CN114596394A - Method, device, system and storage medium for generating bone animation - Google Patents

Method, device, system and storage medium for generating bone animation Download PDF

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Publication number
CN114596394A
CN114596394A CN202210086058.7A CN202210086058A CN114596394A CN 114596394 A CN114596394 A CN 114596394A CN 202210086058 A CN202210086058 A CN 202210086058A CN 114596394 A CN114596394 A CN 114596394A
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bone
animation
skeleton
template
target
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李西峙
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Shenzhen Tatfook Network Tech Co Ltd
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Shenzhen Tatfook Network Tech 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
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
    • G06T19/00Manipulating 3D models or images for computer graphics
    • G06T19/20Editing of 3D images, e.g. changing shapes or colours, aligning objects or positioning parts

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Abstract

The application discloses a method, a device, a system and a storage medium for generating bone animation, which are used for reducing the difficulty of making the bone animation, thereby reducing the difficulty of popularizing the bone animation in school education. The method comprises the following steps: receiving a first instruction, and creating a static object taking a common square as a basic unit according to the first instruction; receiving a second instruction, and calling a pre-established skeleton animation template library according to the second instruction; judging whether a target skeleton animation template matched with the three-dimensional shape of the static object exists in the skeleton animation template library or not; if so, creating a target object according to the three-dimensional shape of the static object; replacing a target common square corresponding to the target object with a bone square according to the bone square information to obtain a bone object; and adding motion logic to the bone object according to the target motion logic information to obtain a dynamic object.

Description

Method, device, system and storage medium for generating bone animation
Technical Field
The present application relates to the field of data processing technologies, and in particular, to a method, an apparatus, a system, and a storage medium for generating skeleton animation.
Background
Bone animation is one of model animation in which a model has a skeleton structure composed of interconnected "bones" and animation is generated for the model by changing the orientation and position of the bones.
In the prior art, when an animator creates a skeleton animation, it is necessary to establish a three-dimensional model, bind the skeleton to each vertex of the three-dimensional model, set a frame number of the animation on a two-dimensional time axis (for example, the time axis is 1 second, and the frame number is 30 frames), set the position, orientation, and zoom of each skeleton on each frame, and finally play the time axis to complete the creation of the skeleton animation.
Therefore, the method for making the skeleton animation in the prior art is too complicated, has high requirements on animation makers, and is not beneficial to popularization in user teaching and school education.
Disclosure of Invention
The application provides a method, a device and a computer readable storage medium for generating bone animation, which are used for reducing the difficulty of making bone animation.
The present application provides, in a first aspect, a method of bone animation generation, the method comprising:
receiving a first instruction, and creating a static object with a common square as a basic unit according to the first instruction;
Receiving a second instruction, and calling a pre-established skeleton animation template library according to the second instruction;
judging whether a target skeleton animation template matched with the three-dimensional shape of the static object exists in the skeleton animation template library or not, wherein the target skeleton animation template comprises skeleton square information and target motion logic information;
if so, creating a target object according to the three-dimensional shape of the static object;
replacing a target common square corresponding to the target object with a bone square according to the bone square information to obtain a bone object;
and adding motion logic to the bone object according to the target motion logic information to obtain a dynamic object.
Optionally, the invoking a pre-created skeleton animation template library according to the second instruction includes:
creating an animation model square according to the second instruction;
and calling a skeleton animation template library according to the animation model block.
Optionally, the creating an animation model block according to the second instruction includes:
and creating an animation model block at the position connected with the static object according to the second instruction.
Optionally, after the bone animation template library created in advance is called according to the animation model block, before the step of judging whether a target bone animation template matching the three-dimensional shape of the static object exists in the bone animation template library, the method further includes:
Determining the surface of the static object connected with the animation model square block as the front surface of the static object according to the position of the animation model square block;
the step of judging whether a target bone animation template matched with the three-dimensional shape of the static object exists in the bone animation template library comprises the following steps:
and judging whether a target skeleton animation template matched with the three-dimensional shape of the static object in the front view exists in the skeleton animation template library.
Optionally, the determining whether a target bone animation template matching the three-dimensional shape of the static object in the frontal view exists in the bone animation template library includes:
acquiring a three-dimensional shape of the static object in a frontal view;
taking a common square connected with the animation model square as a first reference square of the static object, and calculating first relative position information of all other common squares of the static object and the first reference square;
acquiring a front two-dimensional image of the static object;
acquiring any bone animation template which is not acquired from the bone animation template library as a test template, wherein the bone animation template corresponds to a bone square and a common square;
Determining a second reference square block corresponding to the test template according to the position of the first reference square block in the front two-dimensional image;
calculating second relative position information of all other bone blocks and common blocks corresponding to the test template and the second reference block;
calculating the similarity of the first relative position information and the second relative position information;
judging whether the similarity is not lower than a preset value;
and if so, determining that the test template is matched with the three-dimensional shape of the static object, and determining that the test template is a target bone animation template.
Optionally, before receiving the first instruction, the method further includes:
receiving a third instruction, and creating a skeleton template object which takes a common square block and a skeleton square block as basic units according to the third instruction;
receiving a fourth instruction, and setting the motion logic of the bone template object according to the fourth instruction;
generating a self-defined skeleton template according to the relative positions of all skeleton squares and common squares of the skeleton template object and the motion logic;
and adding the self-defined skeleton template to the skeleton animation template library.
Optionally, after motion logic is added to the target normal block according to the target motion logic information to obtain a dynamic object, the method further includes:
and setting the autonomous motion logic for the dynamic object, so that the dynamic object randomly executes forward, backward, rotation and/or jumping actions according to the autonomous motion logic.
A second aspect of the present application provides an apparatus for bone animation generation, the apparatus comprising:
the first receiving unit is used for receiving a first instruction and creating a static object which takes a common square as a basic unit according to the first instruction;
the second receiving unit is used for receiving a second instruction and calling a pre-established skeleton animation template library according to the second instruction; (ii) a
The judging unit is used for judging whether a target skeleton animation template matched with the three-dimensional shape of the static object exists in the skeleton animation template library or not, and the target skeleton animation template comprises skeleton square information and target motion logic information;
the creating unit is used for creating a target object according to the three-dimensional shape of the static object when the judging unit determines that the target skeleton animation template matched with the three-dimensional shape of the static object exists in the skeleton animation template library;
The replacing unit is used for replacing a target common square corresponding to the target object with a bone square according to the bone square information to obtain a bone object;
and the adding unit is used for adding motion logic to the bone object according to the target motion logic information to obtain a dynamic object.
A third aspect of the present application provides a system for bone animation generation, the apparatus comprising:
the device comprises a processor, a memory, an input and output unit and a bus;
the processor is connected with the memory, the input and output unit and the bus;
the memory holds a program that the processor calls to perform the method as optional for the first aspect and any of the first aspects.
A fourth aspect of the present application provides a computer-readable storage medium, wherein a program is stored on the computer-readable storage medium, and when the program runs on a computer, the computer performs the method as optional for the first aspect and any one of the first aspect.
According to the technical scheme, the method has the following advantages:
the method comprises the steps of firstly receiving a first instruction, creating a static object with a common square as a basic unit according to the first instruction, then receiving a second instruction, calling a pre-created skeleton animation template library according to the second instruction, judging whether a target skeleton animation template matched with the three-dimensional shape of the static object exists in the skeleton animation template library, creating a target object according to the three-dimensional shape of the static object if the target skeleton animation template exists, replacing the common square corresponding to the target object with the skeleton square according to the target skeleton animation template to obtain a skeleton object, and adding motion logic to the skeleton object according to the target skeleton animation template, so that the skeleton object can make corresponding motion according to the motion logic, and accordingly the dynamic object is obtained. By the method, the user can obtain the dynamic object capable of moving only by sending the first instruction and the second instruction to the device for executing the method, so that the making of the skeleton animation is completed, the process of making the skeleton animation by the user is simplified, the requirement on the user is lowered, and the making of the skeleton animation is easier to popularize.
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In order to more clearly illustrate the technical solutions in the present application, the drawings needed to be used in the description of the embodiments will be briefly introduced below, and it is obvious that the drawings in the following description are only some embodiments of the present application, and it is obvious for those skilled in the art to obtain other drawings without creative efforts.
FIG. 1 is a flow chart illustrating a method for generating skeletal animation according to an embodiment of the present disclosure;
FIG. 2 is a schematic flow chart diagram illustrating a method for generating skeletal animation according to another embodiment of the present application;
FIG. 3 is a schematic structural diagram of an embodiment of a device for generating skeletal animation according to the present application;
FIG. 4 is a schematic structural diagram of another embodiment of the apparatus for generating skeletal animation according to the present application;
FIG. 5 is a block diagram of an embodiment of a system for skeletal animation generation according to the present application.
Detailed Description
The application provides a method, a device, a system and a storage medium for generating bone animation, which are used for reducing the difficulty of making the bone animation.
The method for generating the skeletal animation provided by the application can be applied to a terminal and can also be applied to a server. The terminal can be a mobile terminal such as a smart phone, a tablet computer and a smart watch, and can also be a fixed terminal such as a desktop computer. For convenience of description, the terminal is taken as an execution subject for illustration in the present application.
Referring to fig. 1, fig. 1 is a schematic flowchart illustrating a method for generating a bone animation according to an embodiment of the present disclosure, where the method for generating a bone animation includes:
101. receiving a first instruction, and creating a static object taking a common square as a basic unit according to the first instruction;
in practical application, a terminal receives a first instruction sent by a user through an input device, and then a static object with a common square as a basic unit is created in a 3D scene according to the first instruction. The common square is a cube and is a basic unit forming a static object, the static object is composed of at least one common square, and when the static object comprises a plurality of common squares, the common squares are directly or indirectly connected. The first instruction carries a command for creating the static object and coordinate information of each common block in the static object in the 3D scene, so that after the terminal receives the first instruction, each common block can be created at a corresponding position of the 3D scene according to the first instruction, and the creation of the static object is completed.
102. Receiving a second instruction, and calling a pre-established skeleton animation template library according to the second instruction;
after the terminal creates the static object according to the first instruction, the user can continuously send a second instruction for calling the skeleton animation template library to the terminal through the input device, and after the terminal receives the second instruction, the terminal calls the skeleton animation template library according to the second instruction.
103. Judging whether a target skeleton animation template matched with the three-dimensional shape of the static object exists in the skeleton animation template library, wherein the target skeleton animation template comprises skeleton square information and target motion logic information, and if so, executing the step 104;
the terminal judges whether the bone animation template in the called bone animation template library has a target bone animation template matched with the three-dimensional shape of the static object, if so, the step 104 is executed. The target skeleton animation template comprises skeleton square information and target motion logic information, wherein the skeleton square information comprises relative position information among skeleton squares, connection information among the skeleton squares and information of binding common squares of the skeleton squares; the target motion logic information includes at least one motion information, the motion information is a transformation information of each bone block within a certain time, and the time duration of each motion information may be different or the same, and is not limited herein. The skeleton square controls the common square bound with the skeleton square, one end of the skeleton square is used for representing the direction, if one end of the skeleton square representing the direction points to another skeleton square, the latter is in a parent-child relationship with the former, the latter is in the parent level of the former, and when the latter moves, the former moves along with the former.
104. Creating a target object according to the three-dimensional shape of the static object;
when the terminal determines that the target skeleton animation template exists, the target object can be created in the 3D scene according to the three-dimensional shape of the static object, so that the three-dimensional shape of the created target object is the same as that of the static object.
In the present application, the size of the target object may be the same as or different from that of the static object, and is not limited herein.
105. Replacing the target common square corresponding to the target object with a bone square according to the bone square information to obtain a bone object;
since the target object is the same as the three-dimensional shape of the static object and the target bone animation template is matched to the three-dimensional shape of the static object, the target object is also matched to the three-dimensional shape of the target bone animation template. The terminal can determine the common blocks corresponding to the bone blocks of the target bone animation template in the target object according to the bone block information of the target bone animation template, take the common blocks as the target common blocks, replace the target common blocks with the bone blocks, establish the connection relation among the bone blocks, and finally bind the common blocks of the target object to the bone blocks, so that the bone object is obtained.
106. Adding motion logic to the bone object according to the target motion logic information to obtain a dynamic object;
and adding motion logic to the bone object by the terminal according to the target motion logic information of the target bone animation template, so that the bone object can perform corresponding action according to the motion logic, and thus a dynamic object is obtained.
After receiving a first instruction of a user, a terminal can create a static object according to the first instruction, then receive a second instruction, and call a pre-created skeleton animation template library according to the second instruction, if a target skeleton animation template matched with the three-dimensional shape of the static object exists in the skeleton animation template library, create a target object according to the three-dimensional shape of the static object, then replace a common square corresponding to the target object with a skeleton square according to the target skeleton animation template to obtain a skeleton object, and add motion logic to the skeleton object according to the target skeleton animation template, so that the skeleton object can make corresponding motion according to the motion logic, thereby obtaining a dynamic object. According to the method, the user can obtain the dynamic object capable of moving only by sending the first instruction for creating the static object and the second instruction for calling the skeleton animation template library to the terminal, so that the process of making skeleton animation by the user is simplified, the requirement on the user is reduced, the difficulty of making the skeleton animation is greatly reduced, and the difficulty of popularizing and making the skeleton animation in school education is reduced.
Referring to fig. 2, fig. 2 is a schematic flowchart illustrating a method for generating a skeletal animation according to another embodiment of the present application, where the method for generating a skeletal animation includes:
201. receiving a third instruction, and creating a skeleton template object which takes the common square block and the skeleton square block as basic units according to the third instruction;
in practical application, a user can send an instruction to the terminal through the input device to create a customized skeleton template. To create a custom skeleton template, a skeleton template object needs to be created first, the user can send a third instruction to the terminal, and after receiving the third instruction, the terminal can create a skeleton template object using the common block and the skeleton block as basic units according to the third instruction.
202. Receiving a fourth instruction, and setting the motion logic of the skeleton template object according to the fourth instruction;
after the terminal completes creation of the bone template object, the user may then send a fourth instruction to the terminal, and the terminal may receive the fourth instruction, and then set a motion logic of the bone template object according to the fourth instruction, where the motion logic includes at least one action, and the action is a transformation performed by each bone block in the bone template object within a certain time, where a time of each action may be the same or different, and is not limited herein.
203. Generating a self-defined skeleton template according to the relative positions and motion logics of all skeleton squares and common squares of the skeleton template object;
the terminal can record the information of the relative positions of all the bone blocks and the common blocks of the bone template object, record the information of the motion logic of each bone block of the bone template object, and then fuse the information to generate the self-defined bone template bone animation template.
204. Adding the self-defined skeleton template into a skeleton animation template library;
after the terminal generates the custom skeleton template, the skeleton template can be added to a skeleton animation template library.
In the embodiment, the user sends the instruction for creating the user-defined skeleton template to the terminal, and the terminal completes the creation of the user-defined skeleton template according to the instruction, so that the skeleton animation template library is enriched, and the user experience is improved.
205. Receiving a first instruction, and creating a static object which takes a common square as a basic unit according to the first instruction;
in this embodiment, step 205 is similar to step 101 in the previous embodiment, and is not described herein again.
206. Receiving a second instruction, and creating an animation model square at a position connected with the static object according to the second instruction;
After the terminal creates the static object according to the first instruction, the user can continue to send a second instruction to the terminal through the input device, the second instruction carries a command for creating the animation model square and coordinate information of the animation model square in the 3D scene, and coordinates of the animation model square in the 3D scene are adjacent to coordinates of one common square in the static object. Therefore, after receiving the second instruction, the terminal can create the animation model square at the position connected with the static object according to the second instruction. The animation model block is a block used for calling a skeleton animation template library in the 3D scene, and the terminal can call the skeleton animation template library through the animation model block to match an object which is connected with the animation model block and consists of common blocks.
207. Calling a pre-established skeleton animation template library according to the animation model block;
because the animation model block created by the terminal according to the second instruction is connected with the static object, the terminal can call a pre-created skeleton animation template library so as to match the static object.
208. Determining the surface of the static object connected with the animation model square block as the front surface of the static object according to the position of the animation model square block;
The terminal can take the surface of the static object connected with the animation model square as the front surface of the static object according to the position of the animation model square.
209. Taking a common square connected with the animation model square as a first reference square of the static object, and calculating first relative position information of all other common squares of the static object and the first reference square;
the terminal can take the common square connected with the animation model square as a first reference square of the static object, and then based on the first reference square, according to the coordinate information of each square of the static object in the 3D scene, the relative position information of all other common squares of the static object and the first reference square is calculated one by one to generate first relative position information.
210. Acquiring a front two-dimensional image of a static object;
the terminal may acquire a front two-dimensional image of the static object from the front side of the static object, and since the first reference square is on the front side of the static object, the two-dimensional image of the first reference square is included in the front two-dimensional image.
211. Acquiring any bone animation template which is not acquired from a bone animation template library as a test template;
the terminal can obtain any bone animation template which is not obtained in the process of matching the static object from the bone animation template library as a test template, and if the bone animation template library does not have the bone animation template which meets the conditions, the process is ended. The skeleton animation template corresponds to skeleton squares and common squares, and each skeleton animation template comprises relative position information among the skeleton squares in the skeleton animation template, connection information among the skeleton squares and information of binding the common squares by the skeleton squares; in addition, the skeleton animation template further includes motion logic information, where the motion logic information includes at least one piece of action information, the action information is conversion information of each skeleton block within a certain time, and the time duration of each piece of action information may be different or the same, and is not limited herein.
212. Determining a second reference square block corresponding to the test template according to the position of the first reference square block in the front two-dimensional image;
the front two-dimensional image comprises a two-dimensional image of the first reference square block, so that the terminal can determine the second reference square block corresponding to the test template according to the position of the first reference square block in the front two-dimensional image.
213. Calculating second relative position information of all other bone blocks corresponding to the test template and the common block and a second reference block;
the test template carries information of relative positions between all corresponding bone blocks and common blocks, so that the terminal can calculate the relative position information of all other bone blocks and common blocks corresponding to the test template one by one based on the second reference block to generate second relative position information.
214. Calculating the similarity of the first relative position information and the second relative position information;
after obtaining the first relative position information and the second relative position information, the terminal may calculate the similarity between the first relative position information and the second relative position information. The similarity is the degree of coincidence of the first relative position information and the second relative position information, and is also the degree of similarity of the three-dimensional shapes of the static object and the test object. The higher the degree of coincidence of the first relative positional information and the second relative positional information, the higher the similarity of the two.
215. Judging whether the similarity is not lower than a preset value, if so, executing step 216, otherwise, executing steps 211 to 215 again;
after the terminal calculates the similarity between the first relative position information and the second relative position information, the obtained similarity needs to be compared with a preset value, and if the similarity is not lower than, i.e. greater than or equal to, the preset value, step 216 is executed; if the similarity is lower than the preset value, the steps 211 to 215 are executed again, the test template is obtained again, the second reference square block is determined, the second relative position information is calculated, the similarity is calculated, and whether the similarity is not lower than the preset value is judged until the similarity is not lower than the preset value or the test template cannot be obtained from the skeleton animation template library.
216. Determining that the test template is matched with the static object, and determining that the test template is a target skeleton animation template;
after the terminal determines that the similarity between the first relative position information and the second relative position information is not lower than a preset value, the terminal can determine that the test template is matched with the static object, and the test template is determined as the target bone animation template.
217. Creating a target object according to the three-dimensional shape of the static object;
218. Replacing a target common square corresponding to the target object with a bone square according to the bone square information to obtain a bone object;
219. adding motion logic to the bone object according to the target motion logic information to obtain a dynamic object;
steps 217 to 219 in this embodiment are similar to steps 104 to 106 in the previous embodiment, and are not described again here.
220. And setting the autonomous motion logic for the dynamic object.
After the terminal completes the generation of the dynamic object, the autonomous motion logic can be set for the dynamic object, so that the dynamic object can randomly execute forward, backward, rotation and/or jumping actions according to the autonomous motion logic.
The terminal sets the autonomous movement logic for the dynamic object, so that the actions of the dynamic object can be enriched, and the condition that the actions of the dynamic object are single is reduced to a certain extent.
Referring to fig. 3, fig. 3 is a schematic structural diagram of an embodiment of a device for generating bone animation according to the present application, the device for generating bone animation includes:
a first receiving unit 301, configured to receive a first instruction, and create a static object with a common block as a basic unit according to the first instruction;
a second receiving unit 302, configured to receive a second instruction, and invoke a pre-created skeleton animation template library according to the second instruction;
A judging unit 303, configured to judge whether a target skeleton animation template matching the three-dimensional shape of the static object exists in the skeleton animation template library, where the target skeleton animation template includes skeleton square information and target motion logic information;
a creating unit 304, configured to create a target object according to the three-dimensional shape of the static object when the determining unit 303 determines that a target skeleton animation template matching the three-dimensional shape of the static object exists in the skeleton animation template library;
a replacing unit 305, configured to replace a target normal block corresponding to the target object with a bone block according to the bone block information, to obtain a bone object;
and the adding unit 306 is used for adding motion logic to the bone object according to the target motion logic information to obtain a dynamic object.
In this embodiment, after receiving the first instruction, the first receiving unit 301 may create a static object according to the first instruction, then the second receiving unit 302 receives the second instruction and invokes a pre-created skeleton animation template library according to the second instruction, if there is a target skeleton animation template matching the three-dimensional shape of the static object in the skeleton animation template library, the creating unit 304 creates a target object according to the three-dimensional shape of the static object, then the replacing unit 305 replaces a normal block corresponding to the target object with a skeleton block according to the target skeleton animation template to obtain a skeleton object, and the adding unit 306 adds motion logic to the skeleton object according to the target skeleton animation template, so that the skeleton object may perform a corresponding action according to the motion logic, thereby obtaining a dynamic object. According to the method, the user can obtain the dynamic object capable of moving only by sending the first instruction for creating the static object and the second instruction for calling the skeleton animation template library to the terminal, so that the process of making skeleton animation by the user is simplified, the requirement on the user is reduced, the difficulty of making the skeleton animation is greatly reduced, and the difficulty of popularizing and making the skeleton animation in school education is reduced.
Referring to fig. 4, fig. 4 is a schematic structural diagram of another embodiment of the bone animation generation apparatus in the present application, where the bone animation generation apparatus includes:
a first receiving unit 401, configured to receive a first instruction, and create a static object with a common block as a basic unit according to the first instruction;
a second receiving unit 402, configured to receive a second instruction, and invoke a pre-created skeleton animation template library according to the second instruction;
a judging unit 403, configured to judge whether a target skeleton animation template matching the three-dimensional shape of the static object exists in the skeleton animation template library, where the target skeleton animation template includes skeleton square information and target motion logic information;
a creating unit 404 configured to create a target object according to the three-dimensional shape of the static object when the judging unit 403 determines that a target skeleton animation template matching the three-dimensional shape of the static object exists in the skeleton animation template library;
a replacing unit 405, configured to replace a target common square corresponding to a target object with a bone square according to the bone square information, so as to obtain a bone object;
and the adding unit 406 is configured to add motion logic to the bone object according to the target motion logic information to obtain a dynamic object.
In this embodiment, the second receiving unit 402 may specifically be configured to:
receiving a second instruction, and creating an animation model square at a position connected with the static object according to the second instruction;
and calling a bone animation template library which is created in advance according to the animation model block.
In this embodiment, the apparatus may further include:
and the front determining unit 407 is configured to determine, according to the position of the animation model block, that a surface of the static object connected to the animation model block is the front of the static object.
The third receiving unit 408 is configured to receive a third instruction, and create a skeleton template object with the normal block and the skeleton block as basic units according to the third instruction.
The fourth receiving unit 409 is configured to receive a fourth instruction, and set the motion logic of the bone template object according to the fourth instruction.
And the generating unit 410 is used for generating a custom bone template according to the relative positions and the motion logic of all the bone blocks and the common blocks of the bone template object.
A second adding unit 411, configured to add the bone template to the bone animation template library.
A setting unit 412, configured to set the autonomous movement logic for the dynamic object, so that the dynamic object randomly performs forward, backward, rotation, and/or jumping actions according to the autonomous movement logic.
In this embodiment, the determining unit 403 is specifically configured to:
taking a common square connected with the animation model square as a first reference square of the static object, and calculating first relative position information of all other common squares of the static object and the first reference square;
acquiring a front two-dimensional image of a static object;
acquiring any bone animation template which is not acquired from a bone animation template library as a test template, wherein the bone animation template corresponds to a bone square and a common square;
determining a second reference square block corresponding to the test template according to the position of the first reference square block in the front two-dimensional image;
calculating second relative position information of all other bone blocks corresponding to the test template and the common block and a second reference block;
calculating the similarity of the first relative position information and the second relative position information;
judging whether the similarity is not lower than a preset value;
if so, determining that the test template is matched with the three-dimensional shape of the static object, and determining that the test template is the target bone animation template.
In this embodiment, the functions of each unit correspond to the steps in the embodiment shown in fig. 2, and are not described herein again.
Referring to fig. 5, fig. 5 is a schematic structural diagram of another embodiment of a system for generating bone animation according to the present application, the system for generating bone animation includes:
A processor 501, a memory 502, an input-output unit 503, and a bus 504;
the processor 501 is connected 504 with the memory 502, the input/output unit 503 and the bus;
the memory 502 holds a program that the processor 501 calls to perform any of the methods shown in the above embodiments.
It can be clearly understood by those skilled in the art that, for convenience and simplicity of description, the specific working processes of the above-described systems, apparatuses and units may refer to the corresponding processes in the foregoing method embodiments, and are not described herein again.
In the several embodiments provided in the present application, it should be understood that the disclosed system, apparatus and method may be implemented in other ways. For example, the above-described apparatus embodiments are merely illustrative, and for example, the division of the units is only one logical division, and other divisions may be realized in practice, for example, a plurality of units or components may be combined or integrated into another system, or some features may be omitted, or not executed. In addition, the shown or discussed mutual coupling or direct coupling or communication connection may be an indirect coupling or communication connection through some interfaces, devices or units, and may be in an electrical, mechanical or other form.
The units described as separate parts may or may not be physically separate, and parts displayed as units may or may not be physical units, may be located in one place, or may be distributed on a plurality of network units. Some or all of the units can be selected according to actual needs to achieve the purpose of the solution of the embodiment.
In addition, functional units in the embodiments of the present application may be integrated into one processing unit, or each unit may exist alone physically, or two or more units are integrated into one unit. The integrated unit can be realized in a form of hardware, and can also be realized in a form of a software functional unit.
The integrated unit, if implemented in the form of a software functional unit and sold or used as a stand-alone product, may be stored in a computer readable storage medium. Based on such understanding, the technical solution of the present application may be substantially implemented or contributed to by the prior art, or all or part of the technical solution may be embodied in a software product, which is stored in a storage medium and includes instructions for causing a computer device (which may be a personal computer, a server, or a network device) to execute all or part of the steps of the method according to the embodiments of the present application. And the aforementioned storage medium includes: a U-disk, a removable hard disk, a read-only memory (ROM), a Random Access Memory (RAM), a magnetic disk or an optical disk, and the like.

Claims (10)

1. A method of bone animation generation, the method comprising:
receiving a first instruction, and creating a static object with a common square as a basic unit according to the first instruction;
receiving a second instruction, and calling a pre-established skeleton animation template library according to the second instruction;
judging whether a target skeleton animation template matched with the three-dimensional shape of the static object exists in the skeleton animation template library or not, wherein the target skeleton animation template comprises skeleton square information and target motion logic information;
if so, creating a target object according to the three-dimensional shape of the static object;
replacing a corresponding target common square in the target object with a bone square according to the bone square information to obtain a bone object;
and adding motion logic to the bone object according to the target motion logic information to obtain a dynamic object.
2. The method of claim 1, wherein invoking a pre-created skeleton animation template library according to the second instruction comprises:
creating an animation model square according to the second instruction;
and calling a pre-established skeleton animation template library according to the animation model block.
3. The method of claim 2, wherein creating an animated model square according to the second instructions comprises:
and creating an animation model block at the position connected with the static object according to the second instruction.
4. The method of claim 3, wherein after said invoking a library of pre-created bone templates from said animated model tiles, before said determining whether a target bone template exists in said library of pre-created bone templates that matches a three-dimensional shape of said static object, said method further comprises:
determining the surface of the static object connected with the animation model square block as the front surface of the static object according to the position of the animation model square block;
the judging whether a target bone template matched with the three-dimensional shape of the static object exists in the bone template library comprises the following steps:
and judging whether a target skeleton animation template matched with the three-dimensional shape of the static object in the front view exists in the skeleton animation template library.
5. The method of claim 4, wherein the determining whether a target bone animation template exists in the library of bone animation templates that matches the three-dimensional shape of the static object in the frontal view comprises:
Taking a common square connected with the animation model square as a first reference square of the static object, and calculating first relative position information of all other common squares of the static object and the first reference square;
acquiring a front two-dimensional image of the static object;
acquiring any bone animation template which is not acquired from the bone animation template library as a test template, wherein the bone animation template corresponds to a bone square and a common square;
determining a second reference square block corresponding to the test template according to the position of the first reference square block in the front two-dimensional image;
calculating second relative position information of all other bone blocks and common blocks corresponding to the test template and the second reference block;
calculating the similarity of the first relative position information and the second relative position information;
judging whether the similarity is not lower than a preset value;
and if so, determining that the test template is matched with the three-dimensional shape of the static object, and determining that the test template is a target bone animation template.
6. The method of any of claims 1-5, wherein prior to receiving the first instruction, the method further comprises:
Receiving a third instruction, and creating a skeleton template object which takes a common square block and a skeleton square block as basic units according to the third instruction;
receiving a fourth instruction, and setting motion logic of the skeleton template object according to the fourth instruction;
generating a self-defined skeleton template according to the relative positions of all skeleton squares and common squares of the skeleton template object and the motion logic;
and adding the self-defined skeleton template to the skeleton animation template library.
7. The method of claim 6, wherein after adding motion logic to the target normal block according to the target motion logic information to obtain a dynamic object, the method further comprises:
and setting the autonomous motion logic for the dynamic object, so that the dynamic object randomly executes forward, backward, rotation and/or jumping actions according to the autonomous motion logic.
8. An apparatus for bone animation generation, the apparatus comprising:
the first receiving unit is used for receiving a first instruction and creating a static object which takes a common square as a basic unit according to the first instruction;
the second receiving unit is used for receiving a second instruction and calling the skeleton animation template library according to the second instruction; (ii) a
The judging unit is used for judging whether a target skeleton animation template matched with the three-dimensional shape of the static object exists in the skeleton animation template library or not, and the target skeleton animation template comprises skeleton square information and target motion logic information;
the creating unit is used for creating a target object according to the three-dimensional shape of the static object when the judging unit determines that a target bone animation template matched with the three-dimensional shape of the static object exists in the bone animation template library;
the replacing unit is used for replacing a target common square corresponding to the target object with a bone square according to the bone square information to obtain a bone object;
and the adding unit is used for adding motion logic to the bone object according to the target motion logic information to obtain a dynamic object.
9. A system for bone animation generation, the apparatus comprising:
the device comprises a processor, a memory, an input and output unit and a bus;
the processor is connected with the memory, the input and output unit and the bus;
the memory holds a program that the processor calls to perform the method of any one of claims 1 to 7.
10. A computer-readable storage medium, having a program stored thereon, the computer performing the method of any one of claims 1 to 7 when the program is run on a computer.
CN202210086058.7A 2022-01-25 2022-01-25 Method, device, system and storage medium for generating bone animation Pending CN114596394A (en)

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Cited By (1)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN114898022A (en) * 2022-07-15 2022-08-12 杭州脸脸会网络技术有限公司 Image generation method, image generation device, electronic device, and storage medium

Cited By (1)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN114898022A (en) * 2022-07-15 2022-08-12 杭州脸脸会网络技术有限公司 Image generation method, image generation device, electronic device, and storage medium

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