatus, an electronic device, and a storage medium for animation processing that overcome or at least partially solve the above problems, including:
a method of animation processing, the method comprising:
acquiring a basic skeleton aiming at a target part of a virtual object;
when a preset trigger condition is detected to be met, loading an auxiliary skeleton corresponding to the basic skeleton, wherein the basic skeleton is a father skeleton of the auxiliary skeleton;
generating an animation for the target site of the virtual object using the base skeleton and the auxiliary skeleton.
Optionally, said generating an animation for said virtual object target site using said base skeleton and said auxiliary skeleton comprises:
determining a basic action currently corresponding to the basic skeleton;
selecting an auxiliary action corresponding to the base action from one or more auxiliary actions corresponding to the auxiliary skeleton;
and generating an animation aiming at the target part of the virtual object by combining the basic action of the basic skeleton and the auxiliary action of the auxiliary skeleton.
Optionally, the generating an animation for the target part of the virtual object by combining the basic motion of the basic skeleton and the auxiliary motion of the auxiliary skeleton comprises:
determining a first position of a basic skeleton corresponding to the basic action and a second position of an auxiliary skeleton corresponding to the auxiliary action;
obtaining a target position of the auxiliary skeleton to be moved according to the first position and the second position;
and controlling the auxiliary skeleton to move according to the target position to generate an animation aiming at the target part of the virtual object.
Optionally, the obtaining a target position to which the auxiliary bone is to be moved according to the first position and the second position includes:
superposing the first position and the second position to obtain a target position of the auxiliary skeleton to be moved; alternatively, the first and second electrodes may be,
and superposing the result of the preset percentage of the first position with the second position to obtain the target position of the auxiliary skeleton to be moved.
Optionally, the basic skeleton includes two or more auxiliary skeletons, and the two or more auxiliary skeletons correspond to two or more sub-parts of the target part, respectively.
Optionally, the trigger condition includes a fine animation playing condition, and the fine animation playing condition includes at least one of:
the current playing animation is a cut scene animation;
the height of the virtual camera in the current game scene is lower than a preset threshold value.
Optionally, the secondary action comprises any one of:
expression, gesture, collection of expressions or gestures.
An apparatus for animation processing, the apparatus comprising:
a basic skeleton acquisition module for acquiring a basic skeleton for a target part of a virtual object;
the auxiliary skeleton loading module is used for loading an auxiliary skeleton corresponding to the basic skeleton when a preset trigger condition is detected to be met, wherein the basic skeleton is a father skeleton of the auxiliary skeleton;
and the animation generation module is used for generating the animation aiming at the target part of the virtual object by adopting the basic skeleton and the auxiliary skeleton.
An electronic device comprising a processor, a memory and a computer program stored on the memory and capable of running on the processor, the computer program, when executed by the processor, implementing the steps of the method of animation processing as described above.
A computer-readable storage medium, on which a computer program is stored which, when being executed by a processor, carries out the steps of the method of animation processing as described above.
The embodiment of the application has the following advantages:
in the embodiment of the application, the basic skeleton aiming at the target part of the virtual object is obtained, then when the condition that the preset triggering condition is met is detected, the auxiliary skeleton corresponding to the basic skeleton is loaded, the basic skeleton is the father skeleton of the auxiliary skeleton, and then the basic skeleton and the auxiliary skeleton are adopted to generate the animation aiming at the target part of the virtual object, so that the optimization of the skeleton processing in the animation is realized, the operation consumption of the game is saved while the action details and the animation richness of the character are kept, the design is flexible and changeable, and the animation is convenient to modify.
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In order to more clearly illustrate the technical solutions of the present application, the drawings needed to be used in the description of the present application will be briefly introduced below, and it is apparent that the drawings in the following description are only some embodiments of the present application, and it is obvious for those skilled in the art that other drawings can be obtained according to the drawings without inventive labor.
FIG. 1 is a flow chart of steps of a method of animation processing according to an embodiment of the present application;
FIG. 2 is a flow chart of steps of another method of animation processing provided by an embodiment of the present application;
FIG. 3 is a diagram illustrating an example of animation processing according to an embodiment of the present application;
fig. 4 is a schematic structural diagram of an animation processing apparatus according to an embodiment of the present application.
Detailed Description
In order to make the aforementioned objects, features and advantages of the present application more comprehensible, the present application is described in further detail with reference to the accompanying drawings and the detailed description. It is to be understood that the embodiments described are only a few embodiments of the present application and 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.
Referring to fig. 1, a flowchart illustrating steps of a method for processing an animation according to an embodiment of the present application is shown, which may specifically include the following steps:
step 101, acquiring a basic skeleton aiming at a target part of a virtual object;
the virtual object may be a virtual character object, the virtual object target part may be a body part of a character in the game animation, and the basic skeleton may be a simplified skeleton.
In the animation process, the basic skeleton of the target part of the virtual object can be obtained for the virtual object in the animation.
In practical application, for a character in game animation, the basic skeleton of the body part of the character can be obtained, and the basic skeleton is loaded to further produce animation.
Step 102, when a preset trigger condition is detected to be met, loading an auxiliary skeleton corresponding to the basic skeleton, wherein the basic skeleton is a father skeleton of the auxiliary skeleton;
the auxiliary skeleton can be a skeleton supplemented aiming at the basic skeleton, and the auxiliary skeleton can enrich the basic skeleton. The basic skeleton may be a parent skeleton of the auxiliary skeleton, the basic skeleton may include two or more auxiliary skeletons, and the two or more auxiliary skeletons may correspond to two or more child parts of the virtual object target part, respectively.
As an example, the trigger condition may include a fine animation play condition, the fine animation play condition including at least one of: the current playing animation is a cut scene animation; the height of the virtual camera in the current game scene is lower than a preset threshold value.
After the basic skeleton is obtained, when it is detected that a preset fine animation playing condition is met, an auxiliary skeleton corresponding to the basic skeleton can be loaded, and the basic skeleton can be a father skeleton of the auxiliary skeleton.
For example, after the basic skeleton is obtained, when it is detected that the currently played animation is the cut-through animation, the auxiliary skeleton corresponding to the basic skeleton of the target portion of the virtual object may be loaded, that is, whether a rich animation effect is required or not may be determined according to the precision required by the picture in the game animation, for example, the rich animation effect is required in the cut-through animation.
For another example, after the basic skeleton is obtained, when it is detected that the height of the virtual camera in the current game scene is lower than a preset threshold, an auxiliary skeleton corresponding to the basic skeleton of the target portion of the virtual object may be loaded.
In an example, a set of bones (i.e., auxiliary bones) capable of achieving rich expression of the face and the hand can be created for a character in a game animation, and the detailed expression of the face and the hand is made on the set of bones, so that the bones (i.e., auxiliary bones, such as bones of facial expressions and bones of fingers, which are not limited herein) needing rich expression can be added to the original simplified bones (i.e., basic bones).
In yet another example, the basic skeleton may be a father skeleton of the auxiliary skeleton, that is, a supplementary child skeleton may be added on the basis of the original basic skeleton as the father skeleton, such as an expressive skeleton for the head, and by taking the skull as the father skeleton, a skeleton such as eyes, eyelids, cheeks, etc. may be added on the father skeleton as the supplementary child skeleton.
And 103, generating an animation aiming at the target part of the virtual object by adopting the basic skeleton and the auxiliary skeleton.
After the base skeleton and the auxiliary skeleton are obtained, an animation for a target site of a virtual object may be generated using the base skeleton and the auxiliary skeleton.
For example, when a rich animation effect is needed, a loaded supplementary sub-skeleton (i.e., an auxiliary skeleton) may be selected, and then, when an action is played, the supplemented local animation may be superimposed as needed for a local skeleton (i.e., a basic skeleton) of a character to synthesize an overall animation effect (i.e., an animation for a target portion of a virtual object), that is, if a facial expression needs to be supplemented, an expression animation corresponding to the face may be superimposed.
In the embodiment of the application, the basic skeleton aiming at the target part of the virtual object is obtained, then when the condition that the preset triggering condition is met is detected, the auxiliary skeleton corresponding to the basic skeleton is loaded, the basic skeleton is the father skeleton of the auxiliary skeleton, and then the basic skeleton and the auxiliary skeleton are adopted to generate the animation aiming at the target part of the virtual object, so that the optimization of the skeleton processing in the animation is realized, the operation consumption of the game is saved while the action details and the animation richness of the character are kept, the design is flexible and changeable, and the animation is convenient to modify.
Referring to fig. 2, a flowchart illustrating steps of another method for processing an animation according to an embodiment of the present application is shown, in which an animation for a target portion of a virtual object is generated using the basic skeleton and the auxiliary skeleton, and the method includes:
determining a basic action currently corresponding to the basic skeleton; selecting an auxiliary action corresponding to the base action from one or more auxiliary actions corresponding to the auxiliary skeleton; and generating an animation aiming at the target part of the virtual object by combining the basic action of the basic skeleton and the auxiliary action of the auxiliary skeleton.
Further, in the embodiment of the present application, generating an animation for the target portion of the virtual object by combining the basic motion of the basic skeleton and the auxiliary motion of the auxiliary skeleton includes:
determining a first position of a basic skeleton corresponding to the basic action and a second position of an auxiliary skeleton corresponding to the auxiliary action; obtaining a target position of the auxiliary skeleton to be moved according to the first position and the second position; and controlling the auxiliary skeleton to move according to the target position to generate an animation aiming at the target part of the virtual object.
Further, in this embodiment of the present application, obtaining a target position to be moved of the auxiliary bone according to the first position and the second position includes:
superposing the first position and the second position to obtain a target position of the auxiliary skeleton to be moved; or, superposing the result of the preset percentage of the first position with the second position to obtain the target position of the auxiliary skeleton to be moved.
Specifically, the method can comprise the following steps:
step 201, acquiring a basic skeleton aiming at a target part of a virtual object;
in the animation process, the basic skeleton of the target part of the virtual object can be obtained for the virtual object in the animation.
Step 202, when a preset trigger condition is detected to be met, loading an auxiliary skeleton corresponding to the basic skeleton, wherein the basic skeleton is a father skeleton of the auxiliary skeleton;
after the basic skeleton is obtained, when it is detected that a preset fine animation playing condition is met, an auxiliary skeleton corresponding to the basic skeleton can be loaded, and the basic skeleton can be a father skeleton of the auxiliary skeleton.
Step 203, determining a basic action corresponding to the basic skeleton currently;
wherein the base action may be an action generated by a base skeleton production.
After the basic skeleton is obtained, the basic action corresponding to the basic skeleton currently can be generated by the basic skeleton production.
Step 204, selecting an auxiliary action corresponding to the basic action from one or more auxiliary actions corresponding to the auxiliary skeleton;
as an example, the secondary action includes any one of: an expression, a gesture, a collection of expressions or gestures, which may be generated by assisted skeletal preparation.
After the auxiliary skeleton is loaded, one or more auxiliary actions corresponding to the auxiliary skeleton can be obtained, and then an auxiliary action corresponding to the basic action can be selected according to the basic action from the one or more auxiliary actions, for example, an expression, a posture, a set of expressions or postures of a character in the game animation, which can be a detail expression action for the target part of the virtual object.
For example, a set of animation details (i.e., one or more auxiliary actions) that need to be enriched can be created on the enriched sub-skeleton (i.e., auxiliary skeleton), i.e., a set of corresponding facial and hand action details can be created according to a certain action of the character by using the enriched sub-skeleton, presetting the corresponding expression animation and hand gesture, or creating a set of corresponding facial and hand action details according to a certain action of the character.
In one example, in animating a character's conversation, the eyes cannot blink and the hands cannot make a fist because there is no eyelid bone nor finger bone on the condensed primitive basic bone. By adding the supplementary sub-skeleton, the required detailed expression can be supplemented for the part in the character according to the animation rhythm, and the animation effect of holding a fist when the conversation blinks intermittently or the emotion is excited is presented.
In yet another example, in making a cut scene animation, it may be determined that a character needs to use a detail expression action to enrich the animation effect of the character for a scene in the animation.
Step 205, combining the basic motion of the basic skeleton and the auxiliary motion of the auxiliary skeleton, generating an animation for the target part of the virtual object.
After the basic action and the auxiliary action are determined, the basic action of the basic skeleton and the auxiliary action of the auxiliary skeleton can be combined to produce and generate the animation aiming at the target part of the virtual object so as to enrich the animation effect.
In an embodiment of the present application, step 205 may include the following sub-steps:
a substep 11 of determining a first position of a basic skeleton corresponding to said basic action and a second position of an auxiliary skeleton corresponding to said auxiliary action;
wherein, the first position can be a bone position of a basic bone for a certain key frame; the second position is for the skeletal position of the auxiliary skeleton of a certain key frame.
After determining the base action and the auxiliary action, a first location corresponding to the base action may be determined in the base skeleton and a second location corresponding to the auxiliary action may be determined in the auxiliary skeleton based on the base action and the auxiliary action.
Substep 12, obtaining a target position to be moved of the auxiliary skeleton according to the first position and the second position;
the target position may be a position where the auxiliary bone is to be moved in the animation for the target portion of the virtual object.
After the first position and the second position are determined, a target position for assisting the bone to move can be made according to the first position and the second position.
In an embodiment of the present application, the sub-step 12 may include the following sub-steps:
superposing the first position and the second position to obtain a target position of the auxiliary skeleton to be moved; or, superposing the result of the preset percentage of the first position with the second position to obtain the target position of the auxiliary skeleton to be moved.
In practical application, the first position and the second position can be superposed, and then the position of the auxiliary skeleton to be moved in the animation aiming at the target part of the virtual object can be obtained; or, the result of the preset percentage of the first position may be superimposed on the second position, so as to obtain a position where the auxiliary skeleton is to be moved in the animation for the target portion of the virtual object, so as to produce a detailed animation for the target portion of the virtual object.
For example, when rich animation effects are needed, a father skeleton (i.e., a basic skeleton) and a supplemented child skeleton (i.e., an auxiliary skeleton) can be called, and a supplemented skeleton animation (i.e., an auxiliary action) corresponding to the child skeleton can be called, the original animation is normally played, and details of the added animation are added to the animation in an overlapping mode, so that detailed expressions needed by the character are added to the animation.
And a substep 13 of controlling the auxiliary skeleton to move according to the target position and generating an animation aiming at the target part of the virtual object.
After the target position of the auxiliary skeleton to be moved is obtained, the target position can be adopted to control the auxiliary skeleton to move, and then animation aiming at the target position of the virtual object can be generated.
For example, when a rich animation effect is needed, a loaded supplementary sub-skeleton (i.e., an auxiliary skeleton) may be selected, and then, when an action is played, the supplemented local animation may be superimposed as needed for a local skeleton (i.e., a basic skeleton) of a character to synthesize an overall animation effect (i.e., an animation for a target portion of a virtual object), that is, if a facial expression needs to be supplemented, an expression animation corresponding to the face may be superimposed.
For another example, for the animation of the conversation scene, if it is necessary to make the character show an happy effect in the conversation, an happy smiling face pos may be prefabricated by using the supplemented sub-skeleton, and then the happy smiling face pos may be superimposed on the basis of the original completion of the animation, and specifically, the following manner may be adopted for superimposing:
the bone position of smiling face pos (i.e. the base action) (i.e. the first position of the base bone corresponding to the base action) may be (x, y, z);
the position of a certain key frame in the conversation scene (i.e. the second position of the auxiliary skeleton corresponding to the auxiliary action) may be (1, 1, 1);
the superimposed position (i.e. the target position to which the auxiliary bone is to be moved) may be (x +1, y +1, z + 1);
the superimposed animation effect (i.e., the animation for the target part of the virtual object) may be a talking mouth + smiling face position in a joke.
In an example, as shown in fig. 3, in the animation process, a supplementary skeleton (i.e., an auxiliary skeleton) can be newly created, and then a supplementary skeleton animation (i.e., an auxiliary action) can be created according to the supplementary skeleton, and when a rich animation effect is required, the supplementary skeleton animation can be superimposed in a percentage weight manner, so that a detailed animation of the character can be obtained.
In yet another example, when a detail animation needs to be obtained, an auxiliary action and a refined auxiliary skeleton can be adopted to replace an original simplified basic skeleton; and when the detail animation does not need to be acquired, the original simplified basic skeleton can be replaced.
In the embodiment of the application, by acquiring the basic skeleton for the target part of the virtual object, and then loading the auxiliary skeleton corresponding to the basic skeleton when the condition that the preset trigger condition is met is detected, the basic skeleton is the father skeleton of the auxiliary skeleton, so that the basic action currently corresponding to the basic skeleton is determined, the auxiliary action corresponding to the basic action is selected from one or more auxiliary actions corresponding to the auxiliary skeleton, and the animation for the target part of the virtual object is generated by combining the basic action of the basic skeleton and the auxiliary action of the auxiliary skeleton, so that the optimization of the skeleton processing in the animation is realized, the operation consumption of a game is saved while the action details and the animation richness of the character are maintained, the design is flexible and changeable, and the animation is convenient to modify.
It should be noted that, for simplicity of description, the method embodiments are described as a series of acts or combination of acts, but those skilled in the art will recognize that the embodiments are not limited by the order of acts described, as some steps may occur in other orders or concurrently depending on the embodiments. Further, those skilled in the art will also appreciate that the embodiments described in the specification are presently preferred and that no particular act is required of the embodiments of the application.
Referring to fig. 4, a schematic structural diagram of an animation processing apparatus according to an embodiment of the present application is shown, which may specifically include the following modules:
a basic skeleton acquiring module 401, configured to acquire a basic skeleton for a target portion of a virtual object;
an auxiliary bone loading module 402, configured to load an auxiliary bone corresponding to the basic bone when it is detected that a preset trigger condition is met, where the basic bone is a parent bone of the auxiliary bone;
an animation generation module 403, configured to generate an animation for the target portion of the virtual object by using the basic skeleton and the auxiliary skeleton.
In an embodiment of the present application, the animation generation module 403 includes:
a basic action determining submodule for determining a basic action currently corresponding to the basic skeleton;
an auxiliary action determination submodule for selecting an auxiliary action corresponding to the base action from one or more auxiliary actions corresponding to the auxiliary skeleton;
and the animation generation submodule is used for generating the animation aiming at the target part of the virtual object by combining the basic action of the basic skeleton and the auxiliary action of the auxiliary skeleton.
In an embodiment of the present application, the animation generation submodule includes:
a bone position determining unit, configured to determine a first position of a basic bone corresponding to the basic action and a second position of an auxiliary bone corresponding to the auxiliary action;
a target position obtaining unit, configured to obtain a target position where the auxiliary bone is to be moved according to the first position and the second position;
and the animation generating unit is used for controlling the auxiliary skeleton to move according to the target position and generating the animation aiming at the target part of the virtual object.
In an embodiment of the present application, the target position obtaining unit includes:
the target position obtaining subunit is configured to superimpose the first position and the second position to obtain a target position where the auxiliary skeleton is to be moved; or, superposing the result of the preset percentage of the first position with the second position to obtain the target position of the auxiliary skeleton to be moved.
In an embodiment of the present application, the basic skeleton includes two or more auxiliary skeletons, and the two or more auxiliary skeletons correspond to two or more sub-parts of the target part, respectively.
In an embodiment of the present application, the trigger condition includes a fine animation playing condition, and the fine animation playing condition includes at least one of:
the current playing animation is a cut scene animation;
the height of the virtual camera in the current game scene is lower than a preset threshold value
In an embodiment of the application, the auxiliary action includes any one of:
expression, gesture, collection of expressions or gestures.
In the embodiment of the application, by acquiring the basic skeleton for the target part of the virtual object, and then loading the auxiliary skeleton corresponding to the basic skeleton when the condition that the preset trigger condition is met is detected, the basic skeleton is the father skeleton of the auxiliary skeleton, so that the basic action currently corresponding to the basic skeleton is determined, the auxiliary action corresponding to the basic action is selected from one or more auxiliary actions corresponding to the auxiliary skeleton, and the animation for the target part of the virtual object is generated by combining the basic action of the basic skeleton and the auxiliary action of the auxiliary skeleton, so that the optimization of the skeleton processing in the animation is realized, the operation consumption of a game is saved while the action details and the animation richness of the character are maintained, the design is flexible and changeable, and the animation is convenient to modify.
An embodiment of the present application also provides an electronic device, which may include a processor, a memory, and a computer program stored on the memory and capable of running on the processor, wherein the computer program, when executed by the processor, implements the steps of the method of animation processing as above.
An embodiment of the present application further provides a computer-readable storage medium, on which a computer program is stored, which, when executed by a processor, implements the steps of the method of animation processing as above.
For the device embodiment, since it is basically similar to the method embodiment, the description is simple, and for the relevant points, refer to the partial description of the method embodiment.
The embodiments in the present specification are described in a progressive manner, each embodiment focuses on differences from other embodiments, and the same and similar parts among the embodiments are referred to each other.
As will be appreciated by one skilled in the art, embodiments of the present application may be provided as a method, apparatus, or computer program product. Accordingly, embodiments of the present application may take the form of an entirely hardware embodiment, an entirely software embodiment or an embodiment combining software and hardware aspects. Furthermore, embodiments of the present application may take the form of a computer program product embodied on one or more computer-usable storage media (including, but not limited to, disk storage, CD-ROM, optical storage, and the like) having computer-usable program code embodied therein.
Embodiments of the present application are described with reference to flowchart illustrations and/or block diagrams of methods, terminal devices (systems), and computer program products according to embodiments of the application. It will be understood that each flow and/or block of the flow diagrams and/or block diagrams, and combinations of flows and/or blocks in the flow diagrams and/or block diagrams, can be implemented by computer program instructions. These computer program instructions may be provided to a processor of a general purpose computer, special purpose computer, embedded processor, or other programmable data processing terminal to produce a machine, such that the instructions, which execute via the processor of the computer or other programmable data processing terminal, create means for implementing the functions specified in the flowchart flow or flows and/or block diagram block or blocks.
These computer program instructions may also be stored in a computer-readable memory that can direct a computer or other programmable data processing terminal to function in a particular manner, such that the instructions stored in the computer-readable memory produce an article of manufacture including instruction means which implement the function specified in the flowchart flow or flows and/or block diagram block or blocks.
These computer program instructions may also be loaded onto a computer or other programmable data processing terminal to cause a series of operational steps to be performed on the computer or other programmable terminal to produce a computer implemented process such that the instructions which execute on the computer or other programmable terminal provide steps for implementing the functions specified in the flowchart flow or flows and/or block diagram block or blocks.
While preferred embodiments of the present application have been described, additional variations and modifications of these embodiments may occur to those skilled in the art once they learn of the basic inventive concepts. Therefore, it is intended that the appended claims be interpreted as including the preferred embodiment and all such alterations and modifications as fall within the true scope of the embodiments of the application.
Finally, it should also be noted that, herein, relational terms such as first and second, and the like may be used solely to distinguish one entity or action from another entity or action without necessarily requiring or implying any actual such relationship or order between such entities or actions. Also, the terms "comprises," "comprising," or any other variation thereof, are intended to cover a non-exclusive inclusion, such that a process, method, article, or terminal that comprises a list of elements does not include only those elements but may include other elements not expressly listed or inherent to such process, method, article, or terminal. Without further limitation, an element defined by the phrase "comprising an … …" does not exclude the presence of other like elements in a process, method, article, or terminal that comprises the element.
The method and apparatus for processing animation, the electronic device, and the storage medium provided above are introduced in detail, and a specific example is applied in this document to explain the principle and the implementation of the present application, and the description of the above embodiment is only used to help understand the method and the core idea of the present application; meanwhile, for a person skilled in the art, according to the idea of the present application, there may be variations in the specific embodiments and the application scope, and in summary, the content of the present specification should not be construed as a limitation to the present application.

Claims (10)

1. A method of animation processing, the method comprising:
acquiring a basic skeleton aiming at a target part of a virtual object;
when a preset trigger condition is detected to be met, loading an auxiliary skeleton corresponding to the basic skeleton, wherein the basic skeleton is a father skeleton of the auxiliary skeleton;
generating an animation for the target site of the virtual object using the base skeleton and the auxiliary skeleton.
2. The method of claim 1, wherein said generating an animation for said virtual object target site using said base skeleton and said auxiliary skeleton comprises:
determining a basic action currently corresponding to the basic skeleton;
selecting an auxiliary action corresponding to the base action from one or more auxiliary actions corresponding to the auxiliary skeleton;
and generating an animation aiming at the target part of the virtual object by combining the basic action of the basic skeleton and the auxiliary action of the auxiliary skeleton.
3. The method of claim 2, wherein generating an animation for the virtual object target site in conjunction with the base action of the base skeleton and the auxiliary action of the auxiliary skeleton comprises:
determining a first position of a basic skeleton corresponding to the basic action and a second position of an auxiliary skeleton corresponding to the auxiliary action;
obtaining a target position of the auxiliary skeleton to be moved according to the first position and the second position;
and controlling the auxiliary skeleton to move according to the target position to generate an animation aiming at the target part of the virtual object.
4. The method of claim 3, wherein obtaining the target position to be moved by the auxiliary bone according to the first position and the second position comprises:
superposing the first position and the second position to obtain a target position of the auxiliary skeleton to be moved; alternatively, the first and second electrodes may be,
and superposing the result of the preset percentage of the first position with the second position to obtain the target position of the auxiliary skeleton to be moved.
5. The method of claim 1, wherein the base skeleton comprises two or more auxiliary skeletons, and the two or more auxiliary skeletons correspond to two or more sub-sites of the target site, respectively.
6. The method of claim 1, wherein the trigger condition comprises a fine animation playback condition, wherein the fine animation playback condition comprises at least one of:
the current playing animation is a cut scene animation;
the height of the virtual camera in the current game scene is lower than a preset threshold value.
7. The method of claim 2, wherein the secondary action comprises any one of:
expression, gesture, collection of expressions or gestures.
8. An apparatus for animation processing, the apparatus comprising:
a basic skeleton acquisition module for acquiring a basic skeleton for a target part of a virtual object;
the auxiliary skeleton loading module is used for loading an auxiliary skeleton corresponding to the basic skeleton when a preset trigger condition is detected to be met, wherein the basic skeleton is a father skeleton of the auxiliary skeleton;
and the animation generation module is used for generating the animation aiming at the target part of the virtual object by adopting the basic skeleton and the auxiliary skeleton.
9. An electronic device comprising a processor, a memory and a computer program stored on the memory and capable of running on the processor, the computer program, when executed by the processor, implementing the steps of the method of animation processing according to any one of claims 1 to 7.
10. A computer-readable storage medium, on which a computer program is stored which, when being executed by a processor, carries out the steps of the method of animation processing according to any one of claims 1 to 7.
CN202010421236.8A 2020-05-18 2020-05-18 Animation processing method and device, electronic equipment and storage medium Active CN111489423B (en)

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CN112102453A (en) * 2020-09-27 2020-12-18 完美世界(北京)软件科技发展有限公司 Animation model skeleton processing method and device, electronic equipment and storage medium
CN112233211A (en) * 2020-11-03 2021-01-15 网易(杭州)网络有限公司 Animation production method and device, storage medium and computer equipment
CN112435314A (en) * 2020-11-30 2021-03-02 上海米哈游天命科技有限公司 Anti-threading method and device in game, electronic equipment and storage medium
CN115690282A (en) * 2022-12-30 2023-02-03 海马云(天津)信息技术有限公司 Virtual role adjusting method and device

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CN109621419A (en) * 2018-12-12 2019-04-16 网易(杭州)网络有限公司 The generating means method and device of game role expression, storage medium
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CN109621419A (en) * 2018-12-12 2019-04-16 网易(杭州)网络有限公司 The generating means method and device of game role expression, storage medium
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Publication number Priority date Publication date Assignee Title
CN112102453A (en) * 2020-09-27 2020-12-18 完美世界(北京)软件科技发展有限公司 Animation model skeleton processing method and device, electronic equipment and storage medium
CN112233211A (en) * 2020-11-03 2021-01-15 网易(杭州)网络有限公司 Animation production method and device, storage medium and computer equipment
CN112233211B (en) * 2020-11-03 2024-04-09 网易(杭州)网络有限公司 Animation production method, device, storage medium and computer equipment
CN112435314A (en) * 2020-11-30 2021-03-02 上海米哈游天命科技有限公司 Anti-threading method and device in game, electronic equipment and storage medium
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CN115690282B (en) * 2022-12-30 2023-03-21 海马云(天津)信息技术有限公司 Virtual role adjusting method and device

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