Animation production method and device, storage medium, and terminal
By locking the weight value of the bone model in Maya and skinning it in 3Dmax, the problem of complex configuration of the bone model weight value is solved, the quality and efficiency of animation production are improved, and precise control of complex bone models is achieved.
Patent Information
- Application Number
- CN202111159911.5
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2021-09-30
- Publication Date
- 2025-08-08
- Estimated Expiration
- 2041-09-30
AI Technical Summary
In the prior art, the weight value configuration of the bone model is complex, resulting in low animation production efficiency and low quality, and the effect of each bone point cannot be accurately controlled.
Determine the weight value of the target bone point in Maya and lock it, export it to 3Dmax for skin processing, and use the bone controller and linkage relationship to animation to avoid interference with the weight value configuration caused by bone linkage.
It improves the quality and efficiency of animation production, ensures precise control of each bone point in the complex bone model, and realizes refined animation processing.
Smart Images

Figure CN115908645B_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to the field of animation production technology, and in particular to an animation production method and device, a storage medium, and a terminal. Background Art
[0002] With the rapid development of online games, skeletal models are the foundation of character creation. Weights are used to configure the linkage between bones in the skeletal model, enabling realistic movement during skinning animations.
[0003] Currently, the existing configuration of the weights of each bone in the skeletal model requires configuring the weights of the bone points one by one, and the weights of multiple linked bones can be configured on one bone point. However, when a bone point is configured with a large number of linked bone weights, it will affect the weight configuration of other bone points. As a result, when processing complex skeletal models, it is impossible to accurately control the effect of each bone point on the skeletal model, which reduces the quality and efficiency of animation production. Summary of the Invention
[0004] In view of this, the present invention provides an animation production method and device, a storage medium, and a terminal, the main purpose of which is to solve the problem of low efficiency in existing animation production.
[0005] According to one aspect of the present invention, there is provided a method for producing an animation, comprising:
[0006] Importing a skeleton model into Maya, determining weight values of target skeleton points in the skeleton model, and locking the weight values;
[0007] Exporting the skeleton model with the locked weight value to 3Dmax, and performing skinning on the skeleton model in 3Dmax;
[0008] Animation is produced based on the animation material obtained after the skinning process.
[0009] Furthermore, the step of importing the skeleton model into Maya, determining the weight value of the target skeleton point in the skeleton model, and locking the weight value includes:
[0010] Determine the weight value of the target bone point according to the bone linkage relationship of the bone model in Maya;
[0011] In response to an instruction to select the weight value of the target bone point, the bone linkage relationship corresponding to the weight value of the target bone point is blocked, so that when the weight value of the non-target bone point is adjusted, the weight value of the target bone point does not change.
[0012] Furthermore, the skeletal model includes skeletal points of linkage connection. Before importing the skeletal model into Maya, determining the weight value of the target skeletal point in the skeletal model, and locking the weight value, the method further includes:
[0013] Create a basic skeleton model of the target animation object based on the skeleton auxiliary component in 3Dmax, wherein the basic skeleton model includes skeleton points connected based on a skeleton chain;
[0014] Determining the skeleton linkage relationship between the skeleton chains in the basic skeleton model in the 3Dmax to generate a skeleton model, wherein the skeleton model includes weight values determined based on the skeleton linkage relationship between the skeleton points;
[0015] The skeleton model is stored in a target file format so as to import the skeleton model into Maya in the target file format.
[0016] Furthermore, after generating the skeleton model, the method further includes:
[0017] Binding a skeletal controller to each skeletal point in the skeletal model based on skeletal control requirement information, wherein the skeletal control requirement information is used to characterize control constraint content of each skeletal point, so as to perform constraint control on the skeletal point based on the skeletal controller;
[0018] The control parameters of the bound skeletal controller are configured based on the skeletal parameters of each skeletal point in the skeletal model.
[0019] Furthermore, the animation production based on the animation material obtained after the skinning process includes:
[0020] Importing the animation material obtained after the skinning process into the game engine, and in response to an instruction to adjust the weight value of a first bone point in the skeletal model, determining a first weight value of the first bone point and a second weight value of a second bone point having a skeletal linkage relationship with the first bone point;
[0021] If the second weight value is locked, adjusting the first weight value based on the weight controller;
[0022] If the second weight value is not locked, the first weight value is adjusted based on the weight controller, and the second weight value is adjusted based on the skeleton linkage relationship to complete the animation production.
[0023] Furthermore, the method further comprises:
[0024] In response to the control instruction of the skeleton model in the game engine, the skeleton controller is called, and linkage control is performed according to the control parameters of the to-be-controlled skeleton points carried in the control instruction and the weight values of the to-be-controlled skeleton points.
[0025] Furthermore, after importing the skeleton model into Maya and determining the weight value of the target skeleton point in the skeleton model, the method further includes:
[0026] When receiving an adjustment instruction for the target weight value in Maya, the target weight value is adjusted based on the adjustment parameter, and whether a weight value having a skeletal linkage relationship with the target weight value changes;
[0027] If the weight value of the skeleton linkage relationship changes, a locking instruction is output to lock the weight value of the skeleton linkage relationship.
[0028] According to another aspect of the present invention, there is provided an animation production device, comprising:
[0029] A locking module is used to import a skeleton model into Maya, determine the weight value of the target skeleton point in the skeleton model, and lock the weight value;
[0030] A processing module, configured to export the skeleton model with the locked weight value to 3Dmax, and perform skinning processing on the skeleton model in 3Dmax;
[0031] The production module is used to produce animation based on the animation materials obtained after the skinning process.
[0032] Furthermore, the locking module includes:
[0033] A determination unit, configured to determine the weight value of the target bone point according to the bone linkage relationship of the bone model in Maya;
[0034] A blocking unit is used to block the bone linkage relationship corresponding to the weight value of the target bone point in response to the selection instruction of the weight value of the target bone point, so that when the weight value of the non-target bone point is adjusted, the weight value of the target bone point does not change.
[0035] Furthermore, the skeleton model includes skeleton points connected in linkage, and the device further includes:
[0036] A creation module is used to create a basic skeleton model of a target animation object based on a skeleton auxiliary component in 3Dmax, wherein the basic skeleton model includes skeleton points connected based on a skeleton chain;
[0037] A generating module, configured to determine the skeleton linkage relationship between the skeleton chains in the basic skeleton model in the 3Dmax, and generate a skeleton model, wherein the skeleton model includes weight values determined based on the skeleton linkage relationship between the skeleton points;
[0038] The storage module is used to store the skeleton model in a target file format so as to import the skeleton model into Maya in the target file format.
[0039] Furthermore, the device further comprises:
[0040] A binding module, configured to bind a skeletal controller to each skeletal point in the skeletal model based on skeletal control requirement information, wherein the skeletal control requirement information is used to characterize the control constraint content of each bone, so as to perform constraint control on the skeletal point based on the skeletal controller;
[0041] A configuration module is used to configure the control parameters of the bound skeletal controller based on the skeletal parameters of each skeletal point in the skeletal model.
[0042] Furthermore, the production module includes:
[0043] a determining unit, configured to import the animation material obtained after the skinning process into the game engine, and determine, in response to an instruction to adjust the weight value of a first skeletal point in the skeletal model, a first weight value of the first skeletal point and a second weight value of a second skeletal point having a skeletal linkage relationship with the first skeletal point;
[0044] a first adjusting unit, configured to adjust the first weight value based on a weight controller if the second weight value is locked;
[0045] The second adjustment unit is configured to adjust the first weight value based on a weight controller and the second weight value based on the skeletal linkage relationship if the second weight value is not locked, thereby completing animation production.
[0046] Furthermore, the production module also includes:
[0047] The control unit is used to call the skeleton controller in response to the control instruction of the skeleton model in the game engine, and perform linkage control according to the control parameters of the skeleton points to be controlled carried by the control instruction and the weight values of the skeleton points to be controlled.
[0048] Furthermore, the device further comprises:
[0049] An adjustment module, configured to adjust the target weight value based on an adjustment parameter upon receiving an adjustment instruction for the target weight value in Maya, and detect whether a weight value having a skeletal linkage relationship with the target weight value has changed;
[0050] The output module is used to output a locking instruction if the weight value of the skeleton linkage relationship changes, so as to lock the weight value of the skeleton linkage relationship.
[0051] According to another aspect of the present invention, a storage medium is provided, wherein the storage medium stores at least one executable instruction, and the executable instruction enables a processor to execute operations corresponding to the above-mentioned animation production method.
[0052] According to another aspect of the present invention, there is provided a terminal, comprising: a processor, a memory, a communication interface, and a communication bus, wherein the processor, the memory, and the communication interface communicate with each other via the communication bus;
[0053] The memory is used to store at least one executable instruction, and the executable instruction enables the processor to execute operations corresponding to the above-mentioned animation production method.
[0054] By means of the above technical solution, the technical solution provided by the embodiment of the present invention has at least the following advantages:
[0055] The present invention provides an animation production method and device, a storage medium, and a terminal. Compared with the prior art, an embodiment of the present invention imports a skeletal model into Maya, determines the weight values of target skeletal points in the skeletal model, and locks the weight values; exports the skeletal model with the locked weight values into 3D Max, and performs skinning processing on the skeletal model in 3D Max; and performs animation production based on the animation material obtained after the skinning processing. This avoids weight value configuration caused by skeletal linkage, fixes the weight values of selected skeletal points, and accurately controls the influence of each skeletal point on the skeletal model when processing complex skeletal models, thereby improving the quality and efficiency of animation production.
[0056] The above description is only an overview of the technical solution of the present invention. In order to more clearly understand the technical means of the present invention, it can be implemented in accordance with the contents of the specification. In order to make the above and other purposes, features and advantages of the present invention more obvious and easy to understand, the specific implementation methods of the present invention are specifically listed below. BRIEF DESCRIPTION OF THE DRAWINGS
[0057] Various other advantages and benefits will become apparent to those skilled in the art upon reading the detailed description of the preferred embodiment below. The accompanying drawings are for illustration purposes only and are not to be considered as limiting the present invention. The same reference symbols are used throughout the drawings to represent the same components. In the drawings:
[0058] Figure 1 A flow chart of a first animation production method provided by an embodiment of the present invention is shown;
[0059] Figure 2 A flow chart of a second animation production method provided by an embodiment of the present invention is shown;
[0060] Figure 3 A flowchart of a third animation production method provided by an embodiment of the present invention is shown;
[0061] Figure 4 A flowchart of a fourth animation production method provided by an embodiment of the present invention is shown;
[0062] Figure 5 A flow chart of a fifth animation production method provided by an embodiment of the present invention is shown;
[0063] Figure 6 A block diagram showing the composition of an animation production device provided by an embodiment of the present invention is shown;
[0064] Figure 7 A schematic structural diagram of a terminal provided by an embodiment of the present invention is shown. DETAILED DESCRIPTION
[0065] Exemplary embodiments of the present disclosure will be described in more detail below with reference to the accompanying drawings. Although exemplary embodiments of the present disclosure are shown in the accompanying drawings, it should be understood that the present disclosure can be implemented in various forms and should not be limited by the embodiments set forth herein. Rather, these embodiments are provided to enable a more thorough understanding of the present disclosure and to fully convey the scope of the present disclosure to those skilled in the art.
[0066] The embodiment of the present invention provides a method for producing an animation, such as Figure 1 As shown, the method includes:
[0067] 101. Import a skeleton model into Maya, determine the weight value of the target skeleton point in the skeleton model, and lock the weight value.
[0068] In the embodiment of the present invention, in order to carry out the production of game animation, in the process of creating an animated character, it is necessary to create a skeleton model for the animated character, so as to realize the production steps such as the material, mapping, rendering of the character. In this process, there is an application software for creating and operating a skeleton model, including three-dimensional computer animation production software such as 3Dmax (3D Studio Max), Maya, preferably, 3Dmax can carry out the production of a skeleton model, and Maya can lock the weight value in the skeleton model. Wherein, in order to make the skeleton point of determined weight value not be affected by the linkage of other skeleton points, reduce the adjustment frequency of the single weight value of each skeleton point, thereby realize the skeleton control effect of refinement, in Maya, the weight value of the target skeleton point in the skeleton model is locked. Wherein, the target skeleton point is the skeleton point that needs to be independently controlled with other skeleton points, and can be any skeleton point selected from the skeleton model. After this weight value is locked, if there is a linkage relationship between this target skeleton point and other skeleton points, then when other skeleton points are controlled, the weight value of this skeleton point will not change.
[0069] It should be noted that the skeleton points in the skeleton model in the embodiment of the present invention have a linkage relationship, and the model can be given a specific linkage effect based on the weight value. By controlling one skeleton point, the control effect of other linked skeleton points is determined based on the weight value. The control includes rotation, displacement, flipping, etc. One skeleton point can be given weight values of multiple other skeleton points as a control adjustment basis for the linkage control. The embodiment of the present invention does not make specific limitations.
[0070] 102. Export the skeleton model with the locked weight value to 3Dmax, and perform skinning on the skeleton model in 3Dmax.
[0071] In an embodiment of the present invention, after locking the weight values of each skeletal point of a skeletal model based on Maya, the skeletal model with the locked weight values is exported to 3D Max based on the animation processing function of 3D Max, and the skeletal model is skinned in 3D Max. The skinning processing performed in 3D Max can directly perform animation processing by calling the skinning subsystem or skinning component in 3D Max, thereby improving the efficiency of the animation processing in 3D Max.
[0072] It should be noted that in the skinning process in 3Dmax, the skeleton model with locked weight values is skinned to achieve refined animation processing.
[0073] 103. Perform animation production based on the animation material obtained after the skinning process.
[0074] In an embodiment of the present invention, the animation production process of the animation material obtained after the skinning process is completed can be based on a specific game engine, or can be based on the corresponding animation production component in 3D Max. Wherein, if the animation production is based on the game engine, after the skinning process is completed in 3D Max, the animation material obtained after the skinning process is completed is imported into the game engine for animation production, for example, imported into the Unreal Animation Engine UE4 for animation production.
[0075] In one embodiment of the present invention, in order to further define and illustrate, Figure 2 As shown, step 102 imports a skeleton model into Maya, determines the weight value of the target skeleton point in the skeleton model, and locks the weight value, including: 1021, determining the weight value of the target skeleton point in Maya according to the skeleton linkage relationship of the skeleton model; 1022, in response to the selection instruction of the weight value of the target skeleton point, blocking the skeleton linkage relationship corresponding to the weight value of the target skeleton point.
[0076] In order to avoid the inability to perform refined weight value processing when controlling complex bone models, the weight values of the target bone points are locked in Maya. For example, when making facial expression animations, facial expressions require the various bone points in the bone model to be linked to form different expressions. Therefore, the facial bone model is a complex model. There is not only one bone point corresponding to one weight value in this complex bone model. For example, when processing facial expression weights, a bone point can be affected by multiple bone weight values. When it is greater than 4 or more, 3Dmax alone is not capable of processing the bone point weight values. Therefore, the bone point weight values of the complex model are processed in combination with Maya. Specifically, after the skeleton model created in 3Dmax is imported into Maya, the weight value of the target skeleton point is determined in Maya according to the skeleton linkage relationship of the skeleton model. At the same time, for the skeleton linkage relationship, the skeleton model is created in 3Dmax, and the linkage relationship between the skeleton points, for example, there is a skeleton linkage relationship between skeleton point 1 and skeleton point 2, then the corresponding weight values are respectively configured for skeleton point 1 and skeleton point 2, so that when skeleton point 1 is adjusted and controlled, skeleton point 2 is controlled in a linkage manner, or when skeleton point 2 is adjusted and controlled, skeleton point 1 is controlled in a linkage manner. In the embodiment of the present invention, the weight value of each skeleton point can be directly assigned when the skeleton model is created in 3Dmax, or it can be assigned by importing a file based on the identity ID of each skeleton point after the skeleton model is created. The embodiment of the present invention does not make specific limitations.
[0077] It should be noted that after determining the weight value of the target bone point, the developer user can select the weight value that needs to be locked, and determine which weight values correspond to the bone points that are not affected by the linkage of other bone points when being controlled. Therefore, in response to the selection instruction of the weight value of the target bone point, the bone linkage relationship corresponding to the weight value of the target bone point is blocked, so that when the weight value of the non-target bone point is adjusted, the weight value of the target bone point does not change. Specifically, after selecting the weight value of the target bone point, in order to prevent this weight value from changing due to the linkage control of other bone points, the bone linkage relationship corresponding to the bone point with this weight value is blocked, that is, the bone linkage relationship between the target bone point and other bone points is cut off. For example, the blocking of the bone linkage relationship can be completed by deleting the linkage parameters or relationship links in the bone linkage relationship. The embodiment of the present invention does not make specific limitations.
[0078] In one embodiment of the present invention, in order to further define and illustrate, Figure 3 As shown, the skeleton model contains skeleton points of various linkage connections. Step 101 imports the skeleton model into Maya, determines the weight value of the target skeleton point in the skeleton model, and locks the weight value. The method also includes: 301, creating a basic skeleton model of the target animation object based on the skeleton auxiliary component in 3Dmax; 302, determining the skeleton linkage relationship between the skeleton chains in the basic skeleton model in 3Dmax, and generating a skeleton model; 303, storing the skeleton model according to the target file format.
[0079] In order to realize the refined expression control of complex models, a skeleton model including various skeleton points is created, and a basic skeleton model is created based on the skeleton auxiliary component in the first model application, so that the skeleton linkage relationship is determined based on each skeleton chain in the basic skeleton model, and the skeleton model is generated. Wherein, 3Dmax is an application software for constructing a target animation object model. In an embodiment of the present invention, the skeleton auxiliary component based on 3Dmax first creates the basic skeleton model of the target animation object. Specifically, the skeleton auxiliary component includes but is not limited to an auxiliary object component, a curve controller, a link relationship component, and a hierarchical relationship component to create a basic skeleton model. The created basic skeleton model contains skeleton points connected based on skeleton chains. In an embodiment of the present invention, in order to obtain the skeleton model, the skeleton linkage relationship between each skeleton chain of the basic skeleton model is determined in 3Dmax, so that each skeleton point in the skeleton model is connected in a hierarchical manner, so that each skeleton point has a linkage relationship. Among them, the skeleton model includes weight values determined between each skeleton point based on the skeleton linkage relationship, so that when skeleton linkage is performed, the linkage effect is determined according to the weight value. For example, there is a skeleton linkage relationship between the arm skeleton point and the wrist skeleton point, and weight values are configured for the arm skeleton point and the wrist skeleton point respectively. Therefore, when linkage is performed, the linkage effect of the arm skeleton point with the wrist skeleton point, or the linkage effect of the wrist skeleton point with the arm skeleton point is determined based on the weight value. The embodiment of the present invention does not make specific limitations.
[0080] It should be noted that since the skeleton model is created based on the model application, in order to obtain the skeleton model for linkage control (such as running, jumping, releasing skills) and other operations in a specific game engine, the skeleton model is stored in the target file format, and the skeleton model is imported into Maya in the target file format. For example, after creating the skeleton model in 3Dmax, it is stored in fbx format, imported into Maya for locking, and can be stored in fbx format again, and then re-imported into the specified application software, such as UE4 engine for motion control and animation production. The embodiment of the present invention does not make specific limitations.
[0081] In one embodiment of the present invention, for further limitation and explanation, after step 202 generates the skeleton model, the method further includes: binding a skeleton controller to each skeleton point in the skeleton model based on the skeleton control requirement information; and configuring the control parameters of the bound skeleton controller based on the skeleton parameters of each skeleton point in the skeleton model.
[0082] Since motion control of animation objects requires displacement, rotation, scaling and other operations on the skeleton points, in order to achieve motion control based on the skeleton model, a skeleton controller is bound to each skeleton point in the skeleton model, and control parameters are configured for the skeleton controller bound to each skeleton point. Specifically, when binding the skeleton controller, since there is a skeleton linkage relationship between each skeleton point, it is necessary to limit it based on the skeleton control requirement information. The skeleton control requirement information is used to characterize the control constraint content of each skeleton, including but not limited to the number of skeleton points controlled by a skeleton controller, the way the skeleton controller controls the skeleton points (such as displacement, rotation, scaling), etc. This skeleton control requirement information can be configured according to different game scenes and different game characters to perform constraint control on each skeleton point based on the skeleton controller.
[0083] Furthermore, due to the skeletal linkage relationship between skeletal points, a skeletal controller can be bound to a single skeletal point or multiple skeletal points. Furthermore, one skeletal point can be bound to one skeletal controller, which is not specifically limited in the present embodiment. Furthermore, to achieve a flexible control effect and precisely control the linkage of each skeletal point in the skeletal model, control parameters are configured for the skeletal controller bound to each skeletal point, so that the skeletal controller is driven to control each skeletal point based on the adjustment of the control parameters, which is not specifically limited in the present embodiment.
[0084] In one embodiment of the present invention, in order to further define and illustrate, Figure 4 As shown, the steps of performing animation production based on the animation material obtained after the skinning process include: 1041. Importing the animation material obtained after the skinning process into the game engine, and in response to the weight value adjustment instruction of the first bone point in the bone model, determining the first weight value of the first bone point and the second weight value of the second bone point having a bone linkage relationship with the first bone point; 1042. If the second weight value is locked, adjusting the first weight value based on the weight controller; 1043. If the second weight value is not locked, adjusting the first weight value based on the weight controller, and adjusting the second weight value based on the bone linkage relationship to complete the animation production.
[0085] In a specific scenario in an embodiment of the present invention, when an animation is produced based on the animation material obtained after the skinning process is completed, in order to perform skeleton control in a refined manner, after determining that the weight value of the skeleton point needs to be adjusted, the animation material obtained after the skinning process is imported into the game engine, and after responding to the developer's instruction to adjust the weight of the first skeleton point in the game engine, the second weight value of the second skeleton point corresponding to the first weight value of the first skeleton point is determined based on the skeleton linkage relationship. If the second weight value is locked, it means that the second weight value does not change with the change of the first weight value, then only the first weight value is adjusted based on the weight controller, and at this time, the change of the second weight value will not be affected. If the second weight value is not locked, it means that the second weight value changes with the change of the first weight value, then while adjusting the first weight value based on the weight controller, the second weight value is adjusted based on the skeleton linkage relationship, and at this time, the first weight value will affect the second weight value.
[0086] It should be noted that the weight controller in the embodiment of the present invention may be a skeletal controller, or a controller that only has a control function for weight values, thereby achieving refined animation production.
[0087] In one embodiment of the present invention, for further limitation and explanation, it also includes: in response to the control instruction of the skeleton model in the game engine, calling the skeleton controller, and performing linkage control according to the control parameters of the skeleton points to be controlled carried by the control instruction and the weight value of the skeleton points to be controlled.
[0088] For a scenario where skeletal points are controlled based on weight values, in order to achieve refined weight value processing, when developing a control instruction for the user inputting the skeletal model, the skeletal controller is called to control each skeletal point in the skeletal model. After calling the skeletal controller, since each skeletal point has a weight value determined based on the skeletal linkage relationship, linkage control is performed based on the control parameters and weight value of the skeletal point to be controlled. At this point, it is possible to further determine whether the weight values of other skeletal points that have a skeletal linkage relationship with the skeletal point to be controlled are locked. If locked, only the skeletal point to be controlled is controlled. If not locked, the other skeletal points can be controlled in a linkage manner.
[0089] It should be noted that in the embodiment of the present invention, as long as the configuration of the weight value is completed, it means that there is a linkage control effect. The locking of the weight value only determines whether other weight values are adjusted in a linkage manner when the weight value is adjusted first, rather than locking the weight value and not performing linkage control.
[0090] In one embodiment of the present invention, in order to further define and illustrate, Figure 5As shown, after the steps of importing a skeleton model into Maya and determining the weight value of the target skeleton point in the skeleton model, the method further includes: 501. When an adjustment instruction of the target weight value is received in Maya, the target weight value is adjusted based on the adjustment parameter, and whether the weight value having a skeleton linkage relationship with the target weight value changes; 502. If the weight value having a skeleton linkage relationship changes, a locking instruction is output.
[0091] In a scenario where a development user is prompted to lock a weight value, in order to achieve refined control of the weight value and improve the animation control effect of the skeleton model, the development user can adjust the weight values of different skeleton points, thereby reflecting different linkage effects. Specifically, when the weight value is adjusted based on the adjustment parameters carried in the adjustment instruction, it is detected whether the weight values of other skeleton points that have a skeleton linkage relationship with the target weight value have changed. If they have changed, it means that these weight values are not locked. Therefore, a locking instruction can be output to instruct the development user to lock the weight value with the skeleton linkage relationship. Among them, since steps 501 and 502 can be implemented in Maya, and the locking of the weight value needs to be implemented in Maya, the content of the output locking instruction may include content that prompts the development user to lock the weight value in Maya, and the embodiment of the present invention does not make specific limitations.
[0092] An embodiment of the present invention provides an animation production method. Compared with the prior art, the embodiment of the present invention imports a skeletal model into Maya, determines the weight values of target skeletal points in the skeletal model, and locks the weight values; exports the skeletal model with the locked weight values into 3D Max, and performs skinning on the skeletal model in 3D Max; and performs animation production based on the animation material obtained after the skinning process. This avoids weight value configuration caused by skeletal linkage, fixes the weight values of selected skeletal points, and accurately controls the influence of each skeletal point on the skeletal model when processing complex skeletal models, thereby improving the quality and efficiency of animation production.
[0093] Furthermore, as a response to the above Figure 1 The embodiment of the present invention provides an animation production device, such as Figure 6 As shown, the device includes:
[0094] A locking module 61 is used to import a skeleton model into Maya, determine the weight value of a target skeleton point in the skeleton model, and lock the weight value;
[0095] A processing module 62 is used to export the skeleton model with the locked weight value to 3Dmax, and perform skinning processing on the skeleton model in 3Dmax;
[0096] The production module 63 is used to produce animation based on the animation material obtained after the skinning process.
[0097] Furthermore, the locking module includes:
[0098] A determination unit, configured to determine the weight value of the target bone point according to the bone linkage relationship of the bone model in Maya;
[0099] A blocking unit is used to block the bone linkage relationship corresponding to the weight value of the target bone point in response to the selection instruction of the weight value of the target bone point, so that when the weight value of the non-target bone point is adjusted, the weight value of the target bone point does not change.
[0100] Furthermore, the skeleton model includes skeleton points connected in linkage, and the device further includes:
[0101] A creation module is used to create a basic skeleton model of a target animation object based on a skeleton auxiliary component in 3Dmax, wherein the basic skeleton model includes skeleton points connected based on a skeleton chain;
[0102] A generating module, configured to determine the skeleton linkage relationship between the skeleton chains in the basic skeleton model in the 3Dmax, and generate a skeleton model, wherein the skeleton model includes weight values determined based on the skeleton linkage relationship between the skeleton points;
[0103] The storage module is used to store the skeleton model in a target file format so as to import the skeleton model into Maya in the target file format.
[0104] Furthermore, the device further comprises:
[0105] A binding module, configured to bind a skeletal controller to each skeletal point in the skeletal model based on skeletal control requirement information, wherein the skeletal control requirement information is used to characterize the control constraint content of each bone, so as to perform constraint control on the skeletal point based on the skeletal controller;
[0106] A configuration module is used to configure the control parameters of the bound skeletal controller based on the skeletal parameters of each skeletal point in the skeletal model.
[0107] Furthermore, the production module includes:
[0108] a determining unit, configured to import the animation material obtained after the skinning process into the game engine, and determine, in response to an instruction to adjust the weight value of a first skeletal point in the skeletal model, a first weight value of the first skeletal point and a second weight value of a second skeletal point having a skeletal linkage relationship with the first skeletal point;
[0109] a first adjusting unit, configured to adjust the first weight value based on a weight controller if the second weight value is locked;
[0110] The second adjustment unit is configured to adjust the first weight value based on a weight controller and the second weight value based on the skeletal linkage relationship if the second weight value is not locked, thereby completing animation production.
[0111] Furthermore, the production module also includes:
[0112] The control unit is used to call the skeleton controller in response to the control instruction of the skeleton model in the game engine, and perform linkage control according to the control parameters of the skeleton points to be controlled carried by the control instruction and the weight values of the skeleton points to be controlled.
[0113] Furthermore, the device further comprises:
[0114] An adjustment module, configured to adjust the target weight value based on an adjustment parameter upon receiving an adjustment instruction for the target weight value in Maya, and detect whether a weight value having a skeletal linkage relationship with the target weight value has changed;
[0115] The output module is used to output a locking instruction if the weight value of the skeleton linkage relationship changes, so as to lock the weight value of the skeleton linkage relationship.
[0116] An embodiment of the present invention provides an animation production device. Compared with the existing technology, the embodiment of the present invention imports a skeleton model in Maya, determines the weight value of the target skeleton point in the skeleton model, and locks the weight value; exports the skeleton model with the locked weight value to 3Dmax, and performs skinning processing on the skeleton model in 3Dmax; performs animation production based on the animation material obtained after the skinning processing, avoids the weight value configuration caused by skeleton linkage, fixes the weight value of the selected skeleton point, and achieves accurate control of the influence of each skeleton point on the skeleton model when processing complex skeleton models, thereby improving the quality and efficiency of animation production.
[0117] According to one embodiment of the present invention, a storage medium is provided, wherein the storage medium stores at least one executable instruction. The computer-executable instruction can execute the animation production method in any of the above method embodiments.
[0118] Figure 7 A schematic structural diagram of a terminal provided according to an embodiment of the present invention is shown. The specific embodiment of the present invention does not limit the specific implementation of the terminal.
[0119] like Figure 7 As shown, the terminal may include: a processor (processor) 702 , a communications interface (Communications Interface) 704 , a memory (memory) 706 , and a communication bus 708 .
[0120] The processor 702 , the communication interface 704 , and the memory 706 communicate with each other via a communication bus 708 .
[0121] The communication interface 704 is used to communicate with other devices such as clients or other servers.
[0122] The processor 702 is configured to execute the program 710 , and specifically to execute the relevant steps in the above-mentioned animation production method embodiment.
[0123] Specifically, the program 710 may include program codes, which include computer operation instructions.
[0124] Processor 702 may be a central processing unit (CPU), an application-specific integrated circuit (ASIC), or one or more integrated circuits configured to implement embodiments of the present invention. The one or more processors included in the terminal may be processors of the same type, such as one or more CPUs, or processors of different types, such as one or more CPUs and one or more ASICs.
[0125] The memory 706 is used to store the program 710. The memory 706 may include a high-speed RAM memory, and may also include a non-volatile memory (non-volatile memory), such as at least one disk memory.
[0126] The program 710 may be specifically configured to cause the processor 702 to perform the following operations:
[0127] Importing a skeleton model into Maya, determining weight values of target skeleton points in the skeleton model, and locking the weight values;
[0128] Exporting the skeleton model with the locked weight value to 3Dmax, and performing skinning on the skeleton model in 3Dmax;
[0129] Animation is produced based on the animation material obtained after the skinning process.
[0130] Obviously, those skilled in the art will appreciate that the various modules or steps of the present invention described above can be implemented using a general-purpose computing device, centralized on a single computing device, or distributed across a network of multiple computing devices. Alternatively, they can be implemented using program code executable by a computing device, which can then be stored in a storage device and executed by the computing device. In some cases, the steps shown or described can be performed in a different order than that shown, or can be fabricated as separate integrated circuit modules, or multiple modules or steps can be fabricated as a single integrated circuit module. Thus, the present invention is not limited to any particular combination of hardware and software.
[0131] The foregoing description is merely a preferred embodiment of the present invention and is not intended to limit the present invention. Those skilled in the art will readily appreciate that various modifications and variations of the present invention are possible. Any modifications, equivalent substitutions, or improvements made within the spirit and principles of the present invention shall be included within the scope of protection of the present invention.
Claims
1. A method for producing an animation, characterized in that: include: Importing a skeleton model into Maya, determining weight values of target skeleton points in the skeleton model, and locking the weight values; Exporting the skeleton model with the locked weight value to 3Dmax, and performing skinning on the skeleton model in 3Dmax; Perform animation production based on the animation material obtained after skinning; The step of importing a skeleton model into Maya, determining weight values of target skeleton points in the skeleton model, and locking the weight values comprises: Determine the weight value of the target bone point according to the bone linkage relationship of the bone model in Maya; In response to an instruction to select a weight value of the target skeletal point, blocking a skeletal linkage relationship corresponding to the weight value of the target skeletal point, so that when the weight value of a non-target skeletal point is adjusted, the weight value of the target skeletal point does not change; The animation production according to the animation material obtained after the skinning process comprises: Importing the animation material obtained after the skinning process into the game engine, and in response to an instruction to adjust the weight value of a first bone point in the skeletal model, determining a first weight value of the first bone point and a second weight value of a second bone point having a skeletal linkage relationship with the first bone point; If the second weight value is locked, adjusting the first weight value based on the weight controller; If the second weight value is not locked, the first weight value is adjusted based on the weight controller, and the second weight value is adjusted based on the skeleton linkage relationship to complete the animation production.
2. The method according to claim 1, characterized in that The skeletal model includes skeletal points of linkage connection. Before importing the skeletal model into Maya, determining the weight value of the target skeletal point in the skeletal model, and locking the weight value, the method further includes: Create a basic skeleton model of the target animation object based on the skeleton auxiliary component in 3Dmax, wherein the basic skeleton model includes skeleton points connected based on a skeleton chain; Determining the skeleton linkage relationship between the skeleton chains in the basic skeleton model in the 3Dmax to generate a skeleton model, wherein the skeleton model includes weight values determined based on the skeleton linkage relationship between the skeleton points; The skeleton model is stored in a target file format so as to import the skeleton model into Maya in the target file format.
3. The method according to claim 2, characterized in that After generating the skeleton model, the method further includes: Binding a skeletal controller to each skeletal point in the skeletal model based on skeletal control requirement information, wherein the skeletal control requirement information is used to characterize control constraint content of each skeletal point, so as to perform constraint control on the skeletal point based on the skeletal controller; The control parameters of the bound skeletal controller are configured based on the skeletal parameters of each skeletal point in the skeletal model.
4. The method according to claim 1, wherein The method further comprises: In response to the control instruction of the skeleton model in the game engine, the skeleton controller is called, and linkage control is performed according to the control parameters of the to-be-controlled skeleton points carried in the control instruction and the weight values of the to-be-controlled skeleton points.
5. The method according to claim 1, wherein After importing the skeleton model into Maya and determining the weight value of the target skeleton point in the skeleton model, the method further includes: When receiving an adjustment instruction for a target weight value in Maya, the target weight value is adjusted based on the adjustment parameter, and whether a weight value having a skeletal linkage relationship with the target weight value changes; If the weight value of the skeleton linkage relationship changes, a locking instruction is output to lock the weight value of the skeleton linkage relationship.
6. An animation production device, characterized in that: include: A locking module is used to import a skeleton model into Maya, determine the weight value of the target skeleton point in the skeleton model, and lock the weight value; A processing module, configured to export the skeleton model with the locked weight value to 3Dmax, and perform skinning processing on the skeleton model in 3Dmax; A production module is used to produce animation based on the animation materials obtained after the skinning process; The locking module includes: A determination unit, configured to determine the weight value of the target bone point according to the bone linkage relationship of the bone model in Maya; a blocking unit, configured to, in response to an instruction for selecting a weight value of the target skeletal point, block a skeletal linkage relationship corresponding to the weight value of the target skeletal point, so that when the weight value of a non-target skeletal point is adjusted, the weight value of the target skeletal point does not change; The production module includes: a determining unit, configured to import the animation material obtained after the skinning process into the game engine, and determine, in response to an instruction to adjust the weight value of a first skeletal point in the skeletal model, a first weight value of the first skeletal point and a second weight value of a second skeletal point having a skeletal linkage relationship with the first skeletal point; a first adjusting unit, configured to adjust the first weight value based on a weight controller if the second weight value is locked; The second adjustment unit is configured to adjust the first weight value based on a weight controller and the second weight value based on the skeletal linkage relationship if the second weight value is not locked, thereby completing animation production.
7. A storage medium storing at least one executable instruction, wherein the executable instruction enables a processor to execute an operation corresponding to the animation production method according to any one of claims 1 to 5.
8. A terminal comprising: A processor, a memory, a communication interface, and a communication bus, wherein the processor, the memory, and the communication interface communicate with each other via the communication bus; The memory is used to store at least one executable instruction, and the executable instruction enables the processor to execute an operation corresponding to the animation production method according to any one of claims 1 to 5.
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