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Dynamic bone implementation method and device in animation

An implementation method and skeleton technology, which are used in animation production, image data processing, instruments, etc.

Active Publication Date: 2017-08-18
上海灵犀互动娱乐有限公司
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  • Summary
  • Abstract
  • Description
  • Claims
  • Application Information

AI Technical Summary

Problems solved by technology

However, the pre-designed animation performance cannot meet some special situations, such as the clothes on the body fluttering lightly as the character turns; or the tail swings with different ranges as the horse runs, etc.

Method used

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  • Dynamic bone implementation method and device in animation
  • Dynamic bone implementation method and device in animation
  • Dynamic bone implementation method and device in animation

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Embodiment Construction

[0060] Preferred embodiments of the present disclosure will be described in more detail below with reference to the accompanying drawings. Although preferred embodiments of the present disclosure are shown in the drawings, it should be understood that the present disclosure may be embodied in various forms and should not be limited to the embodiments set forth herein. Rather, these embodiments are provided so that this disclosure will be thorough and complete, and will fully convey the scope of the disclosure to those skilled in the art.

[0061] Before introducing the present invention in detail, some background terms involved in the present invention will be briefly explained first.

[0062] Polygon Mesh: Mesh for short, is a structure used to represent a three-dimensional model in 3D computer graphics, including the definition of a series of basic data such as vertices, faces, normals, tangents, vertex colors, and texture coordinates. .

[0063] Skeletal Animation: skelet...

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PUM

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Abstract

The invention discloses a dynamic bone implementation method and device in an animation. The implementation method comprises the steps of creating a bone joint tree in allusion to a target object, wherein the joint, which is closer to a root node, in two directly connected joints in the bone joint tree, is a parent joint, and the joint, which is far away from the root node, is a sub joint; calculating location information of joints in the bone joint tree in the next frame; and in allusion to at least one sub joint in the bone joint tree, converting location transformation of the sub joint from the current frame to the next frame into rotation transformation of the sub joint around the parent joint of the sub joint, and thus moving the sub joint to the position in the next frame through rotation transformation. Therefore, the moving process is enabled to be smoother through converting location transformation of a joint into rotation transformation around a parent joint thereof, and the visual experience is improved.

Description

technical field [0001] The invention relates to the technical field of computer animation, in particular to a method and device for realizing dynamic bones in animation. Background technique [0002] Actions such as walking, running, and attacking characters in the game are essential, and the method of realizing them generally adopts frame animation or skeletal animation. The difference between frame animation and skeletal animation is that each frame of frame animation is a snapshot of a character's specific pose, and the smoothness and smoothness of animation depends on the number of frames. The skeletal animation is an animation generated by binding the pictures of various parts of the character's body parts to the "bones" that interact and connect, and controlling the position, rotation direction, and zoom in and out of these bones. [0003] In the process of 3D game development, the action performance of the character model is usually realized by using bone skin animat...

Claims

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Application Information

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IPC IPC(8): G06T13/40
CPCG06T13/40
Inventor 洪智标
Owner 上海灵犀互动娱乐有限公司
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