Skeletal animation display method and device, equipment and storage medium
By adjusting the vertex density and weight optimization in the joint area and building a bone hierarchy structure, the problems of tearing and deformation distortion in skeletal animation are solved, the accuracy and adaptability of the model and the picture are improved, and a natural and smooth animation effect is achieved.
Patent Information
- Application Number
- CN202510749042.3
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2025-06-06
- Publication Date
- 2025-09-19
- Estimated Expiration
- Not applicable · inactive patent
AI Technical Summary
Existing skeletal animation technology cannot effectively improve the accuracy of models and images, and cannot prevent models from tearing or deforming during animation.
By adjusting the vertex density in the joint area, optimizing the weight distribution, building a bone hierarchy structure, and using the IK controller to enhance adaptability, smooth animation transitions can be achieved in combination with Blender's curve editor.
It solves the problem of skeletal models being easily torn and deformed during animation, improves the accuracy and adaptability of the model and the picture, and achieves a natural and smooth animation effect.
Smart Images

Figure CN120672920A_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to the field of animation modeling technology, and in particular to a display method, device, equipment and storage medium for skeletal animation. Background Art
[0002] Skeletal animation is an animation technology widely used in computer graphics. It controls the construction and motion deformation of 3D models by simulating the hierarchical structure of biological skeletal systems. The core idea is to bind the geometric surface of the model to the virtual skeletal system, and drive the skin deformation through skeletal movement, thereby achieving complex model dynamic effects. It is widely used in the production of character models and images for animations and games.
[0003] After searching, it was found that the invention patent with Chinese patent publication number CN118154732A discloses a method and device for processing animation data, a storage medium, and a computer device. The animation data processing method in the invention patent is based on the motion characteristics of existing skeletal animations. Multiple skeletal animations are fused according to the fusion weight parameters to obtain a target animation resource with different motion characteristics from the existing skeletal animations.
[0004] However, the weight parameter fusion processing in this animation data processing method cannot effectively improve the smoothness of skeletal animation through weight distribution optimization and mathematical verification, and cannot effectively avoid the problem of tearing or deformation distortion of the model in the animation screen through vertex density adjustment and weight optimization distribution in the joint area. Therefore, a skeletal animation display method, device, equipment and storage medium are proposed. Summary of the Invention
[0005] (1) Technical problems solved
[0006] In response to the shortcomings of the existing technology, the present invention provides a display method, device, equipment and storage medium for skeletal animation, which has the advantages of improving the accuracy of models and pictures based on vertex density adjustment and weight optimization distribution in joint areas, and solves the problem that the existing animation data processing methods in the above-mentioned background technology cannot effectively improve the accuracy of models and skeletal animation, and cannot effectively avoid tearing or deformation distortion of models in animation.
[0007] (2) Technical solution
[0008] In order to achieve the above-mentioned purpose of improving the model and image accuracy based on the adjustment of vertex density and optimized weight distribution in the joint area, the present invention provides the following technical solution: a skeletal animation display method, comprising the following steps:
[0009] S1. Model construction and optimization: Create a static model using modeling tools, adjust the topology of high- and low-density joint areas, verify model symmetry, and modify the optimized model.
[0010] S2. Skeleton system construction: Establish the skeleton hierarchy and parent-child skeleton chain based on the model;
[0011] S3. Skin Binding and Weight Optimization: Associating model vertices with the skeleton system to establish influence relationships and optimizing weight parameters;
[0012] S4. Production and display: Define the posture of the skeleton at different time points by setting keyframes to achieve skeletal animation effects;
[0013] S5. Test optimization: used to ensure the correctness of the basic logic of the animation and test the motion characteristics of the skeleton model
[0014] Preferably, the specific steps of model construction optimization include:
[0015] 1) Using polygon and surface tools in Blender, create the character's outline, prioritizing the low-poly model's basic form, and gradually cutting through the torso and limbs to create a static model.
[0016] 2) Based on the static model, set up a ring or star topology structure in the joint area to ensure the appropriate vertex density at the joint. This includes: a. Using the ring cutting tool to set up ring topology edges in the high-density area at the joint bend; b. Using the slide tool to adjust the spacing of the ring edges and using the subdivision tool to increase the vertex density around the joint; c. Reducing the vertex density in the low-density area away from the joint to optimize model performance.
[0017] 3) In Blender, check the symmetry of the model in real time through the Symmetry Axis view. For symmetrical models, use single-sided modeling and add a Mirror modifier to achieve modeling. For asymmetrical models, use the local symmetry disabling method, set the vertex group in the Mirror modifier and adjust the vertex position of the asymmetrical part. Correct minor deviations of the model according to the Symmetrize component.
[0018] Preferably, the specific steps of the model skeleton adaptation include:
[0019] 1) Design a skeleton hierarchy based on the optimized static model, including: a. root skeleton - spine chain - head; b. root skeleton - pelvis - thigh - calf - foot; c. spine - clavicle - upper arm - forearm - hand;
[0020] 2) Create multiple parent bones in the Skeleton component using the bone editing mode. Select the end of the parent bone and extrude the child bones to extend the bone chain. In the bone properties panel, adjust the bone rotation axis and length parameters to adapt to the model proportions.
[0021] 3) Create an IK controller, select the target bone and add an IK constraint. Point the target bone to the controller and set the IK chain length. Control the number of bones based on different screen requirements and merge secondary bones.
[0022] Preferably, the specific steps of binding the skin and weights include:
[0023] 1) In Blender, the model vertices are associated with the skeleton system, bound to the bones and automatically weighted. Then, the bones are moved according to the pose mode to observe the model's deformation to verify the binding effect of the model.
[0024] 2) Based on the weight value in the range [0, 1], control the strength of the bone's effect on the model's vertices to achieve weighted rendering, including:
[0025] a. Select the weight painting mode according to the model and select the target bone in the vertex group list;
[0026] b. Add weights to the local area of the model close to 1 to make it appear white, and reduce the weights to the local area of the model close to 0 to make it appear black;
[0027] c. Blur the smooth transition area and automatically mirror the weight of symmetrical bones;
[0028] d. The weight of the joints decreases from the center outward to achieve weight gradient processing, and the weight value of the rigid bone parts is set to 1;
[0029] 3) Bend the joint to the extreme angle to verify the deformation of the model bones in the event of tearing or overstretching, and ensure that a single vertex of the model is affected by at most 2 to 3 bones;
[0030] 4) Ensure that the sum of the weights of all associated bones for each vertex in the model is 1, and optimize and adjust the weights, including: a. In weight painting mode, according to the normalization tool, the system automatically adjusts the sum of all vertex weights to 1;
[0031] b. Select some vertices and adjust the weight of the selected area to normalize the specified bone parts;
[0032] c. Display the vertex weight values and check whether the total vertex weight value is 1.
[0033] Preferably, the specific steps of producing and displaying the skeletal animation include:
[0034] 1) Determine the total number of animation frames and mark key action nodes to implement timeline planning and set key frames, including: a. Record the initial posture of the skeleton as the start frame; b. Define transition actions as intermediate frames; c. Set the final action as the end frame;
[0035] 2) Select the animation type, including: a. Frame-by-frame animation mode: manually adjust the skeleton posture of each frame; b. Motion capture mode: record real-life movements with a motion capture device, model the motion images, and map them to the skeleton system; c. Programmatic animation mode: drive the movement and deformation of the skeleton through code; d. Hybrid animation mode: combine multiple animation clips and achieve smooth transitions based on weighted blending;
[0036] 3) According to the curve editor of Blender software, the key frame tangent type is smoothly transitioned, and the Linear tangent Bezier curve is used to achieve slow-in and slow-out operations. The first and last frame curves are closed to achieve a loop to adjust the animation curve.
[0037] Preferably, the optimization of the skeletal model motion state test specifically includes:
[0038] 1) Check the consistency of the action frame by frame in the engine to verify that the first and last frames of the loop animation are seamlessly connected. Check the animation events based on the event triggers. At the same time, verify the center of gravity offset and inertia performance of the model and skeleton during movement;
[0039] 2) Add collision bodies to the engine to test whether the limbs in the animation have environmental penetration, and use the weight visualization tool to ensure that the weight distribution of the model vertices is even;
[0040] 3) Save and export the skeletal animation file in a common format, which contains bones, weights, and animation data. Configure the animation controller in the engine, set up the animation state machine, and define the animation blending and transition conditions.
[0041] 4) Add materials, textures, and dynamic lighting effects based on the model, calculate bone transformations through shaders in interactive applications, and perform real-time rendering processing.
[0042] A display device for skeletal animation, including a human body modeling module, used to create a static human body model based on modeling tools;
[0043] Skeletal modeling module, used to build bone hierarchies and bone chains to form a skeletal system;
[0044] The skin binding module is used to associate the model with the skeleton, so that the model can follow the skeleton's movement and deformation effect;
[0045] Animation display module, used to process the smooth transition of the selected animation key frames and adjust the animation curve;
[0046] Optimize the feedback module to verify the rationality of animation and model movement based on frame-by-frame inspection, event triggering and collision detection, and add dynamic lighting and shading processing to the model.
[0047] A computer processing device includes a processor and an internal memory. The processor is used in a skeletal animation display device to implement any skeletal animation display method. The internal memory stores an instruction program executable by the processor.
[0048] The storage medium includes any one of an optical disc, a hard disk and a memory stick, and is used to store instruction programs that can be called by the processor.
[0049] (3) Beneficial effects
[0050] Compared with the prior art, the present invention provides a method, device, equipment, and storage medium for displaying skeletal animation, which have the following beneficial effects:
[0051] 1. This skeletal animation display method, device, equipment, and storage medium, by adjusting the vertex density in the joint area and performing symmetry processing, proposes weight gradient processing and weight normalization verification, can solve the problem of easy tearing and deformation distortion of skeletal models in animation. At the same time, it builds a hierarchical structure of the skeletal chain and further enhances the adaptability of the skeletal system and the model based on the IK controller.
[0052] 2. The skeletal animation display method, device, equipment and storage medium adjust the Bezier curve through Blender's curve editor to achieve the slow-in and slow-out effect of the animation picture, and can effectively balance the picture quality and performance overhead based on model penetration detection and physical rationality verification. BRIEF DESCRIPTION OF THE DRAWINGS
[0053] Figure 1 This is a flow chart of the skeletal animation display method of the present invention. DETAILED DESCRIPTION
[0054] The following will clearly and completely describe the technical solutions in the embodiments of the present invention in conjunction with the embodiments of the present invention and the accompanying drawings. Obviously, the described embodiments are only part of the embodiments of the present invention, not all of the embodiments. Based on the embodiments of the present invention, all other embodiments obtained by ordinary technicians in this field without making creative efforts are within the scope of protection of the present invention.
[0055] See also Figure 1 , the display method of skeletal animation includes the following steps:
[0056] S1. Model construction and optimization: Create a static model using modeling tools, adjust the topology of high- and low-density joint areas, verify model symmetry, and modify the optimized model.
[0057] S2. Skeleton system construction: Establish the skeleton hierarchy and parent-child skeleton chain based on the model;
[0058] S3. Skin Binding and Weight Optimization: Associating model vertices with the skeleton system to establish influence relationships and optimizing weight parameters;
[0059] S4. Production and display: Define the posture of the skeleton at different time points by setting keyframes to achieve skeletal animation effects;
[0060] S5. Test optimization: used to ensure the correctness of the basic logic of the animation and test the motion characteristics of the skeleton model.
[0061] Furthermore, the specific steps of model construction optimization include:
[0062] 1) Using polygon and surface tools in Blender, create the character's outline, prioritizing the low-poly model's basic form, and gradually cutting through the torso and limbs to create a static model.
[0063] 2) Based on the static model, set up a ring or star topology structure in the joint area to ensure the appropriate vertex density at the joint. This includes: a. Using the ring cutting tool to set up ring topology edges in the high-density area at the joint bend; b. Using the slide tool to adjust the spacing of the ring edges and using the subdivision tool to increase the vertex density around the joint; c. Reducing the vertex density in the low-density area away from the joint to optimize model performance.
[0064] 3) In Blender, check the symmetry of the model in real time through the Symmetry Axis view. For symmetrical models, use single-sided modeling and add a Mirror modifier to achieve modeling. For asymmetrical models, use the local symmetry disabling method, set the vertex group in the Mirror modifier and adjust the vertex position of the asymmetrical part. Correct minor deviations of the model according to the Symmetrize component.
[0065] Specifically, by building the basic form in a low-poly manner and gradually cutting and constructing a static model, the modeling efficiency can be effectively improved. The topological structure of the joint area is optimized to ensure a reasonable vertex density in the joint area. At the same time, the vertex density is reduced in areas far away from the joints, thereby improving the model operation efficiency and reducing resource usage.
[0066] Furthermore, the specific steps of model skeleton adaptation include:
[0067] 1) Design a skeleton hierarchy based on the optimized static model, including: a. root skeleton - spine chain - head; b. root skeleton - pelvis - thigh - calf - foot; c. spine - clavicle - upper arm - forearm - hand;
[0068] 2) Create multiple parent bones in the Skeleton component using the bone editing mode. Select the end of the parent bone and extrude the child bones to extend the bone chain. In the bone properties panel, adjust the bone rotation axis and length parameters to adapt to the model proportions.
[0069] 3) Create an IK controller, select the target bone and add an IK constraint. Point the target bone to the controller and set the IK chain length. Control the number of bones based on different screen requirements and merge secondary bones.
[0070] Specifically, by designing the bone hierarchy and establishing a bone chain, the relationship and connection order between each bone are clarified, which facilitates efficient bone layout. Based on the IK controller, the number of bones can be flexibly controlled and secondary bones can be merged according to different screen requirements. The control ability of bones is enhanced to achieve complex action effects, which can meet the modeling requirements of model actions in different scenarios.
[0071] Furthermore, the specific steps of skinning and weight binding include:
[0072] 1) In Blender, the model vertices are associated with the skeleton system, bound to the bones and automatically weighted. Then, the bones are moved according to the pose mode to observe the model's deformation to verify the binding effect of the model.
[0073] 2) Based on the weight value in the range [0, 1], control the strength of the bone's effect on the model's vertices to achieve weighted rendering, including:
[0074] a. Select the weight painting mode according to the model and select the target bone in the vertex group list;
[0075] b. Add weights to the local area of the model close to 1 to make it appear white, and reduce the weights to the local area of the model close to 0 to make it appear black;
[0076] c. Blur the smooth transition area and automatically mirror the weight of symmetrical bones;
[0077] d. The weight of the joints decreases from the center outward to achieve weight gradient processing, and the weight value of the rigid bone parts is set to 1;
[0078] 3) Bend the joint to the extreme angle to verify the deformation of the model bones in the event of tearing or overstretching, and ensure that a single vertex of the model is affected by at most 2 to 3 bones;
[0079] 4) Ensure that the sum of the weights of all associated bones for each vertex in the model is 1, and optimize and adjust the weights, including: a. In weight painting mode, according to the normalization tool, the system automatically adjusts the sum of all vertex weights to 1;
[0080] b. Select some vertices and adjust the weight of the selected area to normalize the specified bone parts;
[0081] c. Display the vertex weight values and check whether the total vertex weight value is 1.
[0082] Specifically, through automatic weight distribution and deformation observation in pose mode, different weights are set for different areas, blurring is used to smooth transition areas, and symmetrical skeletons are automatically mirrored. This allows for precise control of the influence of bones on model vertices, improving the quality and realism of model animation.
[0083] By verifying the deformation of the extreme angles at the joints and limiting the number of bones associated with a single vertex, it is possible to effectively avoid unreasonable deformations such as tearing and over-stretching in the model during the animation process, ensuring the integrity and stability of the model under different actions. Based on the multi-weight optimization adjustment method, while ensuring that the total weight is always a fixed value, it can improve the efficiency and accuracy of weight adjustment and further enhance the animation quality.
[0084] Furthermore, the specific steps for skeletal animation production include:
[0085] 1) Determine the total number of animation frames and mark key action nodes to implement timeline planning and set key frames, including: a. Record the initial posture of the skeleton as the start frame; b. Define transition actions as intermediate frames; c. Set the final action as the end frame;
[0086] 2) Select the animation type, including: a. Frame-by-frame animation mode: manually adjust the skeleton posture of each frame; b. Motion capture mode: record real-life movements with a motion capture device, model the motion images, and map them to the skeleton system; c. Programmatic animation mode: drive the movement and deformation of the skeleton through code; d. Hybrid animation mode: combine multiple animation clips and achieve smooth transitions based on weighted blending;
[0087] 3) According to the curve editor of Blender software, the key frame tangent type is smoothly transitioned, and the Linear tangent Bezier curve is used to achieve slow-in and slow-out operations. The first and last frame curves are closed to achieve a loop to adjust the animation curve.
[0088] Specifically, by determining the total number of frames and marking key action nodes, and reasonably setting the start, middle, and end frames, it helps to ensure the logic and consistency of skeletal animation;
[0089] The frame-by-frame animation mode enables precise manual control; the motion capture mode uses real-life movements to ensure a more realistic and natural image; the programmed animation mode is suitable for images that require complex calculations and regular changes; and the mixed animation mode organically combines different animation clips to achieve excellent animation effects.
[0090] Combined with Blender's curve editor, the keyframe tangent type is smoothly transitioned, and the Linear tangent Bezier curve is used to achieve slow-in, slow-out and loop effects, making the animation action transition more natural and smooth, further enhancing the animation visual effect.
[0091] Furthermore, the optimization of the skeletal model motion state test specifically includes:
[0092] 1) Check the consistency of the action frame by frame in the engine to verify that the first and last frames of the loop animation are seamlessly connected. Check the animation events based on the event triggers. At the same time, verify the center of gravity offset and inertia performance of the model and skeleton during movement;
[0093] 2) Add collision bodies to the engine to test whether the limbs in the animation have environmental penetration, and use the weight visualization tool to ensure that the weight distribution of the model vertices is even;
[0094] 3) Save and export the skeletal animation file in a common format, which contains bones, weights, and animation data. Configure the animation controller in the engine, set up the animation state machine, and define the animation blending and transition conditions.
[0095] 4) Add materials, textures, and dynamic lighting effects based on the model, calculate bone transformations through shaders in interactive applications, and perform real-time rendering processing.
[0096] Specifically, by checking the continuity of the action frame by frame, verifying the connection between the first and last frames of the looped animation, and checking animation events, we ensure the smoothness and logical rationality of the animation in the time dimension. At the same time, we verify the center of gravity offset and inertia performance to ensure that the model movement conforms to the real physical laws. Combined with collision body and weight testing, it can effectively avoid the model from appearing through the model during the animation process. The weight visualization tool ensures that the vertex weights are evenly distributed to prevent abnormal local deformation of the model.
[0097] By adding materials, textures, and dynamic lighting effects to the model, and using shaders to calculate bone transformations and render them in real time, animation effects can be presented quickly and accurately in interactive applications, enhancing the user's interactive experience and visual enjoyment.
[0098] The beneficial effects of the present invention are: the display method, device, equipment and storage medium of the skeletal animation, by adjusting the vertex density of the joint area and performing symmetry processing, proposes weight gradient processing and weight normalization verification, which can solve the problem of easy tearing and deformation distortion of the skeletal model in animation, and at the same time construct a skeletal chain hierarchical structure and further enhance the adaptability of the skeletal system and the model based on the IK controller, adjust the Bezier curve through the Blender curve editor to achieve the slow-in and slow-out effect of the animation picture, and according to the model penetration detection and physical rationality verification, it can effectively balance the picture quality and performance overhead.
[0099] While embodiments of the present invention have been shown and described, it will be appreciated by those skilled in the art that various changes, modifications, substitutions, and variations may be made to these embodiments without departing from the principles and spirit of the invention, and that the scope of the invention is defined by the appended claims and their equivalents.
Claims
1. A method for displaying skeletal animation, characterized in that: The following steps are involved: S1. Model construction and optimization: Create a static model using modeling tools, adjust the topology of high- and low-density joint areas, verify model symmetry, and modify the optimized model. S2. Skeleton system construction: Establish the skeleton hierarchy and parent-child skeleton chain based on the model; S3. Skin Binding and Weight Optimization: Associating model vertices with the skeleton system to establish influence relationships and optimizing weight parameters; S4. Production and display: Define the posture of the skeleton at different time points by setting keyframes to achieve skeletal animation effects; S5. Test optimization: used to ensure the correctness of the basic logic of the animation and test the motion characteristics of the skeleton model.
2. The method for displaying skeletal animation according to claim 1, wherein: The specific steps of the model construction optimization include: 1) Using polygon and surface tools in Blender, create the character's outline, prioritizing the low-poly model's basic form, and gradually cutting through the torso and limbs to create a static model. 2) Based on the static model, set up a ring or star topology structure in the joint area to ensure the appropriate vertex density at the joint. This includes: a. Using the ring cutting tool to set up ring topology edges in the high-density area at the joint bend; b. Using the slide tool to adjust the spacing of the ring edges and using the subdivision tool to increase the vertex density around the joint; c. Reducing the vertex density in the low-density area away from the joint to optimize model performance. 3) In Blender, check the symmetry of the model in real time through the Symmetry Axis view. For symmetrical models, use single-sided modeling and add a Mirror modifier to achieve modeling. For asymmetrical models, use the local symmetry disabling method, set the vertex group in the Mirror modifier and adjust the vertex position of the asymmetrical part. Correct minor deviations of the model according to the Symmetrize component.
3. The method for displaying skeletal animation according to claim 1, wherein: The specific steps of the model skeleton adaptation include: 1) Design a skeleton hierarchy based on the optimized static model, including: a. root skeleton - spine chain - head; b. root skeleton - pelvis - thigh - calf - foot; c. spine - clavicle - upper arm - forearm - hand; 2) Create multiple parent bones in the Skeleton component using the bone editing mode. Select the end of the parent bone and extrude the child bones to extend the bone chain. In the bone properties panel, adjust the bone rotation axis and length parameters to adapt to the model proportions. 3) Create an IK controller, select the target bone and add an IK constraint. Point the target bone to the controller and set the IK chain length. Control the number of bones based on different screen requirements and merge secondary bones.
4. The method for displaying skeletal animation according to claim 1, wherein: The specific steps of binding the skin and weights include: 1) In Blender, the model vertices are associated with the skeleton system, bound to the bones and automatically weighted. Then, the bones are moved according to the pose mode to observe the model's deformation to verify the binding effect of the model. 2) Based on the weight value in the range [0, 1], control the strength of the bone's effect on the model's vertices to achieve weighted rendering, including: a. Select the weight painting mode according to the model and select the target bone in the vertex group list; b. Add weights to the local area of the model close to 1 to make it appear white, and reduce the weights to the local area of the model close to 0 to make it appear black; c. Blur the smooth transition area and automatically mirror the weight of symmetrical bones; d. The weight of the joints decreases from the center outward to achieve weight gradient processing, and the weight value of the rigid bone parts is set to 1; 3) Bend the joint to the extreme angle to verify the deformation of the model bones in the event of tearing or overstretching, and ensure that a single vertex of the model is affected by at most 2 to 3 bones; 4) Ensure that the sum of the weights of all associated bones for each vertex in the model is 1, and optimize and adjust the weights, including: a. In weight painting mode, according to the normalization tool, the system automatically adjusts the sum of all vertex weights to 1; b. Select some vertices and adjust the weight of the selected area to normalize the specified bone parts; c. Display the vertex weight values and check whether the total vertex weight value is 1.
5. The method for displaying skeletal animation according to claim 1, wherein: The specific steps of the skeleton animation production and display include: 1) Determine the total number of animation frames and mark key action nodes to implement timeline planning and set key frames, including: a. Record the initial posture of the skeleton as the start frame; b. Define transition actions as intermediate frames; c. Set the final action as the end frame; 2) Select the animation type, including: a. Frame-by-frame animation mode: manually adjust the skeleton posture of each frame; b. Motion capture mode: record real-life movements with a motion capture device, model the motion images, and map them to the skeleton system; c. Programmatic animation mode: drive the movement and deformation of the skeleton through code; d. Hybrid animation mode: combine multiple animation clips and achieve smooth transitions based on weighted blending; 3) According to the curve editor of Blender software, the key frame tangent type is smoothly transitioned, and the Linear tangent Bezier curve is used to achieve slow-in and slow-out operations. The first and last frame curves are closed to achieve a loop to adjust the animation curve.
6. The method for displaying skeletal animation according to claim 1, wherein: The optimization of the skeletal model motion state test specifically includes: 1) Check the consistency of the action frame by frame in the engine to verify that the first and last frames of the loop animation are seamlessly connected. Check the animation events based on the event triggers. At the same time, verify the center of gravity offset and inertia performance of the model and skeleton during movement; 2) Add collision bodies to the engine to test whether the limbs in the animation have environmental penetration, and use the weight visualization tool to ensure that the weight distribution of the model vertices is even; 3) Save and export the skeletal animation file in a common format, which contains bones, weights, and animation data. Configure the animation controller in the engine, set up the animation state machine, and define the animation blending and transition conditions. 4) Add materials, textures, and dynamic lighting effects based on the model, calculate bone transformations through shaders in interactive applications, and perform real-time rendering processing.
7. The display device of skeletal animation is characterized by: Includes a human body modeling module for creating a static human body model based on modeling tools; Skeletal modeling module, used to build bone hierarchies and bone chains to form a skeletal system; The skin binding module is used to associate the model with the skeleton, so that the model can follow the skeleton's movement and deformation effect; Animation display module, used to process the smooth transition of the selected animation key frames and adjust the animation curve; Optimize the feedback module to verify the rationality of animation and model movement based on frame-by-frame inspection, event triggering and collision detection, and add dynamic lighting and shading processing to the model.
8. A computer processing device, characterized in that The device comprises a processor and an internal memory, wherein the processor is used in a skeletal animation display device to implement any one of the skeletal animation display methods described in claims 1-6, and the internal memory stores an instruction program executable by the processor.
9. A storage medium, characterized in that It includes any one of a CD, a hard disk and a memory stick, and is used to store instruction programs that can be called by the processor.
Citation Information
Patent Citations
Animation data processing method and device, storage medium and computer equipment
CN118154732A
Cited By
Motion capture optimization method and system based on state machine control and storage medium
CN120928959A
Motion capture optimization method, system, and storage medium based on state machine control
CN120928959B