A method, device, computer device and storage medium for generating an animation
By identifying background and non-background units in the storyboard, and using vector calculation and layer overlay techniques, two-dimensional animation is generated. This solves the problems of low efficiency in traditional manual drawing and high precision in electronic device drawing, and achieves efficient and low-cost animation production.
Patent Information
- Application Number
- CN202310291055.1
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2023-03-23
- Publication Date
- 2026-01-30
- Estimated Expiration
- 2043-03-23
AI Technical Summary
In existing 2D animation production methods, traditional manual drawing is inefficient and costly, while electronic devices require high precision in drawing and need to be repeatedly drawn when there are subtle changes, which increases the production cycle and cost.
By identifying background and non-background units in the storyboard, and using vector calculation and layer overlay techniques, animation is generated, reducing the need for detailed storyboard drawing. The animation is generated by capturing the behavior of non-background units and animating background units, combined with frame rate settings.
It improves animation production efficiency, reduces production time and labor costs, while retaining the high definition of the original paper manuscript, and realizes modular animation generation.
Smart Images

Figure CN116363278B_ABST
Abstract
Description
Technical Field
[0001] This invention relates to the field of animation production, and more particularly to a method, apparatus, computer equipment, and storage medium for generating animation. Background Technology
[0002] Currently, there are two methods for producing 2D animation. One method uses traditional hand-drawn techniques, where characters, plots, and the author's ideas are depicted in a two-dimensional plane using hand-drawn illustrations. Then, a series of continuous, subtly changing frames are captured on film (or magnetic tape for television animation) and projected at 24 frames per second, achieving a fluid and dynamic artistic effect. The other method uses modern electronic equipment, where storyboards are drawn in animation software. Since lines in animation software can be freely modified, skeletal animation can be added to objects within the storyboard, along with keyframes and timelines. By using keyframes and timelines to create tweening between storyboard frames, 2D animation can be generated. Using electronic devices places extremely high demands on the equipment; otherwise, the refinement of the storyboard artwork will be greatly reduced. However, when using traditional handcrafted 2D animation, the drawing of animation characters and scenes, the design drafts, and the original drawings are all completed on paper. If an error occurs or a new idea comes up during the drawing process, a new sheet of paper must be used to redraw the animation. Moreover, the drawing and processing are done on a holistic basis, with each animation character and scene being drawn and processed as a whole. Even if there are only slight changes based on the same animation character or scene, corresponding animation characters or scenes with those slight changes must be drawn. This greatly reduces the production efficiency of 2D animation, prolongs the production cycle, and increases the production cost.
[0003] For example, patent application CN114549706A utilizes a human silhouette recognition method, determining a character's behavior solely based on the silhouette and pixels of the human figure in each scene. This requires a large number of scenes, increasing costs. Therefore, there is an urgent need for a device that can produce corresponding animations more quickly. Summary of the Invention
[0004] In order to overcome the shortcomings pointed out in the background art, namely the urgent need for a device that can quickly produce corresponding animations, the present invention provides a method, device, computer equipment and storage medium for generating animations, which can effectively solve the problems involved in the background art.
[0005] In a first aspect, embodiments of the present invention provide a method for generating animation, comprising the following steps:
[0006] A1: Obtain initial drafts of several storyboards; A2: Identify units in each initial draft of the storyboard, where each line unit is an individual with a closed curve in each initial draft of the storyboard; A3: Determine the background units and non-background units in each storyboard based on their shapes, and extract the background units of each storyboard, denoted as background units and non-background units; A4: Stack the initial drafts of the storyboards according to their order, with each background unit corresponding to the next; A5: Supplement the storyboard frames occupied by non-background units between the initial drafts of the storyboards and separate the storyboards; A6: Input the changing trend between the background units of two storyboards and generate an animated GIF showing the changes between the two storyboards; A7: Determine the position of the non-background unit in two adjacent storyboards... A8: Capture the behavior of the non-background unit according to its behavior pattern, and animate the captured dynamic images; A9: Depict the process of the same non-background unit changing between two scenes using the animated dynamic images as a reference, i.e., the animation of the non-background unit between the two scenes; A10: Set the number of frames per unit time for any non-background unit in two adjacent scenes, and use the non-background unit used to set the number of frames per unit time as the main body; A11: Set the animation of the non-background unit in each frame and generate the final animation of the non-background unit; A12: Set the number of repetitions of the animation of the background unit according to the number of frames per unit time and generate the final animation of the background unit.
[0007] A13: Combine the final animation of the background unit with the final animation of the non-background unit to generate the final animation.
[0008] Preferably, in A1, the background units in the initial draft of the storyboard are labeled, and each background unit is labeled with a number from left to right, and there is at least one background unit with the same number in adjacent storyboards; A4 includes the following steps: B1: Lock the background units with the same number in the current storyboard and the previous storyboard; B2: Overlap the background units with the same number in each storyboard at the layer level; A5 includes the following steps: B3: Fill the empty background units in the background of each storyboard according to the overlap, forming a complete background in each storyboard; B4: Separate the individual storyboards.
[0009] Preferably, in A6, the change trend of the background unit includes the change of the background unit itself and the change of the relative position of the background unit between the scenes; in A7, the change trend of the non-background unit includes the change of the non-background unit itself and the change of the position of the non-background unit relative to the background unit; for A6, the following steps are included: C1: setting a background unit that exists in both scenes as the target unit; C2: determining the movement state of the background unit on the overall background of the scene by the change of the relative position of the target unit in the two scenes; C3: determining the change state of the background unit itself; for A7, the following steps are included: C4: determining the relative movement state of the non-background unit in the two scenes by the change of the relative position of the non-background unit and the target unit; C5: determining the change state of the non-background unit itself.
[0010] Preferably, A11 and A12 include the following steps: D1: determining the relative movement distance of each non-background unit relative to the background unit; D2: determining the relative movement distance of each non-background unit in each frame; D3: setting the relative rate of each non-background unit relative to the subject to a first relative rate for each non-background unit, the first relative rate including very fast, fast, same, slow, and very slow; D4: determining the rate of the animation of the non-background unit based on the first relative rate of the non-background unit; D5: embedding the animation of the corresponding rate into the relative movement distance of each frame of the non-background unit; D6: setting the relative rate of each background unit relative to the subject to a second relative rate for each background unit, the second relative rate including very fast, fast, same, slow, very slow, and stationary; D7: adjusting the animation of the corresponding background unit based on the relative rate of the background unit.
[0011] Secondly, embodiments of the present invention provide an animation generation apparatus, comprising: a storyboard acquisition module for acquiring various storyboards and sorting them sequentially; an identification module for identifying individuals with closed curves as units and determining these units as background units or non-background units; a background enhancement module for layering the initial storyboard drafts according to the order of the initial storyboard drafts in a one-to-one correspondence with the background units, and completing the background units in each storyboard; a background creation module for generating animated GIFs of the background units based on the changing trends between the background units of two input storyboards; a non-background creation module for generating the final animated GIFs of the non-background units; an animation generation module for generating the final animation based on the background creation module and its working results; and an interactive display module for human-computer interaction with staff.
[0012] Preferably, after identifying background units and non-background units, the recognition module interacts with the staff through the interactive display module. The staff selects a background unit in each scene for annotation on the interactive display module, and the recognition module performs subsequent annotations based on the staff's annotations.
[0013] Preferably, the background creation module acquires background units with the same number in adjacent storyboards and compares them. The background creation module determines the change trend of each background unit and makes a set of the change trends of each background unit. The background creation module performs an intersection operation based on the set corresponding to each background unit. The result of the intersection operation is the change mode of the background unit.
[0014] Preferably, the animation generation module uses frames as the timeline and each scene as a node to combine the final animation results of the background unit and the final animation results of the non-background unit on layers to generate the final animation.
[0015] Thirdly, embodiments of the present invention provide a computer device for generating animation, the computer device including a structure for applying the aforementioned means to the computer device.
[0016] Fourthly, embodiments of the present invention provide a storage medium for generating animation, on which a computer program is stored, which, when executed by a computer program, implements the aforementioned method.
[0017] This invention determines the animation of each non-background unit between two storyboards by analyzing the changes in the motion and relative position of the non-background units. By leveraging the consistent force on background units and analyzing the changes in individual background units between two storyboards, the animation of each background unit between the two storyboards can be inferred. This allows the generation of the entire animation by combining background and non-background units, reducing the storyboard details required for animation generation. This reduces the need for drawing storyboards and eliminates the need for excessive storyboard drawing when there are some changes in detail, thereby accelerating the animation production cycle and reducing the time and manpower costs of animation production.
[0018] This invention preserves the high definition of the original paper manuscript and modularizes the closed lines in the storyboard, so that the storyboard and the corresponding people and objects in the storyboard can be processed in a targeted manner. Furthermore, by combining the people, objects and background in the storyboard through layer overlay, the overall animation can be generated in a modular manner.
[0019] This invention temporarily removes non-background units and allows the images in the storyboards to overlap by layering them. This allows the blank spaces originally occupied by non-background units in the storyboards to be filled by background units in corresponding positions in other storyboards, thereby improving the modular structure and making animation generation faster.
[0020] This invention calculates the positional movement of points on a closed line relative to a reference line or reference point using vector calculation, and then simulates and draws the remaining units. Attached Figure Description
[0021] Figure 1 A step diagram illustrating a method for generating animation provided by the present invention;
[0022] Figure 2 The following are step diagrams illustrating a second embodiment of the method for generating animation provided by the present invention;
[0023] Figure 3 A step diagram illustrating a third embodiment of the method for generating animation provided by the present invention;
[0024] Figure 4 A step diagram of Embodiment 4 of the method for generating animation provided by the present invention;
[0025] Figure 5 A system framework diagram of an animation generation device provided by the present invention;
[0026] Figure 6 This is a schematic diagram of one of the adjacent storyboards of the present invention;
[0027] Figure 7 This is a schematic diagram of another adjacent shot in the present invention;
[0028] Figure 8 for Figure 6 and Figure 7 A schematic diagram of a frame in the middle of a storyboard. Detailed Implementation
[0029] The technical solutions of the present invention will be clearly and completely described below with reference to the accompanying drawings of the embodiments of the present invention. Obviously, the described embodiments are only some embodiments of the present invention, and not all embodiments.
[0030] Example 1
[0031] refer to Figure 1-8This embodiment provides an animation generation device, comprising: a storyboard acquisition module 1, used to acquire various storyboards and sort them sequentially; an identification module 2, used to identify individuals with closed curves as units and determine these units as background units or non-background units; a background enhancement module 3, used to layer the initial storyboards according to the order of the initial storyboards in a one-to-one correspondence with the background units, and to complete the background units in each storyboard; a background creation module 4, used to generate animated GIFs of the background units based on the changing trends between the background units of two input storyboards; a non-background creation module 5, used to generate the final animated GIFs of the non-background units; an animation generation module 6, used to generate the final animation based on the working results of the background creation module 4 and the non-background creation module 4; and an interactive display module 7, used for human-computer interaction with staff.
[0032] In some embodiments, the specific work involved in generating the animation consists of steps A11-A13, etc.
[0033] A1: Obtain the initial drafts of several storyboards; A2: Identify the units in the initial drafts of each storyboard, wherein the line unit is an individual with a closed curve in each initial draft of the storyboard; A3: Determine the units that serve as background and the units that serve as non-background in each storyboard based on the unit shape, and extract the background units of each storyboard, denoted as background units and non-background units.
[0034] Specifically, when the original author completes several storyboard frames (using electronic scanning to capture both paper-based and electronically-based drafts) and submits them to the system, the storyboard acquisition module 1 acquires each storyboard. After acquisition, the recognition module 2 identifies multiple individuals with closed lines within the storyboard, treating these individuals as units. Since there are color variations within the storyboards, the recognition module 2 also distinguishes individuals based on the continuity of coloring. Notably, the recognition module 2 includes features for object recognition; for example, it can identify trees (featuring several common tree shapes found in animation). When a storyboard frame contains an individual resembling a tree, the recognition module 2 treats that individual as a "tree," meaning it considers the corresponding closed lines as a whole, and these wholes represent individual trees. Furthermore, the recognition module 2 sets up criteria for determining background and non-background units. For example, based on color and brightness: backgrounds typically have similar colors and brightness, and can be separated from the foreground through thresholding, color space conversion, and image enhancement; based on texture: backgrounds typically have repetitive textures, and can be distinguished from the foreground through texture analysis and texture descriptors; based on shape: backgrounds typically have simple shapes, and can be distinguished from the foreground through shape description and contour detection; based on motion: backgrounds are typically static, and can be distinguished from the foreground through optical flow analysis and motion detection; based on deep learning: deep learning techniques can be used to train neural networks to automatically learn the differences between background and foreground. It should be noted that different image recognition tasks and scenarios may require different methods to determine background and foreground.
[0035] A4: Stack the initial storyboards according to their order, with each background unit corresponding to the next; A5: The initial storyboards complement each other in the storyboard scenes occupied by the non-background units and separate the individual storyboards.
[0036] Specifically, background units extracted from each storyboard are bound as a whole in this step. The background refinement module 3 sorts the storyboards according to the producer's order and obtains any background unit that exists in adjacent storyboards. This background unit is then overlapped, so that the background units that exist in adjacent storyboards can largely overlap. Furthermore, since non-background units occupy part of the overall background of a storyboard when it is drawn, there are often scenes where the background units are not continuous, i.e., there are blank parts. Therefore, after overlapping multiple storyboards, the blank parts in each storyboard will be filled by the background units in the corresponding positions of the other storyboards, so that the overall background of the storyboard becomes continuous. When the overall background of each storyboard becomes continuous, the background refinement module 3 separates the overlapping storyboards.
[0037] A6: Input the change trend between the background units of the two storyboards and generate an animated GIF showing the change between the two storyboards; A7: Determine the shape change of the non-background unit in two adjacent storyboards;
[0038] Specifically, the background units of two scenes are extracted, and the differences between the background units in the Nth scene and the background units in the N+1th scene are determined by overlapping and comparison. The differences include changes in relative position within the scene and changes in their own shape. The change in relative position within the scene is determined by using the center line of the scene as a reference to determine the change in the relative position of the background unit in the N+1th scene relative to the center line of the scene and the relative position of the background unit in the Nth scene relative to the center line of the scene. For example, if it is relatively more to the left, it is determined that the camera of the N+1th scene is moving to the right; if it is relatively more to the bottom, it is determined that the camera of the N+1th scene is moving upward, and so on. The change in the shape of the background unit is determined by judging the relative position changes of several points on the lines that form the background unit, based on the center point of the background unit itself. For example, for a tree, the positions of several points on the trunk line relative to the center point remain unchanged, while the position vector of point A in the leaf part relative to the center point changes from (20,30) to (21,29), and the position vector of point B relative to the center point changes from (-10,35) to (-9,34). Therefore, it is determined that the tree itself has a rightward tendency. Furthermore, the background creation module 4 calculates the change vectors of point A and point B based on the vector changes, and then draws the change curves of point A and point B based on the change vectors. Then, the change curves of each point are combined to generate the overall change curve of the tree, and thus further generate an animated GIF showing the changes between the two storyboards.
[0039] For non-background units, a background unit is selected as a reference to determine the positional change of the non-background unit relative to the background unit, thereby determining the direction of movement of the non-background unit. Furthermore, the shape changes of the non-background unit are determined. For example, if the non-background unit is a person, and the person's position relative to a background unit is further to the left, then the person is determined to be walking to the left. Based on the character's actions in the storyboard, such as a clear posture of pushing off with force, the person is determined to be running; if the swing amplitude of the legs relative to the torso is small, the person is determined to be walking, and so on. When the person and the car are determined to be together and there is a certain positional difference, the person is determined to be driving, and so on.
[0040] A8: Capture the behavior of the non-background unit according to the behavior mode of the non-background unit, and animate the captured dynamic picture; A9: Depict the process of the same non-background unit changing between two storyboards with reference to the animated dynamic picture, that is, the animation of the non-background unit between the two storyboards.
[0041] Specifically, for behavior capture, certain specific actions of characters in the animation are simulated in real-world scenarios from the initial design stage, such as ninja hand seals, to capture their movements. Other actions can be supplemented using a behavior capture database, such as the form of a person running. Then, based on the trend of form changes determined in two adjacent storyboards, corresponding capture images are obtained. These captured images are then animated according to the storyboard, and the two storyboards are linked to form an animated GIF between them. When there are special actions, the storyboard creator adds certain annotations so that the non-background production module 5 can know whether special actions exist.
[0042] A10: Set the number of frames per unit time for any one of the non-background units in two adjacent storyboards, and use the non-background unit used to set the number of frames per unit time as the main body; A11: Set the animation of the non-background unit in each frame and generate the final animation of the non-background unit; A12: Set the number of repetitions of the animation of the background unit according to the number of frames per unit time and generate the final animation of the background unit; A13: Combine the final animation of the background unit with the final animation of the non-background unit to generate the final animation.
[0043] Specifically, for the non-background unit that serves as the main subject, it acts as a reference point. After discussion, if there are 120 frames within a unit of time, the changes of the remaining non-background units between the two shots are evenly distributed across these 120 frames. For example, in motion capture animation of running, a frame showing a person taking two steps (one step with each leg) is extracted to obtain the height and stride length of the person in the motion capture frame. This height is then compared to the height of the main subject to obtain a ratio. Based on this ratio, the stride length of the main subject between the two shots is calculated (since it's animation, not realistic, stride frequency can be disregarded). Through the aforementioned steps of motion capture and main subject frame conversion, the running motion in these 120 frames is repeated as a single action, thus forming a normal non-background unit animation. Similarly, for background units, the same method is used to repeat the playback, generating the final background unit animation.
[0044] Example 2
[0045] refer to Figure 1-8 In some embodiments, after identifying background units and non-background units, the recognition module 2 interacts with the staff through the interactive display module 7. The staff uses the interactive display module 7 to select a background unit in each scene for annotation, and the recognition module 2 performs subsequent annotations based on the staff's annotations.
[0046] In some embodiments, in A1, background units are labeled in the initial draft of the storyboard, and each background unit is labeled with a number from left to right, and there is at least one background unit with the same number in adjacent storyboards;
[0047] In some embodiments, A4 includes the following steps: B1: locking the background units with the same number in the current shot and the previous shot; B2: overlapping the background units with the same number in each shot at the layer level.
[0048] In some embodiments, A5 includes the following steps: B3: filling the empty background units in each shot according to the overlap, forming a complete background in each shot; B4: separating the individual shots.
[0049] Specifically, after the storyboard acquisition module 1 acquires the storyboard, the interactive display module 7 displays the storyboard. The staff interacts with the interactive display module 7 and selects a background unit for annotation. For example, in storyboard 1, the leftmost background unit is selected for annotation and designated as background unit number 1. For storyboard 1, annotation is performed one by one from background unit number 1 to the right. Then, in storyboard 2, the staff searches for background unit number 1 in storyboard 1. If it exists, it is annotated. If not, the staff searches for background unit number 2. If it exists, it is annotated. If not, the process continues. The identification module 2 then performs subsequent annotations, so that the background units in each storyboard can be annotated, and a connection between the background units of each storyboard and the previous storyboard is established.
[0050] Furthermore, the background enhancement module 3 overlaps adjacent storyboards by using corresponding numbers, thereby knowing the situation of blank parts in one storyboard in other storyboards, and thus filling the blank parts of each storyboard with the corresponding background units according to the sequentially assigned numbers.
[0051] Example 3
[0052] refer to Figure 1-8 In some embodiments, the background creation module 4 acquires background units with the same number in adjacent scenes and compares them. The background creation module 4 determines the change trend of each background unit and makes a set of the change trends of each background unit. The background creation module 4 performs an intersection operation based on the set corresponding to each background unit. The result of the intersection operation is the change mode of the background unit.
[0053] In some embodiments, in A6, the change trend of the background unit includes the change of the background unit itself and the change of the relative position of the background unit between shots; in A7, the change trend of the non-background unit includes the change of the non-background unit itself and the change of the position of the non-background unit relative to the background unit.
[0054] In some embodiments, A6 includes the following steps: C1: setting a background unit present in both of the two storyboards as the target unit; C2: determining the movement state of the background unit on the overall background of the storyboard by the change in the relative position of the target unit in the two storyboards; C3: determining the change state of the background unit itself.
[0055] In some embodiments, A7 includes the following steps: C4: determining the relative movement state of the non-background unit in the two shots by the relative position change of the non-background unit and the target unit; C5: determining the change state of the non-background unit itself.
[0056] Specifically, the background creation module 4 obtains background units with the same number and determines the movement trajectory of the points that constitute its closed line according to the above judgment method. Based on the trajectory, it determines the change mode of the background unit with that number. For example, the background unit with the number 4 rotates and partially translates to the left, and the background unit with the number 5 rotates and partially translates downwards. It can be determined that the intersection of the background unit with the number 4 and the background unit with the number 5 is rotation. Therefore, background units that can undergo shape changes (excluding fixed objects such as houses) will be processed in a rotation-related manner. In short, when background unit number 4 is a tree and background unit number 5 is also a tree, and when background units number 4 and 5 are determined to have moved to a certain position according to the aforementioned vector determination, it can be determined that there is a force in the corresponding direction in the storyboard, and this force acts on the background unit that is obviously subjected to the force. If the change of a background unit in the two storyboards is unchanged, then the background unit is determined to be a background unit with insignificant force, such as a house. If the change of a background unit in the two storyboards is unchanged, then the background unit is determined to be a background unit with obvious force, and the other background units with obvious force will also be affected by this force, thereby further animate the other background units according to the wind direction. Furthermore, for the wind direction, the background production module 4 will extract some other background units and process these background units. For example, if the background unit of a flag is extracted, the flag will be animate according to the wind direction.
[0057] Furthermore, for non-background units, the direction of movement of the non-background units in the storyboard is determined by comparing their relative positions with the target units. Furthermore, the state of the non-background units is determined by the changes in their form during the freeze-frame of the storyboard, such as running, jumping, etc.
[0058] Example 4
[0059] refer to Figure 1-8 In some embodiments, the animation generation module 6 uses frames as the timeline and each scene as a node to combine the final animation results of the background unit and the final animation results of the non-background unit on layers to generate the final animation.
[0060] In some embodiments, steps D1-D7 are included in A11 and A12.
[0061] D1: Determine the relative movement distance of each non-background unit relative to the background unit; D2: Determine the relative movement distance of each non-background unit in each frame; D3: Set the relative rate of each non-background unit relative to the subject to a first relative rate of each non-background unit, the first relative rate including very fast, fast, same, slow, and very slow.
[0062] Specifically, for the main subject, the overall speed and movement speed are basically the same. First, calculate the relative movement distance of the main subject relative to the background units. Assuming it moves 120 units and the movement time of the main subject is 120 frames, then in each frame, the main subject moves 1 unit. Relative to the main subject, movement of 0-0.5 units per frame is considered "very slow," 0.5-1 units is considered "slow," 1-1.5 units is considered "fast," and more than 1.5 units is considered "very fast." For the speed of the main subject and other non-background units, the speed of the main subject is used as the benchmark. After calculating the ratio of the relative movement distance to the non-background units to the main subject's movement distance, further... The movement speed of non-background units is calculated based on the speed of the main body and the ratio. Initially, it is assumed that the movement speed of non-background units is the same as that of the main body. Then, the movement speed of non-background units is calculated using the above method. The relative movement distance of other non-background units relative to the background unit is calculated. For example, if a non-background unit is located 45 units to the left of a background unit in the first shot and 45 units to the right of the background unit in the second shot, then the relative movement distance of the non-background unit is 90 units. If the non-background unit moves 0.75 units per frame, then the first relative speed of the non-background unit is determined to be slow, and the movement speed of the non-background unit is reduced to 75%. The rest are calculated in the same way.
[0063] D4: Determine the rate of the animation of the non-background unit based on the first relative rate of the non-background unit; D5: Embed the animation of the corresponding rate into the relative movement distance of each frame of the non-background unit; D6: Set the relative rate of each background unit relative to the subject to the second relative rate of each background unit, the second relative rate including very fast, fast, same, slow, very slow, and stationary; D7: Adjust the animation of the corresponding background unit according to the relative rate of the background unit.
[0064] Specifically, further, the motion capture rate of the non-background unit is compared with that of the non-background unit. The rate of the motion capture rate of the non-background unit is adjusted to match that of the non-background unit, and the adjusted animation is embedded into each frame in a frame-by-frame embedding manner to form an animated GIF. Similarly, the same processing is performed for the background unit.
[0065] Example 5
[0066] refer to Figure 1-8 This embodiment provides a computer device for generating animations, the computer device including a structure in which the aforementioned animation generation apparatus is applied.
[0067] Computing devices can be any type of stationary or mobile computing device, including mobile computers or mobile computing devices (e.g., tablet computers, personal digital assistants, laptop computers, notebook computers, netbooks, etc.), mobile phones (e.g., smartphones), wearable computing devices (e.g., smartwatches, smart glasses, etc.) or other types of mobile devices, or stationary computing devices such as desktop computers or PCs. Computing devices can also be mobile or stationary servers.
[0068] Example 6
[0069] refer to Figure 1-8 This embodiment provides a storage medium for generating animations, on which a computer program is stored, which, when executed, implements the aforementioned method for generating animations.
[0070] The storage medium may include high-speed RAM storage media, and may also include non-volatile storage NVM, such as at least one disk storage medium, and may also be a USB flash drive, portable hard drive, read-only storage medium, disk or optical disc, etc.
[0071] A bus can be an industry-standard architecture bus, an external device interconnection bus, or an extended industry-standard architecture bus, etc. Buses can be categorized as address buses, data buses, control buses, etc. For ease of illustration, the buses shown in the accompanying drawings are not limited to a single bus or a single type of bus.
[0072] The aforementioned storage media can be implemented from any type of volatile or non-volatile storage device or a combination thereof, such as static random access memory (SRAM), electrically erasable programmable read-only memory (EEPROM), erasable programmable read-only memory (EPROM), programmable read-only memory (PROM), read-only memory (ROM), magnetic storage media, flash storage media, magnetic disks, or optical disks. The storage media can be any available medium accessible to general-purpose or special-purpose computers.
[0073] The above embodiments are only for illustrating the technical concept and features of the present invention, and are intended to enable those skilled in the art to understand the content of the present invention and implement it accordingly. They should not be construed as limiting the scope of protection of the present invention. All equivalent transformations or modifications made in accordance with the spirit and essence of the present invention should be covered within the scope of protection of the present invention.
Claims
1. A method of generating an animation, characterized by, The method comprises the following steps: A1: obtaining a plurality of drafts of subshots; A2: identifying units in each of the drafts of subshots, the units being individuals having closed curves in each of the drafts of subshots; A3: determining units as backgrounds and units as non-backgrounds in each of the subshots according to unit morphologies, and extracting the background units in each of the subshots, denoted as background units and non-background units; A4: stacking the drafts of subshots in a one-to-one manner of corresponding background units according to the order of the drafts of subshots; A5: mutually supplementing the subshot pictures occupied by the non-background units between the drafts of subshots; A6: inputting a change trend between the background units of two subshots and generating an animated dynamic picture of a change between the two subshots, the change trend between the background units including a change condition of the background units themselves and a change condition of relative positions of the background units between the subshots; A7: determining a morphological change condition of the non-background units in two adjacent subshots, the morphological change condition of the non-background units including a change condition of the non-background units themselves and a change condition of positions of the non-background units relative to the background units; A8: capturing behaviors of the non-background units according to behaviors of the non-background units, and animating the captured dynamic pictures; A9: depicting a change process of a same non-background unit between two subshots, that is, an animated dynamic picture of the non-background unit between the two subshots, with reference to the animated dynamic pictures; A10: setting a frame number in a unit time with any one of the non-background units of two adjacent subshots as a unit, and setting the non-background unit as a subject for setting the frame number in the unit time; A11: setting an animated picture of the non-background unit in each frame and generating a final animation of the non-background unit; A12: setting a repetition number of an animated dynamic picture of the background unit according to the frame number in the unit time and generating a final animation of the background unit; A13: combining the final animation of the background unit and the final animation of the non-background unit to generate a result animation.
2. The method of claim 1, wherein, In the A1, the drafts of subshots are annotated for background units, and each background unit is annotated with a number from left to right, and at least one background unit with the same number exists in adjacent subshots; The A4 comprises the following steps: B1: locking the background units with the same number in the current subshot and the previous subshot; B2: overlapping the background units with the same number in each subshot in a layer hierarchy; The A5 comprises the following steps: B3: filling the background units in each subshot: background according to the overlapping condition to form a complete background in each subshot; B4: separating the subshots.
3. The method of claim 1, wherein The A6 comprises the following steps: C1: setting a background unit existing in both of the subshots as a target unit; C2: determining a moving state of the background unit on a whole background of the subshots through a relative position change of the target unit in the two subshots; C3: judging the change state of the background unit itself; The A7 includes the following steps, C4: judging the relative moving state of the non-background units in the two split shots by the relative position change of the non-background units and the target unit; C5: judging the change state of the non-background unit itself.
4. The method of claim 1, wherein: In the A11 and the A12, the following steps are included, D1: judging the relative moving distance of each non-background unit relative to the background unit; D2: judging the relative moving distance of each non-background unit per frame; D3: recording the relative speed of each non-background unit relative to the subject as the first relative speed of each non-background unit, the first relative speed including very fast, fast, same, slow, and very slow; D4: judging the animation speed of the non-background unit according to the first relative speed of the non-background unit; D5: embedding the animation with the corresponding speed into the relative moving distance of each frame of the non-background unit; D6: setting the relative speed of each background unit relative to the subject as the second relative speed of each background unit, the second relative speed including very fast, fast, same, slow, very slow, and static; D7: adjusting the animation of the corresponding background unit according to the second relative speed of the background unit.
5. An apparatus for generating an animation, the apparatus comprising: A method for generating animation according to any one of claims 1-4, comprising: a split shot acquisition module for acquiring each split shot and sorting the split shots in sequence; an identification module for identifying individuals with closed curves as units and judging the units as background units or non-background units; a background perfecting module for layering the preliminary drafts of the split shots in a one-to-one correspondence manner according to the sorting of the preliminary drafts of the split shots and supplementing the background units in each split shot; a background making module for generating the animation of the background units according to the change trend between the background units of the input two split shots; a non-background making module for generating the final animation of the non-background units; an animation generating module for generating the final animation according to the working results of the background making module and the non-background making module; an interactive display module for human-computer interaction with the staff.
6. An apparatus for generating an animation according to claim 5, wherein, After the identification module identifies the background units and the non-background units, the interactive display module is used for human-computer interaction with the staff, the staff selects a background unit in each split shot for labeling on the interactive display module, and the identification module labels subsequently according to the labeling of the staff.
7. An apparatus for generating an animation according to claim 5, wherein, The background making module acquires the background units with the same number in adjacent split shots and overlaps and compares them, judges the change trend of each background unit, and makes a set of the change trend of each background unit, and the background making module performs intersection operation based on the set corresponding to each background unit, and the result of the intersection operation is the change mode of the background unit.
8. The apparatus for generating an animation of claim 5, wherein, The animation generating module combines the final animation result of the background units and the final animation result of the non-background units on the layer based on the frame number as the time axis and each split shot as the node, and generates the final animation.
9. A computer device for generating an animation, the computer device comprising: The computer device comprises a structure to which the apparatus of any of claims 5-8 is applied.
10. A storage medium for generating an animation, on which a computer program is stored, characterized in that, The computer program, when executed by a computer, implements the method of any of claims 1-4.
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