Action resource style conversion method and system

文档序号:1954830 发布日期:2021-12-10 浏览:9次 中文

阅读说明:本技术 一种动作资源风格转换方法及系统 (Action resource style conversion method and system ) 是由 刘德建 温荣泉 陈宏展 于 2021-08-25 设计创作,主要内容包括:本发明提供了一种动作资源风格转换方法,所述方法基于角色数据来生成新风格动作资源,所述方法为:输入角色数据,碰撞体管理模块将基于角色数据生成贴合角色模型的角色部件碰撞体集合;动作资源处理模块读取动作资源帧数据加入动作资源帧数据队列中;通过碰撞检测模块检测碰撞体管理模块中角色部件的碰撞情况,计算角色部件骨骼节点的目标位置;通过反向运动模块计算碰撞检测模块中角色部件骨骼节点目标位置并计算关联骨骼节点的目标位置;通过肌肉空间模块根据角色数据生成角色肌肉空间;判断动作资源帧数据队列中是否还有其他动作资源帧数据;本发明能够通过对角色数据的识别生成更贴合当前角色的新风格动作资源风格类型。(The invention provides an action resource style conversion method, which generates new style action resources based on role data, and comprises the following steps: inputting role data, and generating a role component collision body set attached to a role model based on the role data by a collision body management module; the action resource processing module reads action resource frame data and adds the action resource frame data into an action resource frame data queue; detecting the collision condition of the role component in the collision body management module through a collision detection module, and calculating the target position of the skeleton node of the role component; calculating the target position of the skeleton node of the role component in the collision detection module through a reverse motion module and calculating the target position of the related skeleton node; generating a role muscle space according to the role data through a muscle space module; judging whether other action resource frame data exist in the action resource frame data queue; the invention can generate a new style action resource style type more fitting the current role by identifying the role data.)

1. An action resource style conversion method is characterized in that: the method generates new style action resources based on role data, and comprises the following steps:

inputting role data, generating a role component collision body set attached to a role model based on the role data by a collision body management module, identifying the role data, and selecting a collision body type matched with each role component;

inputting action resources, wherein the action resource processing module reads action resource frame data, adds the action resource frame data into an action resource frame data queue, reads an action resource frame data from the action resource frame data queue and applies the action resource frame data to a new style role;

detecting the collision condition of the role component in the collision body management module through a collision detection module, and calculating the target position of the skeleton node of the role component;

calculating the target position of the skeleton node of the role component in the collision detection module through a reverse motion module and calculating the target position of the related skeleton node;

generating a role muscle space according to the role data through a muscle space module, updating the muscle space data according to the target position of the skeleton node in the reverse motion module, and driving the role skeleton node to move, present and record action resource frame data adaptive to the current new style role;

and judging whether other action resource frame data exist in the action resource frame data queue or not, if so, generating a new style action resource through the action resource processing module, and if not, reading one action resource frame data from the action resource frame data queue and applying the action resource frame data to a new style role to realize generation of the new style action resource through the role data.

2. The method of claim 1, wherein the method comprises: the collision body management module can generate a role component collision body set attached to a role model based on role data, and specifically comprises the following steps: step S11, inputting role data, reading role skeleton nodes, judging whether a role skeleton node queue is empty, if so, completing the generation of a role component collision body set; if not, reading a skeleton node from the role skeleton node queue; step S12, judging whether the read skeleton node is a role component skeleton node, if yes, acquiring the related component skeleton node information of the role component skeleton node, and adding all role related component skeleton nodes into a role related component skeleton node queue; if not, judging whether other role skeleton nodes exist in the role skeleton node queue or not; step S13, judging whether other role skeleton nodes exist in the role skeleton node queue, if yes, reading a skeleton node from the role skeleton node queue, and if not, completing the generation of a role component collision body set; step S14, judging whether the role-associated component skeleton node queue is empty, if yes, judging whether other skeleton nodes exist in the role-associated component skeleton node queue, if not, reading a role-associated component skeleton node from the role-associated component skeleton node queue; step S15, vertex and vertex weight data associated by the role skeleton nodes and the role associated component skeleton nodes in the role skin data are obtained and added into a vertex data queue, and the vertex data of the role skeleton node type reserved weight corresponding to the Xiaoyu is deleted from the vertex data queue; step S16, deleting scattered invalid vertex data from the vertex data queue, creating a collision body of the type of the collision body corresponding to the role skeleton node, calculating and setting the central position of the collision body based on the role skeleton node and the role-associated component skeleton node data; step S17, calculating and setting the size of the collision body and other collision body parameters based on the vertex data queue, adding the created collision body into the role component collision body set, judging whether other role-associated component skeleton nodes exist in the role-associated component skeleton node queue, if so, reading a role-associated component skeleton node from the role-associated component skeleton node queue, and if not, judging whether other role skeleton nodes exist in the role skeleton node queue.

3. The method of claim 1, wherein the method comprises: the action resource processing module can analyze the role action resource into an action resource frame data queue, and specifically comprises the following steps: step S21, inputting action resources, and creating an action resource frame data queue; step S22, acquiring the total frame number of role action resources, and recording the current frame number as 0; step S23, judging whether the current frame number is less than the total frame number of the role action resource, if yes, applying the current frame state of the action resource, and if not, returning to the action resource frame data queue; step S24, adding the active resource data of the current frame into the action resource frame data queue, adding 1 to the current frame number, and continuously judging whether the current frame number is less than the total action resource frame number.

4. The method of claim 1, wherein the method comprises: the action resource processing module generates a new style action resource through an action resource frame data queue matched with the current style model, and specifically comprises the following steps: step S31, inputting an action resource frame data queue adapted to the current role style model, and recording the action resource frame data queue as a new action resource frame data queue; step S32, creating a new action resource, judging whether the new action resource frame data queue is empty, if yes, finishing the generation of the new style action resource, and if not, reading an action resource frame data from the new action resource frame data queue; step S33, writing the data in the current action resource frame data into the role action resource, judging whether other action resource frame data exist in the new action resource frame data queue, if yes, reading one action resource frame data from the new action resource frame data queue, and if not, reading the frame data action curve queue of the new action resource; step S34, judging whether the frame data action curve queue is empty, if yes, finishing the generation of new style action resources, and if not, reading a frame data action curve from the frame data action curve queue; step S35, fitting the frame data on the frame data action curve with a quadratic Bezier curve according to a straight line to obtain a key frame data action curve, and rewriting the key frame data action curve into a new action resource; and step S36, judging whether other frame data action curves exist in the frame data action curve queue, if yes, reading a one-hop frame data action curve from the frame data action curve queue, and if not, finishing the generation of the new style action resource.

5. The method of claim 1, wherein the method comprises: the collision body detection module is used for realizing the calculation of the target position of the skeletal node of the role component by detecting the collision condition of the collision body in the set of the role component collision bodies, and specifically comprises the following steps: step S41, inputting the role data of playing action gesture, reading the role component information, and adding all role components into the role component queue; step S42, judging whether the role component is empty, if yes, finishing the calculation of the target position of the role component skeleton node, if not, judging whether the previous frame of role component collision volume set data is empty; step S43, judging whether the previous frame of character component collision volume set data is empty, if yes, recording the current frame of character component collision volume set data as the previous frame of character component collision volume set data, completing the target position calculation of the skeleton node of the character component, and if not, reading a character component from the character component queue; step S44, acquiring collision body set data of the role component, and sequentially adding collision body queues from a root collision body to a tail end collision body; step S45, judging whether the collision body queue is empty, if yes, judging whether other role components exist in the role component queue, if not, reading a collision body from the collision body queue; step S46, judging whether other role components exist in the role component queue, if yes, reading a role component from the role component queue, and if not, recording the baffle-ring role component collision volume set data as the previous frame role component collision volume set data; step S47, collision detection is carried out on the collision body and the collision bodies of the non-current character part in the collision body set data of the previous frame of character parts one by one; step S48, judging whether a collision body set is generated, if so, moving the tail end node associated with the current collision body to an upper frame position until no collision is generated, recording whether the target position of the tail end node associated with the current collision body is the position of the current tail end node, and recording the target position of the tail end node associated with the current collision body as the position of the current tail end node; step S49, determining whether there are any other collision volumes in the collision volume queue, if yes, reading one collision volume from the collision volume queue, and if no, determining whether there are any other role components in the role component queue.

6. The method of claim 1, wherein the method comprises: the reverse motion module calculates the target position of the associated bone node, and specifically comprises the following steps: step S51, inputting the role data of playing action gesture and the target position of the role component skeleton node, reading the role component information, and adding all role components into the role component queue; step S52, judging whether the role component queue is empty, if yes, finishing the calculation of the target position of the related skeleton node, if not, judging whether the target position set data of the skeleton node of the previous frame of role component is empty; step S53, judging whether the target position set data of the skeleton node of the previous frame of the role component is empty, if so, recording that the target position set data of the skeleton node of the role component is the target position set data of the skeleton node of the previous frame of the role component, finishing the calculation of the target position of the associated skeleton node, if not, reading a role component from the role component queue, recording that the action execution proportion of the current role component is 100 percent, acquiring the skeleton node data of the role component, and sequentially adding the skeleton node queue from the tail end skeleton node to the root skeleton node; step S54, judging whether the skeleton node queue is empty, if yes, judging whether other role components exist in the role component queue, if not, reading a skeleton node from the skeleton node queue, acquiring the current position, the target position and the previous frame position of the skeleton node, and calculating the proportion of the target position from the previous frame position to the current position; step S55, judging whether other role components exist in the role component queue, if yes, reading a role component from the role component queue, and if not, recording the target position set data of the role component skeleton node as the target position set data of the previous frame of role component skeleton node; step S56, judging whether the current proportion is smaller than the action execution proportion of the current role component, if yes, updating the action execution proportion of the current role component to be the current proportion, and if not, moving the target position to the action execution proportion of the current role component from the previous frame position; and step S57, judging whether other bone nodes exist in the bone node queue, if so, reading one bone node from the bone node queue, and if not, judging whether other role components exist in the role component queue.

7. The method of claim 1, wherein the method comprises: the muscle space module generates a role muscle space according to the role data, and specifically comprises the following steps: step S61, inputting role data, creating a default role muscle space instance, reading role skeleton node information, and adding all role skeleton nodes into a skeleton node queue; step S62, judging whether the skeleton node queue is empty, if yes, finishing the generation of role muscle space, and if not, reading a role skeleton node from the skeleton node queue; step S63, judging whether the role skeleton node is a role component skeleton node, if yes, obtaining the rotatable range of the role component skeleton node, adding the role component skeleton node information and the rotatable range into a component skeleton node queue of a role muscle space, and if not, judging whether other skeleton nodes exist in the skeleton node queue; and step S64, judging whether other skeleton nodes exist in the skeleton node queue, if so, reading a role skeleton node from the skeleton node queue, and if not, finishing the generation of the role muscle space.

8. The method of claim 1, wherein the method comprises: the muscle space module updates muscle space data according to the target position of the skeleton node, and specifically comprises the following steps: step S71, inputting role skeleton node target position data, reading role skeleton node data, and adding all role skeleton nodes into a skeleton node queue; step S72, judging whether the skeleton node queue is empty, if yes, finishing the role muscle space data updating, and if not, reading a role skeleton node from the skeleton node queue; step S73, judging whether the role skeleton node is a role component skeleton node, if yes, acquiring a father skeleton node related to the role component skeleton node, if not, marking the current role skeleton node as processed, and removing the current skeleton node from the skeleton node queue; step S74, judging whether the father skeleton node is in the skeleton node queue, if yes, moving the current role skeleton node to the last position of the skeleton node queue, if not, judging whether the father skeleton node has more than one directly-associated child component skeleton node; step S75, judging whether role skeleton nodes exist in the skeleton node queue, if yes, moving the current role skeleton node to the last position of the skeleton node queue, and if not, finishing the role muscle space data updating; step S76, judging whether the father skeleton node has more than one directly-associated child component skeleton node, if so, marking the current role skeleton node as processed, if not, calculating a rotation angle required by the father skeleton node to transfer the role skeleton node towards a target position, and reading a rotatable range recorded by the father skeleton node in the component skeleton node queue; and step S77, judging whether the rotation angle is in the rotatable range, if so, rotating the father skeleton node by the corresponding rotation angle, recording the rotation angle of the father skeleton node into the current rotation angle queue of the skeleton node, marking the current skeleton node as processed, and if not, obtaining the closest rotation angle in the rotatable range and rotating the father skeleton node by the corresponding rotation angle.

9. The method of claim 1, wherein the method comprises: the muscle space module drives the role skeleton node to move to obtain and record action resource frame data matched with the current style model, and the method specifically comprises the following steps: step S81, muscle space data are input, and skeleton node data in the current rotation angle queue of the role skeleton nodes are read and added into a skeleton node queue; step S82, judging whether the skeleton node queue is empty, if yes, obtaining action resource frame data adapted to the current style model, recording the obtained action resource frame data, if not, reading a role skeleton node from the skeleton node queue, rotating the current skeleton node to the recorded current rotation angle, rotating the skeleton node position of a desired sub-component of the current role skeleton node around the current skeleton node position by the current rotation angle, and obtaining new positions of all sub-component skeleton node positions of the current role skeleton node; and step S83, judging whether other bone nodes exist in the bone node queue, if so, reading one bone node from the bone node queue, if not, obtaining action resource frame data matched with the current style model, recording the obtained action resource frame data, and ending the process.

10. The method of claim 1, wherein the method comprises: the character data includes, but is not limited to, character model mesh data, character skinning data, and character skeletal node data.

11. An action resource style conversion system, characterized by: the system comprises a server, wherein the server is provided with a collision body management module, an action resource processing module, a collision detection module, a reverse motion module and a muscle space module according to claim 1;

inputting role data, generating a role component collision body set attached to a role model based on the role data by a collision body management module, identifying the role data, and selecting a collision body type matched with each role component;

inputting action resources, wherein the action resource processing module reads action resource frame data, adds the action resource frame data into an action resource frame data queue, reads an action resource frame data from the action resource frame data queue and applies the action resource frame data to a new style role;

detecting the collision condition of the role component in the collision body management module through a collision detection module, and calculating the target position of the skeleton node of the role component;

calculating the target position of the skeleton node of the role component in the collision detection module through a reverse motion module and calculating the target position of the related skeleton node;

generating a role muscle space according to the role data through a muscle space module, updating the muscle space data according to the target position of the skeleton node in the reverse motion module, and driving the role skeleton node to move, present and record action resource frame data adaptive to the current new style role;

and judging whether other action resource frame data exist in the action resource frame data queue or not, if so, generating a new style action resource through the action resource processing module, and if not, reading one action resource frame data from the action resource frame data queue and applying the action resource frame data to a new style role to realize generation of the new style action resource through the role data.

12. An action resource style conversion system according to claim 11, characterized in that: the collision body management module can generate a role component collision body set attached to a role model based on role data, and specifically comprises the following steps: step S11, inputting role data, reading role skeleton nodes, judging whether a role skeleton node queue is empty, if so, completing the generation of a role component collision body set; if not, reading a skeleton node from the role skeleton node queue; step S12, judging whether the read skeleton node is a role component skeleton node, if yes, acquiring the related component skeleton node information of the role component skeleton node, and adding all role related component skeleton nodes into a role related component skeleton node queue; if not, judging whether other role skeleton nodes exist in the role skeleton node queue or not; step S13, judging whether other role skeleton nodes exist in the role skeleton node queue, if yes, reading a skeleton node from the role skeleton node queue, and if not, completing the generation of a role component collision body set; step S14, judging whether the role-associated component skeleton node queue is empty, if yes, judging whether other skeleton nodes exist in the role-associated component skeleton node queue, if not, reading a role-associated component skeleton node from the role-associated component skeleton node queue; step S15, vertex and vertex weight data associated by the role skeleton nodes and the role associated component skeleton nodes in the role skin data are obtained and added into a vertex data queue, and the vertex data of the role skeleton node type reserved weight corresponding to the Xiaoyu is deleted from the vertex data queue; step S16, deleting scattered invalid vertex data from the vertex data queue, creating a collision body of the type of the collision body corresponding to the role skeleton node, calculating and setting the central position of the collision body based on the role skeleton node and the role-associated component skeleton node data; step S17, calculating and setting the size of the collision body and other collision body parameters based on the vertex data queue, adding the created collision body into the role component collision body set, judging whether other role-associated component skeleton nodes exist in the role-associated component skeleton node queue, if so, reading a role-associated component skeleton node from the role-associated component skeleton node queue, and if not, judging whether other role skeleton nodes exist in the role skeleton node queue.

13. An action resource style conversion system according to claim 11, characterized in that: the action resource processing module generates a new style action resource through an action resource frame data queue matched with the current style model, and specifically comprises the following steps: step S31, inputting an action resource frame data queue adapted to the current role style model, and recording the action resource frame data queue as a new action resource frame data queue; step S32, creating a new action resource, judging whether the new action resource frame data queue is empty, if yes, finishing the generation of the new style action resource, and if not, reading an action resource frame data from the new action resource frame data queue; step S33, writing the data in the current action resource frame data into the role action resource, judging whether other action resource frame data exist in the new action resource frame data queue, if yes, reading one action resource frame data from the new action resource frame data queue, and if not, reading the frame data action curve queue of the new action resource; step S34, judging whether the frame data action curve queue is empty, if yes, finishing the generation of new style action resources, and if not, reading a frame data action curve from the frame data action curve queue; step S35, fitting the frame data on the frame data action curve with a quadratic Bezier curve according to a straight line to obtain a key frame data action curve, and rewriting the key frame data action curve into a new action resource; and step S36, judging whether other frame data action curves exist in the frame data action curve queue, if yes, reading a one-hop frame data action curve from the frame data action curve queue, and if not, finishing the generation of the new style action resource.

Technical Field

The invention relates to the technical field of role action style conversion, in particular to an action resource style conversion method and system.

Background

In the prior art, the optimization of production cost is limited in the production process of action resources, only the production cost of a small amount of basic action resources is reduced, and the fine adjustment part of the action resources also needs a large amount of art cost, so that the action resources cannot be automatically converted into new style action resources.

Disclosure of Invention

To overcome the above problems, it is an object of the present invention to provide a method capable of generating a new style action resource style type more suitable for a current character through recognition of character data.

The invention is realized by adopting the following scheme: an action resource style conversion method for generating a new style action resource based on character data, the method comprising:

inputting role data, generating a role component collision body set attached to a role model based on the role data by a collision body management module, identifying the role data, and selecting a collision body type matched with each role component;

inputting action resources, wherein the action resource processing module reads action resource frame data, adds the action resource frame data into an action resource frame data queue, reads an action resource frame data from the action resource frame data queue and applies the action resource frame data to a new style role;

detecting the collision condition of the role component in the collision body management module through a collision detection module, and calculating the target position of the skeleton node of the role component;

calculating the target position of the skeleton node of the role component in the collision detection module through a reverse motion module and calculating the target position of the related skeleton node;

generating a role muscle space according to the role data through a muscle space module, updating the muscle space data according to the target position of the skeleton node in the reverse motion module, and driving the role skeleton node to move, present and record action resource frame data adaptive to the current new style role;

and judging whether other action resource frame data exist in the action resource frame data queue or not, if so, generating a new style action resource through the action resource processing module, and if not, reading one action resource frame data from the action resource frame data queue and applying the action resource frame data to a new style role to realize generation of the new style action resource through the role data.

Further, the collision volume management module may generate a set of character part collision volumes attached to the character model based on the character data, specifically: step S11, inputting role data, reading role skeleton nodes, judging whether a role skeleton node queue is empty, if so, completing the generation of a role component collision body set; if not, reading a skeleton node from the role skeleton node queue; step S12, judging whether the read skeleton node is a role component skeleton node, if yes, acquiring the related component skeleton node information of the role component skeleton node, and adding all role related component skeleton nodes into a role related component skeleton node queue; if not, judging whether other role skeleton nodes exist in the role skeleton node queue or not; step S13, judging whether other role skeleton nodes exist in the role skeleton node queue, if yes, reading a skeleton node from the role skeleton node queue, and if not, completing the generation of a role component collision body set; step S14, judging whether the role-associated component skeleton node queue is empty, if yes, judging whether other skeleton nodes exist in the role-associated component skeleton node queue, if not, reading a role-associated component skeleton node from the role-associated component skeleton node queue; step S15, vertex and vertex weight data associated by the role skeleton nodes and the role associated component skeleton nodes in the role skin data are obtained and added into a vertex data queue, and the vertex data of the role skeleton node type reserved weight corresponding to the Xiaoyu is deleted from the vertex data queue; step S16, deleting scattered invalid vertex data from the vertex data queue, creating a collision body of the type of the collision body corresponding to the role skeleton node, calculating and setting the central position of the collision body based on the role skeleton node and the role-associated component skeleton node data; step S17, calculating and setting the size of the collision body and other collision body parameters based on the vertex data queue, adding the created collision body into the role component collision body set, judging whether other role-associated component skeleton nodes exist in the role-associated component skeleton node queue, if so, reading a role-associated component skeleton node from the role-associated component skeleton node queue, and if not, judging whether other role skeleton nodes exist in the role skeleton node queue.

Further, the action resource processing module can analyze the role action resource into an action resource frame data queue, specifically: step S21, inputting action resources, and creating an action resource frame data queue; step S22, acquiring the total frame number of role action resources, and recording the current frame number as 0; step S23, judging whether the current frame number is less than the total frame number of the role action resource, if yes, applying the current frame state of the action resource, and if not, returning to the action resource frame data queue; step S24, adding the active resource data of the current frame into the action resource frame data queue, adding 1 to the current frame number, and continuously judging whether the current frame number is less than the total action resource frame number.

Further, the action resource processing module generates a new style action resource by adapting to the action resource frame data queue of the current style model, specifically: step S31, inputting an action resource frame data queue adapted to the current role style model, and recording the action resource frame data queue as a new action resource frame data queue; step S32, creating a new action resource, judging whether the new action resource frame data queue is empty, if yes, finishing the generation of the new style action resource, and if not, reading an action resource frame data from the new action resource frame data queue; step S33, writing the data in the current action resource frame data into the role action resource, judging whether other action resource frame data exist in the new action resource frame data queue, if yes, reading one action resource frame data from the new action resource frame data queue, and if not, reading the frame data action curve queue of the new action resource; step S34, judging whether the frame data action curve queue is empty, if yes, finishing the generation of new style action resources, and if not, reading a frame data action curve from the frame data action curve queue; step S35, fitting the frame data on the frame data action curve with a quadratic Bezier curve according to a straight line to obtain a key frame data action curve, and rewriting the key frame data action curve into a new action resource; and step S36, judging whether other frame data action curves exist in the frame data action curve queue, if yes, reading a one-hop frame data action curve from the frame data action curve queue, and if not, finishing the generation of the new style action resource.

Further, the collision volume detection module detects collision volumes in the set of collision volumes of the character component to calculate the target position of the skeletal node of the character component, specifically: step S41, inputting the role data of playing action gesture, reading the role component information, and adding all role components into the role component queue; step S42, judging whether the role component is empty, if yes, finishing the calculation of the target position of the role component skeleton node, if not, judging whether the previous frame of role component collision volume set data is empty; step S43, judging whether the previous frame of character component collision volume set data is empty, if yes, recording the current frame of character component collision volume set data as the previous frame of character component collision volume set data, completing the target position calculation of the skeleton node of the character component, and if not, reading a character component from the character component queue; step S44, acquiring collision body set data of the role component, and sequentially adding collision body queues from a root collision body to a tail end collision body; step S45, judging whether the collision body queue is empty, if yes, judging whether other role components exist in the role component queue, if not, reading a collision body from the collision body queue; step S46, judging whether other role components exist in the role component queue, if yes, reading a role component from the role component queue, and if not, recording the baffle-ring role component collision volume set data as the previous frame role component collision volume set data; step S47, collision detection is carried out on the collision body and the collision bodies of the non-current character part in the collision body set data of the previous frame of character parts one by one; step S48, judging whether a collision body set is generated, if so, moving the tail end node associated with the current collision body to an upper frame position until no collision is generated, recording whether the target position of the tail end node associated with the current collision body is the position of the current tail end node, and recording the target position of the tail end node associated with the current collision body as the position of the current tail end node; step S49, determining whether there are any other collision volumes in the collision volume queue, if yes, reading one collision volume from the collision volume queue, and if no, determining whether there are any other role components in the role component queue.

Further, the reverse motion module calculates a target position of the associated bone node, specifically: step S51, inputting the role data of playing action gesture and the target position of the role component skeleton node, reading the role component information, and adding all role components into the role component queue; step S52, judging whether the role component queue is empty, if yes, finishing the calculation of the target position of the related skeleton node, if not, judging whether the target position set data of the skeleton node of the previous frame of role component is empty; step S53, judging whether the target position set data of the skeleton node of the previous frame of the role component is empty, if so, recording that the target position set data of the skeleton node of the role component is the target position set data of the skeleton node of the previous frame of the role component, finishing the calculation of the target position of the associated skeleton node, if not, reading a role component from the role component queue, recording that the action execution proportion of the current role component is 100 percent, acquiring the skeleton node data of the role component, and sequentially adding the skeleton node queue from the tail end skeleton node to the root skeleton node; step S54, judging whether the skeleton node queue is empty, if yes, judging whether other role components exist in the role component queue, if not, reading a skeleton node from the skeleton node queue, acquiring the current position, the target position and the previous frame position of the skeleton node, and calculating the proportion of the target position from the previous frame position to the current position; step S55, judging whether other role components exist in the role component queue, if yes, reading a role component from the role component queue, and if not, recording the target position set data of the role component skeleton node as the target position set data of the previous frame of role component skeleton node; step S56, judging whether the current proportion is smaller than the action execution proportion of the current role component, if yes, updating the action execution proportion of the current role component to be the current proportion, and if not, moving the target position to the action execution proportion of the current role component from the previous frame position; and step S57, judging whether other bone nodes exist in the bone node queue, if so, reading one bone node from the bone node queue, and if not, judging whether other role components exist in the role component queue.

Further, the muscle space module generates a role muscle space according to the role data, specifically: step S61, inputting role data, creating a default role muscle space instance, reading role skeleton node information, and adding all role skeleton nodes into a skeleton node queue; step S62, judging whether the skeleton node queue is empty, if yes, finishing the generation of role muscle space, and if not, reading a role skeleton node from the skeleton node queue; step S63, judging whether the role skeleton node is a role component skeleton node, if yes, obtaining the rotatable range of the role component skeleton node, adding the role component skeleton node information and the rotatable range into a component skeleton node queue of a role muscle space, and if not, judging whether other skeleton nodes exist in the skeleton node queue; and step S64, judging whether other skeleton nodes exist in the skeleton node queue, if so, reading a role skeleton node from the skeleton node queue, and if not, finishing the generation of the role muscle space.

Further, the muscle space module updates muscle space data according to the target position of the bone node, specifically: step S71, inputting role skeleton node target position data, reading role skeleton node data, and adding all role skeleton nodes into a skeleton node queue; step S72, judging whether the skeleton node queue is empty, if yes, finishing the role muscle space data updating, and if not, reading a role skeleton node from the skeleton node queue; step S73, judging whether the role skeleton node is a role component skeleton node, if yes, acquiring a father skeleton node related to the role component skeleton node, if not, marking the current role skeleton node as processed, and removing the current skeleton node from the skeleton node queue; step S74, judging whether the father skeleton node is in the skeleton node queue, if yes, moving the current role skeleton node to the last position of the skeleton node queue, if not, judging whether the father skeleton node has more than one directly-associated child component skeleton node; step S75, judging whether role skeleton nodes exist in the skeleton node queue, if yes, moving the current role skeleton node to the last position of the skeleton node queue, and if not, finishing the role muscle space data updating; step S76, judging whether the father skeleton node has more than one directly-associated child component skeleton node, if so, marking the current role skeleton node as processed, if not, calculating a rotation angle required by the father skeleton node to transfer the role skeleton node towards a target position, and reading a rotatable range recorded by the father skeleton node in the component skeleton node queue; and step S77, judging whether the rotation angle is in the rotatable range, if so, rotating the father skeleton node by the corresponding rotation angle, recording the rotation angle of the father skeleton node into the current rotation angle queue of the skeleton node, marking the current skeleton node as processed, and if not, obtaining the closest rotation angle in the rotatable range and rotating the father skeleton node by the corresponding rotation angle.

Further, the muscle space module drives the role skeleton node to move to obtain and record action resource frame data adapted to the current style model, specifically: step S81, muscle space data are input, and skeleton node data in the current rotation angle queue of the role skeleton nodes are read and added into a skeleton node queue; step S82, judging whether the skeleton node queue is empty, if yes, obtaining action resource frame data adapted to the current style model, recording the obtained action resource frame data, if not, reading a role skeleton node from the skeleton node queue, rotating the current skeleton node to the recorded current rotation angle, rotating the skeleton node position of a desired sub-component of the current role skeleton node around the current skeleton node position by the current rotation angle, and obtaining new positions of all sub-component skeleton node positions of the current role skeleton node; and step S83, judging whether other bone nodes exist in the bone node queue, if so, reading one bone node from the bone node queue, if not, obtaining action resource frame data matched with the current style model, recording the obtained action resource frame data, and ending the process.

Further, the character data includes, but is not limited to, character model mesh data, character skinning data, and character skeletal node data.

The invention also provides an action resource style conversion system, which comprises a server, wherein the server is provided with a collision body management module, an action resource processing module, a collision detection module, a reverse motion module and a muscle space module, which are set according to the claim 1;

inputting role data, generating a role component collision body set attached to a role model based on the role data by a collision body management module, identifying the role data, and selecting a collision body type matched with each role component;

inputting action resources, wherein the action resource processing module reads action resource frame data, adds the action resource frame data into an action resource frame data queue, reads an action resource frame data from the action resource frame data queue and applies the action resource frame data to a new style role;

detecting the collision condition of the role component in the collision body management module through a collision detection module, and calculating the target position of the skeleton node of the role component;

calculating the target position of the skeleton node of the role component in the collision detection module through a reverse motion module and calculating the target position of the related skeleton node;

generating a role muscle space according to the role data through a muscle space module, updating the muscle space data according to the target position of the skeleton node in the reverse motion module, and driving the role skeleton node to move, present and record action resource frame data adaptive to the current new style role;

and judging whether other action resource frame data exist in the action resource frame data queue or not, if so, generating a new style action resource through the action resource processing module, and if not, reading one action resource frame data from the action resource frame data queue and applying the action resource frame data to a new style role to realize generation of the new style action resource through the role data.

Further, the collision volume management module may generate a set of character part collision volumes attached to the character model based on the character data, specifically: step S11, inputting role data, reading role skeleton nodes, judging whether a role skeleton node queue is empty, if so, completing the generation of a role component collision body set; if not, reading a skeleton node from the role skeleton node queue; step S12, judging whether the read skeleton node is a role component skeleton node, if yes, acquiring the related component skeleton node information of the role component skeleton node, and adding all role related component skeleton nodes into a role related component skeleton node queue; if not, judging whether other role skeleton nodes exist in the role skeleton node queue or not; step S13, judging whether other role skeleton nodes exist in the role skeleton node queue, if yes, reading a skeleton node from the role skeleton node queue, and if not, completing the generation of a role component collision body set; step S14, judging whether the role-associated component skeleton node queue is empty, if yes, judging whether other skeleton nodes exist in the role-associated component skeleton node queue, if not, reading a role-associated component skeleton node from the role-associated component skeleton node queue; step S15, vertex and vertex weight data associated by the role skeleton nodes and the role associated component skeleton nodes in the role skin data are obtained and added into a vertex data queue, and the vertex data of the role skeleton node type reserved weight corresponding to the Xiaoyu is deleted from the vertex data queue; step S16, deleting scattered invalid vertex data from the vertex data queue, creating a collision body of the type of the collision body corresponding to the role skeleton node, calculating and setting the central position of the collision body based on the role skeleton node and the role-associated component skeleton node data; step S17, calculating and setting the size of the collision body and other collision body parameters based on the vertex data queue, adding the created collision body into the role component collision body set, judging whether other role-associated component skeleton nodes exist in the role-associated component skeleton node queue, if so, reading a role-associated component skeleton node from the role-associated component skeleton node queue, and if not, judging whether other role skeleton nodes exist in the role skeleton node queue.

Further, the action resource processing module generates a new style action resource by adapting to the action resource frame data queue of the current style model, specifically: step S31, inputting an action resource frame data queue adapted to the current role style model, and recording the action resource frame data queue as a new action resource frame data queue; step S32, creating a new action resource, judging whether the new action resource frame data queue is empty, if yes, finishing the generation of the new style action resource, and if not, reading an action resource frame data from the new action resource frame data queue; step S33, writing the data in the current action resource frame data into the role action resource, judging whether other action resource frame data exist in the new action resource frame data queue, if yes, reading one action resource frame data from the new action resource frame data queue, and if not, reading the frame data action curve queue of the new action resource; step S34, judging whether the frame data action curve queue is empty, if yes, finishing the generation of new style action resources, and if not, reading a frame data action curve from the frame data action curve queue; step S35, fitting the frame data on the frame data action curve with a quadratic Bezier curve according to a straight line to obtain a key frame data action curve, and rewriting the key frame data action curve into a new action resource; and step S36, judging whether other frame data action curves exist in the frame data action curve queue, if yes, reading a one-hop frame data action curve from the frame data action curve queue, and if not, finishing the generation of the new style action resource.

The invention has the beneficial effects that: according to the method, the role collision body and the muscle space are generated, and the collision detection, the reverse motion calculation and the muscle space are used for updating the action resources according to frames, so that the 3D role action resources can better fit the style type of the current role while the original artistic effect is kept in each frame; the invention generates the new style action resources by carrying out style conversion on the action resources, reduces the production consumption of the 3D role actions, shortens the development period of the 3D role action related projects and quickens the development progress.

Drawings

FIG. 1 is a schematic flow diagram of the process of the present invention.

FIG. 2 is a schematic diagram of a set of character part collision volumes that a collision volume management module of an embodiment of the present invention can generate to fit a character model based on character data.

Fig. 3 is a schematic diagram of an action resource processing module reading action resource frame data and adding the action resource frame data to an action resource frame data queue according to an embodiment of the invention.

FIG. 4 is a diagram illustrating an action resource processing module generating a new style action resource according to an embodiment of the invention.

Fig. 5 is a schematic diagram of a collision detection module detecting a collision condition of a character component and calculating a target position of a skeletal node of the character component according to an embodiment of the present invention.

FIG. 6 is a schematic diagram of the inverse kinematics module calculating the associated bone node target position according to one embodiment of the present invention.

FIG. 7 is a diagram of a muscle space module generating a character muscle space from character data, in accordance with an embodiment of the present invention.

FIG. 8 is a diagram illustrating the muscle space module updating muscle space data based on target locations of bone nodes, in accordance with an embodiment of the present invention.

Fig. 9 is a schematic diagram of a muscle space module driving a character skeleton node to move to obtain and record action resource frame data adapted to a current style model according to an embodiment of the present invention.

Detailed Description

The invention is further described below with reference to the accompanying drawings.

An action resource style conversion method for generating a new style action resource based on character data, the method comprising:

inputting role data, generating a role component collision body set attached to a role model based on the role data by a collision body management module, identifying the role data, and selecting a collision body type matched with each role component;

inputting action resources, wherein the action resource processing module reads action resource frame data, adds the action resource frame data into an action resource frame data queue, reads an action resource frame data from the action resource frame data queue and applies the action resource frame data to a new style role;

detecting the collision condition of the role component in the collision body management module through a collision detection module, and calculating the target position of the skeleton node of the role component;

calculating the target position of the skeleton node of the role component in the collision detection module through a reverse motion module and calculating the target position of the related skeleton node;

generating a role muscle space according to the role data through a muscle space module, updating the muscle space data according to the target position of the skeleton node in the reverse motion module, and driving the role skeleton node to move, present and record action resource frame data adaptive to the current new style role;

and judging whether other action resource frame data exist in the action resource frame data queue or not, if so, generating a new style action resource through the action resource processing module, and if not, reading one action resource frame data from the action resource frame data queue and applying the action resource frame data to a new style role to realize generation of the new style action resource through the role data.

The invention is further illustrated below with reference to an example:

referring to fig. 1, the present invention provides an action resource style conversion method, which generates a new style action resource based on role data, then generating a role component collision body set and a role muscle space which are attached to a role model by identifying new style role data, analyzing action resources into an action resource frame data queue, processing the action resource frame data frame by frame, detecting the collision condition of the role component by a collision detection module to calculate the target position of a component skeleton node, calculating the target position of a related skeleton node by a reverse motion module, and finally, generating a new style action resource through the action resource processing module, wherein the generated new style action resource can keep the original artistic effect and can be more fit with the style type of the current role at the same time.

The definition of character data in the present invention includes, but is not limited to, character model mesh data, character skinning data, character skeleton node data, and the like.

The definition of character components in the present invention includes, but is not limited to, head, body, left hand, right hand, left foot, right foot, and the like.

The definition of the collision body in the present invention includes, but is not limited to, a spherical collision body, a cylindrical collision body, a rectangular parallelepiped collision body, and the like.

The definition of the role skeleton node in the invention is that the role body can drive the model vertex to change, and one role component comprises a plurality of role skeleton nodes.

The definition of the muscle space in the invention is the set of the range of the rotary motion area of all the skeleton nodes of the 3D role, and the rotary motion of each skeleton in the corresponding range of the rotary motion area conforms to the motion rule of the muscle of the role.

The definition of action resource frame data in the present invention is the set of data values of position, rotation, scaling, etc. of all the associated bone nodes of the action resource in this frame.

The definition of the action curve in the invention is a connection line of frame data with a numerical value change of an action resource on a role skeleton node, for example: a line of frame data of changes in X-axis values of a position of a character skeleton node.

The definition of the frame data action curve in the invention is the action curve stored in the form of one data per frame.

The key frame data motion curve in the present invention is defined as a motion curve formed by connecting key frame curves (straight lines or quadratic bezier curves).

Wherein:

1) action resource processing module

The module comprises two functions of analyzing the action resources into an action resource frame data queue and generating new style action resources through the action resource frame data queue matched with the current style model. And realizing the flow of analyzing and generating the action resources.

2) Collision body management module

The module realizes the function of automatically generating a character component collision body set attached to a character model based on character data, identifies the character data and selects a collision body type set adapted to each character component.

The adapted collision volume type is defined as a basic collision volume type that enables the collision volume to fit the character model more and does not affect the character collision detection effect, and the basic collision volume type includes, but is not limited to, a spherical collision volume, a cylindrical collision volume, a rectangular parallelepiped collision volume, and the like.

3) Muscle space module

The module has three functions of generating a role muscle space, updating muscle space data according to a target position of a skeleton node, and driving the skeleton node to move to present an action posture matched with the current body type, so that the whole life cycle of muscle space generation, data updating and data application is realized, and on the basis of conforming to the action rule of the role muscle, the skeleton node is driven to move to obtain action resource frame data matched with the current style model.

4) Collision detection module

This module implements the function of calculating the member skeleton node target locations by detecting collision instances for collision volumes in the set of diagonal member collision volumes (generated in the collision volume management module).

5) Reverse motion module

This module implements the function of calculating the target position of the associated bone node from the component bone node target position calculated in the collision detection module.

The method is suitable for the action resource production process of 3D roles of all styles, including but not limited to the production process of realistic style action resources, the production process of Q edition card ventilating grid action resources and the production process of other 3D role style action resources.

Referring to fig. 2, the collision volume management module can generate a set of character part collision volumes attached to a character model based on character data, specifically: step S11, inputting role data, reading role skeleton nodes, judging whether a role skeleton node queue is empty, if so, completing the generation of a role component collision body set; if not, reading a skeleton node from the role skeleton node queue;

step S12, judging whether the read skeleton node is a role component skeleton node, if yes, acquiring the related component skeleton node information of the role component skeleton node, and adding all role related component skeleton nodes into a role related component skeleton node queue; if not, judging whether other role skeleton nodes exist in the role skeleton node queue or not;

step S13, judging whether other role skeleton nodes exist in the role skeleton node queue, if yes, reading a skeleton node from the role skeleton node queue, and if not, completing the generation of a role component collision body set;

step S14, judging whether the role-associated component skeleton node queue is empty, if yes, judging whether other skeleton nodes exist in the role-associated component skeleton node queue, if not, reading a role-associated component skeleton node from the role-associated component skeleton node queue;

step S15, vertex and vertex weight data associated by the role skeleton nodes and the role associated component skeleton nodes in the role skin data are obtained and added into a vertex data queue, and the vertex data of the role skeleton node type reserved weight corresponding to the Xiaoyu is deleted from the vertex data queue;

step S16, deleting scattered invalid vertex data from the vertex data queue, creating a collision body of the type of the collision body corresponding to the role skeleton node, calculating and setting the central position of the collision body based on the role skeleton node and the role-associated component skeleton node data;

step S17, calculating and setting the size of the collision body and other collision body parameters based on the vertex data queue, adding the created collision body into the role component collision body set, judging whether other role-associated component skeleton nodes exist in the role-associated component skeleton node queue, if so, reading a role-associated component skeleton node from the role-associated component skeleton node queue, and if not, judging whether other role skeleton nodes exist in the role skeleton node queue.

Referring to fig. 3, the action resource processing module can resolve the role action resource into an action resource frame data queue, specifically:

step S21, inputting action resources, and creating an action resource frame data queue;

step S22, acquiring the total frame number of role action resources, and recording the current frame number as 0;

step S23, judging whether the current frame number is less than the total frame number of the role action resource, if yes, applying the current frame state of the action resource, and if not, returning to the action resource frame data queue;

step S24, adding the active resource data of the current frame into the action resource frame data queue, adding 1 to the current frame number, and continuously judging whether the current frame number is less than the total action resource frame number.

Referring to fig. 4, the action resource processing module generates a new style action resource by adapting to an action resource frame data queue of a current style model, specifically: step S31, inputting an action resource frame data queue adapted to the current role style model, and recording the action resource frame data queue as a new action resource frame data queue;

step S32, creating a new action resource, judging whether the new action resource frame data queue is empty, if yes, finishing the generation of the new style action resource, and if not, reading an action resource frame data from the new action resource frame data queue; step S33, writing the data in the current action resource frame data into the role action resource, judging whether other action resource frame data exist in the new action resource frame data queue, if yes, reading one action resource frame data from the new action resource frame data queue, and if not, reading the frame data action curve queue of the new action resource;

step S34, judging whether the frame data action curve queue is empty, if yes, finishing the generation of new style action resources, and if not, reading a frame data action curve from the frame data action curve queue;

step S35, fitting the frame data on the frame data action curve with a quadratic Bezier curve according to a straight line to obtain a key frame data action curve, and rewriting the key frame data action curve into a new action resource;

and step S36, judging whether other frame data action curves exist in the frame data action curve queue, if yes, reading a one-hop frame data action curve from the frame data action curve queue, and if not, finishing the generation of the new style action resource.

Referring to fig. 5, the collision volume detection module detects collision volumes in the set of collision volumes of the character component to calculate the target position of the skeletal node of the character component, specifically: step S41, inputting the role data of playing action gesture, reading the role component information, and adding all role components into the role component queue;

step S42, judging whether the role component is empty, if yes, finishing the calculation of the target position of the role component skeleton node, if not, judging whether the previous frame of role component collision volume set data is empty;

step S43, judging whether the previous frame of character component collision volume set data is empty, if yes, recording the current frame of character component collision volume set data as the previous frame of character component collision volume set data, completing the target position calculation of the skeleton node of the character component, and if not, reading a character component from the character component queue;

step S44, acquiring collision body set data of the role component, and sequentially adding collision body queues from a root collision body to a tail end collision body;

step S45, judging whether the collision body queue is empty, if yes, judging whether other role components exist in the role component queue, if not, reading a collision body from the collision body queue;

step S46, judging whether other role components exist in the role component queue, if yes, reading a role component from the role component queue, and if not, recording the baffle-ring role component collision volume set data as the previous frame role component collision volume set data;

step S47, collision detection is carried out on the collision body and the collision bodies of the non-current character part in the collision body set data of the previous frame of character parts one by one;

step S48, judging whether a collision body set is generated, if so, moving the tail end node associated with the current collision body to an upper frame position until no collision is generated, recording whether the target position of the tail end node associated with the current collision body is the position of the current tail end node, and recording the target position of the tail end node associated with the current collision body as the position of the current tail end node;

step S49, determining whether there are any other collision volumes in the collision volume queue, if yes, reading one collision volume from the collision volume queue, and if no, determining whether there are any other role components in the role component queue.

Referring to fig. 6, the inverse motion module calculates the target position of the associated bone node, specifically: step S51, inputting the role data of playing action gesture and the target position of the role component skeleton node, reading the role component information, and adding all role components into the role component queue;

step S52, judging whether the role component queue is empty, if yes, finishing the calculation of the target position of the related skeleton node, if not, judging whether the target position set data of the skeleton node of the previous frame of role component is empty;

step S53, judging whether the target position set data of the skeleton node of the previous frame of the role component is empty, if so, recording that the target position set data of the skeleton node of the role component is the target position set data of the skeleton node of the previous frame of the role component, finishing the calculation of the target position of the associated skeleton node, if not, reading a role component from the role component queue, recording that the action execution proportion of the current role component is 100 percent, acquiring the skeleton node data of the role component, and sequentially adding the skeleton node queue from the tail end skeleton node to the root skeleton node;

step S54, judging whether the skeleton node queue is empty, if yes, judging whether other role components exist in the role component queue, if not, reading a skeleton node from the skeleton node queue, acquiring the current position, the target position and the previous frame position of the skeleton node, and calculating the proportion of the target position from the previous frame position to the current position;

step S55, judging whether other role components exist in the role component queue, if yes, reading a role component from the role component queue, and if not, recording the target position set data of the role component skeleton node as the target position set data of the previous frame of role component skeleton node;

step S56, judging whether the current proportion is smaller than the action execution proportion of the current role component, if yes, updating the action execution proportion of the current role component to be the current proportion, and if not, moving the target position to the action execution proportion of the current role component from the previous frame position;

and step S57, judging whether other bone nodes exist in the bone node queue, if so, reading one bone node from the bone node queue, and if not, judging whether other role components exist in the role component queue.

Referring to fig. 7, the muscle space module generates a role muscle space according to the role data, specifically: step S61, inputting role data, creating a default role muscle space instance, reading role skeleton node information, and adding all role skeleton nodes into a skeleton node queue;

step S62, judging whether the skeleton node queue is empty, if yes, finishing the generation of role muscle space, and if not, reading a role skeleton node from the skeleton node queue;

step S63, judging whether the role skeleton node is a role component skeleton node, if yes, obtaining the rotatable range of the role component skeleton node, adding the role component skeleton node information and the rotatable range into a component skeleton node queue of a role muscle space, and if not, judging whether other skeleton nodes exist in the skeleton node queue;

and step S64, judging whether other skeleton nodes exist in the skeleton node queue, if so, reading a role skeleton node from the skeleton node queue, and if not, finishing the generation of the role muscle space.

Referring to fig. 8, the muscle space module updates muscle space data according to the target position of the bone node, specifically: step S71, inputting role skeleton node target position data, reading role skeleton node data, and adding all role skeleton nodes into a skeleton node queue;

step S72, judging whether the skeleton node queue is empty, if yes, finishing the role muscle space data updating, and if not, reading a role skeleton node from the skeleton node queue;

step S73, judging whether the role skeleton node is a role component skeleton node, if yes, acquiring a father skeleton node related to the role component skeleton node, if not, marking the current role skeleton node as processed, and removing the current skeleton node from the skeleton node queue;

step S74, judging whether the father skeleton node is in the skeleton node queue, if yes, moving the current role skeleton node to the last position of the skeleton node queue, if not, judging whether the father skeleton node has more than one directly-associated child component skeleton node;

step S75, judging whether role skeleton nodes exist in the skeleton node queue, if yes, moving the current role skeleton node to the last position of the skeleton node queue, and if not, finishing the role muscle space data updating;

step S76, judging whether the father skeleton node has more than one directly-associated child component skeleton node, if so, marking the current role skeleton node as processed, if not, calculating a rotation angle required by the father skeleton node to transfer the role skeleton node towards a target position, and reading a rotatable range recorded by the father skeleton node in the component skeleton node queue;

and step S77, judging whether the rotation angle is in the rotatable range, if so, rotating the father skeleton node by the corresponding rotation angle, recording the rotation angle of the father skeleton node into the current rotation angle queue of the skeleton node, marking the current skeleton node as processed, and if not, obtaining the closest rotation angle in the rotatable range and rotating the father skeleton node by the corresponding rotation angle.

Referring to fig. 9, the muscle space module drives the role skeleton node to move to obtain and record action resource frame data adapted to the current style model, specifically: step S81, muscle space data are input, and skeleton node data in the current rotation angle queue of the role skeleton nodes are read and added into a skeleton node queue;

step S82, judging whether the skeleton node queue is empty, if yes, obtaining action resource frame data adapted to the current style model, recording the obtained action resource frame data, if not, reading a role skeleton node from the skeleton node queue, rotating the current skeleton node to the recorded current rotation angle, rotating the skeleton node position of a desired sub-component of the current role skeleton node around the current skeleton node position by the current rotation angle, and obtaining new positions of all sub-component skeleton node positions of the current role skeleton node;

and step S83, judging whether other bone nodes exist in the bone node queue, if so, reading one bone node from the bone node queue, if not, obtaining action resource frame data matched with the current style model, recording the obtained action resource frame data, and ending the process.

In summary, the present invention is applicable to action resource production processes for all style type 3D characters. Different from a conventional 3D role action production mode, the method generates the role collision body and the muscle space, and updates the action resources according to frames by using collision detection, reverse motion calculation and the muscle space, so that the 3D role action resources can better fit the style type of the current role while the original artistic effect is kept in each frame. The method solves the problem that the 3D role action resources need to be produced again on roles with different styles.

The above description is only a preferred embodiment of the present invention, and all equivalent changes and modifications made in accordance with the claims of the present invention should be covered by the present invention.

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