CN116012499A - Method and system for rapidly generating maya three-dimensional character animation - Google Patents

Method and system for rapidly generating maya three-dimensional character animation Download PDF

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CN116012499A
CN116012499A CN202211284305.0A CN202211284305A CN116012499A CN 116012499 A CN116012499 A CN 116012499A CN 202211284305 A CN202211284305 A CN 202211284305A CN 116012499 A CN116012499 A CN 116012499A
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CN116012499B (en
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王世勇
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Wuan 2 10 Culture Communication Co ltd
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Abstract

The invention discloses a method and a system for rapidly generating a maya three-dimensional character animation, which belong to the technical field of animation production, wherein the method comprises the following steps: establishing a basic body model, establishing a universal human model based on the basic body model, respectively adjusting the universal human model based on different earlier designs, and generating a preliminary binding file of a corresponding role; performing corresponding role model making based on the preliminary binding file to realize role binding making; performing role animation based on the preliminary binding file; and matching the corresponding role binding manufacturing result with the role animation manufacturing result to generate the three-dimensional role animation. The invention can make, bind and cartoon the special role model in parallel based on the universal man model, avoid the repeated labor of repeatedly constructing bones and drawing joint weights, and accelerate the whole making speed.

Description

Method and system for rapidly generating maya three-dimensional character animation
Technical Field
The invention belongs to the technical field of animation production, and particularly relates to a method and a system for rapidly generating a maya three-dimensional character animation.
Background
Conventional maya three-dimensional character animation processes typically follow a linear fashion of pre-design, character model creation, character binding creation, character animation creation. The subsequent links can be performed after the previous links are completed. For example, the character model must be built and the like, the character binding must be built and the character model must be built and the character animation must be built and the like. The early design provides detailed design effect graphs for the model making link, wherein the detailed design effect graphs comprise three views, perspective views and some action reference graphs of the roles, and after the role model making link takes the design graphs, a basic model is found, and the model is modified by dragging model points. Because each character is quite different, the traditional mode of moving model points has quite large workload for modifying the model, and a great deal of time is required for modifying one character. After the model is modified, the binder adds a set of body bones according to the model structure and then draws weights for each bone joint, which is also a relatively time-consuming process. And after all the processes are finished, a role file with binding is provided for the animation link.
In actual three-dimensional action production, thousands of three-dimensional roles need to be produced, and workers repeatedly perform the operations for a long time, and the linear working mode seriously affects the overall production speed. The invention patent with publication number of CN107657650A discloses a method and a system for binding cartoon model roles based on Maya software, wherein body skeleton system binding, facial skeleton system binding and role motion correction are mutually independent, and animation can be performed while cartoon model binding. Although the animation generation speed can be accelerated to a certain extent, the traditional role binding is dependent on the traditional role binding, and the traditional role binding realizes the change of the posture of the role by rotating each joint, and although the animation such as walking, running, jumping and the like of the role can be realized through different postures, the position of the joint of the role cannot be changed, the muscle and fat change of each joint cannot be changed, and finally the overall progress of animation production is influenced.
Disclosure of Invention
In view of this, the invention provides a method and a system for rapidly generating maya three-dimensional character animation, which are used for solving the problem of slow overall character manufacturing speed caused by the traditional linear manufacturing process.
In a first aspect of the present invention, a method for rapidly generating a maya three-dimensional character animation is disclosed, comprising:
creating a basic body model;
creating a universal human model based on a basic body model, wherein the universal human model comprises the steps of realizing different body proportion adjustment through skeletal structure control, realizing different muscle building degree adjustment through muscle structure control, and realizing different fat and thin degree adjustment through fat thickness control in a blendhape mode;
respectively adjusting the universal human model based on different earlier designs to generate a preliminary binding file of the corresponding role;
making a corresponding role model based on the preliminary binding file, and generating a corresponding role binding file to realize role binding making;
performing role animation based on the preliminary binding file;
and matching the corresponding role binding manufacturing result with the role animation manufacturing result to generate the three-dimensional role animation.
On the basis of the technical scheme, preferably, when the universal human model is created based on the basic body model, basic bones, basic muscles and basic fat are added to the basic body model, and the basic bones are created by copying the bone structure in a bilateral symmetry mode.
On the basis of the above technical solution, preferably, the implementation of the adjustment of different body proportions by controlling the bone structure specifically includes:
the moving position of the skeleton is always consistent with the controller in a mode of establishing point constraint, and translation control of the basic skeleton is carried out;
a controller for aiming the parent-level bones at the child-level bones to simulate the rotational movement of the base bones;
when the distance between the basic bones is changed, calculating the ratio of the current distance to the default distance, and taking the ratio as the scaling value of the parent-level bones in the bone growth direction to perform scaling control on the basic bones.
On the basis of the above technical solution, preferably, when the distance between the basic bones changes, calculating the ratio of the current distance to the default distance, and taking the ratio as the scaling value of the parent-level bones in the bone growth direction specifically includes:
let the default length of skeleton be d, the scaling value of the outermost layer of the character be S, the position coordinates of the head of the skeleton be [ x1, y1, z1], the position coordinates of the tail of the skeleton be [ x2, y2, z2], the scaling value of the skeleton in the growth direction of the skeleton be:
Figure BDA0003899234500000031
wherein S1 is a scaling value of bone in the bone growth direction.
On the basis of the above technical solution, preferably, the implementation of the adjustment of different muscle building degrees through the control of the muscle structure specifically includes:
designing a secondary control body which can perform independent scaling control in 4 directions and can perform overall scaling; wherein each secondary control body comprises 4 control nodes for performing individual scaling control in 4 directions and one control node for performing overall scaling;
configuring a plurality of secondary control bodies for the character bones, wherein each secondary control body moves along with each character bone to form a complete bone system;
and distributing a proxy model simulating the muscle structure for each secondary control body, controlling the scaling of the corresponding proxy model by using the secondary control bodies, simulating the deformation of the muscle structure through the scaling of the proxy model, and storing the weight corresponding to the control node of each secondary control body.
On the basis of the above technical solution, preferably, the adjusting the universal person model based on different previous designs respectively, making a corresponding role model, and generating a corresponding role binding file, and implementing role binding customization specifically includes:
on the basis of a universal mannequin, respectively performing skeleton structure control, muscle structure control and fat thickness control according to different earlier designs to finish the corresponding role model manufacture;
based on the corresponding relation between each agent model and the role model in the role model manufacturing result, the weight corresponding to the control node of each secondary control body is copied to the joint skeleton corresponding to the role model, and a role binding file is generated, so that role binding manufacturing is realized.
On the basis of the technical scheme, preferably, two adjacent agent models are connected through the same secondary control body, and when the same secondary control body performs scaling control, the two adjacent agent models follow scaling;
when the secondary control body performs zoom control, the left side and the right side of the basic body model perform synchronous zoom control in a symmetrical copying mode.
In a second aspect of the present invention, a system for rapidly generating a maya three-dimensional character animation is disclosed, the system comprising:
and a basic model creation module: for creating a base body model;
the universal mannequin creation module: the method is used for making a universal mannequin based on a basic body model, and comprises the steps of realizing different body proportion adjustment through skeletal structure control, realizing different muscle building degree adjustment through muscle structure control, and realizing different fat and thin degree adjustment through fat thickness control in a blendhape mode;
a primary binding file generation module: the method comprises the steps of respectively adjusting a universal human model based on different earlier designs to generate a preliminary binding file of a corresponding role;
role model creation and binding module: the role binding method is used for making a corresponding role model based on the preliminary binding file, generating a corresponding role binding file and realizing role binding making;
a character animation module: for character animation based on the preliminary binding file;
a character animation generation module: and the method is used for matching the corresponding role binding manufacturing result with the role animation manufacturing result to generate the three-dimensional role animation.
In a third aspect of the present invention, an electronic device is disclosed, comprising: at least one processor, at least one memory, a communication interface, and a bus;
the processor, the memory and the communication interface complete communication with each other through the bus;
the memory stores program instructions executable by the processor which the processor invokes to implement the method according to the first aspect of the invention.
In a fourth aspect of the invention, a computer-readable storage medium is disclosed, storing computer instructions that cause a computer to implement the method according to the first aspect of the invention.
Compared with the prior art, the invention has the following beneficial effects:
1) According to the invention, a universal human model is manufactured based on a basic body model, the universal human model can realize different body proportion adjustment through skeleton structure control, different muscle building degree adjustment through muscle structure control, different fat layers of a character are controlled through a blendcope mode, different fat and thin degree adjustment is realized, a three-dimensional model is quickly adjusted, on the basis of the universal human model, specific character model manufacturing, binding and character animation manufacturing can be performed in parallel, finally, character binding manufacturing and character animation manufacturing results are combined, three-dimensional character animation is quickly generated, repeated labor of repeatedly building bones and drawing joint weights is avoided, and the overall manufacturing speed is accelerated;
2) The invention configures a plurality of secondary control bodies for the character skeletons, each secondary control body moves along each character skeleton, each secondary control body can perform independent scaling control in 4 directions and can perform integral scaling, a proxy model for simulating a muscle structure is distributed for each secondary control body, the scaling of the corresponding proxy model is controlled by the secondary control body, the deformation of the muscle structure is simulated through the scaling of the proxy model, the muscle structure control is realized to freely adjust different muscle building degrees, and the model expressive force is enriched;
3) Because the agent model of each secondary control body is integral, the weight is conveniently and evenly distributed, the problem of too scatter weight can be solved, the subsequent modification is only carried out by modifying the direct relation between the agent model and the body model, the skeleton weight of each secondary control body is not required to be modified, and the weight corresponding to each agent model is copied to the corresponding joint skeleton, so that the universal person binding file can be quickly generated.
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In order to more clearly illustrate the embodiments of the invention or the technical solutions in the prior art, the drawings that are required in the embodiments or the description of the prior art will be briefly described, it being obvious that the drawings in the following description are only some embodiments of the invention, and that other drawings may be obtained according to these drawings without inventive effort for a person skilled in the art.
FIG. 1 is a flow chart of a method of rapidly generating a maya three-dimensional character animation in accordance with the present invention;
FIG. 2 is a schematic flow chart of the present invention for creating a omnipotent model based on a basic body model;
FIG. 3 is a schematic diagram of the deformation effect of a model implemented by simply using the movement of a basic skeleton in the prior art;
FIG. 4 is a schematic diagram showing the deformation effect of a model of a mobile basic skeleton after the skeleton aiming function is added;
FIG. 5 is a front-to-back comparison of the control of bone structure according to the present invention;
FIG. 6 is a schematic diagram of the secondary control and corresponding proxy model of the present invention;
FIG. 7 is a schematic view of the secondary control body of the present invention as a whole scaled;
FIG. 8 is a schematic diagram of the overall model architecture of the present invention with secondary control volumes controlling the scaling of the corresponding proxy model;
FIG. 9 is a front-to-back comparison of the control of the muscular structure of the present invention;
FIG. 10 is a graph showing the comparison of fat thickness control according to the present invention;
FIG. 11 is a schematic diagram of body binding and body shape control switching of the universal mannequin of the present invention.
Detailed Description
The following description of the embodiments of the present invention will clearly and fully describe the technical aspects of the embodiments of the present invention, and it is apparent that the described embodiments are only some embodiments of the present invention, not all embodiments. All other embodiments, which can be made by those skilled in the art based on the embodiments of the present invention without making any inventive effort, are intended to fall within the scope of the present invention.
Referring to fig. 1, the present invention proposes a method for rapidly generating a maya three-dimensional character animation, the method comprising:
s1, creating a basic body model.
Three-dimensional characters, although they vary widely, are generally identical in structure, so that a basic body model meeting the requirements of most characters can be created autonomously or selected directly from a model library to conform to the body shape characteristics of most people.
S2, making a universal mannequin based on a basic body model, wherein the universal mannequin comprises the steps of realizing different body proportion adjustment through skeleton structure control, realizing different muscle building degree adjustment through muscle structure control, and realizing different fat and thin degree adjustment through fat thickness control in a blendcope mode.
The step is to add basic bones, basic muscles and basic fat to the basic body model on the basis of the basic body model, and provide a universal human model with functions of controlling bone structure, controlling muscle structure and controlling fat thickness, and fig. 2 is a schematic flow chart of the invention for creating the universal human model based on the basic body model. Based on the established universal mannequin, a binding file conforming to the shape of the previous design can be quickly generated based on different previous design requirements.
The step S2 specifically comprises the following sub-steps:
s21, skeletal structure control
Skeletal structure control includes movement, rotation, and scaling of the underlying skeleton, which can create different proportions of characters, such as longer legs and shorter legs, so that the underlying body model needs to be adjusted to conform to the character stature proportions by the skeletal structure control.
The traditional binding generally does not move skeleton joints, simulates the movement mode of a human body, realizes the change of the gesture by rotating bones, and can not change the skeleton structure of a character.
If the deformation of the model is achieved solely by the movement of the underlying skeleton, two problems occur: a, simple bone movement can cause the model to generate strange deformation; b, when the distance between the basic bones is shortened, the model is uneven, and as shown in fig. 3, the model deformation effect is not ideal.
According to the invention, the rotation movement of the basic skeleton is simulated by aiming the parent-level skeleton at the child-level skeleton controller, when the distance between the basic skeletons is changed, the ratio of the current distance to the default distance is calculated, and the ratio is used as the scaling value of the parent-level skeleton in the skeleton growth direction, so that the phenomenon of uneven model can be improved. The method specifically comprises the following steps:
s211, enabling the moving position of the skeleton to be consistent with the controller all the time by establishing a point constraint mode, and controlling the movement of the basic skeleton.
The position of the skeleton can be kept consistent with the controller all the time by using the Point constraint of maya, so that the skeleton movement is convenient.
S212, aiming the parent-level skeleton at a controller of the child-level skeleton, and simulating the rotation motion of the basic skeleton.
The Aim of bones is always aimed at a lower-level controller by using the Aim constraint function of maya, so that the deformation effect of the model is improved.
Fig. 4 is a schematic diagram of the deformation effect of the model after the bone aiming according to the present invention, and as can be seen from fig. 4, the deformation effect of the model after the bone aiming is more consistent with the actual deformation state.
And S213, calculating the ratio of the current distance to the default distance when the distance between the basic bones is changed, and performing scaling control on the basic bones by taking the ratio as a scaling value of the parent-level bones in the bone growth direction.
Let the default length of skeleton be d, the scaling value of the outermost layer of the character be S, the position coordinates of the head of the skeleton be [ x1, y1, z1], the position coordinates of the tail of the skeleton be [ x2, y2, z2], the scaling value of the skeleton in the growth direction of the skeleton be:
Figure BDA0003899234500000081
wherein S1 is a scaling value of bone in the bone growth direction.
Scaling control of the skeleton structure is performed through scaling values of the skeleton growth direction, so that the phenomenon of non-uniformity of a model can be improved, adjustment of different body proportions is realized, and a new character skeleton which meets the body proportion requirement of a character is created. Fig. 5 shows a comparison of the bone structure control before and after, wherein the left figure is a body model of the basic bone structure and the right figure is a body model after the bone structure control.
In order to maintain the symmetry of the left and right skeleton structures of the character, the right part of the body is symmetrically copied from the left part when the basic skeleton is controlled, and the left and right parts can keep a fixed rule on local coordinate parameters. Taking the shoulder as an example this rule is written as an expression of maya,
Base_Scapula_R_Rig.translateX=Base_Scapula_L_Rig.translateX;
Base_Scapula_R_Rig.translateY=Base_Scapula_L_Rig.translateY;
Base_Scapula_R_Rig.translateZ=Base_Scapula_L_Rig.translateZ*-1;
Base_Scapula_R_Rig.rotateX=Base_Scapula_L_Rig.rotateX;
Base_Scapula_R_Rig.rotateY=Base_Scapula_L_Rig.rotateY;
Base_Scapula_R_Rig.rotateZ=Base_Scapula_L_Rig.rotateZ;
Base_Scapula_R_Rig.scaleX=Base_Scapula_L_Rig.scaleX;
Base_Scapula_R_Rig.scaleY=Base_Scapula_L_Rig.scaleY;
Base_Scapula_R_Rig.scaleZ=Base_Scapula_L_Rig.scaleZ;
thus, the bones at the right part of the body can maintain the spatial symmetrical relation with the bones at the left part in real time.
S22, muscle structure control
Based on the character skeleton created in step S21, accurate control over character muscles cannot be achieved, and if the muscle structure is scaled, the shape of the sub-hierarchy is affected, so the invention designs a secondary control body which can be controlled in 4 directions independently and can be scaled as a whole, and muscle structure control is performed by the secondary control body.
The step S22 specifically includes the following sub-steps:
s221, designing a secondary control body which can perform independent scaling control in 4 directions and can perform overall scaling.
Specifically, each secondary control body comprises 4 control nodes for performing individual scaling control in 4 directions and one control node for performing overall scaling;
s222, configuring a plurality of secondary control bodies for the character skeletons, wherein each secondary control body moves along with each character skeleton to form a complete skeleton system.
S223, distributing a proxy model simulating the muscle structure for each secondary control body, controlling scaling of the corresponding proxy model by the secondary control body, simulating deformation of the muscle structure through scaling of the proxy model, and storing weight corresponding to a control node of each secondary control body.
Fig. 6 is a schematic structural diagram of a secondary control body and a corresponding proxy model, where the lower near-quadrilateral structure is the secondary control body, four control nodes on the near-quadrilateral structure are used for performing independent scaling control in 4 directions, the upper columnar structure is the corresponding proxy model, and the secondary control body also has a control node for performing overall scaling, as shown by the right arrow in fig. 7. Fig. 8 is a schematic diagram of a model structure in which scaling of a corresponding proxy model is controlled by a secondary control body, wherein two adjacent proxy models are connected by the same secondary control body, and the same secondary control body performs scaling control, so that the two adjacent proxy models follow scaling, and the body fat line is kept smooth during scaling, as shown in fig. 7.
The secondary control body also needs to solve the problem of bilateral real-time symmetry, the invention copies the left proxy model, then performs symmetry on the X axis, puts the left proxy model under the symmetrical right basic skeleton, and then uses the left proxy model to make a blendrope for the right proxy model in the form of model local coordinates. Therefore, when the zoom control is performed by the secondary control body, the left and right sides of the basic body model are synchronously zoomed by the symmetrical copy, as shown in fig. 7.
Fig. 9 shows a comparison of the control of the muscle structure before and after the control of the muscle structure, wherein the left graph is a body model of the basic muscle structure and the right graph is a body model after the control of the muscle structure.
S23, fat thickness control
Fat thickness is different, can produce different fat thin roles, and some people are fat thick, appear more fat, and some people are thin. Each individual has a different fat content and exhibits different degrees of muscle bulge in different parts of the body. Under the two-layer control of the skeletal structure control and the muscle structure control, the model blendhape is continuously used for controlling the fat layer of the character, and corresponding tools are provided, so that a manufacturer can conveniently add more blendhapes at will to adjust the shape of the character.
Fig. 10 shows a comparison of the fat thickness control before and after, wherein the left graph is a body model of the base fat thickness and the right graph is a body model after fat thickness control.
And S3, respectively adjusting the universal human models based on different earlier designs, and generating a preliminary binding file of the corresponding role.
S31, adjusting the universal mannequin based on the early design.
On the basis of the universal mannequin, skeletal structure control, muscle structure control and fat thickness control are respectively carried out according to different earlier designs, so that a preliminary body model of a corresponding role is obtained.
S32, generating a preliminary binding file
Because the primary body model obtained after skeletal structure control, muscle structure control and fat thickness control simulates the muscle structure through a plurality of proxy models, the weight corresponding to the control node of each secondary control body is copied to the joint skeleton corresponding to the primary body model based on the corresponding relation between each proxy model and the primary body model in the primary body model, and a primary binding file corresponding to the early design can be generated.
Because the agent model is simpler, the weight is conveniently and evenly distributed, the direct relation between the agent model and the body model is only needed to be modified in the follow-up modification, and the bone weight of each secondary control body is not needed to be modified. Specifically, on the basis of the above roles skeleton, secondary control body and secondary control body weight, python script of maya can be used for writing a series of tools, a set of primary binding files of the roles can be quickly generated, and the skeleton structure used by the generated set of primary binding files is consistent with the skeleton structure of the primary body model, so that the weight of the secondary control body can be directly copied to the corresponding joint skeleton.
The body binding and body shape control of the universal mannequin of the present invention can be switched as desired, as shown in FIG. 11.
S4, performing role model making and role binding making based on the preliminary binding file.
The preliminary body model generated in the step S3 is in accordance with the early design requirement preliminarily, but has a slight gap from the character model, so that a designer can further adjust the preliminary body model according to the needs in actual implementation, perfect the character model, and realize the fine processing of the character model so as to enable the character model to be closer to the early design requirement. And after the corresponding role model is manufactured, generating a corresponding role binding file, and replacing the original primary binding file with the corresponding role binding file to realize role binding manufacture.
S5, performing role animation production based on the primary binding file.
Because the primary binding file is generated after the universal human model is adjusted according to the design drawing of the earlier design, the role animation can be made directly based on the primary binding file, and the specific mode of the role animation is the same as the conventional mode and is not repeated.
And S6, matching the role binding manufacturing result with the role animation manufacturing result to generate the three-dimensional role animation.
After the role binding production and the role animation production are completed, the role binding production and the role animation production can be carried out by matching and combining the role binding production and the role animation production, and the follow-up operation can be carried out to generate the three-dimensional role animation.
According to the conventional flow, character animation needs to wait until the character model and the character binding are completed after the previous design is completed. The average time consumption of links is calculated, the character model is generally 10 days, and the character binding is 3 days, namely, the animation links can be manufactured after 13 days. The animation link is always the largest in workload, which causes the problems of unsaturated workload in the early stage and backlog of subsequent work. Through the introduction of the universal mannequin, after the early design is finished, a preliminary binding file can be generated in 0.5 day, and based on the preliminary binding file, the role animation production link, the role model production link and the role binding production link can be performed in parallel, so that each role omits 12.5 days for waiting in the animation link, and the three-dimensional animation production speed is obviously improved.
Corresponding to the embodiment of the method, the invention also provides a system for rapidly generating the maya three-dimensional character animation, which comprises the following steps:
and a basic model creation module: for creating a base body model;
the universal mannequin creation module: the method is used for making a universal mannequin based on a basic body model, and comprises the steps of realizing different body proportion adjustment through skeleton structure control, realizing different muscle building degree adjustment through muscle structure control, and realizing different fat and thin degree adjustment through fat thickness control in a blushshape mode;
a primary binding file generation module: the method comprises the steps of respectively adjusting a universal human model based on different earlier designs to generate a preliminary binding file of a corresponding role;
role model creation and binding module: the role binding method is used for making a corresponding role model based on the preliminary binding file, generating a corresponding role binding file and realizing role binding making;
a character animation module: for character animation based on the preliminary binding file;
a character animation generation module: and the method is used for matching the corresponding role binding manufacturing result with the role animation manufacturing result to generate the three-dimensional role animation.
The system embodiments and the method embodiments are in one-to-one correspondence, and the brief description of the system embodiments is just to refer to the method embodiments.
The invention also discloses an electronic device, comprising: at least one processor, at least one memory, a communication interface, and a bus; the processor, the memory and the communication interface complete communication with each other through the bus; the memory stores program instructions executable by the processor that the processor invokes to implement the aforementioned methods of the present invention.
The invention also discloses a computer readable storage medium storing computer instructions for causing a computer to implement all or part of the steps of the methods of the embodiments of the invention. The storage medium includes: a usb disk, a removable hard disk, a ROM, a RAM, a magnetic disk, or an optical disk, or other various media capable of storing program codes.
The system embodiments described above are merely illustrative, wherein the elements illustrated as separate elements may or may not be physically separate, and the elements shown as elements may or may not be physical elements, i.e., may be distributed over a plurality of network elements. One of ordinary skill in the art may select some or all of the modules according to actual needs without performing any inventive effort to achieve the objectives of the present embodiment.
The foregoing description of the preferred embodiments of the invention is not intended to be limiting, but rather is intended to cover all modifications, equivalents, alternatives, and improvements that fall within the spirit and scope of the invention.

Claims (10)

1. A method of rapidly generating a maya three-dimensional character animation, the method comprising:
creating a basic body model;
creating a universal human model based on a basic body model, wherein the universal human model comprises the steps of realizing different body proportion adjustment through skeletal structure control, realizing different muscle building degree adjustment through muscle structure control, and realizing different fat and thin degree adjustment through fat thickness control in a blendhape mode;
respectively adjusting the universal human model based on different earlier designs to generate a preliminary binding file of the corresponding role;
making a corresponding role model based on the preliminary binding file, and generating a corresponding role binding file to realize role binding making;
performing role animation based on the preliminary binding file;
and matching the corresponding role binding manufacturing result with the role animation manufacturing result to generate the three-dimensional role animation.
2. The method for rapidly generating a maya three-dimensional character animation according to claim 1, wherein when the universal character model is created based on the basic body model, basic skeleton, basic muscle and basic fat are added to the basic body model, and the basic skeleton is created by copying the skeleton structure in a bilateral symmetry manner.
3. The method for rapidly generating maya three-dimensional character animation according to claim 2, wherein the achieving different body scale adjustments through skeletal structure control comprises:
the moving position of the skeleton is always consistent with the controller in a mode of establishing point constraint, and translation control of the basic skeleton is carried out;
a controller for aiming the parent-level bones at the child-level bones to simulate the rotational movement of the base bones;
when the distance between the basic bones is changed, calculating the ratio of the current distance to the default distance, and taking the ratio as the scaling value of the parent-level bones in the bone growth direction to perform scaling control on the basic bones.
4. The method for rapidly generating a maya three-dimensional character animation according to claim 3, wherein calculating a ratio of a current distance to a default distance when a distance between basic bones is changed, and using the ratio as a scaling value of a parent-level bone in a bone growth direction comprises:
let the default length of skeleton be d, the scaling value of the outermost layer of the character be S, the position coordinates of the head of the skeleton be [ x1, y1, z1], the position coordinates of the tail of the skeleton be [ x2, y2, z2], the scaling value of the skeleton in the growth direction of the skeleton be:
Figure FDA0003899234490000011
wherein S1 is a scaling value of bone in the bone growth direction.
5. The method for rapidly animating a maya three-dimensional character according to claim 2, wherein said achieving different muscle building degree adjustments through muscle structure control comprises:
designing a secondary control body which can perform independent scaling control in 4 directions and can perform overall scaling; wherein each secondary control body comprises 4 control nodes for performing individual scaling control in 4 directions and one control node for performing overall scaling;
configuring a plurality of secondary control bodies for the character bones, wherein each secondary control body moves along with each character bone to form a complete bone system;
and distributing a proxy model simulating the muscle structure for each secondary control body, controlling the scaling of the corresponding proxy model by the secondary control bodies, simulating the deformation of the basic muscle structure through the scaling of the proxy model, and storing the weight corresponding to the control node of each secondary control body.
6. The method for rapidly generating a maya three-dimensional character animation according to claim 5, wherein two adjacent agent models are connected through the same secondary control body, wherein the same secondary control body performs scaling control, and the two adjacent agent models follow scaling;
when the secondary control body performs zoom control, the left side and the right side of the basic body model perform synchronous zoom control in a symmetrical copying mode.
7. The method for quickly generating a maya three-dimensional character animation according to claim 5, wherein the generating the corresponding preliminary binding file comprises:
on the basis of a universal mannequin, respectively performing skeleton structure control, muscle structure control and fat thickness control according to different earlier designs to obtain a corresponding primary body model;
based on the corresponding relation between each agent model and the preliminary body model in the preliminary body model, the weight corresponding to the control node of each secondary control body is copied to the joint skeleton corresponding to the preliminary body model, and a preliminary binding file corresponding to the early design is generated.
8. A system for rapidly generating a maya three-dimensional character animation, the system comprising:
a basic body model creation module: for creating a base body model;
the universal mannequin creation module: the universal human model is used for creating the universal human model based on the basic body model, comprises the steps of realizing different body proportion adjustment through skeletal structure control, realizing different muscle building degree adjustment through muscle structure control, and realizing different fat and thin degree adjustment through a blendhape mode, so as to generate a universal binding file. The method comprises the steps of carrying out a first treatment on the surface of the
A primary binding file generation module: the method comprises the steps of respectively adjusting a universal human model based on different earlier designs to generate a preliminary binding file of a corresponding role;
role model creation and binding module: the role binding method is used for making a corresponding role model based on the preliminary binding file, generating a corresponding role binding file and realizing role binding making;
a character animation module: for character animation based on the preliminary binding file;
a character animation generation module: and the method is used for matching the corresponding role binding manufacturing result with the role animation manufacturing result to generate the three-dimensional role animation.
9. An electronic device, comprising: at least one processor, at least one memory, a communication interface, and a bus;
the processor, the memory and the communication interface complete communication with each other through the bus;
the memory stores program instructions executable by the processor, the processor invoking the program instructions to implement the method of any of claims 1-7.
10. A computer readable storage medium storing computer instructions for causing a computer to implement the method of any one of claims 1 to 7.
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