Animation generation method, device, equipment and medium

By obtaining and splicing local animations of target objects and generating new animations, the problem of high workload for animation producers in the existing technology is solved, and the efficiency of animation production is improved.

CN113888679BActive Publication Date: 2025-02-21BEIJING PIXEL SOFTWARE TECH
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Patent Information

Application Number
CN202111055114.2
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2021-09-09
Publication Date
2025-02-21
Estimated Expiration
2041-09-09

AI Technical Summary

Technical Problem

In the prior art, animation producers need to produce animation data separately for each type of action, which brings huge workload to animation designers when the action type increases.

Method used

By obtaining the local animation of the first and second animations of the target object and stitching them together, new animations are generated to reuse existing animations to improve production efficiency.

Benefits of technology

By reusing existing animations, the workload of animation producers is reduced and the efficiency of animation production is improved.

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Abstract

In the animation generation method, device, equipment and medium provided by the present application, the electronic device obtains a spliced ​​animation by reusing a first partial animation of a first animation and a second partial animation of a second animation. Since the existing animation is reused, the production efficiency of the animation is improved.
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Description

Technical Field

[0001] The present application relates to the field of computers, and in particular to an animation generation method, device, equipment and medium. Background Art

[0002] In a large-scale 3D game, there are a large number of static models and skinned models. The dynamic performance of each model requires a large amount of animation data to express. This also requires a large number of action designers to produce a large number of animation data files.

[0003] The inventor has found through research that each type of action needs to be produced individually by an action designer. When the types of actions reach a certain level, it will bring a huge workload to the action designers. Summary of the invention

[0004] In order to overcome at least one shortcoming in the prior art, in a first aspect, an embodiment of the present application provides an animation generation method, which is applied to an electronic device, and the method includes:

[0005] Acquire a first partial animation of a first animation and a second partial animation of a second animation, wherein the first animation corresponds to a first action of a target object, and the second animation corresponds to a second action of the target object;

[0006] The first partial animation and the second partial animation are spliced ​​together to obtain a spliced ​​animation corresponding to a third action of the target object.

[0007] In a second aspect, an embodiment of the present application provides an animation generating device, which is applied to an electronic device, and the animation generating device includes:

[0008] An acquisition module, configured to acquire a first partial animation of a first animation and a second partial animation of a second animation, wherein the first animation corresponds to a first action of a target object, and the second animation corresponds to a second action of the target object;

[0009] The splicing module is used to splice the first partial animation with the second partial animation to obtain a spliced ​​animation corresponding to a third action of the target object.

[0010] In a third aspect, an embodiment of the present application provides an electronic device, which includes a processor and a memory, wherein the memory stores computer-executable instructions, and when the computer-executable instructions are executed by the processor, the animation generation method is implemented.

[0011] In a fourth aspect, an embodiment of the present application provides a storage medium, wherein the storage medium stores a computer program, and when the computer program is executed by a processor, the animation generation method is implemented.

[0012] Compared with the prior art, this application has the following beneficial effects:

[0013] In the animation generation method, device, equipment and medium provided in the embodiments of the present application, the electronic device obtains a spliced ​​animation by reusing the first partial animation of the first animation and the second partial animation of the second animation. Since the existing animation is reused, the animation production efficiency is improved. BRIEF DESCRIPTION OF THE DRAWINGS

[0014] In order to more clearly illustrate the technical solutions of the embodiments of the present application, the drawings required for use in the embodiments will be briefly introduced below. It should be understood that the following drawings only show certain embodiments of the present application and therefore should not be regarded as limiting the scope. For ordinary technicians in this field, other related drawings can be obtained based on these drawings without paying creative work.

[0015] Figure 1 A schematic diagram of the structure of an electronic device provided in an embodiment of the present application;

[0016] Figure 2 A schematic diagram of the steps of the animation generation method provided in an embodiment of the present application;

[0017] Figure 3 A schematic diagram of the parent-child relationship of bones provided in an embodiment of the present application;

[0018] Figure 4A-4B A schematic diagram of the central skeleton splitting provided in an embodiment of the present application;

[0019] Figure 5 A schematic diagram of a virtual skeleton provided in an embodiment of the present application;

[0020] Figure 6 A schematic diagram of a virtual skeleton insertion method provided in an embodiment of the present application;

[0021] Figure 7 A schematic diagram of animation splitting provided in an embodiment of the present application;

[0022] Figure 8 A schematic diagram of the structure of an animation generation device provided in an embodiment of the present application.

[0023] Icons: 120 - memory; 130 - processor; 201 - thigh; 202 - calf; 301 - target bone; 302 - first sub-model; 303 - second sub-model; 400 - central bone; 401 - first bone; 402 - second bone; 501 - upper body; 502 - lower body; 601 - acquisition module; 602 - splicing module. DETAILED DESCRIPTION

[0024] In order to make the purpose, technical solution and advantages of the embodiments of the present application clearer, the technical solution in the embodiments of the present application will be clearly and completely described below in conjunction with the drawings in the embodiments of the present application. Obviously, the described embodiments are part of the embodiments of the present application, rather than all the embodiments. The components of the embodiments of the present application described and shown in the drawings here can be arranged and designed in various different configurations.

[0025] Therefore, the following detailed description of the embodiments of the present application provided in the accompanying drawings is not intended to limit the scope of the present application for which protection is sought, but merely represents selected embodiments of the present application. Based on the embodiments in the present application, all other embodiments obtained by ordinary technicians in the field without creative work are within the scope of protection of the present application.

[0026] It should be noted that similar reference numerals and letters denote similar items in the following drawings, and therefore, once an item is defined in one drawing, further definition and explanation thereof is not required in subsequent drawings.

[0027] In the description of the present application, it should be noted that the terms "center", "upper", "lower", "left", "right", "vertical", "horizontal", "inside", "outside", etc. indicate positions or positional relationships based on the positions or positional relationships shown in the accompanying drawings, or the positions or positional relationships in which the invented product is usually placed when in use. They are only for the convenience of describing the present application and simplifying the description, and do not indicate or imply that the device or element referred to must have a specific position, be constructed and operated in a specific position, and therefore cannot be understood as a limitation on the present application. In addition, the terms "first", "second", "third", etc. are only used to distinguish the description, and cannot be understood as indicating or implying relative importance.

[0028] In the related art, for each type of action, an animation producer needs to produce corresponding animation data separately. When the types of actions reach a certain level, it will bring a huge workload to the action designers.

[0029] For example, when making a game, as a way to improve the player's gaming experience, it is necessary to make as many game animations as possible. Assuming that according to the game plot, there are archery actions, running actions, and running and shooting actions; the animation production staff needs to make a set of animations for the archery action, a set of animations for the running action, and a set of animations for the running and shooting actions.

[0030] Therefore, as the types of actions increase, the workload of animators will increase.

[0031] In view of this, an embodiment of the present application provides an animation production method applied to an electronic device, which reuses existing animations of a target object and splices them into a new animation to achieve the purpose of improving the efficiency of animation production.

[0032] The electronic devices mentioned above may include, but are not limited to, servers, smart phones, personal computers (PCs), tablet computers, personal digital assistants (PDAs), mobile Internet devices (MIDs), etc.

[0033] The operating system of the electronic device may be, but is not limited to, an Android system, an IOS (iPhone operating system) system, a Windows phone system, a Windows system, etc.

[0034] For the above electronic device, the present application embodiment also provides a structural diagram of the electronic device. Figure 1 As shown, the electronic device includes a memory 120 and a processor 130 .

[0035] The memory 120 and the processor 130 are electrically connected to each other directly or indirectly to achieve data transmission or interaction. For example, these components can be electrically connected to each other via one or more communication buses or signal lines.

[0036] The memory 120 may be, but is not limited to, a random access memory (RAM), a read only memory (ROM), a programmable read-only memory (PROM), an erasable programmable read-only memory (EPROM), an electrically erasable read-only memory (EEPROM), etc. The memory 120 is used to store computer executable instructions, and the processor 130 implements the above animation generation method when executing the computer executable instructions in the memory.

[0037] The processor 130 may be an integrated circuit chip with signal processing capabilities. The above-mentioned processor may be a general-purpose processor, including a central processing unit (CPU), a network processor (NP), etc.; it may also be a digital signal processor (DSP), an application-specific integrated circuit (ASIC), a field programmable gate array (FPGA) or other programmable logic devices, discrete gates or transistor logic devices, discrete hardware components. The methods, steps and logic block diagrams disclosed in the embodiments of the present application may be implemented or executed. The general-purpose processor may be a microprocessor or the processor may also be any conventional processor, etc.

[0038] In view of the above animation generation method, the present application embodiment provides a step diagram of the animation generation method. Figure 2 The method includes various steps which are described in detail. Figure 2 As shown, the animation generation method includes:

[0039] Step S101, obtaining a first partial animation of a first animation and a second partial animation of a second animation.

[0040] The first animation corresponds to a first action of the target object, and the second animation corresponds to a second action of the target object.

[0041] Step S102: splice the first partial animation and the second partial animation to obtain a spliced ​​animation corresponding to the third action of the target object.

[0042] In addition, the target object may be, but is not limited to, a human object, an animal object, and a fictional object (eg, a monster in a game), etc.

[0043] For example, taking a human subject as an example, the first action can also be an archery action, and the second action can be a running action. Of course, depending on the specific scene, the first action and the second action can also be other types of actions, which are not specifically limited in the embodiments of the present application. The above-mentioned archery action and running action are only examples provided in the embodiments of the present application.

[0044] Those skilled in the art may also expand to actions such as jumping, martial arts, and climbing as needed, without having to make creative contributions based on the embodiments of the present application.

[0045] Correspondingly, the first partial animation may be the upper body of the animation corresponding to the archery action, and the second partial animation may be the lower body of the animation corresponding to the running action.

[0046] The electronic device splices the upper body of the animation corresponding to the archery action with the lower body of the animation corresponding to the running action, so as to obtain the animation corresponding to the action of running and shooting arrows.

[0047] Therefore, compared with the related art, which requires a separate animation to be produced for the action of running and shooting arrows, the animation generation method provided in the embodiment of the present application obtains a spliced ​​animation by reusing the first partial animation of the first animation and the second partial animation of the second animation. Since the existing animation is reused, the production efficiency of the animation is improved.

[0048] In addition, in the embodiment of the present application, in order to make the obtained spliced ​​animation coordinated in body proportion, the first animation and the second animation need to be animations of the same target object. And in order to make the obtained spliced ​​animation coordinated in action, the first animation and the second animation also need to have the same frame sequence.

[0049] The above-mentioned archery action and running action are also used as examples to illustrate that in order to make the final spliced ​​animation coordinated in terms of body proportion and action, firstly, the animation corresponding to the archery action and the animation corresponding to the running action need to belong to the same character object.

[0050] On the contrary, assuming that the animation corresponding to the archery action belongs to a character object of 1.8 meters, and the animation corresponding to the running action belongs to a character object of 1.5 meters, then if the animation of the 1.8-meter character object and the animation of the 1.5-meter character object are spliced ​​together, the problem of inconsistent body proportions will arise.

[0051] Therefore, in the embodiment of the present application, both the first partial animation and the second partial animation will carry the numbers of the target objects to which they belong, so that the animation production personnel can determine whether the two partial animations belong to the same object by the numbers when splicing them.

[0052] At the same time, if the animation corresponding to the archery action has 30 frames in total, and the animation corresponding to the running action has 30 frames in total, in order to coordinate the spliced ​​animation in terms of action, it is necessary to splice the partial animation of the first frame of the archery animation with the partial animation of the first frame of the running animation, splice the partial animation of the second frame of the archery animation with the partial animation of the second frame of the running animation, and so on, to obtain a 30-frame spliced ​​animation of running and archery.

[0053] In one implementation, the first animation is a skeletal animation with the second animation. It should be understood that skeletal animation is a type of model animation. In skeletal animation, the model has a skeleton structure composed of interconnected "bones", and animation is generated for the model by changing the orientation and position of the bones.

[0054] There is a parent-child relationship between the bones that make up the skeleton structure, which will lead to linkage when moving. Specifically, the movement of the parent node will drive the overall movement of the bones as child nodes, but the movement of the bones as child nodes will not affect the bones as parent nodes.

[0055] For example, Figure 3 In the human skeleton shown, the thigh 201 is the parent node of the calf 202. When the thigh 201 moves, the calf 202 moves together. Correspondingly, when the calf 202 moves, it does not affect the thigh 201.

[0056] Since the bones in the skeletal animation are linked to each other, when the first partial animation and the second partial animation are directly spliced ​​together, they will affect each other, and then the spliced ​​animation will not achieve the desired animation effect.

[0057] For example, taking the above-mentioned animation of archery and animation of running as an example, it is assumed that the upper body of the animation corresponding to the archery action is spliced ​​with the lower body of the animation corresponding to the running action to obtain a spliced ​​animation of running and archery.

[0058] However, due to the linkage between bones, when the lower body is running, it will affect the upper body's swaying; and when the upper body is shooting arrows, it needs to remain stable. If the upper body's partial animation is directly spliced ​​with the lower body's partial animation, it will cause the upper body to sway left and right when shooting arrows, and the animation effect of aiming at the target cannot be achieved.

[0059] Therefore, in the embodiment of the present application, for the skeletal animation, the spliced ​​animation needs to automatically offset the offset from the lower body. Therefore, in the implementation of the present application, the electronic device uses the first animation and the second animation as the animations to be split; for each animation to be split, the skeletal model corresponding to the animation to be split is obtained.

[0060] The target bone located at the splitting position splits the bone model into a first sub-model and a second sub-model.

[0061] The electronic device constructs a virtual skeleton, wherein the virtual skeleton includes a central skeleton, a first skeleton and a second skeleton, and the central skeleton is a parent node of the first skeleton and the second skeleton.

[0062] Furthermore, the electronic device connects the first sub-model with the target bone through the first bone, wherein the first bone serves as the parent node of the first sub-model; and connects the second sub-model with the target bone through the central bone and the second bone, wherein the central bone serves as the parent node of the second sub-model.

[0063] Finally, the electronic device splits each animation to be split from the connection position between the target bone and the first bone according to the entire bone model inserted into the virtual bone, so as to obtain the first partial animation and the second partial animation.

[0064] Below Figures 4A-4B Taking the skeleton model shown in the figure as an example, the role of the virtual skeleton is explained exemplarily. Figure 4A As shown, the target bone 301 is determined from the skeleton model, the connection between the target bone 301 and other bones is disconnected, and the Figure 4A The skeleton model shown is split into Figure 4B A first sub-model 302 and a second sub-model 303 are shown.

[0065] Then, construct Figure 5 The virtual skeleton shown in Figure 1 is shown in Figure 2. Figure 5 As shown, the virtual skeleton includes a central skeleton 400, a first skeleton 401 and a second skeleton 402, wherein the central skeleton 400 is the parent node of the first skeleton 401 and the second skeleton 402, that is, there is a parent-child relationship between the central skeleton 400 and the first skeleton 401 and the second skeleton 402.

[0066] Under this premise, if Figure 6 As shown, the first sub-model 302 is connected to the target skeleton 301 through the first skeleton 401, and the target skeleton 301 is connected to the second sub-model 303 through the central skeleton 400 and the second skeleton 402. In this way, a skeleton model with a virtual skeleton inserted is obtained.

[0067] like Figure 7 As shown, according to the skeleton model with the virtual skeleton inserted, the animation to be split is split from the connection position between the target skeleton 301 and the first skeleton 401, and the animation to be split is split into partial animations of the upper body 501 and the lower body 502; then, according to the splicing needs, the first partial animation and the second partial animation are selected from all the split partial animations for splicing.

[0068] like Figure 7 As shown, assuming that the target bone 301 rotates 30° clockwise, under the action of bone linkage, the central bone 400 and the first bone 401 rotate 30° clockwise together.

[0069] If the first skeleton 401 and the central skeleton 400 are connected by Figure 5 If the two skeletons 400 and 401 are directly connected in the manner shown, a 30° clockwise rotation of the central skeleton 400 will cause the first skeleton 401 to also rotate 30° clockwise.

[0070] However, at this time, the first skeleton 401 is connected to the first sub-model 302, but there is still a parent-child relationship between the first skeleton 401 and the central skeleton 400, which will cause the first skeleton 401 to rotate 30° counterclockwise, and then the two will cancel each other out, so that the first sub-model 302 in the spliced ​​animation will not be affected by the second sub-model 303.

[0071] in addition, Figure 7 The split position shown is only an example provided by the embodiment of the present application, and those skilled in the art can also insert virtual bones at other positions of the skeleton model and perform splitting as needed, such as the neck, shoulders, waist, etc.

[0072] Please refer to Figure 8 This embodiment also provides an animation generating device. The animation generating device includes at least one functional module that can be stored in a memory in the form of software. From a functional perspective, the animation generating device may include:

[0073] The acquisition module 601 is used to acquire a first partial animation of a first animation and a second partial animation of a second animation, wherein the first animation corresponds to a first action of a target object and the second animation corresponds to a second action of the target object.

[0074] In the embodiment of the present application, when the computer executable code corresponding to the acquisition module 601 is executed by the processor, the following is achieved: Figure 2 As shown in step S101, for a detailed description of the acquisition module 601, reference may be made to the detailed description of step S101.

[0075] The splicing module 602 is used to splice the first partial animation with the second partial animation to obtain a spliced ​​animation corresponding to the third action of the target object.

[0076] In the embodiment of the present application, when the computer executable code corresponding to the splicing module 602 is executed by the processor, the following is achieved: Figure 2 As shown in step S102, for a detailed description of the splicing module 602, please refer to the detailed description of step S102.

[0077] In a possible implementation manner, the first animation and the second animation have the same frame sequence.

[0078] In a possible implementation manner, a split position of the first partial animation in the first animation is the same as a split position of the second partial animation in the second animation.

[0079] In a possible implementation, the first animation and the second animation are skeletal animations, and the acquisition module 601 is specifically used for:

[0080] The first animation and the second animation are used as animations to be split;

[0081] For each of the animations to be split, a skeleton model corresponding to the animation to be split is obtained, wherein the target skeleton located at the splitting position splits the skeleton model into a first sub-model and a second sub-model;

[0082] Constructing a virtual skeleton, wherein the virtual skeleton includes a central skeleton, a first skeleton and a second skeleton, and the central skeleton is a parent node of the first skeleton and the second skeleton;

[0083] Connecting the first sub-model to the target bone through the first bone, wherein the first bone serves as a parent node of the first sub-model;

[0084] Connecting the second sub-model to the target bone through the central bone and the second bone, wherein the central bone serves as a parent node of the second sub-model;

[0085] According to all the skeleton models inserted into the virtual skeleton, each of the animations to be split is split from the connection position between the target skeleton and the first skeleton to obtain the first partial animation and the second partial animation.

[0086] The embodiment of the present application further provides a storage medium, wherein the storage medium stores a computer program, and when the computer program is executed by a processor, the above-mentioned animation generation method is implemented.

[0087] In summary, in the animation generation method, device, equipment and medium provided in the embodiments of the present application, the electronic device obtains a spliced ​​animation by reusing the first partial animation of the first animation and the second partial animation of the second animation. Since the existing animation is reused, the animation production efficiency is improved.

[0088] In the embodiments provided in the present application, it should be understood that the disclosed devices and methods can also be implemented in other ways. The device embodiments described above are merely schematic. For example, the flowcharts and block diagrams in the accompanying drawings show the possible architecture, functions and operations of the devices, methods and computer program products according to the multiple embodiments of the present application. In this regard, each box in the flowchart or block diagram can represent a module, a program segment or a part of a code, and the module, a program segment or a part of a code contains one or more executable instructions for implementing the specified logical function. It should also be noted that in some alternative implementations, the functions marked in the box can also occur in a different order from the order marked in the accompanying drawings. For example, two consecutive boxes can actually be executed substantially in parallel, and they can sometimes be executed in the opposite order, depending on the functions involved. It should also be noted that each box in the block diagram and / or the flowchart, and the combination of boxes in the block diagram and / or the flowchart can be implemented with a dedicated hardware-based system that performs a specified function or action, or can be implemented with a combination of dedicated hardware and computer instructions.

[0089] In addition, the functional modules in the various embodiments of the present application may be integrated together to form an independent part, or each module may exist separately, or two or more modules may be integrated to form an independent part.

[0090] If the functions are implemented in the form of software function modules and sold or used as independent products, they can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of the present application can be essentially or partly embodied in the form of a software product that contributes to the prior art. The computer software product is stored in a storage medium, including several instructions to enable a computer device (which can be a personal computer, a server, or a network device, etc.) to perform all or part of the steps of the methods described in each embodiment of the present application. The aforementioned storage medium includes: various media that can store program codes, such as a USB flash drive, a mobile hard disk, a read-only memory (ROM), a random access memory (RAM), a magnetic disk or an optical disk.

[0091] It should be noted that, in this article, relational terms such as first and second, etc. are only used to distinguish one entity or operation from another entity or operation, and do not necessarily require or imply any such actual relationship or order between these entities or operations. Moreover, the terms "include", "comprise" or any other variants thereof are intended to cover non-exclusive inclusion, so that a process, method, article or device including a series of elements includes not only those elements, but also other elements not explicitly listed, or also includes elements inherent to such process, method, article or device. In the absence of further restrictions, the elements defined by the sentence "comprise a ..." do not exclude the existence of other identical elements in the process, method, article or device including the elements.

[0092] The above are only various implementations of the present application, but the protection scope of the present application is not limited thereto. Any person skilled in the art who is familiar with the present technical field can easily think of changes or substitutions within the technical scope disclosed in the present application, which should be included in the protection scope of the present application. Therefore, the protection scope of the present application should be based on the protection scope of the claims.

Claims

1. An animation generation method, characterized in that: Applied to electronic equipment, the method comprises: The first animation and the second animation are used as animations to be split, wherein the first animation and the second animation are skeletal animations; For each of the animations to be split, a skeleton model corresponding to the animation to be split is obtained, wherein the target skeleton located at the splitting position splits the skeleton model into a first sub-model and a second sub-model; Constructing a virtual skeleton, wherein the virtual skeleton includes a central skeleton, a first skeleton and a second skeleton, and the central skeleton is a parent node of the first skeleton and the second skeleton; Connecting the first sub-model to the target bone through the first bone, wherein the first bone serves as a parent node of the first sub-model; Connecting the second sub-model to the target bone through the central bone and the second bone, wherein the central bone serves as a parent node of the second sub-model; According to all the skeleton models inserted into the virtual skeleton, each of the animations to be split is split from the connection position between the target skeleton and the first skeleton to obtain a first partial animation of a first animation and a second partial animation of a second animation, wherein the first animation corresponds to a first action of the target object, and the second animation corresponds to a second action of the target object; The first partial animation and the second partial animation are spliced ​​together to obtain a spliced ​​animation corresponding to a third action of the target object.

2. The animation generation method according to claim 1, characterized in that: The first animation and the second animation have the same frame sequence.

3. An animation generating device, characterized in that: Applied to electronic equipment, the animation generating device comprises: An acquisition module, used for taking a first animation and a second animation as animations to be split, wherein the first animation and the second animation are skeletal animations; For each of the animations to be split, a skeleton model corresponding to the animation to be split is obtained, wherein the target skeleton located at the splitting position splits the skeleton model into a first sub-model and a second sub-model; Constructing a virtual skeleton, wherein the virtual skeleton includes a central skeleton, a first skeleton and a second skeleton, and the central skeleton is a parent node of the first skeleton and the second skeleton; Connecting the first sub-model to the target bone through the first bone, wherein the first bone serves as a parent node of the first sub-model; Connecting the second sub-model to the target bone through the central bone and the second bone, wherein the central bone serves as a parent node of the second sub-model; According to all the skeleton models inserted into the virtual skeleton, each of the animations to be split is split from the connection position between the target skeleton and the first skeleton to obtain a first partial animation of a first animation and a second partial animation of a second animation, wherein the first animation corresponds to a first action of the target object, and the second animation corresponds to a second action of the target object; The splicing module is used to splice the first partial animation with the second partial animation to obtain a spliced ​​animation corresponding to a third action of the target object.

4. The animation generating device according to claim 3, characterized in that: The first animation and the second animation have the same frame sequence.

5. An electronic device, characterized in that: The electronic device includes a processor and a memory, wherein the memory stores computer executable instructions, and when the computer executable instructions are executed by the processor, the animation generation method described in any one of claims 1-2 is implemented.

6. A storage medium, characterized in that: The storage medium stores a computer program, and when the computer program is executed by a processor, the animation generation method according to any one of claims 1 to 2 is implemented.

Citation Information

Patent Citations

  • Animation generation method and device, storage medium and electronic device

    CN111773686A