CN111598987A - Bone processing method, device, equipment and storage medium of virtual object - Google Patents

Bone processing method, device, equipment and storage medium of virtual object Download PDF

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CN111598987A
CN111598987A CN202010419932.5A CN202010419932A CN111598987A CN 111598987 A CN111598987 A CN 111598987A CN 202010419932 A CN202010419932 A CN 202010419932A CN 111598987 A CN111598987 A CN 111598987A
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bone
type
skeleton
virtual object
skinning
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CN111598987B (en
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蒙开翔
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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
    • G06T15/003D [Three Dimensional] image rendering
    • 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
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/52Controlling the output signals based on the game progress involving aspects of the displayed game scene
    • YGENERAL TAGGING OF NEW TECHNOLOGICAL DEVELOPMENTS; GENERAL TAGGING OF CROSS-SECTIONAL TECHNOLOGIES SPANNING OVER SEVERAL SECTIONS OF THE IPC; TECHNICAL SUBJECTS COVERED BY FORMER USPC CROSS-REFERENCE ART COLLECTIONS [XRACs] AND DIGESTS
    • Y02TECHNOLOGIES OR APPLICATIONS FOR MITIGATION OR ADAPTATION AGAINST CLIMATE CHANGE
    • Y02PCLIMATE CHANGE MITIGATION TECHNOLOGIES IN THE PRODUCTION OR PROCESSING OF GOODS
    • Y02P90/00Enabling technologies with a potential contribution to greenhouse gas [GHG] emissions mitigation
    • Y02P90/30Computing systems specially adapted for manufacturing

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Abstract

The embodiment of the invention provides a bone processing method, a bone processing device, bone processing equipment and a storage medium of a virtual object, wherein the method comprises the following steps: generating a first type skeleton aiming at the virtual object to form a skeleton of the virtual object; generating a second type of skeleton matching the skeleton; and performing skinning processing on the second type of skeleton according to skinning information corresponding to the first type of skeleton. According to the technical scheme of the embodiment of the invention, not only can the skeleton of the virtual object be conveniently and efficiently generated, but also the generated skeleton has the scaling characteristic of the self-defined skeleton and various functions of the original skeleton, so that the scaling processing and animation production can be conveniently carried out on the virtual object model.

Description

Bone processing method, device, equipment and storage medium of virtual object
Technical Field
The present invention relates to the field of computer technologies, and in particular, to a method, an apparatus, a device, and a storage medium for processing a bone of a virtual object.
Background
With the development of computer technology and the gaming industry, a wide variety of games have emerged. How to conveniently animate virtual objects used in games has become a focus of attention.
In the current character animation production technical scheme, self-defined bones such as Bone bones are adopted to build the bones, the scheme needs to build the self-defined bones according to one joint Bone of a virtual object, then constraint relations among the bones are set, the process is very complicated, mistakes are easy to make, and the labor cost is high.
Therefore, how to generate the skeleton of the virtual object conveniently and efficiently becomes a technical problem to be solved urgently.
Disclosure of Invention
The embodiment of the invention provides a bone processing method, device, equipment and storage medium of a virtual object, which are used for solving the problem of how to conveniently and efficiently generate bones of the virtual object.
In a first aspect of the embodiments of the present invention, a method for processing a bone of a virtual object is provided, including:
generating a first type of skeleton for a virtual object, forming a skeleton of the virtual object;
generating a second type of skeleton matching the skeleton;
and performing skinning treatment on the second type of skeleton according to skinning information corresponding to the first type of skeleton.
In some embodiments of the present invention, before skinning the second type of bone according to the skinning information corresponding to the first type of bone, the method further includes:
establishing a constraint relationship between the second type of skeleton.
In some embodiments of the present invention, said establishing a constraint relationship between said second type of bone comprises:
establishing a constraint relationship between the second type of bones based on the first type of bones.
In some embodiments of the present invention, after skinning the second type of bone according to the skinning information corresponding to the first type of bone, the method further includes:
outputting a virtual object model binding the second type of bone.
In some embodiments of the invention, the skinning information comprises: skinning weight.
In some embodiments of the invention, the method further comprises:
and performing animation processing on the second type bone according to the animation information corresponding to the first type bone.
In some embodiments of the invention, the first type of bone is biped bone and the second type of bone is bone.
In a second aspect of the embodiments of the present invention, there is provided a bone processing apparatus for a virtual object, including:
the first skeleton generation module is used for generating a first type of skeleton aiming at a virtual object and forming a skeleton of the virtual object;
a second bone generation module for generating a second type of bone that matches the skeleton;
and the skinning processing module is used for skinning the second type of skeleton according to the skinning information corresponding to the first type of skeleton.
In some embodiments of the invention, the bone treatment device further comprises:
and the constraint establishing module is used for establishing a constraint relation between the second type bones before skinning the second type bones according to the skinning information corresponding to the first type bones.
In some embodiments of the present invention, the constraint establishing module is further specifically configured to:
establishing a constraint relationship between the second type of bones based on the first type of bones.
In some embodiments of the invention, the bone treatment device further comprises:
and the output module is used for outputting the virtual object model bound with the second type of skeleton after the skinning processing is carried out on the second type of skeleton according to the skinning information corresponding to the first type of skeleton.
In some embodiments of the invention, the skinning information comprises: skinning weight.
In some embodiments of the invention, the bone treatment device further comprises:
and the animation processing module is used for carrying out animation processing on the second type skeleton according to the animation information corresponding to the first type skeleton.
In some embodiments of the invention, the first type of bone is biped bone and the second type of bone is bone.
In a third aspect of the embodiments of the present invention, there is provided a bone processing apparatus for a virtual object, including: a receiver, a processor, a memory, and a transmitter; the memory is used for storing a computer program and data, and the processor calls the computer program stored in the memory to execute the bone processing method of the virtual object provided by any embodiment of the first aspect.
A fourth aspect of the present invention provides a computer-readable storage medium comprising a computer program which, when executed by a processor, is adapted to perform the method for bone processing of a virtual object as provided in any of the embodiments of the first aspect.
According to the bone processing method, the bone processing device, the bone processing equipment and the storage medium of the virtual object provided by the embodiment of the invention, on one hand, a user-defined bone, namely a second type bone of the virtual object is generated, skin information of a first type bone, such as a Biped bone, is inherited, and as the bone is not required to be manually built by one root and skin information of the existing bone can be inherited, the bone of the virtual object can be conveniently and efficiently generated; on the other hand, the generated skeleton has the characteristic of customizing the scaling of the skeleton, and has various functions of the original skeleton such as the Biped skeleton, so that the virtual object can be conveniently scaled and animated.
Drawings
In order to more clearly illustrate the embodiments of the present invention or the technical solutions in the prior art, the drawings needed to be used in the description of the embodiments or the prior art will be briefly introduced below, and it is obvious that the drawings in the following description are some embodiments of the present invention, and for those skilled in the art, other drawings can be obtained according to these drawings without creative efforts.
Fig. 1 is a flow diagram illustrating a method for bone processing of a virtual object according to some embodiments of the invention.
Fig. 2 is a flowchart illustrating a method for bone processing of a virtual object according to another embodiment of the present invention.
Fig. 3 is a schematic illustration of a first type of bone and a second type of bone provided in accordance with some embodiments of the present invention.
FIG. 4 is a schematic illustration of a bone of a virtual object provided in accordance with some embodiments of the present invention.
Fig. 5 is a schematic block diagram of a bone processing apparatus for a virtual object provided in accordance with some embodiments of the present invention.
Fig. 6 is a schematic block diagram of a bone management device provided in accordance with further embodiments of the present invention.
Fig. 7 is a schematic block diagram of an embodiment of a bone processing apparatus for a virtual object provided in accordance with some embodiments of the present invention.
Detailed Description
In order to make the objects, technical solutions and advantages of the embodiments of the present invention clearer, the technical solutions in the embodiments of the present invention will be clearly and completely described below with reference to the drawings in the embodiments of the present invention, and it is obvious that the described embodiments are some, but not all, embodiments of the present invention. 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 invention.
The terms to which the present invention relates will be explained first:
bone: for 3D Max self-contained skeleton tools, a root skeleton is needed to build a custom skeleton against the joint of a virtual object.
Biped bone: the skeleton is a set of ready-made, simple, convenient and quick skeleton, and can be directly pulled out to cover the skin to make the animation.
Covering: matching each point on the character model to the skeleton, and then driving the character model to move by the movement of the skeleton is an important link for processing character animation.
Skin information: the method mainly comprises the skeleton weight of each point, and can also comprise information such as the maximum skeleton number and the binding mode of each point.
In the current character animation technical scheme, one is to directly use the existing Biped skeleton, and although the scheme is convenient and rapid, the skeleton is difficult to stretch and extrude and to zoom. The other method is that a skeleton is built by self-defined skeletons, a controller is added to assist in making animation, the scheme needs to match skeletons according to the skeleton joints of the character, then skeleton father-son relations are set, skeleton constraint relations are set, then skeleton controllers are set, and the association behaviors among all the controllers are set, so that the process is very complicated, errors are easy to occur, and the cost is high.
Based on the above, the basic idea of the invention is to generate a first type of skeleton for a virtual object, forming a skeleton of the virtual object; generating a second type of skeleton matching the skeleton; and performing skinning processing on the second type of skeleton according to skinning information corresponding to the first type of skeleton. According to the technical scheme of the embodiment of the application, on one hand, a user-defined skeleton, namely a second type skeleton of the virtual object is generated, skin information of a first type skeleton, such as a Biped skeleton, is inherited, and as the skeleton is not required to be manually built by one root and skin information of the existing skeleton can be inherited, the skeleton of the virtual object can be conveniently and efficiently generated; on the other hand, the generated skeleton has the characteristic of customizing the scaling of the skeleton, and has various functions of the original skeleton such as the Biped skeleton, so that the virtual object model can be conveniently scaled and animated.
Having described the general principles of the invention, various non-limiting embodiments of the invention are described in detail below.
Fig. 1 illustrates a flow diagram of a method of bone processing of a virtual object provided in accordance with some embodiments of the invention. The bone processing method of the virtual object can be applied to terminal equipment, and the terminal equipment can be a platform computer, a portable notebook computer, a smart phone or the like, which is not particularly limited in the embodiment of the present invention. The bone processing method of the virtual object includes steps S110 to S130. The bone processing method of the virtual object will be described in detail below with reference to the drawings.
Referring to fig. 1, in step S110, a first type of skeleton is generated for a virtual object, and a skeleton of the virtual object is formed.
In an exemplary embodiment, the first type of bone is an existing bone, such as a Biped bone. Taking a Biped skeleton as an example, the Biped skeleton corresponding to the virtual object can be obtained from an existing Biped skeleton library for the virtual object, and the skeleton of the virtual object is formed.
In step S120, a second type of skeleton matching the skeleton of the virtual object is generated.
In an example embodiment, the second type of Bone is a custom Bone, such as Bone. Taking a virtual object as an example of a virtual character, bone points corresponding to skeletons of the virtual object and bone joints among the skeleton points are created, a skeleton chain of the virtual object is generated, and a second type skeleton of the virtual object is generated based on the skeleton chain. For example, various skeletal points and joints between skeletal points of a virtual object may be created by a script or plug-in, a skeletal chain of the virtual object is generated, and a second type of skeleton of the virtual object is generated based on the skeletal chain.
In step S130, a skinning process is performed on the second type of bone according to the skinning information corresponding to the first type of bone.
In an example embodiment, the first type of Bone is an existing Bone, such as a Biped Bone, and the second type of Bone is a custom Bone, such as a Bone. For bones in the second type of bones, bones in the first type of bones corresponding to the bones are determined, and after the corresponding bones in the first type of bones are determined, skin information of the corresponding bones of the first type of bones is inherited. For example, a skinning weight of a corresponding bone of the first type of bone is assigned to a corresponding bone of the second type of bone.
In an example implementation, the skinning information includes skinning weights, and may also include other suitable skinning information, such as bones to which the skinning is to be bound, a binding manner, a maximum number of affected bones, and the like, which are also within the protection scope of the embodiment of the present invention.
Further, in an example embodiment, after skinning the second type of bone according to the skinning information corresponding to the first type of bone, the virtual object model bound with the second type of bone is output. If the first type of Bone is a bipolar Bone and the second type of Bone is a Bone, the bones of the virtual object model have the property of random stretching of the second type of Bone, and the various functions of the first type of Bone are combined with the advantages of the second type of Bone and the first type of Bone.
According to the technical scheme in the example embodiment of fig. 1, on one hand, a custom skeleton, i.e., a second type skeleton, of a virtual object is generated, skin information of a first type skeleton, e.g., a Biped skeleton, is inherited, and as the skeleton does not need to be manually built by one root and skin information of an existing skeleton can be inherited, the skeleton of the virtual object can be conveniently and efficiently generated; on the other hand, the generated skeleton has the characteristic of customizing the scaling of the skeleton, and has various functions of the original skeleton such as the Biped skeleton, so that the virtual object can be conveniently scaled and animated.
Further, in an example embodiment, after generating the second type of bone, constraint relationships between individual ones of the second type of bone are configured. For example, the constraint relationships between the various bones of the second type of bone may be configured through scripts or plug-ins. Constraint relations among the second type skeletons, such as the self-defined skeletons, can be configured through scripts or plug-ins, the constraint relations among the skeletons of the second type skeletons can be automatically configured through one key, and the skeleton generation efficiency is improved.
In an example embodiment, the constraint relationship between bones may include: one or more of a point constraint, a scaling constraint, a parent-child constraint, or a normal constraint. Wherein, the point constraint can control the displacement attribute of one object by the displacement attribute of another object; the zoom constraint may be that an object zoom following one or more objects; parent-child constraints can simultaneously control two attributes of movement and rotation of an object; the normal constraint may constrain the direction of the virtual object such that the direction of the virtual object is collinear with the normal of the polygonal surface.
It should be noted that the constraint relationship of the skeleton may also include other suitable constraint relationships, such as a geometric constraint relationship or a tangential constraint relationship, and the like, which is also within the protection scope of the embodiment of the present invention.
Further, in an example embodiment, for a bone of the second type of bone, a bone of the first type of bone corresponding to the bone is determined, and after the corresponding bone of the first type of bone is determined, bone information of the corresponding bone of the first type of bone is inherited.
It should be noted that, in the exemplary embodiment, the bone information includes a bone direction, a bone angle, and the like, and in addition, the bone information further includes other suitable bone information, such as a degree of freedom of the bone, a bone movement, a rotation, and the like, which is also within the protection scope of the embodiment of the present invention.
Further, in some example embodiments, to better control the skeletal animation of the virtual object, a controller is added to the skeleton of the virtual object by a third script, the controller comprising a controller corresponding to a forward dynamics control, a controller corresponding to a reverse dynamics control, and a controller corresponding to a spline curve control; and a controller for adjusting the bone correspondence of the virtual object. By adding and adjusting controllers to the skeleton of the virtual object, the motion of the virtual object can be better controlled, facilitating the animation of the virtual object.
Further, in example embodiments, after the virtual object model is generated, the animation may be baked onto the virtual object model for output. For example, animation is baked onto the virtual object model by the script to be output as animation.
Fig. 2 is a flowchart illustrating a method for bone processing of a virtual object according to another embodiment of the present invention.
Referring to fig. 2, in step S210, a first type of skeleton is generated for a virtual object, and a skeleton of the virtual object is formed.
In step S220, a second type of skeleton matching the skeleton of the virtual object is generated.
In the exemplary embodiment, the implementation processes and the generated technical effects of steps S210 and S220 are similar to those of steps S110 and S120, and are not described herein again.
In step S230, constraint relationships between respective ones of the second type of bones are established.
In an example embodiment, the constraint relationship between bones may include: one or more of a point constraint, a scaling constraint, a parent-child constraint, or a normal constraint. Wherein, the point constraint can control the displacement attribute of one object by the displacement attribute of another object; the zoom constraint may be that an object zoom following one or more objects; parent-child constraints can simultaneously control two attributes of movement and rotation of an object; the normal constraint may constrain the direction of the virtual object such that the direction of the virtual object is collinear with the normal of the polygonal surface.
Further, in an example embodiment, after generating the second type of bone, constraint relationships between individual ones of the second type of bone are configured. For example, the constraint relationships between the various bones of the second type of bone may be configured through scripts or plug-ins. Constraint relations among the second type skeletons, such as the self-defined skeletons, can be configured through scripts or plug-ins, the constraint relations among the skeletons of the second type skeletons can be automatically configured through one key, and the skeleton generation efficiency is improved.
It should be noted that the constraint relationship of the skeleton may also include other suitable constraint relationships, such as a geometric constraint relationship or a tangential constraint relationship, and the like, which is also within the protection scope of the embodiment of the present invention.
In step S240, a corresponding bone of the first type of bone is determined according to the name and/or the position relationship of the bone of the second type of bone.
In an example embodiment, the corresponding bone of the first type of bone is determined from a name and/or positional relationship of the bones of the second type of bone. Fig. 3 is a schematic illustration of a second type of bone and a first type of bone provided in accordance with some embodiments of the present invention. Referring to fig. 3, the left diagram in fig. 3 is a Bone of the second type, i.e., Bone, and the right diagram is a Bone of the first type, e.g., Biped Bone, in an example embodiment, the names of the bones may include skull, left shoulder, right shoulder, sternum, left upper arm, left lower arm, right upper arm, right lower arm, etc., and the positional relationship of the bones is that the bones are numbered from top to bottom and from left to right.
In an example embodiment, the location relationship of the bones may be a tree structure relationship, each node in the tree structure relationship represents a bone, and the location of the node represents the location of the bone.
Specifically, determining the name and the position relation of each bone of the second type of bone, matching the name of the bone of the second type of bone with the name of each bone of the first type of bone, and if the matching is successful, determining the bone corresponding to the successfully matched key bone of the second type of bone in the first type of bone; and if the matching is not successful, determining the position relation of the key bones of the second type of bones, which are not successfully matched, in the second type of bones, and determining the bones, which correspond to the key bones of the second type of bones, which are not successfully matched, in the first type of bones based on the position relation.
In step S250, skinning information of a corresponding bone of the first type of bone is inherited.
In an example embodiment, skinning information of a corresponding bone of a first type of bone is obtained through a first script; skin weights for respective ones of the second type of bones are configured according to skin information for the corresponding bones.
For example, a skinning weight of a corresponding bone of the first type of bone is obtained via the first script, and the skinning weight of the corresponding bone of the first type of bone is assigned to the corresponding bone of the first bone. The skinning information includes skinning weight, and may also include other suitable skinning information, such as bone to which skinning is to be bound, binding mode, maximum number of affected bones, and the like, which are also within the protection scope of the embodiments of the present invention.
In step S260, the virtual object model bound to the second type of bone is output.
In an example embodiment, after skinning the second type of bone according to skinning information corresponding to the first type of bone, the virtual object model bound with the second type of bone is output. FIG. 4 is a schematic illustration of a bone of a virtual object provided in accordance with some embodiments of the present invention. Referring to fig. 4, the bones of the virtual object model have the property of random stretching of the second type of bones, and also have various functions of the first type of bones, combining the advantages of the second type of bones and the first type of bones.
According to the technical scheme in the example embodiment of fig. 2, on one hand, a custom skeleton, i.e., a second type skeleton, of the virtual object is generated, skin information of a first type skeleton, e.g., a Biped skeleton, is inherited, and as the skeleton does not need to be manually built by one root and skin information of an existing skeleton can be inherited, the skeleton of the virtual object can be conveniently and efficiently generated; on the other hand, the generated skeleton has the characteristic of customizing the scaling of the skeleton, and has various functions of the original skeleton such as the Biped skeleton, so that the virtual object can be conveniently scaled and animated.
Further, in an example embodiment, for a bone of the second type of bone, a bone of the first type of bone corresponding to the bone is determined, and after the corresponding bone of the first type of bone is determined, bone information of the corresponding bone of the first type of bone is inherited.
In an exemplary implementation, the bone information includes a bone direction, a bone angle, and the like, and further includes other suitable bone information, such as a degree of freedom of the bone, a bone movement, a rotation, and the like, which is also within the protection scope of the embodiment of the present invention.
Fig. 5 is a schematic block diagram of a bone processing apparatus for a virtual object provided in accordance with some embodiments of the present invention. Referring to fig. 5, the bone processing apparatus 500 of the virtual object includes:
a first bone generation module 510 for generating a first type of bone for a virtual object, forming a skeleton of the virtual object;
a second bone generation module 520 for generating a second type of bone that matches the skeleton;
and a skinning processing module 530, configured to perform skinning processing on the second type of bone according to skinning information corresponding to the first type of bone.
According to the technical scheme in the example embodiment of fig. 5, on one hand, a custom skeleton, i.e., a second type skeleton, of the virtual object is generated, skin information of a first type skeleton, e.g., a Biped skeleton, is inherited, and as the skeleton does not need to be manually built by one root and skin information of an existing skeleton can be inherited, the skeleton of the virtual object can be conveniently and efficiently generated; on the other hand, the generated skeleton has the characteristic of customizing the scaling of the skeleton, and has various functions of the original skeleton such as the Biped skeleton, so that the virtual object can be conveniently scaled and animated.
Fig. 6 is a schematic block diagram of a bone processing device provided in accordance with some embodiments of the present invention. Referring to fig. 6, in some embodiments of the invention, the bone treatment device 500 further comprises:
a constraint establishing module 610, configured to establish a constraint relationship between the second types of bones before the skinning processing is performed on the second types of bones according to the skinning information corresponding to the first types of bones.
In some embodiments of the present invention, the constraint establishing module 610 is further specifically configured to:
establishing a constraint relationship between the second type of bones based on the first type of bones.
In some embodiments of the invention, the bone treatment device 500 further comprises:
and the output module is used for outputting the virtual object model bound with the second type of skeleton after the skinning processing is carried out on the second type of skeleton according to the skinning information corresponding to the first type of skeleton.
In some embodiments of the invention, the skinning information comprises: skinning weight.
In some embodiments of the invention, the bone treatment device 500 further comprises:
and the animation processing module is used for carrying out animation processing on the second type skeleton according to the animation information corresponding to the first type skeleton.
In some embodiments of the invention, the first type of bone is biped bone and the second type of bone is bone.
The bone processing device for the virtual object provided by the embodiment of the application can realize the processes in the foregoing method embodiments, and achieve the same functions and effects, which are not repeated here.
Fig. 7 is a schematic structural diagram of a first embodiment of a bone processing apparatus for a virtual object according to some embodiments of the present invention, and as shown in fig. 7, a bone processing apparatus 700 for a virtual object according to this embodiment may include: memory 710, and processor 720.
Optionally, the bone processing device of the virtual object may further comprise a bus. Wherein, the bus is used for realizing the connection between each element.
The memory is used for storing computer programs and data, and the processor calls the computer programs stored in the memory to execute the technical scheme of the bone processing method of the virtual object provided by any one of the method embodiments.
Wherein the memory and the processor are electrically connected, directly or indirectly, to enable transmission or interaction of data. For example, the components may be electrically connected to each other via one or more communication buses or signal lines, such as a bus. The memory stores computer-executable instructions for implementing the data access control method, and the processor executes various functional applications and skeletal processing of virtual objects by running computer programs and modules stored in the memory, wherein the computer-executable instructions comprise at least one software functional module which can be stored in the memory in the form of software or firmware.
The Memory may be, but is not limited to, a Random Access Memory (RAM), a Read Only Memory (ROM), a Programmable Read-Only Memory (PROM), an Erasable Read-Only Memory (EPROM), an electrically Erasable Read-Only Memory (EEPROM), and the like. The memory is used for storing programs, and the processor executes the programs after receiving the execution instructions. Further, the software programs and modules within the aforementioned memories may also include an operating system, which may include various software components and/or drivers for managing system tasks (e.g., memory management, storage device control, power management, etc.), and may communicate with various hardware or software components to provide an operating environment for other software components.
The processor may be an integrated circuit chip having signal processing capabilities. The processor may be a general-purpose processor, and includes a Central Processing Unit (CPU), a Network Processor (NP), and the like. The various methods, steps and logic blocks disclosed in the embodiments of the present invention may be implemented or performed. A general purpose processor may be a microprocessor or the processor may be any conventional processor or the like. It will be appreciated that the configuration of fig. 7 is merely illustrative and may include more or fewer components than shown in fig. 7 or have a different configuration than shown in fig. 7. The components shown in fig. 7 may be implemented in hardware and/or software.
Embodiments of the present invention further provide a computer-readable storage medium, on which a computer program is stored, where the computer program, when executed by a processor, can implement the bone processing method for a virtual object provided in any of the above method embodiments.
The computer-readable storage medium in this embodiment may be any available medium that can be accessed by a computer or a data storage device such as a server, a data center, etc. that is integrated with one or more available media, and the available media may be magnetic media (e.g., floppy disks, hard disks, magnetic tapes), optical media (e.g., DVDs), or semiconductor media (e.g., SSDs), etc.
Those of ordinary skill in the art will understand that: all or a portion of the steps of implementing the above-described method embodiments may be performed by hardware associated with program instructions. The program may be stored in a computer-readable storage medium. When executed, the program performs steps comprising the method embodiments described above; and the aforementioned storage medium includes: various media that can store program codes, such as ROM, RAM, magnetic or optical disks.
Finally, it should be noted that: the above embodiments are only used to illustrate the technical solution of the present invention, and not to limit the same; while the invention has been described in detail and with reference to the foregoing embodiments, it will be understood by those skilled in the art that: the technical solutions described in the foregoing embodiments may still be modified, or some or all of the technical features may be equivalently replaced; and the modifications or the substitutions do not make the essence of the corresponding technical solutions depart from the scope of the technical solutions of the embodiments of the present invention.

Claims (10)

1. A method of bone processing of a virtual object, comprising:
generating a first type of skeleton for a virtual object, forming a skeleton of the virtual object;
generating a second type of skeleton matching the skeleton;
and performing skinning treatment on the second type of skeleton according to skinning information corresponding to the first type of skeleton.
2. The bone processing method of claim 1, wherein before skinning the second type of bone according to skinning information corresponding to the first type of bone, the method further comprises:
establishing a constraint relationship between the second type of skeleton.
3. The bone processing method of claim 2, wherein said establishing a constraint relationship between said second type of bone comprises:
establishing a constraint relationship between the second type of bones based on the first type of bones.
4. The bone processing method of claim 1, wherein after skinning the second type of bone according to skinning information corresponding to the first type of bone, the method further comprises:
outputting a virtual object model binding the second type of bone.
5. The bone processing method of claim 1, wherein the skinning information comprises: skinning weight.
6. The bone processing method of claim 1, further comprising:
and performing animation processing on the second type bone according to the animation information corresponding to the first type bone.
7. A method of bone processing as defined in claim 1, wherein the first type of bone is biped bone and the second type of bone is bone.
8. A bone processing apparatus for a virtual object, comprising:
the first skeleton generation module is used for generating a first type of skeleton aiming at a virtual object and forming a skeleton of the virtual object;
a second bone generation module for generating a second type of bone that matches the skeleton;
and the skinning processing module is used for skinning the second type of skeleton according to the skinning information corresponding to the first type of skeleton.
9. A bone processing apparatus for a virtual object, comprising: a processor and a memory; the memory is used for storing a computer program and data, and the processor calls the computer program stored in the memory to execute the bone processing method of the virtual object according to any one of claims 1 to 7.
10. A computer-readable storage medium, characterized in that the computer-readable storage medium comprises a computer program which, when being executed by a processor, is adapted to carry out the method of bone processing of a virtual object of any one of claims 1 to 7.
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