Two-dimensional animation production method and device based on somatosensory technology

By using motion sensing technology to obtain 3D coordinate data and map it onto the joint vertices of a 2D character, the problem of high complexity in skeletal binding in 2D animation production is solved, achieving efficient and smooth 2D animation production, which is suitable for various 2D humanoid character animations.

CN115690283BActive Publication Date: 2025-11-07BEIJING RES CENT FOR INFORMATION TECH & AGRI
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Patent Information

Application Number
CN202211255915.8
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2022-10-13
Publication Date
2025-11-07
Estimated Expiration
2042-10-13

AI Technical Summary

Technical Problem

In existing 2D animation production, the skeletal binding method requires frequent adjustments to the skeleton to ensure smooth motion, resulting in a large workload and low efficiency. This is especially true for high-quality animation production, where the complexity is high and it is difficult to meet the needs of rapid production.

Method used

By acquiring the 3D coordinate data of the joint vertices of a real person through motion sensing technology, mapping it onto the joint vertices of a 2D person, and generating a 2D animation, including projecting the planar coordinates of the head and torso and calculating the rotation angles of the limbs, setting the bone weight relationship, reducing bone adjustments, and directly binding the motion.

Benefits of technology

It reduces the complexity of creating 2D humanoid character animations, shortens the production cycle, improves work efficiency, and provides smooth motion effects, making it suitable for non-professionals to quickly create 2D humanoid character animations that meet requirements.

✦ Generated by Eureka AI based on patent content.

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Abstract

The application provides a two-dimensional animation production method and device based on somatosensory technology, and belongs to the field of animation, which comprises the following steps: dividing the body of a two-dimensional character to be processed into multiple components, the multiple components comprising a head, a torso, a left hand, a right hand, a left leg, a right leg and other accessories; generating the skeleton and skin of each component, setting the weight relationship between the related bones, and determining the joint vertices of each component; obtaining the three-dimensional coordinate data of the corresponding joint vertices of a real target character based on a somatosensory device, and mapping the three-dimensional coordinate data to the corresponding joint vertices of the two-dimensional character; and generating a two-dimensional animation according to the mapping relationship between the corresponding joint vertices of the target character and the two-dimensional character. The method can reduce the production complexity of the motion animation of a two-dimensional character role, shorten the production period, and has a very smooth motion effect, so that a non-professional motion producer can quickly produce a motion animation of a two-dimensional character role that meets the basic requirements.
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Description

TECHNICAL FIELD

[0001] The present application relates to the field of animation, in particular to a two-dimensional animation production method and device based on somatosensory technology. BACKGROUND

[0002] With the development of computer technology, the demand for animation production in the fields of new media, advertising, film and television, games, digital display, etc. is also increasing. Because two-dimensional animation does not need to produce high-precision complex models, draw textures and set material lights like three-dimensional animation, the preparation process is relatively less, and the two-dimensional animation scene is in a static two-dimensional plane, and the near and far layers can also be drawn separately according to requirements, so that a rich scene can be quickly created. The overall production cycle and production cost are much lower than three-dimensional animation production, and the overall market demand is large.

[0003] A large number of human characters are often needed in two-dimensional animation, and animation producers need to produce a large number of running, jumping, waving arms, kicking legs and other action frames around these human characters. In addition to traditional hand-drawn production of sequence frames, there are many ways to produce animation digitally. Among them, one type of scheme uses the method of binding two-dimensional human characters to produce animation. This scheme does not require the producer to draw each frame of human action, but through the binding of the skeleton to perform skinning and bone weight assignment operations, and then through the skeleton to pull the two-dimensional human character image to make various actions, on this basis, to realize the production of various action animations of two-dimensional human characters.

[0004] This scheme does not need to draw each frame of action of the human character, but in order to ensure the smoothness of the human character animation, the producer needs to adjust the two-dimensional character skeleton at appropriate intervals to simulate the action posture of the two-dimensional character at each time point. If the interval time point is set too small, a large number of bone actions need to be adjusted, increasing the workload. If the interval time point is set too large, although IK inverse dynamics or interpolation methods can be used to correct the missing action state in the middle, the smoothness of the action will be poor. And the setting of the two-dimensional character skeleton action at each time point is very critical, which will directly affect the transition effect between the bone actions set at the two time points before and after. It can be seen that the above related methods still have problems such as complex action design and production, excessive workload, and low work efficiency in high-quality two-dimensional human character animation production. SUMMARY

[0005] In view of the problems existing in the prior art, the present application provides a two-dimensional animation production method and device based on somatosensory technology.

[0006] The application provides a two-dimensional animation production method based on somatosensory technology, which comprises the following steps: dividing the body of a two-dimensional character to be processed into a plurality of components, wherein the plurality of components comprise a head, a trunk, a left hand, a right hand, a left leg, a right leg and other accessories; generating the skeleton and skin of each component, setting the weight relationship between the related bones, and determining the joint vertices of each component; obtaining the three-dimensional coordinate data of the corresponding joint vertices of a real target character based on a somatosensory device, and mapping the three-dimensional coordinate data to the corresponding joint vertices of the two-dimensional character; and generating a two-dimensional animation according to the mapping relationship between the corresponding joint vertices of the target character and the two-dimensional character.

[0007] According to the two-dimensional animation production method based on somatosensory technology, the step of mapping the three-dimensional coordinate data to the corresponding joint vertices of the two-dimensional character comprises the following steps: projecting the three-dimensional coordinate data of the joint vertices of the first type of components to a two-dimensional plane, determining the two-dimensional plane coordinates, and binding the joint vertices of the first type of components of the head of the two-dimensional character according to the two-dimensional plane coordinates; and calculating the rotation angle between the joint vertices of the second type of components according to the three-dimensional coordinate data of the joint vertices of the second type of components, and binding the joint vertices of the second type of components of the two-dimensional character with the rotation angle. The first type of components comprise the head, the trunk and the components with a displacement relative to the head and the trunk less than a preset condition, and the second type of components are the other components except the first type of components.

[0008] According to the two-dimensional animation production method based on somatosensory technology, the step of setting the weight relationship between the related bones comprises the following steps: determining all candidate bones affecting each component; and adjusting the weight values of all candidate bones of each component so that the activity range of each component is consistent with that of a real character.

[0009] According to the two-dimensional animation production method based on somatosensory technology, before the step of adjusting the weight values of all candidate bones of each component, the method further comprises the following step: eliminating the non-directly associated bones of each component from the candidate bones.

[0010] According to the two-dimensional animation production method based on somatosensory technology, the step of generating a two-dimensional animation according to the mapping relationship between the corresponding joint vertices of the target character and the two-dimensional character comprises the following steps: driving the motion of the two-dimensional character based on the target character according to the mapping relationship between the corresponding joint vertices of the target character and the two-dimensional character, and extracting each frame of image of the two-dimensional character; and generating a two-dimensional animation according to each frame of image of the two-dimensional character. Each frame of image is continuously extracted according to a preset time interval, or is extracted according to different specific motions of the target character each time.

[0011] The application further provides a two-dimensional animation production device based on somatosensory technology, comprising: a splitting module, configured to split the body of a two-dimensional character to be processed into a plurality of components, the plurality of components comprising a head, a torso, a left hand, a right hand, a left leg, a right leg and other accessories; a setting module, configured to generate a skeleton and a skin of each component, set a weight relationship between related bones, and determine a joint vertex of each component; a mapping module, configured to acquire three-dimensional coordinate data of a corresponding joint vertex of a real target character based on a somatosensory device, and map the three-dimensional coordinate data to a corresponding joint vertex of the two-dimensional character; and a generating module, configured to generate a two-dimensional animation according to a mapping relationship between the corresponding joint vertex of the target character and the joint vertex of the two-dimensional character.

[0012] According to the two-dimensional animation production device based on somatosensory technology, the mapping module is specifically configured to: project three-dimensional data of the joint vertices of the head and the torso to a two-dimensional plane, determine two-dimensional plane coordinates, and bind the vertices of the head and the torso of the two-dimensional character according to the two-dimensional plane coordinates; and calculate rotation angles of the elbow and the wrist, the knee and the ankle joint according to corresponding vertex three-dimensional data coordinates, and bind the vertices of the elbow and the wrist, the knee and the ankle of the two-dimensional character to the rotation angles.

[0013] The application further provides an electronic device, comprising a memory, a processor, and a computer program stored in the memory and capable of running on the processor, wherein the processor implements the two-dimensional animation production method based on somatosensory technology according to any one of the above when executing the program.

[0014] The application further provides a non-transitory computer readable storage medium, having a computer program stored thereon, wherein the computer program is executed by a processor to implement the two-dimensional animation production method based on somatosensory technology according to any one of the above.

[0015] The application further provides a computer program product, comprising a computer program, wherein the computer program is executed by a processor to implement the two-dimensional animation production method based on somatosensory technology according to any one of the above.

[0016] The two-dimensional animation production method and device based on somatosensory technology provided by the application can acquire three-dimensional coordinate data of a corresponding joint vertex of a real target character through a somatosensory device, and map the three-dimensional coordinate data to a corresponding joint vertex of a two-dimensional character, so as to reduce the complexity of producing motion animation of a two-dimensional character role, reduce the workload of an animation producer, shorten the production period, and have very smooth motion effects, and meanwhile, a non-professional motion producer can quickly produce motion animation of a two-dimensional character role meeting basic requirements, so that the method and device can be universally applied to animation production of various two-dimensional character roles. BRIEF DESCRIPTION OF DRAWINGS

[0017] In order to make the technical solutions in the present application or prior art clearer, the accompanying drawings needed in the embodiments or prior art description will be briefly introduced. Obviously, the accompanying drawings in the following description are only some embodiments of the present application, and all other embodiments obtained by a person of ordinary skill in the art without creative effort based on these accompanying drawings belong to the protection scope of the present application.

[0018] Figure 1 is one of the flowcharts of the two-dimensional animation production method based on the somatosensory technology provided by the present application;

[0019] Figure 2 is a two-dimensional character body layering material schematic diagram provided by the present application;

[0020] Figure 3 is a two-dimensional character image with two-dimensional skeleton provided by the present application;

[0021] Figure 4 is a production scene schematic diagram provided by the present application;

[0022] Figure 5 is another flowchart of the two-dimensional animation production method based on the somatosensory technology provided by the present application;

[0023] Figure 6 is a structure schematic diagram of the two-dimensional animation production device based on the somatosensory technology provided by the present application;

[0024] Figure 7 is a structure schematic diagram of the electronic device provided by the present application;

[0025] Legend: 1-somatosensory device; 2-computer host; 3-target character; 4-processed real human skeleton data; 5-two-dimensional character with skeleton; 6-extracted frame animation image; 7-atlas file composed of a sequence of frame animation images; 8-display terminal device. DETAILED DESCRIPTION

[0026] In order to make the technical solutions in the present application or prior art clearer, the accompanying drawings needed in the embodiments or prior art description will be briefly introduced. Obviously, the accompanying drawings in the following description are only some embodiments of the present application, and all other embodiments obtained by a person of ordinary skill in the art without creative effort based on these accompanying drawings belong to the protection scope of the present application.

[0027] The present application provides a two-dimensional character animation production method and device based on somatosensory technology. The purpose is to reduce the production cycle of two-dimensional character animation, reduce repetitive animation parameter adjustment work, improve production efficiency and quality, and make such animation production method more flexible, and provide more details for two-dimensional character animation performance.

[0028] The application is described below Figures 1-7 The application provides a two-dimensional animation production method and device based on somatosensory technology. Figure 1 The application provides a two-dimensional animation production method based on somatosensory technology, as shown in Figure 1 The application provides a two-dimensional animation production method based on somatosensory technology, which comprises the following steps:

[0029] 101, divide the body of a two-dimensional character to be processed into a plurality of components, wherein the plurality of components comprise a head, a torso, a left hand, a right hand, a left leg, a right leg and other accessories.

[0030] Figure 2 The application provides a two-dimensional character body layering material schematic diagram, as shown in Figure 2 The two-dimensional character body is divided into a head layer, a torso layer, a left hand layer, a right hand layer, a left leg layer, a right leg layer and an other accessories layer. Each layer only contains a part of the body of the character, for example, the head layer only contains the head of the character. The layering can be performed by using an image processing software such as Photoshop.

[0031] 102, generate a skeleton and a skin of each component, set a weight relationship between the related skeletons, and determine a joint vertex of each component.

[0032] The two-dimensional character skeleton, skin and weight are produced: the two-dimensional character body layering material is imported into Unity, the skeleton, skin of the two-dimensional character are produced by using a Skinning Editor tool in Unity, and the weight relationship between the related skeletons is set, Figure 3 The application provides a two-dimensional character image with a two-dimensional skeleton, as shown in Figure 3

[0033] 103, obtain three-dimensional coordinate data of corresponding joint vertices of a real target character based on a somatosensory device, and map the three-dimensional coordinate data to the corresponding joint vertices of the two-dimensional character, so as to realize motion generation of the two-dimensional character.

[0034] In this step, human skeleton joint data is obtained and a two-dimensional character is bound. A somatosensory device (the somatosensory device is not limited to a Kinect 1 / 2, an Intel RealSense, an Xtion Pro or the like) is started. Skeleton joint coordinate data of an animator in a real world is captured, three-dimensional skeleton joint data is mapped to a two-dimensional plane, two-dimensional mapping coordinate data of the skeleton joint is obtained, and the converted two-dimensional joint is bound to the skeleton joint of the corresponding part of the two-dimensional character produced in step 102.

[0035] ​104. generating a two-dimensional animation according to a mapping relationship between the joint vertices of the target person and the joint vertices of the two-dimensional person.

[0036] The coordinates of the joint vertices of the target person are mapped to the joint vertices of the two-dimensional person to obtain the coordinates of the two-dimensional person, and the motion images of the plurality of two-dimensional characters are generated.

[0037] The corresponding two-dimensional character animation bitmap is found, the display frame rate is set, the image set on the bitmap file is called and read in sequence, and the images are displayed on the corresponding UI element to realize the motion animation playing of the corresponding two-dimensional character.

[0038] The two-dimensional animation production method based on the somatosensory technology can reduce the production complexity of the motion animation of the two-dimensional person character, reduce the workload of the animation producer, shorten the production period, and has a very smooth motion effect.

[0039] In one embodiment, the mapping of the three-dimensional coordinate data to the corresponding joint vertices of the two-dimensional person includes: projecting the three-dimensional coordinate data of the joint vertices of the first type of component to a two-dimensional plane to determine two-dimensional plane coordinates, and binding the joint vertices of the first type of component of the two-dimensional person head according to the two-dimensional plane coordinates; calculating the rotation angle between the joint vertices of the second type of component according to the three-dimensional coordinate data of the joint vertices of the second type of component, and binding the joint vertices of the second type of component of the two-dimensional person with the rotation angle; wherein the first type of component includes the head, the torso, and the components with a displacement less than a preset condition relative to the head and the torso, and the second type of component is other components except the first type of component.

[0040] Considering that the current method needs to use inverse kinematics technology to realize the two-dimensional skeleton binding effect, the embodiment of the present application proposes a two-dimensional person character skeleton binding and data driving method with universality, which can reduce the computational amount and realize better two-dimensional skeleton binding effect without using inverse kinematics technology.

[0041] Specifically, the method for mapping the three-dimensional skeleton joint data to a two-dimensional plane is different from the method of directly projecting the three-dimensional skeleton to a two-dimensional plane. The specific method is as follows:

[0042] (1) Head, torso and other parts relative to the limbs will not produce a large displacement, so you can directly head, torso and other components (first type of components) joint three-dimensional data directly projected onto a two-dimensional plane, take its plane coordinate data can be used to assign coordinates.

[0043] (2) For displacement relative to the first type of components, such as hands, feet and other components, such as hands, wrists, knees, ankles and other joints, such as joint vertices, then only calculate the rotation angle between the vertices of each joint, not to calculate the plane coordinates of the projection. Bind the limbs of the two-dimensional figure using angle assignment, so you do not need to use inverse kinematics to back-propagate, avoiding the situation of incoordinated animation figures.

[0044] In one embodiment, the setting of the weight relationship between the bones includes: determining all candidate bones affecting each component; adjusting the weight value of each candidate bone of each component to make the activity range of each component consistent with the real person.

[0050] After the skinning is completed, the bone weight needs to be modified to achieve a better skinning effect. First, select the torso, limbs, head and related torso parts and other accessory components of the two-dimensional figure. Determine which bones affect the currently selected two-dimensional figure body part.

[0046] Then, respectively select the key vertices on the head, torso, limbs and other parts of the two-dimensional figure body, view the bones and their weight values that can directly affect the skinning effect, and appropriately adjust the weight values of the bones (increase or decrease, increasing the weight of a bone will reduce the weight of other bones affecting the vertex, so that the total weight is 100%. Reducing the weight of a bone will increase the weight of other bones affecting the vertex, so that the total weight is 100%). Adjust the weight values of the bones to control the vertices of each part of the two-dimensional figure body, thereby adjusting and further optimizing the skinning effect.

[0047] In one embodiment, before adjusting the weight value of each candidate bone of each component, it further includes: removing the non-directly associated bones of each component from the candidate bones.

[0048] When setting the bone weight relationship of the two-dimensional figure, the non-directly associated bones on each part of the two-dimensional figure body need to be removed first (function: correct the wrong skinning and optimize the performance of the skinning. This step is not necessary to complete, and the effect is checked and corrected. If the skinning effect is good, this step can be skipped).

[0049] Specifically, after determining which bones affect the currently selected 2D character body part in the above embodiments, it is judged whether the skinning effect of each part of the character body is feasible. If the effect is not good, non-directly related bones are deleted. For example, the bones of the character's hair cannot affect the head, and the bones of the head cannot affect the torso. The skinning effect of each part of the body is adjusted to an acceptable range.

[0050] In one embodiment, generating a two-dimensional animation based on the mapping relationship between the joint vertices of the target character and the joint vertices of the two-dimensional character includes: driving the two-dimensional character to move based on the target character according to the mapping relationship between the joint vertices of the target character and the joint vertices of the two-dimensional character, and extracting each frame image of the two-dimensional character; generating a two-dimensional animation based on each frame image of the two-dimensional character; wherein each frame image is extracted continuously according to a preset time interval, or extracted according to the target character making different specific actions each time.

[0051] Figure 4 This is a schematic diagram of the manufacturing scenario provided by the present invention, such as... Figure 4 As shown, the animators set the frame animation image acquisition method (continuous or fixed format). Continuous frame animation image acquisition records a 2D character action image at a set time interval (e.g., 0.3 seconds); fixed format frame animation image acquisition does not consider time, and the animators determine the required action images in a "posed" manner. After setting the frame animation acquisition method on the computer host 2 with display segment device 8, the animators, as the target character 3, can perform continuous specific actions or pose in front of the motion sensing device 1. The 2D character 5 with skeletons will also be mapped to the corresponding action pose, thereby obtaining the extracted frame animation images 6. Finally, the system automatically encodes and saves the images into memory, resulting in an atlas file 7 composed of a sequence of frame animation images.

[0052] Apply in conjunction with the above embodiments, Figure 5 This is the second flowchart illustrating the two-dimensional animation production method based on motion sensing technology provided by this invention. It can be seen that the method of this embodiment eliminates the need for manual skeletal animation creation or frame-by-frame drawing of two-dimensional images, significantly differing from traditional software-based methods and offering higher efficiency. Based on parametric control, dynamic animation production can be performed in both continuous and fixed-format modes.

[0053] The following describes the 2D animation production device based on motion sensing technology provided by the present invention. The 2D animation production device based on motion sensing technology described below and the 2D animation production method based on motion sensing technology described above can be referred to in correspondence.

[0054] Figure 6This is a schematic diagram of the structure of the 2D animation production device based on motion sensing technology provided by the present invention, as shown below. Figure 6 As shown, the 2D animation production device based on motion sensing technology includes: a splitting module 601, a setting module 602, a mapping module 603, and a generation module 604. The splitting module 601 divides the body of the 2D character into multiple parts, including a head, torso, left hand, right hand, left leg, right leg, and other attachments. The setting module 602 generates the skeleton and skin for each part, sets the weight relationships between related bones, and determines the joint vertices of each part. The mapping module 603 acquires the 3D coordinate data of the corresponding joint vertices of the real target character based on the motion sensing device and maps the 3D coordinate data to the corresponding joint vertices of the 2D character. The generation module 604 generates a 2D animation based on the mapping relationship between the corresponding joint vertices of the target character and the joint vertices of the 2D character.

[0055] In one embodiment, the mapping module 603 is specifically used to: project the three-dimensional coordinate data of the joint vertices of the first type of component onto a two-dimensional plane, determine the two-dimensional plane coordinates, and bind the joint vertices of the first type of component of the two-dimensional human head according to the two-dimensional plane coordinates; calculate the rotation angle between the joint vertices of the second type of component according to the three-dimensional coordinate data of the joint vertices of the second type of component, and bind the rotation angle to the joint vertices of the second type of component of the two-dimensional human head; wherein, the first type of component includes the head, torso, and components whose displacement relative to the head and torso is less than a preset condition, and the second type of component is other components besides the first type of component.

[0056] In one embodiment, the setting module 602 is specifically used to: determine all candidate bones affecting each component; and adjust the weight values ​​of all candidate bones for each component so that the range of motion of each component is consistent with that of a real person.

[0057] In one embodiment, the setting module 602 is specifically used to: remove non-directly related bones of each component from the candidate bones before adjusting the weight values ​​of all candidate bones of each component.

[0058] In one embodiment, the generation module 604 is specifically used to: drive the two-dimensional character to move based on the target character according to the mapping relationship between the joint vertices of the target character and the joint vertices of the two-dimensional character, and extract each frame image of the two-dimensional character; generate a two-dimensional animation based on each frame image of the two-dimensional character; wherein, each frame image is extracted continuously according to a preset time interval, or extracted according to the target character making different specific actions each time.

[0059] The apparatus embodiments provided in this invention are for implementing the above-described method embodiments. For specific processes and details, please refer to the above-described method embodiments, which will not be repeated here.

[0060] The two-dimensional animation production device based on the somatosensory technology provided in the embodiments of the present application has the same implementation principle and technical effects as the aforementioned two-dimensional animation production method based on the somatosensory technology. For brief description, the parts not mentioned in the two-dimensional animation production device based on the somatosensory technology can refer to the corresponding contents in the aforementioned two-dimensional animation production method based on the somatosensory technology.

[0061] Figure 7 is a structural schematic diagram of an electronic device provided by the present application, as Figure 7 shown, the electronic device can include a processor 701, a communications interface 702, a memory 703 and a communications bus 704, wherein the processor 701, the communications interface 702 and the memory 703 complete mutual communication through the communications bus 704. The processor 701 can call the logic instructions in the memory 703 to execute the two-dimensional animation production method based on the somatosensory technology, which includes: dividing the body of a two-dimensional person to be processed into a plurality of components, the plurality of components including a head, a torso, a left hand, a right hand, a left leg, a right leg and other accessories; generating the skeleton and the skin of each component, setting the weight relationship between the related skeletons, and determining the joint vertices of each component; obtaining the three-dimensional coordinate data of the corresponding joint vertices of a real target person based on a somatosensory device, and mapping the three-dimensional coordinate data to the corresponding joint vertices of the two-dimensional person; generating a two-dimensional animation according to the mapping relationship between the corresponding joint vertices of the target person and the joint vertices of the two-dimensional person.

[0062] In addition, the logic instructions in the memory 703 described above can be implemented in the form of a software function unit and sold or used as an independent product, which can be stored in a computer readable storage medium. Based on such understanding, the technical solutions of the present application essentially or the part that contributes to the prior art or part of the technical solutions can be embodied in the form of a software product, and the computer software product is stored in a storage medium, including a plurality of instructions to make a computer device (which can be a personal computer, a server, or a network device, etc.) execute all or part of the steps of the methods described in the embodiments of the present application. The aforementioned storage medium includes: a U disk, a mobile hard disk, a read-only memory (ROM, Read-Only Memory), a random access memory (RAM, Random Access Memory), a magnetic disk or an optical disk, and various media that can store program codes.

[0063] In another aspect, the present application also provides a computer program product comprising a computer program, which can be stored on a non-transitory computer readable storage medium, and the computer program is executable by a processor to enable a computer to perform the somatosensory technology-based two-dimensional animation production method provided by the above-mentioned methods, which comprises: dividing the body of a two-dimensional character to be processed into a plurality of components, the plurality of components comprising a head, a torso, a left hand, a right hand, a left leg, a right leg and other accessories; generating a skeleton and a skin of each component, setting a weight relationship between the related skeletons, and determining a joint vertex of each component; obtaining three-dimensional coordinate data of a corresponding joint vertex of a real target character based on a somatosensory device, and mapping the three-dimensional coordinate data onto the corresponding joint vertex of the two-dimensional character; and generating a two-dimensional animation according to the mapping relationship between the corresponding joint vertex of the target character and the joint vertex of the two-dimensional character.

[0064] In yet another aspect, the present application also provides a non-transitory computer readable storage medium having a computer program stored thereon, which is executable by a processor to implement the somatosensory technology-based two-dimensional animation production method provided by the above-mentioned methods, which comprises: dividing the body of a two-dimensional character to be processed into a plurality of components, the plurality of components comprising a head, a torso, a left hand, a right hand, a left leg, a right leg and other accessories; generating a skeleton and a skin of each component, setting a weight relationship between the related skeletons, and determining a joint vertex of each component; obtaining three-dimensional coordinate data of a corresponding joint vertex of a real target character based on a somatosensory device, and mapping the three-dimensional coordinate data onto the corresponding joint vertex of the two-dimensional character; and generating a two-dimensional animation according to the mapping relationship between the corresponding joint vertex of the target character and the joint vertex of the two-dimensional character.

[0065] The device embodiments described above are merely illustrative, wherein the units described as separate components can or can not be physically separate, and the components displayed as units can or can not be physical units, i.e., they can be located in one place, or distributed on multiple network units. Part or all of the modules can be selected to achieve the purpose of the present embodiment scheme according to actual needs. Those skilled in the art can understand and implement it without creative labor.

[0066] Those skilled in the art can clearly understand the technical solutions of the various embodiments from the above description of the embodiments, and the various embodiments can be implemented by means of software with the necessary general hardware platforms, and of course, can also be implemented by hardware. Based on such understanding, the above technical solutions, essentially or in other words, the part of the prior art that makes a contribution, can be embodied in the form of a software product, which can be stored in a computer readable storage medium, such as a ROM / RAM, a magnetic disk, an optical disk, and the like, and includes a number of instructions for causing a computer device (which can be a personal computer, a server, or a network device, etc.) to execute the methods described in the various embodiments or some parts of the embodiments.

[0067] Finally, it should be noted that: the above embodiments are only used to illustrate the technical solutions of the present application, rather than limit them; although the present application has been described in detail with reference to the foregoing embodiments, those skilled in the art should understand that: it can still modify the technical solutions recorded in the foregoing embodiments, or make equivalent replacement for some technical features therein; and these modifications or replacements do not make the essence of the corresponding technical solutions deviate from the spirit and scope of the technical solutions of the embodiments of the present application.

Claims

1. A two-dimensional animation production method based on somatosensory technology, characterized by, The method comprises the steps of: dividing the body of a two-dimensional character to be processed into a plurality of components, the components being divided into first-type components and second-type components; wherein the first-type components comprise a head, a torso, and components having a displacement relative to the head and the torso that is less than a preset condition, and the second-type components are components other than the first-type components; generating a skeleton and a skin for each component, setting a weight relationship between relevant bones, and determining a joint vertex of each component; obtaining three-dimensional coordinate data of corresponding joint vertices of a real target character based on a somatosensory device, and mapping the three-dimensional coordinate data to corresponding joint vertices of the two-dimensional character; generating a two-dimensional animation according to a mapping relationship between the corresponding joint vertices of the target character and the joint vertices of the two-dimensional character; the mapping of the three-dimensional coordinate data to the corresponding joint vertices of the two-dimensional character comprises: projecting three-dimensional coordinate data of joint vertices of the first-type components onto a two-dimensional plane, determining two-dimensional plane coordinates, and binding the joint vertices of the first-type components of the two-dimensional character according to the two-dimensional plane coordinates; calculating a rotation angle between joint vertices of the second-type components according to three-dimensional coordinate data of the joint vertices of the second-type components, and binding the joint vertices of the second-type components of the two-dimensional character with the rotation angle.

2. The somatosensory technology-based two-dimensional animation production method according to claim 1, characterized by, the setting of the weight relationship between the relevant bones comprises: determining all candidate bones affecting each component; adjusting weight values of all candidate bones of each component so that an activity range of each component is consistent with a real character.

3. The somatosensory technology-based two-dimensional animation production method according to claim 2, characterized by, before the adjusting of the weight values of all candidate bones of each component, the method further comprises: eliminating non-directly associated bones of each component from the candidate bones.

4. The somatosensory technology-based two-dimensional animation production method according to claim 1, characterized by, the generation of the two-dimensional animation according to the mapping relationship between the corresponding joint vertices of the target character and the joint vertices of the two-dimensional character comprises: driving a motion of the two-dimensional character based on the target character according to the mapping relationship between the corresponding joint vertices of the target character and the joint vertices of the two-dimensional character, and extracting each frame of image of the two-dimensional character; generating a two-dimensional animation according to each frame of image of the two-dimensional character; wherein each frame of image is continuously extracted according to a preset time interval, or is extracted according to different specific motions of the target character each time.

5. A two-dimensional animation production apparatus based on somatic technology, characterized by comprising: The method comprises the steps of: a splitting module, configured to divide the body of a two-dimensional character to be processed into a plurality of components, the components being divided into first-type components and second-type components; wherein the first-type components comprise a head, a torso, and components having a displacement relative to the head and the torso that is less than a preset condition, and the second-type components are components other than the first-type components; a setting module, configured to generate a skeleton and a skin for each component, set a weight relationship between relevant bones, and determine a joint vertex of each component; a mapping module, configured to obtain three-dimensional coordinate data of corresponding joint vertices of a real target character based on a somatosensory device, and map the three-dimensional coordinate data to corresponding joint vertices of the two-dimensional character; a generating module, configured to generate a two-dimensional animation according to a mapping relationship between the corresponding joint vertices of the target character and the joint vertices of the two-dimensional character; the mapping module is specifically configured to: Projecting the three-dimensional coordinate data of the joint vertices of the first type of component onto a two-dimensional plane to determine two-dimensional plane coordinates, and binding the joint vertices of the first type of component of the two-dimensional figure according to the two-dimensional plane coordinates; Calculating the rotation angles between the joint vertices of the second type of component according to the three-dimensional coordinate data of the joint vertices of the second type of component, and binding the joint vertices of the second type of component of the two-dimensional figure with the rotation angles.

6. The somatosensory technology-based two-dimensional animation production apparatus according to claim 5, characterized by The mapping module is specifically configured to: Projecting the three-dimensional coordinate data of the joint vertices of the head and the torso onto a two-dimensional plane to determine two-dimensional plane coordinates, and binding the joint vertices of the head and the torso of the two-dimensional figure according to the two-dimensional plane coordinates; Calculating the rotation angles of the joints of the elbows and the wrists, the knees and the ankles according to the corresponding three-dimensional coordinate data of the vertices, and binding the vertices of the elbows and the wrists, the knees and the ankles of the two-dimensional figure with the rotation angles.

7. An electronic device comprising a memory, a processor, and a computer program stored on the memory and executable on the processor, characterized in that, The processor executes the program to realize the two-dimensional animation production method based on the somatosensory technology according to any one of claims 1 to 4.

8. A non-transitory computer-readable storage medium having stored thereon a computer program, characterized in that, The computer program is executed by the processor to realize the two-dimensional animation production method based on the somatosensory technology according to any one of claims 1 to 4.

9. A computer program product comprising a computer program, characterized in that, The computer program is executed by the processor to realize the two-dimensional animation production method based on the somatosensory technology according to any one of claims 1 to 4.

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