CN115690282A - Virtual role adjusting method and device - Google Patents

Virtual role adjusting method and device Download PDF

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Publication number
CN115690282A
CN115690282A CN202211720136.0A CN202211720136A CN115690282A CN 115690282 A CN115690282 A CN 115690282A CN 202211720136 A CN202211720136 A CN 202211720136A CN 115690282 A CN115690282 A CN 115690282A
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bone
skeleton
basic
bones
father
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CN115690282B (en
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田瑞华
马浩然
温健
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Anhui Haima Cloud Technology Co ltd
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Haima Cloud Tianjin Information Technology Co Ltd
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Abstract

The invention provides a virtual role adjusting method and device, wherein the method comprises the following steps: detecting an editing instruction for a target part of the virtual character; finding a target scaled bone in a skeletal system of the virtual character that matches the target site, wherein the skeletal system comprises a base skeletal system comprising a plurality of non-scalable base bones and a scaled skeletal system comprising a plurality of scalable scaled bones; and adjusting the target scaling skeleton according to the editing instruction. The technical problem that details of the virtual character displayed in the related technology are rough is solved, the head and the body of the virtual character can be subjected to simulated person region division and more refined editing, and the style of pinching the face and writing the reality is created.

Description

Virtual character adjusting method and device
Technical Field
The invention relates to the technical field of computers, in particular to a virtual character adjusting method and device.
Background
With the development of the meta-universe industry, various playing methods are developed. The functions that the virtual characters can realize are increasing day by day, such as functions of pinching the face, changing the clothes, making animation, moving and catching, etc. But the establishment of the human skeleton model in the functions has great limitation, so that the detailed display of the character is not rich enough.
In view of the above problems in the prior art, no effective solution has been found.
Disclosure of Invention
The embodiment of the invention provides a virtual role adjusting method and device.
According to an embodiment of the present invention, there is provided a method for adjusting a virtual character, including: detecting an editing instruction for a target part of the virtual character; finding a target scaled bone in a skeletal system of the virtual character that matches the target site, wherein the skeletal system comprises a base skeletal system comprising a plurality of non-scalable base bones and a scaled skeletal system comprising a plurality of scalable scaled bones; and adjusting the target scaling skeleton according to the editing instruction.
Optionally, before searching for a target scaled bone matching the target site in the bone system of the virtual character, the method further includes: creating a root skeleton by using the first virtual body; taking the root skeleton as a father skeleton, and creating a displacement skeleton of the root skeleton by adopting a second virtual body; taking the displacement bone as a father bone, and adopting a Biped bone system to establish a basic bone system of the displacement bone; and taking a basic skeleton in the basic skeleton system as a paternal skeleton, and creating a sublevel skeleton of the basic skeleton system by adopting a Bone skeleton system to obtain the scaling skeleton system.
Optionally, after creating a basic bone system of the displaced bone using the Biped bone system, the method further comprises: positioning a vertebra in the basic skeletal system; flattening the spinal bone and configuring the spinal bone as a half-length split bone of the underlying skeletal system, wherein a skin resource and an action command associated with the half-length split bone are empty.
Optionally, taking a basic Bone in the basic Bone system as a parent Bone, and creating a child Bone of the basic Bone system by using a Bone system includes: locating the last sternum in the underlying skeletal system; using the last sternum as a father Bone, and creating a first chest Bone and a second chest Bone by adopting a Bone system; and taking the first thoracic skeleton as a father skeleton, adopting a third virtual body to create a first scaling skeleton, taking the second thoracic skeleton as a father skeleton, and adopting a fourth virtual body to create a second scaling skeleton.
Optionally, taking a basic Bone in the basic Bone system as a parent Bone, and creating a child Bone of the basic Bone system by using a Bone system includes: locating a right hand bone and a left hand bone in the basic skeletal system; and taking the right-hand Bone as a father Bone, adopting a Bone system to create a first weapon Bone, and taking the left-hand Bone as the father Bone, and adopting the Bone system to create a second weapon Bone.
Optionally, taking a basic Bone in the basic Bone system as a parent Bone, and creating a child Bone of the basic Bone system by using a Bone system includes: locating an arm bone in the underlying skeletal system, wherein the arm bone comprises at least one of: shoulder, upper arm, lower arm; if the skeleton is a shoulder skeleton, taking a zoom skeleton of the shoulder skeleton as a father skeleton, and adopting Bone skeleton to create a distortion correction skeleton of the shoulder skeleton; if the Bone is a large-arm Bone, taking the distorted and corrected Bone of the large arm in the Biped Bone system as the distorted and corrected Bone of the large-arm Bone, and setting the father level of the distorted and corrected Bone of the large-arm Bone as the large-arm scaling Bone in the Bone system of Bone; and if the Bone is the forearm Bone, taking the distortion correction Bone of the forearm in the Biped Bone system as the distortion correction Bone of the forearm Bone, and setting the father level of the distortion correction Bone of the forearm Bone to be the forearm scaling Bone in the Bone system.
Optionally, taking a basic skeleton in the basic skeleton system as a parent skeleton, and creating a child skeleton of the basic skeleton system by using a Bone skeleton system, further includes: and adopting Bone bones to create different groups of clothing bones according to different clothing types, positioning corresponding bones in the basic Bone system, and taking the scaling bones of the corresponding bones as the highest father level of the clothing bones of the corresponding groups.
Optionally, after the displaced bone is used as a parent bone and a basic bone system of the displaced bone is created by using a Biped bone system, the method further includes: selecting a designated basic bone in the basic bone system; generating hanging point coordinates by taking the skeleton coordinates of the specified basic skeleton as a reference position; adding a special effect hanging point on the hanging point coordinate by adopting a fifth virtual body; setting a father skeleton for the special effect hanging point according to the function of the special effect hanging point.
Optionally, taking a basic Bone in the basic Bone system as a parent Bone, and creating a child Bone of the basic Bone system by using a Bone system includes: locating a skull in the underlying skeletal system; searching a first organ class and a second organ class arranged on the skull, wherein the first organ class comprises at least one of the following organs: eyebrows, eyes, mouth, said second organoid comprising at least one of: nose, face, ears; for the first type of organ, using Bone to create a first number of whole bones and a second number of local bones, with the zoomed Bone of the skull as a father Bone; and aiming at the second organ, taking a zoom Bone of the skull as a father Bone, and creating a third number of local bones by using Bone bones, wherein the whole bones are used for adjusting the whole modeling of the corresponding organ, and the local bones are used for adjusting the local modeling of the corresponding organ.
According to another embodiment of the present invention, there is provided an apparatus for adjusting a virtual character, including: the detection module is used for detecting an editing instruction aiming at a target part of the virtual character; a search module for searching a target scaled bone matching the target site in a skeletal system of the virtual character, wherein the skeletal system comprises a base skeletal system and a scaled skeletal system, the base skeletal system comprises a plurality of non-scalable base bones, and the scaled skeletal system comprises a plurality of scalable scaled bones; and the adjusting module is used for adjusting the target scaling skeleton according to the editing instruction.
According to a further embodiment of the present invention, there is also provided a storage medium having a computer program stored therein, wherein the computer program is arranged to perform the steps of any of the above method embodiments when executed.
According to yet another embodiment of the present invention, there is also provided an electronic device, including a memory in which a computer program is stored and a processor configured to execute the computer program to perform the steps in any of the above method embodiments.
By the method, the editing instruction aiming at the target part of the virtual character is detected, the target scaling skeleton matched with the target part is searched in the skeleton system of the virtual character, wherein the skeleton system comprises a basic skeleton system and a scaling skeleton system, the basic skeleton system comprises a plurality of non-scalable basic skeletons, the scaling skeleton system comprises a plurality of scalable scaling skeletons, the target scaling skeleton is adjusted according to the editing instruction, the scalable scaling skeletons are also configured in the skeleton system of the virtual character, the diversified requirements of pinching the face and pinching the person can be realized, the technical problem of displaying the rough details of the virtual character in the related technology is solved, the head and the body of the virtual character can be subjected to simulated person region division and more refined editing, and the pinching face writing style of the pinching person is created.
Drawings
The accompanying drawings, which are included to provide a further understanding of the invention and are incorporated in and constitute a part of this application, illustrate embodiment(s) of the invention and together with the description serve to explain the invention without limiting the invention. In the drawings:
FIG. 1 is a block diagram of a hardware configuration of a virtual role adjustment computer according to an embodiment of the present invention;
fig. 2 is a flowchart illustrating an adjustment method for a virtual character according to an embodiment of the present invention;
FIG. 3 is a skeletal hierarchy diagram of the skeletal system of a virtual character in an embodiment of the present invention;
FIG. 4 is a schematic view of a skeletal system in accordance with an embodiment of the present invention;
fig. 5 is a block diagram illustrating an apparatus for adjusting a virtual character according to an embodiment of the present invention;
fig. 6 is a block diagram of an electronic device according to an embodiment of the invention.
Detailed Description
In order to make the technical solutions better understood by those skilled in the art, the technical solutions in the embodiments of the present application will be clearly and completely described below with reference to the drawings in the embodiments of the present application, and it is obvious that the described embodiments are only partial embodiments of the present application, but not all embodiments. All other embodiments, which can be derived by a person skilled in the art from the embodiments given herein without making any creative effort, shall fall within the protection scope of the present application. It should be noted that the embodiments and features of the embodiments in the present application may be combined with each other without conflict.
It should be noted that the terms "first," "second," and the like in the description and claims of this application and in the accompanying drawings are used for distinguishing between similar elements and not necessarily for describing a particular sequential or chronological order. It should be understood that the data so used may be interchanged under appropriate circumstances such that embodiments of the application described herein may be implemented in sequences other than those illustrated or described herein. Furthermore, the terms "comprises," "comprising," and "having," and any variations thereof, are intended to cover a non-exclusive inclusion, such that a process, method, article, or apparatus that comprises a list of steps or elements is not necessarily limited to those steps or elements expressly listed, but may include other steps or elements not expressly listed or inherent to such process, method, article, or apparatus.
Example 1
The method provided by the first embodiment of the present application may be executed in a mobile phone, a tablet, a server, a computer, or a similar electronic terminal. Taking the example of running on a computer, fig. 1 is a block diagram of a hardware structure of a virtual role adjusting computer according to an embodiment of the present invention. As shown in fig. 1, the computer may include one or more processors 102 (only one is shown in fig. 1) (the processor 102 may include, but is not limited to, a processing device such as a microprocessor MCU or a programmable logic device FPGA, etc.) and a memory 104 for storing data, and optionally may also include a transmission device 106 for communication functions and an input-output device 108. It will be appreciated by those skilled in the art that the configuration shown in FIG. 1 is merely illustrative and is not intended to limit the configuration of the computer described above. For example, a computer may also include more or fewer components than shown in FIG. 1, or have a different configuration than shown in FIG. 1.
The memory 104 may be used to store a computer program, for example, a software program and a module of application software, such as a computer program corresponding to a virtual character adjusting method in the embodiment of the present invention, and the processor 102 executes various functional applications and data processing by running the computer program stored in the memory 104, so as to implement the above-mentioned method. The memory 104 may include high speed random access memory, and may also include non-volatile memory, such as one or more magnetic storage devices, flash memory, or other non-volatile solid-state memory. In some examples, the memory 104 may further include memory located remotely from the processor 102, which may be connected to the computer through a network. Examples of such networks include, but are not limited to, the internet, intranets, local area networks, mobile communication networks, and combinations thereof. In the embodiment, the processor 102 is configured to control the target virtual character to perform a specified operation to complete a game task in response to the human-machine interaction instruction and the game policy. The memory 104 is used for storing program scripts of the electronic game, configuration information, sound resource information of the virtual character, and the like.
The transmission device 106 is used to receive or transmit data via a network. Specific examples of the network described above may include a wireless network provided by a communication provider of the computer. In one example, the transmission device 106 includes a Network adapter (NIC) that can be connected to other Network devices through a base station to communicate with the internet. In one example, the transmission device 106 may be a Radio Frequency (RF) module, which is used to communicate with the internet via wireless.
Optionally, the input/output device 108 further includes a human-computer interaction screen for acquiring a human-computer interaction instruction through a human-computer interaction interface, and further for presenting a picture in the virtual scene;
in this embodiment, a method for adjusting a virtual character is provided, and fig. 2 is a schematic flowchart of a method for adjusting a virtual character according to an embodiment of the present invention, as shown in fig. 2, the flowchart includes the following steps:
step S202, detecting an editing instruction aiming at a target part of a virtual character;
the virtual character of the embodiment can be a virtual game scene, a virtual teaching scene, a virtual social scene and the like, and the human body or the wearing object of the virtual character comprises a plurality of parts, such as eyes, a nose, arms, weapons, clothes and the like.
Step S204, searching a target scaling skeleton matched with the target part in a skeleton system of the virtual character, wherein the skeleton system comprises a basic skeleton system and a scaling skeleton system, the basic skeleton system comprises a plurality of non-scalable basic skeletons, and the scaling skeleton system comprises a plurality of scalable scaling skeletons;
optionally, the zoom bone in the zoom bone system is a child bone of the base bone in the base bone system, the child bone is aligned with the parent bone, and the bone coordinates inherit the parent coordinates without the zoom value.
Step S206, adjusting the target scaling skeleton according to the editing instruction;
through the steps, an editing instruction for the target part of the virtual character is detected, the target scaling skeleton matched with the target part is searched in the skeleton system of the virtual character, wherein the skeleton system comprises a basic skeleton system and a scaling skeleton system, the basic skeleton system comprises a plurality of non-scalable basic skeletons, the scaling skeleton system comprises a plurality of scalable scaling skeletons, the target scaling skeleton is adjusted according to the editing instruction, and the scalable scaling skeletons are also configured in the skeleton system of the virtual character, so that the diversified requirements of pinching the face and pinching the person can be realized, the technical problem that the rough details of the virtual character are displayed in the related technology is solved, the head and the body of the virtual character can be subjected to simulated person region division and more fine editing, and the pinching face writing style is created.
In this embodiment, the skeleton system of the virtual character includes functional plates such as a bipolar animation skeleton, a face pinching skeleton, a garment, and a LOD (Levels of Detail) hairstyle general skeleton. The system can simultaneously support the requirements of various aspects such as a face-pinching system, character animation production, motion capture and the like, and a skeleton system can be built by combining a Bone skeleton system (Bip 001 XXX _ Adjust) and a virtual body (Socket _ XXX) on the basis of a Biped skeleton system (Bip 001 XXX). FIG. 3 is a skeletal hierarchy diagram of a skeletal system of a virtual character in an embodiment of the invention.
In this embodiment, before searching for a target scaling bone matching the target site in the bone system of the virtual character, the method further includes:
s11, creating a root skeleton by adopting a first virtual body;
s12, taking the root skeleton as a father skeleton, and creating a displacement skeleton of the root skeleton by adopting a second virtual body;
firstly, erecting two virtual bodies named Root and Position respectively, and controlling displacement by the Position; root is the father of Position, which is the father of Bip001 (basic skeletal system). The Root and Position rotations are back to 0 and no scaling information is available.
S13, taking the displaced skeleton as a father skeleton, and establishing a basic skeleton system of the displaced skeleton by adopting a Biped skeleton system;
in one embodiment of this embodiment, after creating the basic bone system of the displaced bone using the Biped bone system, the method further comprises: positioning a vertebra in the basic skeletal system; flattening and deforming the vertebra, and configuring the vertebra as a half-length separation bone of a basic bone system, wherein a skin resource and an action instruction which are related to the half-length separation bone are empty.
In this embodiment, the basic skeleton system is a Biped skeleton body, and based on the Biped skeleton system, as an animation basic skeleton, the body portion skeleton is flattened to the lowest bone, i.e., bip001 Spine (spinal bone), without involving in covering and movement, and the upper and lower body portions are separated, thereby realizing various movement demands. For example, the sitting posture action of the character can be required, after the upper half body and the lower half body are separated, a certain upper half body action and different lower half body actions can be combined and played, the diversification of the sitting posture action is achieved, and the virtual character is more vivid and flexible in the scene. Fig. 4 is a schematic view of a skeletal system in accordance with an embodiment of the present invention.
Optionally, in the basic skeleton system, in order to meet the needs of kinetic arrest, the father level of the shoulder skeleton is the last sternum Bip001 SpineN (the last sternum in the Biped skeleton system refers to the sternum farthest from the hip bone, and the last sternum is named Bip001 SpineN, wherein the number of the sternums in the Biped skeleton system is N +1, N is a positive integer), and the father level of the thigh skeleton is the hip bone Bip001 Pelvis (Pelvis).
In an embodiment of this embodiment, after the displaced bone is used as a parent bone, and a basic bone system of the displaced bone is created by using a Biped bone system, the method further includes: selecting a basic skeleton specified in a basic skeleton system; generating a hanging point coordinate by taking a skeleton coordinate of a specified basic skeleton as a reference position; adding a special effect hanging point on the hanging point coordinate by adopting a fifth virtual body; setting a father skeleton for the special effect hanging point according to the function of the special effect hanging point.
In this embodiment, a special effect hanging point (Socket, used for positioning a position of a special effect, for example, a name special effect hanging point above a head of a game character is used for positioning a position of a name special effect, and when the game character moves, the name special effect can move along with the game character, for example, the name special effect is always located above the head of the game character) is implemented by using a virtual body, and coordinates of the special effect hanging point are aligned with a specified basic skeleton in a basic skeleton system or are offset by a preset distance. For example:
socket _ Hand _ L (left Hand effect hanging point)/Socket _ Hand _ R (right Hand effect hanging point) coordinates are aligned with Bip 001L Hand (left Hand skeleton)/Bip 001R Hand (right Hand skeleton); the left-hand special effect hanging point is aligned with the left hand, and the right-hand special effect hanging point is aligned with the right hand;
chest Socket _ spine (vertebra specific hanging point) position is aligned with Bip001 SpineN (last sternum);
a Socket _ Head (Head special effect hanging point) is arranged above a Bip001 Head (skull);
socket _ Name (Name special effect hanging point) is arranged at 2.5 unit distances above the top of the head;
a weapon skeleton special effect hanging point; socket _ weather _ L (left Weapon bone special effect hanging point)/Socket _ weather _ R (right Weapon bone special effect hanging point) positions are aligned with weather _ L (left Weapon bone)/weather _ R (right Weapon bone).
After adding a special effect hanging point, setting a father skeleton for the special effect hanging point according to the function of the special effect hanging point. Specifically, if the special effect hanging point is a special effect hanging point for a certain part of the body of the virtual character, the parent level of the special effect hanging point may be a bone corresponding to the Biped bone system, for example, if the special effect hanging point is a chest special effect hanging point, the parent level of the chest special effect hanging point may be set as a chest bone under the Biped bone system; if the special effect hanging point is a hand special effect hanging point, the father level of the hand special effect hanging point can be set to be hand bones under a Biped bone system and the like. If the special effect hanging point is a weapon special effect hanging point, the father level of the weapon special effect hanging point can be set as a weapon skeleton built by using Bone; if the special effect hanging point is a name special effect hanging point, the father level of the name special effect hanging point can be set to be a displacement skeleton of the root skeleton.
And S14, taking the basic skeleton in the basic skeleton system as a paternal skeleton, and creating a sublevel skeleton of the basic skeleton system by adopting a Bone skeleton system to obtain a scaling skeleton system.
Each Bone under the Biped Bone system is added with a sub-level zoom Bone which is created by using Bone bones and can be named as Bip001 XXX _ Adjust, the Bone bones are aligned with the father bones (the coordinate values of each Bone zoom Bone are completely consistent with the father bones), the Bone coordinates inherit the father coordinates without the zoom values, and the Biped Bone system is used as a basic Bone system of the kneading system. The model is bound to the scaling skeleton. The scaling skeleton and the Biped skeleton are matched to realize a human pinching system, control the fat and thin and adjustable length of each part of the body, and are used for shaping different body types such as tall and short fat and thin bodies.
In an implementation scenario of this embodiment, taking the basic skeleton in the basic skeleton system as the parent skeleton, creating the child skeleton of the basic skeleton system using the Bone skeleton system includes: locating the last sternum in the basic skeletal system; using the last sternum as a father Bone, and creating a first chest Bone and a second chest Bone by adopting a Bone system; and taking the first thoracic bone as a father bone, adopting the third virtual body to create a first scaling bone, taking the second thoracic bone as the father bone, and adopting the fourth virtual body to create a second scaling bone.
In this implementation scenario, the virtual character chest adds two Bone bones as a sub-level of the last sternum Bip001 SpineN, named break _ R/break _ L, which are the control bones of the right and left breasts of the virtual character (first and second chest bones), respectively. Two virtual bodies are also newly established and named as Breast _ R _ Adjust (right chest virtual body)/Breast _ L _ Adjust (left chest virtual body), which are the sub-levels of two Bone bones, namely a first scaling Bone and a second scaling Bone. The two virtual bodies are respectively the sublevels of two Bone skeletons, the two virtual bodies serve for pinching a person to adjust the chest shape of the virtual character, and the skeleton system of the female virtual character is shown in fig. 4.
In an implementation scenario of this embodiment, taking the basic skeleton in the basic skeleton system as the parent skeleton, creating the child skeleton of the basic skeleton system using the Bone skeleton system includes: locating a right-handed bone and a left-handed bone in a basic skeletal system; the right hand Bone is used as a father Bone, a Bone system of Bone is used for creating a first weapon Bone, and the left hand Bone is used as a father Bone, and a Bone system of Bone is used for creating a second weapon Bone.
In the implementation scenario, bone is used as a Weapon skeleton, named Weapon _ R/Weapon _ L, corresponding to a first Weapon skeleton and a second Weapon skeleton, hand bones (right-Hand bones and left-Hand bones, corresponding to Bip 001R Hand/Bip 001L Hand) and the Weapon skeleton are also father-level bones of the Weapon skeleton except for an Animation Link relationship, the relationship is not modifiable, and coordinates of the Weapon skeleton are aligned with the Hand bones.
In an implementation scenario of this embodiment, taking a basic skeleton in the basic skeleton system as a parent skeleton, and creating a child skeleton of the basic skeleton system by using the Bone skeleton system includes: locating an arm bone in the underlying skeletal system, wherein the arm bone comprises at least one of: shoulder, upper arm, lower arm; if the shoulder Bone is the shoulder Bone, taking the zoom Bone of the shoulder Bone as a father Bone, and adopting Bone to create a distortion correction Bone of the shoulder Bone;
if the Bone is a large-arm Bone, taking the distorted and corrected Bone of the large arm in the Biped Bone system as the distorted and corrected Bone of the large-arm Bone, and setting the father level of the distorted and corrected Bone of the large-arm Bone as the large-arm scaling Bone in the Bone system of Bone;
and if the Bone is the forearm Bone, taking the distortion correction Bone of the forearm in the Biped Bone system as the distortion correction Bone of the forearm Bone, and setting the father level of the distortion correction Bone of the forearm Bone as the forearm scaling Bone in the Bone system of Bone.
In the present implementation scenario, the zoom and distortion correction bones at the shoulders are created using Bone, the shoulder bones under Biped's skeletal system are the father of the zoom bones at the shoulders, and the zoom bones at the shoulders are the father of the distortion correction bones at the shoulders. The scaling bones at the large arm and the small arm are created by Bone bones, the distortion correction bones are the natural bones under the Biped Bone system, only the distortion correction bones at the large arm and the small arm are needed to be set, the default father level is set to be the large arm and the small arm bones of the Biped Bone system, and the father level is manually set to be the Bone scaling bones of the Bone. The brachial bone under the Biped skeletal system is the paternal level of the zoom bone at the brachium, and the zoom bone at the brachium is the paternal level of the distortion correction bone at the brachium. And for the small arm, 2 distorted and corrected bones are arranged at the small arm, wherein 1 is close to the large arm, and the other 1 is close to the hand, when the father-son level relation is set, the small arm bone under the Biped bone system is set as the father level of the zoomed bone at the small arm, and the zoomed bone at the small arm is set as the father level of the 2 distorted and corrected bones.
In the implementation scenario, distortion correction bones can be added to the shoulder, the upper arm and the lower arm, bone is used to add distortion correction bones at the shoulder, shoulder bones in the Biped skeleton system are aligned in coordinates, the father level is shoulder scaling bones Bip 001R class _ Adjust/Bip 001L class _ Adjust (left Clavicle), the father level is adjusted to upper arm scaling bones Bip 001R UpperArm _ Adjust/Bip 001L UpperArm _ Adjust (left upper arm Bone), the father level of two distortion correction bones at the lower arm is adjusted to lower arm scaling bones Bip 001R Forearm _ Adjust/Bip 001L Forearm _ Adjust (left lower arm Bone), and the points of the shoulder and upper arm and lower arm parts in the model are used for distortion correction, and the level adjustment is used for ensuring normal binding of the distortion correction bones. By increasing the range of the rotation value, excessive distortion can be prevented when a person is pinched, and automatic correction is realized.
In an implementation scenario of this embodiment, taking a basic skeleton in the basic skeleton system as a parent skeleton, and using the Bone skeleton system to create a child skeleton of the basic skeleton system, further includes:
and adopting Bone bones to create different groups of clothing bones according to different clothing types, positioning corresponding bones in the basic Bone system, and taking the scaling bones of the corresponding bones as the highest father level of the clothing bones of the corresponding groups.
In the scene, the garment skeleton is used for binding the garments and can comprise long-sleeve garments, close-fitting ceremonies, lotita velvets and other types of garments, the skeleton is symmetrical left and right, the garment skeleton can be created by using Bone skeleton, and the displacement range, the rotation value range and the zooming range of the garment skeleton can be configured. In one example, there are 6 groups of sleeve skeleton 4, close-fitting ceremonies, and lolita awning skeleton for showing different shapes of clothes shape change when the person moves. For example, the first, second and third highest paternal levels of the bones from the sleeves are big arm zoomed bones Bip 001R UpperArm _ Adjust/Bip 001L UpperArm _ Adjust and big arm zoomed bones Bip 001R Forearm _ Adjust/Bip 001L Forearm _ Adjust; the 6 groups of bones of the body skirt constitute the whole body skirt bones, for each group of bones, a plurality of bones with different paternal-child level relationships can be arranged in the group of bones (for example, a certain group of body skirt bones comprises 3 bones, namely a bone X, a bone Y and a bone Z, wherein the bone Y is a father bone of the bone X, and the bone Z is a father bone of the bone Y), and the paternal level of the highest paternal level bone in the group of bones is a crotch scaling bone Bip001 Pelvis _ Adjust; similarly, the structure of the lolita awning skeleton is similar to the body skirt skeleton, except that the lolita awning skeleton has the highest paternal level of the second sternum (the second sternum is the second sternum closest to the crotch bone) scaled skeleton Bip001 Spine1_ Adjust.
The binding of the clothing skeleton and the body scaling skeleton can be flexibly selected by various clothing models according to the situation. Conversion values such as displacement, rotation and the like of the clothes skeleton are added into the parameter of pinching the person, so that the problem of body and clothes interlude when the system of pinching the person and the face adjusts different body types and the problem of clothes interlude caused by various sitting posture actions of people can be solved, for example, the skeleton of the skirt is pulled far to the periphery in the parameter item of the thickness of the thigh.
Besides the implementation scene, the binding of other character elements such as hair styles can be realized. The hairstyle bones include according to types: the hair style is characterized by comprising three main types of bones including a cape hair, a single horsetail and a double horsetail, wherein the highest father level of the hair style bones is a Head zooming bone Bip001 Head _ Adjust, and hair styles such as short hair, ball Head and the like with the lengths above the shoulders are directly bound to the Head zooming bone Bip001 Head _ Adjust.
In an implementation scenario of this embodiment, taking the basic skeleton in the basic skeleton system as the parent skeleton, creating the child skeleton of the basic skeleton system using the Bone skeleton system includes: locating a skull in the underlying skeletal system; finding a first type organ and a second type organ laid out on the skull, wherein the first type organ comprises at least one of the following: eyebrows, eyes, mouth, a second organoid comprising at least one of: nose, face, ears; for a first class of organs, using a scaled Bone of a skull as a parent Bone, and using Bone to create a first number of whole bones and a second number of local bones; and aiming at the second organ, taking a scaling Bone of the skull as a father Bone, and adopting Bone bones to create a third number of local bones, wherein the whole bones are used for adjusting the whole modeling of the corresponding organ, and the local bones are used for adjusting the local modeling of the corresponding organ.
In the scene, the facial pinching bones comprise bones of a first class organ, local bones and whole bones of a second class organ, the bones are divided and set up according to facial binding regions, the bones are aligned in parallel from left to right, all sub-levels are parallel to the skull in order to avoid bone transformation value deviation caused by father-sub level relation, the bone coordinates inherit root coordinates, and the bones cannot have scaling values.
The method aims at the fact that a user can pinch the face to bind regional division, and the adjustment is divided into regional overall adjustment and detail feature division in the region, so that diversified demands of pinching the face are met, regional overall adjustment facilitating operation is provided in the face pinching operation aspect, and a more detailed face pinching adjustment mode in the advanced mode is achieved.
The face pinching area comprises 6 large area partitions of eyebrows, eyes, a nose, a mouth, a face and ears of a human face, and each large area covers specific face feature partitions, for example, 3 detail areas of eyebrows, eyebrows and eyebrow tails are partitioned under the eyebrow area, and 5 detail areas of a mountain root, a nose bridge, a nose tip, a nose wing and a nose bottom are partitioned through the nose (all the area partitions are symmetrical left and right).
Aiming at the first class of organs, the whole area is divided and controlled by a single skeleton to be integrally regulated, and the detailed areas are respectively controlled by other skeletons, wherein the specific areas are eyebrow, eyes, mouth and the like. Bone placement is shown in tables 1-1 to 1-6:
take the eyebrow area as an example:
when the eyebrows are integrally adjusted: the whole area of the eyebrow is controlled by a single skeleton, the integral shape of the eyebrow cannot be changed on the binding requirement, the shape of the eyebrow can be adjusted, and different face shapes can be modified;
dividing the detail below the eyebrow area: the eyebrow is integrally divided into three parts, namely an eyebrow head, an eyebrow peak and an eyebrow tail, which are respectively controlled by independent bones, and the binding requirements are that the three detailed areas can be independently adjusted, and can be matched with other areas to adjust the shapes of the eyebrow and the eyebrow bone and modify the face shape.
TABLE 1-1
Figure DEST_PATH_IMAGE001
Tables 1 to 2
Figure DEST_PATH_IMAGE002
Tables 1 to 3
Figure DEST_PATH_IMAGE003
Tables 1 to 4
Figure DEST_PATH_IMAGE004
Tables 1 to 5
Figure DEST_PATH_IMAGE005
Tables 1 to 6
Figure DEST_PATH_IMAGE006
For the second organ, detail features are directly divided in the region, specifically the nose, face and ears. Bone placement is shown in tables 2-1 to 2-5:
for example, the nose region: the adjustment of the integral shape of the nose is not controlled by a single skeleton, and the detailed areas such as the mountain root, the nose bridge, the nose wing and the like are directly divided. The detail areas are controlled by independent skeletons respectively, and the binding requirements of the detail characteristics can be accurately adjusted, the whole area of the nose can be reasonably distributed, and the nose integral adjustment can be completed in a combined mode.
TABLE 2-1
Figure DEST_PATH_IMAGE007
Tables 2 to 2
Figure DEST_PATH_IMAGE008
Tables 2 to 3
Figure DEST_PATH_IMAGE009
Tables 2 to 4
Figure DEST_PATH_IMAGE010
Tables 2 to 5
Figure DEST_PATH_IMAGE011
The face pinching area is divided into eyebrow, eye, nose, mouth, face and ear 6 large areas according to human facial features, each area is provided with an 'integral style' adjusting item, namely the area is integrally adjusted, and then a detail characteristic area is divided under each area, and each area is symmetrical to the left and right faces. The divided regions need to be accurate and also meet the diversified demands of face pinching, and face pinching bones need to be built according to region division.
By adopting the scheme of the embodiment, the method can be applied to application scenes such as face pinching by a person, animation production, moving capture and the like, and can be used for building bones by using the existing animation bone system.
The scheme of the embodiment can meet various requirements of realizing diversification of face pinching effect of a person, role animation production, reloading function, moving and catching function and the like under the same skeleton system. And carrying out simulated person region division on the head and the body of the virtual character, and creating a style of pinching faces and writing.
Through the description of the foregoing embodiments, it is clear to those skilled in the art that the method according to the foregoing embodiments may be implemented by software plus a necessary general hardware platform, and certainly may also be implemented by hardware, but the former is a better implementation mode in many cases. Based on such understanding, the technical solutions of the present invention or portions thereof contributing to the prior art may be embodied in the form of a software product, which is stored in a storage medium (such as ROM/RAM, magnetic disk, optical disk) and includes instructions for enabling a terminal device (which may be a mobile phone, a computer, a server, or a network device) to execute the method according to the embodiments of the present invention.
Example 2
In this embodiment, an adjusting apparatus for a virtual role is further provided, which is used to implement the foregoing embodiments and preferred embodiments, and the description already made is omitted here for brevity. As used below, the term "module" may be a combination of software and/or hardware that implements a predetermined function. Although the means described in the embodiments below are preferably implemented in software, an implementation in hardware, or a combination of software and hardware is also possible and contemplated.
Fig. 5 is a block diagram illustrating an apparatus for adjusting a virtual character according to an embodiment of the present invention, and as shown in fig. 5, the apparatus includes: a detection module 50, a lookup module 52, an adjustment module 54, wherein,
a detection module 50, configured to detect an editing instruction for a target portion of a virtual character;
a searching module 52 for searching a target scaled bone matching the target site in a skeletal system of the virtual character, wherein the skeletal system comprises a base skeletal system and a scaled skeletal system, the base skeletal system comprises a plurality of non-scalable base bones, and the scaled skeletal system comprises a plurality of scalable scaled bones;
an adjusting module 54, configured to adjust the target scaling skeleton according to the editing instruction.
The implementation process of the adjustment device for virtual roles provided in the embodiment of the present application is the same as that of the adjustment method for virtual roles provided in the embodiment of the present application, and the achievable effect is also the same as that of the adjustment method for virtual roles provided in the embodiment of the present application, and details are not repeated here.
Example 3
Fig. 6 is a structural diagram of an electronic device according to an embodiment of the present invention, and as shown in fig. 6, the electronic device includes a processor 102, a communication interface 62, a memory 104, and a communication bus 64, where the processor 102, the communication interface 62, and the memory 104 complete communication with each other through the communication bus 64, and the memory 104 is used for storing a computer program;
the processor 102, when executing the program stored in the memory 104, implements the following steps: detecting an editing instruction for a target part of the virtual character; finding a target scaled bone in a skeletal system of the virtual character that matches the target site, wherein the skeletal system comprises a base skeletal system and a scaled skeletal system, the base skeletal system comprising a plurality of non-scalable base bones, the scaled skeletal system comprising a plurality of scalable scaled bones; and adjusting the target scaling skeleton according to the editing instruction.
The communication bus mentioned in the above terminal may be a Peripheral Component Interconnect (PCI) bus, an Extended Industry Standard Architecture (EISA) bus, or the like. The communication bus may be divided into an address bus, a data bus, a control bus, etc. For ease of illustration, only one thick line is shown, but this does not mean that there is only one bus or one type of bus.
The communication interface is used for communication between the terminal and other devices.
The Memory may include a Random Access Memory (RAM) or a non-volatile Memory (non-volatile Memory), such as at least one disk Memory. Alternatively, the memory may be at least one memory device located remotely from the processor.
The Processor may be a general-purpose Processor, including a Central Processing Unit (CPU), a Network Processor (NP), and the like; the Integrated Circuit may also be a Digital Signal Processor (DSP), an Application Specific Integrated Circuit (ASIC), a Field Programmable Gate Array (FPGA) or other Programmable logic device, a discrete Gate or transistor logic device, or a discrete hardware component.
In another embodiment provided by the present application, a computer-readable storage medium is further provided, in which instructions are stored, and when the instructions are executed on a computer, the computer is caused to execute the virtual character adjusting method in any one of the above embodiments.
In another embodiment provided by the present application, there is also provided a computer program product containing instructions, which when run on a computer, causes the computer to execute the virtual character adjusting method according to any one of the above embodiments.
In the above embodiments, all or part of the implementation may be realized by software, hardware, firmware, or any combination thereof. When implemented in software, may be implemented in whole or in part in the form of a computer program product. The computer program product includes one or more computer instructions. The procedures or functions described in accordance with the embodiments of the application are all or partially generated when the computer program instructions are loaded and executed on a computer. The computer may be a general purpose computer, a special purpose computer, a network of computers, or other programmable device. The computer instructions may be stored in a computer readable storage medium or transmitted from one computer readable storage medium to another, for example, from one website site, computer, server, or data center to another website site, computer, server, or data center via wired (e.g., coaxial cable, fiber optic, digital Subscriber Line (DSL)) or wireless (e.g., infrared, wireless, microwave, etc.). The computer-readable storage medium can be any available medium that can be accessed by a computer or a data storage device, such as a server, a data center, etc., that incorporates one or more of the available media. The usable medium may be a magnetic medium (e.g., floppy Disk, hard Disk, magnetic tape), an optical medium (e.g., DVD), or a semiconductor medium (e.g., solid State Disk (SSD)), among others.
The above-mentioned serial numbers of the embodiments of the present application are merely for description, and do not represent the advantages and disadvantages of the embodiments.
In the embodiments of the present application, the descriptions of the respective embodiments have respective emphasis, and for parts that are not described in detail in a certain embodiment, reference may be made to the related descriptions of other embodiments.
In the embodiments provided in the present application, it should be understood that the disclosed technology can be implemented in other ways. The above-described embodiments of the apparatus are merely illustrative, and for example, the division of the units is only one type of division of logical functions, and there may be other divisions when actually implemented, for example, a plurality of units or components may be combined or may be integrated into another system, or some features may be omitted, or not executed. In addition, the shown or discussed coupling or direct coupling or communication connection between each other may be an indirect coupling or communication connection through some interfaces, units or modules, and may be electrical or in other forms.
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 position, or may be distributed on multiple 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 Read-Only Memory (ROM), a Random Access Memory (RAM), a removable hard disk, a magnetic or optical disk, and other various media capable of storing program codes.
The foregoing is only a preferred embodiment of the present application and it should be noted that those skilled in the art can make several improvements and modifications without departing from the principle of the present application, and these improvements and modifications should also be considered as the protection scope of the present application.

Claims (10)

1. A virtual character adjusting method is characterized by comprising the following steps:
detecting an editing instruction for a target part of the virtual character;
finding a target scaled bone in a skeletal system of the virtual character that matches the target site, wherein the skeletal system comprises a base skeletal system and a scaled skeletal system, the base skeletal system comprising a plurality of non-scalable base bones, the scaled skeletal system comprising a plurality of scalable scaled bones;
and adjusting the target scaling skeleton according to the editing instruction.
2. The method of claim 1, wherein prior to finding a target scaled bone in the skeletal system of the virtual character that matches the target site, the method further comprises:
creating a root skeleton using the first virtual body;
taking the root skeleton as a father skeleton, and creating a displacement skeleton of the root skeleton by adopting a second virtual body;
taking the displacement bone as a father bone, and adopting a Biped bone system to establish a basic bone system of the displacement bone;
and taking a basic skeleton in the basic skeleton system as a paternal skeleton, and creating a sublevel skeleton of the basic skeleton system by adopting a Bone skeleton system to obtain the scaling skeleton system.
3. The method of claim 2, wherein after creating a base bone system of the displaced bone using a Biped bone system, the method further comprises:
positioning a vertebra in the basic skeletal system;
flattening the spinal bone and configuring the spinal bone as a bust-split bone of the underlying skeletal system, wherein a skin resource and an action instruction associated with the bust-split bone are empty.
4. The method of claim 2, wherein creating a child Bone of the basic Bone system using a Bone system with a basic Bone of the basic Bone system as a parent Bone comprises:
locating the last sternum in said underlying skeletal system;
using the last sternum as a father Bone, and creating a first chest Bone and a second chest Bone by adopting a Bone system;
and taking the first thoracic bone as a father bone, adopting a third virtual body to create a first scaling bone, taking the second thoracic bone as a father bone, and adopting a fourth virtual body to create a second scaling bone.
5. The method of claim 2, wherein creating a child Bone of the basic skeletal system using a Bone skeletal system, with a basic Bone of the basic skeletal system being a parent Bone, comprises:
locating a right hand bone and a left hand bone in the basic skeletal system;
using the right hand skeleton as a father skeleton, adopting a Bone system of Bone to create a first weapon skeleton, and taking the left-hand skeleton as a father skeleton, and creating a second weapon skeleton by adopting a Bone system.
6. The method of claim 2, wherein creating a child Bone of the basic Bone system using a Bone system with a basic Bone of the basic Bone system as a parent Bone comprises:
locating an arm bone in the base skeletal system, wherein the arm bone comprises at least one of: shoulder, upper arm, lower arm;
if the skeleton is a shoulder skeleton, taking a zoom skeleton of the shoulder skeleton as a father skeleton, and adopting Bone skeleton to create a distortion correction skeleton of the shoulder skeleton;
if the Bone is a large-arm Bone, taking the distorted and corrected Bone of the large arm in the Biped Bone system as the distorted and corrected Bone of the large-arm Bone, and setting the father level of the distorted and corrected Bone of the large-arm Bone as the large-arm scaling Bone in the Bone system of Bone;
and if the Bone is the forearm Bone, taking the distortion correction Bone of the forearm in the Biped Bone system as the distortion correction Bone of the forearm Bone, and setting the father level of the distortion correction Bone of the forearm Bone as the forearm scaling Bone in the Bone system of Bone.
7. The method of claim 2, wherein a Bone system is used to create sub-level bones of the basic Bone system, with a basic Bone of the basic Bone system being a parent Bone, further comprising:
and adopting Bone bones to create different groups of clothing bones according to different clothing types, positioning corresponding bones in the basic Bone system, and taking the scaling bones of the corresponding bones as the highest father level of the clothing bones of the corresponding groups.
8. The method of claim 2, wherein after creating a base bone system of the displaced bone using a Biped bone system with the displaced bone as a parent bone, the method further comprises:
selecting a designated basic bone in the basic bone system;
generating hanging point coordinates by taking the skeleton coordinates of the specified basic skeleton as a reference position;
adding special effect hanging points on the hanging point coordinates by adopting a fifth virtual body;
setting a father skeleton for the special effect hanging point according to the function of the special effect hanging point.
9. The method of claim 2, wherein creating a child Bone of the basic Bone system using a Bone system with a basic Bone of the basic Bone system as a parent Bone comprises:
locating a skull in the underlying skeletal system;
searching a first organ class and a second organ class arranged on the skull, wherein the first organ class comprises at least one of the following organs: eyebrows, eyes, mouth, said second organoid comprising at least one of: nose, face, ears;
for the first type of organ, taking the scaled Bone of the skull as a father Bone, and adopting Bone to create a first number of whole bones and a second number of local bones; and aiming at the second organ, taking the zoom Bone of the skull as a father Bone, and adopting Bone to create a third number of local bones, wherein the whole Bone is used for adjusting the whole shape of the corresponding organ, and the local bones are used for adjusting the local shape of the corresponding organ.
10. An apparatus for adjusting a virtual character, comprising:
the detection module is used for detecting an editing instruction aiming at a target part of the virtual character;
a search module for searching a target scaled bone matching the target site in a skeletal system of the virtual character, wherein the skeletal system comprises a base skeletal system and a scaled skeletal system, the base skeletal system comprises a plurality of non-scalable base bones, and the scaled skeletal system comprises a plurality of scalable scaled bones;
and the adjusting module is used for adjusting the target scaling skeleton according to the editing instruction.
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