Method and system for realizing local real-time movement of role model

A character model, local technology, applied in animation production, image data processing, instruments, etc., can solve problems such as increased production cost, increased time cost, game performance problems, etc., and achieves reduced workload, low computational overhead, and simple production methods. Effect

Active Publication Date: 2016-05-04
NETEASE (HANGZHOU) NETWORK CO LTD
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  • Summary
  • Abstract
  • Description
  • Claims
  • Application Information

AI Technical Summary

Problems solved by technology

First of all, using a third-party physics engine will bring additional computing overhead when the game is running, especially when the number of vertices that need to be simulated is relatively large, it may bring performance problems to the game
Secondly, because the simulation is performed at the vertex level of the character model, for each character model, the artist needs to use the editing tools provided by the physics engine to set and adjust various parameters on the vertex, which greatly increases the production time. time cost
For example, a common situation is that in actual production, the clothing on the character model is often produced on the same character model as the body of the character model. If a character model can change multiple sets of clothing, each set requires art. The production staff performs additional processing on some of the above parts, which will undoubtedly increase a lot of production costs

Method used

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  • Method and system for realizing local real-time movement of role model
  • Method and system for realizing local real-time movement of role model
  • Method and system for realizing local real-time movement of role model

Examples

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Embodiment Construction

[0066] Example embodiments will now be described more fully with reference to the accompanying drawings. Example embodiments may, however, be embodied in many forms and should not be construed as limited to the examples set forth herein; rather, these embodiments are provided so that this disclosure will be thorough and complete and will fully convey the concept of example embodiments to those skilled in the art. The drawings are merely schematic illustrations of the present disclosure and are not necessarily drawn to scale. The same reference numerals in the drawings denote the same or similar parts, and thus repeated descriptions thereof will be omitted.

[0067] Furthermore, the described features, structures, or characteristics may be combined in any suitable manner in one or more embodiments. In the following description, numerous specific details are provided in order to give a thorough understanding of embodiments of the present disclosure. However, those skilled in ...

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Abstract

The invention relates to a method and a system for realizing local real-time movement of a role model. The method comprises steps: an end point where a dummy skeleton is connected with other skeletons serves as a first particle and the other end point serves as a second particle, wherein the dummy skeleton is added to a local part in need of movement and is provided with a skeleton skin; during a role movement process, the position of the second particle is calculated; and according to the position of the second particle, the dummy skeleton performs corresponding rotation. According to the method and the system for realizing local real-time movement of the role model, certain local parts of the role model can move naturally along with movement of the role model, the role model can present a more vivid animation performance effect, the role model does not rely on a physical engine of the third party and can be conveniently integrated in the existing skeletal animation making development process, and the workload of an art production person is greatly reduced.

Description

technical field [0001] The present disclosure generally relates to the technical field of computer graphics, and specifically relates to a method and system for realizing partial real-time movement of a character model. Background technique [0002] At present, the method of skeletal animation is commonly used in the field of game production, that is, for the character model, create its corresponding bones, and the art producers associate the vertices on the model with different bones, and set different influence weights. Next, the art producers The animation sequence of the skeleton of the character model will be made, and then the movement of the vertices on the model will be driven by the skeleton to achieve the animation effect of the character model. Finally, the animation effect of the character model will be played in the game and presented to the player. Obviously, the final performance of this skeletal animation method depends entirely on the skeletal animation sequ...

Claims

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Application Information

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Patent Type & Authority Applications(China)
IPC IPC(8): G06T13/40
CPCG06T13/40
Inventor 沈超慧
Owner NETEASE (HANGZHOU) NETWORK CO LTD
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