Model bone repair method, device, storage medium and electronic device

By automatically identifying and repairing differences in the skeleton of LOD models, the problem of low efficiency in LOD model skeleton repair in existing technologies has been solved, achieving fast and accurate skeleton repair and improving game development progress and animation production efficiency.

CN115770390BActive Publication Date: 2026-04-07NETEASE (HANGZHOU) NETWORK CO LTD
View PDF 2 Cites 0 Cited by

Patent Information

Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2022-11-16
Publication Date
2026-04-07

AI Technical Summary

Technical Problem

In existing technologies, LOD model skeletal repair is inefficient, and it is difficult for animators to manually check and repair, which is prone to errors and omissions, resulting in delays in game development.

Method used

A method and apparatus for model bone repair are provided. By determining multiple LOD models of the target virtual object, comparing the differences between the model bone and the specified skinned bone, automatically identifying the model to be repaired and the reference model, and repairing the bone of the model to be repaired based on the reference model.

Benefits of technology

It improves the efficiency of LOD model skeleton repair, promptly detects and fixes skeleton binding errors, avoids delays in game development, and improves animation production efficiency.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure CN115770390B_ABST
    Figure CN115770390B_ABST
Patent Text Reader

Abstract

This disclosure provides a model skeleton repair method, apparatus, medium, and device, relating to the field of computer technology. The method includes: determining a target virtual object in a target game; determining multiple Level-of-Depth (LOD) models corresponding to the target virtual object, wherein each LOD model is bound to a model skeleton and corresponds to a different model precision to represent the target virtual object in different game environments; responding to the existence of an LOD model whose bound model skeleton is inconsistent with a specified skinning skeleton, determining a model to be repaired and a repair reference model from the multiple LOD models based on the specified skinning skeleton; and repairing the model skeleton of the model to be repaired based on the model skeleton bound to the repair reference model to make the model skeletons bound to the multiple LOD models consistent. This disclosure can assist users in quickly repairing the model skeletons bound to LOD models, improving the efficiency of creating animations using LOD models.
Need to check novelty before this filing date? Find Prior Art

Description

Technical Field

[0001] This disclosure relates to the field of computer technology, and in particular to a model bone repair method, a model bone repair device, a computer-readable storage medium, and an electronic device. Background Technology

[0002] Levels of Detail (LOD) models are typically used to optimize in-game performance. When a virtual object uses different LOD models across different screen coverage areas, the object's behavior should remain consistent. This means that the skeleton used by each LOD model of the virtual object should be consistent. Missing or incorrectly binding skeletons to LOD models will cause animation stuttering when switching between LOD models.

[0003] In related technologies, animators typically need to manually inspect the model skeletons bound to each LOD model and manually repair the model skeletons that need to be changed. In reality, because the model skeletons bound to each LOD model are very similar, manual inspection and repair are difficult and prone to errors, resulting in time-consuming, laborious, and inefficient model skeleton repair.

[0004] It should be noted that the information disclosed in the background section above is only used to enhance the understanding of the background of this disclosure, and therefore may include information that does not constitute prior art known to those skilled in the art. Summary of the Invention

[0005] This disclosure provides a model bone repair method, a model bone repair device, a computer-readable storage medium, and an electronic device, thereby overcoming, to at least a certain extent, the problem of low efficiency in LOD model bone repair in related technologies.

[0006] Other features and advantages of this disclosure will become apparent from the following detailed description, or may be learned in part from practice of this disclosure.

[0007] According to a first aspect of this disclosure, a model skeleton repair method is provided, the method comprising: determining a target virtual object in a target game; determining multiple Level-of-Depth (LOD) models corresponding to the target virtual object, wherein the multiple LOD models are respectively bound to model skeletons and correspond to different model precisions for representing the target virtual object in different game environments; in response to the existence of an LOD model among the multiple LOD models whose bound model skeletons are inconsistent with a specified skinning skeleton, determining a model to be repaired and a repair reference model from the multiple LOD models based on the specified skinning skeleton; and performing model skeleton repair on the model to be repaired based on the model skeletons bound to the repair reference model, so that the model skeletons bound to the multiple LOD models are consistent.

[0008] According to a second aspect of this disclosure, a model skeleton repair apparatus is provided. The apparatus includes: a target object determination module for determining a target virtual object in a target game; a LOD model determination module for determining multiple LOD models corresponding to the target virtual object, wherein the multiple LOD models are respectively bound to model skeletons and correspond to different model precisions to represent the target virtual object in different game environments; a model to be repaired determination module for determining a model to be repaired and a repair reference model from the multiple LOD models based on the specified skinning skeleton in response to the existence of an LOD model whose bound model skeleton is inconsistent with a specified skinning skeleton; and a model skeleton repair module for repairing the model to be repaired based on the model skeleton bound to the repair reference model to make the model skeletons bound to the multiple LOD models consistent.

[0009] According to a third aspect of this disclosure, a computer-readable storage medium is provided having a computer program stored thereon, which, when executed by a processor, implements any of the above-described model bone repair methods.

[0010] According to a fourth aspect of this disclosure, an electronic device is provided, comprising: a processor; and a memory for storing executable instructions of the processor; wherein the processor is configured to perform any of the above-described model bone repair methods by executing the executable instructions.

[0011] The technical solution disclosed herein has the following beneficial effects:

[0012] In the aforementioned model skeleton repair process, the target virtual object in the target game is identified; multiple LOD models corresponding to the target virtual object are identified, each LOD model being bound to a skeleton and corresponding to different model precisions to represent the target virtual object in different game environments; in response to the existence of LOD models whose bound skeletons are inconsistent with the specified skinning skeleton, the model to be repaired and the repair reference model are determined from the multiple LOD models based on the specified skinning skeleton; based on the skeletons bound to the repair reference model, the model to be repaired is repaired to ensure consistency of the skeletons bound to the multiple LOD models. On the one hand, by identifying the model to be repaired, users can detect LOD models with problematic skeleton bindings and repair them in a timely manner, avoiding rework and delays in game development caused by discovering problems only during LOD model switching. On the other hand, repairing the model to be repaired according to the skeletons bound to the repair reference model helps users quickly repair incorrectly bound skeletons in LOD models, thereby improving the efficiency of creating animations using LOD models.

[0013] It should be understood that the above general description and the following detailed description are exemplary and explanatory only, and are not intended to limit this disclosure. Attached Figure Description

[0014] The accompanying drawings, which are incorporated in and form part of this specification, illustrate embodiments consistent with this disclosure and, together with the description, serve to explain the principles of this disclosure. It is obvious that the drawings described below are merely some embodiments of this disclosure, and those skilled in the art can obtain other drawings based on these drawings without any inventive effort.

[0015] Figure 1 This diagram illustrates a flowchart of a model bone repair method in this exemplary embodiment;

[0016] Figure 2 An example diagram of selecting a LOD model is shown in this exemplary embodiment;

[0017] Figure 3 This exemplary embodiment illustrates a flowchart for determining the model to be repaired and the reference model to be repaired.

[0018] Figure 4A An example diagram of a bone repair interface in this exemplary embodiment is shown;

[0019] Figure 4B An example diagram of another bone repair interface in this exemplary embodiment is shown;

[0020] Figure 5 This diagram illustrates a structural block diagram of a model bone repair device according to this exemplary embodiment;

[0021] Figure 6 An electronic device for implementing the above-described model bone repair method is shown in this exemplary embodiment. Detailed Implementation

[0022] Example embodiments will now be described more fully with reference to the accompanying drawings. However, example embodiments can be implemented in many forms and should not be construed as limited to the examples set forth herein; rather, these embodiments are provided to make this disclosure more comprehensive and complete, and to fully convey the concept of the example embodiments to those skilled in the art. The described features, structures, or characteristics can be combined in any suitable manner in one or more embodiments. In the following description, numerous specific details are provided to give a full understanding of embodiments of this disclosure. However, those skilled in the art will recognize that the technical solutions of this disclosure can be practiced with one or more of the specific details omitted, or other methods, components, apparatus, steps, etc., can be employed. In other instances, well-known technical solutions are not shown or described in detail to avoid obscuring various aspects of this disclosure.

[0023] Furthermore, the accompanying drawings are merely illustrative of this disclosure and are not necessarily drawn to scale. The same reference numerals in the drawings denote the same or similar parts, and therefore repeated descriptions of them will be omitted. Some block diagrams shown in the drawings are functional entities and do not necessarily correspond to physically or logically independent entities. These functional entities may be implemented in software, in one or more hardware modules or integrated circuits, or in different network and / or processor devices and / or microcontroller devices.

[0024] In related technologies, manually checking and repairing the model skeletons bound to LOD models is difficult and prone to errors, making model skeleton repair time-consuming, laborious, and inefficient. Furthermore, for animators, selecting an LOD model in the 3D view of 3D modeling software automatically displays the model skeletons associated with that LOD model. Even if the model skeletons are roughly in the correct position in the 3D view, it's difficult for animators to detect errors in the model skeletons bound to the LOD model. Since subsequent operations are performed by clicking on the automatically displayed associated model skeletons in the 3D view, if there are errors in the model skeletons bound to the LOD model, the errors will persist throughout the animation production process until the LOD model is switched in the game, at which point the error may not be discovered. This problem detection is too passive and has a significant time lag.

[0025] In view of one or more of the above-mentioned problems, exemplary embodiments of this disclosure provide a model skeleton repair method and a model skeleton repair apparatus to assist animators in detecting and repairing LOD models.

[0026] like Figure 1 The diagram shows a flowchart of a model bone repair method, which may include the following steps S110 to S130:

[0027] Step S110: Determine the target virtual object in the target game;

[0028] Step S120: Determine multiple LOD models corresponding to the target virtual object. Each LOD model is bound to a model skeleton and corresponds to a different model precision, which is used to represent the target virtual object in different game environments.

[0029] Step S130: In response to the existence of an LOD model whose bound model skeleton is inconsistent with the specified skinning skeleton among multiple LOD models, determine the model to be repaired and the repair reference model from multiple LOD models based on the specified skinning skeleton.

[0030] Step S140: Based on the model skeleton bound to the repair reference model, perform model skeleton repair on the model to be repaired so that the model skeletons bound to multiple LOD models are consistent.

[0031] In the aforementioned model skeleton repair process, on the one hand, by identifying the model to be repaired, users can detect LOD models with problematic skeleton bindings and repair them in a timely manner, avoiding rework and delays in game development caused by discovering problems only during LOD model switching. On the other hand, by repairing the model skeleton of the model to be repaired according to the model skeleton bound to the repair reference model, users can quickly repair incorrectly bound bones in LOD models, thereby improving the efficiency of creating animations using LOD models.

[0032] The following sections respectively address... Figure 1 Each step in the process will be explained in detail.

[0033] In step S110, the target virtual object in the target game is determined.

[0034] The target game refers to a game that uses a Level of Detail (LOD) model. The target virtual object can be a virtual object created within the target game that requires detection of its skeletal binding status. Specifically, users can click on the virtual object icon to select the target virtual object, triggering the detection and repair of the model skeleton bound to the target virtual object. The target virtual object can be a virtual object with multiple LOD models.

[0035] After identifying the target virtual object in the target game, step S120 can be executed.

[0036] In step S120, multiple LOD models corresponding to the target virtual object are determined. Each LOD model is bound to a model skeleton and corresponds to a different model precision, which is used to represent the target virtual object in different game environments.

[0037] Optionally, the LOD model configured for the selected target virtual object can be identified and obtained.

[0038] Optionally, in response to the user's LOD model selection operation, multiple LOD models corresponding to the target virtual object can be determined.

[0039] For example, such as Figure 2 As shown, the target virtual object and multiple LOD models corresponding to the target virtual object can be determined based on the LOD model selected by the user in the LOD model column 201. It should be noted that the user can select multiple models at once, and the selected LOD models must correspond to the same virtual object. If the user selects LOD models that are not for the same virtual object, an error message can be generated so that the user can modify the selected LOD model.

[0040] After determining the multiple LOD models corresponding to the target virtual object, step S130 can be executed.

[0041] In step S130, in response to the existence of an LOD model whose bound model skeleton is inconsistent with the specified skinning skeleton among multiple LOD models, the model to be repaired and the repair reference model are determined from multiple LOD models based on the specified skinning skeleton.

[0042] After identifying multiple Level-of-Depth (LOD) models corresponding to the target virtual object, the model skeletons bound to these LOD models can be compared with the specified skinning skeleton to determine if any LOD models have inconsistent bound model skeletons with the specified skinning skeleton. If any LOD models have inconsistent bound model skeletons with the specified skinning skeleton, the model to be repaired and the reference model for repair are determined from the multiple LOD models based on the specified skinning skeleton.

[0043] by Figure 2For example, after selecting multiple LOD models in the LOD model bar 201, the user can click the "Detect" control 202 to compare the model bones bound to the multiple LOD models corresponding to the target virtual object with the specified skinning bones. This yields the bone difference information between the bone information bound to each LOD model corresponding to the target virtual object and the specified skinning bones. Based on this bone difference information, it can be determined whether there are any LOD models among the multiple LOD models corresponding to the target virtual object whose bound model bones are inconsistent with the specified skinning bones. It should be noted that after obtaining this bone difference information, it can be used as the model bone detection result of the target virtual object and displayed in the graphical user interface to help users identify LOD models with incorrect model bone binding. In addition, this bone difference information can be further analyzed and organized before being displayed so that users can more intuitively identify LOD models with incorrect model bone binding; no specific limitations are made here.

[0044] Optionally, the model bones bound in the LOD model can be represented as an array. In this case, the number of model bones bound in the LOD model can be represented by the length of the bone array, and the name or identifier of the model bones bound in the LOD model can be represented by the elements of the bone array. For example, if there are three LOD models A, B, and C, and the model bone array bound to model A is represented as [1,2,3], the model bone array bound to model B is represented as [1,4,3], the model bone array bound to model C is represented as [1,3], and the specified skinning bone array is represented as [1,2,3], then the model bones bound to model A are consistent with the specified skinning bones, while the model bones bound to models B and C are inconsistent with the specified skinning bones.

[0045] In one optional implementation, the above-mentioned determination of the model to be repaired and the reference model for repair from multiple LOD models based on the specified skinning skeleton can be achieved through the following steps: taking the LOD model whose bound model skeleton is inconsistent with the specified skinning skeleton as the model to be repaired, and taking the LOD model whose bound model skeleton is consistent with the specified skinning skeleton as the reference model for repair.

[0046] When the model bones bound in the LOD model are inconsistent with the specified skinning bones, it indicates that there may be missing model bones or incorrectly bound model bones in the LOD model. By using the LOD model with inconsistent bound model bones as the model to be repaired, a repair object can be provided for model bone repair.

[0047] When the model skeleton bound in the LOD model is consistent with the specified skinning skeleton, it means that there is no problem with the model skeleton bound to the LOD model. By using the LOD model whose bound model skeleton is consistent with the specified skinning skeleton as the repair reference model, a repair reference basis is provided for the repair of the model to be repaired, which helps users to repair the model to be repaired.

[0048] Specifically, when determining the model to be repaired and the reference model for repair from multiple LOD models based on a specified skinned skeleton, the system can respond to the user's selection operation among multiple LOD models of the target virtual object based on the bone difference information between the bone information bound to the LOD model and the specified skinned skeleton. This allows for manual intervention in the determination of the model to be repaired and the reference model for repair, thereby avoiding situations where the set rules cannot distinguish between the model to be repaired and the reference model for repair due to special circumstances. It can prioritize the repair of models with higher urgency and offers a high degree of flexibility.

[0049] For example, such as Figure 2 As shown, if a user selects model A in the LOD model bar 201 and clicks the "Set as Reference Template" control 203, model A can be set as the reference model for repair. Then, if the user selects model B in the LOD model bar 201 and clicks the "Repair" control 204, model B can be set as the model to be repaired. It should be noted that after clicking the "Repair" control 204, a model skeleton repair interface will be displayed to assist the user in further repairing the model to be repaired.

[0050] In one optional implementation, if none of the multiple LOD models corresponding to the target virtual object has a bound model skeleton that matches the specified skinning skeleton, the following steps can be performed: generating a manual repair prompt message so that the user can select one LOD model to be manually repaired from the multiple LOD models and manually repair the LOD model to be manually repaired; after the LOD model to be manually repaired is repaired, obtaining the manually repaired LOD model; in response to the fact that the bound model skeleton of the manually repaired LOD model matches the specified skinning skeleton, using the manually repaired LOD model as the repair reference model, and using the other LOD models among the multiple LOD models other than the manually repaired LOD model as the models to be repaired.

[0051] In the above steps, through manual repair operations by the user, it is ensured that at least one LOD model with the correct model skeleton is bound in the LOD model corresponding to the target virtual object, so as to provide a repair reference for other LOD models.

[0052] Figure 3A flowchart for determining the model to be repaired and the reference model for repair is provided, which may include the following steps:

[0053] Step S301: Determine the target virtual object and the multiple LOD models corresponding to the target virtual object;

[0054] Step S302: Determine whether there is an LOD model among the multiple LOD models corresponding to the target virtual object whose bound model skeleton is inconsistent with the specified skinning skeleton. If so, proceed to step S303; otherwise, terminate the program.

[0055] Step S303: Determine whether there is an LOD model among the multiple LOD models corresponding to the target virtual object whose bound model skeleton is consistent with the specified skinning skeleton. If so, proceed to step S304; otherwise, proceed to steps S305 to S307.

[0056] Step S304: The LOD model whose bound model bones are inconsistent with the specified skinning bone in the multiple LOD models corresponding to the target virtual object is taken as the model to be repaired, and the LOD model whose bound model bones are consistent with the specified skinning bone in the multiple LOD models corresponding to the target virtual object is taken as the repair reference model.

[0057] Step S305: Generate a prompt message for manual repair, so that the user can select one LOD model to be manually repaired from multiple LOD models corresponding to the target virtual object, and manually repair the LOD model to be manually repaired.

[0058] Step S306: After the LOD model to be manually repaired is repaired, obtain the LOD model that has been manually repaired;

[0059] Step S307: In response to the fact that the model skeleton bound to the manually repaired LOD model is consistent with the specified skinning skeleton, the manually repaired LOD model is used as the repair reference model, and the other LOD models among the multiple LOD models corresponding to the target virtual object, excluding the manually repaired LOD model, are used as the models to be repaired.

[0060] After determining the model to be repaired and the reference model to be repaired, step S140 can be continued.

[0061] In step S140, the model skeleton of the model to be repaired is repaired based on the model skeleton bound to the repair reference model so that the model skeletons bound to multiple LOD models are consistent.

[0062] The model skeleton bound to the model to be repaired may have the following errors: missing bones, incorrect bone addition, etc. Therefore, when repairing the model skeleton of the model to be repaired, targeted repairs can be carried out.

[0063] In one optional implementation, the above-mentioned model bone repair of the model to be repaired based on the model bones bound to the repair reference model can be achieved through the following steps: responding to the user's first model bone selection operation in the model bones bound to the repair reference model according to the bone difference information, determining the first model bone from the model bones bound to the repair reference model, wherein the bone difference information is the difference information between the bones bound to the model to be repaired and the specified skinning bones, and the first model bone is the model bone missing from the model to be repaired; and binding the first model bone to the model to be repaired.

[0064] If the model to be repaired has missing skeletons, the missing skeleton (the first skeleton) can be identified by comparing the currently bound skeletons of the model to be repaired with those of the reference model. Once the first skeleton is identified, it can be added to the model to be repaired, thus binding the missing skeleton to the model and achieving targeted repair of the missing skeleton issue.

[0065] The first model skeleton can be selected by the user from the model skeletons bound to the reference model being repaired, based on the skeletal differences between the model skeletons bound to the model to be repaired and the specified skinning skeletons. This allows for manual intervention in the selection and repair of the model skeletons, enabling the user to flexibly control the repair progress and avoid situations where the first model skeleton cannot be identified due to special circumstances. Figure 4A As shown in the skeleton repair interface, the model bones displayed in the template skeleton list 401 are the model bones bound to the reference model to be repaired, and the bones displayed in the modification object skeleton list 402 are the model bones bound to the model to be repaired. If "Model Bone 2" is a missing model bone in the model to be repaired, the user can select "Model Bone 2" as the first model bone. Then, the user can click the "Add" control 403 to add "Model Bone 2" to the modification object skeleton list 402, thereby achieving the binding of the model to be repaired to the first model bone.

[0066] Optionally, when binding the first model skeleton to the model to be repaired, the model vertex binding information corresponding to the first model skeleton can be added to the skinning information of the model to be repaired to bind the first model skeleton to the model to be repaired. Here, the skinning information corresponding to the first model skeleton refers to the binding information between the bone nodes of the first model skeleton and the nodes of the repair reference model.

[0067] In one optional implementation, the above-mentioned model bone repair of the model to be repaired based on the model bones bound to the repair reference model can be achieved through the following steps: Responding to a user's second model bone selection operation in the model bones bound to the model to be repaired according to bone difference information, a second model bone is determined from the model bones bound to the model to be repaired. The bone difference information refers to the difference information between the bones bound to the model to be repaired and the specified skinning bones. The second model bone is the model bone that was incorrectly bound to the model to be repaired. Responding to a user's third model bone selection operation in the model bones bound to the repair reference model, a third model bone is determined from the model bones bound to the repair reference model. The third model bone is the model bone used to replace the second model bone in the model bones bound to the repair reference model. The second model bone bound to the model to be repaired is replaced with the third model bone.

[0068] If the model to be repaired has an incorrect skeleton configuration, the second and third model bones can be identified by comparing the currently bound skeletons of the model to be repaired with those of the reference model. After identifying the second and third model bones, the second model bones can be unbound from the model to be repaired, and the skeleton model corresponding to the third model bones can be bound to the model to be repaired, thus achieving targeted repair of the incorrect skeleton configuration issue.

[0069] The second model skeleton can be selected by the user from the model skeletons bound to the model to be repaired, based on the bone difference information between the model skeletons bound to the model to be repaired and the specified skinning skeleton. The third model skeleton can also be selected by the user from the model skeletons bound to the reference model to be repaired, based on the bone type corresponding to the second model skeleton. This allows for manual intervention in the selection and repair of model skeletons, enabling the user to flexibly control the repair progress and avoid situations where the second and third model skeletons cannot be distinguished due to special circumstances. Figure 4B As shown in the skeleton repair interface, if "Model Bone 2" is mistakenly added as "Model Bone 4" in the model to be repaired, the user can select "Model Bone 4" as the second model bone from the modified object bone list 402 and select "Model Bone 2" as the third bone from the template bone list 401. Then, the user can click the "Replace" control 404 to replace "Model Bone 4" bound to the model to be repaired with "Model Bone 2".

[0070] Optionally, when replacing the second model bone bound to the model to be repaired with the third model bone, the model vertex binding information corresponding to the second model bone can be deleted from the skinning information of the model to be repaired, and the model vertex binding information corresponding to the third model bone can be added. The skinning weights of the third model bone in the model to be repaired can be the same as those of the second model bone. The skinning information corresponding to the second model bone refers to the binding information between the bone nodes of the second model bone and the nodes of the model to be repaired.

[0071] Figure 5 A model bone repair apparatus 500 according to an exemplary embodiment of this disclosure is shown. For example... Figure 5 As shown, the model bone repair device 500 may include:

[0072] The target object determination module 510 is used to determine the target virtual object in the target game.

[0073] LOD model determination module 520 is used to determine multiple LOD models corresponding to the target virtual object. The multiple LOD models are each bound to a model skeleton and correspond to different model precisions to represent the target virtual object in different game environments.

[0074] The module 530 for determining the model to be repaired is used to determine the model to be repaired and the reference model to be repaired from multiple LOD models based on the specified skinning bone in response to the existence of an LOD model whose bound model bone is inconsistent with the specified skinning bone among multiple LOD models.

[0075] The model skeleton repair module 540 is used to repair the model skeleton of the model to be repaired based on the model skeleton bound to the repair reference model, so as to make the model skeleton bound to multiple LOD models consistent.

[0076] In one optional implementation, the repair model determination module 530 can be configured to determine the repair model and the repair reference model from multiple LOD models based on the specified skin skeleton, and to select LOD models whose bound model skeletons are inconsistent with the specified skin skeleton as repair models, and select LOD models whose bound model skeletons are consistent with the specified skin skeleton as repair reference models.

[0077] In one optional implementation, if there is no LOD model among the multiple LOD models whose bound model skeleton matches the specified skinning skeleton, the model skeleton repair device 500 further includes: a model to be repaired determination submodule, which can be configured to: generate a manual repair prompt message so that the user can select one LOD model to be manually repaired from the multiple LOD models and manually repair the LOD model to be manually repaired; after the LOD model to be manually repaired is repaired, obtain the LOD model that has been manually repaired; in response to the model skeleton bound to the manually repaired LOD model matching the specified skinning skeleton, use the manually repaired LOD model as the repair reference model, and use the other LOD models among the multiple LOD models other than the manually repaired LOD model as models to be repaired.

[0078] In an optional implementation, the model bone repair module 540 may further include: a first model repair module, which may be configured to: in response to a user's first model bone selection operation in the model bones bound to the repair reference model based on bone difference information, determine a first model bone from the model bones bound to the repair reference model, wherein the bone difference information is the difference information between the bones bound to the model to be repaired and the specified skinning bones, and the first model bone is the model bone missing from the model to be repaired; and bind the first model bone to the model to be repaired.

[0079] In one optional implementation, the first model bone in the first model repair module is bound to the model to be repaired. This can be configured by adding model vertex binding information corresponding to the first model bone to the skinning information of the model to be repaired, so as to bind the first model bone to the model to be repaired.

[0080] In one optional implementation, the model bone repair module 540 may further include: a second model repair module, which may be configured to: in response to a user's selection operation of a second model bone in the model bones bound to the model to be repaired based on bone difference information, determine a second model bone from the model bones bound to the model to be repaired, wherein the bone difference information is the difference information between the bones bound to the model to be repaired and a specified skinning bone, and the second model bone is a model bone that is incorrectly bound to the model to be repaired; in response to a user's selection operation of a third model bone in the model bones bound to the repair reference model, determine a third model bone from the model bones bound to the repair reference model, wherein the third model bone is a model bone used to replace the second model bone in the model bones bound to the repair reference model; and replace the second model bone bound to the model to be repaired with the third model bone.

[0081] In one optional implementation, the second model repair module replaces the second model bone bound to the model to be repaired with the third model bone. This can be configured to: delete the model vertex binding information corresponding to the second model bone in the skinning information of the model to be repaired, and add the model vertex binding information corresponding to the third model bone.

[0082] The specific details of each module in the above-mentioned model bone repair device 500 have been described in detail in the method section of the implementation method. For any undisclosed details, please refer to the implementation method section of the implementation method, and therefore will not be repeated here.

[0083] Exemplary embodiments of this disclosure also provide a computer-readable storage medium storing a program product capable of implementing the model bone repair method described above. In some possible embodiments, various aspects of this disclosure may also be implemented as a program product including program code that, when run on an electronic device, causes the electronic device to perform the steps described in the "Exemplary Methods" section of this specification according to various exemplary embodiments of this disclosure.

[0084] The program product may be a portable compact disc read-only memory (CD-ROM) and include program code, and may run on an electronic device, such as a personal computer. However, the program product disclosed herein is not limited thereto. In this document, the readable storage medium may be any tangible medium that contains or stores a program that may be used by or in conjunction with an instruction execution system, apparatus, or device.

[0085] The program product may employ any combination of one or more readable media. A readable medium may be a readable signal medium or a readable storage medium. A readable storage medium may be, for example, but not limited to, an electrical, magnetic, optical, electromagnetic, infrared, or semiconductor system, apparatus, or device, or any combination thereof. More specific examples (a non-exhaustive list) of 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 fiber, portable compact disk read-only memory (CD-ROM), optical storage devices, magnetic storage devices, or any suitable combination thereof.

[0086] Computer-readable signal media may include data signals propagated in baseband or as part of a carrier wave, carrying readable program code. Such propagated data signals may take various forms, including but not limited to electromagnetic signals, optical signals, or any suitable combination thereof. A readable signal medium may also be any readable medium other than a readable storage medium, capable of sending, propagating, or transmitting programs for use by or in conjunction with an instruction execution system, apparatus, or device.

[0087] The program code contained on the readable medium may be transmitted using any suitable medium, including but not limited to wireless, wired, optical fiber, RF, etc., or any suitable combination thereof.

[0088] Program code for performing the operations of this disclosure can be written in any combination of one or more programming languages, including object-oriented programming languages ​​such as Java and C++, and conventional procedural programming languages ​​such as C or similar languages. The program code can execute entirely on the user's computing device, partially on the user's computing device, as a standalone software package, partially on the user's computing device and partially on a remote computing device, or entirely on a remote computing device or server. In cases involving remote computing devices, the remote computing devices can be connected to the user's computing device via any type of network, including a local area network (LAN) or a wide area network (WAN), or can be connected to an external computing device (e.g., via the Internet using an Internet service provider).

[0089] Exemplary embodiments of this disclosure also provide an electronic device capable of implementing the above-described model bone repair method. Referring below... Figure 6 To describe an electronic device 600 according to such an exemplary embodiment of the present disclosure. Figure 6 The electronic device 600 shown is merely an example and should not impose any limitation on the functionality and scope of use of the embodiments disclosed herein.

[0090] like Figure 6 As shown, the electronic device 600 can be represented as a general-purpose computing device. The components of the electronic device 600 may include, but are not limited to: at least one processing unit 610, at least one storage unit 620, a bus 630 connecting different system components (including storage unit 620 and processing unit 610), and a display unit 640.

[0091] The storage unit 620 stores program code that can be executed by the processing unit 610, causing the processing unit 610 to perform the steps described in the "Exemplary Methods" section above according to various exemplary embodiments of this disclosure.

[0092] Specifically, a program product stored on a computer-readable storage medium enables an electronic device to perform the following steps:

[0093] Identify the target virtual object in the target game;

[0094] Multiple LOD models corresponding to the target virtual object are determined. Each LOD model is bound to a model skeleton and corresponds to a different model precision, which is used to represent the target virtual object in different game environments.

[0095] In response to the existence of an LOD model whose bound model skeleton is inconsistent with the specified skinning skeleton among multiple LOD models, the model to be repaired and the reference model to be repaired are determined from multiple LOD models based on the specified skinning skeleton.

[0096] Based on the model skeleton bound to the repair reference model, the model skeleton to be repaired is repaired to make the model skeleton bound to multiple LOD models consistent.

[0097] In one alternative implementation, the above-mentioned determination of the model to be repaired and the reference model for repair from multiple LOD models based on the specified skinning skeleton can be achieved through the following steps: taking the LOD model whose bound model skeleton is inconsistent with the specified skinning skeleton as the model to be repaired, and taking the LOD model whose bound model skeleton is consistent with the specified skinning skeleton as the reference model for repair.

[0098] In one optional implementation, if there is no LOD model among the multiple LOD models whose bound model skeleton matches the specified skinning skeleton, the following steps can also be performed: generate a prompt message for manual repair, so that the user can select one LOD model to be manually repaired from the multiple LOD models and manually repair the LOD model to be manually repaired; after the LOD model to be manually repaired is repaired, obtain the LOD model that has been manually repaired; in response to the fact that the model skeleton bound to the manually repaired LOD model matches the specified skinning skeleton, use the LOD model that has been manually repaired as the repair reference model, and use the other LOD models among the multiple LOD models other than the LOD model that has been manually repaired as the models to be repaired.

[0099] In one optional implementation, the above-mentioned model bone repair of the model to be repaired based on the model bones bound to the repair reference model can be achieved through the following steps: responding to the user's first model bone selection operation in the model bones bound to the repair reference model according to the bone difference information, determining the first model bone from the model bones bound to the repair reference model, wherein the bone difference information is the difference information between the bones bound to the model to be repaired and the specified skinning bones, and the first model bone is the model bone missing from the model to be repaired; and binding the first model bone to the model to be repaired.

[0100] In one alternative implementation, the above-mentioned binding of the first model skeleton to the model to be repaired can be achieved by the following steps: adding model vertex binding information corresponding to the first model skeleton to the skinning information of the model to be repaired, so as to bind the first model skeleton to the model to be repaired.

[0101] In an optional implementation, the above-mentioned model bone repair of the model to be repaired based on the model bones bound to the repair reference model can also be achieved through the following steps: In response to a user's second model bone selection operation in the model bones bound to the model to be repaired according to bone difference information, a second model bone is determined from the model bones bound to the model to be repaired, wherein the bone difference information is the difference information between the bones bound to the model to be repaired and the specified skinning bones, and the second model bone is the model bone that was incorrectly bound to the model to be repaired; In response to a user's third model bone selection operation in the model bones bound to the repair reference model, a third model bone is determined from the model bones bound to the repair reference model, wherein the third model bone is the model bone used to replace the second model bone in the model bones bound to the repair reference model; The second model bone bound to the model to be repaired is replaced with the third model bone.

[0102] In one alternative implementation, replacing the second model bone bound to the model to be repaired with the third model bone can be achieved through the following steps: deleting the model vertex binding information corresponding to the second model bone in the skinning information of the model to be repaired, and adding the model vertex binding information corresponding to the third model bone.

[0103] In the aforementioned model skeleton repair process, on the one hand, by identifying the model to be repaired, users can detect LOD models with problematic skeleton bindings and repair them in a timely manner, avoiding rework and delays in game development caused by discovering problems only during LOD model switching. On the other hand, by repairing the model skeleton of the model to be repaired according to the model skeleton bound to the repair reference model, users can quickly repair incorrectly bound bones in LOD models, thereby improving the efficiency of creating animations using LOD models.

[0104] Storage unit 620 may include readable media in the form of volatile storage units, such as random access memory (RAM) 621 and / or cache memory 622, and may further include read-only memory (ROM) 623.

[0105] Storage unit 620 may also include a program / utility 624 having a set (at least one) of program modules 625, 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.

[0106] Bus 630 can represent one or more of several types of bus structures, including a memory cell bus or memory cell controller, a peripheral bus, a graphics acceleration port, a processing unit, or a local bus using any of the various bus structures.

[0107] Electronic device 600 can also communicate with one or more external devices 700 (e.g., keyboard, pointing device, Bluetooth device, etc.), and with one or more devices that enable a user to interact with the electronic device 600, and / or with any device that enables the electronic device 600 to communicate with one or more other computing devices (e.g., router, modem, etc.). This communication can be performed via input / output (I / O) interface 650. Furthermore, electronic device 600 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 network adapter 660. Figure 6 As shown, network adapter 660 communicates with other modules of electronic device 600 via bus 630. It should be understood that, although... Figure 6 As not shown in the diagram, other hardware and / or software modules may be used in conjunction with the electronic device 600, including but not limited to: microcode, device drivers, redundant processing units, external disk drive arrays, RAID systems, tape drives, and data backup storage systems.

[0108] 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 this disclosure can be embodied in the form of a software product, which can be stored in a non-volatile storage medium (such as a CD-ROM, USB flash drive, external 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 exemplary embodiments of this disclosure.

[0109] Furthermore, the above figures are merely illustrative representations of the processes included in the methods according to exemplary embodiments of this disclosure, and are not intended to be limiting. It is readily understood that the processes shown in the above figures do not indicate or limit the temporal order of these processes. Additionally, it is readily understood that these processes may be executed synchronously or asynchronously, for example, in multiple modules.

[0110] It should be noted that although several modules or units for the device used to perform actions have been mentioned in the detailed description above, this division is not mandatory. In fact, according to exemplary embodiments of this disclosure, the features and functions of two or more modules or units described above can be embodied in one module or unit. Conversely, the features and functions of one module or unit described above can be further divided and embodied by multiple modules or units.

[0111] Other embodiments of this disclosure will readily occur to those skilled in the art upon consideration of the specification and practice of the invention disclosed herein. This application is intended to cover any variations, uses, or adaptations of this disclosure that follow the general principles of this disclosure and include common knowledge or customary techniques in the art not disclosed herein. The specification and embodiments are to be considered exemplary only, and the true scope and spirit of this disclosure are indicated by the claims.

[0112] It should be understood that this disclosure is not limited to the precise structures described above and shown in the accompanying drawings, and various modifications and changes can be made without departing from its scope. The scope of this disclosure is limited only by the appended claims.

Claims

1. A method for repairing model bones, characterized in that, The method includes: Identify the target virtual object in the target game; Multiple LOD models corresponding to the target virtual object are determined, wherein the multiple LOD models are respectively bound to model skeletons and correspond to different model precisions, which are used to represent the target virtual object in different game environments; In response to the existence of an LOD model among the plurality of LOD models where the bound model bones are inconsistent with the specified skinning bones, the model to be repaired and the repair reference model are determined from the plurality of LOD models based on the specified skinning bones; the specified skinning bones are bones used to verify the correctness of the bound model bones of the LOD model. Based on the model skeleton bound to the repair reference model, the model skeleton to be repaired is repaired so that the model skeletons bound to the multiple LOD models are consistent. The step of determining the model to be repaired and the reference model to be repaired from the plurality of LOD models based on the specified skinning skeleton includes: The LOD model whose bound model bones are inconsistent with the specified skinning bone is designated as the model to be repaired, and the LOD model whose bound model bones are consistent with the specified skinning bone is designated as the repair reference model.

2. The method according to claim 1, characterized in that, If none of the multiple LOD models has an LOD model whose bound model skeleton matches the specified skinning skeleton, the method further includes: A prompt message indicating that manual repair is required is generated, allowing the user to select one LOD model from the plurality of LOD models to be manually repaired and then manually repair the LOD model to be manually repaired. After the LOD model to be manually repaired is repaired, obtain the manually repaired LOD model; In response to the fact that the model skeleton bound to the manually repaired LOD model is consistent with the specified skinning skeleton, the manually repaired LOD model is used as the repair reference model, and the other LOD models among the plurality of LOD models other than the manually repaired LOD model are used as models to be repaired.

3. The method according to claim 1, characterized in that, The step of repairing the model skeleton of the model to be repaired based on the model skeleton bound to the repair reference model includes: In response to a user's first model bone selection operation performed in the model bones bound to the repair reference model based on bone difference information, a first model bone is determined from the model bones bound to the repair reference model. The bone difference information is the difference information between the bones bound to the model to be repaired and the specified skinning bones. The first model bone is the model bone missing from the model to be repaired. Bind the skeleton of the first model to the model to be repaired.

4. The method according to claim 3, characterized in that, The step of binding the first model skeleton to the model to be repaired includes: Add model vertex binding information corresponding to the first model bone to the skinning information of the model to be repaired, so as to bind the first model bone to the model to be repaired.

5. The method according to claim 1, characterized in that, The step of repairing the model skeleton of the model to be repaired based on the model skeleton bound to the repair reference model further includes: In response to a user's selection of a second model bone from the model bones bound to the model to be repaired based on bone difference information, a second model bone is determined from the model bones bound to the model to be repaired. The bone difference information is the difference information between the bones bound to the model to be repaired and the specified skinning bone. The second model bone is the model bone that was incorrectly bound to the model to be repaired. In response to a user's selection of a third model bone in the model skeleton bound to the repair reference model, a third model bone is determined from the model skeleton bound to the repair reference model. The third model bone is the model bone in the model skeleton bound to the repair reference model used to replace the second model bone. Replace the second model skeleton bound to the model to be repaired with the third model skeleton.

6. The method according to claim 5, characterized in that, The step of replacing the second model skeleton bound to the model to be repaired with the third model skeleton includes: In the skinning information of the model to be repaired, delete the model vertex binding information corresponding to the second model bone, and add the model vertex binding information corresponding to the third model bone.

7. A model bone repair device, characterized in that, The device includes: The target object determination module is used to determine the target virtual objects in the target game; The LOD model determination module is used to determine multiple LOD models corresponding to the target virtual object. The multiple LOD models are respectively bound to model skeletons and correspond to different model precisions, which are used to represent the target virtual object in different game environments. The module for determining the model to be repaired is used to determine the model to be repaired and the reference model to be repaired from the multiple LOD models based on the specified skinning bone when there is an LOD model whose bound model bones are inconsistent with the specified skinning bone; the specified skinning bone is a bone used to verify the correctness of the model bones bound to the LOD model. The model skeleton repair module is used to repair the model to be repaired based on the model skeleton bound to the repair reference model, so that the model skeletons bound to the multiple LOD models are consistent. The step of determining the model to be repaired and the reference model to be repaired from the plurality of LOD models based on the specified skinning skeleton includes: The LOD model whose bound model bones are inconsistent with the specified skinning bone is designated as the model to be repaired, and the LOD model whose bound model bones are consistent with the specified skinning bone is designated as the repair reference model.

8. A computer-readable storage medium having a computer program stored thereon, characterized in that, When the computer program is executed by a processor, it implements the method described in any one of claims 1 to 6.

9. An electronic device, characterized in that, include: processor; as well as Memory for storing the executable instructions of the processor; The processor is configured to execute the method of any one of claims 1 to 6 by executing the executable instructions.

Citation Information

Patent Citations

  • Three-dimensional human body model skeleton dynamic transfer binding method

    CN112541969A

  • Method and device for adjusting virtual character model, storage medium and electronic device

    CN114504825A