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CN-122023608-A - Skeletal animation generation method and system

CN122023608ACN 122023608 ACN122023608 ACN 122023608ACN-122023608-A

Abstract

The embodiment of the specification provides a bone animation generation method and a system, wherein the bone animation generation method comprises the steps of obtaining a virtual bone of a virtual object and a grid model corresponding to the virtual bone, mapping positioning points corresponding to the virtual bone on the grid model based on azimuth data of the virtual bone, playing the grid model animation to obtain first-type driving data and second-type driving data of the positioning points, controlling the virtual bone to rotate based on the first-type driving data, and controlling the virtual bone to displace based on the second-type driving data to obtain the virtual bone animation. On the premise of not relying on manual binding and not losing physical details of the flexible object, the automatic lossless mapping from the physical model vertex animation to the engine skeleton animation is realized, the manual requirement of work is reduced, the skeleton animation manufacturing efficiency and quality are improved, and the method can be widely applied to the field of digital culture product manufacturing software.

Inventors

  • FENG ZIYU
  • MENG YAN

Assignees

  • 珠海金山数字网络科技有限公司

Dates

Publication Date
20260512
Application Date
20260130

Claims (11)

  1. 1. A method for generating bone animation, comprising: obtaining a virtual skeleton of a virtual object and a grid model corresponding to the virtual skeleton; Mapping positioning points corresponding to the virtual bones on the grid model based on the azimuth data of the virtual bones; playing the grid model animation to obtain first-type driving data and second-type driving data of the positioning points; And controlling the virtual skeleton to rotate based on the first type of driving data, and controlling the virtual skeleton to displace based on the second type of driving data to obtain a virtual skeleton animation.
  2. 2. The method according to claim 1, wherein the azimuth data of the virtual skeleton includes a rotation direction, and the mapping, based on the azimuth data of the virtual skeleton, of locating points corresponding to the virtual skeleton on the grid model includes: mapping and obtaining a rotation positioning point corresponding to the virtual skeleton on the grid model based on the rotation direction of the virtual skeleton; Determining a displacement positioning point corresponding to the virtual skeleton based on the position relation between the rotation positioning points; the playing of the mesh model animation, obtaining the first type driving data and the second type driving data of the positioning point, includes: And playing the grid model animation, obtaining first-class driving data based on the rotating positioning points, and obtaining second-class driving data based on the displacement positioning points.
  3. 3. The method of claim 2, wherein the positional data of the virtual bone further comprises bone length, the rotational direction comprises an axial rotational direction and a lateral rotational direction, and the rotational anchor point comprises an axial rotational anchor point and a lateral rotational anchor point; the mapping, based on the rotation direction of the virtual skeleton, to obtain rotation positioning points corresponding to the virtual skeleton on the grid model includes: mapping the axial rotation positioning points corresponding to the virtual bones on the grid model according to the bone lengths of the virtual bones along the axial rotation direction; and mapping the transverse rotation positioning points corresponding to the virtual bones on the grid model according to the bone widths of the virtual bones along the transverse rotation direction.
  4. 4. A method according to any one of claims 2-3, wherein said mapping on the mesh model based on the rotation direction of the virtual bone to obtain a rotation anchor point corresponding to the virtual bone comprises: and along the rotation direction of the virtual skeleton, in the normal direction of the grid model, mapping according to a preset mapping distance to obtain a rotation positioning point corresponding to the virtual skeleton.
  5. 5. The method of claim 1, further comprising, after mapping the location points corresponding to the virtual bones on the grid model based on the azimuth data of the virtual bones: responding to a constraint releasing instruction, and eliminating positioning points corresponding to the virtual bones; receiving an adjustment instruction of a virtual skeleton, wherein the adjustment instruction carries a first type of adjustment parameter and/or a second type of adjustment parameter; And controlling the virtual skeleton to rotate based on the first type of adjustment parameters, and/or controlling the virtual skeleton to displace based on the second type of adjustment parameters, so as to obtain a virtual skeleton animation.
  6. 6. The method of claim 1, wherein the mesh model animation includes a plurality of animation frames, the second type of driving data includes abnormal jump data and abnormal jitter data, the abnormal jump data is second type of driving data with jump parameters, the abnormal jitter data is second type of driving data with jump parameters, and after the playing the mesh model animation, obtaining the first type of driving data and the second type of driving data of the anchor point, the method further includes: determining second-type driving data of an animation frame adjacent to the animation frame corresponding to the abnormal jump data and/or the abnormal jitter data as repair data; And adjusting the parameters of the abnormal jump data and/or the abnormal jitter data based on the parameter average value of the repair data to obtain the repaired second-class driving data.
  7. 7. The method of claim 1, further comprising, after the obtaining the virtual skeleton of the virtual object and the mesh model corresponding to the virtual skeleton: dividing the grid model into a plurality of grid sub-models; Based on the position relation among the grid sub-models, respectively setting corresponding collision priorities for the grid sub-models; the playing of the mesh model animation comprises the following steps: and playing the mesh model animation based on the collision priority simulation corresponding to the plurality of mesh sub-models.
  8. 8. The skeletal animation generation system is characterized by comprising a model acquisition module, a positioning point mapping module, a driving acquisition module and an animation acquisition module; the model acquisition module is used for acquiring a virtual skeleton of a virtual object and a grid model corresponding to the virtual skeleton; The positioning point mapping module is used for mapping the positioning points corresponding to the virtual bones on the grid model based on the azimuth data of the virtual bones; The driving acquisition module is used for playing the animation of the grid model and acquiring first-type driving data and second-type driving data of the positioning points; the animation acquisition module is used for controlling the virtual skeleton to rotate based on the first type of driving data and controlling the virtual skeleton to displace based on the second type of driving data so as to obtain a virtual skeleton animation.
  9. 9. A computing device, comprising: A memory and a processor; the memory is adapted to store a computer program/instruction, the processor being adapted to execute the computer program/instruction, which when executed by the processor performs the steps of the method according to any one of claims 1 to 7.
  10. 10. A computer-readable storage medium, characterized in that a computer program/instruction is stored, which, when executed by a processor, carries out the steps of the method according to any one of claims 1 to 7.
  11. 11. A computer program product comprising computer programs/instructions which, when executed by a processor, implement the steps of the method of any of claims 1 to 7.

Description

Skeletal animation generation method and system Technical Field The embodiment of the specification relates to the technical field of digital cultural product manufacturing software, in particular to a bone animation generation method and a bone animation generation system. Background In the field of three-dimensional content production, in particular to a pipeline of film and video industry and a pipeline of game industry, dynamic simulation of cloth is a key link for representing the sense of reality of flexible objects such as character clothing, flags, ribbons and the like. The current mainstream digital content creation tool relies on a simulation scheme based on vertex physics, which outputs frame-by-frame displacement data of high-density grid vertices, and has interaction barriers with a skeleton-driven animation paradigm on which a game engine depends, although the physical precision is high and the parameter adjustment is visual. The traditional conversion flow converts the simulation motion of the grid model into a bone-driven animation by the processes of vertex baking, bone binding, manual inverse kinematics (IK, forward kinematics) adjustment and key frame refinement, but the scheme relies on a large amount of manual intervention and lacks automatic mapping logic. Thus, there is a need for an automated lossless mapping of physics engine-based vertex animation data into skeletal-driven animations without loss of flexible object physical semantics. Disclosure of Invention In view of this, the present embodiment provides a bone animation generation method. One or more embodiments of the present specification are also directed to a bone animation generation system, a computing device, a computer-readable storage medium, and a computer program product that address the shortcomings of the prior art. According to a first aspect of embodiments of the present specification, there is provided a skeletal animation generating method, including: Obtaining a virtual skeleton of a virtual object and a grid model corresponding to the virtual skeleton; Mapping positioning points corresponding to the virtual bones on the grid model based on the azimuth data of the virtual bones; Playing the grid model animation to obtain first-type driving data and second-type driving data of positioning points; and controlling the virtual skeleton to rotate based on the first type of driving data, and controlling the virtual skeleton to displace based on the second type of driving data to obtain the virtual skeleton animation. According to a second aspect of embodiments of the present specification, there is provided a skeletal animation generating system comprising: the model acquisition module is used for acquiring a virtual skeleton of the virtual object and a grid model corresponding to the virtual skeleton; The positioning point mapping module is used for mapping the positioning points corresponding to the virtual bones on the grid model based on the azimuth data of the virtual bones; The drive acquisition module is used for playing the animation of the grid model and acquiring first-class drive data and second-class drive data of positioning points; And the animation acquisition module is used for controlling the virtual skeleton to rotate based on the first type of driving data and controlling the virtual skeleton to displace based on the second type of driving data so as to obtain the virtual skeleton animation. According to a third aspect of embodiments of the present specification, there is provided a computing device comprising: A memory and a processor; the memory is used for storing computer programs/instructions, and the processor is used for executing the computer programs/instructions, and the computer programs/instructions realize the steps of the bone animation generation method when being executed by the processor. According to a fourth aspect of embodiments of the present specification, there is provided a computer readable storage medium storing a computer program/instruction which, when executed by a processor, implements the steps of the bone animation generation method described above. According to a fifth aspect of embodiments of the present specification, there is provided a computer program product comprising computer programs/instructions which, when executed by a processor, implement the steps of the bone animation generation method described above. The skeleton animation generation method comprises the steps of obtaining a virtual skeleton of a virtual object and a grid model corresponding to the virtual skeleton, mapping positioning points corresponding to the virtual skeleton on the grid model based on azimuth data of the virtual skeleton, playing the grid model animation to obtain first-type driving data and second-type driving data of the positioning points, controlling the virtual skeleton to rotate based on the first-type driving data, and controlling the virtual skeleton to displace based o