CN116894893A - Nonlinear animation regulation and control method and system based on three-dimensional engine - Google Patents
Nonlinear animation regulation and control method and system based on three-dimensional engine Download PDFInfo
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Abstract
The application relates to the technical field of animation processing, in particular to a nonlinear animation regulation and control method and system based on a three-dimensional engine, and the specific scheme comprises the following steps: determining animation fragments to be regulated and controlled in an animation, and determining the starting state and the ending state of attribute change in the animation fragments; determining the positions and the quantity of key frames to be regulated and controlled based on the starting state and the ending state of the attribute change; defining the curve shape of each key frame switching speed curve according to the determined key frame positions and the number; calculating and obtaining an animation progress; calculating animation change attributes of the current progress time point according to the animation progress and the key frame switching speed curve; and updating the animation state according to the obtained animation change attribute of the current progress time point. The method has the advantages of natural smoothness, flexibility and fine control, and can effectively improve the quality and expressive force of the animation.
Description
Technical Field
The application relates to the technical field of animation processing, in particular to a nonlinear animation regulation and control method and system based on a three-dimensional engine.
Background
With the continued development of computer technology, there is an increasing demand for creating realistic, fluent animation effects on computers. With the continuous development of computer graphics and computer animation, animation techniques in three-dimensional engines have been continuously improved and innovated, providing developers with more abundant and efficient animation tools and functions. In conventional linear animation, the motion of objects is uniform and uniform, and lacks acceleration, deceleration, and buffering effects in the real world, resulting in the animation appearing mechanical and unnatural.
Disclosure of Invention
In order to solve the above problems, the first aspect of the present application provides a three-dimensional engine-based nonlinear animation regulation method, which comprises the following steps:
s1, determining animation fragments to be regulated and controlled in an animation, and determining the starting state and the ending state of attribute change in the animation fragments;
s2, determining the positions and the number of key frames to be regulated and controlled based on the starting state and the ending state of the attribute change;
s3, defining the curve shape of each key frame switching speed curve according to the determined key frame positions and the number;
s4, calculating and obtaining an animation progress;
s5, calculating animation change attributes of the current progress time point according to the animation progress and the key frame switching speed curve;
s6, updating the animation state according to the obtained animation change attribute of the current progress time point.
The method has the advantages of natural smoothness, flexibility and fine control, and can effectively improve the quality and expressive force of the animation.
Meanwhile, the nonlinear animation speed regulating method further comprises the step S7 of repeating the steps S4 to S6 for animation fragments needing to be regulated in the animation playing process, and updating the animation state along with the animation progress until the animation playing process is finished.
In some implementations of the first aspect, the determining the positions and the number of the key frames to be regulated in the step S2 specifically includes:
according to the starting state and the ending state of the animation segment, key frames are added at the starting position and the ending position of the attribute change respectively;
and determining the time position of each attribute change in the animation time line based on the preset animation effect to be expressed according to the attribute change of the animation object between the starting state and the ending state of the animation fragment, and adding a key frame at the time position.
In some implementations of the first aspect, in step S3, a curve shape is defined by an animation curve function of the three-dimensional engine according to the determined keyframe positions and numbers.
Step S3 can also define the curve shape by adjusting the tangent control handle of the key frame and selecting different interpolation modes.
In some implementations of the first aspect, in the step S5, the animation change attribute of the current progress time point is calculated, and the specific method is as follows:
and calculating to obtain the attribute change value of the current progress time point through an interpolation algorithm according to the coordinate values of the key frames and the animation progress.
And the coordinate values of the key frames are obtained by searching two key frames closest to the animation progress on the key frame switching speed curve according to the animation progress, and determining the coordinate values of the key frames on the curve according to the time positions of the two key frames obtained by searching.
In some implementations of the first aspect, the step S4 obtains the animation progress through time or frame number calculation.
In some implementations of the first aspect, the step S6 updates the animation state through a morphing component of the three-dimensional engine.
A second aspect provides a three-dimensional engine-based nonlinear animation regulation system, comprising:
the state determining module is used for determining animation fragments needing to be regulated and controlled in the animation, and determining the starting state and the ending state of attribute change in the animation fragments;
the key frame module is used for determining the positions and the quantity of key frames to be regulated and controlled based on the starting state and the ending state of the attribute change;
the curve definition module is used for defining the curve shape of each key frame switching speed curve according to the determined key frame positions and the number;
the animation progress module is used for calculating and acquiring animation progress;
the attribute calculation module is used for calculating the animation change attribute of the current progress time point according to the animation progress and the key frame switching speed curve;
and the updating module is used for updating the animation state according to the obtained animation change attribute of the current progress time point.
The beneficial effects are that: the application defines the change speed of the animation through the curve, controls the switching speed of the key frame, can control the change process of the animation more flexibly, so that the animation effect is smoother and more natural, and can apply different speeds and change effects at different stages of the animation; and by adjusting the shape of the curve and the number of key frame positions, different changing effects such as acceleration, deceleration, buffering and the like can be realized; meanwhile, the curve can be shared and reused by a plurality of animations, so that workload and code redundancy can be reduced, and development efficiency is improved.
Drawings
FIG. 1 is a flow chart of a nonlinear animation regulation method.
Detailed Description
Exemplary embodiments of the present disclosure will be described in more detail below with reference to the accompanying drawings.
As shown in fig. 1, the embodiment provides a three-dimensional engine-based nonlinear animation regulation method, which specifically includes the following steps:
s1, determining animation fragments to be regulated and controlled in an animation, and determining the starting state and the ending state of attribute change in the animation fragments;
s2, determining the positions and the number of key frames to be regulated and controlled based on the starting state and the ending state of the attribute change;
s3, defining the curve shape of each key frame switching speed curve according to the determined key frame positions and the number;
s4, calculating and obtaining an animation progress;
s5, calculating animation change attributes of the current progress time point according to the animation progress and the key frame switching speed curve;
s6, updating the animation state according to the obtained animation change attribute of the current progress time point.
Meanwhile, after the animation state of the current progress time point is updated, the nonlinear animation regulation and control method further carries out step S7, and for animation fragments needing regulation and control in the animation playing process, steps S4 to S6 are repeated, and the animation state is updated along with the animation progress until the animation playing process is finished.
As a specific embodiment, in the step S1, a starting state and an ending state of the attribute change in the animation segment are determined, and the specific method is as follows:
and obtaining the overall time line of the animation to determine the animation fragment to be speed-regulated, which can realize the required animation effect, and determining the starting state and the ending state of the animation fragment. Wherein, the initial state comprises the attribute change of the initial position of the animation object in the animation segment; the ending state includes a change in a property of an ending position of the animation object in the animation segment.
Step S2 is to determine the positions and the number of key frames to be regulated based on the starting state and the ending state of the attribute change, specifically:
firstly, adding key frames at the starting position and the ending position of attribute change according to the starting state and the ending state of the animation segment; and determining the time position of each attribute change in the animation time line based on the preset animation effect to be expressed according to the attribute change of the animation object between the starting state and the ending state of the animation fragment, and adding a key frame at the time position.
The animation effect to be expressed based on the preset is an animation effect which is realized by self definition, the application takes the swinging arm of the animation object as an example, firstly, the starting state of the animation object for starting the swinging arm action and the ending state of stopping the swinging arm action are determined; and determining different positions and attributes of the moving object when the arm, the joint and the palm swing in the moving arm swinging action process, determining the time position of the change of the different attributes of the arm, the joint and the palm in the moving time line according to the moving effect required to be realized in the step S1, namely the waving speed and the state of the moving object swinging arm in the moving image segment, and adding a key frame for interpolation calculation.
After adding the key frame to each time position of the attribute change in the animation segment is completed, the position of the key frame can be adjusted according to the effect to be realized by the animation, or the transition effect of the animation can be changed by adding or deleting the key frame.
In the step S3, according to the determined positions and numbers of the key frames, the specific method for defining the curve shape of each key frame switching speed curve is as follows:
the method comprises the steps of defining Curve shapes according to the positions and the quantity of the determined key frames through an Animation Curve (Animation Curve) of a three-dimensional engine, and defining complex Curve shapes to control the switching speed of the key frames through adjusting tangent control handles of the key frames and selecting different interpolation modes.
In this embodiment, the bezier Curve is selected by the Animation Curve of the three-dimensional engine to define the Curve shape of each key frame switching speed Curve.
Specifically, the step S4 calculates the progress of obtaining the animation, and the specific method is as follows:
s4.1, calculating the overall progress of the animation according to time; firstly, acquiring the starting time of the animation and the total duration of playing the animation;
s4.2, obtaining the current time of playing the animation, calculating the time difference between the current time and the starting time, dividing the time difference by the total duration of playing the animation to obtain a percentage value of time, namely the animation progress.
Meanwhile, the step S4 further comprises the step of calculating the animation progress according to the frame number, and the specific steps are as follows:
s4.3, obtaining the starting frame number of the animation and the total frame number of the played animation;
s4.4, obtaining the current frame number of the played animation, calculating the frame number difference value between the current frame number and the starting frame number, dividing the frame number difference value by the total frame number of the played animation to obtain a percentage value of the frame number, namely the animation progress.
In the step S5, according to the animation progress and the key frame switching speed curve, the animation change attribute of the current progress time point is calculated, and the specific method is as follows:
according to the animation progress, searching two key frames closest to the animation progress on the key frame switching speed curve, and determining coordinate values of the key frames on the curve according to the time positions of the two key frames obtained by searching;
and calculating to obtain the attribute change value of the current progress time point through an interpolation algorithm according to the coordinate values of the key frames and the animation progress.
In this embodiment, by adopting a bezier curve interpolation algorithm, a point corresponding to a corresponding position of a current progress time point of a bezier curve is calculated, and a calculation formula is as follows:
,
wherein t is animation progress, P 0 、P 1 、P 2 、P 3 The starting point, key frame one, key frame two and ending point of the curve respectively.
The animation state of the current time point t is calculated through B (t) in the Bezier curve interpolation algorithm formula, and the attribute value of the point is used for representing the attribute change of the progress in time.
When the attribute change value of the current progress time point is calculated, the step S6 updates the animation state according to the obtained animation change attribute of the current progress time point, where the attribute change value includes the position, size and color of the animation change, and updates the attribute of the animation through a Transform (deformation) component of the three-dimensional engine.
As a specific embodiment, the method realizes updating the animation state for each frame or each animation segment according to the animation progress after updating the animation state at the current progress time point through step S7, thereby realizing a smooth animation effect,
specifically, if the animation progress is smaller than 1, repeating the steps S4 to S6, calculating animation change attributes of the current progress time point according to the animation progress and a key frame switching speed curve, and updating the animation state;
and if the animation progress is equal to 1, ending playing the animation.
In addition, the application also provides a nonlinear animation regulation system based on the three-dimensional engine, which comprises the following steps:
the state determining module is used for determining animation fragments needing to be regulated and controlled in the animation, and determining the starting state and the ending state of attribute change in the animation fragments;
the key frame module is used for determining the positions and the quantity of key frames to be regulated and controlled based on the starting state and the ending state of the attribute change; according to the starting state and the ending state of the animation segment, key frames are added at the starting position and the ending position of the attribute change respectively; determining the time position of each attribute change in an animation time line based on a preset animation effect to be expressed according to the attribute change of an animation object between the starting state and the ending state of an animation fragment, and adding a key frame at the time position;
the curve definition module is used for defining the curve shape of each key frame switching speed curve according to the determined key frame positions and the number; defining a Curve shape according to the determined positions and the number of key frames through an Animation Curve (Animation Curve) of the three-dimensional engine, and defining a complex Curve shape through adjusting a tangent control handle of the key frames and selecting different interpolation modes;
the animation progress module is used for calculating and obtaining the animation progress according to the time and the frame number of the animation fragments;
the attribute calculation module is used for calculating the animation change attribute of the current progress time point according to the animation progress and the key frame switching speed curve; calculating to obtain an attribute change value of the current progress time point through an interpolation algorithm according to the coordinate values of the key frames and the animation progress;
and the updating module is used for updating the animation state according to the obtained animation change attribute of the current progress time point.
The change speed of the animation is defined through the curve, the switching speed of the key frames is controlled, the change process of the animation can be controlled more flexibly, the animation effect is smoother and more natural, and different speeds and change effects can be applied at different stages of the animation; and by adjusting the shape of the curve and the number of key frame positions, different changing effects such as acceleration, deceleration, buffering and the like can be realized; meanwhile, the curve can be shared and reused by a plurality of animations, so that workload and code redundancy can be reduced, and development efficiency is improved.
Claims (10)
1. A nonlinear animation regulation and control method based on a three-dimensional engine is characterized by comprising the following steps:
s1, determining animation fragments to be regulated and controlled in an animation, and determining the starting state and the ending state of attribute change in the animation fragments;
s2, determining the positions and the number of key frames to be regulated and controlled based on the starting state and the ending state of the attribute change;
s3, defining the curve shape of each key frame switching speed curve according to the determined key frame positions and the number;
s4, calculating and obtaining an animation progress;
s5, calculating animation change attributes of the current progress time point according to the animation progress and the key frame switching speed curve;
s6, updating the animation state according to the obtained animation change attribute of the current progress time point.
2. The three-dimensional engine-based nonlinear animation regulation and control method according to claim 1, further comprising the step of repeating the steps S4 to S6 for animation segments to be regulated and controlled in the animation playing process, and updating the animation state following the animation progress until the animation playing process is finished.
3. The three-dimensional engine-based nonlinear animation regulation method according to claim 1, wherein the determining the positions and the number of key frames to be regulated in the step S2 comprises the following specific steps:
according to the starting state and the ending state of the animation segment, key frames are added at the starting position and the ending position of the attribute change respectively;
and determining the time position of each attribute change in the animation time line based on the preset animation effect to be expressed according to the attribute change of the animation object between the starting state and the ending state of the animation fragment, and adding a key frame at the time position.
4. The three-dimensional engine-based nonlinear animation regulation method according to claim 1, wherein in the step S3, a curve shape is defined by an animation curve function of the three-dimensional engine according to the determined key frame positions and the determined number.
5. The method according to claim 4, wherein the step S3 is further to define a curve shape by adjusting a tangential control handle of the key frame and selecting different interpolation modes.
6. The three-dimensional engine-based nonlinear animation regulation method according to claim 1, wherein the step S5 is to calculate the animation change attribute of the current progress time point, and the specific method is as follows:
and calculating to obtain the attribute change value of the current progress time point through an interpolation algorithm according to the coordinate values of the key frames and the animation progress.
7. The three-dimensional engine-based nonlinear animation regulation method according to claim 6, wherein the coordinate values of the key frames are obtained by searching two key frames closest to the animation progress on the key frame switching speed curve according to the animation progress, and determining the coordinate values of the key frames on the curve according to the time positions of the two key frames obtained by searching.
8. The three-dimensional engine-based nonlinear animation control method according to claim 1, wherein step S4 obtains an animation progress through time or frame number calculation.
9. The three-dimensional engine-based nonlinear animation regulation method according to claim 1, wherein the step S6 updates the animation state through a morphing component of the three-dimensional engine.
10. A three-dimensional engine-based nonlinear animation regulation system, comprising:
the state determining module is used for determining animation fragments needing to be regulated and controlled in the animation, and determining the starting state and the ending state of attribute change in the animation fragments;
the key frame module is used for determining the positions and the quantity of key frames to be regulated and controlled based on the starting state and the ending state of the attribute change;
the curve definition module is used for defining the curve shape of each key frame switching speed curve according to the determined key frame positions and the number;
the animation progress module is used for calculating and acquiring animation progress;
the attribute calculation module is used for calculating the animation change attribute of the current progress time point according to the animation progress and the key frame switching speed curve;
and the updating module is used for updating the animation state according to the obtained animation change attribute of the current progress time point.
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