WO2023273134A1 - Procédé et appareil de génération d'animation de jeu, support de stockage et dispositif informatique - Google Patents

Procédé et appareil de génération d'animation de jeu, support de stockage et dispositif informatique Download PDF

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Publication number
WO2023273134A1
WO2023273134A1 PCT/CN2021/133604 CN2021133604W WO2023273134A1 WO 2023273134 A1 WO2023273134 A1 WO 2023273134A1 CN 2021133604 W CN2021133604 W CN 2021133604W WO 2023273134 A1 WO2023273134 A1 WO 2023273134A1
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WIPO (PCT)
Prior art keywords
data
climbing
node
model
force
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PCT/CN2021/133604
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English (en)
Chinese (zh)
Inventor
颜廷超
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完美世界(北京)软件科技发展有限公司
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Publication of WO2023273134A1 publication Critical patent/WO2023273134A1/fr

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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/52Controlling the output signals based on the game progress involving aspects of the displayed game scene
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
    • G06T13/00Animation
    • G06T13/203D [Three Dimensional] animation

Definitions

  • the present invention relates to the field of data technology, in particular to a method and device for generating game animation, a storage medium, and computer equipment.
  • a construction module configured to determine a target fulcrum of the main body model, and construct an auxiliary model of the main body model at the target fulcrum.
  • a computer device including a memory, a processor, and computer programs/instructions stored on the memory, and the processor implements the computer program/instruction described in the first aspect above when executing the computer program/instruction. method steps.
  • a method for generating a game animation includes: Step 101 , Step 102 and Step 103 .
  • the node data and sub-node data are connected to generate the main model of the climbing object. Since when generating child nodes, nodes of each level can be iterated layer by layer based on a root node, and each node can be used as a child node of the previous level or as a parent node of the next level. Therefore, connecting at least one node with the child node node, the main model of the climbing object can be obtained. For game animation content such as various scenes or accessories in the game engine, it can be constructed through a data model. Therefore, based on the connection between node data and sub-node data, the main model of the climbing object can be established. For example, if the climbing object is a vine, and the main model is a branch model constructed based on node data and sub-node data.
  • the target fulcrum is determined based on the main body model, so as to construct the attachment at the target fulcrum. model to achieve realistic climbing effects.
  • the subsidiary model is an object model that grows or extends based on the main model.
  • the main model is a vine branch model
  • the subsidiary model can be a leaf model.
  • the main model is a skill lightning trunk model
  • the subsidiary model can be a skill lightning branch
  • the model is not specifically limited in the embodiment of the present invention.
  • the target fulcrum is the position point on the main body model that extends the subsidiary model in different directions.
  • the game engine renders the theme model and the subsidiary models constructed at each target fulcrum of the main body model to generate the animation of the climbing object.
  • the theme model is constructed based on at least one node and its corresponding child nodes, the theme model can be an animation of the growth of a vine branch, or a growth animation of a complete vine branch.
  • rendering according to the growth relationship between each node and child nodes. For example, node position, growth child node time are rendered as climbing order.
  • step 1023 if the probability value is greater than a preset probability threshold, it is determined that the vertex data is the target fulcrum.
  • an auxiliary model of the main body model is constructed at the target fulcrum, which specifically includes: step 1024 and step 1025 .
  • the adsorption force data is used as the maximum adsorption distance based on all the faces of the scene object model Mesh, and the MaxAdhesionDistance value of the position closest to the triangle surface projection point and the current node is used as the adsorption force data.
  • the target fulcrum follow the reverse direction of the adsorption force data, that is, the vertical main body model outwards and draw a line at the target fulcrum.
  • the tangent direction of the main model can be determined, and then a polygon is formed as the first polygonal model body.
  • the direction Tangent vector determines a polygon corresponding to the target fulcrum, preferably a quadrilateral, to obtain the first polygonal model body, and converts it in combination with characteristic parameters to obtain an auxiliary model, which is not specifically limited in the embodiment of the present invention.
  • step 101 generates the main body model of the climbing object by connecting the node data and the sub-node data, specifically including: linearizing the node data and the sub-node data connected, and obtain the main body model through three-dimensional scanning of the linearly connected line segments; or, linearly connect the node data and sub-node data, and configure the linearly connected second polygonal model body through the defined In at least one line segment, the body model is synthesized.
  • the initial numerical definition of the node data as the root node is carried out, so as to select a suitable climbing starting point.
  • the operation behavior is determined, which is not specifically limited in this embodiment of the present invention.
  • the nodes are affected by force based on a virtual growth force, so as to obtain the sub-nodes corresponding to the nodes during the climbing process.
  • the growth force data is used In order to represent the data that drives the node data to climb according to different force magnitudes and different force directions.
  • the growth force data includes the main direction force data, random force data, adsorption force data, and gravity data.
  • the force data and the main direction force data, Random force data, adsorption force data, and gravity data are in the same coordinate system, so that the node data is force-driven based on the growth force data.
  • the growth force data includes main direction force data, random force data, adsorption force data, and gravity data
  • step 202 is based on the growth force data.
  • the data is driven by force to obtain the child node data of the climbing object, which specifically includes: Step 2021 , Step 2022 and Step 2023 .
  • the node state is used to represent the state of the node data generating sub-node data
  • the climbing state is used to represent whether the node of the climbing object is in the climbing process, because the node state and the climbing state both represent the current node for climbing The state during the climbing process. Therefore, after each force-driven data in the node data or at the same time, it is necessary to determine the node state and/or climbing state in the node data.
  • the second generation unit is configured to transform the first polygonal model volume into an auxiliary model according to the characteristic parameters.
  • the scanning unit it is used to linearly connect the node data and sub-node data, and obtain the main body model through three-dimensional scanning of the linearly connected line segments; or, the configuration unit is used to perform linear connection on the node data and sub-nodes
  • the data are linearly connected, and the defined second polygonal model volume is arranged in at least one line segment after the linear connection to synthesize the main body model.
  • the driving module is used to force-drive the node data based on the growth force data to obtain the sub-node data of the climbing object, and the growth force data is used to represent and drive the node data according to different force levels Climbing data in different directions of force.
  • the obtaining unit is used to obtain the main force direction data, random force data, gravity data and adsorption force data.
  • the node data includes node status, climbing status, and force data
  • the device further includes: a first determining module, a judging module and a second determining module.
  • FIG. 12 schematically shows a computer device that can implement the method for generating game animation according to an embodiment of the present invention
  • the computer device includes a processor 1210 and a storage medium in the form of a memory 1220 .
  • the memory 1220 is an example of a storage medium having a storage space 1230 for storing computer programs/instructions 1231 .
  • the computer program/instruction 1231 is executed by the processor 1210, various steps in the method for generating game animation described above can be realized.
  • Storage media includes permanent and non-permanent, removable and non-removable media.
  • Information storage can be realized by any method or technology.
  • Information may be computer readable instructions, data structures, modules of a program, or other data.
  • Examples of computer storage media include, but are not limited to, phase change memory (PRAM), static random access memory (SRAM), dynamic random access memory (DRAM), other types of random access memory (RAM), read only memory (ROM), Electrically Erasable Programmable Read-Only Memory (EEPROM), Flash memory or other memory technology, Compact Disc Read-Only Memory (CD-ROM), Digital Versatile Disc (DVD) or other optical storage, Magnetic cassettes, disk storage, quantum memory, graphene-based storage media or other magnetic storage devices or any other non-transmission media that can be used to store information that can be accessed by computing devices.
  • PRAM phase change memory
  • SRAM static random access memory
  • DRAM dynamic random access memory
  • RAM random access memory
  • ROM read only memory
  • EEPROM Electrically Erasable

Abstract

La présente invention divulgue un procédé et un appareil de génération d'animation de jeu, un support de stockage, et un dispositif informatique. Le procédé consiste à : obtenir des données de nœud et des données de nœud enfant d'un objet d'escalade, et connecter les données de nœud aux données de nœud enfant pour générer un modèle de corps principal de l'objet d'escalade, les données de nœud étant utilisées pour représenter un état d'escalade de l'objet d'escalade fixé à un objet dans une scène de jeu, et les données de nœud enfant étant déterminées sur la base des données de nœud; déterminer un point d'appui cible du modèle de corps principal, et construire un modèle d'accessoire du modèle de corps principal au niveau du point d'appui cible; et rendre le modèle de corps principal de l'objet d'escalade et le modèle d'accessoire pour générer une animation de l'objet d'escalade. Le procédé est principalement utilisé pour générer une animation de jeu.
PCT/CN2021/133604 2021-06-29 2021-11-26 Procédé et appareil de génération d'animation de jeu, support de stockage et dispositif informatique WO2023273134A1 (fr)

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CN202110727441.1A CN113457136B (zh) 2021-06-29 2021-06-29 游戏动画的生成方法及装置、存储介质、终端
CN202110727441.1 2021-06-29

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CN113457136B (zh) * 2021-06-29 2022-05-31 完美世界(北京)软件科技发展有限公司 游戏动画的生成方法及装置、存储介质、终端

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