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A hair simulation making method and system based on Unity3D engine

A production method and hair technology, applied in the field of hair simulation production method and system based on Unity3D engine, can solve problems such as rigid props effect, complicated change and maintenance, increased development and maintenance costs, etc., to achieve shortened development process and high portability , The effect of convenient planning

Active Publication Date: 2019-01-04
宝宝巴士股份有限公司
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  • Claims
  • Application Information

AI Technical Summary

Problems solved by technology

[0003] The existing hairstyle processing methods, including the operation of the props on the color, length, curl, etc. of the hair, mainly write the pre-set common groups of actions into the system on the trajectory of the simulated hair. Call directly at the time, generally including 8 groups, blowing hair from eight directions, but the effect of the props achieved in this way is too rigid, and it is impossible to achieve flexible control of hair movement, and the hair provided by the artist cannot be controlled in real time. And it is more complicated to change and maintain, which increases the cost of development and maintenance

Method used

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  • A hair simulation making method and system based on Unity3D engine
  • A hair simulation making method and system based on Unity3D engine

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Embodiment Construction

[0044] Please refer to figure 1 , The present invention is a method for making hair simulation based on Unity3D engine, including:

[0045] Step 1. Create a hairstyle, including:

[0046] Create a mesh, set the position of the hair roots through the vertices of the hair, and use them as the vertices of the mesh, construct triangles according to the number of mesh vertices, and combine the constructed triangles to form a patch;

[0047] Create bones, customize the control position of the bones by setting the bone control nodes in the hair, determine the number of bone control nodes and the weight of each control node's rotation, and use the Lagrangian difference to calculate the difference of the hair movement; here we simulate the bones In this way, the created hair mesh can have a more natural movement. The Lagrangian difference algorithm helps to make a smooth transition calculation. It is applied to the difference calculation of hair movement, which improves the accuracy of the da...

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Abstract

The invention provides a hair simulation making method based on a Unity3D engine, comprising the steps of creating a hairstyle, creating a mesh and a bone, wherein the bone is created by setting a bone control node in the hair to determine a bone control position, and calculating a difference value of the hair movement by adopting a Lagrange difference value; initializing mesh vertices, texture coordinate mapping, color, bone, triangle information constructed by mesh vertices, combinin triangles into patches, assigning texture coordinate mapping information on the patches, and creating mesh rendering; hair styles being processed by controlling the configuration parameters; the single cluster of hair being merged into one whole hair through the skin mesh renderer, and the hair styles beingupdated according to the refresh of the configuration parameters; storing the configuration parameter information of the hairstyle to save the hairstyle. The invention also provides a hair simulationproduction system based on Unity3D engine, which realizes self-defined creation and modification of human hair, and is flexible and highly portable.

Description

Technical field [0001] The invention relates to the field of computer graphics, in particular to a method and system for making hair simulation based on a Unity3D engine. Background technique [0002] The Unity3D engine provides a skinned mesh renderer to render skeletal animation. The engine's support for animation is based on supporting the use of bones to operate on the mesh. At present, Unity3D's own tools can only achieve similar effects such as clothes, bones and joints, and have not yet achieved the production of other parts. [0003] The existing hair style processing methods include the operations of color, length, curling, etc. performed on the hair by the props. On the trajectory of the simulated hair, it mainly writes a set of common actions into the system in advance. When it is called directly, it generally includes 8 groups, blowing hair from eight directions, but the prop effect achieved by this method is too stiff to achieve flexible control of hair movement, and ...

Claims

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Application Information

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Patent Type & Authority Applications(China)
IPC IPC(8): G06T17/20G06T15/04G06T13/40
CPCG06T13/40G06T15/04G06T17/20
Inventor 刘洋郑婷婷高松涛薛飞林燕燕
Owner 宝宝巴士股份有限公司
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