Visual edit method and visual editor for 3D (three-dimensional) game role Avatar

A 3D game and editor technology, applied in the visual editing method and editor field of 3D game character Avatar, can solve the problems of increasing the workload of artist character development, low character model reuse rate, large memory footprint, etc., to achieve Achieve real-time preview, speed up development progress, and improve the effect of reuse rate

Inactive Publication Date: 2014-10-15
FUJIAN TIANQU NETWORK TECH
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AI Technical Summary

Problems solved by technology

The traditional method of making characters is to make a specific 3D character model for each character. When the model is deformed, a new model needs to be rebuilt. This method greatly increases the character development workload of the artist, and In the process of large-scale game development and production, the efficiency is low, the reuse rate of character models is low, and the memory footprint is large

Method used

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  • Visual edit method and visual editor for 3D (three-dimensional) game role Avatar
  • Visual edit method and visual editor for 3D (three-dimensional) game role Avatar
  • Visual edit method and visual editor for 3D (three-dimensional) game role Avatar

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Embodiment Construction

[0026] see figure 1 , the visual editing method of a kind of 3D game character Avatar of the present invention, comprises the steps:

[0027] Step 10, import the character model;

[0028] Step 20, perform bone transformation, adjust the character's body shape by setting the adjustment direction and corresponding parameters, and display the adjustment effect in real time in the main window, the adjustment direction includes X axis, Y axis and Z axis, and the adjustment direction is based on the parameters setting, select one or more adjustment directions, and the parameters include arm thickness, arm length, character height, body fat and thinness, and head size. The final adjustment result generates bone deformation data. The specific generation method of the bone deformation data is: Adjust the bone shape of the character model by setting the adjustment direction and corresponding parameters, and record the set adjustment direction and parameters in the file script, that is,...

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Abstract

The invention provides a visual edit method for a 3D (three-dimensional) game role Avatar. The visual edit method includes steps of importing a role model; transforming bones of the model and generating bone deformation data; exporting the bone deformation data and storing the bone deformation data in magnetic disks; loading the bone deformation data in an internal storage when a game runs and processing bones of the role by the aid of the data. The invention further provides a visual editor for the 3D game role Avatar. The visual editor comprises a model selecting module, an adjusting and transforming module, a storing module and a running module. The model selecting module is used for importing the role model; the adjusting and transforming module is used for transforming the bones of the model and generating the bone deformation data; the storing module is used for exporting the bone deformation data and storing the bone deformation data in the magnetic disks; the running module is used for loading the bone deformation data into the internal storage when the game runs and processing the bones of the role by the aid of the data. The visual edit method and the visual editor have the advantages that the role model can be visually edited, edit effects of the model can be previewed in real time, and a function of dynamically adjusting the bodily form of the role when the game runs can be realized.

Description

technical field [0001] The invention relates to visual editing of characters, in particular to a visual editing method and editor for a 3D game character Avatar. Background technique [0002] In 3D games, especially role-playing games, it is often necessary to place a large number of characters in the game, including characters representing the player himself and characters controlled by non-players. The traditional method of making characters is to make a specific 3D character model for each character. When the model is deformed, a new model needs to be rebuilt. This method greatly increases the character development workload of the artist, and In the process of large-scale game development and production, the efficiency is low, the reuse rate of character models is low, and the memory takes up a lot of space. Contents of the invention [0003] One of the technical problems to be solved by the present invention is to provide a visual editing method for a 3D game characte...

Claims

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Application Information

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Patent Type & Authority Applications(China)
IPC IPC(8): G06F9/44
Inventor 丘钧罗丁
Owner FUJIAN TIANQU NETWORK TECH
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