Facial animation production method and device, storage medium and computer equipment

By binding the facial expression controller to the target character model and combining the keyframes of the motion capture model with the mesh of the attached model, the problem of difficulty in modifying model parameters in the production of virtual character facial expression animation is solved, achieving efficient and accurate facial expression repair and linkage effects.

CN114299205BActive Publication Date: 2026-01-16BEIJING PERFECT WORLD SOFTWARE TECH DEV CO LTD
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Patent Information

Application Number
CN202111643004.8
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2021-12-29
Publication Date
2026-01-16
Estimated Expiration
2041-12-29

AI Technical Summary

Technical Problem

In existing technologies, when creating virtual character facial expression animations, modifying the parameters of multiple models is a labor-intensive and error-prone process, making it difficult to achieve accurate facial expression synchronization.

Method used

By binding the expression controller to the target character model, associating the skeleton of the first attached model, and baking the expression keyframes of the motion capture model into the expression controller, the target character model is driven to produce synchronized expression changes. Combined with the mesh merging and preprocessing of the attached model, the expression repair process is optimized.

Benefits of technology

It reduced the workload of facial expression repair, improved the accuracy and efficiency of facial expression repair, realized the linkage changes between the target character model and the attached model, and improved the accuracy and efficiency of animation production.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The application discloses an expression animation production method and device, a storage medium and a computer device. The method comprises the following steps: binding an expression controller with a target role model comprising a plurality of first expression units; acquiring a first accompanying model corresponding to the target role model, and associating the skeleton of the first accompanying model to the expression controller; acquiring a first expression key frame on a motion capture model root skeleton, setting a target root skeleton of the target role model in the expression controller according to the motion capture model root skeleton, and baking the first expression key frame into the expression controller based on the target root skeleton; driving the first expression unit of the target role model according to the first expression key frame through the expression controller, obtaining a second expression key frame corresponding to the target role model, and baking the second expression key frame onto the target role model to obtain target role expression animation data.
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Description

TECHNICAL FIELD

[0001] The present application relates to the technical field of animation production, and in particular to an expression animation production method and device, a storage medium and a computer device. BACKGROUND

[0002] In game or animation production, in order to make the expression of a virtual character more realistic, a real-time facial expression motion capture technology is generally used to track the facial expression of a model, and parameters of the facial expression are used to drive the facial expression of the virtual character. In the prior art, the parameters of the facial expression are usually determined by tracking the facial key points of a basic head model. In order to achieve a lively animation effect, animation production is usually performed based on a combination of the basic head model and an additional head model, the collected facial expression is baked into the combined model, and a technician manually repairs the expression animation. Since each model is independent, the parameter values of multiple models need to be modified respectively, which is time-consuming and error-prone. SUMMARY

[0003] Therefore, the present application provides an expression animation production method and device, a storage medium and a computer device.

[0004] According to an aspect of the present application, an expression animation production method is provided, comprising:

[0005] binding an expression controller to a target character model, wherein the target character model comprises a plurality of first expression units;

[0006] obtaining a first additional model corresponding to the target character model, and associating the bones of the first additional model to the expression controller;

[0007] obtaining a first expression key frame on a root bone of a motion capture model, setting a target root bone of the target character model in the expression controller according to the root bone of the motion capture model, and baking the first expression key frame into the expression controller based on the target root bone;

[0008] driving the first expression units of the target character model according to the first expression key frame through the expression controller, obtaining a second expression key frame corresponding to the target character model, baking the second expression key frame onto the target character model, and obtaining target character expression animation data.

[0009] Optionally, after baking the first expression key frame into the expression controller based on the target root bone, the method further comprises:

[0010] Import a second auxiliary model corresponding to the target role model, wherein the second auxiliary model comprises at least one of a brow model, an eyelash model, and a lacrimal gland model;

[0011] Based on the first expression unit, perform mesh body acquisition on the target role model and the second auxiliary model to obtain a plurality of expression unit mesh bodies corresponding one-to-one to the first expression unit, and perform merging on the expression unit mesh bodies to obtain a group of target mesh bodies accompanying a plurality of the first expression units;

[0012] Associate the target mesh body to the target role model to change the first expression unit to a second expression unit corresponding to the target mesh body.

[0013] Optionally, the driving of the first expression unit of the target role model by the expression controller according to the first expression key frame to obtain the second expression key frame corresponding to the target role model specifically comprises:

[0014] Driving of the second expression unit of the target role model by the expression controller according to the first expression key frame to obtain the second expression key frame corresponding to the target role model.

[0015] Optionally, the second auxiliary model comprises a plurality of; the importing of the second auxiliary model corresponding to the target role model specifically comprises:

[0016] Importing one of the second auxiliary models and marking the imported model;

[0017] After the association of the target mesh body to the target role model to change the first expression unit to the second expression unit corresponding to the target mesh body, the method further comprises:

[0018] Importing one of the second auxiliary models that has not been imported;

[0019] Based on the second expression unit, performing mesh body export on the target role model and the currently imported second auxiliary model to obtain a plurality of new expression unit mesh bodies corresponding one-to-one to the second expression unit;

[0020] Importing a plurality of the new expression unit mesh bodies and merging the new expression unit mesh bodies to obtain a group of new target mesh bodies accompanying a plurality of the first expression units;

[0021] Associating the new target mesh body to the target role model to update the second expression unit according to the new target mesh body, and returning to continue importing the second auxiliary model that has not been imported until all the second auxiliary models are imported.

[0022] Optionally, the bones of the first accompanying model include an eyeball bone; and the associating the bones of the first accompanying model to the expression controller specifically includes:

[0023] linking the eyeball bone to the expression controller;

[0024] setting a rotation axis and a rotation amplitude threshold of the eyeball bone, so that the eyeball bone is driven by the expression controller.

[0025] Optionally, the setting the rotation axis of the eyeball bone specifically includes:

[0026] setting a horizontal direction rotation axis of the eyeball bone as a y-axis in the expression controller; and / or,

[0027] selecting the eyeball bone, opening a rotation controller, controlling the eyeball bone to move in a vertical direction, and setting a vertical direction rotation axis of the eyeball bone in the expression controller according to a coordinate axis whose value changes in the rotation controller.

[0028] Optionally, the number of bones corresponding to the first accompanying model is less than or equal to a preset bone number, and the number of bones corresponding to the second accompanying model is greater than the preset bone number.

[0029] Optionally, before the baking the second expression keyframe to the target character model to obtain target character expression animation data, the method further includes:

[0030] receiving a modification instruction for the second expression keyframe;

[0031] based on the modification instruction, preprocessing the target character model, and modifying the expression unit parameters corresponding to the second expression keyframe based on the preprocessed target character model, wherein the preprocessing of the target character model includes at least one of the following: performing inverse derivation on the expression unit parameters, initializing the expression unit parameters, arranging the target character model accompanying the expression unit parameters in a preset manner, and performing coordinate unification on the target character model accompanying the expression unit parameters.

[0032] According to another aspect of the present application, an expression animation production device is provided, which includes:

[0033] a controller binding module configured to bind an expression controller to a target character model, wherein the target character model includes a plurality of first expression units;

[0034] The first association module is configured to obtain a first auxiliary model corresponding to the target character model, and associate a skeleton of the first auxiliary model to the expression controller.

[0035] The expression baking module is configured to obtain a first expression keyframe on a root bone of a motion capture model, set a target root bone of the target character model in the expression controller according to the root bone of the motion capture model, and bake the first expression keyframe into the expression controller based on the target root bone.

[0036] The animation generation module is configured to drive a first expression unit of the target character model according to the first expression keyframe through the expression controller, obtain a second expression keyframe corresponding to the target character model, and bake the second expression keyframe onto the target character model to obtain target character expression animation data.

[0037] Optionally, the device further comprises:

[0038] The second association module is configured to, after baking the first expression keyframe into the expression controller based on the target root bone, import a second auxiliary model corresponding to the target character model, wherein the second auxiliary model comprises at least one of a brow model, an eyelash model, and a lacrimal gland model; obtain a plurality of expression unit meshes corresponding to the first expression unit based on the first expression unit, and merge the expression unit meshes to obtain a target mesh body associated with the first expression unit; and associate the target mesh body to the target character model to change the first expression unit to a second expression unit corresponding to the target mesh body.

[0039] Optionally, the animation generation module is specifically configured to drive a second expression unit of the target character model according to the first expression keyframe through the expression controller to obtain a second expression keyframe corresponding to the target character model.

[0040] Optionally, the second association module is specifically configured to import one of the second auxiliary models and mark the imported model.

[0041] The second association module is further configured to: import one of the second accessory models that has not been imported; perform mesh body exporting on the target role model and the second accessory model that is currently imported based on the second expression unit, to obtain a plurality of new expression unit meshes corresponding to the second expression unit one by one; import the plurality of new expression unit meshes, and perform merging on the new expression unit meshes to obtain a new target mesh body that is associated with the plurality of first expression units; associate the new target mesh body to the target role model, to update the second expression unit according to the new target mesh body, and return to continue importing the second accessory models that have not been imported until all the second accessory models are imported.

[0042] Optionally, the skeleton of the first accessory model includes an eyeball skeleton; and the first association module is specifically configured to: link the eyeball skeleton to the expression controller; and set a rotation axis and a rotation amplitude threshold of the eyeball skeleton, so that the eyeball skeleton is driven by the expression controller.

[0043] Optionally, the first association module is specifically configured to:

[0044] Optionally, the horizontal direction rotation axis of the eyeball skeleton in the expression controller is set as a y axis; and / or, the eyeball skeleton is selected, a rotation controller is opened, the eyeball skeleton is controlled to move in a vertical direction, and a vertical direction rotation axis of the eyeball skeleton in the expression controller is set according to a coordinate axis whose value changes in the rotation controller.

[0045] Optionally, the number of skeletons corresponding to the first accessory model is less than or equal to a preset number of skeletons, and the number of skeletons corresponding to the second accessory model is greater than the preset number of skeletons.

[0046] Optionally, the device further includes an expression modification module configured to:

[0047] Before the second expression key frame is baked onto the target role model to obtain target role expression animation data, a modification instruction for the second expression key frame is received.

[0048] Based on the modification instruction, the target role model is preprocessed, and based on the preprocessed target role model, an expression unit parameter corresponding to the second expression key frame is modified, wherein the preprocessing of the target role model includes at least one of the following: performing reverse exporting on the expression unit parameter, initializing the expression unit parameter, arranging the target role model associated with the expression unit parameter in a preset manner, and performing coordinate unification on the target role model associated with the expression unit parameter.

[0049] According to yet another aspect of the present application, a storage medium is provided, which stores a computer program, and the program, when executed by a processor, implements the expression animation production method.

[0050] According to still another aspect of the present application, a computer device is provided, which comprises a storage medium, a processor, and a computer program stored on the storage medium and executable on the processor, and the processor, when executing the program, implements the expression animation production method.

[0051] According to the technical solutions described above, the expression animation production method and device, the storage medium, and the computer device provided by the present application bind a target role model with an expression controller, associate a first auxiliary model corresponding to the target role model with the expression controller, so that the first auxiliary model and the target role model can produce linkage changes under the driving of the expression controller, set a target root bone of the target role model matching a root bone of a capture model, bake first expression key frames collected by a motion capture system into the expression controller, generate second expression key frames of the target role model through the expression controller, and finally bake the second expression key frames into the target role model to obtain animation data. Compared with the combination model in the prior art, the expression controller is used to associate a basic target role model with a more abundant first auxiliary model, so that each expression unit of the target role model and the bones of the first auxiliary model can produce linkage changes under the driving of the expression controller, which helps to reduce the workload of expression repair and improve the correctness and efficiency of expression repair.

[0052] The above description is only a summary of the technical solutions of the present application. In order to enable one of ordinary skill in the art to better understand the technical means of the present application and implement it according to the content of the description, and in order to make the above and other purposes, features and advantages of the present application more apparent and easy to understand, the following specific embodiments of the present application are described. BRIEF DESCRIPTION OF DRAWINGS

[0053] The accompanying drawings described herein are used to provide further understanding of the present application, and form a part of the present application. The schematic embodiments of the present application and their descriptions are used to explain the present application, and do not constitute an improper limitation on the present application. In the drawings:

[0054] Figure 1 A flowchart of an expression animation production method provided by an embodiment of the present application is shown;

[0055] Figure 2 A flowchart of another expression animation production method provided by an embodiment of the present application is shown;

[0056] Figure 3 A structure diagram of an expression animation production device provided by an embodiment of the present application is shown. DETAILED DESCRIPTION

[0057] Hereinafter, the present application will be described in detail with reference to the accompanying drawings and embodiments. It should be noted that the embodiments in the present application and the features in the embodiments can be combined with each other without conflict.

[0058] In the present embodiment, an expression animation production method is provided, as shown in the figure, the method comprises: Figure 1

[0059] Step 101, binding an expression controller with a target character model, wherein the target character model comprises a plurality of first expression units;

[0060] In the present embodiment, the target character model is specifically a game character model or an animation character model comprising a plurality of first expression units, and the target character model can only comprise a head model of a character, or can comprise a head model and a model of other parts of the body. In addition, in a specific application scenario, the expression unit can be specifically a Blendshape in Maya software (Maya software is a famous three-dimensional modeling and animation software under the flag of Autodesk), and the Blendshape refers to a deformation target of a model vertex animation, which can make the vertex of the character model displace according to a specified deformation target without binding a bone, for example, the first expression unit can be specifically 51 deformation targets corresponding to ARKit (ARKit is an AR development platform launched by Apple in 2017). The present embodiment can use Maya software to produce animation, import the target character model with a plurality of first expression units into the software, then select an option of associating an expression controller, bind the parameters of the target character model and the first expression unit to the expression controller, and after binding, the expression of the model can be adjusted through the expression controller.

[0061] Step 102, obtaining a first accompanying model corresponding to the target character model, and associating the bones of the first accompanying model to the expression controller;

[0062] ​In the embodiments of the present application, to solve the problem that multiple model combinations cannot be linked to repair expressions, for a first auxiliary model driven by a skeleton, the skeleton of the first auxiliary model can be associated with an expression controller, and the skeleton of the first auxiliary model is bound to the expression controller. After the binding is completed, the expression controller can be used to control the skeleton of the first auxiliary model and the first expression unit related to the first auxiliary model. For example, the first auxiliary model can be an eyeball model, and the eyelid will move with the eyeball. After binding, the expression controller can control 8 Blendshapes related to the movement of the eyelid among 51 Blendshapes, so that when an animator modifies the animation of the eyeball, the 8 Blendshapes related to the movement of the eyeball will also be adaptively modified under the linkage of the binding relationship.

[0063] In step 103, a first expression key frame on a motion capture model root skeleton is obtained, a target root skeleton of the target character model in the expression controller is set according to the motion capture model root skeleton, and the first expression key frame is baked into the expression controller based on the target root skeleton.

[0064] In a specific application scenario, to match the recorded expression animation with the expression unit of the target character model, the target character model can be imported into the motion capture system as a capture model to replace the original character model in the motion capture system, and then the facial expression in front of the camera is collected. Generally, the Blendshape key frame of the recorded animation is saved on the root skeleton of the capture model. After the expression is recorded, the FBX file obtained has 51 Blendshape expression key frames, i.e., first expression key frames, on the root skeleton of the capture model, which can be baked into the expression controller. Specifically, the target root skeleton of the target character model can be specified in the software, and the specified target root skeleton corresponds to the root skeleton of the capture model in the motion capture system that saves the key frame. After the target root skeleton of the model is set, the first expression key frame can be baked into the expression controller based on the set target root skeleton, so that the recorded expression key frame can be modified through the expression controller.

[0065] In step 104, the first expression unit of the target character model is driven by the expression controller according to the first expression key frame, the second expression key frame corresponding to the target character model is obtained, and the second expression key frame is baked onto the target character model to obtain target character expression animation data.

[0066] In this embodiment, after the first expression key frame is baked to the expression controller, the expression controller can drive each deformation target corresponding to the target character model according to the first expression key frame, and the bones corresponding to the first auxiliary model are associated with the expression controller, and the expression changes of each deformation target are generated to obtain the second expression key frame matched with the target character model and the first auxiliary model, and finally the second expression key frame is baked to the target character model, and the target character expression animation data is exported for animation engine to make animation. By associating the first auxiliary model with the expression controller, the expression controller can drive the target character model and the first auxiliary model at the same time, and the problem of inaccurate expression animation is solved.

[0067] In addition, after obtaining the second expression key frame in step 104, the technician can repair the second expression key frame to make the second expression key frame present a performance effect more in line with the technician's requirements, and then bake the repaired key frame to the target character model, and the expression animation data of the repaired target character to the animation engine, so that the animation engine makes the expression animation of the target character, improves the expression animation performance, and can visually repair the expression animation based on the expression controller, improving the repair efficiency.

[0068] By applying the technical solution of the embodiment, the target character model is bound with the expression controller, the bones of the first auxiliary model corresponding to the target character model are associated with the expression controller, so that the first auxiliary model and the target character model can produce linkage changes under the driving of the expression controller, the target root bone of the target character model matched with the root bone of the capture model is set, the first expression key frame collected by the motion capture system is baked into the expression controller, the second expression key frame of the target character model is driven to generate by the expression controller, and finally the second expression key frame is baked into the target character model to obtain animation data. Compared with the combination model in the prior art, the basic target character model is associated with the more abundant first auxiliary model through the expression controller, so that each expression unit of the target character model and the bones of the first auxiliary model can produce linkage under the driving of the expression controller, which helps to reduce the workload of expression repair and improve the correctness and efficiency of expression repair.

[0069] Further, as a refinement and expansion of the specific implementation of the above embodiment, in order to completely describe the specific implementation process of the embodiment, another expression animation making method is provided, as shown in Figure 2 The method comprises:

[0070] Step 201, binding the expression controller and the target character model, wherein the target character model comprises a plurality of first expression units.

[0071] In step 202, a first auxiliary model corresponding to the target character model is acquired, wherein the skeleton of the first auxiliary model comprises an eyeball skeleton; the eyeball skeleton is linked to the expression controller; and a rotation axis and a rotation amplitude threshold of the eyeball skeleton are set so that the eyeball skeleton is driven by the expression controller.

[0072] In the embodiments of the present application, if the first auxiliary model is skeleton-driven, the target character model and the first auxiliary model can be associated by linking the controller to the skeleton of the first auxiliary model. For example, the first auxiliary model can be an eyeball model, and the skeleton of the first auxiliary model can be an eyeball skeleton. In the software, left and right eye skeleton names are selected respectively, the eyeball skeleton is connected to the expression controller, and the rotation axis and the rotation amplitude threshold of the eyeball in the up and down and left and right directions are set to realize linkage between the eyeball skeleton and the target character model driven by the expression controller.

[0073] Optionally, in step 202, the setting of the rotation axis of the eyeball skeleton specifically comprises: setting the horizontal direction rotation axis of the eyeball skeleton as the y axis in the expression controller; and / or selecting the eyeball skeleton, opening a rotation controller, controlling the eyeball skeleton to move in the vertical direction, and setting the vertical direction rotation axis of the eyeball skeleton in the expression controller according to the coordinate axis with the changing value in the rotation controller.

[0074] In the embodiments of the present application, the rotation axis is set according to the orientation of the target character model. Generally, the model is vertically placed, and the rotation axis in the left and right directions, i.e. the horizontal direction rotation axis, can be set as the y axis. The rotation axis in the up and down directions can be determined by means of the rotation controller. Specifically, the eyeball skeleton can be clicked, and the rotation controller can be opened. The eyeball is operated to look up and down, and it is observed which of the x, y and z axes has a value change. The coordinate axis with the changing value is determined as the vertical direction rotation axis, and then the vertical direction rotation axis of the eyeball skeleton in the expression controller is set.

[0075] In step 203, a first expression key frame on a root skeleton of a motion capture model is acquired, a target root skeleton of the target character model in the expression controller is set according to the root skeleton of the motion capture model, and the first expression key frame is baked into the expression controller based on the target root skeleton.

[0076] After the motion capture system collects the facial expression, the first expression key frame saved on the root skeleton of the capture model is read, the target root skeleton of the target character model is set according to the root skeleton of the capture model, and then the first expression key frame is baked into the expression controller based on the set root skeleton.

[0077] In step 204, the second auxiliary model corresponding to the target character model is imported, wherein the second auxiliary model includes at least one of a brow model, an eyelash model, and a lacrimal gland model; based on the first expression unit, a plurality of expression unit meshes corresponding to the first expression unit are obtained by performing mesh acquisition on the target character model and the second auxiliary model, and the expression unit meshes are merged to obtain a target mesh body associated with the plurality of first expression units; and the target mesh body is associated with the target character model to change the first expression unit to a second expression unit corresponding to the target mesh body.

[0078] In the embodiments of the present application, a second auxiliary model, such as a brow model, an eyelash model, a lacrimal gland model, or the like, can also be added to the target character model to enrich the animation performance. Optionally, the number of bones corresponding to the first auxiliary model is less than or equal to a preset number of bones, and the number of bones corresponding to the second auxiliary model is greater than the preset number of bones.

[0079] In actual application scenarios, for an auxiliary model with a small number of bones, the bones corresponding to the model can be associated with an expression controller by means of bone association to realize the binding of the auxiliary model and the target character model, so that the auxiliary model and the target character model are linked under the driving of the expression controller. For an auxiliary model with a large number of bones, in order to improve the running efficiency, the model can be added in the manner of step 204.

[0080] In step 204, the second auxiliary model of the target character model is selected, and the second auxiliary model is imported by means of selection. Specifically, the "Import Selected Models" option in the software can be clicked, and the "Add Selection" option can be checked or the "group" option can be unchecked. After the second auxiliary model is imported, it is exported as OBJ, and the target character model and the second auxiliary model are exported as mesh. The mesh is exported to a pre-designated folder for temporarily storing OBJ. After the export, the folder stores a plurality of groups of expression unit meshes corresponding to the target character model and the second auxiliary model. Each group of meshes corresponds to a first expression unit. Further, the plurality of groups of meshes generated are imported into the software by clicking "Import as OBJ". After the import is completed, each group of expression unit meshes exists independently in the form of a group, and each group of meshes can be merged into a target mesh body associated with a plurality of first expression units. The final target mesh body is associated with the target character model, so that the first expression unit in the model is changed to a second expression unit based on the target mesh body. The vertex positions of the second expression unit in the final target character model match those of the initial target character model, the first auxiliary model, and the second auxiliary model. In the software, the linkage driving and linkage modification of each model can be realized by means of the expression controller.

[0081] Optionally, in the case that the second accessory model comprises a plurality of models, the step of "importing the second accessory model corresponding to the target character model" in step 204 specifically comprises: importing one of the second accessory models by the add-on mode, and marking the imported model;

[0082] After step 204, the method further comprises:

[0083] S1, importing one of the second accessory models which has not been imported by the add-on mode;

[0084] S2, based on the second expression unit, performing mesh exporting on the target character model and the currently imported second accessory model to obtain a plurality of new expression unit meshes corresponding to the second expression unit one by one;

[0085] S3, importing a plurality of the new expression unit meshes, and merging the new expression unit meshes to obtain a new target mesh group associated with a plurality of the first expression units;

[0086] S4, associating the new target mesh group to the target character model to update the second expression unit according to the new target mesh group, and returning to continue importing the second accessory models which have not been imported until all the second accessory models are imported.

[0087] In the above embodiment, in the case that the second accessory model comprises a plurality of models, the plurality of second accessory models can be imported one by one, and the imported second accessory models can be marked. After one second accessory model is associated to the target character model, the associated model is taken as a new target character model, and the above operation is repeated until all the second accessory models are imported. In a specific application scenario, after the target mesh group is associated to the target character model, the next second accessory model is imported by the add-on mode. After the second accessory model is imported, the target character model and the second accessory model are mesh exported by clicking to export as OBJ, and the mesh is exported to a pre-designated temporary OBJ storage folder. After the exporting, the folder stores a plurality of expression unit meshes corresponding to the target character model and the second accessory model. Each mesh corresponds to one first expression unit. Further, the plurality of meshes generated are imported into the software by clicking to import as OBJ. After the importing, each expression unit mesh exists independently in the form of a group, and each group of meshes can be merged into a target mesh group with a plurality of second expression units. The finally obtained target mesh group is associated to the target character model to update the second expression unit in the model so as to match the new target mesh group.

[0088] Step 205: According to the first expression key frame by means of the expression controller, drive the second expression unit of the target character model to obtain the second expression key frame corresponding to the target character model, and bake the second expression key frame onto the target character model to obtain the target character expression animation data.

[0089] In the embodiment of the present application, the second expression key frame can also be modified. Optionally, before "baking the second expression key frame onto the target character model" in step 205, the following is further included:

[0090] Receive a modification instruction for the second expression key frame; based on the modification instruction, perform preprocessing on the target character model, and based on the preprocessed target character model, modify the expression unit parameters corresponding to the second expression key frame, where the preprocessing of the target character model includes at least one of the following: performing reverse export on the expression unit parameters, initializing the expression unit parameters, arranging the target character model with the expression unit parameters in a preset manner, and unifying the coordinate of the target character model with the expression unit parameters.

[0091] In this embodiment, a technician can modify the second expression key frame through an expression controller in software to obtain a satisfactory effect. To improve the modification efficiency, in the embodiment of the present application, when a modification instruction is received, the target character model can be preprocessed first. Specifically, the expression unit parameters corresponding to the second expression key frame can be reversely exported, and the expression data of each second expression unit in the model can be copied so as to adjust the expression by referring to the original second expression key frame; the expression unit parameters can also be initialized, specifically, the expression unit parameters of all the second expression units of the model can be reset to zero to quickly restore the initial expression; the model can also be arranged in a preset manner, for example, all expression models are arranged in a rectangle for batch modification; the position coordinates of all expression models can also be reset to zero to unify the coordinates of each model for convenient modification. After preprocessing, the second expression key frame can be modified according to the specific modification operation data of the technician to achieve the required effect and complete the repair of the expression. It should be noted that the present application can visually adjust the expression through expression control in software, and during the modification of the second expression key frame based on the expression controller, because the multi-models are associated and integrated as described above, the联动调整 and modification of the models can be realized during modification, greatly improving the modification efficiency and the rationality of modification.

[0092] Further, as Figure 1 a specific implementation of the method, the embodiment of the present application provides an expression animation production device, as Figure 3 shown, the device includes:

[0093] a controller binding module configured to bind an expression controller to a target character model, wherein the target character model comprises a plurality of first expression units;

[0094] a first association module configured to obtain a first accompanying model corresponding to the target character model, and associate a skeleton of the first accompanying model to the expression controller;

[0095] an expression baking module configured to obtain a first expression keyframe on a root bone of a motion capture model, set a target root bone of the target character model in the expression controller according to the root bone of the motion capture model, and bake the first expression keyframe into the expression controller based on the target root bone;

[0096] an animation generation module configured to drive a first expression unit of the target character model according to the first expression keyframe through the expression controller, obtain a second expression keyframe corresponding to the target character model, and bake the second expression keyframe onto the target character model to obtain target character expression animation data.

[0097] Optionally, the device further comprises:

[0098] a second association module configured to, after baking the first expression keyframe into the expression controller based on the target root bone, import a second accompanying model corresponding to the target character model, wherein the second accompanying model comprises at least one of an eyebrow model, an eyelash model, and a lacrimal gland model; obtain a plurality of expression unit meshes corresponding to the first expression units based on the first expression unit, and merge the expression unit meshes to obtain a target mesh accompanying the first expression units; and associate the target mesh to the target character model to change the first expression units to second expression units corresponding to the target mesh.

[0099] Optionally, the animation generation module is specifically configured to drive a second expression unit of the target character model according to the first expression keyframe through the expression controller to obtain a second expression keyframe corresponding to the target character model.

[0100] Optionally, the second association module is specifically configured to import one of the second accompanying models and mark the imported model.

[0101] The second association module is further configured to: import one of the second accessory models that has not been imported; perform mesh body exporting on the target role model and the second accessory model that is currently imported based on the second expression unit, to obtain a plurality of new expression unit meshes corresponding to the second expression unit one by one; import the plurality of new expression unit meshes, and perform merging on the new expression unit meshes to obtain a new target mesh body that is associated with the plurality of first expression units; associate the new target mesh body to the target role model, to update the second expression unit according to the new target mesh body, and return to continue importing the second accessory models that have not been imported until all the second accessory models are imported.

[0102] Optionally, the skeleton of the first accessory model includes an eyeball skeleton; and the first association module is specifically configured to: link the eyeball skeleton to the expression controller; and set a rotation axis and a rotation amplitude threshold of the eyeball skeleton, so that the eyeball skeleton is driven by the expression controller.

[0103] Optionally, the first association module is specifically configured to:

[0104] Optionally, the horizontal direction rotation axis of the eyeball skeleton in the expression controller is set as a y axis; and / or, the eyeball skeleton is selected, a rotation controller is opened, the eyeball skeleton is controlled to move in a vertical direction, and a vertical direction rotation axis of the eyeball skeleton in the expression controller is set according to a coordinate axis whose value changes in the rotation controller.

[0105] Optionally, the number of skeletons corresponding to the first accessory model is less than or equal to a preset number of skeletons, and the number of skeletons corresponding to the second accessory model is greater than the preset number of skeletons.

[0106] Optionally, the device further includes an expression modification module configured to:

[0107] Before the second expression key frame is baked onto the target role model to obtain target role expression animation data, a modification instruction for the second expression key frame is received.

[0108] Based on the modification instruction, the target role model is preprocessed, and based on the preprocessed target role model, an expression unit parameter corresponding to the second expression key frame is modified, wherein the preprocessing of the target role model includes at least one of the following: performing reverse exporting on the expression unit parameter, initializing the expression unit parameter, arranging the target role model associated with the expression unit parameter in a preset manner, and performing coordinate unification on the target role model associated with the expression unit parameter.

[0109] It should be noted that other corresponding descriptions of the various functional units involved in the expression animation production device provided by the embodiments of the present application can be referred to the corresponding descriptions in the methods Figures 1 to 2 , which will not be repeated here.

[0110] Based on the above method as shown in Figures 1 to 2 , accordingly, the embodiments of the present application also provide a storage medium having a computer program stored thereon, which is executed by a processor to implement the expression animation production method as shown in Figures 1 to 2 .

[0111] Based on such understanding, the technical solutions of the present application can be embodied in the form of a software product, which can be stored in a non-volatile storage medium (which can be a CD-ROM, a U disk, a mobile hard disk, etc.) and includes a plurality of instructions for causing a computer device (which can be a personal computer, a server, or a network device, etc.) to execute the methods described in various implementation scenarios of the present application.

[0112] Based on the above method as shown in Figures 1 to 2 , and Figure 3 the virtual device embodiment, in order to achieve the above purpose, the embodiments of the present application also provide a computer device, which can be a personal computer, a server, a network device, etc., the computer device includes a storage medium and a processor; the storage medium is used to store a computer program; the processor is used to execute the computer program to implement the expression animation production method as shown in Figures 1 to 2 .

[0113] Optionally, the computer device can also include a user interface, a network interface, a camera, a radio frequency (RF) circuit, a sensor, an audio circuit, a WI-FI module, etc. The user interface can include a display screen (Display), an input unit such as a keyboard (Keyboard), etc. The optional user interface can also include a USB interface, a card reader interface, etc. The network interface can optionally include a standard wired interface, a wireless interface (such as a Bluetooth interface, a WI-FI interface), etc.

[0114] Those skilled in the art can understand that the structure of the computer device provided by the embodiments of the present application does not constitute a limitation on the computer device, which can include more or fewer components, or combine certain components, or different component arrangements.

[0115] The storage medium can further include an operating system and a network communication module. The operating system is a program for managing and saving hardware and software resources of a computer device and supports the running of an information processing program and other software and / or programs. The network communication module is used to realize communication between components in the storage medium and communication with other hardware and software in the entity device.

[0116] Through the above description of the embodiments, those skilled in the art can clearly understand that the present application can be implemented by means of software and a necessary general hardware platform, or by hardware to bind the target character model and the expression controller, associate the first accompanying model corresponding to the target character model to the expression controller, so that the first accompanying model and the target character model can produce linkage changes under the driving of the expression controller, set the target root bone of the target character model matching the root bone of the captured model, bake the first expression key frame collected by the motion capture system into the expression controller, generate the second expression key frame of the target character model through the expression controller, and finally bake the second expression key frame into the target character model to obtain animation data. Compared with the combination model in the prior art, the present application associates the basic target character model with the more abundant first accompanying model through the expression controller, so that each expression unit of the target character model and the skeleton of the first accompanying model can produce linkage under the driving of the expression controller, which helps to reduce the workload of expression repair and improve the correctness and efficiency of expression repair.

[0117] Those skilled in the art can understand that the modules or flows in the drawings are not necessarily necessary for implementing the present application. Those skilled in the art can understand that the modules in the devices in the implementation scenarios can be distributed in the devices in the implementation scenarios according to the description of the implementation scenarios, or can be changed and located in one or more devices different from the implementation scenarios. The modules of the above implementation scenarios can be combined into one module, or can be further split into multiple sub-modules.

[0118] The above application numbers are only for description, and do not represent the advantages and disadvantages of the implementation scenarios. The above disclosure is only a few specific implementation scenarios of the present application, but the present application is not limited thereto, and any changes that can be thought of by those skilled in the art should fall within the protection scope of the present application.

Claims

1. An expression animation production method characterized by comprising: The method comprises: binding an expression controller with a target character model, wherein the target character model comprises a plurality of first expression units; obtaining a first accompanying model corresponding to the target character model, and associating a bone of the first accompanying model with the expression controller; obtaining a first expression keyframe on a motion capture model root bone, setting a target root bone of the target character model in the expression controller according to the motion capture model root bone, and baking the first expression keyframe into the expression controller based on the target root bone; driving the first expression units of the target character model according to the first expression keyframe through the expression controller, generating expression changes of the first expression units in cooperation with the bones of the first accompanying model based on the association relationship with the expression controller, obtaining a second expression keyframe corresponding to the target character model, and baking the second expression keyframe onto the target character model to obtain target character expression animation data.

2. The method of claim 1, wherein, After the first expression keyframe is baked into the expression controller based on the target root bone, the method further comprises: importing a second accompanying model corresponding to the target character model, wherein the second accompanying model comprises at least one of an eyebrow model, an eyelash model, and a lacrimal gland model; based on the first expression units, obtaining mesh bodies of the target character model and the second accompanying model to obtain a plurality of expression unit mesh bodies corresponding to the first expression units one by one, and merging the expression unit mesh bodies to obtain a target mesh body accompanying the plurality of first expression units; associating the target mesh body with the target character model to change the first expression units to second expression units corresponding to the target mesh body.

3. The method of claim 2, wherein, The driving of the first expression units of the target character model according to the first expression keyframe through the expression controller to obtain the second expression keyframe corresponding to the target character model specifically comprises: driving the second expression units of the target character model according to the first expression keyframe through the expression controller to obtain the second expression keyframe corresponding to the target character model.

4. The method of claim 2, wherein, The bones of the first accompanying model include eyeball bones; and the associating of the bones of the first accompanying model with the expression controller specifically comprises: linking the eyeball bones to the expression controller; setting a rotation axis and a rotation amplitude threshold of the eyeball bones to enable the eyeball bones to be driven by the expression controller.

5. The method of claim 4, wherein, The setting of the rotation axis of the eyeball bones specifically comprises: setting a horizontal direction rotation axis of the eyeball bones as a y-axis in the expression controller; and / or selecting the eyeball bones, opening a rotation controller, controlling the eyeball bones to move in a vertical direction, and setting a vertical direction rotation axis of the eyeball bones in the expression controller according to a coordinate axis whose value changes in the rotation controller.

6. The method of claim 4, wherein The first accompanying model corresponds to a number of bones less than or equal to a preset number of bones, and the second accompanying model corresponds to a number of bones greater than the preset number of bones.

7. The method according to any one of claims 1 to 6, characterized in that, Before the second expression key frame is baked onto the target character model to obtain target character expression animation data, the method further includes: receiving a modification instruction for the second expression key frame; based on the modification instruction, preprocessing the target character model, and based on the preprocessed target character model, modifying the expression unit parameters corresponding to the second expression key frame, wherein the preprocessing of the target character model includes at least one of the following: performing inverse derivation on the expression unit parameters, initializing the expression unit parameters, arranging the target character model accompanying the expression unit parameters in a preset manner, and performing coordinate unification on the target character model accompanying the expression unit parameters.

8. An expression animation production apparatus characterized by comprising: comprise: a controller binding module configured to bind an expression controller to a target character model, wherein the target character model comprises a plurality of first expression units; a first association module configured to obtain a first accompanying model corresponding to the target character model, and associate the bones of the first accompanying model to the expression controller; an expression baking module configured to obtain a first expression key frame on a motion capture model root bone, set a target root bone of the target character model in the expression controller according to the motion capture model root bone, and bake the first expression key frame into the expression controller based on the target root bone; an animation generation module configured to drive the first expression units of the target character model according to the first expression key frame through the expression controller, generate expression changes of the target character model corresponding to the second expression key frame based on the association relationship between the first accompanying model and the expression controller, and bake the second expression key frame onto the target character model to obtain target character expression animation data.

9. A storage medium having stored thereon a computer program, characterized in that The computer program is executed by the processor to realize the expression animation production method of any one of claims 1-7.

10. A computer device comprising a storage medium, a processor, and a computer program stored on the storage medium and executable on the processor, characterized in that, The processor executes the computer program to realize the expression animation production method of any one of claims 1-7.

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