Method, apparatus and computer device for batch zeroing of animation data

In the animation data processing, the virtual role is determined using the skin model and the skin bone and assigned the target name, batch zeroing of animation data is achieved, solving the problem of inefficient animation data zeroing operation in the prior art and improving processing efficiency.

CN114241099BActive Publication Date: 2025-05-27NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202111549478.6
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2021-12-17
Publication Date
2025-05-27
Estimated Expiration
2041-12-17

AI Technical Summary

Technical Problem

In the prior art, the zeroing operation of animation data is inefficient, especially when a large batch processing of animation data is required.

Method used

By determining at least one optional virtual character and its attribute information based on the skin model and skin bone in the target animation file, the user assigns the target name to the target virtual character, and performs zeroing based on the attribute information. The animation data of the body bone of the processed target virtual character is animation data of a simple center of mass.

Benefits of technology

It achieves the efficiency of performing zeroing operations of animation data, can quickly and intuitively determine and process multiple target virtual characters, and improves the efficiency of animation data processing.

✦ Generated by Eureka AI based on patent content.

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Abstract

The present application provides a method, apparatus, computer device, and computer-readable storage medium for batch zeroing of animation data, belonging to the technical field of data processing. The method includes: determining at least one optional virtual character and the attribute information of each optional virtual character according to the skin model in the target animation file and the skin bones corresponding to the skin model; in response to the operation of the user assigning a target name to the target virtual character among the optional virtual characters, adding the target name to the attribute information of the target virtual character; and performing a zeroing process on the target virtual character with the target name according to the attribute information of the target virtual character. The present application can achieve the effect of improving the efficiency of performing a zeroing operation on animation data.
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Description

Technical Field

[0001] This application relates to the technical field of data processing, and more specifically, to a method, device, and computer device for batch zeroing of animation data. Background Art

[0002] With the development of computer technology, more and more video games have emerged in people's lives. In these video games, when it is necessary to display a cutscene animation, it is necessary to zeroize the models in the animation, so that the positions and other parameters of the models in the animation can be changed.

[0003] In the related art, usually, relevant technicians will manually identify each virtual character in the animation file one by one. For each virtual character, they will manually copy the key frames of the animation data and modify the values and curves respectively by using some tools for copying animation frames to perform manual zeroing. However, in actual scenarios, situations where a large number of animation data need to be processed often occur.

[0004] In this case, it will lead to low efficiency of the zeroing operation of the animation data. Summary of the Invention

[0005] The purpose of this application is to provide a method, device, and computer device for batch zeroing of animation data, which can achieve the effect of improving the efficiency of performing zeroing operations on animation data.

[0006] The embodiments of this application are implemented as follows:

[0007] On the one hand, an embodiment of this application provides a method for batch zeroing of animation data, including:

[0008] Determine at least one optional virtual character and the attribute information of each of the optional virtual characters according to the skin model in the target animation file and the skin bones corresponding to the skin model;

[0009] In response to the operation of the user assigning a target name to the target virtual character among the optional virtual characters, add the target name to the attribute information of the target virtual character;

[0010] According to the attribute information of the target virtual character, perform zeroing processing on the target virtual character with the target name, and the animation data of the centroid bone in the body bones of the processed target virtual character is the animation data of the pure centroid.

[0011] Optionally, the determining at least one optional virtual character and the attribute information of each of the optional virtual characters according to the skin model in the target animation file and the skin bones corresponding to the skin model includes:

[0012] Obtain the skin bones corresponding to each of the skin models;

[0013] Determine at least one skin model belonging to the same optional virtual character according to the identifier of the root bone of the skin bone corresponding to each skin model;

[0014] Determine the animation data of the body bones and the animation data of the accessory bones of the optional virtual character according to the animation data of each skin model belonging to the same optional virtual character in the target animation file;

[0015] Determine the identifier of the body bones and the identifier of the accessory bones of the optional virtual character according to the identifier of each bone in the skin bone corresponding to the skin model;

[0016] Create a temporary virtual object, control the temporary virtual object to move according to the movement mode of the centroid bone in the body bones of the optional virtual character, and obtain the animation data of the pure centroid according to the animation data of the temporary virtual object.

[0017] Optionally, the determining at least one skin model belonging to the same optional virtual character according to the identifier of the root bone of the skin bone corresponding to each skin model includes:

[0018] If the identifier of the root bone of the skin bone corresponding to the first skin model is the same as the identifier of the root bone of the skin bone corresponding to the second skin model, determine that the first skin model and the second skin model belong to the same optional virtual character.

[0019] Optionally, the determining the animation data of the body bones and the animation data of the accessory bones of the optional virtual character according to the animation data of each skin model belonging to the same optional virtual character in the target animation file includes:

[0020] Obtain the movement trajectory of the skin model within a preset time period in the target animation file;

[0021] Analyze the movement trajectory according to time to obtain the animation data of the body bones and the animation data of the accessory bones of the optional virtual character.

[0022] Optionally, the obtaining the animation data of the pure centroid according to the animation data of the temporary virtual object includes:

[0023] Use the animation data of the temporary virtual object within a preset time period as the animation data of the pure centroid.

[0024] Optionally, the zeroing process of the target virtual character with the target name according to the attribute information of the target virtual character includes:

[0025] Create a character directory corresponding to the target name;

[0026] Save the identification of the body bones, the animation data of the body bones, the identification of the accessory bones, and the animation data of the accessory bones as original information into the character directory;

[0027] Adjust the original information saved in the character directory according to the animation data of the simple centroid.

[0028] Optionally, the adjusting the original information saved in the character directory according to the animation data of the simple centroid includes:

[0029] Modify the animation data of the centroid bone in the body bones of the original information to the animation data of the simple centroid.

[0030] Optionally, before performing the zeroing process on the target virtual character with the target name according to the attribute information of the target virtual character, it further includes:

[0031] Perform frame attribute conversion on the animation data of the body bones, the animation data of the accessory bones, and the animation data of the simple centroid in the attribute information of the target virtual character.

[0032] Optionally, the determining at least one optional virtual character and the attribute information of each optional virtual character according to the skinning model in the target animation file and the skinning bones corresponding to the skinning model includes:

[0033] In response to the user's operation of selecting the target animation file in the zeroing tool, load the target animation file and parse multiple original skinning models from the target animation file;

[0034] In response to the user's selection operation on at least one of the multiple original skinning models, use the selected original skinning model as the skinning model in the target animation file, and determine at least one optional virtual character and the attribute information of each optional virtual character according to the skinning model in the target animation file and the skinning bones corresponding to the skinning model.

[0035] Optionally, the attribute information of each of the optional virtual characters includes: the identification of the body bones, the animation data of the body bones, the identification of the accessory bones, the animation data of the accessory bones, and / or the animation data of the simple centroid.

[0036] In the second aspect of the embodiments of the present application, there is provided an animation data batch zeroing device, and the animation data batch zeroing device includes:

[0037] A determination module, configured to determine at least one optional virtual character and the attribute information of each optional virtual character according to the skinned model in the target animation file and the skinned bones corresponding to the skinned model;

[0038] An addition module, configured to, in response to an operation in which a user assigns a target name to a target virtual character among the optional virtual characters, add the target name to the attribute information of the target virtual character;

[0039] A zeroing module, configured to perform zeroing processing on the target virtual character with the target name according to the attribute information of the target virtual character.

[0040] Optionally, the device further includes a creation module, configured to create a character directory corresponding to the target name.

[0041] Optionally, the device further includes a saving module, configured to save the identifier of the body bones, the animation data of the body bones, the identifier of the attachment bones, and the animation data of the attachment bones as original information into the character directory.

[0042] Optionally, the device further includes an adjustment module, configured to adjust the original information saved in the character directory according to the animation data of the simple centroid.

[0043] Optionally, the device further includes a conversion module, configured to perform frame attribute conversion on the animation data of the body bones, the animation data of the attachment bones, and the animation data of the simple centroid in the attribute information of the target virtual character.

[0044] In a third aspect of the embodiments of the present application, there is provided a computer device, including a memory, a processor, and a computer program stored in the memory and executable on the processor, where when the computer program is executed by the processor, the animation data batch zeroing method described in the first aspect above is implemented.

[0045] In a fourth aspect of the embodiments of the present application, there is provided a computer-readable storage medium, storing a computer program, where when the computer program is executed by a processor, the animation data batch zeroing method described in the first aspect above is implemented.

[0046] The beneficial effects of the embodiments of the present application include:

[0047] An animation data batch zeroing method provided by an embodiment of the present application determines at least one optional virtual character and the attribute information of each optional virtual character according to the skin model in the target animation file and the skin bones corresponding to the skin model. In response to the operation of the user assigning a target name to the target virtual character among the optional virtual characters, the target name is added to the attribute information of the target virtual character. According to the attribute information of the target virtual character, zeroing processing is performed on the target virtual character with the target name. Among them, determining at least one optional virtual character and the attribute information of each optional virtual character according to the skin model in the target animation file and the skin bones corresponding to the skin model can batch determine the optional virtual characters and the attribute information of the optional virtual characters in the target animation file according to the corresponding relationship between the skin model and the skin bones. In this way, the optional virtual characters in the target animation file can be determined batch by batch, and after assigning the target name to each target virtual character, the user can quickly and intuitively determine the relationship between each target virtual character. In this way, the effect of improving the efficiency of performing zeroing operations on animation data can be achieved. BRIEF DESCRIPTION OF THE DRAWINGS

[0048] In order to more clearly illustrate the technical solutions of the embodiments of the present application, the following will briefly introduce the drawings required in the embodiments. It should be understood that the following drawings only show some embodiments of the present application, and therefore should not be regarded as limiting the scope. For those of ordinary skill in the art, other related drawings can be obtained based on these drawings without creative efforts.

[0049] Figure 1 It is a flowchart of the first animation data batch zeroing method provided by an embodiment of the present application;

[0050] Figure 2 It is a flowchart of the second animation data batch zeroing method provided by an embodiment of the present application;

[0051] Figure 3 It is a flowchart of the third animation data batch zeroing method provided by an embodiment of the present application;

[0052] Figure 4 It is a flowchart of the fourth animation data batch zeroing method provided by an embodiment of the present application;

[0053] Figure 5 It is a flowchart of the fifth animation data batch zeroing method provided by an embodiment of the present application;

[0054] Figure 6 It is a flowchart of the sixth animation data batch zeroing method provided by an embodiment of the present application;

[0055] Figure 7Flow chart of the seventh method for batch zeroing of animation data provided by an embodiment of the present application;

[0056] Figure 8 Structural schematic diagram of an animation data batch zeroing device provided by an embodiment of the present application;

[0057] Figure 9 Structural schematic diagram of a computer device provided by an embodiment of the present application. Detailed implementation manners

[0058] To make the objectives, technical solutions, and advantages of the embodiments of the present application clearer, the technical solutions in the embodiments of the present application will be clearly and completely described below with reference to the accompanying drawings in the embodiments of the present application. Obviously, the described embodiments are some, but not all, of the embodiments of the present application. Components of the embodiments of the present application usually described and illustrated in the accompanying drawings here can be arranged and designed in various different configurations.

[0059] 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 claimed, but merely represents selected embodiments of the present application. All other embodiments obtained by those of ordinary skill in the art based on the embodiments of the present application without creative efforts fall within the scope of protection of the present application.

[0060] With the development of computer technology, more and more electronic games have emerged in people's lives. In these electronic games, when a cutscene needs to be displayed, the models in the animation need to be zeroed, so that the positions and other parameters of the models in the animation can be changed. Relevant technicians will manually identify each virtual character in the animation file one by one, and for each virtual character, manually copy the key frames of the animation data and modify the values and curves by using some tools for copying animation frames. However, in actual scenarios, situations where a large number of animation data need to be processed often occur. In such cases, the efficiency of the zeroing operation of the animation data will be low.

[0061] For this reason, the embodiments of the present application provide a method for batch zeroing of animation data. By determining at least one optional virtual character and the attribute information of each optional virtual character according to the skinned model in the target animation file and the skinned bones corresponding to the skinned model, then in response to the operation of the user assigning a target name to the target virtual character among the optional virtual characters, adding the target name to the attribute information of the target virtual character, and then zeroing the target virtual character with the target name according to the attribute information of the target virtual character, the effect of improving the efficiency of performing the zeroing operation on the animation data can be achieved.

[0062] The embodiments of the present application will be described by taking the method for batch zeroing of animation data applied to a computer device as an example. However, it does not mean that the embodiments of the present application can only be applied to a computer device to batch zero animation data.

[0063] The method for batch zeroing of animation data provided by the embodiments of the present application will be explained in detail below.

[0064] Figure 1 It is a flowchart of a method for batch zeroing of animation data provided by the present application. This method can be applied to a terminal device, which can be a computer, a tablet computer, a smart phone, and / or other electronic devices with processing functions. Specifically, the terminal device can also be an electronic device installed with Digital Content Creation (DCC) software. See Figure 1 , the embodiments of the present application provide a method for batch zeroing of animation data, including:

[0065] Step 1001: Determine at least one optional virtual character and the attribute information of each optional virtual character according to the skin model in the target animation file and the skin bones corresponding to the skin model.

[0066] Optionally, the target animation file can be an animation file in Max format, or an animation file in Autodesk Maya (Maya for short) format, or an Audio Video Interleaved (avi for short) animation file, or an animation file of Moving Pictures Experts Group (MPEG for short), or an animation file in FLASH VIDEO (FLV for short) streaming media format, or an animation file in other formats. The embodiments of the present application do not limit this.

[0067] Optionally, the target animation file can be an animation file that needs to perform a zeroing operation.

[0068] Optionally, the zeroing operation can refer to the operation of removing external factors that affect the displacement or actions of virtual characters in the animation and only retaining the displacement or actions of the centroid of the virtual characters themselves in the animation.

[0069] Optionally, when the target animation file is opened or loaded, at least one frame of an animation including a virtual scene can be displayed. The virtual scene can include various geometric bodies and / or virtual objects and / or virtual characters, and the above geometric bodies and / or virtual objects and / or virtual characters can be skinned.

[0070] Optionally, the virtual character can be a humanoid character, or a character in the shape of other objects, or a character in other possible shapes. The embodiments of the present application do not limit this.

[0071] Optionally, since the skinning skeleton and the skinned model are independent of each other, in order to let the skinning skeleton drive the skinned model to generate corresponding displacements or actions, the operation of binding the skinned model to the skinning skeleton is skinning.

[0072] In addition, there is a certain correspondence between the skinning skeleton and the skinned model, and each skinning skeleton corresponding to the skinned model can be found according to this correspondence.

[0073] Optionally, the skinned model can be all the geometric bodies participating in skinning in the scene displayed after opening or loading the target animation file. It can also be an object with a specific shape participating in skinning in the scene displayed after opening or loading the target animation file. For example, the specific shape can be humanoid, or the shape of a certain part of the human body, or the shape of other animals or other objects. The embodiments of the present application do not limit this.

[0074] Optionally, the optional virtual character can be all the virtual characters in the scene displayed after opening or loading the target animation file. In addition, any optional virtual character can include at least one such skinned model.

[0075] Optionally, the attribute information of each optional virtual character can respectively include: the identifier of the body skeleton, the animation data of the body skeleton, the identifier of the attachment skeleton, the animation data of the attachment skeleton, and / or the animation data of the simple centroid. That is to say, after opening or loading the target animation file, the attribute information of all the virtual characters in the displayed scene can include the identifier of the body skeleton corresponding to each virtual character, the animation data of the body skeleton, the identifier of the attachment skeleton, the animation data of the attachment skeleton, and / or the animation data of the simple centroid.

[0076] Optionally, the body skeleton can be a CS skeleton, and the body skeleton can specifically include the skeleton models of the skull, spine, sternum, ribs, humerus, collarbone, tibia, fibula, phalanges, femur, centroid skeleton, etc. of each optional virtual character.

[0077] Optionally, the attachment skeleton can be a Bone skeleton, and the attachment skeleton can include the skeleton models of clothes, accessories, and / or weapons equipped by each optional virtual character.

[0078] Optionally, the attachment skeleton is skinned on the body skeleton. When each optional virtual character makes a displacement or action, the attachment skeleton will make a corresponding displacement or action along with the displacement or action of the body skeleton.

[0079] Optionally, the simple centroid may refer to the centroid of each optional virtual character. For example, the centroid of each optional virtual character may be set to the position of the bone in the spine of each optional virtual character that is closest to the femur of each optional virtual character, or the centroid of each optional virtual character may be set to the position of the femur of each optional virtual character, or the centroid of each optional virtual character may be set to other reasonable positions. The embodiments of the present application do not limit this.

[0080] Optionally, the identifier of the body bone may be an identifier used to mark each body bone, and each body bone has and only has one identifier. If the identifiers of multiple body bones are the same, it means that the multiple body bones are the same body bone.

[0081] Optionally, the identifier of the accessory bone may be an identifier used to mark each accessory bone, and each accessory bone has and only has one identifier. If the identifiers of multiple accessory bones are the same, it means that the multiple accessory bones are the same accessory bone.

[0082] Exemplarily, the animation data of the body bone may be Bip data. The animation data of the body bone may be the data corresponding to each body bone or the path where the data of each body bone is stored. Loading or reading the animation data of the body bone may display the models of the corresponding body bones. For example, the animation data of the body bone is the data of the skull of an optional virtual character. After loading or reading the animation data of the body bone, the model of the skull of this optional virtual character can be displayed.

[0083] In addition, the animation data of the body bone can be used to indicate the connection relationship between the bones in the body bone, and can also be used to indicate the movement relationship between the bones in the body bone. For example, the animation data of the body bone can specifically indicate the specific actions or specific displacements of the spine, sternum, ribs, humerus, tibia, fibula, and / or femur when the centroid bone in the body bone bends forward.

[0084] Exemplarily, the animation data of the accessory bone may be the data corresponding to each accessory bone or the path where the data of each accessory bone is stored. Loading or reading the animation data of the accessory bone may display the models of the corresponding accessory bones. For example, the animation data of the accessory bone is the data of a knife-shaped weapon equipped by an optional virtual character. After loading or reading the animation data of the accessory bone, the model of this knife-shaped weapon can be displayed.

[0085] In addition, the animation data of the accessory bones can be used to indicate the connection relationships among the bones in the accessory bones, and can also be used to indicate the connection relationships and / or motion relationships between the bones in the accessory bones and the bones in the body bones. For example, the animation data of the accessory bones can specifically indicate the specific motion or specific displacement of the weapon held in the hand of the optional virtual character in the accessory bones when the phalange bones in the body bones bend forward.

[0086] Optionally, the animation data of the simple centroid can be Xaf data. The animation data of the simple centroid can be the data corresponding to the centroid of each optional virtual character after performing a zeroing operation or the path where the data corresponding to the centroid of each optional virtual character after passing through a zeroing operation is stored. Exemplarily, after loading or reading the animation data of the simple centroid, the model of the centroid of each optional virtual character after performing the zeroing operation and / or the displacement state of the model of the centroid of each optional virtual character can be displayed.

[0087] Optionally, when the animation data of the body bones, the animation data of the accessory bones, and the animation data of the simple centroid are respectively the paths where the corresponding data is stored, the data of the body bones, the data of the accessory bones, and the data of the simple centroid of each optional virtual character can be respectively stored in a corresponding folder. Through the identifier of the body bones, the animation data of the body bones, the identifier of the accessory bones, the animation data of the accessory bones, and the animation data of the simple centroid, the data of the body bones, the data of the accessory bones, and the data of the simple centroid of each optional virtual character can be obtained according to the corresponding paths where the data is stored.

[0088] In this way, the relationships among the skinning models, the skinning bones, and the optional virtual characters in the target animation file can be determined batch by batch, and the efficiency of analyzing the target animation file can be improved.

[0089] Step 1002: In response to the operation of the user assigning a target name to the target virtual character among the optional virtual characters, add the target name to the attribute information of the target virtual character.

[0090] Optionally, the target virtual character can include some of the optional virtual characters that need to perform a zeroing operation, or can also include all of the optional virtual characters. Naturally, the target virtual character can be selected by the user. The embodiments of the present application do not make any limitations in this regard.

[0091] Exemplarily, the target virtual character may include an optional virtual character that repeatedly appears in each frame of the target animation file. For example, after opening or loading the target animation file, 100 frames of animation may be obtained or displayed, and a part of the optional virtual characters appear in each of these 100 frames of animation. Then, this part of the optional virtual characters may be used as the target virtual character. If another part of the optional virtual characters only appears in one frame of these 100 frames of animation, then this other part of the optional virtual characters may not be used as the target virtual character. The embodiments of the present application do not limit this.

[0092] Optionally, the target name may be a preset name or a name set by the user in real time. Additionally, the target names assigned to each target virtual character may be different from each other. The embodiments of the present application do not limit this.

[0093] Optionally, the attribute information of the target virtual character may include: the identifier of the body bone, the animation data of the body bone, the identifier of the attachment bone, the animation data of the attachment bone, and the animation data of the simple centroid.

[0094] It should be noted that the target animation file may include multiple optional virtual characters, and these multiple optional virtual characters may repeatedly appear in each frame of the target animation file. That is to say, these multiple virtual characters may be the same virtual character that appears in different frames of the animation scene corresponding to the target animation file. Then, these multiple optional virtual characters are used as the target virtual character, different target names are assigned to the target virtual character and displayed on the virtual interface of the above terminal device, and the target name is added to the attribute information of each target virtual character. Additionally, when different target names are assigned to the target virtual character, the data in the target animation file will not be changed. In this way, it is convenient for the user to batch search for or select each target virtual character.

[0095] It should be noted that by adding the target name to the attribute information of the target virtual character, the same target virtual character in each frame of the target animation file can be associated according to the target name, and multiple target virtual characters that need to be associated can be freely associated according to actual needs. For example, during the zeroing process, the animation information of virtual character B needs to be assigned to virtual character A, then virtual character B and virtual character A can be associated, and in this way, the attribute information of all target virtual characters that need to be exported and zeroed in the virtual scene displayed after opening or loading the target animation file can be exported. In this way, the effect of improving the efficiency of performing the zeroing operation on the animation data can be achieved.

[0096] Step 1003: According to the attribute information of the target virtual character, perform a zeroing process on the target virtual character with the target name.

[0097] Optionally, the animation data of the centroid bone in the body bones of the processed target virtual character is the animation data of the simple centroid.

[0098] Optionally, after performing the zeroing process on the target virtual character with the target name, the animation data of the bones other than the centroid bone and the animation data of each attachment bone in the body bones of the target virtual character can be generated corresponding to the animation data of the centroid bone in the body bones of the target virtual character, or can be preset in advance. The embodiments of the present application do not limit this.

[0099] Optionally, it is also possible to determine the connection relationship or action relationship between the body bones and the attachment bones of each target virtual character according to the identifier of the body bone, the animation data of the body bone, the identifier of the attachment bone, and the animation data of the attachment bone, and connect or skin the body bones and the attachment bones to generate a new virtual character after the zeroing process.

[0100] It should be noted that after performing the zeroing process on the target virtual character with the target name according to the attribute information of the target virtual character, the animation data of the centroid bone of the target virtual character with the target name can be accurately and batch changed to the animation data of the simple centroid, and the other body bones and / or attachment bones of the target virtual character can also accurately move or displace according to the animation data of the centroid bone of the target virtual character. In this way, the smoothness and accuracy of the actions or displacements of each target virtual character after the zeroing process can be ensured.

[0101] In an embodiment of the present application, at least one optional virtual character and the attribute information of each optional virtual character are determined according to the skin model in the target animation file and the skin bones corresponding to the skin model. In response to the operation of the user assigning a target name to the target virtual character among the optional virtual characters, the target name is added to the attribute information of the target virtual character, and the target virtual character with the target name is zeroed according to the attribute information of the target virtual character. Among them, according to the skin model in the target animation file and the skin bones corresponding to the skin model, determining at least one optional virtual character and the attribute information of each optional virtual character can batch determine the optional virtual characters and the attribute information of the optional virtual characters in the target animation file according to the corresponding relationship between the skin model and the skin bones. In this way, the optional virtual characters in the target animation file can be determined batch by batch, and after assigning the target name to each target virtual character, the user can quickly and intuitively determine the relationship between each target virtual character. In this way, the effect of improving the efficiency of performing the zeroing operation on the animation data can be achieved.

[0102] In a possible implementation manner, referring to Figure 2 , determining at least one optional virtual character and the attribute information of each optional virtual character according to the skin model in the target animation file and the skin bones corresponding to the skin model includes:

[0103] Step 1004: Obtain the skin bones corresponding to each skin model.

[0104] Optionally, each skin model may correspond to at least one skin bone, and the skin bone includes the body bone and / or the accessory model.

[0105] Step 1005: Determine at least one skin model belonging to the same optional virtual character according to the identifier of the root bone of the skin bones corresponding to each skin model.

[0106] Optionally, the root bone may be the spine bone in the body bone of the optional virtual character, or may be other bones in the body bone of the optional virtual character.

[0107] Optionally, the root bone of the skin bone has and only has one identifier. If the identifiers of the root bones of the skin bones corresponding to multiple skin models are the same, it is determined that the root bones of the multiple skin bones are the same root bone, and further it can be determined that each skin model belongs to the same optional virtual character.

[0108] Since the root bone of the skin bone has one and only one identifier, all skin models and / or skin bones belonging to the same optional virtual character can be determined in batches through the identifier of the root bone. In this way, all skin models and / or skin bones corresponding to each optional virtual character can be determined in batches for subsequent operations. In this way, the efficiency of animation data processing can be improved.

[0109] Step 1006: Determine the animation data of the body bones and the animation data of the accessory bones of the optional virtual character according to the animation data of each skin model belonging to the same optional virtual character in the target animation file.

[0110] It should be noted that the animation data of each skin model and / or each skin bone is stored in the target animation file. After determining all skin models and / or skin bones corresponding to each optional virtual character, the animation data of all skin models and / or skin bones corresponding to each optional virtual character is used as the animation data of the body bones and the animation data of the accessory bones of the optional virtual character. In this way, subsequent operations can be accurately performed on the animation data of the body bones and the animation data of the accessory bones corresponding to the optional virtual character.

[0111] Step 1007: Determine the identifiers of the body bones and the identifiers of the accessory bones of the optional virtual character according to the identifiers of each bone in the skin bones corresponding to the skin model.

[0112] Since each bone in the skin bones corresponding to the skin model has one and only one identifier, in this way, the body bones and the accessory bones of the optional virtual character can be accurately determined to quickly and accurately find the body bones and the accessory bones of the optional virtual character.

[0113] Step 1008: Create a temporary virtual object, control the temporary virtual object to move according to the movement mode of the centroid bone in the body bones of the optional virtual character, and obtain the animation data of the pure centroid according to the animation data of the temporary virtual object.

[0114] Exemplarily, the temporary virtual object is not a virtual object directly obtained from the target animation file, but a virtual character regenerated according to the animation data and / or identifiers of the body bones of the optional virtual character and the animation data and / or identifiers of the accessory bones or according to other data. The temporary virtual object can be used to simulate the movement mode or action mode of the optional virtual character.

[0115] In a possible way, obtaining the animation data of the pure centroid according to the animation data of the temporary virtual object includes:

[0116] Taking the animation data of the temporary virtual object within a preset time period as the animation data of the pure centroid.

[0117] Optionally, the preset time period can be set in advance. For example, the preset time period can be set to 1 minute. Specifically, the time length can also be characterized by the number of frames of the target animation file within the preset time period. For example, the preset time period can be set to the time length corresponding to 500 frames of animation, which means that the number of frames of the animation scene corresponding to the target animation file within the preset time period is 500 frames. The preset time period can also be the entire time length of the animation in the target animation file, or a partial time length of the animation in the target animation file. The embodiments of the present application do not limit this.

[0118] It should be noted that by creating a temporary virtual object and using the temporary virtual object to simulate the movement mode of the centroid bone in the body bones of the optional virtual character to move, the animation data of the simple centroid of the optional virtual character can be obtained. In this way, the accuracy of the animation data of the simple centroid can be ensured.

[0119] In a possible implementation, refer to Figure 3 , to determine at least one skin model belonging to the same optional virtual character according to the identifiers of the root bones of the skin bones corresponding to each skin model, including:

[0120] Step 1009: If the identifier of the root bone of the skin bone corresponding to the first skin model is the same as the identifier of the root bone of the skin bone corresponding to the second skin model, it is determined that the first skin model and the second skin model belong to the same optional virtual character.

[0121] Since each root bone of the skin bones has and only has one identifier, by determining whether the identifier of the root bone of the skin bone corresponding to the first skin model is the same as the identifier of the root bone of the skin bone corresponding to the second skin model, it can be determined whether the first skin model and the second skin model belong to the same optional virtual character. In this way, all the skin models and / or skin bones corresponding to each optional virtual character can be determined for subsequent operations.

[0122] In a possible implementation, refer to Figure 4 , to determine the animation data of the body bones and the animation data of the attachment bones of the optional virtual character according to the animation data of each skin model belonging to the same optional virtual character in the target animation file, including:

[0123] Step 1010: Obtain the movement trajectory of the skin model within the preset time period in the target animation file.

[0124] Optionally, the movement trajectory may include the displacement trajectory of the skin model relative to the origin of the world coordinates of the virtual scene, may also include the displacement trajectory of the skin model relative to the initial position of the skin model in the virtual scene within the preset time period, and may further include the action trajectory of the skin model relative to the centroid bone. The embodiments of the present application do not limit this.

[0125] Step 1011: Analyze the movement trajectory according to time to obtain the animation data of the body bones and the animation data of the accessory bones of the optional virtual character.

[0126] Optionally, the analysis may specifically be to analyze the movement trajectory of the skin model frame by frame to obtain the connection relationship or action relationship between the body bones and / or accessory bones in the skin model.

[0127] Optionally, analyzing the movement trajectory according to time may be to arrange the frame animations in the target animation file in chronological order, and then analyze the arranged frame animations in sequence to obtain the animation data of the body bones and the animation data of the accessory bones of the optional virtual character.

[0128] In this way, the accuracy of the animation data of the body bones and the animation data of the accessory bones of the obtained optional virtual character can be improved.

[0129] In a possible implementation manner, refer to Figure 5 , and perform a zeroing process on the target virtual character with the target name according to the attribute information of the target virtual character, including:

[0130] Step 1013: Create a character directory corresponding to the target name.

[0131] Optionally, the character directory may be a directory for recording or displaying each target virtual character, so that the user can quickly and intuitively search for or select each target virtual character. In this way, the efficiency of animation data processing can be improved.

[0132] Step 1014: Save the identifier of the body bone, the animation data of the body bone, the identifier of the accessory bone, and the animation data of the accessory bone as the original information into the character directory.

[0133] Optionally, the original information refers to the information before the zeroing operation on the target animation file.

[0134] Recording and saving the original information in the character directory as well, so that the user can quickly and intuitively search for or select the animation data or identifiers of the bones of each target virtual character, and further facilitate the user to adjust the original information.

[0135] Step 1015: Adjust the original information saved in the character directory according to the animation data of the simple centroid.

[0136] Further, adjusting the original information saved in the character directory according to the animation data of the simple centroid includes:

[0137] Modify the animation data of the centroid bone in the body bones of the original information to the animation data of the simple centroid.

[0138] In this way, external factors affecting the displacement or actions of the virtual character in the animation can be removed to complete the zeroing operation.

[0139] It should be noted that by creating a character directory corresponding to the target name, recording and saving the original information in the character directory, and then adjusting the original information saved in the character directory according to the animation data of the simple centroid. In this way, users can quickly and intuitively batch search or batch select the original information of each target virtual character, and can also improve the efficiency of batch adjustment of the original information by users. In this way, the effect of improving the efficiency of performing the zeroing operation on the animation data can be achieved.

[0140] In a possible implementation manner, after saving the identifier of the body bone, the animation data of the body bone, the identifier of the accessory bone, and the animation data of the accessory bone as the original information in the character directory, the method may further include:

[0141] Send the character directory to the server.

[0142] Optionally, the server may be a server dedicated to animation data zeroing processing. For example, the server may be a server of a render farm management tool.

[0143] Optionally, the render farm management tool may be Deadline software, and the render farm management tool includes multiple farm machines for rendering.

[0144] Generate multiple animation data zeroing tasks according to the number of target virtual characters and the preset number of farm machines, and send the multiple animation data zeroing tasks to each farm machine.

[0145] Optionally, each farm machine may adjust the original information saved in the character directory according to the animation data of the simple centroid.

[0146] Optionally, each farm machine can also determine the connection relationship or action relationship between the body bones and accessory bones of each target virtual character based on the identifier of the body bone, the animation data of the body bone, the identifier of the accessory bone, and the animation data of the accessory bone, and connect or skin the body bones and accessory bones to generate a new virtual character.

[0147] Optionally, after generating a plurality of animation data zeroing tasks according to the number of the target virtual characters and the preset number of farm machines, and sending the plurality of animation data zeroing tasks to each farm machine, the method may further include:

[0148] Generating a notification message and sending the notification message to the terminal device.

[0149] Optionally, the notification message is used to indicate that each farm machine has completed the adjustment of the original information stored in the character directory.

[0150] It should be noted that at the same time, each farm machine can process different animation data respectively. In this way, the time for zeroing the target animation file can be shortened, and thus the efficiency of performing the zeroing operation on the animation data can be improved.

[0151] In a possible implementation, referring to Figure 6 , before performing zeroing processing on the target virtual character with the target name according to the attribute information of the target virtual character, it further includes:

[0152] Step 1016: Perform frame attribute conversion on the animation data of the body bones, the animation data of the accessory bones, and the animation data of the simple centroid in the attribute information of the target virtual character.

[0153] Optionally, the frame attribute conversion may be to convert the attribute information of the target virtual character in the key (K) frames in the target animation file.

[0154] Optionally, the conversion operation may be to adjust the positions pointed to by the body bones and / or accessory bones and / or simple centroid of the target virtual character.

[0155] Exemplarily, the conversion operation may be to perform corresponding adjustments on the animation data of the body bones, the animation data of the accessory bones, and the animation data of the simple centroid in the attribute information of the target virtual character, so as to adjust the positions pointed to by the body bones and / or accessory bones and / or simple centroid of the target virtual character to the ground where the target virtual character is currently located in the virtual scene.

[0156] In this way, the body bones, accessory bones, and / or the simple centroid of the target virtual character can be made to point to the ground where the target virtual character is currently located in the virtual scene. In this way, after the zeroing operation is performed, the skin model and / or skin bones of the target virtual character can be correctly displayed.

[0157] In a possible implementation, referring to Figure 7 , according to the skin model in the target animation file and the skin bones corresponding to the skin model, at least one optional virtual character and the attribute information of each optional virtual character are determined, and it further includes:

[0158] Step 1017: In response to the user's operation of selecting the target animation file in the zeroing tool, load the target animation file, and parse multiple original skin models from the target animation file.

[0159] Optionally, each original skin model refers to the skin model that can be directly obtained from the target animation file after the target animation file is loaded and before the zeroing operation is performed on the target animation file.

[0160] Step 1018: In response to the user's selection operation on at least one of the multiple original skin models, use the selected original skin model as the skin model in the target animation file, and according to the skin model in the target animation file and the skin bones corresponding to the skin model, determine at least one optional virtual character and the attribute information of each optional virtual character.

[0161] In this way, the relationships among the skin models, skin bones, and optional virtual characters in the target animation file can be determined in batches, which can improve the efficiency of analyzing the target animation file.

[0162] The following describes the device, equipment, computer-readable storage medium, etc. for implementing the animation data batch zeroing method provided in this application. For the specific implementation process and technical effects, refer to the above, and the following will not be elaborated.

[0163] Figure 8 is a schematic structural diagram of an animation data batch zeroing device provided in an embodiment of this application. Referring to Figure 8 , the device includes:

[0164] A determination module 201, which can be used to determine at least one optional virtual character and the attribute information of each optional virtual character according to the skin model in the target animation file and the skin bones corresponding to the skin model.

[0165] An addition module 202, which can be used to add the target name to the attribute information of the target virtual character in response to the user's operation of assigning the target name to the target virtual character among the optional virtual characters.

[0166] The zeroing module 203 can be used to zeroize the target virtual character with the target name according to the attribute information of the target virtual character.

[0167] Optionally, the device further includes a creation module, which can be used to create a character directory corresponding to the target name.

[0168] Optionally, the device further includes a saving module, which can be used to save the identification of the body bones, the animation data of the body bones, the identification of the attachment bones, and the animation data of the attachment bones as original information into the character directory.

[0169] Optionally, the device further includes an adjustment module, which can be used to adjust the original information saved in the character directory according to the animation data of the simple centroid.

[0170] Optionally, the device further includes a conversion module, which can be used to perform frame attribute conversion on the animation data of the body bones, the animation data of the attachment bones, and the animation data of the simple centroid in the attribute information of the target virtual character.

[0171] The above device is used to execute the method provided in the foregoing embodiment, and its implementation principle and technical effects are similar, which will not be elaborated here.

[0172] The above modules can be one or more integrated circuits configured to implement the above method. For example: one or more application specific integrated circuits (ASICs), or, one or more microprocessors, or, one or more field programmable gate arrays (FPGAs), etc. Again, when a certain module above is implemented in the form of a processing element scheduling program code, the processing element can be a general-purpose processor, such as a central processing unit (CPU) or other processors that can call program code. Again, these modules can be integrated together and implemented in the form of a system-on-a-chip (SOC).

[0173] Figure 9 It is a schematic structural diagram of a computer device provided by an embodiment of the present application. Refer to Figure 9 , the computer device includes: a memory 301 and a processor 302. A computer program that can run on the processor 302 is stored in the memory 301. When the processor 302 executes the computer program, the steps in any of the above method embodiments are implemented.

[0174] The embodiments of the present application also provide a computer-readable storage medium storing a computer program, and when the computer program is executed by a processor, the steps in the above method embodiments can be implemented.

[0175] Optionally, the present application also provides a program product, such as a computer-readable storage medium, including a program which is used to execute any of the above method embodiments for batch zeroing of animation data when executed by a processor.

[0176] In several embodiments provided by the present invention, it should be understood that the disclosed apparatus and method can be implemented in other ways. For example, the apparatus embodiments described above are merely illustrative. For example, the division of units is only a logical function division, and there may be other division methods in actual implementation. For example, multiple units or components can be combined or integrated into another system, or some features can be ignored or not executed. Another point is that the displayed or discussed coupling or direct coupling or communication connection between each other can be through some interfaces, and the indirect coupling or communication connection of the apparatus or unit can be in electrical, mechanical or other forms.

[0177] The units described as separate components may or may not be physically separated, and the components displayed as units may or may not be physical units, that is, they can be located in one place or distributed to multiple network units. Some or all of the units can be selected according to actual needs to achieve the purpose of the solution of this embodiment.

[0178] In addition, each functional unit in various embodiments of the present invention can be integrated in a processing unit, or each unit can exist physically alone, or two or more units can be integrated in one unit. The above integrated unit can be implemented in the form of hardware, or in the form of a combination of hardware and software functional units.

[0179] The above integrated unit implemented in the form of a software functional unit can be stored in a computer-readable storage medium. The above software functional unit 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.) or a processor (English: processor) to execute some steps of the methods in various embodiments of the present invention. The foregoing storage medium includes: various media such as a USB flash drive, a mobile hard disk, a read-only memory (English: Read-Only Memory, abbreviated as: ROM), a random access memory (English: Random Access Memory, abbreviated as: RAM), a magnetic disk, or an optical disc that can store program codes.

[0180] The above are only specific embodiments of the present application, but the protection scope of the present application is not limited thereto. Any person skilled in the art within the technical scope disclosed by the present application can easily think of changes or substitutions, which should all be covered within the protection scope of the present application. Therefore, the protection scope of the present application shall be subject to the protection scope of the claims.

[0181] The above description is only the preferred embodiment of the present application and is not used to limit the present application. For those skilled in the art, the present application can have various changes and modifications. Any modification, equivalent replacement, improvement, etc. made within the spirit and principle of the present application shall be included within the protection scope of the present application.

Claims

1. A method for batch zeroing of animation data, characterized in that, it includes: Determine at least one optional virtual character and the attribute information of each of the optional virtual characters according to the skin model in the target animation file and the skin bones corresponding to the skin model; In response to an operation of assigning a target name to a target virtual character among the optional virtual characters, add the target name to the attribute information of the target virtual character; According to the attribute information of the target virtual character, perform zeroing processing on the target virtual character with the target name, and the animation data of the centroid bone in the body bones of the processed target virtual character is the animation data of a simple centroid; The performing zeroing processing on the target virtual character with the target name according to the attribute information of the target virtual character includes: Create a character directory corresponding to the target name; Save the identifier of the body bone, the animation data of the body bone, the identifier of the attachment bone, and the animation data of the attachment bone as original information into the character directory; Adjust the original information saved in the character directory according to the animation data of the simple centroid; The adjusting the original information saved in the character directory according to the animation data of the simple centroid includes: Modify the animation data of the centroid bone in the body bones of the original information to the animation data of the simple centroid.

2. The method for batch zeroing of animation data according to claim 1, characterized in that, The determining at least one optional virtual character and the attribute information of each optional virtual character according to the skin model in the target animation file and the skin bones corresponding to the skin model includes: Obtain the skin bones corresponding to each of the skin models; Determine at least one skin model belonging to the same optional virtual character according to the identifier of the root bone of the skin bones corresponding to each of the skin models; Determine the animation data of the body bones and the animation data of the attachment bones of the optional virtual character according to the animation data of each skin model belonging to the same optional virtual character in the target animation file; Determine the identifier of the body bones and the identifier of the attachment bones of the optional virtual character according to the identifier of each bone in the skin bones corresponding to the skin model; Create a temporary virtual object, control the temporary virtual object to move according to the moving mode of the centroid bone in the body bones of the optional virtual character, and obtain the animation data of the simple centroid according to the animation data of the temporary virtual object.

3. The method for batch zeroing of animation data according to claim 2, characterized in that, The determining at least one skin model belonging to the same optional virtual character according to the identifier of the root bone of the skin bones corresponding to each of the skin models includes: If the identifier of the root bone of the skin bones corresponding to the first skin model is the same as the identifier of the root bone of the skin bones corresponding to the second skin model, determine that the first skin model and the second skin model belong to the same optional virtual character.

4. The method for batch zeroing of animation data according to claim 2, characterized in that, Determining the animation data of the body bones and the attachment bones of the optional virtual character according to the animation data of each skin model belonging to the same optional virtual character in the target animation file includes: Obtaining the movement trajectory of the skin model within a preset time period in the target animation file; Analyzing the movement trajectory according to time to obtain the animation data of the body bones and the attachment bones of the optional virtual character.

5. The method for batch zeroing of animation data according to claim 2, wherein, the obtaining the animation data of the simple centroid according to the animation data of the temporary virtual object includes: Taking the animation data of the temporary virtual object within a preset time period as the animation data of the simple centroid.

6. The method for batch zeroing of animation data according to any one of claims 1-5, wherein, before performing the zeroing process on the target virtual character with the target name according to the attribute information of the target virtual character, it further includes: Performing frame attribute conversion on the animation data of the body bones, the animation data of the attachment bones, and the animation data of the simple centroid in the attribute information of the target virtual character.

7. The method for batch zeroing of animation data according to any one of claims 1-5, wherein, the determining at least one optional virtual character and the attribute information of each optional virtual character according to the skin model in the target animation file and the skin bones corresponding to the skin model further includes: Responding to the user's operation of selecting the target animation file in the zeroing tool, loading the target animation file, and parsing multiple original skin models from the target animation file; Responding to the user's selection operation on at least one of the multiple original skin models, taking the selected original skin model as the skin model in the target animation file, and determining at least one optional virtual character and the attribute information of each optional virtual character according to the skin model in the target animation file and the skin bones corresponding to the skin model.

8. The method for batch zeroing of animation data according to any one of claims 1-5, wherein, the attribute information of each optional virtual character includes: the identifier of the body bones, the animation data of the body bones, the identifier of the attachment bones, the animation data of the attachment bones, and / or the animation data of the simple centroid.

9. An apparatus for batch zeroing of animation data, wherein, the apparatus includes: a determination module, configured to determine at least one optional virtual character and the attribute information of each optional virtual character according to the skin model in the target animation file and the skin bones corresponding to the skin model; an addition module, configured to respond to the user's operation of assigning a target name to a target virtual character among the optional virtual characters, and add the target name to the attribute information of the target virtual character; a zeroing module, configured to perform a zeroing process on the target virtual character with the target name according to the attribute information of the target virtual character, and the animation data of the centroid bone in the body bones of the processed target virtual character is the animation data of the simple centroid; Performing a zeroing process on the target virtual character with the target name according to the attribute information of the target virtual character includes: Creating a character directory corresponding to the target name; Saving the identifier of the body bones, the animation data of the body bones, the identifier of the attachment bones, and the animation data of the attachment bones as original information into the character directory; Adjusting the original information saved in the character directory according to the animation data of the simple centroid; The adjusting the original information saved in the character directory according to the animation data of the simple centroid includes: Modifying the animation data of the centroid bones in the body bones of the original information to the animation data of the simple centroid.

10. A computer device, characterized in that, it includes: A memory and a processor, wherein a computer program that can run on the processor is stored in the memory, and when the processor executes the computer program, the steps of the method according to any one of claims 1 to 8 above are implemented.

11. A computer-readable storage medium, characterized in that, A computer program is stored on the computer-readable storage medium, and when the computer program is executed by a processor, the steps of the method according to any one of claims 1 to 8 are implemented.

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