A method for quickly exporting prop animations to the engine

Through automatic screening and baking processing, the problem of human judgment in the Maya software during the export of prop models is solved, and efficient and accurate prop animation export is achieved to the engine, simplifying the operation process and improving data integrity.

CN115687698BActive Publication Date: 2025-08-05SHANGHAI CHENGJING FANHAI TECHNOLOGY CO LTD
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Patent Information

Application Number
CN202211246783.2
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2022-10-12
Publication Date
2025-08-05
Estimated Expiration
2042-10-12

AI Technical Summary

Technical Problem

When exporting prop models in Maya software, the prior art requires human judgment of the part of the model that brings animation and does not bring animation. The operation is cumbersome and errors are prone to errors, resulting in file data errors.

Method used

Through automatic filtering and baking processing, the animation and no animation parts in the prop model are distinguished, and saved in the fbx file format respectively, so as to automatically export prop animations to the engine.

Benefits of technology

It improves the export efficiency and accuracy of prop animation to the engine, ensures the integrity and accuracy of model data, and simplifies the operation process.

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Abstract

The technical solution adopted by the present invention is a method for quickly exporting prop animations to an engine, comprising the following steps: selecting prop model data from an acquired model; selecting model data with animations in the prop model for baking, and saving the data in the .fbx file format to a specified path; reversely selecting other model data in the prop model based on the selected model data with animations; baking the selected other model data, and saving the data in the .fbx file format to a specified path. The present invention improves the efficiency and accuracy of exporting prop animations to the engine.
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Description

Technical Field

[0001] The present invention belongs to the technical field of three-dimensional asset production, and in particular relates to a method for quickly exporting prop animation to an engine. Background Art

[0002] Currently, when exporting a prop model in Maya, select the model you want to export, then click File on the menu bar, click Export All or Export Current Selection, and select the FBX file extension in the file type (you also need to activate fbxmaya.mll in the plug-in manager, and set some export parameters to correctly export the required file).

[0003] This existing technology cannot automatically distinguish between animated and non-animated parts of the model, requiring manual judgment by the production staff. Therefore, the existing Maya-based technology has a complex operation process and requires certain technical skills. In addition, incorrect input parameters or missing corresponding parameter data when exporting files can cause data to be missing and file content to be erroneous in the output fbx file.

[0004] In summary, due to the original technical deficiencies of Maya software, the existing technology is based on manual process operations, which manually judge whether the model in the asset file includes animation and whether it is a prop model asset. The judgment process is cumbersome, and the operation process is complex and time-consuming. Improper operation may also lead to errors between the exported file data and the originally required file data. Summary of the Invention

[0005] The purpose of the present invention is to address the deficiencies of the above-mentioned background technology and provide a method for quickly exporting prop animation to the engine, thereby improving the efficiency and accuracy of exporting prop animation to the engine.

[0006] The technical solution adopted by the present invention is: a method for quickly exporting prop animation to an engine, comprising the following steps:

[0007] Get asset file data;

[0008] Filter the acquired asset file data to obtain the model data in the asset file;

[0009] In the obtained model, select the prop model data;

[0010] Select the model data with animation in the prop model for baking and save it in the fbx file format to the specified path;

[0011] According to the model data with animation in the selected prop model, reversely select other model data in the prop model;

[0012] Bake the selected model data and save it in the specified path in fbx file format.

[0013] In the above technical solution, the process of obtaining asset file data includes: when receiving the instruction to export the prop animation to the engine, obtaining the input asset file data and exporting the specified model data according to the actual situation. The present invention can select the required prop model according to actual needs to perform subsequent operations.

[0014] In the above technical solution, the data of the asset file includes the data of the model in the asset file, the path of the asset file, and the name of the asset file, providing necessary data for subsequent steps.

[0015] In the above technical solution, the acquired asset file data is filtered. The process of obtaining model data from the asset file includes: exporting the specified model data; and, using the returned specified model data, querying and returning the related models of the specified model, the node data of the specified model, and the node data of its related models; the related models include the parent model and all subsets of the specified model. The present invention queries the related data and filters the required model node data, providing data for subsequent steps, ensuring the data integrity of the animation model ultimately exported to the engine and the effective execution of subsequent operations.

[0016] In the above technical solution, the process of selecting prop model data from the acquired model includes querying the model's reference path name based on the acquired model data, determining whether the model belongs to a prop model based on whether the acquired path name contains a specified name, and selecting the prop model data. The present invention determines whether the model type is a prop model based on the model path, thereby ensuring accurate prop model selection.

[0017] In the above technical solution, the process of selecting animated model data in a prop model for baking and saving it in a specified path in an fbx file format includes: further querying the acquired prop model data: querying scenes of the type of skeletal nodes in the prop model data, and returning the queried skeletal node data; querying link nodes of the type of skinned type linked to the skeletal node data, and returning corresponding animated skinned model data; further associating the animated skinned model data with model data of a specified type connected to the model, and returning node data of the specified type of model; selecting the returned node data as the animated model data in the prop model, baking it, and saving it in a specified path in an fbx file format. The present invention exports the animated portion of the prop model that needs to be exported in an fbx format, provides it to the engine for use, and realizes the use of model files across software.

[0018] In the above technical solution, the process of reversely selecting other model data in a prop model based on the animated model data in the selected prop model includes: reversely selecting other model data without animation based on the model data with animation in the selected prop model; removing constraint nodes constraining the prop model from the reversely selected model data; and selecting the remaining prop model data for baking and saving it as an .fbx file to a specified path. The present invention exports the non-animated model and model data for engine use based on actual production process requirements, ensuring the effective use of the prop model in the engine.

[0019] The present invention provides a computer-readable storage medium storing a computer program. When the computer program is executed by a processor, the processor executes the method steps of quickly exporting prop animation to an engine as described in the above technical solution.

[0020] The beneficial effects of the present invention are as follows: after obtaining the export engine, the present invention can automatically export the prop animation to the engine, thereby realizing efficient export of the prop model. The present invention first identifies the prop model, and locks the prop model at the initial stage of the method execution, thereby ensuring efficient recognition of the prop animation. The present invention distinguishes between the parts with animation and those without animation based on the identified prop model, thereby ensuring the efficiency of the model data of the prop animation. The present invention further determines whether the prop model has animation by querying the node type of a specified type, distinguishes between the animated part and the non-animated part in the prop model by querying the relevant attributes of the model node and the relevant attributes of the link node, and bakes the distinguished model data in batches to ensure the accuracy of the export result and the effective use of the model data after importing into the engine. BRIEF DESCRIPTION OF THE DRAWINGS

[0021] Figure 1 It is a schematic diagram of the process of the present invention. DETAILED DESCRIPTION

[0022] The present invention will be further described in detail below with reference to the accompanying drawings and specific embodiments to facilitate a clear understanding of the present invention, but they do not constitute a limitation to the present invention.

[0023] like Figure 1 As shown, the present invention provides a method for quickly exporting prop animation to an engine, comprising the following steps:

[0024] S001, obtaining asset file data; filtering the obtained asset file data to obtain model data in the asset file;

[0025] S002, obtaining a prop model from the model data, and distinguishing between model data with animation and model data without animation in the prop model;

[0026] S003, selecting the model data with animation in the prop model for baking and saving it in the fbx file format; based on the model data with animation in the selected prop model, reversely selecting other model data without animation; baking the other selected model data and saving it in the fbx file format;

[0027] S004, save the fbx file format to the specified path.

[0028] In step S001, the process of obtaining asset file data includes: upon receiving the instruction to export the prop animation to the engine, obtaining the input asset file data and determining the model selection status of the asset file. The operator selects to export specific model data based on the actual situation, and exports model data of a specified type based on the selected status. The present invention can select the required prop model and perform subsequent operations based on actual needs. The asset file data includes the model data in the asset file, the asset file path, and the asset file name, providing necessary data for subsequent steps.

[0029] In step S001, the acquired asset file data is filtered. The process of obtaining model data from the asset file includes: exporting the specified model data; and, using the returned specified model data, querying and returning the related models of the specified model, the node data of the specified model, and the node data of its related models; the related models include the parent model and all subsets of the specified model. The present invention queries the associated data and filters the required model node data, providing data for subsequent steps, ensuring the data integrity of the animation model ultimately exported to the engine and the effective execution of subsequent operations.

[0030] In step S002, the process of selecting prop model data from the acquired model includes querying the model's reference path name based on the acquired model data, determining whether the acquired path name contains a specified name, and selecting the prop model data. This method determines whether the model type is a prop model based on the model path, ensuring accurate prop model selection.

[0031] Specifically, the path where the model file is saved is obtained, and the model save path is determined to be within a specified field to determine whether the model is of a specified type. For example, a prop model is saved in a path containing the prop field, and an environment model is saved in a path containing the env field. In this specific embodiment, determining whether a model is a prop model is sufficient to determine whether the model reference path contains the prop field.

[0032] In step S003, the process of selecting the model data with animation in the prop model for baking and saving it in a specified path in the fbx file format includes: further querying the acquired prop model data: querying the scenes of the prop model data of the type of skeleton node, returning the queried skeleton node data; querying the link nodes of the type of skinned type linked to the skeleton node data, returning the corresponding model data with animation and skin; further associating the model data with animation and skin with the model data with the model of the specified type with the model, returning the node data of the model of the specified type; selecting the returned node data as the model data with animation in the prop model, baking it, and saving it in the specified path in the fbx file format. The present invention exports the animation part of the prop model that needs to be exported in the fbx format, provides it to the engine for use, and realizes the use of model files across software.

[0033] In step S003, the process of reversely selecting other model data in the prop model based on the animated model data in the selected prop model includes: reversely selecting other model data without animation based on the model data with animation in the selected prop model; removing constraint nodes constraining the prop model from the reversely selected model data; and selecting the remaining prop model data for baking and saving it as an .fbx file to a specified path. The present invention exports the non-animated model and model data for engine use based on actual production process requirements, ensuring effective use of the prop model in the engine.

[0034] The present invention provides a computer-readable storage medium storing a computer program. When the computer program is executed by a processor, the processor executes the method steps of quickly exporting prop animation to an engine as described in the above technical solution.

[0035] The contents not described in detail in this specification belong to the prior art known to those skilled in the art.

Claims

1. A method for quickly exporting prop animation to the engine, characterized by: The following steps are involved: Get asset file data; Filter the acquired asset file data to obtain the model data in the asset file; In the obtained model, select the prop model data; Select the model data with animation in the prop model for baking and save it in the fbx file format to the specified path; According to the model data with animation in the selected prop model, reversely select other model data in the prop model; Bake the selected model data and save them in the specified path in fbx file format; The process of obtaining the asset file data includes: when receiving the instruction to export the prop animation to the engine, obtaining the data of the input asset file, and selecting to export the specified model data according to the actual situation; The process of selecting the animated model data in the prop model for baking and saving it to the specified path in the fbx file format includes: further querying the acquired prop model data: querying the scene of the bone node type in the prop model data, and returning the queried bone node data; returning the corresponding animated skinned model data by querying the link node of the skinned type linked to the bone node data; further associating the animated skinned model data with the specified type of model data connected to the model, and returning the node data of the specified type of model; selecting the returned node data as the animated model data in the prop model, baking it, and saving it to the specified path in the fbx file format.

2. A method for quickly exporting prop animation to an engine according to claim 1, characterized in that: The data of the asset file includes the data of the model in the asset file, the path of the asset file, and the name of the asset file.

3. The method for quickly exporting prop animation to an engine according to claim 1, characterized in that: The obtained asset file data is filtered to obtain the model data in the asset file, including: exporting the specified model data; querying and returning the related models of the specified model, the node data of the specified model, and the node data of its related models through the returned specified model data; the related models include the parent and all subsets of the specified model.

4. The method for quickly exporting prop animation to an engine according to claim 1, characterized in that: In the acquired model, the process of selecting the prop model data includes: querying the reference path name of the model according to the acquired model data, judging whether it belongs to the prop model according to whether the acquired path name contains the specified name, and selecting the prop model data.

5. The method for quickly exporting prop animation to an engine according to claim 1, characterized in that: The process of reversely selecting other model data in the prop model based on the model data with animation in the selected prop model includes: reversely selecting other model data without animation based on the model data with animation in the filtered prop model; removing the constraint nodes that are constrained with the prop model in the reversely selected model data; selecting the remaining part of the above prop model data for baking and saving it as an fbx type file to the specified path.

6. A computer-readable storage medium storing a computer program, wherein when the computer program is executed by a processor, the processor executes the method steps of quickly exporting prop animation to an engine as described in any one of claims 1 to 5.

Citation Information

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