CN116681835A - Virtual engine-based three-dimensional model manufacturing method and system - Google Patents

Virtual engine-based three-dimensional model manufacturing method and system Download PDF

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CN116681835A
CN116681835A CN202310678710.9A CN202310678710A CN116681835A CN 116681835 A CN116681835 A CN 116681835A CN 202310678710 A CN202310678710 A CN 202310678710A CN 116681835 A CN116681835 A CN 116681835A
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spline
function
length
model
dimensional model
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王树冰
柴青
孔彬
张淏然
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Shandong Langchao New Infrastructure Technology Co ltd
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Shandong Langchao New Infrastructure Technology Co ltd
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    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
    • G06T17/00Three dimensional [3D] modelling, e.g. data description of 3D objects
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
    • G06T19/00Manipulating 3D models or images for computer graphics
    • G06T19/20Editing of 3D images, e.g. changing shapes or colours, aligning objects or positioning parts
    • YGENERAL TAGGING OF NEW TECHNOLOGICAL DEVELOPMENTS; GENERAL TAGGING OF CROSS-SECTIONAL TECHNOLOGIES SPANNING OVER SEVERAL SECTIONS OF THE IPC; TECHNICAL SUBJECTS COVERED BY FORMER USPC CROSS-REFERENCE ART COLLECTIONS [XRACs] AND DIGESTS
    • Y02TECHNOLOGIES OR APPLICATIONS FOR MITIGATION OR ADAPTATION AGAINST CLIMATE CHANGE
    • Y02PCLIMATE CHANGE MITIGATION TECHNOLOGIES IN THE PRODUCTION OR PROCESSING OF GOODS
    • Y02P90/00Enabling technologies with a potential contribution to greenhouse gas [GHG] emissions mitigation
    • Y02P90/30Computing systems specially adapted for manufacturing

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Abstract

The invention discloses a three-dimensional model making method and a system based on a virtual engine, which belong to the technical field of digital twin of the virtual engine. The invention can make the developer directly make the three-dimensional model in the illusion engine, the model can be controlled by changing the direction and shape of the spline line after making, and the three-dimensional model does not consume extra memory and CPU occupancy rate.

Description

Virtual engine-based three-dimensional model manufacturing method and system
Technical Field
The invention relates to the technical field of digital twinning of a virtual engine, in particular to a three-dimensional model making method and system based on the virtual engine.
Background
Currently, digital economy in China is entering a new rapid development stage, digital twin is an important component of the digital economy, three-dimensional scene modeling is an important link in digital twin technology, and information such as the form, structure and characteristics of a physical object can be digitized through the three-dimensional modeling technology, so that a real and fine digital model is constructed. The illusion engine is a game engine based on three-dimensional graphic rendering, can be used for developing various types of games and application programs, provides a powerful development environment, and can be used for importing a digital model into a virtual world through three-dimensional modeling to digitize elements such as topography, roads, buildings and the like of a city. Roads are common scene constituent elements, and illusions do not have the capability of three-dimensional modeling, so how to construct a road model in the illusions is a problem to be solved continuously.
Conventionally, when building a three-dimensional model of lines such as a road and a pipe network of a virtual scene in a fantasy engine, a developer needs to manually create the whole road model in professional three-dimensional software, and then export the manufactured model to the engine for use. However, this conventional manufacturing method has some problems, such as that the road model introduced into the illusion cannot be edited, and in addition, the road, pipe network and other models are used as an object with extremely high regularity, and the whole introduced into the illusion engine occupies too much memory and CPU occupancy rate. Therefore, a new approach is needed to address these issues.
Disclosure of Invention
Aiming at the defects, the invention provides the three-dimensional model making method and the system based on the virtual engine, which can enable a developer to directly make a three-dimensional model in the virtual engine, the made model can be controlled by changing the direction and the shape of the spline line, the operation is more visual, and the made three-dimensional model does not consume the memory and the occupation rate of a CPU (central processing unit); greatly simplifying the working flow when manufacturing the three-dimensional model of lines such as urban roads, pipelines, fences and the like, and improving the development efficiency.
The technical scheme adopted for solving the technical problems is as follows:
a three-dimensional model making method based on virtual engine includes creating plug-in for three-dimensional model based on blue image of virtual engine by using Spline line, creating script function by blue image of virtual engine, compiling constructed function into uasset asset, adding it to project engineering, adjusting shape of Spline line by adding control point, configuring corresponding Staicmesh and parameters to create three-dimensional model,
the realization of the method comprises the steps of basic source Staicmesh manufacturing, blueprint script construction and a Spline path generation model, wherein the blueprint script construction comprises the following steps:
acquiring the positions from the starting point to the ending point of the spline line through a CalrulateLeplineMeshInfoList function;
calculating the distance between Spline points through a ShowPointdistance function;
the length information of the static mesh is configured through an InitMeshLength function;
the length information of the display mesh body is calculated through the printmeshLengthInfo function.
The method is based on a virtual blueprint constructor script, a Spline component is used for drawing a path of a road and a pipeline in a mode of adding control points, and a whole continuous road or pipeline model matched with the path is generated by configuring size data corresponding to a source staticmash. Compared with the traditional method of directly manufacturing the whole road and importing the whole road, the method for manufacturing the urban road model in the illusion engine saves more memory and CPU occupancy rate, the data is lighter, and the generated road model can still edit the shape of the road by adjusting control points. The method is more convenient for flexibly constructing the three-dimensional model of the urban road and the pipeline in the illusion engine.
Further, the positions from the starting point to the ending point of the spline are obtained through a calcualteplinemeshInfolist function, and the configuration information of the current control point is obtained through Get Tangen at Distance Along Spine and Get Location at Distance Along Spline functions.
Further, the distance between Spline points is calculated through a ShowPointDistance function:
acquiring configuration information of a control point through Get Location at Spline Point and a function Get Number of Spline Point function;
the text label display effect is configured through Add Text Render Component functions.
Further, the length information of the static mesh is configured through an InitMeshLength function:
configuring components of the spline model using Add Spline Mesh conmponent functions;
acquiring position information of the slot by using Get Socket Location;
mesh Length information is configured using a Mesh Length function.
Further, the length information of the display grid body is calculated through the printmeshLengthInfo function,
acquiring length information of spline lines based on Get Spline Length functions;
acquiring control point information of spline lines by using a Get Number Of Spline Point function;
the calculation formula for the length display of the grid body is as follows: get Spline Length- (Get Number Of Spline Points-1) Mesh Length.
Preferably, the process of preparing the basic source Staicmesh is as follows:
s101, manufacturing a Staicmesh: firstly, completing a section of a continuous model to be generated in three-dimensional modeling software, wherein the section of the continuous model is used as a source material model shape of a generated path model;
s102, three-dimensional model derivation: exporting the prepared three-dimensional model through a format supported by the fantasy including FBX or OBJ, placing a center point of the exported model at an origin position generated by a model path, and distributing UV and material slots of the completed model;
s103, importing the three-dimensional model into a illusion engine to generate a Staicmesh: adding a three-dimensional model to be imported into a content browser, wherein an importing option is default, and a normal importing mode is an importing normal;
the static mesh resources can be customized and loaded, including the length of the static mesh body.
Preferably, the specific process of constructing the blueprint script is as follows:
s201, creating an Actor type blueprint: newly building a blueprint type asset in a content browser of the illusion engine, wherein the type is an Actor, the Actor after double-click building enters a blueprint editing window, and a spring component variable is added in a component window;
s202, manufacturing a calculateplineMeshInfoList function: calculating a blueprint based on a Spline variable and nodes of Get Distance Along Spline at Spline Point and Get Location at Distance Along Splie to calculate the starting point distance of a Spline curve and the Length of each grid body, calculating a calculated Value and a node image of Get Tangent at Distance Along Spline, inputting a Return Value into a normal function and multiplying the variable Mesh Length to calculate the information data of the Spline point;
s203, manufacturing a ShowPointdistance function: calculating the distance between two points through a node function 'Get Spline Length- (Get Number Of Spline Points-1) ×mesh Length';
s204, manufacturing an InitMeshLength function: acquiring model component information based on a 'Add SplineMesh Component' function, and calculating length information of the static mesh body by using the 'Get Socket Location' function;
s205, constructing a script function: calculating the number of models between two points through (Get Distance Along Spline at Spline Point-Get Distance Along Spline at Spline Point)/Mesh Length and through the distance between two points/model Length;
s206, generating blueprint assets: and compiling function nodes for constructing connection, and storing the compiled blueprints for a Bp_spline illusion asset tool.
Preferably, the modeling of the Spline path,
adding the manufactured Bp_spline blueprint into a scene, adding a static mesh into a Details panel, and adding length parameters; and dragging the spline line by the mouse plus alt key to generate new control points, and adjusting the shape and the length of the path by adjusting the control points, wherein the models can automatically generate corresponding quantity of connected models according to the length of the path.
The invention also discloses a three-dimensional model making system based on the virtual engine, which comprises a basic source Staicmesh making module, a blueprint script making module and a Spline path generating model making module,
the system realizes the three-dimensional model production based on the virtual engine by the three-dimensional model production method based on the virtual engine.
The present invention also claims a computer readable medium having stored thereon computer instructions which, when executed by a processor, cause the processor to perform the virtual engine based three-dimensional model generation method described above.
Compared with the prior art, the three-dimensional model manufacturing method and system based on the virtual engine have the following beneficial effects:
the method omits the modeling process in the traditional three-dimensional software, can directly construct a model of a sample path type in the illusion engine, such as components of a road, a pipe network and the like, is more flexible and visual to operate, greatly simplifies the scene construction process, and the models generated through the Spline line are all associated copy models, so that the copied models do not increase extra resource consumption, and compared with the traditional modeling mode, the method is more visual, easy to understand and maintain, and improves the development efficiency.
The model generated by the method can also be used for exporting fbx format files to other software, and a new path modeling mode is provided for developers.
Drawings
FIG. 1 is a flow chart of a three-dimensional model making method based on a virtual engine according to an embodiment of the present invention;
FIG. 2 is a diagram A of blueprint node examples of a three-dimensional model making method based on a virtual engine according to an embodiment of the present invention;
fig. 3 is a diagram B of a blueprint node example of a three-dimensional model making method based on a virtual engine according to an embodiment of the present invention.
Detailed Description
The embodiment of the invention provides a three-dimensional model making method based on a virtual engine, which is based on a blue print of the virtual engine, a making plug-in for generating a three-dimensional model by using a Spline line, a script function is built through the blue print in the virtual engine, the constructed function is compiled into a uasset asset to be added into project engineering for use, the shape of the Spline line is adjusted by adding control points, and corresponding Staicmesh and parameters are configured to generate the three-dimensional model.
Acquiring the positions from the starting point to the ending point of the spline line through a CalrulateLeplineMeshInfoList function;
calculating the distance between Spline points through a ShowPointdistance function;
the length information of the static mesh is configured through an InitMeshLength function;
the length information of the display mesh body is calculated through the printmeshLengthInfo function.
And acquiring the positions from the starting point to the ending point of the spline line through a calcualteplineMeshInfoList function, and acquiring the configuration information of the current control point through Get Tangen at Distance Along Spine and Get Location at Distance Along Spline functions.
The distance between Spline points is calculated through the ShowPointdistance function:
acquiring configuration information of a control point through Get Location at Spline Point and a function Get Number of Spline Point function;
the text label display effect is configured through Add Text Render Component functions.
The length information of the static mesh is configured through the InitMeshLength function:
configuring components of the spline model using Add Spline Mesh conmponent functions;
acquiring position information of the slot by using Get Socket Location;
mesh Length information is configured using a Mesh Length function.
The length information of the display grid body is calculated through the printmeshLengthInfo function:
acquiring length information of spline lines based on Get Spline Length functions;
acquiring control point information of spline lines by using a Get Number Of Spline Point function;
the calculation formula for the length display of the grid body is as follows: get Spline Length- (Get Number Of Spline Points-1) Mesh Length.
Calculating and displaying the length information of the grid body through a printmeshLengthinfo function, constructing through a blueprint script, and obtaining the number of two points of the model through the distance between the two points/the length of the model, wherein a specific calculation formula is as follows: (Get Distance Along Spline at Spline Point-Get Distance Along Spline at Spline at Spline Point)/Mesh Length.
The static mesh resources can be customized and loaded, including the length of the static mesh body.
The method can enable a developer to directly manufacture a three-dimensional model in the illusion engine, the manufactured model can be controlled by changing the direction and shape of the spline line, the operation is more visual, and the manufactured three-dimensional model does not consume memory and CPU occupancy rate additionally; greatly simplifying the working flow when manufacturing the three-dimensional model of lines such as urban roads, pipelines, fences and the like, and improving the development efficiency.
The specific flow for realizing the method is as follows:
1. and (5) manufacturing a basic source Staicmesh.
S101, manufacturing a Staicmesh: firstly, completing a section of a continuous model to be generated in three-dimensional modeling software, wherein the section of the continuous model is used as a source material model shape of a generated path model;
s102, three-dimensional model derivation: exporting the prepared three-dimensional model in a format supported by the fictitious FBX or the OBJ, placing a center point of the exported model at an origin position generated by a model path, and distributing UV and material slots of the completed model;
s103, importing the three-dimensional model into a illusion engine to generate a Staicmesh: the three-dimensional model to be imported is added into the content browser, the import option is defaults, and the normal import mode is import normal.
2. And constructing a blueprint script.
S201, creating an Actor type blueprint: newly building a blueprint type asset in a content browser of the illusion engine, wherein the type is an Actor, the Actor after double-click building enters a blueprint editing window, and a spring component variable is added in a component window;
s202, manufacturing a calculateplineMeshInfoList function: calculating a blueprint based on a Spline variable and nodes of Get Distance Along Spline at Spline Point and Get Location at Distance Along Splie to calculate the starting point distance of a Spline curve and the Length of each grid body, calculating a calculated Value and a node image of Get Tangent at Distance Along Spline, inputting a Return Value into a normal function and multiplying the variable Mesh Length to calculate the information data of the Spline point;
s203, manufacturing a ShowPointdistance function: calculating the distance between two points through a node function 'Get Spline Length- (Get Number Of Spline Points-1) ×mesh Length';
s204, manufacturing an InitMeshLength function: acquiring model component information based on a 'Add SplineMesh Component' function, and calculating length information of the static mesh body by using the 'Get Socket Location' function;
s205, constructing a script function: calculating the number of models between two points through (Get Distance Along Spline at Spline Point-Get Distance Along Spline at Spline Point)/Mesh Length and through the distance between two points/model Length;
s206, generating blueprint assets: and compiling function nodes for constructing connection, and storing the compiled blueprints for a Bp_spline illusion asset tool.
3. And (5) producing a Spline path generation model.
Constructing a path generation model, adding the manufactured Bp_spline blueprint into a scene, adding a static mesh into a Details panel, and adding length parameters; and dragging the spline line by the mouse plus alt key to generate new control points, and adjusting the shape and the length of the path by adjusting the control points, wherein the models can automatically generate corresponding quantity of connected models according to the length of the path.
The method is based on a virtual blueprint constructor script, a Spline component is used for drawing a path of a road and a pipeline in a mode of adding control points, and a whole continuous road or pipeline model matched with the path is generated by configuring size data corresponding to a source staticmash. Compared with the traditional method of directly manufacturing the whole road and importing the whole road, the method for manufacturing the urban road model in the illusion engine saves more memory and CPU occupancy rate, the data is lighter, and the generated road model can still edit the shape of the road by adjusting control points. The method is more convenient for flexibly constructing the three-dimensional model of the urban road and the pipeline in the illusion engine.
The embodiment of the invention also provides a three-dimensional model making system based on the virtual engine, which comprises a basic source Staicmesh making module, a blueprint script making module and a Spline path generating model making module,
the basic source Staicmesh manufacturing module comprises:
manufacturing a Staicmesh: firstly, completing a section of a continuous model to be generated in three-dimensional modeling software, wherein the section of the continuous model is used as a source material model shape of a generated path model;
and (3) three-dimensional model derivation: exporting the prepared three-dimensional model in a format supported by the fictitious FBX or the OBJ, placing a center point of the exported model at an origin position generated by a model path, and distributing UV and material slots of the completed model;
the three-dimensional model is imported into a illusion engine to generate a Staicmesh: the three-dimensional model to be imported is added into the content browser, the import option is defaults, and the normal import mode is import normal.
The blueprint script module comprises the following steps:
creating an Actor type blueprint: newly building a blueprint type asset in a content browser of the illusion engine, wherein the type is an Actor, the Actor after double-click building enters a blueprint editing window, and a spring component variable is added in a component window;
making a calculateplinemeshInfoList function: calculating a blueprint based on a Spline variable and nodes of Get Distance Along Spline at Spline Point and Get Location at Distance Along Splie to calculate the starting point distance of a Spline curve and the Length of each grid body, calculating a calculated Value and a node image of Get Tangent at Distance Along Spline, inputting a Return Value into a normal function and multiplying the variable Mesh Length to calculate the information data of the Spline point;
making a ShowPointdistance function: calculating the distance between two points through a node function 'Get Spline Length- (Get Number Of Spline Points-1) ×mesh Length';
manufacturing an InitMeshLength function: acquiring model component information based on a 'Add SplineMesh Component' function, and calculating length information of the static mesh body by using the 'Get Socket Location' function;
constructing a script function: calculating the number of models between two points through (Get Distance Along Spline at Spline Point-Get Distance Along Spline at Spline Point)/Mesh Length and through the distance between two points/model Length;
generating blueprint assets: and compiling function nodes for constructing connection, and storing the compiled blueprints for a Bp_spline illusion asset tool.
The method comprises the steps of manufacturing a Spline path generation model module, adding a manufactured Bp_spline blueprint into a scene, adding a static mesh into a Details panel, and adding length parameters; and dragging the spline line by the mouse plus alt key to generate new control points, and adjusting the shape and the length of the path by adjusting the control points, wherein the models can automatically generate corresponding quantity of connected models according to the length of the path.
The system realizes the three-dimensional model making based on the virtual engine by the three-dimensional model making method based on the virtual engine.
The embodiment of the invention also provides a computer readable medium, on which computer instructions are stored, which when executed by a processor, cause the processor to execute the virtual engine-based three-dimensional model making method described in the above embodiment. Specifically, a system or apparatus provided with a storage medium on which a software program code realizing the functions of any of the above embodiments is stored, and a computer (or CPU or MPU) of the system or apparatus may be caused to read out and execute the program code stored in the storage medium.
In this case, the program code itself read from the storage medium may realize the functions of any of the above-described embodiments, and thus the program code and the storage medium storing the program code form part of the present invention.
Examples of the storage medium for providing the program code include a floppy disk, a hard disk, a magneto-optical disk, an optical disk (e.g., CD-ROM, CD-R, CD-RW, DVD-ROM, DVD-RAM, DVD-RW, DVD+RW), a magnetic tape, a nonvolatile memory card, and a ROM. Alternatively, the program code may be downloaded from a server computer by a communication network.
Further, it should be apparent that the functions of any of the above-described embodiments may be implemented not only by executing the program code read out by the computer, but also by causing an operating system or the like operating on the computer to perform part or all of the actual operations based on the instructions of the program code.
Further, it is understood that the program code read out by the storage medium is written into a memory provided in an expansion board inserted into a computer or into a memory provided in an expansion unit connected to the computer, and then a CPU or the like mounted on the expansion board or the expansion unit is caused to perform part and all of actual operations based on instructions of the program code, thereby realizing the functions of any of the above embodiments.
While the invention has been illustrated and described in detail in the drawings and in the preferred embodiments, the invention is not limited to the disclosed embodiments, and it will be appreciated by those skilled in the art that the code audits of the various embodiments described above may be combined to produce further embodiments of the invention, which are also within the scope of the invention.

Claims (10)

1. A three-dimensional model making method based on virtual engine is characterized in that a figure engine blueprint is based on a figure engine blueprint to generate a making plug-in of a three-dimensional model by using a Spline line, a script function is built through the figure engine blueprint, the constructed function is compiled into a uasset asset to be added into project engineering for use, the shape of the Spline line is adjusted by adding control points, corresponding Staicmesh and parameters are configured to generate the three-dimensional model,
the realization of the method comprises the steps of basic source Staicmesh manufacturing, blueprint script construction and a Spline path generation model, wherein the blueprint script construction comprises the following steps:
acquiring the positions from the starting point to the ending point of the spline line through a CalrulateLeplineMeshInfoList function;
calculating the distance between Spline points through a ShowPointdistance function;
the length information of the static mesh is configured through an InitMeshLength function;
the length information of the display mesh body is calculated through the printmeshLengthInfo function.
2. The method for making the three-dimensional model based on the virtual engine according to claim 1, wherein the positions from the starting point to the ending point of the spline are obtained through a calcualeseplinemeshInfolist function, and the configuration information of the current control point is obtained through Get Tangen at Distance Along Spine and Get Location at Distance Along Spline functions.
3. The virtual engine-based three-dimensional modeling method according to claim 1, wherein the distance between Spline points is calculated by a showpoint distance function:
acquiring configuration information of a control point through Get Location at Spline Point and a function Get Number of Spline Point function;
the text label display effect is configured through Add Text Render Component functions.
4. The virtual engine-based three-dimensional model production method according to claim 1, wherein the length information of the statics mesh is configured through an InitMeshLength function:
configuring components of the spline model using Add Spline Mesh conmponent functions;
acquiring position information of the slot by using Get Socket Location;
mesh Length information is configured using a Mesh Length function.
5. The method for creating a three-dimensional model based on a virtual engine according to claim 1, wherein the length information of the display mesh body is calculated by a printmeshLengthinfo function,
acquiring length information of spline lines based on Get Spline Length functions;
acquiring control point information of spline lines by using a Get Number Of Spline Point function;
the calculation formula for the length display of the grid body is as follows: get Spline Length- (Get Number Of Spline Points-1) Mesh Length.
6. The virtual engine-based three-dimensional model manufacturing method according to claim 1, wherein the basic source StaicMesh manufacturing process is as follows:
s101, manufacturing a Staicmesh: firstly, completing a section of a continuous model to be generated in three-dimensional modeling software, wherein the section of the continuous model is used as a source material model shape of a generated path model;
s102, three-dimensional model derivation: exporting the prepared three-dimensional model through a format supported by the fantasy including FBX or OBJ, placing a center point of the exported model at an origin position generated by a model path, and distributing UV and material slots of the completed model;
s103, importing the three-dimensional model into a illusion engine to generate a Staicmesh: adding a three-dimensional model to be imported into a content browser, wherein an importing option is default, and a normal importing mode is an importing normal;
the static mesh resources can be customized and loaded, including the length of the static mesh body.
7. The three-dimensional model making method based on the virtual engine according to any one of claims 1-6, wherein the specific process of constructing the blueprint script is as follows:
s201, creating an Actor type blueprint: newly building a blueprint type asset in a content browser of the illusion engine, wherein the type is an Actor, the Actor after double-click building enters a blueprint editing window, and a spring component variable is added in a component window;
s202, manufacturing a calculateplineMeshInfoList function: calculating a blueprint based on a Spline variable and nodes of Get Distance Along Spline at Spline Point and Get Location at Distance Along Splie to calculate the starting point distance of a Spline curve and the Length of each grid body, calculating a calculated Value and a node image of Get Tangent at Distance Along Spline, inputting a Return Value into a normal function and multiplying the variable Mesh Length to calculate the information data of the Spline point;
s203, manufacturing a ShowPointdistance function: calculating the distance between two points through a node function 'Get Spline Length- (Get Number Of Spline Points-1) ×mesh Length';
s204, manufacturing an InitMeshLength function: acquiring model component information based on a 'Add SplineMesh Component' function, and calculating length information of the static mesh body by using the 'Get Socket Location' function;
s205, constructing a script function: calculating the number of models between two points through (Get Distance Along Spline at Spline Point-Get Distance Along Spline at Spline Point)/Mesh Length and through the distance between two points/model Length;
s206, generating blueprint assets: and compiling function nodes for constructing connection, and storing the compiled blueprints for a Bp_spline illusion asset tool.
8. The method for creating a three-dimensional model based on a virtual engine according to claim 7, wherein the creating a Spline path generation model,
adding the manufactured Bp_spline blueprint into a scene, adding a static mesh into a Details panel, and adding length parameters; and dragging the spline line by the mouse plus alt key to generate new control points, and adjusting the shape and the length of the path by adjusting the control points, wherein the models can automatically generate corresponding quantity of connected models according to the length of the path.
9. A three-dimensional model making system based on a virtual engine is characterized by comprising a basic source Staicmesh making module, a blueprint script building module and a Spline path generating model making module,
the system realizes the three-dimensional model making based on the virtual engine by the three-dimensional model making method based on the virtual engine according to any one of claims 1 to 8.
10. A computer readable medium having stored thereon computer instructions which, when executed by a processor, cause the processor to perform the method of any of claims 1 to 8.
CN202310678710.9A 2023-06-09 2023-06-09 Virtual engine-based three-dimensional model manufacturing method and system Pending CN116681835A (en)

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CN117765183A (en) * 2024-01-04 2024-03-26 北京航天飞行控制中心 Optimization method and system for astronaut cabin-leaving operation model
CN117593471A (en) * 2024-01-18 2024-02-23 青岛国实科技集团有限公司 Ocean three-dimensional situation visualization platform based on illusion engine
CN117593471B (en) * 2024-01-18 2024-05-03 青岛国实科技集团有限公司 Ocean three-dimensional situation visualization platform based on illusion engine

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