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System and method for generating physiological restriction of skeletal joints of cartoon characters

A technology for generating systems and skeletons, applied in animation production, image data processing, instruments, etc., can solve problems such as high cost, low output rate, and difficult setting, and achieve good results

Active Publication Date: 2011-05-11
ZHUHAI KINGSOFT ONLINE GAME TECH CO LTD +1
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  • Abstract
  • Description
  • Claims
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AI Technical Summary

Problems solved by technology

[0005] Since the generation of current skeletal joint constraints requires professional skeletal architects to manually set the range of motion of each skeletal joint individually, it is time-consuming and laborious, with low output rate and high cost
In addition, for some lesser-known anime characters (such as various monsters), since there is no realistic skeleton as a reference, it will be more difficult to set the activities of each bone joint

Method used

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  • System and method for generating physiological restriction of skeletal joints of cartoon characters
  • System and method for generating physiological restriction of skeletal joints of cartoon characters

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Embodiment Construction

[0015] Such as figure 1 As shown, the system for implementing the skeletal joint constraint generation method of the present invention includes a skeletal animation production component, a skeletal animation screening component, a skeletal animation analysis component, and a skeletal joint constraint database. The functions and implementation methods of each part are described in detail below.

[0016] (1) The skeletal animation production component can use the existing software, which requires the production function of skeletal animation, such as 3ds max, maya, and then use the export plug-in to export the animation into a unified format. The working process of animation production software includes: start animation production → animation production completion → form a series of skeletal animation libraries composed of animations.

[0017] (2) The skeletal animation screening component has an interactive interface and a selected skeletal animation library. The interactive i...

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Abstract

The invention relates to a system and method for generating physiological restriction of skeletal joints of cartoon characters. The system comprises a skeletal animation producing module, a skeletal animation screening module, a skeletal animation analyzing module and a skeletal joint restricting database, wherein the skeletal animation producing module is used for producing each animation and generating a skeletal animation library; the skeletal animation screening module is used for screening animation in the skeletal animation library to form a selective skeletal animation library; the skeletal animation analyzing module is used for traversing the selective skeletal animation library, incrementally adding the range of activity of each joint and generating the restricted data of each joint; and the skeletal joint restricting database is used for recording the restriction information of each skeletal joint. The method has the following beneficial effects: (1) the method has the characteristic of automation; an action library responding to the body type can be generated in the presence of sufficient skeletal animation libraries (the condition is easy to satisfy for many companies with many animation industries) without manual intervention; and (2) the method has the characteristics of extensibility and incremental improvement; as the skeletal animation entering into the library has more action types and better quality, the generated restriction of skeletal joints is more comprehensive and the effect is better.

Description

technical field [0001] The invention relates to the field of animation production, in particular to a system and method for generating physiological constraints (range of motion) of bones and joints by animation production software based on a computer system. Background technique [0002] Physiological constraints of bones and joints are the data that marks the normal range of motion of the joints. In the process of making animation or implementing dynamic animation, this set of data can be used to prevent deformed movements (such as turning the elbow outward, turning the head to the back, etc.) . When a certain pose of the skeleton is given, these constraints can be used to judge whether the pose is reasonable or deformed, and the data of this part of the bone joint constraints is also needed to correct the pose. Examples are as follows: [0003] Under the Constrain menu, Maya (animation production software) provides Point, Aim, Orient, Scale, Geometry, Normal, Tangent an...

Claims

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Application Information

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Patent Type & Authority Applications(China)
IPC IPC(8): G06T13/00
Inventor 赖耿伟杨林杜晓荣
Owner ZHUHAI KINGSOFT ONLINE GAME TECH CO LTD
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