CN116012502A - Skeletal animation generation method, device, storage medium and electronic device - Google Patents
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Abstract
Description
技术领域technical field
本公开涉及计算机领域,具体而言,涉及一种骨骼动画的生成方法、装置、存储介质及电子装置。The present disclosure relates to the field of computers, and in particular, to a method, device, storage medium and electronic device for generating skeletal animation.
背景技术Background technique
骨骼动画是模型动画中的一种,在骨骼动画中,模型具有互相连接的“骨骼”组成的骨架结构,通过改变骨骼的朝向和位置来为模型生成动画。Skeletal animation is a kind of model animation. In skeletal animation, the model has a skeletal structure composed of interconnected "bones". The animation is generated for the model by changing the orientation and position of the bones.
目前,在有些游戏引擎支持GPU(Graphics Processing Unit,图形处理器)生成骨骼动画,然而,有些游戏引擎不支持非骨骼蒙皮的动画,例如,刚体动画。为了在游戏引擎中还原模型的刚体动画,需将刚体动画其转化为游戏引擎可识别的骨骼动画。Currently, some game engines support GPU (Graphics Processing Unit, Graphics Processor) to generate skeletal animations, however, some game engines do not support non-skeletal skinned animations, for example, rigid body animations. In order to restore the rigid body animation of the model in the game engine, it is necessary to convert the rigid body animation into a skeletal animation that the game engine can recognize.
然而,相关技术中,有些游戏引擎无法实现刚体动画转换为骨骼动画;即使有些游戏引擎能将刚体动画转换为骨骼动画,但转换过程中,无法生成模型的骨骼,进而无法生成蒙皮与动画,从而无法满足需要蒙皮动画的相关项目中。However, in related technologies, some game engines cannot convert rigid body animation to skeletal animation; even if some game engines can convert rigid body animation to skeletal animation, the bones of the model cannot be generated during the conversion process, and thus skinning and animation cannot be generated. Therefore, it cannot meet the needs of related projects that require skin animation.
针对上述的问题,目前尚未提出有效的解决方案。For the above problems, no effective solution has been proposed yet.
发明内容Contents of the invention
本公开至少部分实施例提供了一种骨骼动画的生成方法、装置、存储介质及电子装置,以至少解决相关技术中,无法实现刚体模型的刚体动画生成骨骼动画的技术问题。At least some embodiments of the present disclosure provide a method, device, storage medium, and electronic device for generating skeletal animation, so as to at least solve the technical problem in the related art that the rigid body animation of the rigid body model cannot be used to generate skeletal animation.
根据本公开其中一实施例,提供了一种骨骼动画的生成方法,包括:获取至少一个刚体模型,其中,至少一个刚体模型为结构固定的虚拟模型;根据至少一个刚体模型的目标位置生成与每个刚体模型对应的骨骼点云;基于至少一个刚体模型对应的刚体动画构建骨骼点云所对应的骨骼矩阵;基于骨骼点云所对应的骨骼矩阵,驱动至少一个刚体模型,生成与至少一个刚体模型对应的骨骼动画,其中,骨骼矩阵至少用于记录与骨骼矩阵对应的刚体模型的动画信息,动画信息至少包括至少一个刚体模型的旋转信息、缩放信息以及偏移信息。According to one embodiment of the present disclosure, a method for generating skeletal animation is provided, including: acquiring at least one rigid body model, wherein at least one rigid body model is a virtual model with a fixed structure; A skeleton point cloud corresponding to a rigid body model; constructing a bone matrix corresponding to a skeleton point cloud based on a rigid body animation corresponding to at least one rigid body model; Corresponding skeletal animation, wherein the skeletal matrix is at least used to record animation information of a rigid body model corresponding to the skeletal matrix, and the animation information at least includes rotation information, scaling information, and offset information of at least one rigid body model.
根据本公开其中一实施例,还提供了一种骨骼动画的生成装置,包括:获取模块,用于获取至少一个刚体模型,其中,至少一个刚体模型为结构固定的虚拟模型;点云生成模块,用于根据至少一个刚体模型的目标位置生成与每个刚体模型对应的骨骼点云;矩阵构建模块,用于基于至少一个刚体模型对应的刚体动画构建骨骼点云所对应的骨骼矩阵;动画生成模块,用于基于骨骼点云所对应的骨骼矩阵,驱动至少一个刚体模型,生成与至少一个刚体模型对应的骨骼动画,其中,骨骼矩阵至少用于记录与骨骼矩阵对应的刚体模型的动画信息,动画信息至少包括至少一个刚体模型的旋转信息、缩放信息以及偏移信息。According to one embodiment of the present disclosure, there is also provided a device for generating skeletal animation, including: an acquisition module, configured to acquire at least one rigid body model, wherein at least one rigid body model is a virtual model with a fixed structure; a point cloud generation module, It is used to generate a bone point cloud corresponding to each rigid body model according to the target position of at least one rigid body model; a matrix construction module is used to construct a bone matrix corresponding to the bone point cloud based on the rigid body animation corresponding to at least one rigid body model; the animation generation module , used to drive at least one rigid body model based on the bone matrix corresponding to the bone point cloud, and generate a skeleton animation corresponding to at least one rigid body model, wherein the bone matrix is at least used to record the animation information of the rigid body model corresponding to the bone matrix, and the animation The information at least includes rotation information, scaling information and offset information of at least one rigid body model.
根据本公开其中一实施例,还提供了一种计算机可读存储介质,该计算机可读存储介质中存储有计算机程序,其中,计算机程序被设置为运行时执行上述的骨骼动画的生成方法。According to one embodiment of the present disclosure, there is also provided a computer-readable storage medium, where a computer program is stored in the computer-readable storage medium, wherein the computer program is set to execute the above method for generating skeletal animation when running.
根据本公开其中一实施例,还提供了一种电子装置,包括存储器和处理器,存储器中存储有计算机程序,处理器被设置为运行计算机程序以执行上述的骨骼动画的生成方法。According to one embodiment of the present disclosure, there is also provided an electronic device, including a memory and a processor, wherein a computer program is stored in the memory, and the processor is configured to run the computer program to execute the above method for generating skeletal animation.
在本公开至少部分实施例中,采用基于刚体模型的刚体动画构建骨骼矩阵的方式,在获取至少一个结构固定的刚体模型之后,根据至少一个刚体模型的目标位置生成与每个刚体模型对应的骨骼点云,然后,基于至少一个刚体模型对应的刚体动画构建骨骼点云所对应的骨骼矩阵,并基于骨骼点云所对应的骨骼矩阵,驱动至少一个刚体模型,生成与至少一个刚体模型对应的骨骼动画,其中,骨骼矩阵至少用于记录与骨骼矩阵对应的刚体模型的动画信息,动画信息至少包括至少一个刚体模型的旋转信息、缩放信息以及偏移信息。In at least some embodiments of the present disclosure, the rigid body animation based on the rigid body model is used to construct the bone matrix. After obtaining at least one rigid body model with a fixed structure, the skeleton corresponding to each rigid body model is generated according to the target position of the at least one rigid body model. point cloud, and then construct a bone matrix corresponding to the bone point cloud based on the rigid body animation corresponding to at least one rigid body model, and drive at least one rigid body model based on the bone matrix corresponding to the bone point cloud to generate bones corresponding to at least one rigid body model Animation, wherein the bone matrix is at least used to record animation information of a rigid body model corresponding to the bone matrix, and the animation information at least includes rotation information, scaling information, and offset information of at least one rigid body model.
在上述过程中,通过构建与骨骼点云对应的骨骼矩阵,即可实现刚体模型对应的骨骼动画的生成,即本公开所提供的方案可实现刚体模型的刚体动画生成骨骼动画。另外,在生成骨骼动画的过程中,基于刚体模型的目标位置生成骨骼点云,从而建立了刚体模型与骨骼动画中的骨骼之间的绑定关系,进而通过记录由刚体动画的动画信息的骨骼矩阵驱动刚体模型,即可实现骨骼动画的生成,该过程中生成了刚体模型对应的骨骼,即本公开所提供的方案可满足蒙皮动画的相关项目的需求,提升了刚体动画转换为骨骼动画的转换效果。In the above process, by constructing the skeleton matrix corresponding to the skeleton point cloud, the skeleton animation corresponding to the rigid body model can be generated, that is, the solution provided by the present disclosure can realize the rigid body animation of the rigid body model to generate the skeleton animation. In addition, in the process of generating skeletal animation, the skeletal point cloud is generated based on the target position of the rigid body model, thereby establishing the binding relationship between the rigid body model and the bones in the skeletal animation, and then by recording the animation information of the rigid body animation. The matrix drives the rigid body model to realize the generation of skeletal animation. In this process, the corresponding skeleton of the rigid body model is generated. That is, the solution provided by this disclosure can meet the needs of related projects of skin animation and improve the conversion of rigid body animation into skeletal animation. conversion effect.
由此可见,本公开所提供的方案达到了由刚体模型的刚体动画生成骨骼动画的目的,从而实现了提升刚体动画转换为骨骼动画的转换效果的技术效果,进而解决了相关技术中,无法实现刚体模型的刚体动画生成骨骼动画的技术问题。It can be seen that the solution provided in this disclosure achieves the purpose of generating skeletal animation from the rigid body animation of the rigid body model, thereby achieving the technical effect of improving the conversion effect of rigid body animation into skeletal animation, and further solving the problem that cannot be achieved in related technologies. Rigid body animation of rigid body model generates technical problems of skeletal animation.
附图说明Description of drawings
此处所说明的附图用来提供对本公开的进一步理解,构成本申请的一部分,本公开的示意性实施例及其说明用于解释本公开,并不构成对本公开的不当限定。在附图中:The drawings described here are used to provide a further understanding of the present disclosure, and constitute a part of the present application. The schematic embodiments of the present disclosure and their descriptions are used to explain the present disclosure, and do not constitute improper limitations to the present disclosure. In the attached picture:
图1是本公开实施例的一种骨骼动画的生成方法的移动终端的硬件结构框图;FIG. 1 is a block diagram of the hardware structure of a mobile terminal of a method for generating skeletal animation according to an embodiment of the present disclosure;
图2是根据本公开其中一实施例的骨骼动画的生成方法的流程图;FIG. 2 is a flow chart of a method for generating skeletal animation according to one embodiment of the present disclosure;
图3是根据本公开其中一实施例的刚体模型的示意图;Fig. 3 is a schematic diagram of a rigid body model according to one embodiment of the present disclosure;
图4是根据本公开其中一实施例的骨骼矩阵的生成示意图;Fig. 4 is a schematic diagram of generating a bone matrix according to one embodiment of the present disclosure;
图5是根据本公开其中一实施例的骨骼矩阵的生成示意图;Fig. 5 is a schematic diagram of generating a bone matrix according to one embodiment of the present disclosure;
图6是根据本公开其中一实施例的骨骼动画的导出界面示意图;Fig. 6 is a schematic diagram of an export interface of a skeletal animation according to one embodiment of the present disclosure;
图7是根据本公开其中一实施例骨骼动画的生成装置的结构框图;Fig. 7 is a structural block diagram of a device for generating skeletal animation according to one embodiment of the present disclosure;
图8是根据本公开其中一可选实施例的电子装置的示意图。FIG. 8 is a schematic diagram of an electronic device according to an alternative embodiment of the present disclosure.
具体实施方式Detailed ways
为了使本技术领域的人员更好地理解本公开方案,下面将结合本公开实施例中的附图,对本公开实施例中的技术方案进行清楚、完整地描述,显然,所描述的实施例仅仅是本公开一部分的实施例,而不是全部的实施例。基于本公开中的实施例,本领域普通技术人员在没有做出创造性劳动前提下所获得的所有其他实施例,都应当属于本公开保护的范围。In order to enable those skilled in the art to better understand the present disclosure, the technical solutions in the embodiments of the present disclosure will be clearly and completely described below in conjunction with the drawings in the embodiments of the present disclosure. Obviously, the described embodiments are only It is an embodiment of a part of the present disclosure, but not all of the embodiments. Based on the embodiments in the present disclosure, all other embodiments obtained by persons of ordinary skill in the art without making creative efforts shall fall within the protection scope of the present disclosure.
需要说明的是,本公开的说明书和权利要求书及上述附图中的术语“第一”、“第二”等是用于区别类似的对象,而不必用于描述特定的顺序或先后次序。应该理解这样使用的数据在适当情况下可以互换,以便这里描述的本公开的实施例能够以除了在这里图示或描述的那些以外的顺序实施。此外,术语“包括”和“具有”以及他们的任何变形,意图在于覆盖不排他的包含,例如,包含了一系列步骤或单元的过程、方法、系统、产品或设备不必限于清楚地列出的那些步骤或单元,而是可包括没有清楚地列出的或对于这些过程、方法、产品或设备固有的其它步骤或单元。It should be noted that the terms "first" and "second" in the specification and claims of the present disclosure and the above drawings are used to distinguish similar objects, but not necessarily used to describe a specific sequence or sequence. It is to be understood that the data so used are interchangeable under appropriate circumstances such that the embodiments of the disclosure described herein can be practiced in sequences other than those illustrated or described herein. Furthermore, the terms "comprising" and "having", as well as any variations thereof, are intended to cover a non-exclusive inclusion, for example, a process, method, system, product or device comprising a sequence of steps or elements is not necessarily limited to the expressly listed instead, may include other steps or elements not explicitly listed or inherent to the process, method, product or apparatus.
在一种可能的实施方式中,针对计算机领域下的骨骼动画的生成背景中通常所采用的方法,发明人经过实践并仔细研究后,仍然存在相关技术中,无法实现刚体模型的刚体动画生成骨骼动画的技术问题,基于此,本公开实施例提出了一种骨骼动画的生成方法,采用的技术构思基于刚体模型的刚体动画构建骨骼矩阵的方式,实现了由刚体模型的刚体动画生成骨骼动画的目的,从而解决了相关技术中,无法实现刚体模型的刚体动画生成骨骼动画的技术问题,进而达到了提升刚体动画转换为骨骼动画的转换效果的技术效果。In a possible implementation, aiming at the methods usually used in the background of skeletal animation generation in the computer field, after practice and careful research by the inventor, there are still related technologies that cannot realize rigid body animation of rigid body models to generate skeletons The technical problem of animation, based on this, the embodiment of the present disclosure proposes a method for generating skeletal animation, adopting the technical idea of constructing a skeleton matrix based on the rigid body animation of the rigid body model, and realizing the generation of skeletal animation from the rigid body animation of the rigid body model The purpose is to solve the technical problem that the rigid-body animation of the rigid-body model cannot be used to generate the skeletal animation in related technologies, thereby achieving the technical effect of improving the conversion effect of the rigid-body animation into the skeletal animation.
本公开涉及到的上述方法实施例可以在移动终端、计算机终端或者类似的运算装置中执行。以运行在移动终端上为例,该移动终端可以是智能手机、平板电脑、掌上电脑以及移动互联网设备、PAD、游戏机等终端设备。图1是本公开实施例的一种骨骼动画的生成方法的移动终端的硬件结构框图。如图1所示,移动终端可以包括一个或多个(图1中仅示出一个)处理器102(处理器102可以包括但不限于中央处理器(CPU)、图形处理器(GPU)、数字信号处理(DSP)芯片、微处理器(MCU)、可编程逻辑器件(FPGA)、神经网络处理器(NPU)、张量处理器(TPU)、人工智能(AI)类型处理器等的处理装置)和用于存储数据的存储器104,在本公开其中一实施例中,还可以包括:输入输出设备108以及显示设备110。The foregoing method embodiments involved in the present disclosure may be executed in a mobile terminal, a computer terminal, or a similar computing device. Taking running on a mobile terminal as an example, the mobile terminal may be a smart phone, a tablet computer, a handheld computer, and a mobile Internet device, a PAD, a game console and other terminal devices. FIG. 1 is a block diagram of a hardware structure of a mobile terminal according to a method for generating skeletal animation according to an embodiment of the present disclosure. As shown in FIG. 1, the mobile terminal may include one or more (only one is shown in FIG. 1) processor 102 (the processor 102 may include but not limited to a central processing unit (CPU), a graphics processing unit (GPU), a digital Processing devices such as signal processing (DSP) chips, microprocessors (MCU), programmable logic devices (FPGA), neural network processors (NPU), tensor processors (TPU), artificial intelligence (AI) type processors, etc. ) and a
在一些以游戏场景为主的可选实施例中,上述设备还可以提供具有触摸触敏表面的人机交互界面,该人机交互界面可以感应手指接触和/或手势来与图形用户界面(GUI)进行人机交互,该人机交互功能可以包括如下交互:创建网页、绘图、文字处理、制作电子文档、游戏、视频会议、即时通信、收发电子邮件、通话界面、播放数字视频、播放数字音乐和/或网络浏览等、用于执行上述人机交互功能的可执行指令被配置/存储在一个或多个处理器可执行的计算机程序产品或可读存储介质中。In some optional embodiments mainly based on game scenes, the above-mentioned device can also provide a human-computer interaction interface with a touch-sensitive surface, and the human-computer interaction interface can sense finger contact and/or gestures to communicate with a graphical user interface (GUI). ) for human-computer interaction, the human-computer interaction functions may include the following interactions: creating web pages, drawing, word processing, making electronic documents, games, video conferencing, instant messaging, sending and receiving emails, call interface, playing digital video, playing digital music And/or web browsing, etc., the executable instructions for performing the above-mentioned human-computer interaction functions are configured/stored in one or more processor-executable computer program products or readable storage media.
本领域技术人员可以理解,图1所示的结构仅为示意,其并不对上述移动终端的结构造成限定。例如,移动终端还可包括比图1中所示更多或者更少的组件,或者具有与图1所示不同的配置。Those skilled in the art can understand that the structure shown in FIG. 1 is only for illustration, and it does not limit the structure of the above-mentioned mobile terminal. For example, the mobile terminal may also include more or fewer components than those shown in FIG. 1 , or have a different configuration from that shown in FIG. 1 .
根据本公开其中一实施例,提供了一种骨骼动画的生成方法的实施例,需要说明的是,在附图的流程图示出的步骤可以在诸如一组计算机可执行指令的计算机系统中执行,并且,虽然在流程图中示出了逻辑顺序,但是在某些情况下,可以以不同于此处的顺序执行所示出或描述的步骤。According to one embodiment of the present disclosure, an embodiment of a method for generating skeletal animation is provided. It should be noted that the steps shown in the flow chart of the accompanying drawings can be executed in a computer system such as a set of computer-executable instructions , and, although a logical order is shown in the flowcharts, in some cases the steps shown or described may be performed in an order different from that shown or described herein.
在一种可能的实施方式中,本公开实施例提供了一种骨骼动画的生成方法,该方法可应用于终端设备中,其中,终端设备可以是本地终端设备,也可以是云交互系统中的客户端设备。图2是根据本公开其中一实施例的骨骼动画的生成方法的流程图,如图2所示,该方法包括如下步骤:In a possible implementation manner, an embodiment of the present disclosure provides a method for generating skeletal animation, which can be applied to a terminal device, where the terminal device can be a local terminal device or a cloud interactive system. client device. Fig. 2 is a flowchart of a method for generating skeletal animation according to one embodiment of the present disclosure. As shown in Fig. 2, the method includes the following steps:
步骤S202,获取至少一个刚体模型。Step S202, acquiring at least one rigid body model.
在步骤S202中,至少一个刚体模型为结构固定的虚拟模型。具体的,刚体模型为不具有结构形变,只有位移、旋转或缩放的三维虚拟模型,例如,在无图破裂、硬物质撞击反应等动画中,刚体模型不会产生形变,只产生相应的动力学反馈,刚体模型的所有顶点受到统一的受力而进行运动变化。In step S202, at least one rigid body model is a virtual model with a fixed structure. Specifically, the rigid body model is a 3D virtual model that has no structural deformation, but only displacement, rotation or scaling. For example, in animations such as cracking without a picture, impact reaction of hard materials, etc., the rigid body model will not deform, but only generate corresponding dynamics Feedback, all vertices of the rigid body model are subject to uniform force and undergo motion changes.
需要说明的是,上述至少一个刚体模型可以是目标刚体模型中的子模型,例如,在图3所示的刚体模型的示意图中,目标刚体模型至少包括刚体模型1、刚体模型2和刚体模型3。另外,上述至少一个刚体模型也可以为独立的模型,例如,至少一个刚体模型中的刚体模型A为虚拟人物的铠甲,刚体模型B为虚拟人物周围的岩石。It should be noted that the above at least one rigid body model may be a sub-model in the target rigid body model, for example, in the schematic diagram of the rigid body model shown in Figure 3, the target rigid body model includes at least
可选的,终端设备可通过三维计算机图形软件(例如,Houdini)来读取刚体模型的相关信息,并基于刚体模型对应的刚体动画生成骨骼动画。Optionally, the terminal device can use 3D computer graphics software (for example, Houdini) to read the relevant information of the rigid body model, and generate skeleton animation based on the rigid body animation corresponding to the rigid body model.
步骤S204,根据至少一个刚体模型的目标位置生成与每个刚体模型对应的骨骼点云。Step S204, generating a skeleton point cloud corresponding to each rigid body model according to the target position of at least one rigid body model.
在步骤S204中,至少一个刚体模型的目标位置可以是刚体模型的中心点,也可以是刚体模型的重心点。通常,每个独立的刚体模型在刚体动画中的中心点或者重心点是始终不变的,因此,基于刚体模型的中心点或者重心点确定每个刚体对应的骨骼点云,即可建立骨骼与刚体模型之间的关联关系,进而根据骨骼与刚体模型之间的关联关系即可实现刚体模型对应的骨骼动画的生成。In step S204, the target position of at least one rigid body model may be the center point of the rigid body model, or the center of gravity of the rigid body model. Usually, the center point or center of gravity of each independent rigid body model in the rigid body animation is always the same. Therefore, based on the center point or center of gravity of the rigid body model, the bone point cloud corresponding to each rigid body can be established to establish the skeleton and The association relationship between the rigid body models, and then according to the association relationship between the skeleton and the rigid body model, the generation of the skeleton animation corresponding to the rigid body model can be realized.
另外,通过步骤S204可生成刚体模型对应的骨骼,即本公开所提供的方案可满足蒙皮动画的相关项目的需求,提升了刚体动画转换为骨骼动画的转换效果。In addition, the skeleton corresponding to the rigid body model can be generated through step S204, that is, the solution provided by the present disclosure can meet the requirements of related projects of skin animation, and improve the conversion effect of rigid body animation into skeletal animation.
步骤S206,基于至少一个刚体模型对应的刚体动画构建骨骼点云所对应的骨骼矩阵。Step S206, constructing a skeleton matrix corresponding to the skeleton point cloud based on the rigid body animation corresponding to at least one rigid body model.
在步骤S206中,刚体模型对应的刚体动画是通过物理刚体解算所实现地快速获得更精准高效的动画效果,该过程无需人工逐帧设置动画。但刚体动画无法在游戏引擎中进行展示,因此,需要将刚体动画转换为骨骼动画。而每个骨骼点云与一个骨骼矩阵相对应,骨骼矩阵至少用于记录与骨骼矩阵对应的刚体模型的动画信息,动画信息至少包括至少一个刚体模型的旋转信息、缩放信息以及偏移信息。In step S206, the rigid body animation corresponding to the rigid body model is achieved through physical rigid body calculation to quickly obtain more accurate and efficient animation effects, and this process does not need to manually set the animation frame by frame. But rigid body animation cannot be displayed in the game engine, so it is necessary to convert rigid body animation to skeletal animation. Each skeletal point cloud corresponds to a skeletal matrix, and the skeletal matrix is at least used to record the animation information of the rigid body model corresponding to the skeletal matrix. The animation information at least includes rotation information, scaling information, and offset information of at least one rigid body model.
即本公开通过骨骼矩阵建立了刚体模型与骨骼之间的关联关系,也即建立了刚体动画与骨骼动画之间的关联关系,从而实现了骨骼动画的生成。That is, the present disclosure establishes the relationship between the rigid body model and the skeleton through the bone matrix, that is, establishes the relationship between the rigid body animation and the skeleton animation, thereby realizing the generation of the skeleton animation.
另外,在本公开中,骨骼动画是基于刚体动画生成的,即本公开所生成的骨骼动画无需逐帧设置动画,从而提高了骨骼动画的生成效率,降低了骨骼动画的生成成本。In addition, in the present disclosure, the skeletal animation is generated based on the rigid body animation, that is, the skeletal animation generated in the present disclosure does not need to be animated frame by frame, thereby improving the generation efficiency of the skeletal animation and reducing the generation cost of the skeletal animation.
步骤S208,基于骨骼点云所对应的骨骼矩阵,驱动至少一个刚体模型,生成与至少一个刚体模型对应的骨骼动画。Step S208, based on the skeleton matrix corresponding to the skeleton point cloud, drive at least one rigid body model to generate a skeleton animation corresponding to the at least one rigid body model.
在得到骨骼点云对应的骨骼矩阵之后,终端设备即可通过每个骨骼点云对应的骨骼矩阵驱动对应的刚体模型,从而使刚体模型运动起来,得到刚体模型在游戏引擎中运动的动画,即骨骼动画。After obtaining the bone matrix corresponding to the bone point cloud, the terminal device can drive the corresponding rigid body model through the bone matrix corresponding to each bone point cloud, so that the rigid body model moves, and the animation of the rigid body model moving in the game engine is obtained, namely Skeletal animation.
基于上述步骤S202至步骤S208所限定的方案,可以获知,在本公开至少部分实施例中,采用基于刚体模型的刚体动画构建骨骼矩阵的方式,在获取至少一个结构固定的刚体模型之后,根据至少一个刚体模型的目标位置生成与每个刚体模型对应的骨骼点云,然后,基于至少一个刚体模型对应的刚体动画构建骨骼点云所对应的骨骼矩阵,并基于骨骼点云所对应的骨骼矩阵,驱动至少一个刚体模型,生成与至少一个刚体模型对应的骨骼动画,其中,骨骼矩阵至少用于记录与骨骼矩阵对应的刚体模型的动画信息,动画信息至少包括至少一个刚体模型的旋转信息、缩放信息以及偏移信息。Based on the solutions defined in steps S202 to S208 above, it can be known that in at least some embodiments of the present disclosure, the rigid body animation based on the rigid body model is used to construct the bone matrix. After obtaining at least one rigid body model with a fixed structure, according to at least The target position of a rigid body model generates a bone point cloud corresponding to each rigid body model, and then constructs a bone matrix corresponding to the bone point cloud based on the rigid body animation corresponding to at least one rigid body model, and based on the bone matrix corresponding to the bone point cloud, Drive at least one rigid body model to generate a skeletal animation corresponding to at least one rigid body model, wherein the bone matrix is at least used to record animation information of the rigid body model corresponding to the bone matrix, and the animation information at least includes rotation information and scaling information of at least one rigid body model and offset information.
容易注意到的是,在上述过程中,通过构建与骨骼点云对应的骨骼矩阵,即可实现刚体模型对应的骨骼动画的生成,即本公开所提供的方案可实现刚体模型的刚体动画生成骨骼动画。另外,在生成骨骼动画的过程中,基于刚体模型的目标位置生成骨骼点云,从而建立了刚体模型与骨骼动画中的骨骼之间的绑定关系,进而通过记录由刚体动画的动画信息的骨骼矩阵驱动刚体模型,即可实现骨骼动画的生成,该过程中生成了刚体模型对应的骨骼,即本公开所提供的方案可满足蒙皮动画的相关项目的需求,提升了刚体动画转换为骨骼动画的转换效果。It is easy to notice that in the above process, by constructing the bone matrix corresponding to the bone point cloud, the generation of the bone animation corresponding to the rigid body model can be realized, that is, the solution provided by the present disclosure can realize the rigid body animation of the rigid body model to generate bones animation. In addition, in the process of generating skeletal animation, the skeletal point cloud is generated based on the target position of the rigid body model, thereby establishing the binding relationship between the rigid body model and the bones in the skeletal animation, and then by recording the animation information of the rigid body animation. The matrix drives the rigid body model to realize the generation of skeletal animation. In this process, the corresponding skeleton of the rigid body model is generated. That is, the solution provided by this disclosure can meet the needs of related projects of skin animation and improve the conversion of rigid body animation into skeletal animation. conversion effect.
由此可见,本公开所提供的方案达到了由刚体模型的刚体动画生成骨骼动画的目的,从而实现了提升刚体动画转换为骨骼动画的转换效果的技术效果,进而解决了相关技术中,无法实现刚体模型的刚体动画生成骨骼动画的技术问题。It can be seen that the solution provided in this disclosure achieves the purpose of generating skeletal animation from the rigid body animation of the rigid body model, thereby achieving the technical effect of improving the conversion effect of rigid body animation into skeletal animation, and further solving the problem that cannot be achieved in related technologies. Rigid body animation of rigid body model generates technical problems of skeletal animation.
在一种可选的实施例中,在获取至少一个刚体模型之后,终端设备需对刚体模型进行标记。具体的,终端设备对至少一个刚体模型进行标记,得到至少一个刚体模型对应的模型标识。In an optional embodiment, after acquiring at least one rigid body model, the terminal device needs to mark the rigid body model. Specifically, the terminal device marks at least one rigid body model to obtain a model identifier corresponding to the at least one rigid body model.
需要说明的是,上述对刚体模型的标记包括但不限于对刚体模型进行名称标记或者其他标识的标记,其中,不同的刚体模型的标记是不同的,即每个刚体模型的标记是唯一的。对刚体模型进行唯一标记,便于后续基于该标记对骨骼矩阵进行索引。It should be noted that the above marking of the rigid body model includes but is not limited to marking the name of the rigid body model or other markings, wherein the markings of different rigid body models are different, that is, the marking of each rigid body model is unique. Uniquely mark the rigid body model to facilitate subsequent indexing of the bone matrix based on the mark.
进一步的,如图2所示,在获取到至少一个刚体模型之后,终端设备执行步骤S204,即根据至少一个刚体模型的目标位置生成与每个刚体模型对应的骨骼点云。Further, as shown in FIG. 2, after acquiring at least one rigid body model, the terminal device executes step S204, that is, generating a skeleton point cloud corresponding to each rigid body model according to the target position of at least one rigid body model.
具体的,终端设备首先确定待生成的骨骼动画的时间长度,并确定时间长度所对应的第一帧动画中至少一个刚体模型的中心点,得到初始目标位置;然后,基于初始目标位置对至少一个刚体模型进行蒙皮操作,得到与每个刚体模型对应的骨骼点云。Specifically, the terminal device first determines the time length of the skeletal animation to be generated, and determines the center point of at least one rigid body model in the first frame of animation corresponding to the time length to obtain the initial target position; then, based on the initial target position, at least one The rigid body model is skinned, and the bone point cloud corresponding to each rigid body model is obtained.
需要说明的是,在对至少一个刚体模型进行蒙皮操作的过程中,基于每个刚体模型的中心点对该刚体模型进行完整的蒙皮操作,以生成该刚体模型所对应的骨骼,从而实现了刚体模型与骨骼的绑定。It should be noted that, in the process of skinning at least one rigid body model, a complete skinning operation is performed on the rigid body model based on the center point of each rigid body model to generate the corresponding skeleton of the rigid body model, so as to realize Rigid body model and bone binding.
另外,在本实施例中,可实现刚体模型的蒙皮操作以及骨骼的生成,从而避免了相关技术中,刚体动画转换为骨骼动画时,无法生成骨骼,进而根据骨骼生成蒙皮与动画的问题。In addition, in this embodiment, the skinning operation of the rigid body model and the generation of bones can be realized, thereby avoiding the problem in the related art that when the rigid body animation is converted into skeletal animation, the bones cannot be generated, and the skin and animation are generated according to the bones .
进一步的,如图2所示,在确定了每个刚体模型对应的骨骼点云之后,终端设备即可基于至少一个刚体模型对应的刚体动画构建骨骼点云所对应的骨骼矩阵。Further, as shown in FIG. 2 , after determining the skeleton point cloud corresponding to each rigid body model, the terminal device can construct the skeleton matrix corresponding to the skeleton point cloud based on the rigid body animation corresponding to at least one rigid body model.
具体的,终端设备基于骨骼点云构建初始骨骼矩阵,并基于至少一个刚体模型对应的模型标识以及至少一个刚体模型对应的刚体动画,确定每个刚体模型在每帧动画中的动画信息;然后,再基于每帧动画的动画信息对初始骨骼矩阵进行更新,得到在每帧动画中,至少一个刚体模型对应的骨骼矩阵。Specifically, the terminal device constructs an initial bone matrix based on the bone point cloud, and determines the animation information of each rigid body model in each frame of animation based on the model identification corresponding to at least one rigid body model and the rigid body animation corresponding to at least one rigid body model; then, Then update the initial bone matrix based on the animation information of each frame of animation to obtain the bone matrix corresponding to at least one rigid body model in each frame of animation.
需要说明的是,上述的初始骨骼矩阵记录了第一帧动画中每个中心点对应的初始动画信息。如图4所示的刚体模型的骨骼矩阵的生成示意图,在图4中,每个刚体模型具有一个初始骨骼矩阵,在该初始骨骼矩阵中,刚体模型的偏移信息、旋转信息以及缩放信息均为无变化的初始变量。其中,在本实施例中,刚体模型的偏移信息是相对于该刚体模型在世界坐标系中的位置为起始点的偏移信息。It should be noted that the initial bone matrix above records the initial animation information corresponding to each center point in the first frame of animation. The generation schematic diagram of the bone matrix of rigid body model as shown in Figure 4, in Figure 4, each rigid body model has an initial bone matrix, and in this initial bone matrix, the offset information of rigid body model, rotation information and scaling information are all is the initial variable that does not change. Wherein, in this embodiment, the offset information of the rigid body model is the offset information relative to the position of the rigid body model in the world coordinate system as the starting point.
另外,终端设备可基于模型标识从刚体模型的每帧刚体动画中,确定该刚体模型在当前帧动画中的旋转信息、缩放信息以及偏移信息等,然后基于该刚体模型在当前帧动画中的旋转信息、缩放信息以及偏移信息对该刚体模型的初始矩阵进行实时更新,以实现对刚体模型在骨骼动画中的旋转、缩放以及偏移的更新,从而实现刚体模型的驱动,生成刚体模型对应的骨骼动画。例如,图5为对图4中的骨骼矩阵进行更新后的骨骼矩阵。In addition, the terminal device can determine the rotation information, scaling information, and offset information of the rigid body model in the current frame animation from each frame of the rigid body animation based on the model identification, and then based on the The rotation information, scaling information and offset information update the initial matrix of the rigid body model in real time, so as to update the rotation, scaling and offset of the rigid body model in the skeleton animation, so as to realize the driving of the rigid body model and generate the rigid body model corresponding skeletal animation. For example, FIG. 5 shows the bone matrix after updating the bone matrix in FIG. 4 .
更进一步的,在确定了骨骼点云对应的骨骼矩阵之后,终端设备执行步骤S208,即基于骨骼点云所对应的骨骼矩阵,驱动至少一个刚体模型,生成与至少一个刚体模型对应的骨骼动画。Furthermore, after determining the skeleton matrix corresponding to the skeleton point cloud, the terminal device executes step S208, that is, based on the skeleton matrix corresponding to the skeleton point cloud, drives at least one rigid body model to generate a skeleton animation corresponding to the at least one rigid body model.
具体的,在当前帧动画中,终端设备基于至少一个刚体模型对应的模型标识,从骨骼点云所对应的骨骼矩阵中,确定至少一个刚体模型对应的当前骨骼矩阵;然后,基于当前骨骼矩阵对上一帧动画中的至少一个刚体模型的动画信息进行更新,得到当前帧动画中的至少一个刚体模型的当前动画信息,并基于至少一个刚体模型的当前动画信息生成至少一个刚体模型的骨骼动画。Specifically, in the current frame animation, the terminal device determines the current bone matrix corresponding to at least one rigid body model from the bone matrix corresponding to the bone point cloud based on the model identification corresponding to at least one rigid body model; then, based on the current bone matrix. The animation information of at least one rigid body model in the last frame of animation is updated to obtain the current animation information of at least one rigid body model in the current frame of animation, and generate the skeleton animation of at least one rigid body model based on the current animation information of at least one rigid body model.
需要说明的是,在上述过程中,在骨骼矩阵发生了更新之后,终端设备基于更新后的骨骼矩阵更新对应的刚体模型的动画信息,即可实现对刚体模型的驱动,从而实现骨骼动画的生成。It should be noted that, in the above process, after the bone matrix is updated, the terminal device updates the animation information of the corresponding rigid body model based on the updated bone matrix, so as to realize the driving of the rigid body model, thereby realizing the generation of bone animation .
另外,生成蒙皮动画所需的三要素为蒙皮后的刚体模型、原始骨骼位置(即初始骨骼矩阵所记录的信息)以及骨骼动画。在得到生成蒙皮动画所需的三要素之后,终端设备可使用Houdini软件的ROP FBX Character Output功能导出带有蒙皮的骨骼动画,该骨骼动画可被游戏引擎识别并使用。In addition, the three elements required to generate skinned animation are the rigid body model after skinning, the original bone position (that is, the information recorded by the initial bone matrix), and bone animation. After obtaining the three elements needed to generate skin animation, the terminal device can use the ROP FBX Character Output function of Houdini software to export the skeleton animation with skin, which can be recognized and used by the game engine.
可选的,图6示出了骨骼动画的导出界面示意图,用户可通过对图6所示的界面示意图中的参数进行设置,以实现对骨骼动画的导出信息的设置。其中,在图6中,Start/End/Inc用于设置导出动画的起始帧、完结帧及采样间隔;Outupt Fbx File用于设置最终的骨骼动画的输出路径;Bake Aniamtion On Obj用于在不需要骨骼与蒙皮等信息时,直接将刚体动画转换为骨骼动画;Geometry Name用于设置导出时骨骼动画的名称;Boneroot Name用于设置导出的根部骨骼的名称。Optionally, FIG. 6 shows a schematic diagram of an interface for exporting skeletal animation, and the user can set parameters in the schematic interface diagram shown in FIG. 6 to implement setting of export information for skeletal animation. Among them, in Figure 6, Start/End/Inc is used to set the start frame, end frame and sampling interval of the exported animation; Outupt Fbx File is used to set the output path of the final skeletal animation; Bake Aniamtion On Obj is used to When information such as bones and skinning is needed, directly convert the rigid body animation to skeletal animation; Geometry Name is used to set the name of the bone animation when exporting; Boneroot Name is used to set the name of the exported root bone.
在一种可选的实施例中,本实施例所提供的方案还可实现骨骼的合并。具体的,在至少一个刚体模型的数量为多个时,终端设备从多个刚体模型中确定待合并的第一刚体模型和第二刚体模型,并对第一刚体模型和第二刚体模型进行合并处理,得到目标刚体模型,然后,根据目标刚体模型对应的中心点,确定目标刚体模型的目标位置,并基于目标刚体模型的目标位置对目标刚体模型进行蒙皮操作,得到目标刚体模型对应的目标骨骼点云。In an optional embodiment, the solution provided in this embodiment can also realize the merging of bones. Specifically, when the number of at least one rigid body model is multiple, the terminal device determines the first rigid body model and the second rigid body model to be merged from the multiple rigid body models, and merges the first rigid body model and the second rigid body model Processing to obtain the target rigid body model, and then, according to the center point corresponding to the target rigid body model, determine the target position of the target rigid body model, and perform skinning operation on the target rigid body model based on the target position of the target rigid body model, and obtain the target corresponding to the target rigid body model Skeleton point cloud.
即在本实施例中,终端设备可先对刚体模型进行合并,然后对合并后的刚体模型进行蒙皮以生成目标骨骼点云,进而根据目标骨骼点云生成合并后的刚体模型的骨骼矩阵,以驱动合并后的刚体模型,并生成骨骼动画。例如,刚体模型1为铠甲,刚体模型2为岩石,通过将铠甲与岩石进行组合,得到目标刚体模型,然后再对铠甲与岩石组合后的目标刚体模型进行骨骼点云的生成以及目标骨骼矩阵的生成,并通过目标骨骼矩阵确定铠甲与岩石组合后的目标刚体模型,生成骨骼动画。That is, in this embodiment, the terminal device can first merge the rigid body models, and then skin the merged rigid body models to generate the target bone point cloud, and then generate the bone matrix of the merged rigid body model according to the target bone point cloud, To drive the merged rigid body model and generate skeletal animation. For example,
另外,在实际应用中,终端设备还可分别对第一刚体模型和第二刚体模型进行蒙皮操作,生成各自对应的骨骼点云,然后,基于各自的骨骼点云确定各自的骨骼矩阵,最后,对第一刚体模型的骨骼矩阵和/或第二刚体模型的骨骼矩阵进行调整,以实现两个刚体模型在骨骼动画中动画信息的一致,从而实现两个刚体模型的骨骼动画的合并。In addition, in practical applications, the terminal device can also perform skinning operations on the first rigid body model and the second rigid body model to generate corresponding bone point clouds, and then determine the respective bone matrices based on the respective bone point clouds, and finally , adjust the bone matrix of the first rigid body model and/or the bone matrix of the second rigid body model, so as to realize the consistency of the animation information of the two rigid body models in the skeleton animation, so as to realize the merging of the skeleton animation of the two rigid body models.
在另一种可选的实施例中,本实施例所提供的方案还可实现骨骼的分割。具体的,终端设备从至少一个刚体模型中确定待分割的刚体模型,并对待分割的刚体模型进行分割处理,得到第三刚体模型和第四刚体模型,基于第三刚体模型的目标位置对第三刚体模型进行蒙皮操作,得到第三骨骼点云;基于第四刚体模型的目标位置对第四刚体模型进行蒙皮操作,得到第四骨骼点云。例如,待分割的刚体模型为由多个岩石组成的模型,终端设备可将待分割的刚体模型分割为两个岩石模型(即上述的第三刚体模型和第四刚体模型),然后分别确定两个岩石模型的骨骼点云以及骨骼点云对应的骨骼矩阵,最后,使用每个岩石模型对应的骨骼矩阵驱动对应的岩石模型,从而实现不同岩石模型的骨骼动画。In another optional embodiment, the solution provided in this embodiment can also implement bone segmentation. Specifically, the terminal device determines the rigid body model to be segmented from at least one rigid body model, and performs segmentation processing on the rigid body model to be segmented to obtain the third rigid body model and the fourth rigid body model, based on the target position of the third rigid body model. The rigid body model is skinned to obtain the third bone point cloud; based on the target position of the fourth rigid body model, the fourth rigid body model is skinned to obtain the fourth bone point cloud. For example, the rigid body model to be divided is a model composed of multiple rocks, and the terminal device can divide the rigid body model to be divided into two rock models (ie, the third rigid body model and the fourth rigid body model mentioned above), and then determine the two rock models respectively. The bone point cloud of each rock model and the bone matrix corresponding to the bone point cloud. Finally, use the bone matrix corresponding to each rock model to drive the corresponding rock model, so as to realize the bone animation of different rock models.
需要说明的是,在将待分割的刚体模型划分为多个子刚体模型之后,用户可根据实际需求从多个子刚体模型删除部分子刚体模型;也可根据实际需求从多个子刚体模型选择部分子刚体模型,并将选择出的部分子刚体模型分割出来,以实现骨骼的分割。It should be noted that after the rigid body model to be divided is divided into multiple sub-rigid body models, the user can delete some sub-rigid body models from multiple sub-rigid body models according to actual needs; or select some sub-rigid body models from multiple sub-rigid body models according to actual needs model, and segment the selected part of the sub-rigid body model to achieve bone segmentation.
由上述内容可知,在本公开中,通过Houdini或其它刚体演算软件制作的刚体动画,在Houdini中通过的kineFx自动将其转换为骨骼动画,后续可通过FBX格式导出,也可以与其它的骨骼动画进行合并或分割等,最终在游戏引擎中支持GPU蒙皮计算,并还原刚体动画。二将刚体动画作为骨骼动画,可便于在游戏引擎中通过GPU蒙皮驱动刚体动画,也便于骨骼动画的混合以形成新的动画。It can be seen from the above that in this disclosure, the rigid body animation produced by Houdini or other rigid body calculation software can be automatically converted into skeletal animation through kineFx in Houdini, which can be exported in FBX format later, and can also be combined with other skeletal animations Perform merging or splitting, etc., and finally support GPU skinning calculation in the game engine, and restore rigid body animation. Second, using rigid body animation as skeletal animation can facilitate the rigid body animation driven by GPU skinning in the game engine, and also facilitate the mixing of skeletal animation to form new animations.
通过以上的实施方式的描述,本领域的技术人员可以清楚地了解到根据上述实施例的方法可借助软件加必需的通用硬件平台的方式来实现,当然也可以通过硬件,但很多情况下前者是更佳的实施方式。基于这样的理解,本公开的技术方案本质上或者说对现有技术做出贡献的部分可以以软件产品的形式体现出来,该计算机软件产品存储在一个存储介质(如ROM/RAM、磁碟、光盘)中,包括若干指令用以使得一台终端设备(可以是手机,计算机,服务器,或者网络设备等)执行本公开各个实施例所述的方法。Through the description of the above embodiments, those skilled in the art can clearly understand that the method according to the above embodiments can be implemented by means of software plus a necessary general-purpose hardware platform, and of course also by hardware, but in many cases the former is better implementation. Based on such an understanding, the technical solution of the present disclosure can be embodied in the form of a software product in essence or the part that contributes to the prior art, and the computer software product is stored in a storage medium (such as ROM/RAM, disk, CD) contains several instructions to enable a terminal device (which may be a mobile phone, a computer, a server, or a network device, etc.) to execute the methods described in various embodiments of the present disclosure.
在本实施例中还提供了一种骨骼动画的生成装置,该装置用于实现上述实施例及优选实施方式,已经进行过说明的不再赘述。如以下所使用的,术语“模块”可以实现预定功能的软件和/或硬件的组合。尽管以下实施例所描述的装置较佳地以软件来实现,但是硬件,或者软件和硬件的组合的实现也是可能并被构想的。In this embodiment, a device for generating skeletal animation is also provided, and the device is used to implement the above embodiments and preferred implementation modes, and what has been explained will not be repeated here. As used below, the term "module" may be a combination of software and/or hardware that realizes a predetermined function. Although the devices described in the following embodiments are preferably implemented in software, implementations in hardware, or a combination of software and hardware are also possible and contemplated.
图7是根据本公开其中一实施例的骨骼动画的生成装置的结构框图,如图7所示,该装置包括:获取模块701、点云生成模块703、矩阵构建模块705以及动画生成模块707。FIG. 7 is a structural block diagram of a device for generating skeletal animation according to one embodiment of the present disclosure. As shown in FIG.
其中,获取模块701,用于获取至少一个刚体模型,其中,至少一个刚体模型为结构固定的虚拟模型;点云生成模块703,用于根据至少一个刚体模型的目标位置生成与每个刚体模型对应的骨骼点云;矩阵构建模块705,用于基于至少一个刚体模型对应的刚体动画构建骨骼点云所对应的骨骼矩阵;动画生成模块707,用于基于骨骼点云所对应的骨骼矩阵,驱动至少一个刚体模型,生成与至少一个刚体模型对应的骨骼动画,其中,骨骼矩阵至少用于记录与骨骼矩阵对应的刚体模型的动画信息,动画信息至少包括至少一个刚体模型的旋转信息、缩放信息以及偏移信息。Wherein, the obtaining module 701 is used to obtain at least one rigid body model, wherein at least one rigid body model is a virtual model with a fixed structure; the point cloud generation module 703 is used to generate the corresponding rigid body model according to the target position of at least one rigid body model. The bone point cloud; the matrix construction module 705 is used to construct the bone matrix corresponding to the bone point cloud based on the rigid body animation corresponding to at least one rigid body model; the animation generation module 707 is used to drive at least the corresponding bone matrix based on the bone point cloud A rigid body model that generates a skeletal animation corresponding to at least one rigid body model, wherein the bone matrix is at least used to record the animation information of the rigid body model corresponding to the bone matrix, and the animation information includes at least the rotation information, scaling information, and bias of at least one rigid body model Move information.
需要说明的是,上述获取模块701、点云生成模块703、矩阵构建模块705以及动画生成模块707对应于上述实施例中的步骤S201至步骤S208,四个模块与对应的步骤所实现的示例和应用场景相同,但不限于上述实施例所公开的内容。It should be noted that the acquisition module 701, the point cloud generation module 703, the matrix construction module 705 and the animation generation module 707 correspond to steps S201 to S208 in the above-mentioned embodiment, and the examples realized by the four modules and the corresponding steps and The application scenarios are the same, but are not limited to the content disclosed in the above embodiments.
可选的,骨骼动画的生成装置还包括:标记模块,用于在获取至少一个刚体模型之后,对至少一个刚体模型进行标记,得到至少一个刚体模型对应的模型标识。Optionally, the device for generating skeletal animation further includes: a marking module, configured to mark at least one rigid body model after acquiring at least one rigid body model, and obtain a model identifier corresponding to at least one rigid body model.
可选的,点云生成模块包括:第一确定模块、第二确定模块以及第一蒙皮模块。其中,第一确定模块,用于确定待生成的骨骼动画的时间长度;第二确定模块,用于确定时间长度所对应的第一帧动画中至少一个刚体模型的中心点,得到初始目标位置;第一蒙皮模块,用于基于初始目标位置对至少一个刚体模型进行蒙皮操作,得到与每个刚体模型对应的骨骼点云。Optionally, the point cloud generation module includes: a first determination module, a second determination module and a first skinning module. Wherein, the first determination module is used to determine the time length of the skeletal animation to be generated; the second determination module is used to determine the center point of at least one rigid body model in the first frame animation corresponding to the time length to obtain the initial target position; The first skinning module is configured to perform a skinning operation on at least one rigid body model based on the initial target position, to obtain a bone point cloud corresponding to each rigid body model.
可选的,矩阵构建模块包括:第一构建模块、第三确定模块以及矩阵更新模块。其中,第一构建模块,用于基于骨骼点云构建初始骨骼矩阵,其中,初始骨骼矩阵记录了第一帧动画中每个中心点对应的初始动画信息;第三确定模块,用于基于至少一个刚体模型对应的模型标识以及至少一个刚体模型对应的刚体动画,确定每个刚体模型在每帧动画中的动画信息;矩阵更新模块,用于基于每帧动画的动画信息对初始骨骼矩阵进行更新,得到在每帧动画中,至少一个刚体模型对应的骨骼矩阵。Optionally, the matrix building module includes: a first building module, a third determining module and a matrix updating module. Among them, the first building module is used to construct the initial bone matrix based on the bone point cloud, wherein the initial bone matrix records the initial animation information corresponding to each center point in the first frame of animation; the third determination module is used to base on at least one The model identification corresponding to the rigid body model and the rigid body animation corresponding to at least one rigid body model determine the animation information of each rigid body model in each frame of animation; the matrix update module is used to update the initial bone matrix based on the animation information of each frame of animation, Obtain the bone matrix corresponding to at least one rigid body model in each frame of animation.
可选的,动画生成模块包括:第四确定模块、动画更新模块以及第一生成模块。其中,第四确定模块,用于在当前帧动画中,基于至少一个刚体模型对应的模型标识,从骨骼点云所对应的骨骼矩阵中,确定至少一个刚体模型对应的当前骨骼矩阵;动画更新模块,用于基于当前骨骼矩阵对上一帧动画中的至少一个刚体模型的动画信息进行更新,得到当前帧动画中的至少一个刚体模型的当前动画信息;第一生成模块,用于基于至少一个刚体模型的当前动画信息生成至少一个刚体模型的骨骼动画。Optionally, the animation generation module includes: a fourth determination module, an animation update module, and a first generation module. Wherein, the fourth determination module is used to determine the current bone matrix corresponding to at least one rigid body model from the bone matrix corresponding to the bone point cloud based on the model identification corresponding to at least one rigid body model in the current frame animation; the animation update module , for updating the animation information of at least one rigid body model in the previous frame of animation based on the current bone matrix, to obtain the current animation information of at least one rigid body model in the current frame of animation; the first generation module is used for at least one rigid body based on The model's current animation information generates at least one skeletal animation of the rigid body model.
可选的,点云生成模块包括:第五确定模块、合并模块、第六确定模块以及第二蒙皮模块。其中,第五确定模块,用于在至少一个刚体模型的数量为多个时,从多个刚体模型中确定待合并的第一刚体模型和第二刚体模型;合并模块,用于对第一刚体模型和第二刚体模型进行合并处理,得到目标刚体模型;第六确定模块,用于根据目标刚体模型对应的中心点,确定目标刚体模型的目标位置;第二蒙皮模块,用于基于目标刚体模型的目标位置对目标刚体模型进行蒙皮操作,得到目标刚体模型对应的目标骨骼点云。Optionally, the point cloud generation module includes: a fifth determination module, a merging module, a sixth determination module and a second skinning module. Wherein, the fifth determining module is used to determine the first rigid body model and the second rigid body model to be merged from multiple rigid body models when the number of at least one rigid body model is multiple; the merging module is used for the first rigid body model The model and the second rigid body model are combined to obtain the target rigid body model; the sixth determination module is used to determine the target position of the target rigid body model according to the center point corresponding to the target rigid body model; the second skinning module is used to determine the target position of the target rigid body model based on the target rigid body model. The target position of the model performs a skinning operation on the target rigid body model to obtain the target bone point cloud corresponding to the target rigid body model.
可选的,点云生成模块包括:第七确定模块、模型分割模块、第三蒙皮模块以及第四蒙皮模块。其中,第七确定模块,用于从至少一个刚体模型中确定待分割的刚体模型;模型分割模块,用于对待分割的刚体模型进行分割处理,得到第三刚体模型和第四刚体模型;第三蒙皮模块,用于基于第三刚体模型的目标位置对第三刚体模型进行蒙皮操作,得到第三骨骼点云;第四蒙皮模块,用于基于第四刚体模型的目标位置对第四刚体模型进行蒙皮操作,得到第四骨骼点云。Optionally, the point cloud generation module includes: a seventh determination module, a model segmentation module, a third skinning module and a fourth skinning module. Wherein, the seventh determination module is used to determine the rigid body model to be divided from at least one rigid body model; the model segmentation module is used to perform segmentation processing on the rigid body model to be divided to obtain the third rigid body model and the fourth rigid body model; the third The skinning module is used to skin the third rigid body model based on the target position of the third rigid body model to obtain the third bone point cloud; the fourth skinning module is used to perform skinning operations on the fourth rigid body model based on the target position of the fourth rigid body model. The rigid body model is skinned to obtain the point cloud of the fourth bone.
需要说明的是,上述各个模块是可以通过软件或硬件来实现的,对于后者,可以通过以下方式实现,但不限于此:上述模块均位于同一处理器中;或者,上述各个模块以任意组合的形式分别位于不同的处理器中。It should be noted that the above-mentioned modules can be realized by software or hardware. For the latter, it can be realized by the following methods, but not limited to this: the above-mentioned modules are all located in the same processor; or, the above-mentioned modules can be combined in any combination The forms of are located in different processors.
本公开的实施例还提供了一种计算机可读存储介质,该计算机可读存储介质中存储有计算机程序,其中,该计算机程序被设置为运行时执行上述任一项方法实施例中的步骤。Embodiments of the present disclosure also provide a computer-readable storage medium, in which a computer program is stored, wherein the computer program is configured to execute the steps in any one of the above method embodiments when running.
可选地,在本实施例中,上述计算机可读存储介质可以包括但不限于:U盘、只读存储器(Read-Only Memory,简称为ROM)、随机存取存储器(Random Access Memory,简称为RAM)、移动硬盘、磁碟或者光盘等各种可以存储计算机程序的介质。Optionally, in this embodiment, the above-mentioned computer-readable storage medium may include but not limited to: U disk, read-only memory (Read-Only Memory, referred to as ROM), random access memory (Random Access Memory, referred to as RAM), mobile hard disk, magnetic disk or optical disk and other media that can store computer programs.
可选地,在本实施例中,上述计算机可读存储介质可以位于计算机网络中计算机终端群中的任意一个计算机终端中,或者位于移动终端群中的任意一个移动终端中。Optionally, in this embodiment, the above-mentioned computer-readable storage medium may be located in any computer terminal in the group of computer terminals in the computer network, or in any mobile terminal in the group of mobile terminals.
可选地,在本实施例中,上述计算机可读存储介质可以被设置为存储用于执行上述的骨骼动画的生成方法。Optionally, in this embodiment, the above-mentioned computer-readable storage medium may be configured to store the method for executing the above-mentioned skeletal animation generation.
通过以上的实施方式的描述,本领域的技术人员易于理解,这里描述的示例实施方式可以通过软件实现,也可以通过软件结合必要的硬件的方式来实现。因此,根据本公开实施方式的技术方案可以以软件产品的形式体现出来,该软件产品可以存储在一个计算机可读存储介质(可以是CD-ROM,U盘,移动硬盘等)中或网络上,包括若干指令以使得一台计算设备(可以是个人计算机、服务器、终端装置、或者网络设备等)执行根据本公开实施方式的方法。Through the description of the above implementations, those skilled in the art can easily understand that the example implementations described here can be implemented by software, or by combining software with necessary hardware. Therefore, the technical solution according to the embodiment of the present disclosure may be embodied in the form of a software product, and the software product may be stored in a computer-readable storage medium (which may be a CD-ROM, U disk, mobile hard disk, etc.) or on a network, Several instructions are included to make a computing device (which may be a personal computer, a server, a terminal device, or a network device, etc.) execute the method according to the embodiments of the present disclosure.
在本申请的示例性实施例中,计算机可读存储介质上存储有能够实现本实施例上述方法的程序产品。在一些可能的实施方式中,本公开实施例的各个方面还可以实现为一种程序产品的形式,其包括程序代码,当所述程序产品在终端设备上运行时,所述程序代码用于使所述终端设备执行本实施例上述“示例性方法”部分中描述的根据本公开各种示例性实施方式的步骤。In an exemplary embodiment of the present application, a computer-readable storage medium stores a program product capable of implementing the above-mentioned method of this embodiment. In some possible implementation manners, various aspects of the embodiments of the present disclosure may also be implemented in the form of a program product, which includes program code, and when the program product is run on a terminal device, the program code is used to use The terminal device executes the steps according to various exemplary implementations of the present disclosure described in the "Exemplary Method" section above in this embodiment.
根据本公开的实施方式的用于实现上述方法的程序产品,其可以采用便携式紧凑盘只读存储器(CD-ROM)并包括程序代码,并可以在终端设备,例如个人电脑上运行。然而,本公开实施例的程序产品不限于此,在本公开实施例中,计算机可读存储介质可以是任何包含或存储程序的有形介质,该程序可以被指令执行系统、装置或者器件使用或者与其结合使用。According to the program product for implementing the above method according to the embodiment of the present disclosure, it may adopt a portable compact disk read only memory (CD-ROM) and include program codes, and may run on a terminal device such as a personal computer. However, the program product of the embodiments of the present disclosure is not limited thereto. In the embodiments of the present disclosure, a computer-readable storage medium may be any tangible medium containing or storing a program, and the program may be used by an instruction execution system, apparatus or device or in conjunction with it. In conjunction with.
上述程序产品可以采用一个或多个计算机可读介质的任意组合。该计算机可读存储介质例如可以为但不限于电、磁、光、电磁、红外线、或半导体的系统、装置或器件,或者任意以上的组合。计算机可读存储介质的更具体的例子(非穷举的列举)包括:具有一个或多个导线的电连接、便携式盘、硬盘、随机存取存储器(RAM)、只读存储器(ROM)、可擦式可编程只读存储器(EPROM或闪存)、光纤、便携式紧凑盘只读存储器(CD-ROM)、光存储器件、磁存储器件、或者上述的任意合适的组合。The program product described above may take the form of any combination of one or more computer readable media. The computer-readable storage medium may be, for example, but not limited to, an electrical, magnetic, optical, electromagnetic, infrared, or semiconductor system, device, or device, or any combination thereof. More specific examples (non-exhaustive list) of computer-readable storage media include: electrical connections with one or more conductors, portable disks, hard disks, random access memory (RAM), read only memory (ROM), computer Erasable programmable read-only memory (EPROM or flash memory), optical fiber, portable compact disk read-only memory (CD-ROM), optical storage device, magnetic storage device, or any suitable combination of the above.
需要说明的是,计算机可读存储介质上包含的程序代码可以用任何适当的介质传输,包括但不限于无线、有线、光缆、RF等等,或者上述的任意合适的组合。It should be noted that the program code contained on the computer-readable storage medium can be transmitted by any appropriate medium, including but not limited to wireless, cable, optical cable, RF, etc., or any suitable combination of the above.
本公开的实施例还提供了一种电子装置,包括存储器和处理器,该存储器中存储有计算机程序,该处理器被设置为运行计算机程序以执行上述任一项方法实施例中的步骤。Embodiments of the present disclosure also provide an electronic device, including a memory and a processor, where a computer program is stored in the memory, and the processor is configured to run the computer program to execute the steps in any one of the above method embodiments.
可选地,上述电子装置还可以包括传输设备以及输入输出设备,其中,该传输设备和上述处理器连接,该输入输出设备和上述处理器连接。Optionally, the above-mentioned electronic device may further include a transmission device and an input-output device, wherein the transmission device is connected to the above-mentioned processor, and the input-output device is connected to the above-mentioned processor.
可选地,在本实施例中,上述处理器可以被设置为通过计算机程序执行上述所提供的骨骼动画的生成方法。Optionally, in this embodiment, the above-mentioned processor may be configured to execute the above-mentioned method for generating skeletal animation provided by a computer program.
图8是根据本公开实施例的一种电子装置的示意图。如图8所示,电子装置800仅仅是一个示例,不应对本公开实施例的功能和使用范围带来任何限制。FIG. 8 is a schematic diagram of an electronic device according to an embodiment of the disclosure. As shown in FIG. 8 , the
如图8所示,电子装置800以通用计算设备的形式表现。电子装置800的组件可以包括但不限于:上述至少一个处理器810、上述至少一个存储器820、连接不同系统组件(包括存储器820和处理器810)的总线830和显示器840。As shown in FIG. 8,
其中,上述存储器820存储有程序代码,所述程序代码可以被处理器810执行,使得处理器810执行本申请实施例的上述方法部分中描述的根据本公开各种示例性实施方式的步骤。Wherein, the
存储器820可以包括易失性存储单元形式的可读介质,例如随机存取存储单元(RAM)8201和/或高速缓存存储单元8202,还可以进一步包括只读存储单元(ROM)8203,还可包括非易失性存储器,如一个或者多个磁性存储装置、闪存、或者其他非易失性固态存储器。The
在一些实例中,存储器820还可以包括具有一组(至少一个)程序模块8205的程序/实用工具8204,这样的程序模块8205包括但不限于:操作系统、一个或者多个应用程序、其它程序模块以及程序数据,这些示例中的每一个或某种组合中可能包括网络环境的实现。存储器820可进一步包括相对于处理器810远程设置的存储器,这些远程存储器可以通过网络连接至电子装置800。上述网络的实例包括但不限于互联网、企业内部网、局域网、移动通信网及其组合。In some instances,
总线830可以为表示几类总线结构中的一种或多种,包括存储单元总线或者存储单元控制器、外围总线、图形加速端口、处理器810或者使用多种总线结构中的任意总线结构的局域总线。
显示器840可以例如触摸屏式的液晶显示器(LCD),该液晶显示器可使得用户能够与电子装置800的用户界面进行交互。The
可选地,电子装置800也可以与一个或多个外部设备900(例如键盘、指向设备、蓝牙设备等)通信,还可与一个或者多个使得用户能与该电子装置800交互的设备通信,和/或与使得该电子装置800能与一个或多个其它计算设备进行通信的任何设备(例如路由器、调制解调器等等)通信。这种通信可以通过输入/输出(I/O)接口850进行。并且,电子装置800还可以通过网络适配器860与一个或者多个网络(例如局域网(LAN),广域网(WAN)和/或公共网络,例如因特网)通信。如图8所示,网络适配器860通过总线830与电子装置800的其它模块通信。应当明白,尽管图8中未示出,可以结合电子装置800使用其它硬件和/或软件模块,可以包括但不限于:微代码、设备驱动器、冗余处理单元、外部磁盘驱动阵列、RAID系统、磁带驱动器以及数据备份存储系统等。Optionally, the
上述电子装置800还可以包括:键盘、光标控制设备(如鼠标)、输入/输出接口(I/O接口)、网络接口、电源和/或相机。The above-mentioned
本领域普通技术人员可以理解,图8所示的结构仅为示意,其并不对上述电子装置的结构造成限定。例如,电子装置800还可包括比图8中所示更多或者更少的组件,或者具有与图8所示不同的配置。存储器820可用于存储计算机程序及对应的数据,如本公开实施例中的骨骼动画的生成方法对应的计算机程序及对应的数据。处理器810通过运行存储在存储器820内的计算机程序,从而执行各种功能应用以及数据处理,即实现上述的骨骼动画的生成方法。Those of ordinary skill in the art can understand that the structure shown in FIG. 8 is only a schematic diagram, which does not limit the structure of the above-mentioned electronic device. For example, the
上述本公开实施例序号仅仅为了描述,不代表实施例的优劣。The serial numbers of the above-mentioned embodiments of the present disclosure are for description only, and do not represent the advantages and disadvantages of the embodiments.
在本公开的上述实施例中,对各个实施例的描述都各有侧重,某个实施例中没有详述的部分,可以参见其他实施例的相关描述。In the above-mentioned embodiments of the present disclosure, the descriptions of each embodiment have their own emphases, and for parts not described in detail in a certain embodiment, reference may be made to relevant descriptions of other embodiments.
在本申请所提供的几个实施例中,应该理解到,所揭露的技术内容,可通过其它的方式实现。其中,以上所描述的装置实施例仅仅是示意性的,例如所述单元的划分,可以为一种逻辑功能划分,实际实现时可以有另外的划分方式,例如多个单元或组件可以结合或者可以集成到另一个系统,或一些特征可以忽略,或不执行。另一点,所显示或讨论的相互之间的耦合或直接耦合或通信连接可以是通过一些接口,单元或模块的间接耦合或通信连接,可以是电性或其它的形式。In the several embodiments provided in this application, it should be understood that the disclosed technical content can be realized in other ways. Wherein, the device embodiments described above are only illustrative. For example, the division of the units may be a logical function division. In actual implementation, there may be other division methods. For example, multiple units or components may be combined or may be Integrate into another system, or some features may be ignored, or not implemented. In another point, the mutual coupling or direct coupling or communication connection shown or discussed may be through some interfaces, and the indirect coupling or communication connection of units or modules may be in electrical or other forms.
所述作为分离部件说明的单元可以是或者也可以不是物理上分开的,作为单元显示的部件可以是或者也可以不是物理单元,即可以位于一个地方,或者也可以分布到多个单元上。可以根据实际的需要选择其中的部分或者全部单元来实现本实施例方案的目的。The units described as separate components may or may not be physically separated, and the components displayed as units may or may not be physical units, that is, they may be located in one place, or may be distributed to multiple units. Part or all of the units can be selected according to actual needs to achieve the purpose of the solution of this embodiment.
另外,在本公开各个实施例中的各功能单元可以集成在一个处理单元中,也可以是各个单元单独物理存在,也可以两个或两个以上单元集成在一个单元中。上述集成的单元既可以采用硬件的形式实现,也可以采用软件功能单元的形式实现。In addition, each functional unit in each embodiment of the present disclosure may be integrated into one processing unit, each unit may exist separately physically, or two or more units may be integrated into one unit. The above-mentioned integrated units can be implemented in the form of hardware or in the form of software functional units.
所述集成的单元如果以软件功能单元的形式实现并作为独立的产品销售或使用时,可以存储在一个计算机可读取存储介质中。基于这样的理解,本公开的技术方案本质上或者说对现有技术做出贡献的部分或者该技术方案的全部或部分可以以软件产品的形式体现出来,该计算机软件产品存储在一个存储介质中,包括若干指令用以使得一台计算机设备(可为个人计算机、服务器或者网络设备等)执行本公开各个实施例所述方法的全部或部分步骤。而前述的存储介质包括:U盘、只读存储器(ROM,Read-Only Memory)、随机存取存储器(RAM,Random Access Memory)、移动硬盘、磁碟或者光盘等各种可以存储程序代码的介质。If the integrated unit is realized in the form of a software function unit and sold or used as an independent product, it can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of the present disclosure is essentially or part of the contribution to the prior art, or all or part of the technical solution can be embodied in the form of a software product, and the computer software product is stored in a storage medium , including several instructions to make a computer device (which may be a personal computer, a server, or a network device, etc.) execute all or part of the steps of the methods described in various embodiments of the present disclosure. The aforementioned storage media include: U disk, read-only memory (ROM, Read-Only Memory), random access memory (RAM, Random Access Memory), mobile hard disk, magnetic disk or optical disc, etc., which can store program codes. .
以上所述仅是本公开的优选实施方式,应当指出,对于本技术领域的普通技术人员来说,在不脱离本公开原理的前提下,还可以做出若干改进和润饰,这些改进和润饰也应视为本公开的保护范围。The above descriptions are only preferred implementations of the present disclosure. It should be pointed out that those skilled in the art can make some improvements and modifications without departing from the principle of the present disclosure. These improvements and modifications are also It should be regarded as the protection scope of the present disclosure.
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| CN114494538A (en) * | 2020-11-13 | 2022-05-13 | 宿迁硅基智能科技有限公司 | A method and system for voice-driven facial model and facial model animation migration with arbitrary number of faces |
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| CN108961369A (en) * | 2018-07-11 | 2018-12-07 | 厦门幻世网络科技有限公司 | The method and apparatus for generating 3D animation |
| US20210383605A1 (en) * | 2020-10-30 | 2021-12-09 | Beijing Baidu Netcom Science And Technology Co., Ltd. | Driving method and apparatus of an avatar, device and medium |
| CN114494538A (en) * | 2020-11-13 | 2022-05-13 | 宿迁硅基智能科技有限公司 | A method and system for voice-driven facial model and facial model animation migration with arbitrary number of faces |
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