Method, apparatus, electronic device, and storage medium for generating model animation special effects

By obtaining the loop animation of the dynamic model, determining the keyframes and generating special effects animations, the breaking problem of traditional model animation special effects when the action amplitude is large or the displacement speed is fast, and the hardware performance is improved.

CN114387371BActive Publication Date: 2025-08-01NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202111641848.9
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2021-12-29
Publication Date
2025-08-01
Estimated Expiration
2041-12-29

AI Technical Summary

Technical Problem

When the movement amplitude is large or the displacement speed is fast, particles or ribbons are prone to breaking, unable to express the natural smoke and fluid effect, and the large number of particles leads to a degradation of hardware performance.

Method used

By obtaining the loop animation of the dynamic model, determining the keyframes and extracting the target dynamic model, generating special effects animations, and applying them to the playback process of the dynamic model, avoiding special effects breaking and reducing particle count.

Benefits of technology

It achieves no special-effect fracture when the operation amplitude is large or the displacement speed is fast, and improves the hardware operation performance.

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Abstract

The present application provides a method, apparatus, electronic device, and storage medium for generating model animation special effects. The method includes obtaining a loop animation of a dynamic model to be processed; determining frames in the loop animation where the amplitude of the dynamic model is greater than an amplitude threshold as key frames, and extracting a target dynamic model from the key frames; generating a special effects animation of the target dynamic model based on the loop animation; and applying the special effects animation to the playback process of the dynamic model, so that the dynamic model generates the model animation special effects during playback, thereby realizing directly adding a special effects animation to the target dynamic model, avoiding the fracture of the special effects when the dynamic model has a large action amplitude or a fast displacement speed, and avoiding using a large number of particles to participate in the simulation, thereby improving the operating performance of the playback hardware.
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Description

Technical Field

[0001] This application relates to the technical field of model special effects, and particularly to a method, device, electronic device, and storage medium for generating model animation special effects. Background Art

[0002] This section aims to provide background or context for the embodiments of this application described in the claims. The description herein is not admitted to be prior art merely by virtue of being included in this section.

[0003] In traditional model animation special effects, generally, a particle emitter or a ribbon model emitter is bound and hung on the bones of the model to simulate the fluid residue or sliding trace during the movement of the character. However, in some model animations with large action amplitudes and fast displacement speeds, the particles or ribbons attached to the model animation will break, and it is impossible to show a smoke fluid effect similar to that generated by natural settlement. Moreover, in order to make the particles have more adhesiveness, a large number of particles need to be used for simulation, which will greatly reduce the hardware operation performance. Summary of the Invention

[0004] In view of this, the purpose of this application is to propose a method, device, electronic device, and storage medium for generating model animation special effects.

[0005] Based on the above purpose, this application provides a method for generating model animation special effects, including:

[0006] Obtain the loop animation of the dynamic model to be processed;

[0007] Determine the frames in the loop animation where the amplitude of the dynamic model is greater than the amplitude threshold as key frames, and extract the target dynamic model from the key frames;

[0008] Generate a special effect animation of the target dynamic model based on the loop animation;

[0009] Apply the special effect animation to the playback process of the dynamic model, so that the dynamic model generates the model animation special effect during playback.

[0010] In some embodiments, generating the special effect animation of the target dynamic model based on the loop animation specifically includes:

[0011] Add special effect features to the target dynamic model to obtain a target special effect model;

[0012] Add an animation to the target dynamic model based on the loop animation to obtain a trajectory animation of the target dynamic model;

[0013] Obtain the special effect animation of the target dynamic model based on the target special effect model and the trajectory animation.

[0014] In some embodiments, adding an animation to the target dynamic model based on the loop animation to obtain the trajectory animation of the target dynamic model specifically includes:

[0015] Determining a plurality of bone points from the target dynamic model after adding the animation, and saving the first motion trajectory of each bone point in the trajectory animation;

[0016] Deleting the trajectory animation of the target dynamic model, and determining the second motion trajectory of each point in the target dynamic model in the trajectory animation based on all the first motion trajectories;

[0017] Obtaining the trajectory animation of the target dynamic model based on the second motion trajectory of each point in the target dynamic model in the trajectory animation.

[0018] In some embodiments, determining the second motion trajectory of each point in the target dynamic model in the special effect animation based on all the first motion trajectories specifically includes:

[0019] Determining a target point in the target dynamic model;

[0020] Determining the influence weight of each bone point on the target point based on the distance between the target point and each bone point;

[0021] Determining the second motion trajectory of the target point in the special effect animation based on all the first motion trajectories and the influence weight of each bone point on the target point.

[0022] In some embodiments, the second motion trajectory of the target point in the special effect animation is determined by the following formula:

[0023] A = A1 * P1 + A2 * P2 + A3 * P3 + … + An * Pn;

[0024] Wherein, A represents the second motion trajectory of the target point in the special effect animation, A1, A2, A3 … An respectively represent the first motion trajectories of each bone point, P1, P2, P3 … Pn respectively represent the influence weights of each bone point on the target point, and n is a positive integer.

[0025] In some embodiments, determining a plurality of bone points from the target dynamic model after adding the animation specifically includes:

[0026] Determining the positions and quantities of the plurality of bone points based on the shape of the target dynamic model.

[0027] In some embodiments, adding an animation to the target dynamic model based on the loop animation specifically includes:

[0028] Add a preliminary animation corresponding to the loop animation to the target dynamic model;

[0029] Determine the start playing time and playing duration of the preliminary animation based on the start playing time and playing duration of the loop animation.

[0030] In some embodiments, applying the special effect animation to the playing process of the dynamic model specifically includes:

[0031] Obtain the playing engine of the dynamic model:

[0032] Add the special effect animation to the playing engine.

[0033] In some embodiments, before applying the special effect animation to the playing process of the dynamic model to cause the model animation special effect to be generated when the dynamic model is playing, the method further includes:

[0034] Adjust the color parameters of the target dynamic model in the special effect animation.

[0035] Based on the same inventive concept, an exemplary embodiment of the present application further provides a device for generating a model animation special effect, including:

[0036] An acquisition module, which acquires the loop animation of the dynamic model to be processed;

[0037] A determination module, which determines the frames in the loop animation where the spread of the dynamic model is greater than the spread threshold as key frames, and extracts the target dynamic model from the key frames;

[0038] A generation module, which generates a special effect animation of the target dynamic model based on the loop animation;

[0039] An addition module, which applies the special effect animation to the playing process of the dynamic model to cause the model animation special effect to be generated when the dynamic model is playing.

[0040] Based on the same inventive concept, an exemplary embodiment of the present application further provides an electronic device, including a memory, a processor, and a computer program stored on the memory and executable by the processor. When the processor executes the program, the method for generating a model animation special effect as described above is implemented.

[0041] Based on the same inventive concept, an exemplary embodiment of the present application further provides a non-transitory computer-readable storage medium. The non-transitory computer-readable storage medium stores computer instructions, and the computer instructions are used to cause a computer to execute the method for generating a model animation special effect as described above.

[0042] As can be seen from the above, the method for generating model animation special effects provided by this application obtains the loop animation of the dynamic model to be processed; determines the frames in the loop animation where the spread of the dynamic model is greater than the spread threshold as key frames, and extracts the target dynamic model from the key frames; generates the special effect animation of the target dynamic model based on the loop animation; and applies the special effect animation to the playback process of the dynamic model, so that the dynamic model generates the model animation special effects during playback, thereby realizing directly adding the special effect animation to the target dynamic model, avoiding the breakage of the special effects when the dynamic model has a large action amplitude or a fast displacement speed, and avoiding using a large number of particles to participate in the simulation, thereby improving the operating performance of the playback hardware. BRIEF DESCRIPTION OF THE DRAWINGS

[0043] In order to more clearly illustrate the technical solutions in this application or related technologies, the following will briefly introduce the drawings required for use in the description of the embodiments or related technologies. Obviously, the drawings in the following description are only the embodiments of this application. For those of ordinary skill in the art, other drawings can be obtained based on these drawings without creative efforts.

[0044] Figure 1 It is a schematic flowchart of a method for generating model animation special effects according to an embodiment of this application;

[0045] Figure 2 It is a schematic diagram of the key frames in the loop animation where the spread of the dynamic model is greater than the spread threshold according to an embodiment of this application;

[0046] Figure 3 It is a schematic diagram of the structure of a target dynamic model according to an embodiment of this application;

[0047] Figure 4 It is a schematic diagram of the structure of a device for generating model animation special effects according to an embodiment of this application;

[0048] Figure 5 It is a schematic diagram of the structure of a specific electronic device according to an embodiment of this application. DETAILED DESCRIPTION OF THE EMBODIMENTS

[0049] The following will describe the principles and spirit of this application with reference to several exemplary embodiments. It should be understood that these embodiments are only provided to enable those skilled in the art to better understand and then implement this application, and do not limit the scope of this application in any way. On the contrary, these embodiments are provided to make this application more thorough and complete, and to be able to fully convey the scope of this application to those skilled in the art.

[0050] According to the embodiments of this application, a method, device, electronic device, and storage medium for generating model animation special effects are proposed.

[0051] In this text, it should be understood that any number of elements in the drawings is for illustration rather than limitation, and any naming is only for distinction without any limiting meaning.

[0052] The principles and spirit of this application will be elaborated in detail below with reference to several representative embodiments of this application. Summary of the Invention

[0054] In the prior art, generally, a particle emitter or a ribbon model emitter is bound and hung on the skeleton of the model to simulate the fluid residue trace or sliding trace during the movement of the character. When the action amplitude of the model in the model animation is large or the displacement speed is fast, the particles or ribbons attached to the model animation will break, and it is impossible to show the smoke fluid effect similar to that generated by natural settlement. At the same time, in terms of consumption, due to the size limitation of the particles, in order to make the particles have viscosity, a large number of particle simulations are required, which will cause the performance of the playback engine to decline, and there are significant differences in the contour and implementation method of the model ribbon and the texture of the fluid smoke.

[0055] To solve the above problems, this application provides a method for generating model animation special effects, which specifically includes:

[0056] Obtain the loop animation of the dynamic model to be processed; determine the frames in the loop animation where the amplitude of the dynamic model is greater than the amplitude threshold as key frames, and extract the target dynamic model from the key frames; generate the special effect animation of the target dynamic model based on the loop animation; apply the special effect animation to the playback process of the dynamic model, so that the dynamic model generates the model animation special effect during playback, thereby realizing directly adding the special effect animation to the target dynamic model, avoiding the breakage of the special effect when the action amplitude of the dynamic model is large or the displacement speed is fast, and avoiding using a large number of particles to participate in the simulation, thereby improving the operating performance of the playback hardware.

[0057] After introducing the basic principles of this application, the various non-limiting embodiments of this application will be specifically introduced below.

[0058] Overview of Application Scenarios

[0059] In some specific application scenarios, the method for generating model animation special effects of this application can be applied to model production and systems related to model production, such as Unity, 3dmax, etc.

[0060] In some specific application scenarios, the method for generating model animation special effects of the present application can be directly run locally or on a cloud server. When running on a cloud server, the obtained data to be processed is sent to the cloud server through the network. The server processes the data to be processed by the method for generating model animation special effects of the present application, and sends the processing result to the local through the network.

[0061] The following describes the method for generating model animation special effects according to an exemplary embodiment of the present application in combination with specific application scenarios. It should be noted that the above application scenarios are only shown for the convenience of understanding the spirit and principle of the present application, and the embodiments of the present application are not limited in this regard. On the contrary, the embodiments of the present application can be applied to any applicable scenario.

[0062] Exemplary Method

[0063] Refer to Figure 1 , the embodiment of the present application provides a method for generating model animation special effects, including the following steps:

[0064] S101, obtain the loop animation of the dynamic model to be processed.

[0065] In specific implementation, a dynamic model generally has a loop animation. For example, if a dynamic model is a pair of waving wings, then the loop animation of the wings is the animation of the wings waving repeatedly. When adding special effects to the model animation, first obtain the loop animation of the dynamic model to be processed.

[0066] S102, determine the frames in the loop animation where the spread of the dynamic model is greater than the spread threshold as key frames, and extract the target dynamic model from the key frames.

[0067] In specific implementation, first determine the key frames in the loop animation of the dynamic model where the spread of the dynamic model is greater than the spread threshold. The spread threshold can be set as needed and is not limited here. Optionally, the spread threshold can be as close as possible to the maximum spread of the dynamic model, so that the determined key frames with a spread greater than the spread threshold can include all details of the dynamic model and cover the dynamic models corresponding to other spreads. After determining the key frames in the loop animation where the spread of the dynamic model is greater than the spread threshold, extract the target dynamic model to which the animation special effects will be added from these key frames. Refer to Figure 2 , which is a schematic diagram of the key frames in the loop animation of the dynamic model where the spread of the dynamic model is greater than the spread threshold in the embodiment of the present application. Among them, 100 is the target dynamic model. Optionally, other parts can be eliminated through the collapse function of the model production system, and then the target dynamic model can be extracted. Refer to Figure 3 , which is a schematic structural diagram of a target dynamic model in the embodiment of the present application. Among them, Figure 3The target dynamic model 100 in Figure 2 is the extracted target dynamic model 100.

[0068] S103. Generate a special effect animation of the target dynamic model based on the loop animation.

[0069] In specific implementation, after the target dynamic model is extracted, a special effect animation of the target dynamic model is generated according to the original loop animation of the dynamic model. This special effect animation is an animation including special effect features and can display the fluid special effects during the movement of the model. The fluid can be liquid or smoke.

[0070] In some embodiments, generating a special effect animation of the target dynamic model based on the loop animation specifically includes:

[0071] Add special effect features to the target dynamic model to obtain a target special effect model;

[0072] Add an animation to the target dynamic model based on the loop animation to obtain a trajectory animation of the target dynamic model;

[0073] Obtain the special effect animation of the target dynamic model based on the target special effect model and the trajectory animation.

[0074] In specific implementation, after the target dynamic model is extracted, special effect features can be added to the target dynamic model first to obtain a target special effect model, and then an animation is added to the target special effect model with added special effect features according to the loop animation of the dynamic model, so that the target special effect model with added special effect features has a special effect animation consistent with the loop animation of the dynamic model. In some embodiments, an animation can also be added to the target dynamic model according to the loop animation first to obtain a trajectory animation of the target dynamic model, and then special effect features are added to the target dynamic model with added animation, so as to obtain the special effect animation of the target dynamic model. It should be noted that in this embodiment, the process of obtaining the special effect animation of the target dynamic model includes two steps: adding special effect features and adding an animation. The order of these two steps is not limited here, and those skilled in the art can choose arbitrarily according to needs.

[0075] In some embodiments, adding an animation to the target dynamic model based on the loop animation specifically includes:

[0076] Add a preliminary animation corresponding to the loop animation to the target dynamic model;

[0077] Determine the start playing time and playing duration of the preliminary animation based on the start playing time and playing duration of the loop animation.

[0078] In specific implementation, an animation can be directly added to the target dynamic model according to the loop animation, and the animation added to the target dynamic model is used as the trajectory animation of the target dynamic model. Optionally, a preliminary animation consistent with the loop animation can be added to the target dynamic model through dynamic calculation, and then the start playback time and playback duration of the preliminary animation are set to the start playback time and playback duration of the loop animation. Of course, those skilled in the art can also add an animation consistent with the loop animation to the target dynamic model through other existing technical means, which is not limited herein.

[0079] It should be noted that since the preliminary animation added to the target dynamic model is a newly generated animation, in some embodiments, in order to display some ghosting or other special animation effects, the start playback time of the preliminary animation can be reset as needed to be different from the start playback time of the loop animation.

[0080] Since the original loop animation of the dynamic model is generally driven by the bone points on the dynamic model, but the animation directly added to the target dynamic model does not control the movement of the entire model through the bone points on the dynamic model, this results in poor compatibility between the added animation and the original loop animation of the dynamic model, and is prone to causing system jitter. To avoid this drawback, in some embodiments, an animation is added to the target dynamic model based on the loop animation to obtain the trajectory animation of the target dynamic model, specifically including:

[0081] Determine a plurality of bone points from the target dynamic model after adding the animation, and save the first movement trajectory of each bone point in the trajectory animation;

[0082] Delete the trajectory animation of the target dynamic model, and determine the second movement trajectory of each point in the target dynamic model in the trajectory animation based on all the first movement trajectories;

[0083] Obtain the trajectory animation of the target dynamic model based on the second movement trajectory of each point in the target dynamic model in the trajectory animation.

[0084] In a specific embodiment, after adding an animation corresponding to the loop animation to the target dynamic model, a plurality of bone points are first determined from the target dynamic model after adding the animation. These bone points are some important points on the target model. Optionally, these bone points can be determined randomly. Since each point in the target dynamic model after adding the animation already has a trajectory animation, that is, the movement trajectory of each point in the trajectory animation is determined. After determining the bone points, the first movement trajectory of each bone point in the trajectory animation can be saved, and then the determined bone points can be separated from the trajectory animation of the target dynamic model to save their respective first movement trajectories separately. After saving the first movement trajectory, the trajectory animation of the target dynamic model can be deleted, and then the second movement trajectory of each point in the target dynamic model in the trajectory animation can be determined according to the first movement trajectories of all the bone points. Finally, the trajectory animation of the target dynamic model can be obtained according to the second movement trajectories of each point in the target dynamic model in the trajectory animation.

[0085] In some embodiments, determining the second movement trajectory of each point in the target dynamic model in the special effect animation based on all the first movement trajectories specifically includes:

[0086] Determine the target point in the target dynamic model;

[0087] Determine the influence weight of each bone point on the target point based on the distance between the target point and each bone point;

[0088] Determine the second movement trajectory of the target point in the special effect animation based on all the first movement trajectories and the influence weight of each bone point on the target point.

[0089] During specific implementation, a target point is first determined from all the points in the target dynamic model. Optionally, this target point can be each point in the dynamic model. After determining the target point, the influence weight of each bone point on the target point can be determined according to the distance between the target point and each bone point. Generally, the greater the distance between the target point and the bone point, the greater the influence weight of this bone point on the target point. Optionally, when the distance between the target point and a certain bone point is 0, the influence weight of this bone point on the target point is the largest. Optionally, this maximum influence weight can be set to 1, and the influence weights of other bone points on the target point are set to 0, that is, when the target point coincides with a certain bone point, the second movement trajectory of this target point is the first movement trajectory of the corresponding bone point. Optionally, in order to further accurately control the movement trajectory of the target point, when the distance between the movement trajectory of the target point and a certain bone point is greater than a preset threshold, the influence weight of this bone point on the target point is set to 0.

[0090] In some embodiments, the second motion trajectory of the target point in the special effect animation is determined by the following formula:

[0091] A = A1 * P1 + A2 * P2 + A3 * P3 + … + An * Pn;

[0092] Wherein, A represents the second motion trajectory of the target point in the special effect animation, A1, A2, A3 … An respectively represent the first motion trajectories of each bone point, P1, P2, P3 … Pn respectively represent the influence weights of each bone point on the target point, and n is a positive integer. It should be noted that the specific quantity of n is not limited herein, and those skilled in the art can set it as needed.

[0093] In some embodiments, determining multiple bone points from the target dynamic model after adding the animation specifically includes:

[0094] Determining the positions and quantities of the multiple bone points based on the shape of the target dynamic model.

[0095] Specifically in implementation, the positions and quantities of the bone points determined by the target dynamic model are mainly related to the shape of the target dynamic model. Generally, the more complex the shape of the target dynamic model, the more bone points are required. In order to effectively control various-shaped target dynamic models to make different animation actions through a limited number of bone points, for target dynamic models of different shapes, the positions of the bone points to be determined are all different. Optionally, the positions of the bone points on target dynamic models of multiple shapes can be determined in advance through experiments and a position comparison table can be generated. When determining the positions of the bone points on the target dynamic model, first obtain the shape of the target dynamic model, and then determine the positions of each bone point from the position comparison table according to the shape of the target dynamic model.

[0096] S104, applying the special effect animation to the playback process of the dynamic model so that the dynamic model generates the model animation special effect during playback.

[0097] Specifically in implementation, after obtaining the special effect animation of the target dynamic model, apply the special effect animation to the playback process of the dynamic model so that the dynamic model generates the model animation special effect during playback.

[0098] In some embodiments, applying the special effect animation to the playback process of the dynamic model specifically includes:

[0099] Obtaining the playback engine of the dynamic model:

[0100] Adding the special effect animation to the playback engine.

[0101] It should be noted that the playback engine is used to play and store the dynamic model. Optionally, the playback engine can be Unity, 3dmax, NeoX, etc.

[0102] In some embodiments, during the process of applying the special effect animation to the playback of the dynamic model, before the dynamic model generates the model animation special effect during playback, the method further includes:

[0103] Adjusting the color parameters of the target dynamic model in the special effect animation.

[0104] In specific implementation, by adjusting the color parameters of the target dynamic model in the special effect animation, some additional visual effects can be added to the generated model animation special effect. For example, by changing the transparency of the color of the target dynamic model, the finally obtained model animation special effect can be made more hazy.

[0105] The method for generating the model animation special effect provided by this application includes: obtaining the loop animation of the dynamic model to be processed; determining the frames in the loop animation where the spread of the dynamic model is greater than the spread threshold as key frames, and extracting the target dynamic model from the key frames; generating the special effect animation of the target dynamic model based on the loop animation; applying the special effect animation to the playback process of the dynamic model, so that the dynamic model generates the model animation special effect during playback, thereby directly adding the special effect animation to the target dynamic model, avoiding the breakage of the special effect when the dynamic model has a large action amplitude or a fast displacement speed, and avoiding using a large number of particles to participate in the simulation, thereby improving the running performance of the playback hardware.

[0106] Exemplary Device

[0107] Based on the same inventive concept, corresponding to the method in any of the above embodiments, the present application also provides a device for generating a model animation special effect.

[0108] Refer to Figure 4 , the device for generating the model animation special effect includes:

[0109] An acquisition module 201 for acquiring the loop animation of the dynamic model to be processed;

[0110] A determination module 202 for determining the frames in the loop animation where the spread of the dynamic model is greater than the spread threshold as key frames, and extracting the target dynamic model from the key frames;

[0111] A generation module 203 for generating the special effect animation of the target dynamic model based on the loop animation;

[0112] Add a module 204 to apply the special effect animation to the playback process of the dynamic model, so that the dynamic model generates the model animation special effect during playback.

[0113] For the convenience of description, when describing the above device, various modules are described separately according to their functions. Of course, when implementing the present application, the functions of each module can be implemented in the same or multiple software and / or hardware.

[0114] The device in the above embodiment is used to implement the corresponding method for generating a model animation special effect in any one of the foregoing embodiments, and has the beneficial effects of the corresponding method embodiment, which will not be elaborated here.

[0115] Based on the same inventive concept, corresponding to the method in any of the above embodiments, the present application further provides an electronic device, including a memory, a processor, and a computer program stored on the memory and executable on the processor. When the processor executes the program, it implements the method for generating a model animation special effect described in any one of the above embodiments.

[0116] Figure 5 FIG. shows a more specific schematic diagram of the hardware structure of the electronic device provided in this embodiment. The device may include: a processor 1010, a memory 1020, an input / output interface 1030, a communication interface 1040, and a bus 1050. Among them, the processor 1010, the memory 1020, the input / output interface 1030, and the communication interface 1040 are communicatively connected to each other inside the device through the bus 1050.

[0117] The processor 1010 may be implemented in a general-purpose CPU (Central Processing Unit), a microprocessor, an application-specific integrated circuit (ASIC), or one or more integrated circuits, etc., and is used to execute relevant programs to implement the technical solutions provided in the embodiments of this specification.

[0118] The memory 1020 may be implemented in the form of a ROM (Read Only Memory), a RAM (Random Access Memory), a static storage device, a dynamic storage device, etc. The memory 1020 may store an operating system and other application programs. When implementing the technical solutions provided in the embodiments of this specification through software or firmware, the relevant program codes are stored in the memory 1020 and are called and executed by the processor 1010.

[0119] The input / output interface 1030 is used to connect to the input / output module to achieve information input and output. The input / output module can be configured as a component in the device (not shown in the figure), or can be externally connected to the device to provide corresponding functions. Among them, the input device can include a keyboard, a mouse, a touch screen, a microphone, various sensors, etc., and the output device can include a display, a speaker, a vibrator, an indicator light, etc.

[0120] The communication interface 1040 is used to connect to the communication module (not shown in the figure) to achieve communication interaction between this device and other devices. Among them, the communication module can achieve communication through a wired method (such as USB, network cable, etc.), or can achieve communication through a wireless method (such as mobile network, WIFI, Bluetooth, etc.).

[0121] The bus 1050 includes a path for transmitting information between various components of the device (such as the processor 1010, the memory 1020, the input / output interface 1030, and the communication interface 1040).

[0122] It should be noted that although the above device only shows the processor 1010, the memory 1020, the input / output interface 1030, the communication interface 1040, and the bus 1050, in the specific implementation process, the device may also include other components necessary for normal operation. In addition, those skilled in the art can understand that the above device may also only include the components necessary to implement the solution of the embodiments of this specification, and do not necessarily include all the components shown in the figure.

[0123] The electronic device of the above embodiment is used to implement the generation method of a corresponding model animation special effect in any of the foregoing embodiments, and has the beneficial effects of the corresponding method embodiments, which will not be elaborated here.

[0124] Exemplary Program Product

[0125] Based on the same inventive concept, corresponding to the method in any of the above embodiments, the present application also provides a non-transitory computer-readable storage medium, and the non-transitory computer-readable storage medium stores computer instructions, and the computer instructions are used to make the computer execute a method for generating a model animation special effect as described in any of the above embodiments.

[0126] The computer-readable medium of this embodiment includes both permanent and non-permanent, removable and non-removable media, and information storage can be implemented by any method or technology. The information can be computer-readable instructions, data structures, program modules, or other data. Examples of computer storage media include, but are not limited to, phase change memory (PRAM), static random access memory (SRAM), dynamic random access memory (DRAM), other types of random access memory (RAM), read-only memory (ROM), electrically erasable programmable read-only memory (EEPROM), flash memory or other memory technologies, compact disc read-only memory (CD-ROM), digital versatile disc (DVD) or other optical storage, magnetic cassette tapes, magnetic tape magnetic disk storage or other magnetic storage devices, or any other non-transmission medium that can be used to store information accessible by a computing device.

[0127] The computer instructions stored in the storage medium of the above embodiment are used to cause the computer to execute a method for generating a model animation special effect as described in any one of the above embodiments, and have the beneficial effects of the corresponding method embodiments, which will not be elaborated here.

[0128] Those of ordinary skill in the art should understand that: the discussion of any of the above embodiments is only exemplary and is not intended to imply that the scope of the present application (including the claims) is limited to these examples; under the concept of the present application, the technical features in the above embodiments or different embodiments can also be combined, the steps can be implemented in any order, and there are many other variations in different aspects of the embodiments of the present application as described above, which are not provided in detail for the sake of brevity.

[0129] In addition, for simplicity of explanation and discussion, and to avoid making the embodiments of the present application difficult to understand, the well-known power / ground connections to integrated circuit (IC) chips and other components may or may not be shown in the provided drawings. Further, the devices may be shown in block diagram form to avoid making the embodiments of the present application difficult to understand, and this also takes into account the fact that the details of the implementation of these block diagram devices are highly dependent on the platform on which the embodiments of the present application are to be implemented (i.e., these details should be fully within the understanding of those skilled in the art). In cases where specific details (such as circuits) are set forth to describe the exemplary embodiments of the present application, it will be apparent to those skilled in the art that the embodiments of the present application can be implemented without these specific details or with variations of these specific details. Therefore, these descriptions should be considered illustrative rather than restrictive.

[0130] Although the present application has been described in connection with specific embodiments thereof, many alternatives, modifications, and variations of these embodiments will be apparent to those of ordinary skill in the art in light of the foregoing description. For example, other memory architectures (e.g., dynamic RAM (DRAM)) may be used with the embodiments discussed.

[0131] Embodiments of the present application are intended to cover all such alternatives, modifications, and variations that fall within the broad scope of the appended claims. Accordingly, any omissions, modifications, equivalent substitutions, improvements, etc. made within the spirit and principle of the embodiments of the present application shall be included within the protection scope of the present application.

Claims

1. A method for generating model animation special effects, characterized in that Including: Obtain the loop animation of the dynamic model to be processed; Determine the frames in the loop animation where the spread of the dynamic model is greater than the spread threshold as key frames, and extract the target dynamic model from the key frames; Generate a special effect animation of the target dynamic model based on the loop animation; Apply the special effect animation to the playback process of the dynamic model so that the dynamic model produces the model animation special effects during playback; The generating the special effect animation of the target dynamic model based on the loop animation specifically includes: Add an animation to the target dynamic model based on the loop animation to obtain the trajectory animation of the target dynamic model; Determine multiple bone points from the target dynamic model after adding the animation, and save the first movement trajectory of each bone point in the trajectory animation; Delete the trajectory animation of the target dynamic model, and determine the second movement trajectory of each point in the target dynamic model in the special effect animation based on all the first movement trajectories; Obtain the trajectory animation of the target dynamic model based on the second movement trajectory of each point in the target dynamic model in the special effect animation, and obtain the special effect animation according to the trajectory animation of the target dynamic model.

2. The method according to claim 1, wherein The generating the special effect animation of the target dynamic model based on the loop animation specifically includes: Add special effect features to the target dynamic model to obtain a target special effect model; Obtain the special effect animation of the target dynamic model based on the target special effect model and the trajectory animation.

3. The method according to claim 1, wherein Determining the second movement trajectory of each point in the target dynamic model in the special effect animation based on all the first movement trajectories specifically includes: Determine the target point in the target dynamic model; Determine the influence weight of each bone point on the target point based on the distance between the target point and each bone point; Determine the second movement trajectory of the target point in the special effect animation based on all the first movement trajectories and the influence weight of each bone point on the target point.

4. The method according to claim 3, characterized in that, Determine the second movement trajectory of the target point in the special effect animation through the following formula: A = A1 * P1 + A2 * P2 + A3 * P3 + … + An * Pn; Where, A represents the second movement trajectory of the target point in the special effect animation, A1, A2, A3 … An respectively represent the first movement trajectories of each bone point, P1, P2, P3 … Pn respectively represent the influence weights of each bone point on the target point, and n is a positive integer.

5. The method according to claim 1, characterized in that Determining multiple bone points from the target dynamic model after adding the animation specifically includes: Determine the positions and quantities of the multiple bone points based on the shape of the target dynamic model.

6. The method according to claim 1, wherein Adding an animation to the target dynamic model based on the loop animation specifically includes: Add a preliminary animation corresponding to the loop animation to the target dynamic model; Determine the start playback time and playback duration of the preliminary animation based on the start playback time and playback duration of the loop animation.

7. The method according to claim 1, wherein Applying the special effect animation to the playback process of the dynamic model specifically includes: Obtain the playback engine of the dynamic model: Add the special effect animation to the playback engine.

8. The method according to claim 1, characterized in that Before applying the special effect animation to the playback of the dynamic model so that the model animation special effect is generated during the playback of the dynamic model, the method further includes: Adjusting the color parameters of the target dynamic model in the special effect animation.

9. An apparatus for generating model animation special effects, characterized in that Including: An acquisition module that acquires the loop animation of the dynamic model to be processed; A determination module that determines the frames in the loop animation where the spread of the dynamic model is greater than the spread threshold as key frames, and extracts the target dynamic model from the key frames; A generation module that generates the special effect animation of the target dynamic model based on the loop animation; An addition module that applies the special effect animation to the playback of the dynamic model so that the model animation special effect is generated during the playback of the dynamic model; The generation module specifically includes: Adding an animation to the target dynamic model based on the loop animation to obtain the trajectory animation of the target dynamic model; Determining a plurality of bone points from the target dynamic model after adding the animation, and saving the first motion trajectory of each bone point in the trajectory animation; Deleting the trajectory animation of the target dynamic model, and determining the second motion trajectory of each point in the target dynamic model in the special effect animation based on all the first motion trajectories; Obtaining the trajectory animation of the target dynamic model based on the second motion trajectory of each point in the target dynamic model in the special effect animation, and obtaining the special effect animation according to the trajectory animation of the target dynamic model.

10. An electronic device, characterized in that, Including a memory, a processor, and a computer program stored on the memory and executable by the processor, where the processor implements the method according to any one of claims 1 to 8 when executing the program.

11. A non-transitory computer-readable storage medium, characterized in that, The non-transitory computer-readable storage medium stores computer instructions for causing a computer to execute the method according to any one of claims 1 to 8.

Citation Information

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