Face pinching editing and animation additional fusion method and system
A fusion method and animation technology, applied in the field of games, can solve the problems of increasing the size of the game installation package, increasing the number of expression animations, and unrealistic facial models, so as to reduce the workload and play the expression animations naturally and realistically.
Patent Information
- Authority / Receiving Office
- CN · China
- Current Assignee / Owner
- Publication Date
- 2018-01-26
- Estimated Expiration
- Not applicable · inactive patent
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Abstract
Description
technical field
[0001] The invention relates to the field of games, in particular to a method and system for pinching face editing and animation addition fusion. Background technique
[0002] Generally, in order to attract players by showing the diversity of facial details of characters, games often use the technology of making more facial models to solve the problem, and at the same time make corresponding facial expression animations for different facial models.
[0003] The basic flow chart of the technology of multi-face model production is as follows: figure 1 As shown, the basic steps of the multi-face model production plan: first plan to determine the need for a new face model, the artist formulates a new face model according to the demand, and at the same time makes the skeleton of the face and skins, and makes the required face model for the face model. Skeletal animation.
[0004] From the above flowchart, it can be seen that the multi-face model production schem...
Examples
Embodiment Construction
[0041] The specific embodiment of the present invention will be further described below in conjunction with accompanying drawing:
[0042] refer to figure 2 , a pinching face editing and animation additional fusion method, including the following steps:
[0043] Read the data in the face initial configuration file;
[0044] Set bone animation parameters according to the above data;
[0045] Bone deformation according to skeletal animation parameters.
[0046] As a further preferred embodiment, the skeletal animation parameters include bone types and corresponding scaling, displacement and rotation angles of each bone type.
[0047] The bone type includes four parts: face, nose, mouth, and eyes. Determine the skeleton of the face according to the needs, and thus determine which bone is obtained by the deformation operation of the specific facial detail adjustment. The facial detail adjustment is pinch face process. Then the program provides the variation range of bone par...