Animation skeleton processing method and device, electronic equipment and storage medium

CN116309996BActive Publication Date: 2026-10-30NETEASE (HANGZHOU) NETWORK CO LTD
View PDF 3 Cites 0 Cited by

Patent Information

Application Number
CN202310206390.7
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2023-02-27
Publication Date
2026-10-30
Estimated Expiration
2043-02-27

AI Technical Summary

Technical Problem

[0003]有鉴于此,本发明提供一种动画骨骼处理方法、装置、电子设备及存储介质,解决手动将多个待合并骨骼逐个合并至目标角色的目标场景时易出错和耗时间的问题

Benefits of technology

[0019]根据本发明实施例的动画骨骼处理方法、装置、电子设备及存储介质,获取与第一骨骼具有预设父子关系的待合并骨骼,在目标场景中从角色骨骼中确定与第一骨骼匹配的第二骨骼,并且,在目标场景中,根据预设父子关系将待合并骨骼链接于第二骨骼,使得待合并骨骼与目标场景的角色骨骼合并。上述将待合并骨骼合并至目标角色的目标场景的过程,能够快速实现大批量待合并骨骼向目标角色的有效合并,从而提高骨骼合并效率,节约大量骨骼动画设计时间。相对于手动将多个待合并骨骼逐个合并至目标角色,还能避免新的骨骼间链接关系建立错误的状况,提高待合并骨骼合并于目标角色的目标场景的成功率。

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure CN116309996B_ABST
    Figure CN116309996B_ABST
Patent Text Reader

Abstract

The application provides an animation skeleton processing method and device, electronic equipment and a storage medium. The animation skeleton processing method comprises: obtaining a to-be-merged skeleton having a preset parent-child relationship with a first skeleton; adding the to-be-merged skeleton to at least one target scene of a target character, the target character comprising corresponding character skeletons in each target scene; determining a second skeleton matching the first skeleton from the character skeletons in the target scene; and linking the to-be-merged skeleton to the second skeleton according to the preset parent-child relationship in the target scene, so that the to-be-merged skeleton is merged with the character skeletons of the target scene. According to the animation skeleton processing method, a large number of to-be-merged skeletons can be quickly and effectively merged into the target character, thereby improving the skeleton merging efficiency and saving a large amount of skeleton animation design time.
Need to check novelty before this filing date? Find Prior Art

Description

Technical Field

[0001] This invention relates to the field of computers, and in particular to an animation skeleton processing method, apparatus, electronic device, and storage medium. Background Technology

[0002] In the game design process, it is necessary to design animation models for game characters. The skeletal animation relationships of game characters are achieved through skeletal link relationships. Currently, when artists process a large number of animation skeletons, they need to perform complex skeleton merging operations for the character movements in each scene and establish skeletal link relationships. This results in a significant amount of time being spent establishing new animation relationships, i.e., merged animation relationships, and it is also easy to create incorrect link relationships, leading to invalid animations. Summary of the Invention

[0003] In view of this, the present invention provides an animation skeleton processing method, device, electronic device and storage medium to solve the problems of errors and time consumption when manually merging multiple bones to be merged one by one into the target scene of the target character.

[0004] In a first aspect, embodiments of the present invention provide an animation skeleton processing method, the animation skeleton processing method comprising: acquiring a skeleton to be merged that has a preset parent-child relationship with a first skeleton; adding the skeleton to be merged to at least one target scene of a target character, wherein the target character includes a corresponding character skeleton in each target scene; determining a second skeleton that matches the first skeleton from the character skeleton in the target scene; and linking the skeleton to be merged to the second skeleton in the target scene according to the preset parent-child relationship, such that the skeleton to be merged is merged with the character skeleton in the target scene.

[0005] According to the foregoing embodiments of the first aspect of the present invention, the bone to be merged is a sub-bone of the first bone, and the bone to be merged is a sub-bone of the second bone.

[0006] According to any of the foregoing embodiments of the first aspect of the present invention, obtaining the skeleton to be merged that has a preset parent-child relationship with the first skeleton includes: obtaining a source scene containing the first skeleton and the skeleton to be merged, the source scene including a plurality of first skeleton files; obtaining a plurality of second skeleton files that have the preset parent-child relationship with the first skeleton from the plurality of first skeleton files in the source scene; and obtaining the skeleton to be merged obtained by filtering the plurality of second skeleton files in the source scene.

[0007] According to any of the foregoing embodiments of the first aspect of the present invention, obtaining the skeleton to be merged from the source scene after filtering the plurality of second skeleton files includes: displaying a skeleton list based on the first skeleton, the skeleton list displaying the plurality of second skeleton files in the source scene; and retrieving and filtering the skeleton to be merged from the skeleton list.

[0008] According to any of the foregoing embodiments of the first aspect of the present invention, adding the skeleton to be merged to at least one target scene of the target character includes: obtaining a scene directory of the target character, the scene directory displaying multiple scene files of the target character; filtering the multiple scene files in the scene directory to obtain at least one target scene; and importing the skeleton to be merged into the target scene.

[0009] According to any of the foregoing embodiments of the first aspect of the present invention, obtaining the scene directory of the target character includes: obtaining the target scene storage path of the target character, wherein the target scene storage path stores a plurality of scene files of the target character; displaying the scene directory according to the target scene storage path, wherein the scene directory displays the plurality of scene files stored under the target scene storage path.

[0010] According to any of the foregoing embodiments of the first aspect of the present invention, the step of selecting at least one target scene from the plurality of scene files in the scene catalog includes: selecting a plurality of target scenes from the plurality of scene files in the scene catalog, and the step of importing the skeleton to be merged into the target scene includes: sequentially importing the skeleton to be merged into the plurality of target scenes.

[0011] According to any of the foregoing embodiments of the first aspect of the present invention, determining a second bone matching the first bone from the character skeleton in the target scene includes: in the target scene, determining the character bone whose bone name is the same as the bone name of the first bone as the second bone.

[0012] According to any of the foregoing embodiments of the first aspect of the present invention, the first skeleton is a weapon skeleton for the target character.

[0013] According to any of the foregoing embodiments of the first aspect of the present invention, obtaining the bones to be merged that have a preset parent-child relationship with the first bone includes: obtaining a selection set to be merged that belongs to the first bone, the selection set to be merged including the bones to be merged that have a preset parent-child relationship with the first bone, and adding the bones to be merged to at least one target scene of the target character includes: adding the selection set to be merged to at least one target scene of the target character.

[0014] According to any of the foregoing embodiments of the first aspect of the present invention, determining the second bone matching the first bone from the character skeleton in the target scene includes: in the target scene, determining the character bone whose part corresponds to the first bone in the character skeleton as the second bone based on the part to which the first bone belongs.

[0015] According to any of the foregoing embodiments of the first aspect of the present invention, linking the skeleton to be merged to the second skeleton in the target scene according to the preset parent-child relationship includes: forming a temporary file based on the skeleton to be merged; obtaining the storage path of the character skeleton corresponding to the target scene under the storage path of the target scene; and importing the temporary file into the storage path of the character skeleton corresponding to the target scene.

[0016] Secondly, embodiments of the present invention provide an animation skeleton processing device, the animation skeleton processing device comprising: a skeleton to be merged acquisition module, configured to acquire a skeleton to be merged that has a preset parent-child relationship with a first skeleton in response to a skeleton to be merged acquisition instruction; a skeleton addition module, configured to add the skeleton to be merged to at least one target scene of a target character in response to a skeleton addition instruction, wherein the target character includes a corresponding character skeleton in each target scene; a skeleton matching module, configured to determine a second skeleton that matches the first skeleton from the character skeleton in the target scene in response to a skeleton matching instruction; and a skeleton linking module, configured to link the skeleton to be merged to the second skeleton in the target scene according to the preset parent-child relationship in response to a skeleton linking instruction, thereby merging the skeleton to be merged with the character skeleton in the target scene.

[0017] Thirdly, embodiments of the present invention provide an electronic device including a processor and a memory, the memory storing machine-executable instructions executable by the processor, the processor executing the machine-executable instructions to implement the animation skeleton processing method according to any of the foregoing embodiments of the first aspect of the present invention.

[0018] Fourthly, embodiments of the present invention provide a machine-readable storage medium, characterized in that the machine-readable storage medium stores machine-executable instructions, which, when invoked and executed by a processor, cause the processor to implement the animation skeleton processing method according to any of the foregoing embodiments of the first aspect of the present invention.

[0019] According to the animation skeleton processing method, apparatus, electronic device, and storage medium of the present invention, bones to be merged that have a preset parent-child relationship with a first bone are acquired. A second bone matching the first bone is determined from the character bones in the target scene. Furthermore, in the target scene, the bones to be merged are linked to the second bone according to the preset parent-child relationship, thereby merging the bones to be merged with the character bones in the target scene. This process of merging bones to be merged into the target scene of the target character can quickly and effectively merge a large number of bones to be merged into the target character, thereby improving bone merging efficiency and saving a significant amount of skeleton animation design time. Compared to manually merging multiple bones to be merged one by one into the target character, it also avoids the situation where incorrect link relationships are established between new bones, increasing the success rate of merging bones to be merged into the target scene of the target character.

[0020] Other features and advantages of the invention will be set forth in the description which follows, and will be apparent in part from the description, or may be learned by practicing the invention. The objects and other advantages of the invention are realized and obtained in accordance with the structures particularly pointed out in the description, claims and drawings.

[0021] To make the above-mentioned objects, features and advantages of the present invention more apparent and understandable, preferred embodiments are described below in detail with reference to the accompanying drawings. Attached Figure Description

[0022] To more clearly illustrate the specific embodiments of the present invention or the technical solutions in the prior art, the drawings used in the description of the specific embodiments or the prior art will be briefly introduced below. Obviously, the drawings described below are some embodiments of the present invention. For those skilled in the art, other drawings can be obtained from these drawings without creative effort.

[0023] Figure 1 A flowchart of an animation skeleton processing method provided in one embodiment of the present invention; Figure 2 This is a flowchart illustrating the process of obtaining bones to be merged that have a preset parent-child relationship with a first bone in an animation bone processing method provided in one embodiment of the present invention. Figure 3 This is a flowchart illustrating the process of adding bones to be merged to at least one target scene of a target character in an animation skeletal processing method provided in one embodiment of the present invention. Figure 4 This is a structural block diagram of an animation skeleton processing device provided in one embodiment of the present invention; Figure 5 This is a structural block diagram of an electronic device provided in one embodiment of the present invention. Detailed Implementation

[0024] To make the objectives, technical solutions, and advantages of the embodiments of the present invention clearer, the technical solutions of the present invention will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of the present invention, not all embodiments. Based on the embodiments of the present invention, all other embodiments obtained by those skilled in the art without creative effort are within the scope of protection of the present invention.

[0025] In game design, complex animations of game characters are achieved by establishing skeletal connections within each scene. In other words, the skeletal animation relationships of game characters are realized through these connections. Currently, when artists process a large number of skeletal figures, they need to perform complex skeletal merging operations on the character's movements in each scene to establish these connections. This results in a significant time commitment in establishing new, merged animation relationships, and it's also prone to errors that lead to ineffective animations.

[0026] Based on this, the animation skeleton processing method, apparatus, electronic device and storage medium provided by the embodiments of the present invention can effectively merge the skeletons to be merged into the target character, thereby improving the efficiency of skeleton merging and avoiding the situation where the link relationship between new skeletons is incorrectly established.

[0027] The animation skeletal processing method in one embodiment of the present invention can run on a terminal device or a server. When the animation skeletal processing method runs on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a terminal device.

[0028] In some alternative implementations, various cloud applications, such as cloud gaming, can run under the cloud interaction system. Taking cloud gaming as an example, cloud gaming refers to a gaming method based on cloud computing. In the cloud gaming operating mode, the game program and the game screen presentation are separated. The storage and execution of animation skeletal processing methods are completed on the cloud gaming server. The terminal device is used for data reception, transmission, and game screen presentation. For example, the terminal device can be a display device with data transmission capabilities located close to the user, such as a mobile terminal, television, computer, or PDA; however, the information processing is performed by the cloud gaming server in the cloud. When playing the game, the player operates the terminal device to send operation commands to the cloud gaming server. The cloud gaming server runs the game according to the operation commands, encodes and compresses the game screen and other data, returns it to the terminal device via the network, and finally, the terminal device decodes and outputs the game screen.

[0029] In some alternative implementations, taking a game as an example, the local terminal device stores the game program and is used to display the game screen. The local terminal device is used to interact with the player through a graphical user interface (GUI), i.e., conventionally downloading, installing, and running the game program via an electronic device. The local terminal device can provide the GUI to the player in various ways, such as rendering it on the terminal's display screen or providing it to the player via holographic projection. For example, the local terminal device can include a display screen for displaying the GUI, which includes game screens, and a processor for running the game, generating the GUI, and controlling the display of the GUI on the display screen.

[0030] To facilitate understanding of this embodiment, a detailed description of an animation skeletal processing method disclosed in this embodiment of the invention will be provided first. Figure 1 This is a flowchart illustrating an animation skeleton processing method according to an embodiment of the present invention. In this embodiment, the animation skeleton processing method includes steps S110 to S140.

[0031] In step S110, bones that have a preset parent-child relationship with the first bone are acquired. These bones can be model files created by modeling software.

[0032] In this embodiment, the parent-child relationship between bones refers to the relationship between a child bone and its parent bone. In the parent-child relationship, the child bone is influenced by the parent bone.

[0033] In some embodiments, the bones to be merged are sub-bones of the first bone.

[0034] Figure 2 The flowchart of the animation skeleton processing method provided in one embodiment of the present invention for obtaining the skeleton to be merged that has a preset parent-child relationship with the first skeleton is shown. In some embodiments, step S110 of obtaining the skeleton to be merged that has a preset parent-child relationship with the first skeleton includes steps S111 to S113.

[0035] In step S111, a source scene containing the first skeleton and the skeleton to be merged is obtained, and the source scene includes multiple first skeleton files.

[0036] In step S112, in the source scene, multiple second bone files with a preset parent-child relationship to the first bone are obtained from multiple first bone files. In some embodiments, step S112 of obtaining multiple second bone files with a preset parent-child relationship to the first bone from multiple first bone files in the source scene includes: displaying a bone list based on the first bone, the bone list displaying multiple second bone files in the source scene; retrieving and filtering the bones to be merged from the bone list. In some embodiments, in response to a selection instruction on the bones to be merged in the bone list, the bones to be merged are selected.

[0037] In step S113, the skeleton to be merged is obtained from the source scene after filtering multiple second skeleton files.

[0038] like Figure 1 In step S120, the bones to be merged are added to at least one target scene of the target character, and the target character includes corresponding character bones in each target scene. In this embodiment, the scene can be a file that contains bones, or it can be created by modeling software.

[0039] Figure 3 The flowchart illustrates the process of adding bones to be merged to at least one target scene of a target character in an animation skeleton processing method provided by an embodiment of the present invention. In some embodiments, step S120 of adding bones to be merged to at least one target scene of a target character includes steps S121 to S123.

[0040] In step S121, the scene directory of the target character is obtained, and the scene directory displays multiple scene files of the target character.

[0041] In some embodiments, step S121 of obtaining the scene directory of the target character includes: obtaining the target scene storage path of the target character, wherein multiple scene files of the target character are stored under the target scene storage path; displaying the scene directory according to the target scene storage path, wherein the scene directory displays multiple scene files stored under the target scene storage path.

[0042] In step S122, at least one target scene is selected from multiple scene files in the scene catalog. In some embodiments, step S122 of selecting at least one target scene from multiple scene files in the scene catalog includes: selecting multiple target scenes from multiple scene files in the scene catalog.

[0043] In step S123, the skeletons to be merged are imported into the target scene.

[0044] When multiple target scenes are selected from multiple scene files in the scene directory in step S122, step S123 may include: importing the skeletons to be merged into multiple target scenes in batches at the same time, thereby further improving the skeleton merging efficiency.

[0045] In some embodiments, when multiple target scenes are selected from multiple scene files in the scene directory in step S122, step S123 may also include: importing the skeletons to be merged into multiple target scenes in sequence.

[0046] like Figure 1 In step S130, a second bone matching the first bone is determined from the character skeleton in the target scene.

[0047] In some embodiments, the animation skeleton processing method includes a first skeleton merging mode. In this case, step S130 of determining a second skeleton matching the first skeleton from the character skeleton in the target scene includes: in the target scene, determining the character skeleton with the same bone name as the first skeleton as the second skeleton. The first skeleton merging mode can also be called the original linking relationship skeleton merging mode.

[0048] Optionally, the first bone is a weapon bone for the target character. When the first bone is a weapon bone, it is preferable to use the first bone merging mode to merge the bone to be merged with the character bone of the target scene.

[0049] In some embodiments, the animation skeleton processing method includes a second skeleton merging mode. In this mode, step S110 of obtaining bones to be merged that have a preset parent-child relationship with the first skeleton includes: obtaining a selection set to be merged that belongs to the first skeleton, the selection set containing bones to be merged that have a preset parent-child relationship with the first skeleton. Step S120 of adding the bones to be merged to at least one target scene of the target character includes: adding the selection set to be merged to at least one target scene of the target character. The second skeleton merging mode can also be called a selection set skeleton merging mode.

[0050] In some embodiments, the animation skeleton processing method includes a third skeleton merging mode, in which step S130 of determining a second skeleton that matches the first skeleton from the character skeleton in the target scene includes: in the target scene, based on the part to which the first skeleton belongs, determining the character skeleton whose part to which the first skeleton belongs as the second skeleton.

[0051] Optionally, the first bone is the torso bone for the target character. When the first bone is the torso bone, a third bone merging mode can be used to merge the bone to be merged with the character bone of the target scene. In some embodiments, when using the third bone merging mode, the root bone of the target character is determined as the second bone.

[0052] like Figure 1 In step S140, in the target scene, the skeleton to be merged is linked to the second skeleton according to the preset parent-child relationship, so that the skeleton to be merged is merged with the character skeleton of the target scene.

[0053] In some embodiments, the bones to be merged are sub-bones of the first bone, and correspondingly, the bones to be merged are sub-bones of the second bone.

[0054] In some embodiments, step S140, in the target scene, linking the bones to be merged to the second bone according to a preset parent-child relationship, includes: forming a temporary file based on the bones to be merged; obtaining the storage path of the character bones corresponding to the target scene in the target scene's storage path; and importing the temporary file into the storage path of the character bones corresponding to the target scene. Step S140 can be implemented by a preset link reconstruction program unit, which saves the bones to be merged as a temporary file and then merges the temporary file into the storage path of the character bones corresponding to the target scene when the target scene is opened.

[0055] According to the animation skeleton processing method of the present invention, bones to be merged that have a preset parent-child relationship with a first bone are obtained. A second bone matching the first bone is determined from the character bones in the target scene. The bones to be merged are added to at least one target scene of the target character. Furthermore, in the target scene, the bones to be merged are linked to the second bone according to the preset parent-child relationship, thereby merging the bones to be merged with the character bones of the target scene. This process of merging bones to be merged into the target scene of the target character can quickly and effectively merge a large number of bones to be merged into the target character, thereby improving the efficiency of bone merging and saving a significant amount of skeleton animation design time. Compared to manually merging multiple bones to be merged one by one into the target character, it also avoids the situation where incorrect link relationships are established between new bones, improving the success rate of merging bones to be merged into the target scene of the target character.

[0056] This invention also provides an animation skeleton processing device. Figure 4 This is a structural block diagram of an animation skeleton processing device provided in one embodiment of the present invention. The animation skeleton processing device is used to merge bones to be merged into a target scene of a target character. The animation skeleton processing device in this embodiment includes a bone acquisition module 110, a bone addition module 120, a bone matching module 130, and a bone linking module 140.

[0057] The skeleton acquisition module 110 is used to acquire skeletons with a preset parent-child relationship to the first skeleton in response to the skeleton acquisition command. The skeleton addition module 120 is used to add skeletons to be merged to at least one target scene of the target character in response to the skeleton addition command, wherein the target character includes corresponding character skeletons in each target scene. The skeleton matching module 130 is used to determine a second skeleton that matches the first skeleton from the character skeletons in the target scene in response to the skeleton matching command. The skeleton linking module 140 is used to link skeletons to the second skeleton in the target scene according to the preset parent-child relationship in response to the skeleton linking command, thereby merging the skeletons to be merged with the character skeletons in the target scene.

[0058] According to the animation skeleton processing apparatus of the present invention, after the skeleton acquisition module 110 acquires a batch of skeletons to be merged, the skeleton addition module 120 adds these skeletons to the target scene of the target character. Then, the skeleton linking module 140 creates a link relationship between the skeletons to be merged and the character skeletons of the target character, so that the newly added skeletons to the target character inherit from the character skeletons, that is, a new animation relationship is established between the skeletons in the target character. The skeleton acquisition module 110 acquires the skeletons to be merged that have a preset parent-child relationship with the first skeleton. The skeleton matching module 130 determines the second skeleton that matches the first skeleton from the character skeletons in the target scene. The skeleton addition module 120 adds the skeletons to be merged to at least one target scene of the target character. In the target scene, the skeleton linking module 140 links the skeletons to be merged to the second skeleton according to the preset parent-child relationship, so that the skeletons to be merged are merged with the character skeletons of the target scene. The above process of merging the skeletons to be merged into the target scene of the target character can quickly realize the effective merging of a large number of skeletons to be merged into the target character, thereby improving the skeleton merging efficiency and saving a lot of skeleton animation design time. Compared to manually merging multiple bones one by one into the target character, this method can also avoid the situation where incorrect connections are established between new bones, thus improving the success rate of merging bones into the target scene of the target character.

[0059] In some embodiments, the bones to be merged are sub-bones of the first bone, and the bones to be merged are sub-bones of the second bone.

[0060] In some embodiments, the skeleton acquisition module 110 to be merged includes a source scene acquisition unit, a skeleton file filtering unit, and a skeleton to be merged filtering unit.

[0061] The source scene acquisition unit is used to acquire a source scene containing first skeletons and skeletons to be merged. The source scene includes multiple first skeleton files. The skeleton file filtering unit is used to acquire multiple second skeleton files with a preset parent-child relationship with the first skeletons from the multiple first skeleton files in the source scene. The skeleton to be merged filtering unit is used to acquire the skeleton to be merged from the source scene after filtering the multiple second skeleton files.

[0062] In some embodiments, the skeleton to be merged filtering unit is configured to: display a skeleton list based on the first skeleton, the skeleton list displaying multiple second skeleton files in the source scene; and retrieve and filter the skeletons to be merged from the skeleton list.

[0063] In some embodiments, the skeleton addition module 120 includes a scene directory acquisition unit, a target scene filtering unit, and a skeleton import unit. The scene directory acquisition unit acquires the scene directory of the target character, which displays multiple scene files for the target character. The target scene filtering unit filters the multiple scene files in the scene directory to obtain at least one target scene. The skeleton import unit imports the skeletons to be merged into the target scene.

[0064] In some embodiments, the scene directory acquisition unit is configured to: acquire the target scene storage path of the target character, wherein multiple scene files of the target character are stored under the target scene storage path; display the scene directory according to the target scene storage path, wherein the scene directory displays multiple scene files stored under the target scene storage path.

[0065] In some embodiments, the target scene filtering unit is configured to filter multiple target scenes from multiple scene files in a scene directory. The skeleton import unit is configured to import the skeletons to be merged into the multiple target scenes sequentially.

[0066] Optionally, the skeleton matching module 130 is configured to: in the target scene, identify the character skeleton whose bone name is the same as the bone name of the first skeleton as the second skeleton.

[0067] Optionally, the first skeleton is the weapon skeleton used for the target character.

[0068] Optionally, the skeleton acquisition module 110 is configured to: acquire a selection set of skeletons to be merged that belong to the first skeleton, the selection set containing skeletons to be merged that have a preset parent-child relationship with the first skeleton. The skeleton addition module 120 is configured to: add the selection set of skeletons to be merged to at least one target scene of the target character.

[0069] Optionally, the skeleton matching module 130 is configured to: in the target scene, based on the part to which the first skeleton belongs, determine the character skeleton whose part to which the first skeleton belongs as the second skeleton.

[0070] In some embodiments, the skeleton linking module 140 is configured to: generate a temporary file based on the skeletons to be merged; obtain the storage path of the character skeleton corresponding to the target scene in the storage path of the target scene; and import the temporary file into the storage path of the character skeleton corresponding to the target scene.

[0071] This embodiment also provides an electronic device, including a processor and a memory. The memory stores machine-executable instructions that can be executed by the processor, and the processor executes the machine-executable instructions to implement the above-described animation skeletal processing method. This electronic device can be a server or a terminal device.

[0072] Figure 5 The present invention provides a structural block diagram of an electronic device, which includes a processor 901 and a memory 902. The memory 902 stores machine-executable instructions that can be executed by the processor 901. The processor 901 executes the machine-executable instructions to implement the above-described animation skeleton processing method.

[0073] The animation skeleton processing method includes: obtaining a skeleton to be merged that has a preset parent-child relationship with the first skeleton; adding the skeleton to be merged to at least one target scene of the target character, wherein the target character includes a corresponding character skeleton in each target scene; determining a second skeleton that matches the first skeleton from the character skeleton in the target scene; and linking the skeleton to be merged to the second skeleton in the target scene according to the preset parent-child relationship, so that the skeleton to be merged is merged with the character skeleton of the target scene.

[0074] In some embodiments, the bones to be merged are sub-bones of the first bone, and the bones to be merged are sub-bones of the second bone.

[0075] In some embodiments, obtaining the skeleton to be merged that has a preset parent-child relationship with the first skeleton includes: obtaining a source scene containing the first skeleton and the skeleton to be merged, wherein the source scene includes multiple first skeleton files; in the source scene, obtaining multiple second skeleton files that have a preset parent-child relationship with the first skeleton from the multiple first skeleton files; and obtaining the skeleton to be merged obtained by filtering the multiple second skeleton files in the source scene.

[0076] In some embodiments, obtaining the skeleton to be merged from multiple filtered second skeleton files in the source scene includes: displaying a skeleton list based on the first skeleton, the skeleton list displaying multiple second skeleton files in the source scene; and retrieving and filtering the skeleton to be merged from the skeleton list.

[0077] In some embodiments, adding the skeleton to be merged to at least one target scene of the target character includes: obtaining the scene directory of the target character, the scene directory displaying multiple scene files of the target character; filtering the multiple scene files in the scene directory to obtain at least one target scene; and importing the skeleton to be merged into the target scene.

[0078] In some embodiments, obtaining the scene directory of the target character includes: obtaining the target scene storage path of the target character, wherein multiple scene files of the target character are stored under the target scene storage path; displaying the scene directory according to the target scene storage path, wherein the scene directory displays multiple scene files stored under the target scene storage path.

[0079] In some embodiments, selecting at least one target scene from multiple scene files in the scene directory includes selecting multiple target scenes from multiple scene files in the scene directory, and importing the skeletons to be merged into the target scenes includes importing the skeletons to be merged into the multiple target scenes sequentially.

[0080] Optionally, determining the second bone that matches the first bone from the character skeleton in the target scene includes: in the target scene, identifying the character bone whose bone name is the same as the bone name of the first bone as the second bone.

[0081] Optionally, the first skeleton is the weapon skeleton used for the target character.

[0082] Optionally, obtaining the bones to be merged that have a preset parent-child relationship with the first bone includes: obtaining a selection set to be merged that belongs to the first bone, the selection set to be merged containing the bones to be merged that have a preset parent-child relationship with the first bone, and adding the bones to be merged to at least one target scene of the target character includes: adding the selection set to be merged to at least one target scene of the target character.

[0083] Optionally, determining the second bone that matches the first bone from the character skeleton in the target scene includes: in the target scene, based on the part to which the first bone belongs, determining the character bone in the character skeleton whose part to which the first bone belongs as the second bone.

[0084] In some embodiments, linking the skeleton to be merged to the second skeleton according to a preset parent-child relationship in the target scene includes: forming a temporary file based on the skeleton to be merged; obtaining the storage path of the character skeleton corresponding to the target scene in the storage path of the target scene; and importing the temporary file into the storage path of the character skeleton corresponding to the target scene.

[0085] Furthermore, the electronic device may also include a communication interface 903 and a bus 904, with the processor 901, communication interface 903 and memory 902 connected via the bus 904.

[0086] The memory 902 may include high-speed random access memory (RAM) and may also include non-volatile memory, such as at least one disk storage device. Communication between this system network element and at least one other network element is achieved through at least one communication interface 903 (which can be wired or wireless), such as the Internet, wide area network, local area network, metropolitan area network, etc. The bus 904 may be an ISA bus, PCI bus, or EISA bus, etc. Buses can be categorized as address buses, data buses, control buses, etc. For ease of illustration, a bus is represented by only one bidirectional arrow in the accompanying drawings, but this does not imply that there is only one bus or one type of bus.

[0087] The processor 901 may be an integrated circuit chip with signal processing capabilities. In implementation, each step of the above method can be completed by the integrated logic circuitry in the hardware of the processor 901 or by instructions in software form. The processor 901 can be a general-purpose processor, including a Central Processing Unit (CPU), a Network Processor (NP), etc.; it can also be a Digital Signal Processor (DSP), an Application Specific Integrated Circuit (ASIC), a Field-Programmable Gate Array (FPGA), or other programmable logic devices, discrete gate or transistor logic devices, or discrete hardware components. It can implement or execute the methods, steps, and logic block diagrams disclosed in the embodiments of this invention. The general-purpose processor can be a microprocessor or any conventional processor. The steps of the methods disclosed in the embodiments of this invention can be directly manifested as execution by a hardware decoding processor, or execution by a combination of hardware and software modules in the decoding processor. The software module can reside in a mature storage medium in the art, such as random access memory, flash memory, read-only memory, programmable read-only memory, electrically erasable programmable memory, or registers. This storage medium is located in memory 902. Processor 901 reads information from memory 902 and, in conjunction with its hardware, completes the steps of the method described in the foregoing embodiments.

[0088] This embodiment also provides a machine-readable storage medium storing machine-executable instructions. When the machine-executable instructions are called and executed by a processor, the machine-executable instructions cause the processor to implement the above-described animation skeleton processing method.

[0089] The animation skeleton processing method includes: obtaining a skeleton to be merged that has a preset parent-child relationship with the first skeleton; adding the skeleton to be merged to at least one target scene of the target character, wherein the target character includes a corresponding character skeleton in each target scene; determining a second skeleton that matches the first skeleton from the character skeleton in the target scene; and linking the skeleton to be merged to the second skeleton in the target scene according to the preset parent-child relationship, so that the skeleton to be merged is merged with the character skeleton of the target scene.

[0090] In some embodiments, the bones to be merged are sub-bones of the first bone, and the bones to be merged are sub-bones of the second bone.

[0091] In some embodiments, obtaining the skeleton to be merged that has a preset parent-child relationship with the first skeleton includes: obtaining a source scene containing the first skeleton and the skeleton to be merged, wherein the source scene includes multiple first skeleton files; in the source scene, obtaining multiple second skeleton files that have a preset parent-child relationship with the first skeleton from the multiple first skeleton files; and obtaining the skeleton to be merged obtained by filtering the multiple second skeleton files in the source scene.

[0092] In some embodiments, obtaining the skeleton to be merged from multiple filtered second skeleton files in the source scene includes: displaying a skeleton list based on the first skeleton, the skeleton list displaying multiple second skeleton files in the source scene; and retrieving and filtering the skeleton to be merged from the skeleton list.

[0093] In some embodiments, adding the skeleton to be merged to at least one target scene of the target character includes: obtaining the scene directory of the target character, the scene directory displaying multiple scene files of the target character; filtering the multiple scene files in the scene directory to obtain at least one target scene; and importing the skeleton to be merged into the target scene.

[0094] In some embodiments, obtaining the scene directory of the target character includes: obtaining the target scene storage path of the target character, wherein multiple scene files of the target character are stored under the target scene storage path; displaying the scene directory according to the target scene storage path, wherein the scene directory displays multiple scene files stored under the target scene storage path.

[0095] In some embodiments, selecting at least one target scene from multiple scene files in the scene directory includes selecting multiple target scenes from multiple scene files in the scene directory, and importing the skeletons to be merged into the target scenes includes importing the skeletons to be merged into the multiple target scenes sequentially.

[0096] Optionally, determining the second bone that matches the first bone from the character skeleton in the target scene includes: in the target scene, identifying the character bone whose bone name is the same as the bone name of the first bone as the second bone.

[0097] Optionally, the first skeleton is the weapon skeleton used for the target character.

[0098] Optionally, obtaining the bones to be merged that have a preset parent-child relationship with the first bone includes: obtaining a selection set to be merged that belongs to the first bone, the selection set to be merged containing the bones to be merged that have a preset parent-child relationship with the first bone, and adding the bones to be merged to at least one target scene of the target character includes: adding the selection set to be merged to at least one target scene of the target character.

[0099] Optionally, determining the second bone that matches the first bone from the character skeleton in the target scene includes: in the target scene, based on the part to which the first bone belongs, determining the character bone in the character skeleton whose part to which the first bone belongs as the second bone.

[0100] In some embodiments, linking the skeleton to be merged to the second skeleton according to a preset parent-child relationship in the target scene includes: forming a temporary file based on the skeleton to be merged; obtaining the storage path of the character skeleton corresponding to the target scene in the storage path of the target scene; and importing the temporary file into the storage path of the character skeleton corresponding to the target scene.

[0101] The computer program products of the animation skeleton processing method, apparatus, electronic device and storage medium provided in the embodiments of the present invention include a computer-readable storage medium storing program code. The instructions included in the program code can be used to execute the methods described in the preceding method embodiments. For specific implementation, please refer to the method embodiments, which will not be repeated here.

[0102] Those skilled in the art will clearly understand that, for the sake of convenience and brevity, the specific working process of the system and apparatus described above can be referred to the corresponding process in the foregoing method embodiments, and will not be repeated here.

[0103] Furthermore, in the description of the embodiments of the present invention, unless otherwise explicitly specified and limited, the terms "installation," "connection," and "linking" should be interpreted broadly. For example, they can refer to a fixed connection, a detachable connection, or an integral connection; they can refer to a mechanical connection or an electrical connection; they can refer to a direct connection or an indirect connection through an intermediate medium; and they can refer to the internal connection of two components. Those skilled in the art can understand the specific meaning of the above terms in the present invention based on the specific circumstances.

[0104] If the aforementioned functions are implemented as software functional units and sold or used as independent products, they can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of this invention, essentially, or the part that contributes to the prior art, or a portion of the technical solution, can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes several instructions to cause a computer device (which may be a personal computer, server, or network device, etc.) to execute all or part of the steps of the methods described in the various embodiments of this invention. The aforementioned storage medium includes various media capable of storing program code, such as USB flash drives, portable hard drives, read-only memory (ROM), random access memory (RAM), magnetic disks, or optical disks.

[0105] In the description of this invention, it should be noted that the terms "center," "upper," "lower," "left," "right," "vertical," "horizontal," "inner," and "outer," etc., indicate the orientation or positional relationship based on the orientation or positional relationship shown in the accompanying drawings. They are used only for the convenience of describing the invention and for simplifying the description, and do not indicate or imply that the device or element referred to must have a specific orientation, or be constructed and operated in a specific orientation. Therefore, they should not be construed as limitations on the invention. Furthermore, the terms "first," "second," and "third" are used for descriptive purposes only and should not be construed as indicating or implying relative importance.

[0106] Finally, it should be noted that the above embodiments are merely specific implementations of the present invention, used to illustrate the technical solutions of the present invention, and not to limit it. The scope of protection of the present invention is not limited thereto. Although the present invention has been described in detail with reference to the foregoing embodiments, those skilled in the art should understand that any person skilled in the art can still modify or easily conceive of changes to the technical solutions described in the foregoing embodiments within the technical scope disclosed in the present invention, or make equivalent substitutions for some of the technical features; and these modifications, changes, or substitutions do not cause the essence of the corresponding technical solutions to deviate from the spirit and scope of the technical solutions of the embodiments of the present invention, and should all be covered within the scope of protection of the present invention. Therefore, the scope of protection of the present invention should be determined by the scope of the claims.

Claims

1. A method for processing animation skeletons, characterized in that, The animation skeleton processing method includes: Obtain bones to be merged that have a preset parent-child relationship with the first bone; wherein, the bones to be merged include child bones of the first bone; the first bone and the bones to be merged are located in the source scene; The bones to be merged are added to at least one target scene of the target character, and the target character includes a corresponding character skeleton in each target scene; In the target scene, a second bone matching the first bone is determined from the character skeleton; wherein the second bone includes: a character bone whose bone name is the same as the bone name of the first bone, or a character bone whose part corresponds to the part of the first bone; the bone to be merged is a sub-bone of the second bone; In the target scene, the skeleton to be merged is linked to the second skeleton according to the preset parent-child relationship, so that the skeleton to be merged is merged with the character skeleton of the target scene.

2. The animation skeleton processing method according to claim 1, characterized in that, The process of acquiring bones to be merged that have a preset parent-child relationship with the first bone includes: Obtain a source scene containing the first skeleton and the skeleton to be merged, wherein the source scene includes multiple first skeleton files; In the source scene, multiple second bone files that have the preset parent-child relationship with the first bone are obtained from the multiple first bone files; The skeleton to be merged is obtained from the source scene after filtering the multiple second skeleton files.

3. The animation skeleton processing method according to claim 2, characterized in that, The bones to be merged obtained from the filtered plurality of second bone files in the source scene include: Based on the first skeleton, a skeleton list is displayed, which displays the plurality of second skeleton files in the source scene; The bones to be merged are retrieved and filtered from the bone list.

4. The animation skeleton processing method according to claim 1, characterized in that, Adding the skeleton to be merged to at least one target scene of the target character includes: Obtain the scene directory of the target character, which displays multiple scene files of the target character; At least one target scene is obtained by filtering through the multiple scene files in the scene catalog; Import the skeletons to be merged into the target scene.

5. The animation skeleton processing method according to claim 4, characterized in that, The process of obtaining the scene directory for the target character includes: Obtain the target scene storage path of the target character, where multiple scene files of the target character are stored; The scene directory is displayed according to the target scene storage path, and the scene directory displays the multiple scene files stored under the target scene storage path.

6. The animation skeleton processing method according to claim 4, characterized in that, The step of filtering through the multiple scene files in the scene catalog to obtain at least one target scene includes: Multiple target scenes are obtained by filtering through the multiple scene files in the scene catalog. Importing the skeleton to be merged into the target scene includes: The bones to be merged are sequentially imported into multiple target scenes.

7. The animation skeleton processing method according to claim 1, characterized in that, The first skeleton is a weapon skeleton used for the target character.

8. The animation skeleton processing method according to claim 1, characterized in that, The process of acquiring bones to be merged that have a preset parent-child relationship with the first bone includes: Obtain a selection set to be merged that belongs to the first bone, the selection set to be merged containing bones that have a preset parent-child relationship with the first bone. Adding the skeleton to be merged to at least one target scene of the target character includes: Add the selection set to be merged to at least one target scene of the target character.

9. The animation skeleton processing method according to claim 1, characterized in that, In the target scene, linking the skeleton to be merged to the second skeleton according to the preset parent-child relationship includes: A temporary file is generated based on the bones to be merged; Under the storage path of the target scene, obtain the storage path of the character skeleton corresponding to the target scene; Import the temporary file into the storage path of the character skeleton corresponding to the target scene.

10. An animation skeleton processing device, characterized in that, The animation skeleton processing device includes: The bone acquisition module is used to respond to the bone acquisition command and acquire the bone to be merged that has a preset parent-child relationship with the first bone; wherein, the bone to be merged includes the child bones of the first bone; the first bone and the bone to be merged are located in the source scene; A skeleton addition module is used to respond to a skeleton addition command and add the skeleton to be merged to at least one target scene of the target character, wherein the target character includes a corresponding character skeleton in each target scene; A skeleton matching module is used to respond to a skeleton matching command and determine a second skeleton that matches the first skeleton from the character skeleton in the target scene; wherein the second skeleton includes: a character skeleton whose skeleton name is the same as the skeleton name of the first skeleton, or a character skeleton whose part corresponds to the part of the first skeleton; the skeleton to be merged is a sub-bone of the second skeleton; A skeleton linking module is used to respond to skeleton linking instructions and, in the target scene, link the skeleton to be merged to the second skeleton according to the preset parent-child relationship, so that the skeleton to be merged is merged with the character skeleton in the target scene.

11. An electronic device, characterized in that, It includes a processor and a memory, the memory storing machine-executable instructions that can be executed by the processor, the processor executing the machine-executable instructions to implement the animation skeleton processing method according to any one of claims 1-9.

12. A machine-readable storage medium, characterized in that, The machine-readable storage medium stores machine-executable instructions, which, when invoked and executed by a processor, cause the processor to implement the animation skeleton processing method according to any one of claims 1-9.

Citation Information

Patent Citations

  • Bone gesture determining method and device, and computer readable storage medium

    CN108229332A

  • Role changing animation generation method and device, equipment and readable storage medium

    CN111563945A

  • Virtual scene updating method and device, electronic equipment and storage medium

    CN115006847A