A 3D human model bone dynamic transfer binding method

A human body model, dynamic transfer technology, applied in 3D modeling, animation production, instruments, etc., can solve the problems of low operation efficiency, time-consuming and labor-intensive, and achieve the effect of high operation efficiency, convenient operation and fast generation speed.

Active Publication Date: 2022-04-12
深圳仙库智能有限公司
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AI Technical Summary

Problems solved by technology

[0004] The purpose of the present invention is to overcome the deficiencies of the prior art, and provide a method for dynamic transfer and binding of three-dimensional human body model bones, which solves the time-consuming problem of manually binding human bones and skin weights before performing role action design in the prior art. Problems of labor consumption and low operating efficiency

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  • A 3D human model bone dynamic transfer binding method
  • A 3D human model bone dynamic transfer binding method
  • A 3D human model bone dynamic transfer binding method

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Embodiment Construction

[0042] The present invention will be described in detail below in conjunction with the accompanying drawings and specific embodiments.

[0043] Please refer to Figure 1-Figure 2 , the present invention provides a method for dynamic transfer and binding of three-dimensional human body model bones, comprising the following steps:

[0044] S1: Select the benchmark model in the model library, import the benchmark model into the 3D software, and bind the benchmark model with its corresponding bone structure and skin weight. After the binding is completed, export the dae format model file .

[0045] Specifically, in this embodiment, the bone structure includes 31 bones; the bones correspond to several bone points and bone levels; the specific bone structure can refer to the version Cmu mb used for motion capture in makehuman; the 3D software for 3DMax.

[0046] S2: For each bone of the benchmark model, obtain the affine transformation matrix M of each grid point in the benchmark...

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Abstract

The invention discloses a method for dynamic transfer and binding of bones of a three-dimensional human model, which comprises the following steps: binding a benchmark model with its corresponding bone structure and skin weight, and exporting a model file that can support both bones and animation effects; Affine transformation obtains the affine transformation matrix M of each grid point, and calculates H, R1, and R2 respectively; in the state of vector right multiplication, combine H*R1*R2 to obtain the coordinate system of the target model to the coordinate system of the reference model The transformation matrix M of M is de-inverted to obtain the binding matrix Z; the grid points of the target model are skinned; the coordinate position of the reference bone point in the reference bone hierarchy is modified to make the bone length consistent; and the reference is modified according to the rotation matrix The coordinate position of the base bone point in the bone hierarchy. The invention can realize the automatic binding of the reference model and the target model, perform automatic and fast transfer of animation change effects, and generate a reference model driving animation and skeleton in real time.

Description

technical field [0001] The invention relates to the field of dynamic three-dimensional human body model design, in particular to a method for dynamically transferring and binding bones of a three-dimensional human body model. Background technique [0002] The human body model library has broad application prospects in the fields of virtual fitting, clothing customization, and Internet fitness. With the development of 3D scanning hardware, it becomes easier to obtain a 3D model of the human body. However, since the generated model is in obj format and does not support bones and animations, in order to make the model more alive and interesting, it is necessary to make the model move. The conventional method is that motion designers use 3D software such as 3DMax and Maya to manually bind human bones and skin weights, and then design character motions on the bones, which is time-consuming and labor-intensive, with low operating efficiency, and can only be operated offline , It ...

Claims

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Application Information

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Patent Type & Authority Patents(China)
IPC IPC(8): G06T17/00G06T13/40
CPCG06T17/00G06T13/40
Inventor 林逸袁壮陈树青姜峰
Owner 深圳仙库智能有限公司
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