Information processing method and device, readable storage medium and electronic device
By acquiring and binding the original model information of virtual objects to the target model, the problem of low information processing efficiency in 3D digital character animation is solved, and the rapid transfer of skeletal skinning and precise adjustment of the model are realized.
Patent Information
- Application Number
- CN202210720332.1
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2022-06-23
- Publication Date
- 2026-02-10
- Estimated Expiration
- 2042-06-23
AI Technical Summary
In 3D digital character animation, existing technologies cannot be adjusted based on existing models, resulting in low information processing efficiency for virtual objects. It is necessary to create new binding skeletons and skins, and it is impossible to achieve rapid adjustment and optimization.
By acquiring information about the original and target models of virtual objects, establishing a correspondence, and binding the original information to the target model to drive its movement, including automatic or manual binding of skinning and skeletal information, the model adjustment process is optimized.
It improves the information processing efficiency of virtual objects, avoids the need for manual adjustment of the skin at each point, and enables rapid transfer of skeletal skin and precise adjustment of the model.
Smart Images

Figure CN115115814B_ABST
Abstract
Description
Technical Field
[0001] This invention relates to the field of computers, and more specifically, to an information processing method, apparatus, readable storage medium, and electronic device. Background Technology
[0002] Currently, skeletons and skins are essential in the production of 3D digital character animations. Good skeletons and skins facilitate artists in creating lifelike and dynamic 3D digital characters. However, when creating models of virtual objects, it is impossible to adjust existing models; a completely new creation process, including rigging skeletons and skinning, must be performed. This leads to low efficiency in processing information from virtual objects.
[0003] There is currently no effective solution to the above problems. Summary of the Invention
[0004] At least some embodiments of the present invention provide an information processing method, apparatus, readable storage medium, and electronic device to at least solve the technical problem of low efficiency in information processing of virtual objects.
[0005] According to one embodiment of the present invention, an information processing method is provided, which may include: obtaining an original model corresponding to a virtual object; obtaining original information bound to the original model, wherein the original information includes the original skinning information and / or original skeleton information of the virtual object; obtaining a target model corresponding to the virtual object, wherein the target model is adjusted based on the original model, and the pose of the target model is the same as the pose of the original model, the first vertex attribute of the target model is the same as the second vertex attribute of the original model, the first vertex attribute includes the position and / or number of multiple vertices of the target model, and the second vertex attribute includes the position and / or number of multiple vertices of the original model; binding the original information to the target model to drive the target model to move based on the original information.
[0006] Optionally, based on the vertex attribute information of the target model and the vertex attribute information of the original model, the correspondence between the original model and the target model is determined; binding the original information to the target model includes: binding the original information to the target model based on the correspondence.
[0007] Optionally, binding the original information to the target model includes: binding the original information to the target model in response to the target model having the same location information as the original model.
[0008] Optionally, in response to the fact that the position information of the target model is the same as the position information of the original model, binding the original information to the target model includes: adjusting the position information of the target model to the position information of the original model to bind the original information to the target model.
[0009] Optionally, binding the original information to the target model includes: in response to the target model not being bound to any bone information and not being bound to any skin information, binding the original skin information and the original bone information to the target model.
[0010] Optionally, the original model and the target model satisfy at least one of the following relationships: the number of original bones bound to the original model is the same as the number of target bones bound to the target model; the shape of the original model is the same as the shape of the target model; the number of vertices of the original model is the same as the number of vertices of the target model.
[0011] Optionally, binding the original information to the target model includes: in response to the target model having target bone information bound to it but not any skin information bound to it, binding the original skin information to the target model.
[0012] Optionally, a matching relationship is established between the original skeleton information and the target skeleton information; the original skin information is bound to the target model, including: binding the original skin information to the target model according to the matching relationship.
[0013] Optionally, establishing a matching relationship between the original bone information and the target bone information includes: matching the original bone information and the target bone information according to bone attributes to establish a matching relationship.
[0014] Optionally, in response to removing the matching relationship, the original skinning information is unbound to the target model.
[0015] Optionally, the original model and the target model satisfy at least one of the following relationships: the number of original bones bound to the original model is different from the number of target bones bound to the target model; the shape of the original model is different from the shape of the target model; the number of vertices of the original model is different from the number of vertices of the target model.
[0016] According to one embodiment of the present invention, another information processing method is also provided, which may include: displaying at least one first model corresponding to a virtual object on a graphical user interface; selecting an original model corresponding to the virtual object from the at least one first model in response to a first touch operation on a first functional control; displaying at least one second model corresponding to the virtual object on the graphical user interface, wherein the second model is adjusted based on the first model; selecting a target model corresponding to the virtual object from the at least one second model in response to a second touch operation on a second functional control, wherein the target model is adjusted based on the original model, and the pose of the target model is the same as the pose of the original model, the first vertex attribute of the target model is the same as the second vertex attribute of the original model, the first vertex attribute includes the position and / or number of multiple vertices of the target model, and the second vertex attribute includes the position and / or number of multiple vertices of the original model; and binding the original information bound to the original model to the target model in response to a third touch operation on a third functional control, so as to drive the target model to move based on the original information, wherein the original information includes the original skinning information and / or original skeleton information of the virtual object.
[0017] According to one embodiment of the present invention, an information processing apparatus is also provided, which may include: a first acquisition unit for acquiring an original model corresponding to a virtual object; a second acquisition unit for acquiring original information bound to the original model, wherein the original information includes original skinning information and / or original skeleton information of the virtual object; a third acquisition unit for acquiring a target model corresponding to the virtual object, wherein the target model is adjusted based on the original model, and the pose of the target model is the same as the pose of the original model, the first vertex attribute of the target model is the same as the second vertex attribute of the original model, the first vertex attribute includes the position and / or number of multiple vertices of the target model, and the second vertex attribute includes the position and / or number of multiple vertices of the original model; and a first binding unit for binding the original information to the target model to drive the target model to move based on the original information.
[0018] According to one embodiment of the present invention, another information processing apparatus is also provided, which may include: a first display unit for displaying at least one first model corresponding to a virtual object on a graphical user interface; a first selection unit for selecting an original model corresponding to the virtual object from the at least one first model in response to a first touch operation on a first functional control; a second display unit for displaying at least one second model corresponding to the virtual object on a graphical user interface; a second selection unit for selecting a target model corresponding to the virtual object from the at least one second model in response to a second touch operation on a second functional control, wherein the target model is adjusted based on the original model, and the pose of the target model is the same as the pose of the original model, the first vertex attribute of the target model is the same as the second vertex attribute of the original model, the first vertex attribute includes the position and / or number of multiple vertices of the target model, and the second vertex attribute includes the position and / or number of multiple vertices of the original model; and a second binding unit for binding the original information bound to the original model to the target model in response to a third touch operation on a third functional control, so as to drive the target model to move based on the original information, wherein the original information includes the original skinning information and / or original skeleton information of the virtual object.
[0019] According to one embodiment of the present invention, a readable storage medium is also provided, wherein a computer program is stored in the readable storage medium, wherein the computer program is configured to execute the information processing method described in any of the preceding claims when it is run.
[0020] According to one embodiment of the present invention, an electronic device is also provided, including a memory and a processor, wherein the memory stores a computer program and the processor is configured to run the computer program to perform the information processing method described in any of the preceding claims.
[0021] In at least some embodiments of the present invention, the following steps are taken: First, the original model corresponding to the virtual object is obtained. Then, the original information bound to the original model is obtained, including the original skinning information and / or original skeleton information of the virtual object. Next, a target model corresponding to the virtual object is obtained, wherein the target model is adjusted based on the original model, and the pose of the target model is the same as that of the original model. The first vertex attribute of the target model is the same as the second vertex attribute of the original model. The first vertex attribute includes the position and / or number of multiple vertices of the target model, and the second vertex attribute includes the position and / or number of multiple vertices of the original model. The original information is then bound to the target model to drive the target model's movement. In other words, by obtaining the original information of the original model corresponding to the virtual object and then transferring the original information to the target model to drive the target model, the present invention avoids manually adjusting the skinning of each point, thereby improving the efficiency of processing information of the virtual object and solving the technical problem of low efficiency in processing information of virtual objects. Attached Figure Description
[0022] The accompanying drawings, which are included to provide a further understanding of the invention and form part of this application, illustrate exemplary embodiments of the invention and, together with their description, serve to explain the invention and do not constitute an undue limitation thereof. In the drawings:
[0023] Figure 1 This is a hardware structure block diagram of a mobile terminal for an information processing method according to an embodiment of the present invention.
[0024] Figure 2 This is a flowchart of an information processing method according to an embodiment of the present invention;
[0025] Figure 3 This is a flowchart of another information processing method according to an embodiment of the present invention;
[0026] Figure 4(a) is a schematic diagram of an operation interface for creating a skeleton in a related art according to an embodiment of the present invention;
[0027] Figure 4(b) is a schematic diagram of an operation interface for binding bones to a model in a related art according to an embodiment of the present invention;
[0028] Figure 4(c) is a schematic diagram of the operation interface for skin fabrication in a related art according to an embodiment of the present invention;
[0029] Figure 4(d) is a schematic diagram of the skinning effect in a related art according to an embodiment of the present invention;
[0030] Figure 5 This is a schematic diagram of a visual interface according to an embodiment of the present invention;
[0031] Figure 6 This is a schematic diagram of a primitive model with skin and skeleton according to an embodiment of the present invention;
[0032] Figure 7 This is a schematic diagram of an operation interface for adjusting the model structure according to an embodiment of the present invention;
[0033] Figure 8 This is a schematic diagram of an operation interface for adjusting the position of a model according to an embodiment of the present invention;
[0034] Figure 9 This is a schematic diagram of an operation interface for selecting buttons according to an embodiment of the present invention;
[0035] Figure 10 This is a schematic diagram illustrating a name appearing in the first button according to an embodiment of the present invention;
[0036] Figure 11 This is a schematic diagram of another operation interface for selecting buttons according to an embodiment of the present invention;
[0037] Figure 12 This is a schematic diagram illustrating a name appearing in a second button according to an embodiment of the present invention;
[0038] Figure 13 This is a schematic diagram of an operation interface for a click technology application according to an embodiment of the present invention;
[0039] Figure 14 This is a schematic diagram illustrating the successful execution of a technical application according to an embodiment of the present invention;
[0040] Figure 15 This is a schematic diagram illustrating the effect of applying skinning technology to a character with multiple body types according to an embodiment of the present invention;
[0041] Figure 16 This is a schematic diagram of a matching method according to an embodiment of the present invention;
[0042] Figure 17 This is a schematic diagram of an information processing device according to an embodiment of the present invention;
[0043] Figure 18 This is a schematic diagram of another information processing device according to an embodiment of the present invention;
[0044] Figure 19 This is a schematic diagram of an electronic device according to an embodiment of the present invention. Detailed Implementation
[0045] To enable those skilled in the art to better understand the present invention, the technical solutions of the present invention will be clearly and completely described below with reference to the accompanying drawings of the embodiments of the present invention. Obviously, the described embodiments are only some embodiments of the present invention, and not all embodiments. Based on the embodiments of the present invention, all other embodiments obtained by those skilled in the art without creative effort should fall within the scope of protection of the present invention.
[0046] It should be noted that the terms "first," "second," etc., in the specification, claims, and accompanying drawings of this invention are used to distinguish similar objects and are not necessarily used to describe a specific order or sequence. It should be understood that such data can be interchanged where appropriate so that the embodiments of the invention described herein can be implemented in orders other than those illustrated or described herein. Furthermore, the terms "comprising" and "having," and any variations thereof, are intended to cover a non-exclusive inclusion; for example, a process, method, system, product, or apparatus that comprises a series of steps or units is not necessarily limited to those steps or units explicitly listed, but may include other steps or units not explicitly listed or inherent to such processes, methods, products, or apparatus.
[0047] First, some nouns or terms that appear in the description of the embodiments of this application are to be interpreted as follows:
[0048] Skinning, a term used in 3D animation and also in 3D games, is a technique for creating 3D animation. It involves adding skeletons to a model created in 3D software. Since the skeletons and the model are independent of each other, the technique of binding the model to the skeletons to allow them to drive the model in realistic motion is called skinning.
[0049] Digital Content Create (DCC) is a type of software used for creating digital content (e.g., Maya, 3ds Max).
[0050] According to one embodiment of the present invention, an embodiment of an information processing method is provided. It should be noted that the steps shown in the flowchart in the accompanying drawings can be executed in a computer system such as a set of computer-executable instructions. Furthermore, although a logical order is shown in the flowchart, in some cases, the steps shown or described may be executed in a different order than that shown here.
[0051] This method embodiment can be executed on a mobile terminal, computer terminal, or similar computing device. Taking running on a mobile terminal as an example, the mobile terminal can be a smartphone (such as an Android phone, iOS phone, etc.), tablet computer, PDA, mobile Internet Device (MID), PAD, game console, and other terminal devices. Figure 1 This is a hardware structure block diagram of a mobile terminal for an information processing method X according to an embodiment of the present invention. Figure 1 As shown, a mobile terminal may include one or more ( Figure 1 Only one is shown in the diagram. A processor 102 (which may include, but is not limited to, a central processing unit (CPU), graphics processing unit (GPU), digital signal processing (DSP) chip, microprocessor (MCU), programmable logic device (FPGA), neural network processor (NPU), tensor processor (TPU), artificial intelligence (AI) type processor, etc.) and a memory 104 for storing data are also shown. Optionally, the mobile terminal may further include a transmission device 106 for communication functions, an input / output device 108, and a display device 110. Those skilled in the art will understand that... Figure 1 The structure shown is for illustrative purposes only and does not limit the structure of the mobile terminal described above. For example, the mobile terminal may also include components that are more... Figure 1 The more or fewer components shown, or having the same Figure 1 The different configurations shown.
[0052] The memory 104 can be used to store computer programs, such as application software programs and modules, like the computer program corresponding to the information processing X method in this embodiment of the invention. The processor 102 executes various functional applications and data processing by running the computer program stored in the memory 104, thereby realizing the aforementioned information processing X method. The memory 104 may include high-speed random access memory and may also include non-volatile memory, such as one or more magnetic storage devices, flash memory, or other non-volatile solid-state memory. In some instances, the memory 104 may further include memory remotely located relative to the processor 102, and these remote memories can be connected to the mobile terminal via a network. Examples of such networks include, but are not limited to, the Internet, corporate intranets, local area networks, mobile communication networks, and combinations thereof.
[0053] The transmission device 106 is used to receive or send data via a network. Specific examples of the network described above may include a wireless network provided by the mobile terminal's communication provider. In one example, the transmission device 106 includes a Network Interface Controller (NIC), which can connect to other network devices via a base station to communicate with the Internet. In another example, the transmission device 106 may be a Radio Frequency (RF) module used for wireless communication with the Internet.
[0054] The inputs in input / output device 108 can come from multiple human interface devices (HIDs). Examples include keyboards and mice, gamepads, and other dedicated game controllers (such as steering wheels, fishing rods, dance mats, and remote controls). Some HIDs, in addition to providing input functions, can also provide output functions, such as force feedback and vibration from gamepads, and audio output from controllers.
[0055] Display device 110 may be, for example, a head-up display (HUD), a touchscreen liquid crystal display (LCD), and a touch display (also referred to as a "touchscreen" or "touch display"). The LCD allows a user to interact with the user interface of the mobile terminal. In some embodiments, the mobile terminal has a graphical user interface (GUI), which allows the user to interact with the GUI by touching and / or gesturing on a touch-sensitive surface. Optional human-computer interaction functions include: creating web pages, drawing, word processing, creating electronic documents, playing games, video conferencing, instant messaging, sending and receiving emails, a call interface, playing digital video, playing digital music, and / or web browsing, etc. Executable instructions for performing the above human-computer interaction functions are configured / stored in one or more processor-executable computer program products or readable storage media.
[0056] In one possible implementation, embodiments of the present invention provide an information processing method. Figure 2 This is a flowchart of an information processing method according to one embodiment of the present invention, such as... Figure 2 As shown, the method may include the following steps:
[0057] Step S202: Obtain the original model corresponding to the virtual object.
[0058] In the technical solution provided by step S202 of the present invention, the original model corresponding to the virtual object is obtained. The virtual object can be a virtual character in a three-dimensional (Three Dimensional, abbreviated as 3D) animation, and the original model can be the initial model corresponding to the virtual object.
[0059] Alternatively, the original model can be obtained from an existing database or built using modeling software; no specific limitations are imposed here.
[0060] Step S204: Obtain the original information bound to the original model, wherein the original information includes the original skinning information and / or original bone information of the virtual object.
[0061] In the technical solution provided by step S204 of the present invention, a function is created to obtain the original information bound to the original model. The original information may include the original skinning information and the original skeleton information of the virtual object. The original skinning information may include the skinning weight information of the original skinned object. The original skeleton information includes the skeleton index, skeleton array, skeleton name and weight array information. Skinning refers to the process of combining the skeleton and the model. The weight refers to the degree of influence of the skinned skeleton on the fixed point of the object.
[0062] Optionally, the original information may also include the data structure of the original model object weight table with bone binding and skinning information of the virtual object, the number of vertices of the original skinned object, the number of bones that affect how much a specified vertex is affected, and the bone index for collecting the weights on the model points, without specific limitations here.
[0063] Step S206: Obtain the target model corresponding to the virtual object.
[0064] In the technical solution provided by step S206 of the present invention, a target model corresponding to the virtual object is obtained. The target model is obtained by adjusting the original model, and the pose of the target model is the same as that of the original model. The first vertex attribute of the target model is the same as that of the second vertex attribute of the original model. The first vertex attribute includes the position and / or number of multiple vertices of the target model, and the second vertex attribute includes the position and / or number of multiple vertices of the original model.
[0065] Optionally, the relative position information between multiple vertices in the target model is the same as the relative position information between multiple vertices in the original model, and the number of multiple vertices in the target model is the same as the number of multiple vertices in the target model. For example, if the original model has a total of 10 vertices and vertex A is located at the top left corner of vertex B, then the target model also has a total of 10 vertices and vertex A' is located at the top left corner of vertex B'.
[0066] Optionally, the target model can be a model that has been adjusted based on the original model, a model that needs to be skinned, a model whose structure has been adjusted, a point and surface model that has been adjusted, a model that has been transferred, or a new model. There are no specific limitations here.
[0067] Step S208: Bind the original information to the target model to drive the target model's motion based on the original information.
[0068] In the technical solution provided by step S208 of the present invention, when the position information of the target model is the same as the position information of the original model, the original information is bound to the target model, and the target model is driven to move based on the original information. The position information of the target model can be the coordinate information of the target model, and the position information of the original model can be the coordinate information of the original model.
[0069] It should be noted that the "binding" described above in this embodiment is the process of turning a 3D model into an animation that can be created by an animator. It is also an important part of the 3D animation production process. After the model is completed, the rigging artist needs to add bones and controllers to the model and reasonably allocate the weights of the bones before it can be handed over to the animator, who will then operate the controllers to create the 3D animation.
[0070] Optionally, when the position information of the target model is different from the position information of the original model, the position information of the target model needs to be adjusted until the adjusted position information is the same as the position information of the original model. The original information is then bound to the target model, and the target model is driven to move based on the original information.
[0071] Optionally, binding the original information to the target model can be done by copying the original information to the target model. If the target model has already bound the bone information, then only the skin information needs to be bound, that is, the original skin information in the original information is bound to the target model. If the target model has neither bound the bone information nor the skin information, then both the bone information and the skin information need to be bound, that is, the original bone information and the original skin information in the original information are bound to the target model.
[0072] Optionally, the original information can be bound to the target model using either automatic or manual binding methods; no specific limitations are specified here.
[0073] Through steps S202 to S208 of this application, the original model corresponding to the virtual object is obtained; the original information bound to the original model is obtained, wherein the original information includes the original skinning information and / or original skeleton information of the virtual object; the target model corresponding to the virtual object is obtained, wherein the target model is adjusted based on the original model, and the pose of the target model is the same as that of the original model, the first vertex attribute of the target model is the same as the second vertex attribute of the original model, the first vertex attribute includes the position and / or number of multiple vertices of the target model, and the second vertex attribute includes the position and / or number of multiple vertices of the original model; the original information is bound to the target model to drive the movement of the target model based on the original information. In other words, the embodiments of the present invention obtain the original information of the original model corresponding to the virtual object, and then transfer the original information to the target model to achieve the purpose of driving the target model, thereby avoiding manual adjustment of the skinning of each point, realizing the technical effect of improving the efficiency of processing information of virtual objects, and thus solving the technical problem of low information processing efficiency of virtual objects.
[0074] The method described above in this embodiment will be further described below.
[0075] As an optional implementation, the method further includes: determining the correspondence between the original model and the target model based on the vertex attribute information of the target model and the vertex attribute information of the original model; step S208, binding the original information to the target model, including: binding the original information to the target model based on the correspondence.
[0076] In this embodiment, the correspondence between the original model and the target model can be determined based on the vertex attribute information of the target model and the vertex attribute information of the original model. The original information is then bound to the target model based on the correspondence. The vertex attribute information of the target model may include the position and number of multiple vertices of the target model, and the vertex attribute information of the original model may include the position and number of multiple vertices of the original model. The correspondence may include both correspondence and non-correspondence.
[0077] Optionally, when the relative position information between multiple vertices of the target model is the same as the relative position information between multiple vertices of the original model, and the number of multiple vertices of the target model is the same as the number of multiple vertices of the target model, it indicates that the correspondence between the original model and the target model is correct, and the original information can be bound to the target model according to the correspondence.
[0078] Optionally, if the relative position information between multiple vertices of the target model is different from the relative position information between multiple vertices of the original model, or if the number of multiple vertices of the target model is different from the number of multiple vertices of the target model, it indicates that the correspondence between the original model and the target model is not corresponding, and the original information cannot be bound to the target model according to the correspondence.
[0079] As an optional implementation, step S208, binding the original information to the target model, includes: in response to the location information of the target model being the same as the location information of the original model, binding the original information to the target model.
[0080] In this embodiment, after determining that there is a correspondence between the original model and the target model, it is necessary to further judge the position information of the target model and the position information of the original model. If the position information of the target model is the same as the position information of the original model, the original information can be bound to the target model to improve the matching accuracy. The position information of the target model can be the coordinate information of the target model, and the position information of the original model can be the coordinate information of the original model.
[0081] As an optional implementation, step S208, in response to the fact that the position information of the target model is the same as the position information of the original model, binds the original information to the target model, including: adjusting the position information of the target model to the position information of the original model, so as to bind the original information to the target model.
[0082] In this embodiment, if the position information of the target model is different from the position information of the original model, the position information of the target model can be adjusted to the position information of the original model first, and then the original information can be bound to the target model.
[0083] Optionally, the coordinates of both the target model and the original model can be placed at the origin of the coordinate system to ensure that the position information of the two target models is consistent with the position information of the original model. For example, the two models can be placed in the state of (0,0,0), which is the world center point, where the left side of the center point is the left part of the body and the right side of the center point is the right part of the body. No specific restrictions are made here.
[0084] As an optional implementation, step S208, binding the original information to the target model, includes: in response to the target model not being bound with any bone information and not being bound with any skin information, binding the original skin information and the original bone information to the target model.
[0085] In this embodiment, when the target model has neither bound bone information nor bound skin information, it is necessary to bind both the original bone information and the original skin information in the original information to the target model.
[0086] As an optional implementation, the original model and the target model satisfy at least one of the following relationships: the number of original bones bound to the original model is the same as the number of target bones that need to be bound to the target model; the shape of the original model is the same as the shape of the target model; the number of vertices of the original model is the same as the number of vertices of the target model.
[0087] In this embodiment, if the original model and the target model satisfy any one of the following conditions: the number of original bones bound to the original model is the same as the number of target bones bound to the target model, the shape of the original model is the same as the shape of the target model, or the number of vertices of the original model is the same as the number of vertices of the target model, then the original information can be bound to the target model. The shape can be the action and posture of the virtual character model, which is not specifically limited here.
[0088] As an optional implementation, step S208, binding the original information to the target model, includes: in response to the target model having target bone information bound to it but not any skinning information bound to it, binding the original skinning information to the target model.
[0089] In this embodiment, if the target model has already been bound to bone information, then only the skin information needs to be bound, that is, the original skin information in the original information is bound to the target model.
[0090] For example, when a virtual character has multiple body types and each body type has a common skeletal scheme, only the original skinning information needs to be passed, that is, the original skinning information in the original information of the virtual character is bound to the target model.
[0091] As an optional implementation, step S208 involves establishing a matching relationship between the original bone information and the target bone information; binding the original skin information to the target model, including binding the original skin information to the target model according to the matching relationship.
[0092] In this embodiment, a matching relationship between the original bone information and the target bone information is first established, and then the original skinning information is bound to the target model according to the matching relationship. The matching relationship can be a mapping relationship between the original bone information and the target bone information.
[0093] Optionally, the matching relationship between the original skeletal information and the target skeletal information can be established by automatic matching or manual matching. Alternatively, the matching relationship can be established by first automatically matching and then manually determining the matching relationship. Automatic matching can include fuzzy matching of keywords, such as "foot" and "feet", without specific limitations here.
[0094] As an optional implementation, step S208, establishing a matching relationship between the original bone information and the target bone information, includes: matching the original bone information and the target bone information according to bone attributes to establish a matching relationship.
[0095] In this embodiment, when establishing a matching relationship between the original bone information and the target bone information, the original bone information and the target bone information can be matched according to the bone attributes. After a successful match, a matching relationship is established. The bone attributes may include the bone name, which is not specifically limited here.
[0096] As an alternative implementation, in response to removing the matching relationship, the original skinning information is unbound to the target model.
[0097] In this embodiment, if the matching relationship between the original bone information and the target bone information is removed, the binding of the original skinning information to the target model is canceled.
[0098] Optionally, if a matching relationship between the original skeleton information and the target skeleton information is not successfully established, the matching relationship can be removed, and the original skinning information can be unbound to the target model.
[0099] As an optional implementation, the original model and the target model satisfy at least one of the following relationships: the number of original bones bound to the original model is different from the number of target bones bound to the target model; the shape of the original model is different from the shape of the target model; the number of vertices of the original model is different from the number of vertices of the target model.
[0100] In this embodiment, if the original model and the target model satisfy any one of the following conditions: the number of original bones bound to the original model is different from the number of target bones bound to the target model, the shape of the original model is different from the shape of the target model, or the number of vertices and faces of the original model is different from the number of vertices and faces of the target model, then the binding of the original information to the target model can be cancelled.
[0101] In one possible implementation, the present invention also provides another information processing method, which provides a graphical user interface through a terminal device, wherein the terminal device may be a local terminal device or a client device in a cloud interaction system. Figure 3 This is a flowchart of another information processing method according to one embodiment of the present invention. A graphical user interface is provided through a terminal device. The content displayed by the graphical user interface includes a touch area, such as... Figure 3 As shown, the method may include the following steps:
[0102] Step S302: Display at least one first model corresponding to the virtual object on the graphical user interface.
[0103] In the technical solution provided by step S302 of the present invention, a first model corresponding to the virtual object can be displayed on the graphical user interface, or multiple first models corresponding to the virtual object can be displayed. The graphical user interface can be the graphical interface of the client, the virtual object can be any character in the 3D animation, and the first model can be any model corresponding to the virtual object. No specific limitation is made here.
[0104] Step S304: In response to a first touch operation on the first functional control, select the original model corresponding to the virtual object from at least one first model.
[0105] In the technical solution provided by step S304 of the present invention, when the first touch operation is performed on the first functional control, the original model corresponding to the virtual object is selected from at least one first model. The first functional control can be a button for selecting skinned objects (e.g., select skin objA), the first touch operation can be a point operation, and the original model can be the model that is about to be adjusted.
[0106] Optionally, the first function control can be touched by a mouse, a touchscreen, or by voice; no specific limitation is made here.
[0107] Step S306: Display at least one second model corresponding to the virtual object on the graphical user interface, wherein the second model is obtained by adjusting the first model.
[0108] In the technical solution provided by step S306 of the present invention, a second model corresponding to the virtual object can be displayed on the graphical user interface, or multiple second models corresponding to the virtual object can be displayed. The second model is a model obtained by adjusting the first model, such as enlarging or shrinking the first model to obtain the second model. No specific limitation is made here.
[0109] Step S308: In response to a second touch operation on the second functional control, select the target model corresponding to the virtual object from at least one second model.
[0110] In the technical solution provided by step S308 of the present invention, when a second touch operation is performed on the second functional control, a target model corresponding to the virtual object is selected from at least one second model, and an original model corresponding to the virtual object is selected from at least one first model. The second functional control can be a button for selecting unskinned objects (e.g., selectNoskin objA), the second touch operation can be a point selection operation, and the target model is obtained by adjusting the original model.
[0111] Optionally, the pose of the target model is the same as that of the original model, and the positions and number of multiple vertices of the target model are the same as those of multiple vertices of the original model.
[0112] Optionally, the second function control can be operated via mouse, touch screen, or voice; no specific limitation is made here.
[0113] Step S310: In response to a third touch operation on the third functional control, the original information bound to the original model is bound to the target model to drive the target model to move based on the original information, wherein the original information includes the original skinning information and / or the original skeletal information of the virtual object.
[0114] In the technical solution provided by step S310 of the present invention, when a third touch operation is performed on the third functional control, the original information bound to the original model is bound to the target model so as to drive the target model to move based on the original information. The third functional control can be an application button (e.g., Apply), the third touch operation can be a selection operation, the original information can include the original skinning information and the original skeleton information of the virtual object, the original skinning information can include the skinning weight information of the original skinned object, the original skeleton information includes the skeleton index, the skeleton array, the skeleton name and the weight array information, and the skinning refers to the information used to combine the skeleton and the model.
[0115] Optionally, the third function control can be operated via mouse, touch screen, or voice; no specific limitation is made here.
[0116] Through steps S302 to S310 above, by displaying at least one first model corresponding to the virtual object on the graphical user interface; in response to a first touch operation on the first functional control, selecting the original model corresponding to the virtual object from the at least one first model; displaying at least one second model corresponding to the virtual object on the graphical user interface; and in response to a third touch operation on the third functional control, binding the original information bound to the original model to the target model, so as to drive the target model to move based on the original information, thereby avoiding the purpose of manually adjusting the skin of each point, achieving the technical effect of improving the efficiency of processing information of virtual objects, and thus solving the technical problem of low information processing efficiency of virtual objects.
[0117] The technical solutions of the present invention will be further illustrated below with reference to preferred embodiments.
[0118] Skeleton is a hard tissue inside or on the body of vertebrates, whose functions include movement, support, and protection. In computers, skeletons are also created to simulate virtual characters, achieving the goal of creating dynamic three-dimensional digital creatures. The creation of skeletons and skins are essential steps, and good skeleton and skin creation makes it easier for artists to create lifelike dynamic three-dimensional digital characters.
[0119] The skin has a relationship between points and surfaces around each bone. When the bones move, the skin information moves the corresponding points and surfaces of the bones to complete the biological dynamic simulation. It is suitable for digital scenes such as PC and mobile film and animation, 3D games, etc.
[0120] Currently, virtual character skinning is primarily done using software with built-in skinning functions (such as 3ds Max). Skinning corresponds to the relationships between points and surfaces around each bone. When a bone moves, the skinning information moves the corresponding points and surfaces, completing the biological dynamic simulation. However, when using the software's built-in skinning function, the skinning of each point needs to be manually adjusted. During animation playback, any errors in the skinning need to be checked and corrected.
[0121] In related technologies, a method for creating virtual character models has been proposed. This method may include: creating a skeleton. Figure 4(a) is a schematic diagram of the operation interface for creating a skeleton according to an embodiment of the present invention. As shown in Figure 4, by selecting "bipedal animal" under "object type" in the operation box on the right, the corresponding skeleton can be created on the left; binding the skeleton to the model; selecting model points and faces near the skeleton for skinning. Figure 4(b) is a schematic diagram of the operation interface for binding a skeleton to a model according to an embodiment of the present invention. As shown in Figure 4(b), under "select skeleton", "0001_head" is selected to bind the head skeleton to the model; selecting... Skinning is performed on model points and surfaces near the skeleton. Figure 4(c) is a schematic diagram of the operation interface for skinning in a related art according to an embodiment of the present invention. As shown in Figure 4(c), the points and surfaces in the box represent model points and surfaces near the model's leg bones. Model points and surfaces near the bones can be selected for skinning to make the transition natural when the bones move the model surfaces, and to avoid unnatural pulling points. Figure 4(d) is a schematic diagram of the skinning effect in a related art according to an embodiment of the present invention. As shown in Figure 4(d), when the leg bones are pulled, the leg model will move, but the waist will not move. Animation artists can use this method to create excellent and exquisite motion content.
[0122] However, the above method is only applicable to creating entirely new virtual character models, including the entire process of rigging bones and creating skins. Furthermore, during skin creation, it is necessary to manually adjust the skin at each point, check for errors, and then rework and adjust. It cannot be used to adjust existing models, such as enlarged or scaled versions of existing characters, versions with adjusted faces and points, versions where the number of faces and points remains unchanged, or versions where only the shape has changed. This results in low efficiency in reskinning versions with minor adjustments to the character's appearance, leading to technical problems such as low efficiency in processing information from virtual objects. There is no good way to optimize these operations, and it is also impossible to achieve accurate and fast transfer of skeletal skinning.
[0123] However, this invention proposes a method for quickly creating skins for virtual characters. This method is simple and clear in its operation, easy to operate, optimizes the adjustment time and difficulty of the animation production process, and realizes the transfer of bone and skin information between two sets of models with the same or different number of bones, consistent or inconsistent shapes, and the same or different number of vertex faces, thereby solving the technical problem of low information processing efficiency for virtual objects.
[0124] The next step is to further describe the method for quickly creating skins for virtual characters provided in this embodiment of the invention. This method may include the following steps:
[0125] The first step is to create a function that can be used to collect the bone index, bone array, bone name and weight array information of the original skinned skeleton;
[0126] The second step is to create an execution transfer function, which can be used to copy the information collected above to the new model.
[0127] When the original model is selected, the modifiers (#skin) can be used to collect the data structure of the original model object weight table with bone binding and skinning information in the first function; collect the number of vertices, number of bones, and bone names of the original skinned object; collect the skinning weight information of the skinned object; collect the number of bones that affect how many vertices are affected by the specified number of bones; and collect the bone index of the weights on the model points.
[0128] Select the transfer model, add the previously collected bone skinning information to the modifier, and then copy it accordingly. After successful execution, a dialog box will be displayed saying "Execution successful".
[0129] The third step is to encapsulate and call the above functions, equip them with a visual user interface (UI), set the width and height of the interface (e.g., width 218, height 31) and the button names, the selected model is an array, after the model is selected, the model name is displayed on the button, and finally the applied function is executed when the button is clicked.
[0130] Figure 5 This is a schematic diagram of a visual interface according to an embodiment of the present invention, such as... Figure 5 As shown, the visualization interface window includes three buttons: "Select Skinned Object", "Select Unskinned Object", and "Apply". When the "Apply" button is clicked, the pass function is executed.
[0131] The following section introduces the application of methods for quickly creating skins for virtual characters.
[0132] Prepare two or more virtual character models. Figure 6 This is a schematic diagram of a primitive model with skin and skeleton according to an embodiment of the present invention, such as... Figure 6 As shown, the original model needs to have skin and bones. Figure 7 This is a schematic diagram of an operation interface for adjusting the model structure according to an embodiment of the present invention, such as... Figure 7 As shown, the model with the same number of faces that needs to transmit skin information is the model structure adjustment model.
[0133] Both the original model and the adjusted model are positioned at the origin (x: 0.0, y: 0.0, z: 0.0). Figure 8 This is a schematic diagram of an operation interface for adjusting the position of a model according to an embodiment of the present invention, such as... Figure 8 As shown, the model's position is adjusted and placed at the origin. The model's coordinates are at the exact center of the character model, intersecting vertically downwards on a line parallel to the feet. When transmitting information, the model's point must be in the state of (0,0,0), which is the center point of the world coordinates, ensuring that the positions of the two models are consistent (the left side of the center point is the left part of the body, and the right side of the center point is the right part of the body). The model is in its original position and has not been dragged to any other location; this original position is the software's world center point.
[0134] Click the "Select Skin objA" button; it will turn blue after selection. Figure 9 This is a schematic diagram of an operation interface for selecting a button according to an embodiment of the present invention, such as... Figure 9 As shown in the image, the dashed box indicates the button state after selecting the skin object (Select Skin objA). At this point, the original model with skin information is selected, and its name will appear in the first button. Figure 10 This is a schematic diagram illustrating the appearance of a name in the first button according to an embodiment of the present invention, such as... Figure 10 As shown, after clicking the "Select Skin" button above, select the original model with skin information, and "Body 01" will appear in the first button.
[0135] Click the "Select No Skin objA" button; it will turn blue after selection. Figure 11 This is a schematic diagram of another operation interface for selecting buttons according to an embodiment of the present invention, such as... Figure 11 As shown in the image, the dashed box indicates the button state after selecting the unskinned object (Select No Skin objA). At this point, selecting the adjustment point and face model with the "No Skin" information will cause its name to appear in the second button. Figure 12 This is a schematic diagram illustrating a name appearing in a second button according to an embodiment of the present invention, such as... Figure 12 As shown, after clicking the "Select Unskinned Object" button, the original model with unskinned object information will be selected, and "Body 02" will appear in the second button.
[0136] Click "Apply" to apply the technology. A pop-up message will appear indicating successful execution, completing the skinning copy. Figure 13 This is a schematic diagram of the user interface for a click technology application according to an embodiment of the present invention. Figure 14 This is a schematic diagram illustrating the successful execution of a technical application according to an embodiment of the present invention, such as... Figure 13 and Figure 14 As shown, clicking the "Apply" button will bring up a "Successful Execution" window, indicating that the skin copying is complete.
[0137] Optionally, Figure 15 This is a schematic diagram illustrating the effect of applying skinning technology to a character with multiple body types according to an embodiment of the present invention, such as... Figure 15 As shown, for a virtual character with multiple body types, each body type has a common skeleton. The need is to quickly create skinning information for each body type, rather than manually creating it. The number and names of the common bones vary across different body types. Methods for transferring bone and skinning information between models with the same or different number of bones, consistent or inconsistent shapes, and the same or different number of vertices and faces can include: loading a scene containing two skinning meshes, one for the skinning data to be extracted and the other for the skinning data to be pasted; selecting a source mesh with correct bones and weights, which can be copied by bone name or by vertices and faces.
[0138] Figure 16This is a schematic diagram of a matching method according to an embodiment of the present invention, such as... Figure 16 As shown, the left arrow matches the highlighted target bone with the highlighted source bone. Moving the source bone name to the left side of the dialog box following the target bone name will also highlight both the target and source bones. Clicking the left arrow will match multiple source bones with a single target bone. Clicking "OK" will then display the matching items listed on the left side of the dialog box. The right arrow removes the highlighted matching item from the left side of the dialog box and moves the source bone to the right side of the dialog box.
[0139] Optionally, matching by name will precisely match the source and target bones by name, which may include manual matching and automatic matching.
[0140] This invention achieves the transfer of bone and skinning information between two models with the same or different number of bones, consistent or inconsistent shapes, and the same or different number of vertices and faces through the following techniques: collecting a data structure of the original model object weight table with bone binding and skinning information; collecting the number of vertices, the number of bones, and the bone names; collecting the skinning weight information of the skinned object; collecting the number of bones that affect the weight of a specified vertex; collecting the bone index of the weight on the model point; storing the above collected data, encapsulating it, and calculating the relationship between the model to be skinned and the original model for transfer and copying; a minimalist UI setting interface with only three buttons: pick the original bone skinning object, pick the bone skinning model to be transferred, and apply the transfer button, making it the most easily understood and user-friendly tool for motion artists.
[0141] The main problems solved by the technical solutions of the embodiments of the present invention may include: skeleton mapping for two or more models with the same number of faces; skinning mapping for two or more models with the same number of faces; skeleton mapping for two or more models with different numbers of faces; and skinning mapping for two or more models with different numbers of faces.
[0142] The beneficial effects of the embodiments of the present invention may include: significantly shortening the time for binding skin to a single action, saving labor costs, greatly reducing the modification time for production personnel, reducing communication costs, and achieving process optimization and cost reduction.
[0143] In this embodiment of the invention, a function is created to collect the bone index, bone array, bone name, and weight array information of the original skinned skeleton. An execution transfer function is created to collect the information needed in the first function through modifiers[#skin] when selecting the original model, select the transfer model, and copy the previously collected skeleton skinning information. After successful execution, a success message is displayed. Based on the above functions, a visual UI interface is provided for the tool, and the width and height of the interface and button names are set. This achieves the purpose of transferring the skeleton and skinning information between two sets of models with the same or different number of skeletons, consistent or inconsistent shapes, and the same or different number of vertex faces. This improves the efficiency of skeleton skinning for virtual characters and solves the technical problem of low information processing efficiency for virtual objects.
[0144] Through the above description of the embodiments, those skilled in the art can clearly understand that the methods according to the above embodiments can be implemented by means of software plus necessary general-purpose hardware platforms. Of course, they can also be implemented by hardware, but in many cases the former is a better implementation method. Based on this understanding, the technical solution of the present invention, in essence, or the part that contributes to the prior art, can be embodied in the form of a software product. This computer software product is stored in a storage medium (such as ROM / RAM, magnetic disk, optical disk) and includes several instructions to cause a terminal device (which may be a mobile phone, computer, server, or network device, etc.) to execute the methods described in the various embodiments of the present invention.
[0145] This embodiment also provides a method for execution Figure 2 The information processing apparatus of the illustrated embodiment is used to implement the above embodiments and preferred embodiments, and will not be repeated as already described. The terms "unit" and "module" as used below can refer to a combination of software and / or hardware that performs a predetermined function. Although the apparatus described in the following embodiments is preferably implemented in software, hardware implementation, or a combination of software and hardware, is also possible and contemplated.
[0146] Figure 17 This is a schematic diagram of an information processing device according to an embodiment of the present invention, such as... Figure 17 As shown, the information processing device 17 includes: a first acquisition unit 1701, a second acquisition unit 1702, a third acquisition unit 1703, and a first binding unit 1704.
[0147] The first acquisition unit 1701 is used to acquire the original model corresponding to the virtual object.
[0148] The second acquisition unit 1702 is used to acquire the original information bound to the original model, wherein the original information includes the original skinning information and / or original skeleton information of the virtual object.
[0149] The third acquisition unit 1703 is used to acquire the target model corresponding to the virtual object. The target model is obtained by adjusting the original model, and the pose of the target model is the same as that of the original model. The first vertex attribute of the target model is the same as the second vertex attribute of the original model. The first vertex attribute includes the position and / or number of multiple vertices of the target model, and the second vertex attribute includes the position and / or number of multiple vertices of the original model.
[0150] The first binding unit 1704 is used to bind the original information to the target model so as to drive the target model to move based on the original information.
[0151] Optionally, the device may further include: a determining unit, used to determine the correspondence between the original model and the target model based on the vertex attribute information of the target model and the vertex attribute information of the original model.
[0152] The first binding unit 1704 may include: a first binding subunit, used to bind the original information to the target model based on the correspondence.
[0153] Optionally, the first binding subunit may include: a first binding module, used to bind the original information to the target model in response to the fact that the position information of the target model is the same as the position information of the original model.
[0154] Optionally, the first binding module may include: a first binding submodule, used to adjust the position information of the target model to the position information of the original model, so as to bind the original information to the target model.
[0155] Optionally, the first binding unit 1704 may include: a second binding subunit, used to bind the original skin information and the original bone information to the target model in response to the target model not being bound with any bone information and not being bound with any skin information.
[0156] Optionally, the original model and the target model satisfy at least one of the following relationships: the number of original bones bound to the original model is the same as the number of target bones bound to the target model; the shape of the original model is the same as the shape of the target model; the number of vertices of the original model is the same as the number of vertices of the target model.
[0157] Optionally, the first binding unit 1704 may include: a third binding subunit, used to bind the original skin information to the target model in response to the target model being bound with target bone information but not with any skin information.
[0158] Optionally, the third binding subunit may include: a creation module for establishing a matching relationship between the original skeleton information and the target skeleton information; and a second binding module for binding the original skinning information to the target model according to the matching relationship.
[0159] Optionally, the module may include a second matching submodule, used to match the original bone information and the target bone information according to the bone attributes to establish a matching relationship.
[0160] Optionally, the third binding subunit may include: a unmatching module, used to unbind the original skinning information to the target model in response to removing the matching relationship.
[0161] Optionally, the original model and the target model satisfy at least one of the following relationships: the number of original bones bound to the original model is different from the number of target bones bound to the target model; the shape of the original model is different from the shape of the target model; the number of vertices of the original model is different from the number of vertices of the target model.
[0162] In the information processing device of this embodiment, the first acquisition unit acquires the original model corresponding to the virtual object, the second acquisition unit acquires the original information bound to the original model, wherein the original information includes the original skinning information and / or original skeleton information of the virtual object, and the third acquisition unit acquires the target model corresponding to the virtual object, wherein the target model is obtained by adjusting the original model, and the pose of the target model is the same as the pose of the original model, the first vertex attribute of the target model is the same as the second vertex attribute of the original model, the first vertex attribute includes the position and / or number of multiple vertices of the target model, the second vertex attribute includes the position and / or number of multiple vertices of the original model, and the first matching unit binds the original information to the target model to drive the target model to move based on the original information, thereby avoiding the purpose of manually adjusting the skinning of each point, thus achieving the technical effect of improving the efficiency of processing information of virtual objects, and solving the technical problem of low efficiency in processing information of virtual objects.
[0163] This embodiment also provides a method for execution Figure 3 The information processing apparatus of the illustrated embodiment, Figure 18 This is a schematic diagram of an information processing device according to an embodiment of the present invention. A graphical user interface is provided through a terminal device. The content displayed by the graphical user interface includes a touch area. The information processing device 18 includes: a first display unit 1801, a first selection unit 1802, a second display unit 1803, a second selection unit 1804, and a second matching unit 1805.
[0164] The first display unit 1801 is used to display at least one first model corresponding to the virtual object on the graphical user interface.
[0165] The first selection unit 1802 is used to select the original model corresponding to the virtual object from at least one first model in response to a first touch operation on the first functional control.
[0166] The second display unit 1803 is used to display at least one second model corresponding to a virtual object on a graphical user interface, wherein the second model is obtained by adjusting the first model, and the pose of the target model is the same as the pose of the original model, the first vertex attribute of the target model is the same as the second vertex attribute of the original model, the first vertex attribute includes the position and / or number of multiple vertices of the target model, and the second vertex attribute includes the position and / or number of multiple vertices of the original model.
[0167] The second selection unit 1804 is used to select a target model corresponding to a virtual object from at least one second model in response to a second touch operation on the second functional control. The target model is obtained by adjusting the original model, and the pose of the target model is the same as that of the original model. The first vertex attribute of the target model is the same as the second vertex attribute of the original model. The first vertex attribute includes the position and / or number of multiple vertices of the target model, and the second vertex attribute includes the position and / or number of multiple vertices of the original model.
[0168] The second binding unit 1805 is used to bind the original information bound to the original model to the target model in response to the third touch operation of the third functional control, so as to drive the target model to move based on the original information, wherein the original information includes the original skinning information and / or original skeletal information of the virtual object.
[0169] In the information processing apparatus of this embodiment, a first display unit is used to display at least one first model corresponding to a virtual object on a graphical user interface; a first selection unit is used to select the original model corresponding to the virtual object from the at least one first model in response to a first touch operation on a first functional control; a second display unit is used to display at least one second model corresponding to the virtual object on a graphical user interface; a second selection unit is used to select the target model corresponding to the virtual object from the at least one second model in response to a second touch operation on a second functional control, wherein the target model is adjusted based on the original model, and the pose of the target model is the same as the pose of the original model, the first vertex attribute of the target model is the same as the second vertex attribute of the original model, the first vertex attribute includes the position and / or number of multiple vertices of the target model, and the second vertex attribute includes the position and / or number of multiple vertices of the original model; a second binding unit is used to bind the original information bound to the original model to the target model in response to a third touch operation on a third functional control, so as to drive the target model to move based on the original information, thereby avoiding the purpose of manually adjusting the skin of each point, thus achieving the technical effect of improving the efficiency of processing information of virtual objects, and solving the technical problem of low efficiency in processing information of virtual objects.
[0170] It should be noted that the above-mentioned units and modules can be implemented by software or hardware. For the latter, they can be implemented in the following ways, but not limited to these: all the above-mentioned units and modules are located in the same processor; or, the above-mentioned units and modules are located in different processors in any combination.
[0171] Embodiments of the present invention also provide a readable storage medium storing a computer program, wherein the computer program is configured to execute the steps in any of the above method embodiments when run.
[0172] Optionally, in this embodiment, the aforementioned readable storage medium may include, but is not limited to, various media capable of storing computer programs, such as USB flash drives, read-only memory (ROM), random access memory (RAM), portable hard drives, magnetic disks, or optical disks.
[0173] Optionally, in this embodiment, the aforementioned readable storage medium may be located in any computer terminal in a group of computer terminals in a computer network, or in any mobile terminal in a group of mobile terminals.
[0174] Optionally, in this embodiment, the readable storage medium may be configured to store a computer program for performing the following steps:
[0175] S1, obtain the original model corresponding to the virtual object;
[0176] S2, obtain the original information bound to the original model, wherein the original information includes the original skinning information and / or original skeleton information of the virtual object;
[0177] S3, obtain the target model corresponding to the virtual object, wherein the target model is obtained by adjusting the original model, and the pose of the target model is the same as the pose of the original model. The first vertex attribute of the target model is the same as the second vertex attribute of the original model. The first vertex attribute includes the position and / or number of multiple vertices of the target model, and the second vertex attribute includes the position and / or number of multiple vertices of the original model.
[0178] S4 binds the original information to the target model to drive the target model's motion based on the original information.
[0179] Optionally, the aforementioned readable storage medium may be configured to store a computer program for performing the following steps: determining the correspondence between the original model and the target model based on the vertex attribute information of the target model and the vertex attribute information of the original model; and binding the original information to the target model based on the correspondence.
[0180] Optionally, the aforementioned readable storage medium may be configured to store a computer program for performing the following steps: in response to the location information of the target model being identical to the location information of the original model, binding the original information to the target model.
[0181] Optionally, the aforementioned readable storage medium may be configured to store a computer program for performing the following steps: adjusting the position information of the target model to the position information of the original model, so as to bind the original information to the target model.
[0182] Optionally, the aforementioned readable storage medium may be configured to store a computer program for performing the following steps: in response to the target model not being bound to any bone information and not being bound to any skin information, binding the original skin information and the original bone information to the target model.
[0183] Optionally, the original model and the target model satisfy at least one of the following relationships: the number of original bones bound to the original model is the same as the number of target bones bound to the target model; the shape of the original model is the same as the shape of the target model; the number of vertices of the original model is the same as the number of vertices of the target model.
[0184] Optionally, the aforementioned readable storage medium may be configured to store a computer program for performing the following steps: in response to a target model having target bone information bound to it but not any skinning information bound to it, binding raw skinning information to the target model.
[0185] Optionally, the aforementioned readable storage medium may be configured to store a computer program for performing the following steps: binding the original skinning information to the target model according to the matching relationship.
[0186] Optionally, the aforementioned readable storage medium may be configured to store a computer program for performing the following steps: matching the original bone information and the target bone information according to bone attributes to establish a matching relationship.
[0187] Optionally, in response to removing the matching relationship, the original skinning information is unbound to the target model.
[0188] Optionally, the original model and the target model satisfy at least one of the following relationships: the number of original bones bound to the original model is different from the number of target bones bound to the target model; the shape of the original model is different from the shape of the target model; the number of vertices of the original model is different from the number of vertices of the target model.
[0189] The aforementioned readable storage medium is also configured to store program code for performing the following steps:
[0190] S1, Display at least one first model corresponding to the virtual object on the graphical user interface;
[0191] S2, in response to a first touch operation on the first functional control, selects the original model corresponding to the virtual object from at least one first model;
[0192] S3, display at least one second model corresponding to the virtual object on the graphical user interface, wherein the second model is obtained by adjusting the first model;
[0193] S4, in response to a second touch operation on the second functional control, select a target model corresponding to the virtual object from at least one second model, wherein the target model is obtained by adjusting the original model, and the pose of the target model is the same as the pose of the original model, the first vertex attribute of the target model is the same as the second vertex attribute of the original model, the first vertex attribute includes the position and / or number of multiple vertices of the target model, and the second vertex attribute includes the position and / or number of multiple vertices of the original model;
[0194] S5, in response to a third touch operation on the third functional control, binds the original information bound to the original model to the target model, so as to drive the target model to move based on the original information, wherein the original information includes the original skinning information and / or original skeletal information of the virtual object.
[0195] In the readable storage medium of this embodiment, an information processing technical solution is provided. By obtaining the original information of the original model corresponding to the virtual object, and then transmitting the original information to the target model, the target model is driven. This avoids manually adjusting the skin of each point and improves the efficiency of processing information of the virtual object, thereby solving the technical problem of low information processing efficiency of the virtual object.
[0196] From the above description of the embodiments, those skilled in the art will readily understand that the exemplary embodiments described herein can be implemented by software or by combining software with necessary hardware. Therefore, the technical solutions according to the embodiments of the present invention can be embodied in the form of a software product, which can be stored in a computer-readable storage medium (such as a CD-ROM, USB flash drive, portable hard drive, etc.) or on a network, including several instructions to cause a computing device (such as a personal computer, server, terminal device, or network device, etc.) to execute the method according to the embodiments of the present invention.
[0197] In exemplary embodiments of this application, a computer-readable storage medium stores a program product capable of implementing the methods described above in this embodiment. In some possible implementations, various aspects of the embodiments of the present invention can also be implemented as a program product comprising program code, which, when run on a terminal device, causes the terminal device to perform the steps described in the "Exemplary Methods" section of this embodiment according to various exemplary embodiments of the present invention.
[0198] According to embodiments of the present invention, a program product for implementing the above-described method may employ a portable compact disc read-only memory (CD-ROM) and include program code, and may run on a terminal device, such as a personal computer. However, the program product of the present invention is not limited thereto. In the embodiments of the present invention, the computer-readable storage medium may be any tangible medium containing or storing a program that may be used by or in conjunction with an instruction execution system, apparatus, or device.
[0199] The aforementioned program product may take the form of any combination of one or more computer-readable media. Such computer-readable storage media may be, for example, but not limited to, electrical, magnetic, optical, electromagnetic, infrared, or semiconductor systems, apparatuses, or devices, or any combination thereof. More specific examples (not exhaustive) of computer-readable storage media include: electrical connections having one or more wires, portable disks, hard disks, random access memory (RAM), read-only memory (ROM), erasable programmable read-only memory (EPROM or flash memory), optical fibers, portable compact disk read-only memory (CD-ROM), optical storage devices, magnetic storage devices, or any suitable combination thereof.
[0200] It should be noted that the program code contained on the computer-readable storage medium can be transmitted using any suitable medium, including but not limited to wireless, wired, optical fiber, RF, etc., or any suitable combination thereof.
[0201] Embodiments of the present invention also provide an electronic device including a memory and a processor, the memory storing a computer program and the processor being configured to run the computer program to perform the steps in any of the above method embodiments.
[0202] Optionally, the electronic device may further include a transmission device and an input / output device, wherein the transmission device is connected to the processor and the input / output device is connected to the processor.
[0203] Optionally, in this embodiment, the processor can be configured to perform the following steps via a computer program:
[0204] S1, obtain the original model corresponding to the virtual object;
[0205] S2, obtain the original information bound to the original model, wherein the original information includes the original skinning information and / or original skeleton information of the virtual object;
[0206] S3, obtain the target model corresponding to the virtual object, wherein the target model is obtained by adjusting the original model, and the pose of the target model is the same as the pose of the original model. The first vertex attribute of the target model is the same as the second vertex attribute of the original model. The first vertex attribute includes the position and / or number of multiple vertices of the target model, and the second vertex attribute includes the position and / or number of multiple vertices of the original model.
[0207] S4 binds the original information to the target model to drive the target model's motion based on the original information.
[0208] Optionally, the processor described above can be configured to perform the following steps via a computer program: determining the correspondence between the original model and the target model based on the vertex attribute information of the target model and the vertex attribute information of the original model; and binding the original information to the target model based on the correspondence.
[0209] Optionally, the processor described above can be configured to perform the following steps via a computer program: in response to the position information of the target model being the same as the position information of the original model, binding the original information to the target model.
[0210] Optionally, the processor described above can be configured to perform the following steps via a computer program: adjusting the position information of the target model to the position information of the original model, so as to bind the original information to the target model.
[0211] Optionally, the processor described above can be configured to perform the following steps via a computer program: in response to the target model not being bound to any bone information and not being bound to any skin information, binding the original skin information and the original bone information to the target model.
[0212] Optionally, the original model and the target model satisfy at least one of the following relationships: the number of original bones bound to the original model is the same as the number of target bones bound to the target model; the shape of the original model is the same as the shape of the target model; the number of vertices of the original model is the same as the number of vertices of the target model.
[0213] Optionally, the processor described above can be configured to perform the following steps via a computer program: in response to the target model having target bone information bound to it but not any skinning information bound to it, binding the original skinning information to the target model.
[0214] Optionally, the processor described above can be configured to perform the following steps via a computer program: binding the original skinning information to the target model according to the matching relationship.
[0215] Optionally, the processor described above can be configured to perform the following steps via a computer program: matching the original bone information and the target bone information according to bone attributes to establish a matching relationship.
[0216] Optionally, in response to canceling the matching relationship, the original information is unbound to the target model.
[0217] Optionally, the original model and the target model satisfy at least one of the following relationships: the number of original bones bound to the original model is different from the number of target bones bound to the target model; the shape of the original model is different from the shape of the target model; the number of vertices of the original model is different from the number of vertices of the target model.
[0218] The processor described above can also be configured to perform the following steps via a computer program:
[0219] S1, Display at least one first model corresponding to the virtual object on the graphical user interface;
[0220] S2, in response to a first touch operation on the first functional control, selects the original model corresponding to the virtual object from at least one first model;
[0221] S3, display at least one second model corresponding to the virtual object on the graphical user interface, wherein the second model is obtained by adjusting the first model;
[0222] S4, in response to a second touch operation on the second functional control, select a target model corresponding to the virtual object from at least one second model, wherein the target model is obtained by adjusting the original model, and the pose of the target model is the same as the pose of the original model, the first vertex attribute of the target model is the same as the second vertex attribute of the original model, the first vertex attribute includes the position and / or number of multiple vertices of the target model, and the second vertex attribute includes the position and / or number of multiple vertices of the original model;
[0223] S5, in response to a third touch operation on the third functional control, binds the original information bound to the original model to the target model, so as to drive the target model to move based on the original information, wherein the original information includes the original skinning information and / or original skeletal information of the virtual object.
[0224] In the electronic device of this embodiment, an information processing technical solution obtains the original information of the original model corresponding to the virtual object, and then transmits the original information to the target model to drive the target model. This avoids manually adjusting the skin of each point and improves the efficiency of processing information of the virtual object, thereby solving the technical problem of low efficiency in processing information of the virtual object.
[0225] Figure 19 This is a schematic diagram of an electronic device according to an embodiment of the present invention. Figure 19 As shown, the electronic device 1900 is merely an example and should not impose any limitations on the functionality and scope of use of the embodiments of the present invention.
[0226] like Figure 19 As shown, the electronic device 1900 is presented in the form of a general-purpose computing device. The components of the electronic device 1900 may include, but are not limited to: at least one processor 1910, at least one memory 1920, a bus 1930 connecting different system components (including memory 1920 and processor 1910), and a display 1940.
[0227] The memory 1920 stores program code that can be executed by the processor 1910, causing the processor 1910 to perform the steps described in the method section of the embodiments of this application according to various exemplary implementations of the present invention.
[0228] The memory 1920 may include a readable medium in the form of volatile memory cells, such as random access memory (RAM) 19201 and / or cache memory 19202, and may further include read-only memory (ROM) 19203, and may also include non-volatile memory, such as one or more magnetic storage devices, flash memory, or other non-volatile solid-state memory.
[0229] In some instances, memory 1920 may also include programs / utilities 19204 having a set (at least one) of program modules 19205, including but not limited to: an operating system, one or more application programs, other program modules, and program data. Each or some combination of these examples may include an implementation of a network environment. Memory 1920 may further include memory remotely located relative to processor 1910, which can be connected to electronic device 1900 via a network. Examples of such networks include, but are not limited to, the Internet, intranets, local area networks, mobile communication networks, and combinations thereof.
[0230] Bus 1930 can represent one or more of several types of bus structures, including a memory cell bus or memory cell controller, peripheral bus, graphics acceleration port, processor 1910, or a local bus using any of the various bus structures.
[0231] The display 1940 may be, for example, a touchscreen liquid crystal display (LCD) that allows a user to interact with the user interface of the electronic device 1900.
[0232] Optionally, the electronic device 1900 can also communicate with one or more external devices 1900 (e.g., keyboard, pointing device, Bluetooth device, etc.), one or more devices that enable a user to interact with the electronic device 1900, and / or any device that enables the electronic device 1900 to communicate with one or more other computing devices (e.g., router, modem, etc.). This communication can be performed via the input / output (I / O) interface 1950. Furthermore, the electronic device 1900 can also communicate with one or more networks (e.g., local area network (LAN), wide area network (WAN), and / or public networks, such as the Internet) via the network adapter 1960. Figure 19As shown, network adapter 1960 communicates with other modules of electronic device 1900 via bus 1930. It should be understood that, although... Figure 19 As not shown, other hardware and / or software modules may be used in conjunction with electronic device 1900, including but not limited to: microcode, device drivers, redundant processing units, external disk drive arrays, RAID systems, tape drives, and data backup storage systems.
[0233] The aforementioned electronic device 1900 may also include: a keyboard, a cursor control device (such as a mouse), an input / output interface (I / O interface), a network interface, a power supply, and / or a camera.
[0234] Those skilled in the art will understand that Figure 19 The structure shown is for illustrative purposes only and does not limit the structure of the electronic device described above. For example, electronic device 1900 may also include... Figure 19 The more or fewer components shown, or having the same Figure 1 Different configurations are shown. The memory 1920 can be used to store computer programs and corresponding data, such as the computer program and corresponding data corresponding to the information processing method in this embodiment of the invention. The processor 1910 executes various functional applications and data processing by running the computer program stored in the memory 1920, thereby implementing the aforementioned information processing method.
[0235] The sequence numbers of the above embodiments of the present invention are for descriptive purposes only and do not represent the superiority or inferiority of the embodiments.
[0236] In the above embodiments of the present invention, the descriptions of each embodiment have different focuses. For parts not described in detail in a certain embodiment, please refer to the relevant descriptions of other embodiments.
[0237] In the several embodiments provided in this application, it should be understood that the disclosed technical content can be implemented in other ways. The device embodiments described above are merely illustrative; for example, the division of units can be a logical functional division, and in actual implementation, there may be other division methods. For instance, multiple units or components may be combined or integrated into another system, or some features may be ignored or not executed. Furthermore, the displayed or discussed mutual coupling, direct coupling, or communication connection may be through some interfaces; the indirect coupling or communication connection between units or modules may be electrical or other forms.
[0238] The units described as separate components may or may not be physically separate. The components shown as units may or may not be physical units; that is, they may be located in one place or distributed across multiple units. Some or all of the units can be selected to achieve the purpose of this embodiment according to actual needs.
[0239] Furthermore, the functional units in the various embodiments of the present invention can be integrated into one processing unit, or each unit can exist physically separately, or two or more units can be integrated into one unit. The integrated unit can be implemented in hardware or as a software functional unit.
[0240] If the integrated unit is implemented as a software functional unit and sold or used as an independent product, it can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of the present invention, in essence, or the part that contributes to the prior art, or all or part of the technical solution, can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes several instructions to cause a computer device (which may be a personal computer, server, or network device, etc.) to execute all or part of the steps of the methods described in the various embodiments of the present invention. The aforementioned storage medium includes various media capable of storing program code, such as USB flash drives, read-only memory (ROM), random access memory (RAM), portable hard drives, magnetic disks, or optical disks.
[0241] The above description is only a preferred embodiment of the present invention. It should be noted that for those skilled in the art, several improvements and modifications can be made without departing from the principle of the present invention, and these improvements and modifications should also be considered within the scope of protection of the present invention.
Claims
1. An information processing method, characterized in that, include: Obtain the original model corresponding to the virtual object; Obtain the original information bound to the original model, wherein the original information includes the original skinning information and / or original skeletal information of the virtual object; Obtain the target model corresponding to the virtual object, wherein the target model is adjusted based on the original model, and the pose of the target model is the same as the pose of the original model. The first vertex attribute of the target model is the same as the second vertex attribute of the original model. The first vertex attribute includes the relative position information and / or number of multiple vertices of the target model, and the second vertex attribute includes the relative position information and / or number of multiple vertices of the original model. The original information is bound to the target model so as to drive the target model to move based on the original information; Binding the original information to the target model includes: adjusting the position information of the target model in response to the fact that the position information of the target model is different from the position information of the original model, wherein the adjusted position information of the target model is the same as the position information of the original model; and binding the original information to the adjusted target model.
2. The method according to claim 1, characterized in that, The method further includes: determining the correspondence between the original model and the target model based on the first vertex attribute and the second vertex attribute; Binding the original information to the target model includes: binding the original information to the target model based on the correspondence.
3. The method according to claim 1, characterized in that, Binding the original information to the target model includes: In response to the fact that the location information of the target model is the same as the location information of the original model, the original information is bound to the target model.
4. The method according to claim 3, characterized in that, The method further includes: in response to the fact that the position information of the target model is different from the position information of the original model, adjusting the position information of the target model to the position information of the original model, so as to bind the original information to the target model.
5. The method according to claim 1, characterized in that, Binding the original information to the target model includes: In response to the fact that the target model is not bound to any bone information and is not bound to any skin information, the original skin information and the original bone information are bound to the target model.
6. The method according to claim 5, characterized in that, The original model and the target model satisfy at least one of the following relationships: The number of original bones bound to the original model is the same as the number of target bones that need to be bound to the target model; The original model has the same shape as the target model; The original model has the same number of vertices as the target model.
7. The method according to claim 1, characterized in that, Binding the original information to the target model includes: In response to the target model being bound to target bone information but not to any skinning information, the original skinning information is bound to the target model.
8. The method according to claim 7, characterized in that, The method further includes: establishing a matching relationship between the original bone information and the target bone information; Binding the original skin information to the target model includes: binding the original skin information to the target model according to the matching relationship.
9. The method according to claim 8, characterized in that, Establishing a matching relationship between the original bone information and the target bone information includes: The original bone information and the target bone information are matched according to bone attributes to establish the matching relationship.
10. The method according to claim 8, characterized in that, The method further includes: In response to removing the matching relationship, the original skinning information is unbound to the target model.
11. The method according to claim 7, characterized in that, The original model and the target model satisfy at least one of the following relationships: The number of original bones bound to the original model is different from the number of target bones that need to be bound to the target model; The original model and the target model have different shapes; The number of vertices in the original model is different from the number of vertices in the target model.
12. An information processing method, characterized in that, A graphical user interface is provided through a terminal device, wherein the content displayed by the graphical user interface includes a first function control, a second function control, and a third function control, and the method includes: At least one first model corresponding to the virtual object is displayed on the graphical user interface; In response to a first touch operation on the first functional control, the original model corresponding to the virtual object is selected from the at least one first model; At least one second model corresponding to the virtual object is displayed on the graphical user interface, wherein the second model is obtained by adjusting the first model; In response to a second touch operation on the second functional control, a target model corresponding to the virtual object is selected from the at least one second model, wherein the target model is adjusted based on the original model, and the pose of the target model is the same as the pose of the original model, the first vertex attribute of the target model is the same as the second vertex attribute of the original model, the first vertex attribute includes the relative position information and / or number of multiple vertices of the target model, and the second vertex attribute includes the relative position information and / or number of multiple vertices of the original model; In response to a third touch operation on the third functional control, the original information bound to the original model is bound to the target model to drive the target model to move based on the original information, wherein the original information includes the original skinning information and / or original skeletal information of the virtual object; Binding the original information to the target model includes: adjusting the position information of the target model in response to the fact that the position information of the target model is different from the position information of the original model, wherein the adjusted position information of the target model is the same as the position information of the original model; and binding the original information to the adjusted target model.
13. An information processing device, characterized in that, include: The first acquisition unit is used to acquire the original model corresponding to the virtual object; The second acquisition unit is used to acquire the original information bound to the original model, wherein the original information includes the original skinning information and / or original skeleton information of the virtual object; The third acquisition unit is used to acquire the target model corresponding to the virtual object, wherein the target model is obtained by adjusting the original model, and the pose of the target model is the same as the pose of the original model. The first vertex attribute of the target model is the same as the second vertex attribute of the original model. The first vertex attribute includes the relative position information and / or number of multiple vertices of the target model, and the second vertex attribute includes the relative position information and / or number of multiple vertices of the original model. The first binding unit is used to bind the original information to the target model so as to drive the target model to move based on the original information; The first binding unit is further configured to bind the original information to the target model through the following steps: in response to the position information of the target model being different from the position information of the original model, adjusting the position information of the target model, wherein the adjusted position information of the target model is the same as the position information of the original model; and binding the original information to the adjusted target model.
14. An information processing device, characterized in that, A graphical user interface is provided through a terminal device, the content displayed by the graphical user interface including a first function control, a second function control, and a third function control, the device comprising: The first display unit is used to display at least one first model corresponding to the virtual object on the graphical user interface; The first selection unit is configured to select the original model corresponding to the virtual object from the at least one first model in response to a first touch operation on the first functional control. The second display unit is used to display at least one second model corresponding to the virtual object on the graphical user interface, wherein the second model is obtained by adjusting the first model; The second selection unit is configured to, in response to a second touch operation on the second functional control, select a target model corresponding to the virtual object from the at least one second model, wherein the target model is adjusted based on the original model, and the pose of the target model is the same as the pose of the original model, the first vertex attribute of the target model is the same as the second vertex attribute of the original model, the first vertex attribute includes the relative position information and / or number of multiple vertices of the target model, and the second vertex attribute includes the relative position information and / or number of multiple vertices of the original model; The second binding unit is used to bind the original information bound to the original model to the target model in response to the third touch operation of the third functional control, so as to drive the target model to move based on the original information, wherein the original information includes the original skinning information and / or original skeletal information of the virtual object; The second binding unit is further configured to bind the original information to the target model through the following steps: in response to the position information of the target model being different from the position information of the original model, adjusting the position information of the target model, wherein the adjusted position information of the target model is the same as the position information of the original model; binding the original information to the adjusted target model.
15. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores a computer program, wherein the computer program is configured to execute the information processing method according to any one of claims 1 to 12 when run by a processor.
16. An electronic device comprising a memory and a processor, characterized in that, The memory stores a computer program, and the processor is configured to run the computer program to perform the information processing method according to any one of claims 1 to 12.
Citation Information
Patent Citations
Adjustable dynamic head model generation method, terminal and computer storage medium
CN112017295A