CN113610949B - Method, device, equipment and storage medium for covering virtual arm skeleton - Google Patents

Method, device, equipment and storage medium for covering virtual arm skeleton Download PDF

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Publication number
CN113610949B
CN113610949B CN202110979955.6A CN202110979955A CN113610949B CN 113610949 B CN113610949 B CN 113610949B CN 202110979955 A CN202110979955 A CN 202110979955A CN 113610949 B CN113610949 B CN 113610949B
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elbow
point
virtual
reference point
skeleton
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CN113610949A (en
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章文涵
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Tencent Technology Shenzhen Co Ltd
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Tencent Technology Shenzhen 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
    • G06T13/403D [Three Dimensional] animation of characters, e.g. humans, animals or virtual beings
    • 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
    • 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
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/56Computing the motion of game characters with respect to other game characters, game objects or elements of the game scene, e.g. for simulating the behaviour of a group of virtual soldiers or for path finding
    • 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
    • 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
    • Y02TCLIMATE CHANGE MITIGATION TECHNOLOGIES RELATED TO TRANSPORTATION
    • Y02T90/00Enabling technologies or technologies with a potential or indirect contribution to GHG emissions mitigation

Abstract

The application discloses a virtual arm skeleton covering method, device, equipment and storage medium, and belongs to the technical field of computers. Through the technical scheme provided by the embodiment of the application, the elbow inner skeleton point and the elbow outer skeleton point are created based on the shoulder joint point, the elbow joint point and the wrist joint point, the elbow inner skeleton point can simulate the form change of the virtual arm skeleton elbow inner side, and the elbow outer skeleton point can simulate the form change of the virtual arm skeleton elbow outer side. Based on shoulder joint points, elbow joint points, wrist joint points, elbow inner side skeleton points and elbow outer side skeleton points, the virtual arm model is obtained, and the elbow of the virtual arm model is closer to a real arm in the motion process due to the existence of the elbow inner side skeleton points and the elbow outer side skeleton points, so that the virtual arm model is more real, and the skin effect is better.

Description

Method, device, equipment and storage medium for covering virtual arm skeleton
Technical Field
The present disclosure relates to the field of computer technologies, and in particular, to a method, an apparatus, a device, and a storage medium for covering a virtual arm skeleton.
Background
Animation is a popular form of video and many users entertain by viewing the animation.
In the related art, in the process of producing an animation, usually, a virtual skeleton of an animation character is created first, then skeleton points in the virtual skeleton are bound with a model of the animation character, and by controlling the motion of the virtual skeleton, the motion of the model bound with the virtual skeleton can be controlled, wherein the process of binding the skeleton points in the virtual skeleton with the model of the animation character is a skinning process.
However, for the arm model of the animated figure, only the virtual big arm and the virtual small arm in the virtual skeleton are bound with the arm model of the animated figure during binding, so that the arm model of the animated figure has large difference from the real arm during movement, the arm model is not lifelike, and the skinning effect is poor.
Disclosure of Invention
The embodiment of the application provides a skinning method, device and equipment for virtual arm bones and a storage medium, which can improve the authenticity of the virtual arm bones and improve the skinning effect. The technical scheme is as follows:
in one aspect, a method for skinning a virtual arm bone is provided, the method comprising:
Creating shoulder joints, elbow joints, and wrist joints in the virtual arm skeleton;
creating an elbow medial skeletal point and an elbow lateral skeletal point of the virtual arm skeleton based on the shoulder joint, the elbow joint, and the wrist joint, the elbow medial skeletal point being for simulating a morphological change of an elbow medial of the virtual arm skeleton, the elbow lateral skeletal point being for simulating a morphological change of an elbow lateral of the virtual arm skeleton;
and covering the virtual arm skeleton based on the shoulder joint point, the elbow joint point, the wrist joint point, the elbow inner skeleton point and the elbow outer skeleton point to obtain a virtual arm model.
In one possible embodiment, the virtual arm skeleton includes a virtual forearm, and a virtual palm, the virtual forearm, and the virtual palm being connected in sequence, the creating shoulder joints, elbow joints, and wrist joints in the virtual arm skeleton including:
creating the shoulder joint at the start of the virtual boom, the shoulder joint being constrained by the virtual boom position and rotationally constrained;
Creating the elbow joint at the connection location of the virtual forearm and the virtual forearm, the elbow joint being constrained by the virtual forearm location and rotationally constrained;
creating the wrist articulation point at the connection location of the virtual forearm and the virtual palm, the wrist articulation point being constrained by the virtual palm location and rotationally constrained.
In one aspect, there is provided a skinning device for a virtual arm skeleton, the device comprising:
the joint point creating module is used for creating shoulder joint points, elbow joint points and wrist joint points in the virtual arm skeleton;
a skeletal point creation module for creating an elbow medial skeletal point and an elbow lateral skeletal point of the virtual arm skeleton based on the shoulder joint point, the elbow joint point, and the wrist joint point, the elbow medial skeletal point being for simulating a morphological change of an elbow medial side of the virtual arm skeleton, the elbow lateral skeletal point being for simulating a morphological change of an elbow lateral side of the virtual arm skeleton;
and the skinning module is used for skinning the virtual arm skeleton based on the shoulder joint point, the elbow joint point, the wrist joint point, the elbow inner skeleton point and the elbow outer skeleton point to obtain a virtual arm model.
In one possible embodiment, the elbow medial skeletal point of the virtual arm skeleton is created based on an elbow medial reference point of the virtual arm skeleton that moves with movement of any one of the shoulder joint point, the elbow joint point, and the wrist joint point;
the elbow lateral skeletal point of the virtual arm skeleton is created based on an elbow lateral reference point of the virtual arm skeleton that moves with movement of the elbow medial reference point.
In one possible embodiment, the virtual arm skeleton includes a virtual big arm, a virtual small arm, and a virtual palm, the virtual big arm, the virtual small arm, and the virtual palm being sequentially connected, the skeleton point creation module for creating an elbow medial reference point of the virtual arm skeleton based on the shoulder joint point, the elbow joint point, and the wrist joint point, the elbow medial reference point being constrained by the virtual big arm, the virtual small arm, and the virtual palm co-location, the elbow medial reference point being constrained by the virtual big arm and the virtual small arm co-rotation; creating the elbow medial skeletal point based on the elbow articulation point and the elbow medial reference point, the elbow medial skeletal point being constrained and rotationally constrained by the elbow medial reference point; creating an elbow lateral reference point of the virtual arm skeleton based on the elbow articulation point and the elbow medial reference point, the elbow lateral reference point being constrained by the elbow medial reference point; based on the elbow articulation point and the elbow lateral reference point, the elbow lateral bone point is created, the elbow lateral bone point being constrained by the elbow lateral reference point position, the elbow lateral bone point being rotationally constrained by the elbow medial reference point.
In one possible embodiment, the skeletal point creation module is configured to create an elbow medial reference point of the virtual arm skeleton at a center point of the shoulder joint, the elbow joint, and the wrist joint.
In one possible embodiment, the skeletal point creation module is configured to create an elbow joint reference point at a location where the elbow joint point is located, the elbow joint reference point being constrained by the virtual forearm position, the elbow joint reference point being rotationally constrained by the elbow medial reference point;
the elbow medial skeletal point is created on a line connecting the elbow joint reference point and the elbow medial reference point based on a first weight, the first weight being positively correlated with a first distance between the elbow medial skeletal point and the elbow joint reference point.
In one possible embodiment, the skeletal point creation module is configured to create the elbow lateral skeletal point on a line connecting the elbow joint reference point and the elbow lateral reference point based on a second weight, the second weight being positively correlated with a second distance, the second distance being a distance between the elbow lateral skeletal point and the elbow joint reference point.
In a possible embodiment, the skeletal point creating module is configured to create the elbow lateral reference point on an extension line connecting the elbow joint point and the elbow medial reference point, and a distance between the elbow lateral reference point and the elbow joint point is the same as a distance between the elbow joint point and the elbow medial reference point.
In one possible embodiment, the skin module is configured to create an elbow medial shaping bone based on the elbow medial bone point, the elbow medial shaping bone being constrained and rotationally constrained by the elbow medial bone point;
creating an elbow lateral repair bone based on the elbow lateral bone point, the elbow lateral repair bone being constrained and rotationally constrained by the elbow lateral bone point location;
creating a large arm muscle scaling skeleton based on the shoulder joint points, wherein the large arm muscle scaling skeleton is a sub-skeleton of the virtual large arm;
and covering the virtual arm skeleton based on the elbow inner side shaping skeleton, the elbow outer side shaping skeleton, the large arm muscle scaling skeleton, the shoulder joint point, the elbow joint point and the wrist joint point to obtain the virtual arm model.
In one possible embodiment, the skin module is configured to create a first reference point at a location adjacent to the elbow medial skeletal point, the first reference point being father constrained by the elbow medial skeletal point; based on the first reference point, the elbow medial revision bone is created.
In one possible embodiment, the skin module is configured to create a second reference point at a location adjacent to the elbow lateral skeletal point, the second reference point being father constrained by the elbow lateral skeletal point; creating the lateral elbow shaping bone at the second reference point.
In one possible embodiment, the skin module is configured to create a third reference point and a fourth reference point at a location adjacent to the shoulder joint point, the third reference point being a sub-skeletal point of the shoulder joint point, the fourth reference point being a sub-skeletal point of the third reference point, the fourth reference point being constrained by the first reference point orientation; creating the first reference bone at the location of the fourth reference point, the first reference bone being constrained and rotationally constrained by the fourth reference point; creating the forearm musculoskeletal scaling bone at a location adjacent to the first reference bone, the forearm musculoskeletal scaling bone being constrained by the first reference bone location and rotation.
In one possible embodiment, the apparatus further comprises a scaling determining module for obtaining a first distance between the thigh muscle scaling bone and the elbow medial shaping bone when the virtual arm bone is not moving; determining a ratio of a second distance to the first distance as a scaling of the forearm musculature scaling bone, the second distance being a distance between the forearm musculature scaling bone and the elbow medial shaping bone as the virtual arm bone moves.
In one possible implementation, the virtual arm skeleton includes a virtual big arm, a virtual small arm, and a virtual palm, the virtual big arm, the virtual small arm, and the virtual palm are sequentially connected, and the joint point creating module is configured to create the shoulder joint point at a starting point of the virtual big arm, where the shoulder joint point is constrained and rotationally constrained by the virtual big arm position; creating the elbow joint at the connection location of the virtual forearm and the virtual forearm, the elbow joint being constrained by the virtual forearm location and rotationally constrained; creating the wrist articulation point at the connection location of the virtual forearm and the virtual palm, the wrist articulation point being constrained by the virtual palm location and rotationally constrained.
In one aspect, a computer device is provided that includes one or more processors and one or more memories having at least one computer program stored therein, the computer program loaded and executed by the one or more processors to implement a skinning method for the virtual arm bone.
In one aspect, a computer readable storage medium having at least one computer program stored therein is provided, the computer program being loaded and executed by a processor to implement a skinning method for a virtual arm bone.
In one aspect, a computer program product or a computer program is provided, the computer program product or computer program comprising a program code, the program code being stored in a computer readable storage medium, the program code being read from the computer readable storage medium by a processor of a computer device, the program code being executed by the processor, causing the computer device to perform the skinning method of a virtual arm skeleton as described above.
Through the technical scheme provided by the embodiment of the application, the elbow inner skeleton point and the elbow outer skeleton point are created based on the shoulder joint point, the elbow joint point and the wrist joint point, the elbow inner skeleton point can simulate the form change of the virtual arm skeleton elbow inner side, and the elbow outer skeleton point can simulate the form change of the virtual arm skeleton elbow outer side. Based on shoulder joint points, elbow joint points, wrist joint points, elbow inner side skeleton points and elbow outer side skeleton points, the virtual arm model is obtained, and the elbow of the virtual arm model is closer to a real arm in the motion process due to the existence of the elbow inner side skeleton points and the elbow outer side skeleton points, so that the virtual arm model is more real, and the skin effect is better.
Drawings
In order to more clearly illustrate the technical solutions of the embodiments of the present application, the following description will briefly explain the drawings needed in the description of the embodiments, and it is obvious that the drawings in the following description are only some embodiments of the present application, and that other drawings can be obtained according to these drawings without inventive effort for a person skilled in the art.
FIG. 1 is a schematic illustration of a virtual skeleton provided in an embodiment of the present application;
FIG. 2 is a schematic diagram of an implementation environment of a virtual arm skeleton skinning method according to an embodiment of the present application;
FIG. 3 is a flowchart of a method for skinning a virtual arm skeleton according to an embodiment of the present application;
FIG. 4 is a flowchart of a method for skinning a virtual arm skeleton according to an embodiment of the present application;
FIG. 5 is a schematic illustration of a virtual arm skeleton provided in an embodiment of the present application;
FIG. 6 is a schematic diagram of a virtual arm skeleton provided in an embodiment of the present application;
FIG. 7 is a schematic illustration of a virtual arm skeleton provided in an embodiment of the present application;
FIG. 8 is a schematic diagram of a virtual arm skeleton provided in an embodiment of the present application;
FIG. 9 is a schematic illustration of an interface provided by an embodiment of the present application;
FIG. 10 is a schematic illustration of an interface provided by an embodiment of the present application;
FIG. 11 is a schematic illustration of a virtual arm skeleton provided in an embodiment of the present application;
FIG. 12 is a schematic diagram of vector interpolation provided by an embodiment of the present application;
FIG. 13 is a schematic illustration of a virtual arm skeleton provided in an embodiment of the present application;
FIG. 14 is a schematic view of a virtual arm skeleton provided in an embodiment of the present application;
FIG. 15 is a schematic view of a virtual arm skeleton provided in an embodiment of the present application;
FIG. 16 is a schematic illustration of an interface provided by an embodiment of the present application;
FIG. 17 is a schematic illustration of an interface provided by an embodiment of the present application;
FIG. 18 is a diagram illustrating a virtual arm skeleton alignment provided by embodiments of the present application;
FIG. 19 is a diagram illustrating a virtual arm model according to an embodiment of the present application;
FIG. 20 is a diagram illustrating a virtual arm model according to an embodiment of the present application;
FIG. 21 is a schematic view of a skin device of a virtual arm skeleton according to an embodiment of the present disclosure;
fig. 22 is a schematic structural diagram of a terminal according to an embodiment of the present application;
fig. 23 is a schematic structural diagram of a server according to an embodiment of the present application.
Detailed Description
For the purpose of making the objects, technical solutions and advantages of the present application more apparent, the embodiments of the present application will be described in further detail below with reference to the accompanying drawings.
The terms "first," "second," and the like in this application are used to distinguish between identical or similar items that have substantially the same function and function, and it should be understood that there is no logical or chronological dependency between the "first," "second," and "nth" terms, nor is it limited to the number or order of execution.
The term "at least one" in this application means one or more, and the meaning of "a plurality of" means two or more, for example, a plurality of reference face images means two or more reference face images.
Some terms related to the embodiments of the present application will be described first.
DCC (Digital Content Create, digital content creation) software: a generic term for a type of software used to produce animated characters. Typical software today is such as 3D Max (3D Studio Max, three-dimensional animation rendering and production software), maya (Maya), blender (a three-dimensional software), houdini (Hu Dini), and the like.
Virtual Skeleton/Skeleton (Skeleton): it comprises bones and joints, wherein bones are coordinate spaces, and bone layers are nested coordinate spaces. The joint simply describes the position of the bone, i.e. the position of the bone's own coordinate space origin in its parent space, and rotation about the joint refers to rotation of the bone coordinate space (including all subspaces) itself. Referring to fig. 1, a virtual bone 101 is shown in fig. 1.
Bone animation: each animated character contains at least two main data, bone and model, and the process of driving the model (changing the appearance of the character model) by the pose of the bone during game/movie animation is called bone animation.
Blueprint (Blueprint): is a special type of resource in the Unreal Engine (UE) and provides an intuitive node-based interface for creating a new type of Actor (object) and a checkpoint script event; it provides a tool for the level designer and game developer to quickly create and iterate through game playability in the ghost editor, and no writing of a line of code is required.
Animated blueprints: animation blending is performed, the skeleton of the skeleton is directly controlled, or logic is set that will ultimately define the final animation pose of the skeleton mesh object to be used for each frame.
Fig. 2 is a schematic diagram of an implementation environment of a virtual arm skeleton skinning method according to an embodiment of the present application, and referring to fig. 2, the implementation environment may include a terminal 210 and a server 240.
The terminal 210 is connected to the server 240 through a wireless network or a wired network. Alternatively, the terminal 210 is a smart phone, a tablet computer, a notebook computer, a desktop computer, a smart speaker, a smart watch, etc., but is not limited thereto. The terminal 210 installs and runs an application program that supports virtual arm bone skinning.
Optionally, the server is an independent physical server, or a server cluster or a distributed system formed by a plurality of physical servers, or a cloud server providing cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communication, middleware services, domain name services, security services, a distribution network (Content Delivery Network, CDN), basic cloud computing services such as big data and an artificial intelligence platform.
Alternatively, the terminal 210 refers broadly to one of a plurality of terminals, and the embodiments herein are illustrated with respect to the terminal 210 only.
Those skilled in the art will recognize that the number of terminals may be greater or lesser. Such as only one terminal, or tens or hundreds, or more, other terminals are also included in the implementation environment. The number of terminals and the device type are not limited in the embodiment of the present application.
In the embodiment of the present application, the technical solution provided in the embodiment of the present application may be implemented by using a server or a terminal as an execution body, or the technical method provided in the present application may be implemented by interaction between the terminal and the server, which is not limited in the embodiment of the present application.
After the implementation environment of the embodiments of the present application is described, the application scenario of the embodiments of the present application will be described below in conjunction with the implementation environment, where in the following description, the server is the terminal 210 in the implementation environment, and the server is the server 240 in the implementation environment.
The skinning method of the virtual arm skeleton provided by the embodiment of the application can be applied to scenes of game making, animation making and other scenes for making three-dimensional models.
In a game making scene, the skinning method of the virtual arm skeleton provided by the embodiment of the application can be applied to the process of manufacturing the game character arm, and in the process of manufacturing the game character arm, a technician can use the skinning method of the virtual arm skeleton provided by the embodiment of the application to create an elbow inner skeleton point and an elbow outer skeleton point of the virtual arm skeleton through a terminal or a server, and skinning the virtual arm skeleton by combining the elbow inner skeleton point and the elbow outer skeleton point to obtain a virtual arm model of the game character. In some embodiments, the method for skinning a virtual arm skeleton provided in the embodiments of the present application can be packaged as a plug-in for a technician to use, so as to improve the skinning efficiency of the virtual arm skeleton.
In the animation scene, the skinning method of the virtual arm skeleton provided by the embodiment of the application can be applied to the process of manufacturing the arm of the animation character, and in the process of manufacturing the arm of the animation character, a technician can use the skinning method of the virtual arm skeleton provided by the embodiment of the application to create the elbow inner skeleton point and the elbow outer skeleton point of the virtual arm skeleton through a terminal or a server, and skin the virtual arm skeleton by combining the elbow inner skeleton point and the elbow outer skeleton point to obtain the virtual arm model of the animation character. In some embodiments, the method for skinning a virtual arm skeleton provided in the embodiments of the present application can be packaged as a plug-in for a technician to use, so as to improve the skinning efficiency of the virtual arm skeleton.
After the implementation environment and the application scenario of the embodiment of the present application are described, the method for covering the virtual arm skeleton provided by the embodiment of the present application is described below.
Fig. 3 is a flowchart of a method for covering a virtual arm skeleton according to an embodiment of the present application, referring to fig. 3, taking an execution body as a terminal, the method includes:
301. the terminal creates shoulder joints, elbow joints, and wrist joints in the virtual arm skeleton.
The virtual arm skeleton is used for simulating a real arm skeleton, the shoulder joint point is used for simulating a shoulder joint, the elbow joint point is used for simulating an elbow joint, and the wrist joint point is used for simulating a wrist joint.
302. The terminal creates an elbow medial skeletal point and an elbow lateral skeletal point of the virtual arm skeleton based on the shoulder joint, the elbow joint, and the wrist joint, the elbow medial skeletal point being configured to simulate a morphological change of an elbow medial side of the virtual arm skeleton, the elbow lateral skeletal point being configured to simulate a morphological change of an elbow lateral side of the virtual arm skeleton.
Wherein, the elbow medial bone point and the elbow lateral bone point are not present on the virtual arm bone, but are determined based on the shoulder joint point, the elbow joint point and the wrist joint point, and may be located on the outer side of the virtual arm bone, and are used for assisting the skinning process.
303. The terminal performs skinning on the virtual arm skeleton based on the shoulder joint point, the elbow joint point, the wrist joint point, the elbow inside skeleton point and the elbow outside skeleton point to obtain a virtual arm model.
Wherein, since the bone points on the inner side of the elbow can simulate the shape change on the inner side of the elbow and the bone points on the outer side of the elbow can simulate the shape change on the outer side of the elbow, the reality of the elbow position is higher when the obtained virtual arm model moves after the skin is formed by combining the bone points on the inner side of the elbow and the bone points on the outer side of the elbow.
Through the technical scheme provided by the embodiment of the application, the elbow inner skeleton point and the elbow outer skeleton point are created based on the shoulder joint point, the elbow joint point and the wrist joint point, the elbow inner skeleton point can simulate the form change of the virtual arm skeleton elbow inner side, and the elbow outer skeleton point can simulate the form change of the virtual arm skeleton elbow outer side. Based on shoulder joint points, elbow joint points, wrist joint points, elbow inner side skeleton points and elbow outer side skeleton points, the virtual arm model is obtained, and the elbow of the virtual arm model is closer to a real arm in the motion process due to the existence of the elbow inner side skeleton points and the elbow outer side skeleton points, so that the virtual arm model is more real, and the skin effect is better.
The steps 301 to 303 are a simple description of the method for skinning a virtual arm skeleton provided in the embodiments of the present application, and the following will describe in detail the method for skinning a virtual arm skeleton provided in the embodiments of the present application with reference to some examples.
Fig. 4 is a flowchart of a method for skinning a virtual arm skeleton according to an embodiment of the present application, referring to fig. 4, the method includes:
401. the terminal creates shoulder joints, elbow joints, and wrist joints in the virtual arm skeleton.
In one possible embodiment, the virtual arm skeleton includes a virtual big arm, a virtual small arm, and a virtual palm, which are sequentially connected. The terminal creates the shoulder joint point at the start of the virtual boom, the shoulder joint point being constrained by the virtual boom position and rotationally constrained. The terminal creates the elbow joint at the connection location of the virtual forearm and the virtual forearm, the elbow joint being constrained by the virtual forearm location and rotation. The terminal creates the wrist node at the connection location of the virtual forearm and the virtual palm, the wrist node being constrained by the virtual palm location and rotationally constrained. The starting point of the virtual arm is the starting point of the virtual arm skeleton, or the position where the virtual arm skeleton is connected with the virtual trunk skeleton.
Wherein the position constraint is such that the first object follows the position of one second object or an average position of a plurality of second objects. When the first object a is configured to be constrained by the position of the second object B, the movement of the second object B will bring about the movement of the first object a. If the first object is co-located by a plurality of second objects, then a weight exists between each second object and the first object, the weight being used to represent the degree of location restriction of the corresponding second object to the first object. The higher the weight is, the higher the position constraint degree of the corresponding second object on the first object is; the lower the weight, the lower the position constraint of the corresponding second object on the first object. In some embodiments, the weights are also referred to as position constraint ratios, and the objects include bone points, joint points, and bones in embodiments of the present application.
The rotation constraint causes the first object to follow the rotation of the second object or the rotation of the plurality of second objects. When the first object a is configured to be rotationally constrained by the second object B, then rotation of the second object B will cause rotation of the first object a. If the first object is constrained in rotation by a plurality of second objects, then a weight exists between each second object and the first object, the weight being used to represent the degree of rotation constraint of the corresponding second object on the first object. The higher the weight, the higher the rotation constraint degree of the corresponding second object on the first object; the lower the weight, the lower the degree of rotational constraint of the corresponding second object on the first object. In some embodiments, the weights are also referred to as rotation constraint ratios, and the objects include bone points, joint points, and bones in embodiments of the present application.
The above embodiments are described below by way of several examples.
Example 1, a terminal displays a virtual arm skeleton in a skeleton point creation interface, the virtual arm skeleton including a virtual big arm, a virtual small arm, and a virtual palm. In response to an operation based on the virtual boom origin, the terminal creates the shoulder joint point at the virtual boom origin. The terminal configures the shoulder joint point to be constrained by the virtual forearm position and rotation. In response to an operation based on the connection position of the virtual large arm and the virtual small arm, the terminal creates the elbow joint point at the connection position of the virtual large arm and the virtual small arm. The terminal configures the elbow joint to be constrained by the virtual forearm position and rotation. In response to an operation based on the connection position of the virtual forearm and the virtual palm, the terminal creates the wrist joint point at the connection position of the virtual forearm and the virtual palm. The terminal configures the wrist joint to be constrained by the virtual palm position and rotation.
For example, the terminal runs DCC software, and virtual bones are displayed in the running interface of the DCC software, wherein the virtual bones comprise virtual arm bones, virtual trunk bones, virtual leg bones and the like, the virtual arm bones comprise virtual big arms, virtual small arms and virtual palms, and the running interface of the DCC software is a skeleton point creation interface. A technician creates a shoulder joint point at the starting point position of the virtual big arm through the DCC software, for example, the technician invokes a skeleton point creation function of the DCC software, clicks the starting point position of the virtual big arm, and then creates the shoulder joint point at the starting point position of the virtual big arm, and the terminal displays the created shoulder joint point in an application interface of the DCC software. The technician invokes the position constraint function of the DCC software to configure a position constraint for the shoulder joint, i.e., to configure the shoulder joint to be constrained by the virtual forearm position. The shoulder joint point is configured to move with the virtual boom when the virtual boom moves after being constrained by the virtual boom position, and the direction and distance of movement are both related to the virtual boom. In some embodiments, the technician can configure the position constraint ratio between the shoulder joint and the virtual boom to 1 through DCC software, which means that the shoulder joint point and the virtual boom remain moving synchronously, and if the virtual boom moves 5cm to the left, the shoulder joint point also moves 5cm to the left. The technician invokes the rotation constraint function of the DCC software to configure the shoulder joint to be rotation constrained, i.e., to be rotation constrained by the virtual forearm. After the shoulder joint is configured to be rotationally constrained by the virtual boom, the shoulder joint rotates with the virtual boom as the virtual boom rotates, in some embodiments, a technician can configure the rotation constraint ratio between the shoulder joint and the virtual boom to 1 through DCC software, which means that the shoulder joint remains rotated in synchronization with the virtual boom, and if the virtual boom rotates 30 ° clockwise, the shoulder joint also rotates 30 ° clockwise.
The technician creates an elbow joint point at the junction of the virtual boom and the virtual forearm through the DCC software, and in some embodiments, the technician invokes the skeletal point creation function of the DCC software, clicks on the junction of the virtual boom and the virtual forearm, and then creates an elbow joint point at the junction of the virtual boom and the virtual forearm, and the terminal displays the created elbow joint point in the DCC software application interface. The technician invokes the position constraint function of the DCC software to configure the elbow joint to be constrained by the virtual forearm position. The elbow joint point is configured to move with the virtual forearm as the virtual forearm moves after being constrained by the virtual forearm position, and in some embodiments, the technician can configure the position constraint ratio between the elbow joint and the virtual forearm to be 1 via DCC software. The elbow joint is configured to move with the virtual forearm as the virtual forearm moves after being constrained by the virtual forearm position. The technician invokes the rotation constraint function of the DCC software to configure the elbow joint to be rotation constrained by the virtual forearm. The elbow joint point is configured to co-rotate with the virtual forearm as the virtual forearm rotates after being constrained by the virtual forearm rotation, and in some embodiments, the technician can configure the rotation constraint ratio between the elbow joint and the virtual forearm to be 1 via DCC software.
The technician creates a wrist joint point at the connection of the virtual forearm and the virtual palm through the DCC software, in some embodiments, the technician invokes a skeletal point creation function of the DCC software, clicks on the connection of the virtual forearm and the virtual palm, and can create the wrist joint point at the connection of the virtual forearm and the virtual palm, and the terminal displays the created wrist joint point in an application interface of the DCC software. The technician invokes the position constraint function of the DCC software to configure the wrist joint to be constrained by the virtual palm position. The wrist joint is configured to move with the virtual palm as the virtual palm moves after being constrained by the virtual palm position, and in some embodiments, the technician is able to configure the position constraint ratio between the wrist joint and the virtual palm to be 1 via DCC software. The wrist joint is configured to move with the virtual palm as the virtual palm moves after being constrained by the virtual palm position. The technician invokes the rotation constraint function of the DCC software to configure the wrist joint to be rotation constrained by the virtual palm. After the wrist joint is configured to be constrained by rotation of the virtual palm, the wrist joint rotates with the virtual palm as the virtual palm rotates, and in some embodiments, the technician is able to configure the rotation constraint ratio between the wrist joint and the virtual palm to 1 via DCC software.
Referring to fig. 1, the terminal runs DCC software, a technician loads a file corresponding to a virtual skeleton in the DCC software, and displays a virtual skeleton 101 in an operation interface of the DCC software, wherein the virtual skeleton 101 includes a virtual left-arm skeleton 102 and a virtual right-arm skeleton 103. For an example of processing the virtual left arm skeleton 102, referring to fig. 5, the virtual left arm skeleton 102 includes a virtual large arm 501, a virtual small arm 502, and a virtual palm 503. The technician creates a shoulder joint point 5011 at the start point of the virtual large arm 501, an elbow joint point 5021 at the connection position of the virtual large arm 501 and the virtual small arm 502, and a wrist joint point 5031 at the connection position of the virtual small arm 502 and the virtual palm 503 by DCC software. A technician configures the shoulder joint point 5011 to be constrained by the position of the virtual big arm 501 and to be constrained by rotation through DCC software, wherein the position constraint ratio and the rotation constraint ratio are both 1; configuring the elbow joint 5021 to be position constrained and rotation constrained by the virtual forearm 502, the position constraint ratio and the rotation constraint ratio being both 1; wrist joint 5031 is configured to be constrained by the position of virtual palm 503 and to be constrained by rotation, with the position constraint ratio and rotation constraint ratio both being 1.
Through the above embodiment, the rotation value and the displacement value of the shoulder joint point 5011 can be made to coincide with the virtual large arm 501, so that the rotation value and the displacement value of the elbow joint point 5021 are made to coincide with the virtual small arm 502, and the rotation value, that is, the direction and the speed of rotation, of the wrist joint point 5031, and the displacement value, that is, the direction and the speed of movement, are made to coincide with the virtual palm 503.
If the DCC software is a phantom Engine (UE), then the technician can configure the shoulder joint point to be constrained by the virtual forearm position and rotation, the elbow joint point to be constrained by the virtual forearm position and rotation, and the wrist joint point to be constrained by the virtual palm position and rotation via the blueprint. In some embodiments, after importing the virtual arm skeleton into the virtual engine, the technician can add slots on the shoulder, elbow, and wrist nodes, respectively, so that the position, rotation, and scaling constraints of the corresponding nodes can be configured in the blueprint through the slots.
Example 2, the terminal performs position recognition on a virtual arm skeleton, and positions of shoulder joint points, elbow joint points, and wrist joint points are determined in the virtual arm skeleton. For example, the terminal inputs three-dimensional coordinates of a plurality of bone points in the virtual arm bone into a position recognition model, and recognizes the plurality of bone points through the position recognition model to obtain types corresponding to the plurality of bone points, wherein the position recognition model is obtained based on training of a sample arm bone with labels, has the capability of determining types of different parts in the virtual arm bone, and in some embodiments, the position recognition model is a 3D-CNN (Convolutional Neural Networks, convolutional neural network) model. And clustering a plurality of skeleton points with the type of the virtual big arm by the terminal to obtain the position of the virtual big arm in the skeleton of the virtual arm. And clustering a plurality of skeleton points with the type of the virtual forearm by the terminal to obtain the position of the virtual forearm in the skeleton of the virtual arm. And clustering a plurality of skeleton points with the type of the virtual palm by the terminal to obtain the position of the virtual palm in the virtual arm skeleton. The terminal creates a shoulder joint point at the starting point of the virtual big arm, creates an elbow joint point at the connection position of the virtual big arm and the virtual small arm, and creates a wrist joint point at the connection position of the virtual small arm and the virtual palm. The terminal carries out position binding and rotation binding on the shoulder joint point and the virtual big arm, namely the shoulder joint point is configured to be constrained by the position and rotation of the virtual big arm. The terminal performs position binding and rotation binding on the elbow joint and the virtual forearm, namely the elbow joint point is configured to be constrained by the virtual forearm position and rotation. The terminal performs position binding and rotation binding on the wrist joint and the virtual palm, namely the wrist joint point is configured to be constrained by the position of the virtual palm and the rotation.
In this way, the terminal can automatically create shoulder joints, elbow joints and wrist joints in the virtual arm skeleton with high efficiency.
402. The terminal creates an elbow medial reference point of the virtual arm skeleton based on the shoulder joint, the elbow joint, and the wrist joint, the elbow medial reference point being constrained by the virtual forearm, and the virtual palm co-location, the elbow medial reference point being constrained by the virtual forearm and the virtual forearm co-rotation.
In some embodiments, the elbow medial skeletal point of the virtual arm skeleton is created based on an elbow medial reference point of the virtual arm skeleton that moves with movement of any one of the shoulder joint point, the elbow joint point, and the wrist joint point. The elbow lateral skeletal point of the virtual arm skeleton is created based on an elbow lateral reference point of the virtual arm skeleton that moves with movement of the elbow medial reference point. Wherein the elbow medial reference point moves along with the movement of the shoulder joint point, the elbow joint point and the wrist joint point, that is, the movement direction, the movement distance, the rotation direction and the rotation distance of the elbow medial reference point are determined by the shoulder joint point, the elbow joint point and the wrist joint point, the elbow medial reference point can be regarded as an intermediate point for creating an elbow medial skeleton point, that is, the elbow medial reference point is a connecting medium between the created elbow medial skeleton point and the shoulder joint point, the elbow joint point and the wrist joint point. The elbow lateral reference point moves with the movement of the elbow medial reference point, which means that the direction of movement, distance of movement, direction of rotation, and distance of rotation of the elbow lateral reference point are determined by the elbow medial reference point, and in some embodiments the elbow lateral reference point and the elbow medial reference point are mirror images of each other, the elbow lateral reference point can be considered as an intermediate point for creating an elbow lateral skeletal point, i.e., the elbow lateral reference point is the connecting medium between the created elbow lateral skeletal point and the elbow medial reference point.
In one possible embodiment, the terminal creates an elbow medial reference point of the virtual arm skeleton at a center point of the shoulder joint, the elbow joint, and the wrist joint, the elbow medial joint being used to simulate a morphological change of an elbow medial of the virtual arm skeleton. The terminal configures the elbow medial reference point to be constrained by the virtual forearm, and the virtual palm co-location. The terminal configures the elbow medial reference point to be constrained by the virtual forearm and the virtual forearm in rotation. The elbow medial reference point also moves when the virtual arm bones move, i.e., when any of the virtual forearm, and the virtual palm move. The greater the angle between the virtual forearm and the virtual forearm, the closer the reference point on the inside of the elbow is to the elbow joint; the smaller the angle between the virtual forearm and the virtual forearm, the further the elbow medial reference point is from the elbow joint.
In some embodiments, the terminal determines the position indicated by the average three-dimensional coordinates of the shoulder joint, the three-dimensional coordinates of the elbow joint, and the three-dimensional coordinates of the wrist joint as the position at which the elbow medial reference point is located. For example, the terminal determines the three-dimensional coordinates of the reference point inside the elbow by the following formula (1).
(x0,y0,z0)=[(x1+x2+x3)/3,(y1+y2+y3)/3,(z1+z2+z3)/3](1)
Wherein x0 is the abscissa of the elbow inside reference point, y0 is the ordinate of the elbow inside reference point, z0 is the ordinate of the elbow inside reference point, x1 is the abscissa of the shoulder joint, y1 is the ordinate of the shoulder joint, z1 is the ordinate of the shoulder joint, x2 is the abscissa of the elbow joint, y2 is the ordinate of the elbow joint, z2 is the ordinate of the elbow joint, x3 is the abscissa of the wrist joint, y3 is the ordinate of the wrist joint, z3 is the ordinate of the wrist joint.
For example, the terminal displays a virtual arm skeleton and created shoulder joints, the elbow joints, and the wrist joints in a skeleton point creation interface. In response to an operation in the skeletal point creation interface, the terminal determines the three-dimensional coordinates of the shoulder node, the elbow node, and an average three-dimensional coordinate of the wrist node. The terminal displays an elbow medial reference point in the skeletal point creation interface based on the average three-dimensional coordinates. The terminal configures the elbow medial reference point to be co-located by the virtual forearm, and the virtual palm, and in some embodiments, the virtual forearm, and the virtual palm have a position constraint ratio of 1/3 to the elbow medial reference point, respectively, that is, the virtual forearm, and the virtual palm have the same position constraint force to the elbow medial reference point. The terminal configures the elbow medial reference point to be co-rotationally constrained by the virtual forearm and the virtual forearm, and in some embodiments, the rotation constraint ratio of the virtual forearm and the virtual forearm to the elbow medial reference point is 1/2 each, meaning that the virtual forearm, and the virtual palm have the same rotation constraint force to the elbow medial reference point. Referring to fig. 6, the terminal displays an elbow medial reference point 601 in the skeletal point creation interface.
403. The terminal creates the elbow medial skeletal point based on the elbow articulation point and the elbow medial reference point, the elbow medial skeletal point being constrained and rotationally constrained by the elbow medial reference point, the elbow medial skeletal point being configured to simulate a morphological change of an elbow medial side of the virtual arm skeleton.
In one possible embodiment, the terminal is located at the elbow joint point creating an elbow joint reference point that is constrained by the virtual forearm position, the elbow joint reference point being rotationally constrained by the elbow medial reference point, the elbow joint reference point being the same as the elbow joint point but having a different rotational constraint. The terminal creates the elbow medial skeletal point on a line connecting the elbow joint reference point and the elbow medial reference point based on a first weight that is positively correlated with a first distance between the elbow medial skeletal point and the elbow joint reference point. The first weight is set by a technician according to actual situations, which is not limited in the embodiment of the present application. If the first weight is 0, the elbow medial skeletal point coincides with the elbow joint reference point; if the first weight is 1, the elbow medial skeletal point coincides with the elbow medial reference point; if the first weight is 0.5, the elbow medial skeletal point is located at a midpoint of a line connecting the elbow medial reference point and the elbow joint reference point. The technician can control the position of the skeletal point inside the elbow by adjusting the first weight. In some embodiments, the technician adjusts the first weight to bring the elbow medial skeletal point as close as possible to the elbow medial side of the virtual arm model. In some embodiments, the terminal can determine the location of the skeletal point inside the elbow via Position Constraint (position constraint) functionality of the DCC software.
For example, the terminal displays a virtual arm skeleton and created shoulder joints, the elbow joints, the wrist joints, and the elbow medial reference points in a skeleton point creation interface. In response to an operation based on the elbow joint point, the terminal creates an elbow joint reference point at a location where the elbow joint point is located, and displays the elbow joint reference point in a skeletal point creation interface. The terminal configures the elbow joint reference point to be constrained by the virtual forearm position and to be rotationally constrained by the elbow medial reference point, in some embodiments, the position constraint ratio of the virtual forearm to the elbow joint reference point is 1 and the elbow medial reference point to the elbow joint reference point rotation constraint is 1, i.e., the elbow joint reference point and the virtual forearm have the same displacement value and the elbow joint reference point and the elbow medial reference point have the same rotation value. The terminal obtains a first weight, and creates the elbow medial skeletal point on a line connecting the elbow joint reference point and the elbow medial reference point based on the first weight.
The elbow joint reference point is denoted as BB, the elbow medial reference point is denoted as A1, the line connecting the elbow joint reference point and the elbow medial reference point is denoted as line segment A, and the elbow medial skeletal point is denoted as C. Since A1 moves with the movement of the virtual large arm and the virtual small arm, the length of the line segment a composed of A1 and BB also changes. C is located on line a, and after the first weight is determined, if the length of line a changes, then the position of C also changes. Since the first weight is to make C get close to the inside of the elbow of the virtual arm model, C can more intuitively simulate the morphological changes of the inside of the elbow than A1.
Referring to fig. 7, the terminal displays a virtual arm skeleton 700 and created shoulder joint points 701, elbow joint points 702, wrist joint points 703 and the elbow medial reference point 704 in a skeleton point creation interface. In response to operation based on the elbow joint 702, the terminal creates an elbow joint reference point 705 at the location of the elbow joint 702. The terminal configures the elbow joint reference point to be constrained by the virtual forearm position and rotationally constrained by the elbow medial reference point. Referring to fig. 8, the terminal displays an elbow medial skeletal point 803 on a line connecting an elbow medial reference point 801 and an elbow joint reference point 802 based on the first weight.
If the DCC software is a phantom Engine (UE), the technician can create an elbow medial reference point through the blueprint and an elbow medial skeletal point based on the elbow medial reference point and the elbow joint reference point. Referring to fig. 9, X1 is a shoulder joint, X2 is an elbow joint reference point, X3 is a wrist joint, and P1 is an elbow medial skeletal point. In some embodiments, the first weight is 0.6.
Of course, the technician can also configure the elbow medial skeletal points to be constrained in rotation by the virtual forearm and the virtual forearm by blueprints, see fig. 10, X1 is the shoulder joint point, X2 is the elbow joint reference point, and X1 can also represent the virtual forearm and X2 can represent the virtual forearm since the shoulder joint point is constrained in position and in rotation by the virtual forearm. Alpha is a rotation constraint ratio, and is configured to be 0.5, which means that the inner skeletal point of the elbow is constrained by 1/2 of each rotation of the virtual big arm and the virtual small arm. R1 is the rotation value of the bone point inside the elbow, which is half of the sum of the rotation values of the virtual big arm and the virtual small arm.
404. The terminal creates an elbow lateral reference point of the virtual arm skeleton based on the elbow articulation point and the elbow medial reference point, the elbow lateral reference point being constrained by the elbow medial reference point, the elbow lateral reference point being configured to simulate a morphological change of an elbow lateral side of the virtual arm skeleton.
In one possible embodiment, the terminal creates the elbow lateral reference point on an extension line of the elbow joint and the elbow medial reference point, the distance between the elbow lateral reference point and the elbow joint being the same as the distance between the elbow joint and the elbow medial reference point. That is, the elbow joint is the midpoint of the line connecting the elbow medial reference point and the elbow lateral reference point. The greater the angle between the virtual forearm and the virtual forearm, the closer the outside elbow reference point is to the elbow joint; the smaller the angle between the virtual forearm and the virtual forearm, the further the lateral elbow reference point is from the elbow joint.
For example, the terminal displays the elbow joint point and the elbow medial reference point created in a skeletal point creation interface. In response to operation based on the elbow joint point, the terminal creates an elbow joint reference point at a location of the elbow joint point, the elbow joint reference point being constrained by the virtual forearm location, the elbow joint reference point being rotationally constrained by the elbow medial reference point, the elbow joint reference point being the same as the elbow joint point but having a different rotational constraint. The terminal creates the lateral elbow reference point on an extension line connecting the lateral elbow joint reference point and the medial elbow reference point. The terminal configures the elbow lateral reference point to be father constrained by the elbow joint reference point, i.e., the elbow lateral reference point is a child of the elbow joint reference point, and configures the elbow lateral reference point to be father constrained by the elbow medial reference point. Wherein the terminal configures the elbow lateral reference point as a child node of the elbow joint reference point, meaning that the elbow joint reference point is a parent node of the elbow lateral reference point, the elbow lateral reference point being constrained by the elbow joint reference point, rotation constraint, and scaling constraint, wherein scaling constraint means that the elbow lateral reference point and the elbow joint reference point have the same scaling scale.
Referring to fig. 11, the terminal displays the elbow joint point 1101 and the elbow medial reference point 1102 created in the skeletal point creation interface. In response to an operation based on the elbow joint 1101, the terminal creates an elbow joint reference point 1103 at a position where the elbow joint 1101 is located. The termination creates the lateral elbow reference point 1104 on an extension line of the elbow joint reference point 1103 that is connected to the medial elbow reference point 1102.
A method for creating the lateral elbow reference point by the terminal on the extension line of the elbow joint reference point and the medial elbow reference point will be described.
In one possible embodiment, the terminal linearly interpolates the elbow joint reference point and the elbow medial reference point to obtain the elbow lateral reference point.
For example, the terminal obtains a first vector with the origin pointing to the elbow joint reference point and obtains a second vector with the origin pointing to the elbow medial reference point. The terminal obtains a third vector based on the first vector and the second vector, wherein the third vector is a vector with an origin pointing to an elbow lateral reference point, and the end point of the third vector is a position of the elbow lateral reference point.
For example, the terminal acquires a third vector based on the first vector and the second vector by the following formula (2).
v3=(1-t)v1+tv2 (2)
Wherein v3 is a third vector, v1 is a first vector, v2 is a second vector, t is a weight, and when t=0, v3=v1, the elbow outside reference point coincides with the elbow joint point; when t=1, v3=v2, the elbow lateral reference point coincides with the elbow medial reference point.
The terminal converts the formula (2) to obtain the following formula (3).
v3=v1+t(v2-v1) (3)
Referring to fig. 12, v2-v1 is a fourth vector in which the end point of v1 points to the end point of v2, and the end point of t (v 2-v 1) moves on a line segment (v 2-v 1) indicated by the fourth vector, it can be seen from fig. 12 that the end point of t (v 2-v 1) is the end point of v3, and adjusting t can control the end point of v 3. The elbow joint reference point is denoted as BB, and the elbow medial reference point is denoted as A1, v1, i.e., the vector whose origin points at BB, and v2, i.e., the vector whose origin points at A1. In some embodiments, t= -1, the third vector obtained when is the vector pointing to the lateral reference point of the elbow. The outside reference points of the elbow are denoted as A2, A1, BB and A2 which are all on a straight line, the distance from A2 to BB is the same as the distance from A1 to BB, and BB is in the middle of A1 and A2, namely BB is the midpoint between A1 and A2.
405. The terminal creates the elbow lateral skeletal point based on the elbow articulation point and the elbow lateral reference point, the elbow lateral skeletal point being constrained by the elbow lateral reference point, the elbow lateral skeletal point being rotationally constrained by the elbow medial reference point, the elbow lateral skeletal point being configured to simulate a morphological change of an elbow lateral side of the virtual arm skeleton.
In some embodiments, the elbow medial skeletal point and the elbow lateral skeletal point are located on opposite sides of the elbow joint point, respectively.
In one possible embodiment, the terminal creates the elbow lateral bone point on a line connecting the elbow joint reference point and the elbow lateral reference point based on a second weight that is positively correlated with a second distance between the elbow lateral bone point and the elbow joint reference point. The second weight is set by a technician according to the actual situation, which is not limited in the embodiment of the present application. If the second weight is 0, the lateral elbow bone point coincides with the elbow joint reference point; if the second weight is 1, the elbow lateral bone point coincides with the elbow lateral reference point; if the second weight is 0.5, the elbow lateral skeletal point is located at a midpoint of a line connecting the elbow lateral reference point and the elbow joint reference point. The technician can control the position of the elbow lateral skeletal point by adjusting the second weight, which in some embodiments is aimed at bringing the elbow lateral skeletal point as close as possible to the elbow lateral side of the virtual arm model.
For example, the terminal displays the elbow joint reference point and the elbow lateral reference point in a skeletal point creation interface. The terminal obtains a second weight, and creates the elbow lateral skeletal point based on the second weight on a line connecting the elbow joint reference point and the elbow lateral reference point.
The elbow joint reference point is denoted as BB, the elbow lateral reference point is denoted as A2, the line connecting the elbow joint reference point and the elbow lateral reference point is denoted as line segment B, and the elbow lateral bone point is denoted as D, since A2 moves with the movement of the virtual arm and the virtual arm, the length of line segment A consisting of A2 and BB also changes. D is located on line B, and after the second weight is determined, if the length of line a is changed, the position of D is also changed. Since the second weight is to make D close to the outside of the elbow of the virtual arm model, D can more intuitively simulate the morphological changes of the outside of the elbow than A2.
In some implementations, the terminal can configure the first weight to be 0.25 and the second weight to be 0.25 as well, such that the elbow medial bone point and the elbow lateral bone point have a certain distance to facilitate subsequent adjustment. For example, a technician configures Weight (Weight) of Position Constraint (position constraint) of elbow medial skeletal points and elbow lateral skeletal points to be 25 by DCC software.
Referring to fig. 8, the terminal displays the elbow lateral reference point 804 in a skeletal point creation interface. The terminal displays an elbow lateral skeletal point 805 on the line connecting the elbow joint reference point 802 and the elbow lateral reference point 804 based on the second weight.
If the DCC software is a phantom Engine (UE), the technician can create an elbow lateral reference point through the blueprint and an elbow lateral skeletal point based on the elbow lateral reference point and the elbow joint reference point. Referring to fig. 9, X2 is the elbow joint reference point, P1 is the elbow medial skeletal point, P2 is the elbow lateral skeletal point, alphe is the second weight, and in some embodiments, the second weight is-0.6.
406. The terminal creates an elbow medial shaping bone based on the elbow medial bone point, the elbow medial shaping bone being constrained and rotationally constrained by the elbow medial bone point location.
In one possible embodiment, the terminal creates a first reference point at a location adjacent to the elbow medial skeletal point, the first reference point being a sub-skeletal point of the elbow medial skeletal point, wherein the location adjacent to the elbow medial skeletal point is configured by a technician, such as to the left of the elbow medial skeletal point, or below the elbow medial skeletal point, etc., or is configured to coincide with the elbow medial skeletal point, which embodiments of the present application are not limited. The terminal creates the elbow medial repair bone based on the first reference point, configures the elbow medial repair bone to be constrained by the first reference point and rotationally constrained. In some embodiments, the terminal creates the elbow medial repair bone at the location of the first reference point. Since the first reference point is a sub-skeletal point of the elbow medial skeletal point, then the first reference point is constrained and rotationally constrained by the elbow medial skeletal point location, then the elbow medial repair bone is constrained and rotationally constrained by the first reference point, meaning the elbow medial repair bone is constrained and rotationally constrained by the elbow medial skeletal point location.
Because the elbow inside skeleton points have been created in the previous steps 401-405 and the position constraint and the rotation constraint of the elbow inside skeleton points are configured, by creating the first reference point and creating the elbow inside repair skeleton based on the first reference point, the position of the elbow inside repair skeleton can be conveniently adjusted, that is, the position of the first reference point can be adjusted, on the premise that the elbow inside repair skeleton moves according to the position constraint and the rotation constraint configured previously, and the efficiency is high.
If the first reference point is not created, the elbow medial repair bone can only be created at the location of the elbow medial bone point, which is always located on the line between the elbow medial reference point and the elbow reference articulation point, so that the elbow medial repair bone can only be located on this line. The technician can not establish the elbow inside repair skeleton on other positions, and can conveniently adjust the elbow inside repair skeleton position by setting the first reference point and dragging the first reference point, and the elbow inside repair skeleton position can not be limited on the connecting line between the elbow inside reference point and the elbow reference joint point, so that the degree of freedom of establishing the elbow inside repair skeleton is higher.
Referring to fig. 13, the terminal displays the elbow medial skeletal point 1301 in a skeletal point creation interface, and creates a first reference point 1302 based on the elbow medial skeletal point 1301. The terminal determines the first reference point 1302 as a sub-skeletal point of the elbow medial skeletal point 1301. The terminal creates an elbow medial repair bone at the location of the first reference point 1302, the elbow medial repair bone configured to be constrained by the first reference point 1302 location and rotation.
407. The terminal creates an elbow lateral repair bone based on the elbow lateral bone point, the elbow lateral repair bone being constrained and rotationally constrained by the elbow lateral bone point location.
In one possible embodiment, the terminal creates a second reference point at a location adjacent to the elbow lateral skeletal point, the second reference point being father constrained by the elbow lateral skeletal point, i.e., the second reference point being a child skeletal point of the elbow lateral skeletal point, wherein the location adjacent to the elbow lateral skeletal point is configured by a technician, such as to the left of the elbow lateral skeletal point, or below the elbow lateral skeletal point, etc., or coincident with the elbow lateral skeletal point, as described herein. The terminal creates the elbow lateral revision bone based on the second reference point, configures the elbow lateral revision bone to be constrained and rotationally constrained by the second reference point. In some embodiments, the terminal creates the elbow lateral repair bone at the location of the second reference point. Since the second reference point is a sub-skeletal point of the elbow lateral skeletal point, then the second reference point is constrained and rotationally constrained by the elbow lateral skeletal point location, then the elbow lateral repair bone is constrained and rotationally constrained by the second reference point, meaning the elbow lateral repair bone is constrained and rotationally constrained by the elbow lateral skeletal point location.
Because the elbow outside skeleton points have been created in the previous steps 401-405 and the position constraint and the rotation constraint of the elbow outside skeleton points are configured, by creating the second reference point and creating the elbow outside repair skeleton based on the second reference point, the position of the elbow outside repair skeleton can be conveniently adjusted, that is, the position of the second reference point can be adjusted, on the premise that the elbow outside repair skeleton moves according to the previously configured position constraint and rotation constraint, and the efficiency is higher.
If the second reference point is not created, the outside elbow repair bone can only be created at the location of the outside elbow bone point, which is always located on the line between the outside elbow reference point and the outside elbow reference joint point, so that the outside elbow repair bone can only be located on this line. The technician can not establish the elbow outside repair skeleton on other positions, and can conveniently realize the adjustment of the elbow outside repair skeleton position by setting a second reference point and dragging the second reference point, and the elbow outside repair skeleton position can not be limited on the connecting line between the elbow outside reference point and the elbow reference joint point, so that the degree of freedom of establishing the elbow outside repair skeleton is higher.
Referring to fig. 13, the terminal displays the elbow lateral skeletal point 1303 in a skeletal point creation interface, and creates a second reference point 1304 based on the elbow lateral skeletal point 1303. The terminal configures the second reference point 1304 as a child skeletal point of the elbow lateral skeletal point 1303, i.e., configures the second reference point 1304 to be father constrained by the elbow lateral skeletal point 1303. The terminal creates an elbow lateral repair bone at the location of the second reference point 1304, the elbow lateral repair bone configured to be constrained and rotationally constrained by the second reference point.
408. The terminal creates a forearm muscle scaling skeleton based on the shoulder joint point, the forearm muscle scaling skeleton being a sub-skeleton of the virtual forearm.
In one possible embodiment, the terminal creates a third reference point and a fourth reference point at a position adjacent to the shoulder joint point, where the third reference point is a sub-skeleton point of the shoulder joint point, and the fourth reference point is a sub-skeleton point of the third reference point, and the fourth reference point is constrained by the orientation of the first reference point, where the position adjacent to the shoulder joint point is configured by a technician, such as configured to the left of the shoulder joint point, or configured to be below the shoulder joint point, or configured to coincide with the shoulder joint point, and the embodiment of the present application is not limited thereto. The terminal creates the first reference bone at the location of the fourth reference point, the first reference bone being constrained and rotationally constrained by the fourth reference point. The terminal creates the big arm musculature scaling bone at a position adjacent to the first reference bone that is constrained by the first reference bone position and rotation, wherein the position adjacent to the first reference bone point is configured by a technician, such as to the left of the first reference bone point, or below the first reference bone point, etc., or coincident with the first reference bone point, as embodiments of the present application are not limited in this regard. The technician can adjust the position of the large arm muscle scaling skeleton by adjusting the position of the fourth reference point, so that the efficiency is higher. In some embodiments, the terminal is able to control the fourth reference point to be constrained by the first reference point orientation by a Look at function, i.e. the fourth reference point always "looks at" the first reference point. Referring to fig. 14, comprising a fourth reference point 1401 and a first reference point 1402, the terminal configures the fourth reference point 1401 to be constrained by the orientation of the first reference point 1402 using a Look at function.
For example, the terminal displays the virtual arm skeleton and the created shoulder joint points in the skeleton point creation interface. In response to an operation based on the shoulder joint point, a third reference point is created at a location adjacent to the shoulder joint point, the third reference point configured to be father constrained by the shoulder joint point, the third reference point being a child skeletal point of the shoulder joint point. In response to an operation based on the third reference point, a fourth reference point is created at a position adjacent to the third reference point, and the fourth reference point is configured to be father constrained by the third reference point, and the fourth reference point is namely a sub-skeleton point of the third reference point, where the position adjacent to the third reference point is configured by a technician, such as configured to the left of the third reference point, or configured to be below the third reference point, or configured to coincide with the third reference point, and the embodiment of the application is not limited thereto. In response to an operation based on a fourth reference point, configuring the fourth reference point to be constrained by the first reference point orientation, the fourth reference point being constrained by the first reference point orientation means that one coordinate axis of the fourth reference point is configured to always be oriented toward the first reference point. In some embodiments, the terminal configures the x-axis of the fourth reference point to be always directed toward the first reference point. The terminal creates a first reference bone at a location where the fourth reference point is located, the first reference bone configured to be constrained by the fourth reference point location and rotationally constrained. The terminal creates the forearm muscle scaling skeleton at a location adjacent to the first reference skeleton, configures the forearm muscle scaling skeleton to be constrained by a virtual forearm parent, i.e., the virtual forearm muscle scaling skeleton is a child skeleton of the virtual forearm, configures the forearm muscle scaling skeleton to be constrained by the first reference skeleton location and rotation constraints. In some embodiments, the position constraint ratio of the large arm musculoskeletal scaling by the first reference bone is 1, and the rotation constraint ratio is also 1.
Referring to fig. 15, an elbow medial repair bone 1501, an elbow lateral repair bone 1502, a forearm musculo-scaling bone 1503, a first reference point 1504, a fourth reference point 1505, and a first reference bone 1506 are included.
In one possible embodiment, the method for determining the scaling of the large arm muscle scaling skeleton includes:
the terminal obtains a first distance, the first distance being a distance between the thigh muscle scaling bone and the elbow medial shaping bone when the virtual arm bone is not moving. The terminal determines a ratio of a second distance to the first distance as a scaling of the forearm musculoskeletal scale, the second distance being a distance between the forearm musculoskeletal scale and the elbow medial shaping skeletal scale as the virtual arm skeletal moves.
In some embodiments, if the DCC software is a phantom Engine (UE), the technician can determine the first distance and the second distance through the blueprint. Referring to fig. 16, X5 is the forearm musculoskeletal scaling, X4 is the elbow medial shaping bone, and 24.674389 is the determined first distance.
Referring to fig. 17, the technician can configure the position constraint and the rotation constraint by the blueprint, that is, configure the elbow medial repair bone to be P1 position constraint and rotation constraint by the blueprint, and the position constraint ratio and the rotation constraint ratio are each configured to be 1, that is, the elbow medial bone point. The technician configures the elbow lateral repair bone to be P2 position and rotation constrained by the position constraint ratio and rotation constraint ratio both configured to be 1, P2 being the elbow lateral bone point, via the blueprint. The technician configures the forearm musculature with a blueprint to be constrained by a first reference skeletal position, rotation and scaling constraints, the position constraint ratio, rotation constraint ratio and scaling constraint (Scale) ratio all being configured to be 1.
409. The terminal skins the virtual arm skeleton based on the elbow inside shaping skeleton, the elbow outside shaping skeleton, the forearm muscle scaling skeleton, the shoulder joint point, the elbow joint point and the wrist joint point to obtain the virtual arm model.
In one possible embodiment, the terminal performs a skinning process on the virtual arm skeleton, that is, a process of binding an initial virtual arm skeleton, that is, a virtual arm model created by an animator, where the virtual arm model has a plurality of vertices, and the terminal can bind the elbow inside shaping skeleton, the elbow outside shaping skeleton, the large arm muscle scaling skeleton, the shoulder joint, the elbow joint, and the wrist joint with corresponding vertices in the initial arm model, to obtain a virtual arm model. After successful binding, the virtual arm model can be driven to move by adjusting the positions of the virtual big arm, the virtual small arm or the virtual palm in the virtual arm skeleton. For example of binding effect see fig. 18, 1801 is a schematic view of arm tightening, 1802 is a schematic view of arm stretching.
Referring to fig. 19, 1901 is a display effect of a virtual arm model obtained after the skin method of a virtual arm skeleton provided by the embodiment of the present application, and by adopting the above step 401, three targets including large arm muscle scaling, elbow body repairing and elbow fossa body repairing are completed, 1902 is a display effect of a virtual arm model obtained after the skin method of a virtual arm skeleton provided by the embodiment of the present application, and it can be seen that, after the technical scheme provided by the embodiment of the present application is adopted, the display effect of an elbow fossa of the virtual arm model is more true.
In some embodiments, the steps 401-409 can also be combined with Inverse Kinematics (inverse kinematics, IK) function, and as a result of the combination, see fig. 20, 2001 is a virtual arm model obtained by opening IK after the skin method of the virtual arm skeleton provided in the embodiments of the present application is not used, and it can be seen that there is an error in the direction between the virtual palm and the virtual forearm. 2002 is a virtual arm model obtained by opening IK after using the skinning method of the virtual arm skeleton provided in the embodiment of the present application, it can be seen that the cooperation between the virtual palm and the virtual forearm is better.
In some embodiments, the terminal can encapsulate the steps 401-409 into a plug-in, so that in the subsequent use process, a technician only needs to load the plug-in an application program, and select a virtual big arm, a virtual small arm and a virtual palm in the plug-in, so that the steps 401-409 can be automatically executed, thereby realizing the covering of the skeleton of the virtual arm, and having higher efficiency.
Any combination of the above optional solutions may be adopted to form an optional embodiment of the present application, which is not described herein in detail.
Through the technical scheme provided by the embodiment of the application, the elbow inner skeleton point and the elbow outer skeleton point are created based on the shoulder joint point, the elbow joint point and the wrist joint point, the elbow inner skeleton point can simulate the form change of the virtual arm skeleton elbow inner side, and the elbow outer skeleton point can simulate the form change of the virtual arm skeleton elbow outer side. Based on shoulder joint points, elbow joint points, wrist joint points, elbow inner side skeleton points and elbow outer side skeleton points, the virtual arm model is obtained, and the elbow of the virtual arm model is closer to a real arm in the motion process due to the existence of the elbow inner side skeleton points and the elbow outer side skeleton points, so that the virtual arm model is more real, and the skin effect is better.
Fig. 21 is a schematic structural diagram of a skin device of a virtual arm skeleton according to an embodiment of the present application, referring to fig. 21, the device includes: the joint point creation module 2101, the skeletal point creation module 2102, and the skin module 2103.
The joint creation module 2101 is used for creating shoulder joints, elbow joints and wrist joints in the virtual arm skeleton.
A skeletal point creation module 2102 for creating an elbow medial skeletal point and an elbow lateral skeletal point of the virtual arm skeleton based on the shoulder joint point, the elbow joint point, and the wrist joint point, the elbow medial skeletal point being configured to simulate a morphological change of an elbow medial side of the virtual arm skeleton, the elbow lateral skeletal point being configured to simulate a morphological change of an elbow lateral side of the virtual arm skeleton.
The skinning module 2103 is configured to skin the virtual arm skeleton based on the shoulder joint point, the elbow joint point, the wrist joint point, the elbow medial skeleton point, and the elbow lateral skeleton point, to obtain a virtual arm model.
In one possible embodiment, the elbow medial skeletal point of the virtual arm skeleton is created based on an elbow medial reference point of the virtual arm skeleton that moves with movement of any one of the shoulder joint point, the elbow joint point, and the wrist joint point.
The elbow lateral skeletal point of the virtual arm skeleton is created based on an elbow lateral reference point of the virtual arm skeleton that moves with movement of the elbow medial reference point.
In one possible embodiment, the skeletal point creation module 2102 includes a virtual forearm, and a virtual palm connected in sequence for creating an elbow medial reference point of the virtual arm skeleton based on the shoulder joint, the elbow joint, and the wrist joint, the elbow medial reference point being constrained by the virtual forearm, and the virtual palm co-location, the elbow medial reference point being constrained by the virtual forearm and the virtual forearm co-rotation. Based on the elbow joint point and the elbow medial reference point, the elbow medial skeletal point is created, the elbow medial skeletal point being constrained and rotationally constrained by the elbow medial reference point. Based on the elbow joint point and the elbow medial reference point, an elbow lateral reference point of the virtual arm skeleton is created, the elbow lateral reference point being constrained by the elbow medial reference point. Based on the elbow joint point and the elbow lateral reference point, the elbow lateral bone point is created, the elbow lateral bone point being constrained by the elbow lateral reference point position, the elbow lateral bone point being rotationally constrained by the elbow medial reference point.
In one possible implementation, the skeletal point creation module 2102 is configured to create an elbow medial reference point of the virtual arm skeleton at a center point of the shoulder joint, the elbow joint, and the wrist joint.
In one possible embodiment, the skeletal point creation module 2102 is configured to create an elbow joint reference point at a location where the elbow joint point is located, the elbow joint reference point being constrained by the virtual forearm location, the elbow joint reference point being rotationally constrained by the elbow medial reference point.
The elbow medial skeletal point is created on a line connecting the elbow joint reference point and the elbow medial reference point based on a first weight that is positively correlated with a first distance between the elbow medial skeletal point and the elbow joint reference point.
In one possible embodiment, the skeletal point creation module 2102 is configured to create the elbow lateral skeletal point on a line connecting the elbow joint reference point and the elbow lateral reference point based on a second weight that is positively correlated with a second distance between the elbow lateral skeletal point and the elbow joint reference point.
In one possible embodiment, the skeletal point creation module 2102 is configured to create the elbow lateral reference point on an extension line of the elbow joint point and the elbow medial reference point, the distance between the elbow lateral reference point and the elbow joint point being the same as the distance between the elbow joint point and the elbow medial reference point.
In one possible embodiment, the skin module 2103 is used to create an elbow medial shaping bone based on the elbow medial bone point, the elbow medial shaping bone being constrained and rotationally constrained by the elbow medial bone point.
Based on the elbow lateral bone points, an elbow lateral repair bone is created that is constrained and rotationally constrained by the elbow lateral bone point locations.
Based on the shoulder joint point, a thigh muscle scaling skeleton is created, the thigh muscle scaling skeleton being a sub-skeleton of the virtual thigh.
The virtual arm skeleton is skinned based on the elbow inside shaping skeleton, the elbow outside shaping skeleton, the thigh muscle scaling skeleton, the shoulder joint point, the elbow joint point and the wrist joint point, to obtain the virtual arm model.
In one possible embodiment, the skin module 2103 is used to create a first reference point at a location adjacent to the elbow medial skeletal point, the first reference point being a sub-skeletal point of the elbow medial skeletal point. Based on the first reference point, the elbow medial revision bone is created.
In one possible embodiment, the skin module 2103 is used to create a second reference point at a location adjacent to the elbow lateral skeletal point, the second reference point being father constrained by the elbow lateral skeletal point. Based on the second reference point, the elbow lateral revision bone is created.
In one possible implementation, the skin module 2103 is configured to create a third reference point and a fourth reference point at a location adjacent to the shoulder joint point, the third reference point being a sub-skeletal point of the shoulder joint point, the fourth reference point being a sub-skeletal point of the third reference point, the fourth reference point being constrained by the first reference point orientation. The first reference bone is created at the location of the fourth reference point, the first reference bone being constrained and rotationally constrained by the fourth reference point. The forearm musculoskeletal scaling skeleton is created at a location adjacent to the first reference skeleton, the forearm musculoskeletal scaling skeleton being constrained by the first reference skeleton location and rotation.
In one possible embodiment, the apparatus further comprises a scaling determining module for obtaining a first distance between the thigh muscle scaling bone and the elbow medial shaping bone when the virtual arm bone is not moving. The ratio of the second distance to the first distance is determined as the scaling of the forearm musculoskeletal scaling, the second distance being the distance between the forearm musculoskeletal scaling and the elbow medial shaping bone as the virtual arm skeleton moves.
In one possible embodiment, the virtual arm skeleton includes a virtual big arm, a virtual small arm, and a virtual palm, the virtual big arm, the virtual small arm, and the virtual palm being sequentially connected, the joint point creation module 2101 for creating the shoulder joint point at the start point of the virtual big arm, the shoulder joint point being constrained by the virtual big arm position and rotationally. The elbow joint is created at the connection location of the virtual forearm and the virtual forearm, the elbow joint being constrained by the virtual forearm location and rotation. The wrist joint is created at the connection location of the virtual forearm and the virtual palm, the wrist joint being constrained by the virtual palm location and rotation.
It should be noted that: in the covering device for the virtual arm skeleton provided in the above embodiment, only the division of the functional modules is used for illustration when the virtual arm skeleton is covered, and in practical application, the functional allocation may be performed by different functional modules according to needs, that is, the internal structure of the computer device is divided into different functional modules, so as to complete all or part of the functions described above. In addition, the covering device of the virtual arm skeleton provided in the above embodiment and the covering method embodiment of the virtual arm skeleton belong to the same concept, and detailed implementation processes of the covering device and the covering method embodiment of the virtual arm skeleton are detailed in the method embodiment and are not repeated here.
Through the technical scheme provided by the embodiment of the application, the elbow inner skeleton point and the elbow outer skeleton point are created based on the shoulder joint point, the elbow joint point and the wrist joint point, the elbow inner skeleton point can simulate the form change of the virtual arm skeleton elbow inner side, and the elbow outer skeleton point can simulate the form change of the virtual arm skeleton elbow outer side. Based on shoulder joint points, elbow joint points, wrist joint points, elbow inner side skeleton points and elbow outer side skeleton points, the virtual arm model is obtained, and the elbow of the virtual arm model is closer to a real arm in the motion process due to the existence of the elbow inner side skeleton points and the elbow outer side skeleton points, so that the virtual arm model is more real, and the skin effect is better.
The embodiment of the application provides a computer device, which is used for executing the method, the computer device can be implemented as a terminal or a server, and the structure of the terminal is described below:
fig. 22 is a schematic structural diagram of a terminal according to an embodiment of the present application. The terminal 2200 may be: smart phones, tablet computers, notebook computers or desktop computers. Terminal 2200 may also be referred to as other names of user devices, portable terminals, laptop terminals, desktop terminals, etc.
Generally, the terminal 2200 includes: one or more processors 2201 and one or more memories 2202.
The processor 2201 may include one or more processing cores, such as a 4-core processor, an 8-core processor, or the like. The processor 2201 may be implemented in at least one hardware form of DSP (Digital Signal Processing ), FPGA (Field-Programmable Gate Array, field programmable gate array), PLA (Programmable Logic Array ). The processor 2201 may also include a main processor and a coprocessor, wherein the main processor is a processor for processing data in an awake state, and is also called a CPU (Central Processing Unit ); a coprocessor is a low-power processor for processing data in a standby state. In some embodiments, the processor 2201 may integrate a GPU (Graphics Processing Unit, image processor) for rendering and drawing of content required to be displayed by the display screen. In some embodiments, the processor 2201 may also include an AI (Artificial Intelligence ) processor for processing computing operations related to machine learning.
Memory 2202 may include one or more computer-readable storage media, which may be non-transitory. Memory 2202 may also include high-speed random access memory, as well as non-volatile memory, such as one or more magnetic disk storage devices, flash memory storage devices. In some embodiments, a non-transitory computer readable storage medium in memory 2202 is used to store at least one computer program for execution by processor 2201 to implement the skinning method of a virtual arm skeleton provided by the method embodiments herein.
In some embodiments, terminal 2200 may optionally further comprise: a peripheral interface 2203 and at least one peripheral device. The processor 2201, memory 2202, and peripheral interface 2203 may be connected by a bus or signal line. The individual peripheral devices may be connected to the peripheral device interface 2203 by buses, signal lines or circuit boards. Specifically, the peripheral device includes: at least one of radio frequency circuitry 2204, a display 2205, a camera assembly 2206, audio circuitry 2207, and a power source 2209.
The peripheral interface 2203 may be used to connect at least one Input/Output (I/O) related peripheral device to the processor 2201 and the memory 2202. In some embodiments, the processor 2201, memory 2202, and peripheral interface 2203 are integrated on the same chip or circuit board; in some other embodiments, either or both of the processor 2201, the memory 2202, and the peripheral interface 2203 may be implemented on separate chips or circuit boards, which is not limited in this embodiment.
The Radio Frequency circuit 2204 is configured to receive and transmit RF (Radio Frequency) signals, also referred to as electromagnetic signals. The radio frequency circuit 2204 communicates with a communication network and other communication devices via electromagnetic signals. The radio frequency circuit 2204 converts an electrical signal into an electromagnetic signal for transmission, or converts a received electromagnetic signal into an electrical signal. Optionally, the radio frequency circuit 2204 includes: antenna systems, RF transceivers, one or more amplifiers, tuners, oscillators, digital signal processors, codec chipsets, subscriber identity module cards, and so forth.
The display 2205 is used to display a UI (User Interface). The UI may include graphics, text, icons, video, and any combination thereof. When the display 2205 is a touch display, the display 2205 also has the ability to collect touch signals at or above the surface of the display 2205. The touch signal may be input as a control signal to the processor 2201 for processing. At this point, the display 2205 may also be used to provide virtual buttons and/or virtual keyboards, also referred to as soft buttons and/or soft keyboards.
The camera assembly 2206 is used to capture images or video. Optionally, camera assembly 2206 includes a front camera and a rear camera. Typically, the front camera is disposed on the front panel of the terminal and the rear camera is disposed on the rear surface of the terminal.
The audio circuit 2207 may include a microphone and a speaker. The microphone is used for collecting sound waves of a user and the environment, converting the sound waves into electric signals, inputting the electric signals to the processor 2201 for processing, or inputting the electric signals to the radio frequency circuit 2204 for realizing voice communication.
A power supply 2209 is used to power the various components in terminal 2200. The power source 2209 may be alternating current, direct current, disposable or rechargeable.
In some embodiments, terminal 2200 further comprises one or more sensors 2210. The one or more sensors 2210 include, but are not limited to: acceleration sensor 2211, gyroscope sensor 2212, pressure sensor 2213, optical sensor 2215, and proximity sensor 2216.
The acceleration sensor 2211 can detect the magnitudes of accelerations on three coordinate axes of the coordinate system established with the terminal 2200.
The gyro sensor 2212 may be used for capturing 3D motion of the user on the terminal 2200 in cooperation with the acceleration sensor 2211, and the gyro sensor 2212 may be used for capturing the body direction and the rotation angle of the terminal 2200.
The pressure sensor 2213 may be disposed at a side frame of the terminal 2200 and/or at a lower layer of the display 2205. When the pressure sensor 2213 is disposed at a side frame of the terminal 2200, a grip signal of the terminal 2200 by a user may be detected, and the processor 2201 performs left-right hand recognition or quick operation according to the grip signal collected by the pressure sensor 2213. When the pressure sensor 2213 is disposed at the lower layer of the display screen 2205, the processor 2201 controls the operability control on the UI interface according to the pressure operation of the user on the display screen 2205.
The optical sensor 2215 is used to collect the intensity of ambient light. In one embodiment, the processor 2201 may control the display brightness of the display 2205 based on the intensity of ambient light collected by the optical sensor 2215.
The proximity sensor 2216 is used to collect the distance between the user and the front of the terminal 2200.
It will be appreciated by those skilled in the art that the structure shown in fig. 22 is not limiting and that more or fewer components than shown may be included or certain components may be combined or a different arrangement of components may be employed.
The computer device may also be implemented as a server, and the following describes the structure of the server:
fig. 23 is a schematic structural diagram of a server provided in an embodiment of the present application, where the server 2300 may have a relatively large difference due to configuration or performance, and may include one or more processors (Central Processing Units, CPU) 2301 and one or more memories 2302, where the one or more memories 2302 store at least one computer program, and the at least one computer program is loaded and executed by the one or more processors 2301 to implement the methods provided in the foregoing method embodiments. Of course, the server 2300 may further have a wired or wireless network interface, a keyboard, an input/output interface, etc. for inputting/outputting, and the server 2300 may further include other components for implementing the functions of the device, which will not be described herein.
In an exemplary embodiment, a computer readable storage medium, e.g. a memory comprising a computer program, executable by a processor to perform the skinning method of a virtual arm skeleton in the above embodiments is also provided. For example, the computer readable storage medium may be Read-Only Memory (ROM), random-access Memory (Random Access Memory, RAM), compact disc Read-Only Memory (CD-ROM), magnetic tape, floppy disk, optical data storage device, and the like.
In an exemplary embodiment, a computer program product or a computer program is also provided, which computer program product or computer program comprises a program code, which program code is stored in a computer readable storage medium, from which computer readable storage medium a processor of a computer device reads the program code, which program code is executed by a processor, such that the computer device performs the above-mentioned method of skinning a virtual arm skeleton.
In some embodiments, the computer program related to the embodiments of the present application may be deployed to be executed on one computer device or on multiple computer devices located at one site, or on multiple computer devices distributed across multiple sites and interconnected by a communication network, where the multiple computer devices distributed across multiple sites and interconnected by a communication network may constitute a blockchain system.
It will be understood by those skilled in the art that all or part of the steps for implementing the above embodiments may be implemented by hardware, or may be implemented by a program for instructing relevant hardware, where the program may be stored in a computer readable storage medium, and the above storage medium may be a read-only memory, a magnetic disk or an optical disk, etc.
The foregoing description of the preferred embodiments is merely exemplary in nature and is not intended to limit the invention, but is intended to cover various modifications, substitutions, improvements, and alternatives falling within the spirit and principles of the invention.

Claims (24)

1. A method of skinning a virtual arm skeleton, the method comprising:
creating shoulder joints, elbow joints, and wrist joints in the virtual arm skeleton;
creating an elbow medial skeletal point and an elbow lateral skeletal point of the virtual arm skeleton based on the shoulder joint, the elbow joint, and the wrist joint, the elbow medial skeletal point being for simulating a morphological change of an elbow medial of the virtual arm skeleton, the elbow medial skeletal point being created based on an elbow medial reference point of the virtual arm skeleton, the elbow medial reference point moving with movement of any one of the shoulder joint, the elbow joint, and the wrist joint; the elbow lateral skeletal points are used to simulate a morphological change of an elbow lateral side of the virtual arm skeleton, the elbow lateral skeletal points being created based on elbow lateral reference points of the virtual arm skeleton, the elbow lateral reference points moving with movement of the elbow medial reference points;
And covering the virtual arm skeleton based on the shoulder joint point, the elbow joint point, the wrist joint point, the elbow inner skeleton point and the elbow outer skeleton point to obtain a virtual arm model.
2. The method of claim 1, wherein the virtual arm skeleton comprises a virtual forearm, and a virtual palm, the virtual forearm, and the virtual palm being connected in sequence, the creating an elbow medial skeleton point and an elbow lateral skeleton point of the virtual arm skeleton based on the shoulder joint point, the elbow joint point, and the wrist joint point comprising:
creating an elbow medial reference point of the virtual arm skeleton based on the shoulder joint, the elbow joint, and the wrist joint, the elbow medial reference point being constrained by the virtual forearm, and the virtual palm co-location, the elbow medial reference point being constrained by the virtual forearm and the virtual forearm co-rotation;
creating the elbow medial skeletal point based on the elbow articulation point and the elbow medial reference point, the elbow medial skeletal point being constrained and rotationally constrained by the elbow medial reference point;
Creating an elbow lateral reference point of the virtual arm skeleton based on the elbow articulation point and the elbow medial reference point, the elbow lateral reference point being constrained by the elbow medial reference point;
based on the elbow articulation point and the elbow lateral reference point, the elbow lateral bone point is created, the elbow lateral bone point being constrained by the elbow lateral reference point position, the elbow lateral bone point being rotationally constrained by the elbow medial reference point.
3. The method of claim 2, wherein the creating an elbow medial reference point of the virtual arm skeleton based on the shoulder joint point, the elbow joint point, and the wrist joint point comprises:
at the center points of the shoulder joint, the elbow joint, and the wrist joint, an elbow medial reference point of the virtual arm skeleton is created.
4. The method of claim 2, wherein the creating the elbow medial skeletal point based on the elbow joint point and the elbow medial reference point comprises:
creating an elbow joint reference point at a location where the elbow joint point is located, the elbow joint reference point being constrained by the virtual forearm location, the elbow joint reference point being rotationally constrained by the elbow medial reference point;
The elbow medial skeletal point is created on a line connecting the elbow joint reference point and the elbow medial reference point based on a first weight, the first weight being positively correlated with a first distance between the elbow medial skeletal point and the elbow joint reference point.
5. The method of claim 4, wherein the creating the elbow lateral skeletal point based on the elbow joint point and the elbow lateral reference point comprises:
creating the elbow lateral skeletal point on a line connecting the elbow joint reference point and the elbow lateral reference point based on a second weight, the second weight being positively correlated with a second distance between the elbow lateral skeletal point and the elbow joint reference point.
6. The method of claim 2, wherein the creating an elbow lateral reference point of the virtual arm skeleton based on the elbow articulation point and the elbow medial reference point comprises:
creating the elbow lateral reference point on an extension line of the elbow joint point and the elbow medial reference point connection, the distance between the elbow lateral reference point and the elbow joint point being the same as the distance between the elbow joint point and the elbow medial reference point.
7. The method of claim 1, wherein the skinning the virtual arm bone based on the shoulder joint point, the elbow joint point, the wrist joint point, the elbow medial bone point, and the elbow lateral bone point comprises:
creating an elbow medial shaping bone based on the elbow medial bone point, the elbow medial shaping bone being constrained and rotationally constrained by the elbow medial bone point location;
creating an elbow lateral repair bone based on the elbow lateral bone point, the elbow lateral repair bone being constrained and rotationally constrained by the elbow lateral bone point location;
creating a large arm muscle scaling skeleton based on the shoulder joint points, wherein the large arm muscle scaling skeleton is a sub-skeleton of a virtual large arm;
and covering the virtual arm skeleton based on the elbow inner side shaping skeleton, the elbow outer side shaping skeleton, the large arm muscle scaling skeleton, the shoulder joint point, the elbow joint point and the wrist joint point to obtain the virtual arm model.
8. The method of claim 7, wherein creating an elbow medial repair bone based on the elbow medial bone point comprises:
Creating a first reference point at a location adjacent to the elbow medial skeletal point, the first reference point being father constrained by the elbow medial skeletal point;
based on the first reference point, the elbow medial revision bone is created.
9. The method of claim 7, wherein creating an elbow lateral repair bone based on the elbow lateral bone points comprises:
creating a second reference point at a location adjacent to the elbow lateral skeletal point, the second reference point being father constrained by the elbow lateral skeletal point;
based on the second reference point, the elbow lateral revision bone is created.
10. The method of claim 8, wherein creating a forearm musculoskeletal scaling based on the shoulder joint points comprises:
creating a third reference point and a fourth reference point at a position adjacent to the shoulder joint point, wherein the third reference point is a sub-skeleton point of the shoulder joint point, the fourth reference point is a sub-skeleton point of the third reference point, and the fourth reference point is constrained by the first reference point orientation;
creating a first reference bone at a location where the fourth reference point is located, the first reference bone being constrained and rotationally constrained by the fourth reference point;
Creating the forearm musculoskeletal scaling bone at a location adjacent to the first reference bone, the forearm musculoskeletal scaling bone being constrained by the first reference bone location and rotation.
11. The method according to any one of claims 7-10, wherein the creating of the scaling of the forearm musculoskeletal scale comprises:
acquiring a first distance, wherein the first distance is the distance between the large arm muscle scaling skeleton and the elbow inner side shaping skeleton when the virtual arm skeleton does not move;
determining a ratio of a second distance to the first distance as a scaling of the forearm musculature scaling bone, the second distance being a distance between the forearm musculature scaling bone and the elbow medial shaping bone as the virtual arm bone moves.
12. A skinning device for a virtual arm skeleton, the device comprising:
the joint point creating module is used for creating shoulder joint points, elbow joint points and wrist joint points in the virtual arm skeleton;
a skeletal point creation module for creating an elbow medial skeletal point and an elbow lateral skeletal point of the virtual arm skeleton based on the shoulder joint point, the elbow joint point, and the wrist joint point, the elbow medial skeletal point being for simulating a morphological change of an elbow medial side of the virtual arm skeleton, the elbow medial skeletal point being created based on an elbow medial reference point of the virtual arm skeleton, the elbow medial reference point moving with movement of any one of the shoulder joint point, the elbow joint point, and the wrist joint point; the elbow lateral skeletal points are used to simulate a morphological change of an elbow lateral side of the virtual arm skeleton, the elbow lateral skeletal points being created based on elbow lateral reference points of the virtual arm skeleton, the elbow lateral reference points moving with movement of the elbow medial reference points;
And the skinning module is used for skinning the virtual arm skeleton based on the shoulder joint point, the elbow joint point, the wrist joint point, the elbow inner skeleton point and the elbow outer skeleton point to obtain a virtual arm model.
13. The apparatus of claim 12, wherein the virtual arm skeleton comprises a virtual big arm, a virtual small arm, and a virtual palm, the virtual big arm, the virtual small arm, and the virtual palm being connected in sequence, the skeleton point creation module to:
creating an elbow medial reference point of the virtual arm skeleton based on the shoulder joint, the elbow joint, and the wrist joint, the elbow medial reference point being constrained by the virtual forearm, and the virtual palm co-location, the elbow medial reference point being constrained by the virtual forearm and the virtual forearm co-rotation;
creating the elbow medial skeletal point based on the elbow articulation point and the elbow medial reference point, the elbow medial skeletal point being constrained and rotationally constrained by the elbow medial reference point;
creating an elbow lateral reference point of the virtual arm skeleton based on the elbow articulation point and the elbow medial reference point, the elbow lateral reference point being constrained by the elbow medial reference point;
Based on the elbow articulation point and the elbow lateral reference point, the elbow lateral bone point is created, the elbow lateral bone point being constrained by the elbow lateral reference point position, the elbow lateral bone point being rotationally constrained by the elbow medial reference point.
14. The apparatus of claim 13, wherein the skeletal point creation module is configured to:
at the center points of the shoulder joint, the elbow joint, and the wrist joint, an elbow medial reference point of the virtual arm skeleton is created.
15. The apparatus of claim 13, wherein the skeletal point creation module is configured to:
creating an elbow joint reference point at a location where the elbow joint point is located, the elbow joint reference point being constrained by the virtual forearm location, the elbow joint reference point being rotationally constrained by the elbow medial reference point;
the elbow medial skeletal point is created on a line connecting the elbow joint reference point and the elbow medial reference point based on a first weight, the first weight being positively correlated with a first distance between the elbow medial skeletal point and the elbow joint reference point.
16. The apparatus of claim 15, wherein the skeletal point creation module is configured to:
creating the elbow lateral skeletal point on a line connecting the elbow joint reference point and the elbow lateral reference point based on a second weight, the second weight being positively correlated with a second distance between the elbow lateral skeletal point and the elbow joint reference point.
17. The apparatus of claim 13, wherein the skeletal point creation module is configured to:
creating the elbow lateral reference point on an extension line of the elbow joint point and the elbow medial reference point connection, the distance between the elbow lateral reference point and the elbow joint point being the same as the distance between the elbow joint point and the elbow medial reference point.
18. The apparatus of claim 12, wherein the skin module is configured to:
creating an elbow medial shaping bone based on the elbow medial bone point, the elbow medial shaping bone being constrained and rotationally constrained by the elbow medial bone point location;
creating an elbow lateral repair bone based on the elbow lateral bone point, the elbow lateral repair bone being constrained and rotationally constrained by the elbow lateral bone point location;
Creating a large arm muscle scaling skeleton based on the shoulder joint points, wherein the large arm muscle scaling skeleton is a sub-skeleton of a virtual large arm;
and covering the virtual arm skeleton based on the elbow inner side shaping skeleton, the elbow outer side shaping skeleton, the large arm muscle scaling skeleton, the shoulder joint point, the elbow joint point and the wrist joint point to obtain the virtual arm model.
19. The apparatus of claim 18, wherein the skin module is configured to:
creating a first reference point at a location adjacent to the elbow medial skeletal point, the first reference point being father constrained by the elbow medial skeletal point;
based on the first reference point, the elbow medial revision bone is created.
20. The apparatus of claim 18, wherein the skin module is configured to:
creating a second reference point at a location adjacent to the elbow lateral skeletal point, the second reference point being father constrained by the elbow lateral skeletal point;
based on the second reference point, the elbow lateral revision bone is created.
21. The apparatus of claim 19, wherein the skin module is configured to:
Creating a third reference point and a fourth reference point at a position adjacent to the shoulder joint point, wherein the third reference point is a sub-skeleton point of the shoulder joint point, the fourth reference point is a sub-skeleton point of the third reference point, and the fourth reference point is constrained by the first reference point orientation;
creating a first reference bone at a location where the fourth reference point is located, the first reference bone being constrained and rotationally constrained by the fourth reference point;
creating the forearm musculoskeletal scaling bone at a location adjacent to the first reference bone, the forearm musculoskeletal scaling bone being constrained by the first reference bone location and rotation.
22. The apparatus according to any one of claims 18-21, wherein the apparatus further comprises:
the scaling determining module is used for obtaining a first distance, wherein the first distance is the distance between the large arm muscle scaling skeleton and the elbow inner side shaping skeleton when the virtual arm skeleton does not move; determining a ratio of a second distance to the first distance as a scaling of the forearm musculature scaling bone, the second distance being a distance between the forearm musculature scaling bone and the elbow medial shaping bone as the virtual arm bone moves.
23. A computer device comprising one or more processors and one or more memories, the one or more memories having stored therein at least one computer program loaded and executed by the one or more processors to implement the method of skinning a virtual arm skeleton of any of claims 1 to 11.
24. A computer readable storage medium having stored therein at least one computer program loaded and executed by a processor to implement the method of skinning a virtual arm skeleton according to any one of claims 1 to 11.
CN202110979955.6A 2021-08-25 2021-08-25 Method, device, equipment and storage medium for covering virtual arm skeleton Active CN113610949B (en)

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