A real-time capture method for modeling actions in anime game development

By systematically integrating the real-time action capture process, using the Internet and multiple units for data sharing and backup, the problems of cumbersome processes and insufficient data sharing in animation game development are solved, and work efficiency and finished product quality are improved.

CN115050098BActive Publication Date: 2025-08-01WUHAN CHUANSHAN ANIMATION CULTURE MEDIA CO LTD
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Patent Information

Application Number
CN202210673073.1
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2022-06-14
Publication Date
2025-08-01
Estimated Expiration
2042-06-14

AI Technical Summary

Technical Problem

The real-time action capture method in the development of existing animation games has not been fully integrated, resulting in cumbersome steps, affecting work efficiency, and failing to realize real-time networked data sharing, making it difficult to communicate and find problems in a timely manner, increasing the intensity of manual labor.

Method used

By pre-deconstructing action requirements, performing casting and rehearsing, preparing venues and equipment, building a real-time action capture system, using power-on control units, real-time monitoring units, data import and export units, post-repair units, data imaging units and actual experience units for systematic process integration, and real-time data sharing and backup are carried out through the Internet.

Benefits of technology

The process is simplified, real-time data sharing is realized, which facilitates problem finding and solving, improves the quality of finished products, reduces naming chaos and manual labor intensity, and saves working time.

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Abstract

The present invention discloses a real-time motion capture method for modeling actions in anime game development, which relates to the technical field of anime game development and includes the following steps: S1. Deconstruct the action requirements in advance, understand and analyze the action requirements of the selected anime game planning copywriting, and upload and back up the data through the Internet. The beneficial effects of the present invention are as follows: By setting up multiple links such as pre-deconstructing action requirements, casting and rehearsing, fully preparing the venue, equipment and personnel, and the real-time motion capture system, on the one hand, the process is simplified, and on the other hand, real-time data sharing is achieved through the Internet, which is more convenient for viewing. At the same time, when a problem occurs in a certain link, it can be detected in time and corresponding solutions can be taken, improving the quality of the final motion capture product. It is uniformly controlled by the power-on control unit and used to timely retrieve data for information comparison. At the same time, the unqualified data is backed up for convenient comparison and summary in the later stage, meeting the requirements during use.
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Description

Technical Field

[0001] The present invention relates to the technical field of animation game development, and specifically provides a method for real-time capture of modeling actions for animation game development. Background Art

[0002] When developing animation games, in order to ensure their authenticity, most existing methods use real-time action capture for processing. However, the existing real-time action capture methods still have the following problems during operation: There is no comprehensive process integration, making the overall steps cumbersome and affecting the normal work efficiency. There is no real-time networked data sharing, which is not convenient for timely communication. When a problem occurs in a certain link, it cannot be queried in time, increasing the manual labor intensity. Therefore, in view of the above problems, the present invention needs to design a method for real-time capture of modeling actions for animation game development to solve the above-mentioned problems. Summary of the Invention

[0003] The purpose of the present invention is to provide a method for real-time capture of modeling actions for animation game development, so as to solve the problems mentioned in the above background art, namely, the lack of comprehensive process integration, which makes the overall steps cumbersome and affects the normal work efficiency, the lack of real-time networked data sharing, which is not convenient for timely communication, and when a problem occurs in a certain link, it cannot be queried in time, increasing the manual labor intensity.

[0004] To achieve the above object, the present invention provides the following technical solution: A method for real-time capture of modeling actions for animation game development, including the following steps:

[0005] S1. Decompose the action requirements in advance, understand and analyze the action requirements of the selected animation game planning copywriting, and upload and back up the data through the Internet;

[0006] S101. Decompose the text description in the animation game planning copywriting into specific individual files, and name the individual files accordingly;

[0007] S102. Decompose the different modeling actions within the individual files, and perform separate naming processing on the different modeling actions;

[0008] S103. Make a naming plan in advance for multiple shots of the same modeling action;

[0009] S104. Upload and back up the above data through the Internet;

[0010] S2. Conduct casting and rehearsal, select motion capture personnel according to the body proportions of the game characters, and upload and back up the data through the Internet;

[0011] S3. Make full preparations for the venue, equipment, and personnel. According to the requirements of this anime game modeling, carry out corresponding venue preparation, equipment preparation, and personnel preparation, and upload and back up data through the Internet.

[0012] S4. Build a perfect real-time motion capture system, conduct corresponding character model construction, visual image shooting, and data import and export to obtain the final finished product data, and image it through a display device.

[0013] The real-time motion capture system in step S4 includes a power-on control unit, a real-time monitoring unit, a data import and export unit, a post-repair unit, a data imaging unit, and a practical experience unit. The output end of the real-time monitoring unit is electrically connected to the input end of the data import and export unit. The output end of the data import and export unit is electrically connected to the input end of the post-repair unit. The output end of the post-repair unit is electrically connected to the input end of the data imaging unit. The output end of the post-repair unit is electrically connected to the input end of the practical experience unit. The real-time monitoring unit, the data import and export unit, the post-repair unit, the data imaging unit, and the practical experience unit are all bidirectionally electrically connected to the power-on control unit.

[0014] The power-on control unit is used to uniformly control the operation of the real-time motion capture system, view the power-on status of each link of the overall system, including the battery level and the Internet bandwidth rate, and is also used to receive multiple data uploaded and backed up through the Internet for backup.

[0015] The real-time monitoring unit is used to receive the real-time information captured by the monitoring device and send the captured data to the data import and export unit.

[0016] The data import and export unit is used to receive the captured data sent by the real-time monitoring unit and send the data to the post-repair unit.

[0017] The post-repair unit is used to receive the game skeleton data sent by the data import and export unit, send the repaired data to the data imaging unit, and also send the repaired data packet to the practical experience unit.

[0018] The data imaging unit is used to receive the repaired data sent by the post-repair unit, image and display the repaired data based on the data imaging unit, and observe and compare it with the internal information of the power-on control unit.

[0019] The practical experience unit is used to receive the data packet sent by the post-repair unit, perform actual operations, and combine and analyze the results observed by the data imaging unit.

[0020] Preferably, the post - repair unit includes a preliminary repair module and a final refinement module;

[0021] The preliminary repair module is used to receive the operation instructions sent by the post - repair unit, confirm that the start frame and end frame used, the overall rhythm accuracy of the action, and the position and direction of the character performance are correct, and is also used to send the processed data information to the final refinement module;

[0022] The final refinement module is used to receive the data information sent by the preliminary repair module and perform delicate and finished - product - like repairs.

[0023] Preferably, the venue preparation in step S3 includes a game CG venue, a character movement venue, and a transition venue.

[0024] Preferably, the devices in step S3 include a camera, a tracker, a lighting lamp, a display screen, an inertial sensor, and an external control terminal. The action real - time capture system, the camera, the tracker, the lighting lamp, the display screen, and the inertial sensor are all electrically connected to the external control terminal.

[0025] Compared with the prior art, the beneficial effects of the present invention are as follows:

[0026] By setting up multiple links such as pre - deconstructing action requirements, casting and rehearsing, fully preparing the venue, equipment and personnel, and the action real - time capture system, and cooperating with each other, the overall process is systematically summarized. On the one hand, the process is simplified, and on the other hand, real - time data sharing is achieved through the Internet, which is more convenient for viewing. At the same time, when a problem occurs in a certain link, it can be detected in time and corresponding solutions can be carried out, saving a large amount of working time. By disassembling the text description in the animation game planning document into specific individual files, naming the individual files accordingly, disassembling the different modeling actions inside the individual files, naming the different modeling actions separately, and pre - naming the multiple shootings of the same modeling action, standardization is achieved, and at the same time, the situation of naming confusion during actual operation is reduced, avoiding unnecessary hidden dangers. By installing a data imaging unit and an actual experience unit, the combination of observation and actual experience is used to judge the results, improving the quality of the final motion capture finished product. Through unified control by the power - on control unit, it is used to timely retrieve data for information comparison, and view the power - on status of each link of the overall system, including the battery level and the Internet bandwidth rate, receive multiple data uploaded and backed up through the Internet for backup, and at the same time back up the unqualified data, which is convenient for later comparison and summary, meeting the requirements during use. BRIEF DESCRIPTION OF THE DRAWINGS

[0027] Figure 1 It is a schematic diagram of the overall step - by - step process of a modeling action real - time capture method for animation game development according to an embodiment of the present invention. Specific Embodiments

[0028] The following will clearly and completely describe the technical solutions in the embodiments of the present invention with reference to the accompanying drawings in the embodiments of the present invention. Obviously, the described embodiments are only a part of the embodiments of the present invention, rather than all the embodiments. All other embodiments obtained by those of ordinary skill in the art based on the embodiments of the present invention without creative efforts shall fall within the protection scope of the present invention.

[0029] Please refer to Figure 1 , the present invention provides a technical solution:

[0030] Embodiment

[0031] A real-time motion capture method for modeling actions in anime game development includes the following steps:

[0032] S1. Deconstruct the action requirements in advance, understand and analyze the action requirements for the selected anime game planning copywriting, and upload and back up the data through the Internet; specific steps:

[0033] S101. Decompose the text description in the anime game planning copywriting into specific individual files and name the individual files accordingly;

[0034] S102. Decompose the different modeling actions inside the individual files, and at the same time perform separate naming processing on the different modeling actions;

[0035] S103. Make a naming plan in advance for multiple shots of the same modeling action;

[0036] S104. Upload and back up the above data through the Internet;

[0037] S2. Conduct casting and rehearsal, and switch the mode according to the requirements,

[0038] Open audition, screen from a relatively large number of actor profiles to determine the personnel;

[0039] Interview, communicate face-to-face with the actors, let the actors perform a section on the spot, determine the candidates, select the motion capture personnel according to the body proportions of the game characters, and upload and back up the data through the Internet;

[0040] S3. Make full preparations for the venue, equipment and personnel. According to the requirements of this animation game modeling, corresponding venue preparation, equipment preparation and personnel preparation are carried out. The venue preparation includes the game CG venue, the character movement venue, and the transition venue. Data is uploaded and backed up through the Internet. The equipment includes cameras, trackers, lighting lamps, display screens, inertial sensors and external control terminals. The action real-time capture system, cameras, trackers, lighting lamps, display screens and inertial sensors are all electrically connected to the external control terminal;

[0041] S4. Build a perfect action real-time capture system, conduct corresponding character model construction, visual image shooting and data import and export, obtain the final finished product data, and perform imaging through the display device;

[0042] The described action real-time capture system includes a power-on control unit, a real-time monitoring unit, a data import / export unit, a post-repair unit, a data imaging unit, and a practical experience unit. The output end of the real-time monitoring unit is electrically connected to the input end of the data import / export unit. The output end of the data import / export unit is electrically connected to the input end of the post-repair unit. The output end of the post-repair unit is electrically connected to the input end of the data imaging unit. The output end of the post-repair unit is electrically connected to the input end of the practical experience unit. The real-time monitoring unit, the data import / export unit, the post-repair unit, the data imaging unit, and the practical experience unit are all bidirectionally electrically connected to the power-on control unit. The power-on control unit is used to uniformly control the operation of the action real-time capture system, and is used to timely retrieve data for information comparison, and is used to view the power-on status of each link of the overall system, including battery power and Internet bandwidth rate. At the same time, it is used to receive multiple copies of data uploaded and backed up through Internet data for backup. The real-time monitoring unit is used to receive real-time information captured by monitoring devices, including location information, time information, and personnel information, and is used to send the captured data to the data import / export unit. The data import / export unit is used to receive the captured data sent by the real-time monitoring unit, perform clear up repair processing on the original motion capture data, export it in a common format, map the motion capture skeleton to the game skeleton, and is used to send data to the post-repair unit. The post-repair unit is used to receive the game skeleton data sent by the data import / export unit. Through frame-by-frame animation data, the pose information to be adjusted is incrementally superimposed on the original motion capture data in the animation layer. Repeat this process. Adjust the action rhythm through non-linear editing. When collapsing, the software will re-interpolate the animation frames to keep the movement smooth. It is used to send the repaired data to the data imaging unit, and at the same time is used to send the repaired data packet to the practical experience unit. The data imaging unit is used to receive the repaired data sent by the post-repair unit, and perform imaging display on the repaired data based on the data imaging unit, and observe and compare it with the internal information of the power-on control unit. The practical experience unit is used to receive the data packet sent by the post-repair unit, perform actual operations, and combine and analyze the results observed by the data imaging unit. If it meets the standard, proceed to the next link. If it does not meet the standard, query the node where the problem appears through the data imaging unit and repeat the corresponding steps.

[0043] Among them, the post - repair unit includes a preliminary repair module and a final refinement module; the preliminary repair module is used to receive the operation instructions sent by the post - repair unit, confirm that the starting frame and ending frame used, the overall rhythm correctness of the action, and the position and direction of the character performance are correct, and is also used to send the processed data information to the final refinement module; the final refinement module is used to receive the data information sent by the preliminary repair module and perform meticulous finished - product - oriented repair, including posture deviation, finger animation, rhythm adjustment, and posture connection.

[0044] The working principle of the present invention: Before use, it is uniformly controlled through an external control terminal.

[0045] S1. Deconstruct the action requirements in advance, understand and analyze the action requirements of the selected anime game planning copywriting, and upload and back up the data through the Internet; disassemble the text description in the anime game planning copywriting into specific individual files, name the individual files accordingly, disassemble the different modeling actions within the individual files, and at the same time perform separate naming processing on the different modeling actions. Plan the naming in advance for multiple shootings of the same modeling action, and upload and back up the above - mentioned data through the Internet.

[0046] S2. Conduct casting and rehearsal, switch the mode according to requirements, conduct a talent search, screen among a large number of actor profiles to determine the candidates, conduct interviews, communicate face - to - face with the actors, let the actors perform a segment on - site to determine the selected candidates, and select the motion capture personnel according to the body proportions of the game characters, and upload and back up the data through the Internet.

[0047] S3. Make full preparations for the venue, equipment, and personnel. Make corresponding venue preparations, equipment preparations, and personnel preparations according to the requirements of this anime game modeling. The venue preparations include the game CG venue, the character movement venue, and the transition venue, and upload and back up the data through the Internet. The equipment includes cameras, trackers, lighting lamps, display screens, inertial sensors, and external control terminals.

[0048] S4. Construct a perfect real - time action capture system, perform corresponding character model construction, visual image shooting, and data import and export to obtain the final finished - product data, and image through the display device.

[0049] By using multiple links such as setting pre-deconstruction action requirements, casting and rehearsing, fully preparing the venue, equipment and personnel, and the action real-time capture system, the overall process is systematically summarized. On the one hand, the process is simplified. On the other hand, real-time data sharing is maintained through the Internet, making it more convenient to view. At the same time, when a problem occurs in a certain link, it can be detected in time and corresponding solutions can be taken, saving a lot of working time. By disassembling the text description in the animation game planning document into specific individual files, naming the individual files accordingly, disassembling the different modeling actions inside the individual files, separately naming the different modeling actions, and pre-naming and planning the multiple shootings of the same modeling action, standardization is achieved, and at the same time, the situation of naming chaos during actual operation is reduced, avoiding unnecessary hidden dangers. By installing the data imaging unit and the actual experience unit, the combination of observation and actual experience is used to judge the result, improving the quality of the final motion capture product. Through unified control by the power-on control unit, it is used to timely retrieve data for information comparison and view the power-on status of each link of the overall system, including battery capacity and Internet bandwidth rate, receive multiple data uploaded and backed up through the Internet for backup, and at the same time back up the unqualified data, facilitating later comparison and summary, meeting the requirements during use.

[0050] Although the embodiments of the present invention have been shown and described, for those of ordinary skill in the art, it can be understood that various changes, modifications, substitutions and variations can be made to these embodiments without departing from the principles and spirit of the present invention. The scope of the present invention is defined by the appended claims and their equivalents.

Claims

1. A real-time capture method for modeling actions in anime game development, characterized in that, It includes the following steps: S1. Deconstruct the action requirements in advance, understand and analyze the action requirements of the selected animation game planning copywriting, and upload and back up the data through the Internet; S101. Decompose the text description in the animation game planning copywriting into specific individual files and name the individual files accordingly; S102. Decompose the different modeling actions inside the individual files and name the different modeling actions separately; S103. Make a naming plan in advance for multiple shootings of the same modeling action; S104. Upload and back up the above data through the Internet S2. Conduct casting and rehearsal, select motion capture personnel according to the body proportions of the game characters, and upload and back up the data through the Internet; S3. Make full preparations for the venue, equipment and personnel, make corresponding venue preparations, equipment preparations and personnel preparations according to the requirements of this animation game modeling, and upload and back up the data through the Internet; S4. Build a perfect real-time action capture system, conduct corresponding character model construction, visual image shooting and data import and export to obtain the final finished product data, and image through the display device; The action real-time capture system in step S4 includes a power-on control unit, a real-time monitoring unit, a data import and export unit, a post-repair unit, a data imaging unit and a practical experience unit. The output end of the real-time monitoring unit is electrically connected to the input end of the data import and export unit. The output end of the data import and export unit is electrically connected to the input end of the post-repair unit. The output end of the post-repair unit is electrically connected to the input end of the data imaging unit. The output end of the post-repair unit is electrically connected to the input end of the practical experience unit. The real-time monitoring unit, the data import and export unit, the post-repair unit, the data imaging unit and the practical experience unit are all bidirectionally electrically connected to the power-on control unit; The power-on control unit is used to uniformly control the operation of the action real-time capture system, view the power-on status of each link of the overall system, including the battery level and the Internet bandwidth rate, and is also used to receive multiple pieces of data uploaded and backed up through the Internet for backup; The real-time monitoring unit is used to receive the real-time information captured by the monitoring device and send the captured data to the data import and export unit; The data import and export unit is used to receive the captured data sent by the real-time monitoring unit and send the data to the post-repair unit; The post-repair unit is used to receive the game skeleton data sent by the data import and export unit, send the repaired data to the data imaging unit, and also send the repaired data packet to the practical experience unit; The data imaging unit is used to receive the repaired data sent by the post-repair unit, image and display the repaired data based on the data imaging unit, and observe and compare it with the internal information of the power-on control unit; The practical experience unit is used to receive the data packet sent by the post-repair unit, conduct actual operations, and combine and analyze the results observed by the data imaging unit.

2. A real-time capture method for modeling actions in anime game development according to claim 1, characterized in that: The post - repair unit includes a preliminary repair module and a final refinement module; The preliminary repair module is used to receive the operation instructions sent by the post - repair unit, confirm that the start frame and end frame used, the overall rhythm accuracy of the action, and the position and direction of the character performance are correct, and is also used to send the processed data information to the final refinement module; The final refinement module is used to receive the data information sent by the preliminary repair module and perform meticulous finished - product repair.

3. A real-time capture method for modeling actions in anime game development according to claim 1, characterized in that: In step S3, the venue preparation includes the game CG venue, the character movement venue, and the transition venue.

4. A real-time capture method for modeling actions in anime game development according to claim 1, characterized in that: The devices in step S3 include cameras, trackers, lighting lamps, display screens, inertial sensors, and an external control terminal. The action real - time capture system, cameras, trackers, lighting lamps, display screens, and inertial sensors are all electrically connected to the external control terminal.

Citation Information

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