Method, device and electronic equipment for generating model animation

CN116452710BActive Publication Date: 2026-09-29NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202310183620.2
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2023-02-21
Publication Date
2026-09-29
Estimated Expiration
2043-02-21

AI Technical Summary

Technical Problem

但是,在大量的模型需要制作生长动画的情况下,时间和人力成本较高,导致游戏开发效率较低,且对游戏的性能消耗较大;另外,特效的方式依靠特效定制,会导致动画效果不佳

Benefits of technology

[0009]本发明提供了一种模型动画的生成方法、装置和电子设备,获取目标模型;其中,目标模型的模型顶点预先绘制有顶点颜色,顶点颜色用于:指示模型顶点的生长顺序;响应于参数输入操作,设置目标模型的生长动画的生长参数;其中,生长参数用于:控制目标模型从部分模型随时间逐渐生长;基于生长参数和顶点颜色,确定目标模型的生长动画的序列模型帧;根据序列模型帧,生成目标模型的指定生长动画。该方式中,通过在目标模型中预先绘制模型顶点的顶点颜色,并设置生长参数,确定生长动画的序列模型帧,基于序列模型帧生成精准且生动的生长动画,提高了动画的生成效率,降低了游戏的性能消耗,进而提高了动画效果。

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Abstract

The application provides a model animation generation method and device and electronic equipment. A target model is obtained. Model vertices of the target model are pre-drawn with vertex colors. The vertex colors are used to indicate the growth order of the model vertices. In response to a parameter input operation, growth parameters of a growth animation of the target model are set. The growth parameters are used to control the target model to gradually grow from a part of the model over time. Based on the growth parameters and the vertex colors, sequence model frames of the growth animation of the target model are determined. According to the sequence model frames, a specified growth animation of the target model is generated. In this way, by pre-drawing the vertex colors of the model vertices in the target model, setting the growth parameters, determining the sequence model frames of the growth animation, and generating the accurate and vivid growth animation based on the sequence model frames, the generation efficiency of the animation is improved, the performance consumption of the game is reduced, and the animation effect is improved.
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Description

Technical Field

[0001] This invention relates to the field of computer technology, and in particular to a method, apparatus, and electronic device for generating model animations. Background Technology

[0002] Games typically feature character growth animations, such as those depicting the growth of trees. One common technique is skeletal animation, which involves building the model's skeleton and creating skinning. This requires manual animation creation by animators and is essentially entirely manual. Alternatively, a dissolving effect can be used to generate the animation, where the model simply melts away from it. However, when creating growth animations for a large number of models, the time and manpower costs are high, leading to low game development efficiency and significant performance overhead. Furthermore, relying on custom effects can result in subpar animation quality. Summary of the Invention

[0003] In view of this, the purpose of the present invention is to provide a method, apparatus and electronic device for generating model animation, which obtains a sequence of model frames for growth animation by pre-drawing the vertex colors of the model vertices in the target model and setting growth parameters, and generates accurate and vivid growth animation based on the sequence of model frames, so as to improve the efficiency of animation generation, reduce the performance consumption of the game, and thus improve the animation effect.

[0004] In a first aspect, embodiments of the present invention provide a method for generating model animation, the method comprising: acquiring a target model; wherein the model vertices of the target model are pre-drawn with vertex colors, the vertex colors being used to: indicate the growth order of the model vertices; in response to a parameter input operation, setting growth parameters of the growth animation of the target model; determining a sequence of model frames of the growth animation of the target model based on the growth parameters and vertex colors; and generating a specified growth animation of the target model based on the sequence of model frames.

[0005] Secondly, embodiments of the present invention provide a model animation generation apparatus, the apparatus comprising: a model acquisition module for acquiring a target model; wherein the model vertices of the target model are pre-drawn with vertex colors, the vertex colors being used to indicate the growth order of the model vertices; a parameter setting module for setting growth parameters of the growth animation of the target model in response to a parameter input operation; wherein the growth parameters are used to control the target model to gradually grow from a partial model over time; a model frame determination module for determining a sequence of model frames for the growth animation of the target model based on the growth parameters and vertex colors; and an animation generation module for generating a specified growth animation of the target model based on the sequence of model frames.

[0006] Thirdly, embodiments of the present invention provide an electronic device, including a processor and a memory, wherein the memory stores computer-executable instructions that can be executed by the processor, and the processor executes the computer-executable instructions to implement the model animation generation method of any of the first aspects.

[0007] Fourthly, embodiments of the present invention provide a computer-readable storage medium storing computer-executable instructions. When the computer-executable instructions are invoked and executed by a processor, the computer-executable instructions cause the processor to implement the model animation generation method of any one of the first aspects.

[0008] The embodiments of the present invention bring the following beneficial effects:

[0009] This invention provides a method, apparatus, and electronic device for generating model animations, which involves acquiring a target model; wherein the vertices of the target model are pre-drawn with vertex colors, which are used to: indicate the growth order of the model vertices; in response to parameter input operations, setting growth parameters for the growth animation of the target model; wherein the growth parameters are used to: control the target model to gradually grow from a partial model over time; determining a sequence of model frames for the growth animation of the target model based on the growth parameters and vertex colors; and generating a specified growth animation of the target model based on the sequence of model frames. In this method, by pre-drawing vertex colors in the target model and setting growth parameters, determining the sequence of model frames for the growth animation, and generating accurate and vivid growth animations based on the sequence of model frames, the efficiency of animation generation is improved, the performance consumption of the game is reduced, and thus the animation effect is improved.

[0010] 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.

[0011] 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

[0012] 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.

[0013] Figure 1 A flowchart illustrating a method for generating model animations according to an embodiment of the present invention;

[0014] Figure 2 A schematic diagram of a tree model provided in an embodiment of the present invention;

[0015] Figure 3 A growth parameter input interface provided in an embodiment of the present invention;

[0016] Figure 4 A schematic diagram of a target model provided in an embodiment of the present invention;

[0017] Figure 5 A schematic diagram of another target model provided in an embodiment of the present invention;

[0018] Figure 6 A schematic diagram of another target model provided in an embodiment of the present invention;

[0019] Figure 7 A schematic diagram of another target model provided in an embodiment of the present invention;

[0020] Figure 8 A schematic diagram of another target model provided in an embodiment of the present invention;

[0021] Figure 9 A schematic diagram of another target model provided in an embodiment of the present invention;

[0022] Figure 10 This is a schematic diagram of a sequence model frame provided in an embodiment of the present invention;

[0023] Figure 11 A schematic diagram of another target model provided in an embodiment of the present invention;

[0024] Figure 12 A schematic diagram of the structure of a model animation generation device provided in an embodiment of the present invention;

[0025] Figure 13 This is a schematic diagram of the structure of an electronic device provided in an embodiment of the present invention. Detailed Implementation

[0026] 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.

[0027] Currently, games typically feature model growth animations, such as those for trees, as well as model generation animations, such as those for virtual walls, virtual magic wands, and virtual scenes. In related technologies, model growth animations are usually achieved through skeletal animation. This involves building the model's skeleton based on a reference model and creating skins, requiring animators to manually create the animations—essentially a purely manual process. However, when creating growth animations for a large number of models, this method is time-consuming and labor-intensive, resulting in low development efficiency, significant performance overhead, and less vivid and visually appealing animations.

[0028] Alternatively, a model generation animation can be generated using special effects to dissolve the model directly. However, this method relies heavily on customization and produces monotonous effects. If all models in a scene are animated in this way, the visuals become monotonous, performance consumption is very high, and there are significant limitations on the models. Therefore, this invention provides a method, apparatus, and electronic device for generating model animations, which can be applied to devices such as mobile phones, computers, laptops, and tablets.

[0029] The above-mentioned model animation generation methods can generally be applied to the field of model growth animation, such as the growth animation of virtual flowers, trees and plants, and the growth animation of virtual characters; they can also be applied to the field of model generation animation or display animation, such as the generation animation of virtual buildings that gradually appear from bottom to top, the generation animation of virtual items that gradually appear from top to bottom, and the generation animation of virtual images that gradually appear from the center to the edge.

[0030] To facilitate understanding of this embodiment, a method for generating model animation disclosed in this invention will first be described in detail, such as... Figure 1 As shown, the method includes the following steps:

[0031] Step S102, obtain the target model; wherein, the model vertices of the target model are pre-drawn with vertex colors, and the vertex colors are used to: indicate the growth order of the model vertices;

[0032] The target model mentioned above is a 3D model, typically referring to a game model in a game scene, such as a tree model, building model, or plant model. The vertex information of the target model usually includes vertex color, normal vectors, and vertex sequence. In actual implementation, game developers will paint different colors for the vertices of different parts of the target model according to their growth order. The darker the vertex color (or the larger the vertex color value), the earlier the vertex appears in the growth order. In other words, the vertex color can represent the progress of the growth animation.

[0033] For example, developers can use 3ds Max to create the tree model described above, then skin the tree model and use the vertex paint modifier to paint vertex colors on the model's vertices. Darker vertices grow earlier, and lighter vertices grow later; typically, the roots are painted darker, and the tips of the branches are painted lighter. Vertex color painting is handled manually by the developers, who can determine the order in which the various parts of the tree's growth animation appear.

[0034] For example, such as Figure 2 The diagram shows a tree model. In the tree model's growth animation, the black parts of the model grow first, and the white parts grow last.

[0035] Step S104: In response to the parameter input operation, set the growth parameters of the growth animation of the target model;

[0036] The aforementioned growth parameters include at least the total duration of the growth animation, or the total number of frames in the growth animation, i.e., the time required for the target model to grow from the start to completion, or the number of frames required for the target model to grow from the start to completion. Among these, the growth parameters and vertex colors are used to control the gradual growth of the target model from a partial model over time.

[0037] Typically, growth parameters for the target model's growth animation are set within specific software, such as Houdini. Specifically, the software provides pre-configured parameter templates, allowing developers to input growth parameters into input boxes provided within these templates. For example,... Figure 3 The growth parameter input interface shown includes animation duration (Time), expansion value (Expard), texture movement rate (Uvflow), growth start parameters (Expandrange), surface area range (Subdivrange), and welding distance (Fusedistance).

[0038] Step S106: Based on the growth parameters and vertex colors, determine the sequence model frames of the growth animation of the target model;

[0039] In practice, the growth time of each model vertex can be determined based on growth parameters and vertex colors. For example, if the growth animation of the target model lasts for 1 minute, when the animation reaches 0.5 minutes, only model vertices whose vertex colors have a median value will be displayed. Meanwhile, already displayed model vertices will remain visible, but those with vertex colors less than the median value will be hidden. Finally, for each frame, or each growth time, the sequence of model frames for that growth time in the target model's growth animation will be determined based on the currently displayed model vertices.

[0040] Step S108: Generate a specified growth animation of the target model based on the sequence model frames.

[0041] The system allows exporting sequence frame models, each with a pre-defined frame number. Different sequence frames can be selected for playback as needed to generate a specified growth animation for the target model. In practice, tools can be used to batch import sequence frame models into the engine, allowing for the selection of different frames to achieve varying effects. This makes it easier to stagger the growth rate trends of trees in game visuals, resulting in more dynamic visuals. For example, playing a frame every other frame, or skipping two frames, will produce animations with growth speeds of 2x and 3x.

[0042] This invention provides a method for generating model animation, which involves obtaining a target model; wherein the vertices of the target model are pre-drawn with vertex colors, which are used to: indicate the growth order of the model vertices; in response to a parameter input operation, setting growth parameters for the growth animation of the target model; wherein the growth parameters are used to: control the target model to gradually grow from a partial model over time; determining a sequence of model frames for the growth animation of the target model based on the growth parameters and vertex colors; and generating a specified growth animation of the target model based on the sequence of model frames. In this method, by pre-drawing vertex colors in the target model and setting growth parameters, determining the sequence of model frames for the growth animation, and generating accurate and vivid growth animations based on the sequence of model frames, the generation efficiency of the animation is improved, the performance consumption of the game is reduced, and thus the animation effect is improved.

[0043] The aforementioned growth parameters include: the animation duration of the growth animation; and the step of determining the sequence model frames of the growth animation of the target model based on the growth parameters and vertex colors, one possible implementation is as follows:

[0044] Step 1: Normalize the color values ​​of the vertex colors of the target model to obtain the target color value; within the animation duration, calculate the ratio of the current growth moment to the animation duration at specified intervals.

[0045] The specified time can be one second or 0.1 seconds, depending on the actual needs. For example, if the animation duration is 10 seconds and the specified time is 0.1 seconds, then the above growth animation includes 100 frames. Each current growth moment can also be understood as one frame. Specifically, the vertex color values ​​are normalized so that the vertex color value of each model vertex is between 0 and 1. Starting from the beginning, at specified intervals, the ratio of the current growth moment (current frame) to the animation duration (total number of frames) is calculated. For example, starting from 0, after a 0.1-second interval, the ratio of 0.1 to the 10-second animation duration is 0.01; after two 0.1-second intervals, the ratio of 0.2 to 10 seconds is 0.02; after three 0.1-second intervals, the ratio of 0.3 to 10 seconds is 0.03; after 50 0.1-second intervals, the ratio of 5 seconds to 10 seconds is 0.5.

[0046] In other words, the total duration (total number of frames) of the growth animation of the target model can be controlled by adjusting the animation duration, as well as the growth rate. The growth order of each model vertex in the target model can be controlled by adjusting the vertex color, and the growth rate of the target model can be controlled by the gradient of the vertex color distribution.

[0047] Step 2: Determine the specified sequence model frame of the growth animation of the target model based on the ratio and the target color value; wherein, the specified sequence model frame is the sequence model frame of the growth animation at the current growth moment.

[0048] Specifically, the ratio can be compared with the target color value of the model vertices. The model composed of vertices whose target color value is less than the ratio is determined as the sequence model frame of the target model's growth animation at the current growth moment, i.e., the sequence model frame of the target model's growth animation in the current frame. In this method, by setting the animation duration of the growth animation in combination with the vertex color of the model vertices, the sequence model frame corresponding to each frame is determined. This method is highly efficient and can produce accurate and vivid model animations.

[0049] The target model mentioned above has a pre-defined model texture map, which is used to display the color and material of the target model. This model texture map is usually pre-drawn according to the type of the target model; for example, if it is a tree model, a corresponding model texture map with tree colors is drawn. Furthermore, the pixel positions in the model texture map usually correspond to the vertices of the target model. Step 2 above, which determines the specified sequence of model frames for the growth animation of the target model based on the ratio and target color value, can be implemented in one possible way:

[0050] From the target model, identify the first model vertex whose target color value is less than the ratio; determine the first model vertex and its corresponding model texture in the target model as the specified sequence model frames for the growth animation of the target model.

[0051] For example, starting from 0, after a 0.1-second interval, the ratio of 0.1 to the animation duration of 10 seconds is calculated to be 0.01. The first vertex in the target model with a target color value less than 0.01 is identified, and this first vertex and its corresponding texture are used as the sequence model frames for the target model's growth animation at the current growth time of 0.1 seconds (i.e., the first frame). As another example, starting from 0, after two 0.1-second intervals, the ratio of 0.2 to the animation duration of 10 seconds is calculated to be 0.02. The first vertex in the target model with a target color value less than 0.02 is identified, and this first vertex and its corresponding texture are used as the sequence model frames for the target model's growth animation at the current growth time of 0.2 seconds (i.e., the second frame).

[0052] The aforementioned growth parameters also include: dilation value; one possible implementation of the step of determining the first model vertex and the model texture corresponding to the first model vertex in the target model as the sequence model frames of the growth animation of the target model at the current growth moment is as follows:

[0053] Obtain the normal vectors of some vertices in the first model vertex, calculate the product of the normal vector and the dilation value to obtain the offset of some first model vertices; control the model textures of some first model vertices and their corresponding model textures, and perform offset processing according to the offset; determine the processed first model vertices and their corresponding model textures as the sequence model frames of the growth animation of the target model at the current growth time.

[0054] For example, such as Figure 4 As shown, the dashed arrows represent the normal vectors of some vertices of the first model. These normal vectors are three-dimensional vectors. Calculating the product of the normal vector and the dilation value yields the offset of some vertices of the first model. This offset includes the offset direction; therefore, the offset can also be called the offset vector. Subsequently, the offset of some vertices of the first model and their corresponding model textures is controlled to offset according to the offset. After offsetting, the offset vertices of the first model and their corresponding model textures are determined as the sequence model frames of the target model's growth animation at the current growth moment. For example, for a tree model, this implements the process of branches changing from thin to thick, as exemplified by... Figure 5 As shown, the offset results of the model vertices are displayed. The black solid line represents the shape of the model vertices before offset, and the light gray wireframe represents the shape of the branches after growth and expansion.

[0055] In this method, by setting an inflation value, some of the first model vertices of the target model are shifted outwards in the direction of the outward normal, so as to achieve the change of the target model from thin to coarse, thereby improving the animation effect.

[0056] After the step of determining the first model vertex whose target color value is less than the ratio from the target model, the method further includes: determining the target model vertex from the first model vertex, wherein the target model vertex is the model vertex newly grown within a specified time before the current growth time; obtaining the position information of the target model vertex, calculating the average position of the position information of the target model vertex, and moving the target model vertex to the average position.

[0057] In practice, the newly grown target model vertices between the current frame and the previous frame are obtained. These target model vertices are the newly grown model vertices in the current frame. For models with a treetop structure, the treetops need to be generated, meaning the end of the model is a vertex. In actual implementation, the position information (i.e., position coordinates) of the target model vertices is obtained, the average position of the target model vertices is calculated, and all target model vertices are welded to this average position.

[0058] For example, such as Figure 6 As shown, by controlling the welding distance parameter, a ring of gray vertices on the left end face is welded together into a single vertex, taking the average position of all vertices in this ring. The welding distance should not be too large, otherwise, black vertices on the right side that do not belong to the end face will also be included in the welded vertex range. Therefore, after the end face is welded, the welding point and the black vertex on the right side will form a new cone-shaped structure to represent the treetop structure at the current stage of the growth animation.

[0059] To make the generated treetops smoother, the above growth parameters also include: a surface region parameter; the surface region parameter is used to indicate the number of model vertices separated from the average position along the growth direction; for example, a surface region parameter of 2 indicates that the number of model vertices separated from the average position along the growth direction is 2, meaning that starting from the welding point at the average position of the tree, all adjacent model vertices of the model vertices adjacent to the welding point will be selected as the target model region. When the surface region parameter is 2, vertices connected to the welding point with a gap of no more than 3 vertices will be selected as the target model region.

[0060] After the steps of obtaining the position information of the target model vertices, calculating the average position of the target model vertices, and moving the target model vertices to the average position, the method further includes: in the target model, determining the target model region indicated by the surface region parameters with the average position as the starting point and the number of model vertices as the interval, and the third model vertex in the target model region; dividing the mesh formed by the third model vertex in the target model region into multiple sub-mesh.

[0061] The third model vertex in the target model region is then meshed. Based on a preset number of iterations, the mesh formed by the third model vertex in the target model region is divided into multiple sub-mesh. If the number of iterations is 2, the sub-mesh after the first division is further divided into multiple sub-mesh, which can obtain a more accurate treetop structure and avoid the distortion caused by the treetop structure having too few segments.

[0062] For example, such as Figure 6 As shown, this is the target model region, where the black dots represent the vertices of the third model. Each third model vertex forms multiple meshes, as shown below. Figure 7 As shown, this is an iteration of subdivision, which divides a grid into 4 subgrids for a smooth transition.

[0063] Furthermore, such as Figure 8 As shown, comparing the model mesh and the actual model, where Figure 8 (a) in the model is the one without mesh generation. Figure 8 (b) in the model is the model after one mesh generation. Figure 8 (c) in the diagram represents the model after two mesh divisions. After division, a more accurate model effect can be obtained, thereby improving the growth animation effect.

[0064] The aforementioned growth parameters include: the initial growth parameters of the target model; and the step of determining the sequence of model frames for the growth animation of the target model based on the growth parameters and vertex colors. One possible implementation is as follows:

[0065] The fourth model vertex with the first vertex color value is determined from the target model; a specified number of fifth model vertices adjacent to the fourth model vertex are determined according to the growth start parameters; the growth start parameters are related to the specified number; the fourth model vertex, the fifth model vertex, and the model textures corresponding to the fourth and fifth model vertices are determined as the initial sequence model frames of the growth animation of the target model; the initial sequence model frames are the sequence model frames of the generated animation at the initial time.

[0066] The first value mentioned above can be 0, meaning that the fourth model vertex with a black vertex color is determined from the target model; the specified number mentioned above is related to the pre-set growth start parameter. Taking a tree model as an example, the growth start parameter of the target model refers to the range of the root part that does not need to participate in the growth animation. Taking a growth start parameter of 1 as an example, the fourth model vertex with a black vertex color (the root of the branch, with a vertex color grayscale value of 0) and its adjacent vertices do not participate in the growth animation, that is, the vertices that have already appeared at the beginning of the animation, and the growth animation will start from these displayed vertices. If the growth start parameter of the target model is 2, then it will include the fourth model vertex, the vertices connected to it, and the vertices adjacent to the connected vertices (i.e., the fifth model vertex) that do not participate in the growth animation. Increasing the growth start parameter means expanding the range of vertices that do not participate in the growth.

[0067] After the steps of determining the sequence model frames of the growth animation of the target model based on growth parameters and vertex colors, the method further includes: determining the start frame and end frame of the sequence model frames according to the growth duration; setting the file name, format and frame number of the sequence model frames; and outputting the sequence model frames.

[0068] In actual implementation, batch export of sequence model frames: Houdini's native FBX export node does not support the output of sequence model frames. This embodiment aims to solve the sequence output problem by writing a Python script for batch output of sequences to achieve one-click automated export. The pseudocode for the implementation principle is as follows:

[0069] import hou;

[0070] # Declare a node that outputs the FBX sequence frame model and obtain the model data to be output;

[0071] nodeName = "rop_fbx";

[0072] node=hou.node(" / obj"+nodeName);

[0073] inputNode=node.input()[0];

[0074] geonode = node.input(0);

[0075] geo = geonode.geomytry();

[0076] #Set the start and end frames of the animation sequence;

[0077] startFrame = 1;

[0078] endFrame=geo.pointIntAttribValue('time')[0];

[0079] #Set the naming rules and parameters for the output sequence frame model, and perform the output once for each frame;

[0080] for i in range(startFrame,endFrame);

[0081] hou.setFrame(i);

[0082] curIndex = i - startFrame + 1;

[0083] if curIndex < 10:

[0084] index="000"+str(curIndex);

[0085] else:

[0086] index = "00" + str(curIndex);

[0087] node.parm("sopoutput").setExpression("$HIP / "+"TreeGrow"+index+".fbx") / / TreeGrow corresponds to the filename mentioned above, index corresponds to the frame number mentioned above, and fbx corresponds to the format mentioned above;

[0088] timeShift.parm("frame").set(i);

[0089] inputNode.setName("TreeGrow"+index);

[0090] node.render();

[0091] node.setName(nodeName).

[0092] For example, such as Figure 10 The image shows the exported sequence model frame file.

[0093] One possible implementation of the above steps for generating a specified growth animation of the target model based on the sequence model frames is as follows: export the sequence model frames, select a specified sequence model frame for playback, and obtain the specified growth animation of the target model.

[0094] The sequence model frames are imported into the engine in batches using a preset tool. These FBX format sequence model frames can be selected and played in the engine to achieve different effects. This makes it easier to stagger the growth rate trend of trees in the game and achieve a more vivid visual effect. In the game, you can define the playback of certain frames, such as playing one frame every other frame, or skipping two frames, which will result in an animation effect with a growth animation speed of 2 or 3.

[0095] For example, such as Figure 11 As shown, the animation of small tree branches vividly depicts changes in the degree of bending, closely resembling natural trees, and also saves more than 50% in performance compared to the previous solution.

[0096] The target model is pre-bound with bones, and the bone information is used to: provide growth direction information of the target model; the step of determining the sequence model frames of the growth animation of the target model based on growth parameters and vertex colors, in one possible implementation is: determining the skeletal animation of the target model based on the bone information; determining the growth animation of the target model based on the growth parameters and vertex colors; determining the sequence model frames of the growth animation of the target model based on the skeletal animation and the growth animation.

[0097] In this embodiment, only a small number of bones will be bound to the model. Specifically, a few bones will be simply set up according to the growth trend of the model, for example, as shown below. Figure 2 As shown, only three bones are bound. The skeletal animation of the target model can be obtained through the bone information. Effects such as meandering, coiling, and stretching are achieved using skeletal animation. In other words, the skeletal information can generate a relatively coarse growth animation, while the more detailed parts of the model are implemented through a sequence of model frames.

[0098] This embodiment uses a tree model as an example to illustrate the process, comparing the original production method with the method described in this implementation. In this implementation, the tree branch animation simply indicates the growth direction, saving 80% of the time compared to the original method. It eliminates the need to consider detailed branch details and begins drawing the model's vertex colors to control the growth speed and trend. The animation is then imported into FBX and then into Houdini, parameters are set, and the sequence model is output. See [link to relevant documentation]. Figure 3 As shown, set the parameters, see [link / reference]. Figure 10As shown, the output model sequence file is imported into the engine using a batch import tool to test the final effect. The resulting animation maintains the same trajectory, rhythm, and rotation as Houdini, requiring almost no manual adjustments to perfectly rival the effect of tree growth in film and television. In batch production workflows, this method achieves high precision and improved efficiency, eliminating the need for extensive manual alignment. For dozens or hundreds of animations, it reduces overall resource consumption by over 70%. This method can also be used in other tree production workflows, allowing for direct application of the growth template to new trees to achieve the same growth effect. It can completely reproduce film-level tree growth effects even under high game animation performance constraints, ensuring game animations possess the same detail and quality as film and television animation. Even when matching different trees across different engines, this method remains effective.

[0099] The above method has the following technical effects:

[0100] 1) Compared with other solutions, the advantage of this method is that it is simple to produce. By making the growth changes of a few bones, a complex animation of more than a dozen branches can be shown. Furthermore, by setting Houdini-related sequence frame templates, the high-precision performance can be transferred to other types of trees without loss. When facing dozens of trees, each with dozens or hundreds of actions to be produced, it brings an overall reduction in consumption.

[0101] 2) High vividness: The final animation retains the same level of detail as the original animation, or even better. It can surpass the original animation effect with almost no time-consuming manual adjustments.

[0102] 3) High flexibility: The generated sequence model frames can be flexibly controlled to achieve frame-by-frame playback and specify playback intervals, thereby achieving a scene where a large number of trees grow in a staggered and detailed manner.

[0103] 4) This method does not involve complex plugins or other required environments and can be used systematically. Only one set of completed tree animations is needed to match other similar tree growth animations, ensuring highly vivid effects and possessing good batch processing, reusability, and scalability.

[0104] Corresponding to the above method embodiments, this invention provides a model animation generation apparatus, such as... Figure 12 As shown, the device includes:

[0105] The model acquisition module 121 is used to acquire the target model; wherein, the model vertices of the target model are pre-drawn with vertex colors, and the vertex colors are used to indicate the growth order of the model vertices;

[0106] The parameter setting module 122 is used to set the growth parameters of the growth animation of the target model in response to the parameter input operation; wherein, the growth parameters are used to control the target model to grow gradually from a partial model over time;

[0107] The model frame determination module 123 is used to determine the sequence of model frames for the growth animation of the target model based on growth parameters and vertex colors.

[0108] Animation generation module 124 is used to generate a specified growth animation of the target model based on the sequence model frames.

[0109] This invention provides a device for generating model animations, which acquires a target model. The vertices of the target model are pre-drawn with vertex colors, which are used to: indicate the growth order of the model vertices; in response to parameter input operations, growth parameters for the growth animation of the target model are set; the growth parameters are used to: control the target model to gradually grow from a partial model over time; based on the growth parameters and vertex colors, a sequence of model frames for the growth animation of the target model is determined; and a specified growth animation of the target model is generated based on the sequence of model frames. In this method, by pre-drawing vertex colors in the target model and setting growth parameters, the sequence of model frames for the growth animation is determined, and a precise and vivid growth animation is generated based on the sequence of model frames. This improves the efficiency of animation generation, reduces the performance consumption of the game, and thus improves the animation effect.

[0110] The aforementioned growth parameters include: the animation duration of the growth animation; the aforementioned model frame determination module is also used to: normalize the color values ​​of the vertex colors of the target model to obtain the target color value; calculate the ratio of the current growth moment to the animation duration at specified intervals within the animation duration; determine the specified sequence model frames of the growth animation of the target model based on the ratio and the target color value; wherein, the specified sequence model frames are the sequence model frames of the growth animation at the current growth moment.

[0111] The target model has a preset model texture; the model frame determination module is also used to: determine the first model vertex whose target color value is less than the ratio from the target model; and determine the first model vertex and the model texture corresponding to the first model vertex in the target model as the specified sequence model frame of the growth animation of the target model.

[0112] The aforementioned growth parameters also include: dilation value; the aforementioned model frame determination module is further used to: obtain the normal vectors of some of the first model vertices in the first model vertices, calculate the product of the normal vectors and the dilation value to obtain the offset of some of the first model vertices; control the model textures corresponding to some of the first model vertices and perform offset processing according to the offset; determine the processed first model vertices and the model textures corresponding to the first model vertices as the specified sequence model frames of the growth animation of the target model.

[0113] The aforementioned device further includes a vertex movement module, used to: determine a target model vertex from the first model vertices, wherein the target model vertex is a newly grown model vertex within a specified time before the current growth time; obtain the position information of the target model vertex, calculate the average position of the target model vertex position information, and move the target model vertex to the average position.

[0114] The aforementioned growth parameters also include: surface region parameters; the surface region parameters are used to: indicate the number of model vertices separated from the average position in the growth direction; the aforementioned device also includes a mesh generation module, used to: in the target model, with the average position as the starting point and the number of model vertices as the interval, determine the target model region indicated by the surface region parameters, and the third model vertex in the target model region; divide the mesh formed by the third model vertex in the target model region into multiple sub-mesh.

[0115] The aforementioned growth parameters include: growth start parameters for the target model; the aforementioned model frame determination module is further used to: determine the fourth model vertex whose vertex color value is the first value from the target model; determine a specified number of fifth model vertices adjacent to the fourth model vertex according to the growth start parameters; wherein, the growth start parameters are related to the specified number; determine the fourth model vertex, the fifth model vertex, and the model textures corresponding to the fourth model vertex and the fifth model vertex as the initial sequence model frames of the growth animation of the target model; the initial sequence model frames are the sequence model frames of the generated animation at the initial time.

[0116] The aforementioned device also includes a model frame output module, used to: determine the start and end frames of the sequence model frames based on the growth duration; set the file name, format, and frame number of the sequence model frames; and output the sequence model frames.

[0117] The animation production module described above is also used to: export sequence model frames, select a specified sequence model frame for playback, and obtain a specified growth animation of the target model.

[0118] The target model is pre-bound with bones, and the bone information is used to: provide growth direction information of the target model; the model frame determination module is also used to: determine the skeletal animation of the target model based on the bone information; determine the growth animation of the target model based on the growth parameters and vertex colors; and determine the sequence of model frames of the growth animation of the target model based on the skeletal animation and the growth animation.

[0119] The model animation generation apparatus provided in this embodiment of the invention has the same technical features as the model animation generation method provided in the above embodiments, so it can also solve the same technical problems and achieve the same technical effects.

[0120] 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. The processor executes the machine-executable instructions to implement the above-described method for generating model animations. This electronic device can be a server or a terminal device.

[0121] See Figure 13 As shown, the electronic device includes a processor 100 and a memory 101. The memory 101 stores machine-executable instructions that can be executed by the processor 100. The processor 100 executes the machine-executable instructions to implement the above-described method for generating model animations.

[0122] Furthermore, Figure 13 The electronic device shown also includes a bus 102 and a communication interface 103, with the processor 100, the communication interface 103 and the memory 101 connected via the bus 102.

[0123] The memory 101 may include high-speed random access memory (RAM) or 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 103 (which can be wired or wireless), such as the Internet, wide area network, local area network, or metropolitan area network. The bus 102 may be an ISA bus, PCI bus, or EISA bus, etc. The bus can be divided into address bus, data bus, control bus, etc. For ease of representation, Figure 13 The symbol is represented by a single double-headed arrow, but this does not mean that there is only one bus or one type of bus.

[0124] Processor 100 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 processor 100 or by instructions in software form. Processor 100 may be a general-purpose processor, including a Central Processing Unit (CPU), a Network Processor (NP), etc.; it may 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 may 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 101. The processor 100 reads information from memory 101 and, in conjunction with its hardware, completes the steps of the method described in the foregoing embodiment, specifically including:

[0125] The process involves: acquiring the target model; pre-drawing vertex colors for the model's vertices, which are used to: indicate the growth order of the model's vertices; setting growth parameters for the target model's growth animation in response to parameter input operations; determining the sequence of model frames for the target model's growth animation based on the growth parameters and vertex colors; and generating the specified growth animation for the target model based on the sequence of model frames. This method improves animation generation efficiency, reduces game performance consumption, and ultimately enhances animation effects by pre-drawing vertex colors for the model vertices in the target model, setting growth parameters, determining the sequence of model frames for the growth animation, and generating accurate and vivid growth animations based on the sequence of model frames.

[0126] The aforementioned growth parameters include: the animation duration of the growth animation; the steps of determining the sequence model frames of the growth animation of the target model based on the growth parameters and vertex colors include: normalizing the color values ​​of the vertex colors of the target model to obtain target color values; calculating the ratio of the current growth moment to the animation duration at specified intervals within the animation duration; determining the specified sequence model frames of the growth animation of the target model based on the ratio and the target color values; wherein, the specified sequence model frames are the sequence model frames of the growth animation at the current growth moment.

[0127] The target model has a preset model texture; the step of determining the specified sequence model frame of the growth animation of the target model according to the ratio and the target color value includes: determining the first model vertex whose target color value is less than the ratio from the target model; and determining the first model vertex and the model texture corresponding to the first model vertex in the target model as the specified sequence model frame of the growth animation of the target model.

[0128] The aforementioned growth parameters also include: dilation value; the step of determining the first model vertex and the model texture corresponding to the first model vertex in the target model as the specified sequence model frame of the growth animation of the target model includes: obtaining the normal vectors of some of the first model vertices, calculating the product of the normal vectors and the dilation value to obtain the offset of some of the first model vertices; controlling the offset of some of the first model vertices and the model texture corresponding to some of the first model vertices according to the offset; and determining the processed first model vertex and the model texture corresponding to the first model vertex as the specified sequence model frame of the growth animation of the target model.

[0129] After the step of determining the first model vertex whose target color value is less than the ratio from the target model, the method further includes: determining the target model vertex from the first model vertex, wherein the target model vertex is the model vertex newly grown within a specified time before the current growth time; obtaining the position information of the target model vertex, calculating the average position of the position information of the target model vertex, and moving the target model vertex to the average position.

[0130] The aforementioned growth parameters also include: surface region parameters; the surface region parameters are used to: indicate the number of model vertices separated from the average position in the growth direction; after obtaining the position information of the target model vertices, calculating the average position of the target model vertices, and moving the target model vertices to the average position, the method further includes: in the target model, determining the target model region indicated by the surface region parameters and the third model vertex in the target model region, with the average position as the starting point and the number of model vertices as the interval; dividing the mesh formed by the third model vertex in the target model region into multiple sub-mesh.

[0131] The aforementioned growth parameters include: growth start parameters of the target model; the step of determining the sequence model frames of the growth animation of the target model based on the growth parameters and vertex colors includes: determining the fourth model vertex with a vertex color value of the first value from the target model; determining a specified number of fifth model vertices adjacent to the fourth model vertex according to the growth start parameters; wherein, the growth start parameters are related to the specified number; determining the fourth model vertex, the fifth model vertex, and the model textures corresponding to the fourth model vertex and the fifth model vertex as the initial sequence model frames of the growth animation of the target model; the initial sequence model frames are the sequence model frames of the generated animation at the initial time.

[0132] After the steps of determining the sequence model frames of the growth animation of the target model based on growth parameters and vertex colors, the method further includes: determining the start frame and end frame of the sequence model frames according to the growth duration; setting the file name, format and frame number of the sequence model frames; and outputting the sequence model frames.

[0133] The steps described above for generating a specified growth animation of the target model based on the sequence model frames include: exporting the sequence model frames, selecting a specified sequence model frame for playback, and obtaining the specified growth animation of the target model.

[0134] The target model mentioned above is pre-bound with bones, and the bone information of the bones is used to: provide growth direction information of the target model; the steps of determining the sequence model frames of the growth animation of the target model based on growth parameters and vertex colors also include: determining the skeletal animation of the target model based on the bone information; determining the growth animation of the target model based on growth parameters and vertex colors; and determining the sequence model frames of the growth animation of the target model based on the skeletal animation and the growth animation.

[0135] This embodiment also provides a machine-readable storage medium storing machine-executable instructions. When these machine-executable instructions are invoked and executed by a processor, they cause the processor to implement the aforementioned model animation generation method, specifically including:

[0136] The process involves: acquiring the target model; pre-drawing vertex colors for the model's vertices, which are used to: indicate the growth order of the model's vertices; setting growth parameters for the target model's growth animation in response to parameter input operations; determining the sequence of model frames for the target model's growth animation based on the growth parameters and vertex colors; and generating the specified growth animation for the target model based on the sequence of model frames. This method improves animation generation efficiency, reduces game performance consumption, and ultimately enhances animation effects by pre-drawing vertex colors for the model vertices in the target model, setting growth parameters, determining the sequence of model frames for the growth animation, and generating accurate and vivid growth animations based on the sequence of model frames.

[0137] The aforementioned growth parameters include: the animation duration of the growth animation; the steps of determining the sequence model frames of the growth animation of the target model based on the growth parameters and vertex colors include: normalizing the color values ​​of the vertex colors of the target model to obtain target color values; calculating the ratio of the current growth moment to the animation duration at specified intervals within the animation duration; determining the specified sequence model frames of the growth animation of the target model based on the ratio and the target color values; wherein, the specified sequence model frames are the sequence model frames of the growth animation at the current growth moment.

[0138] The target model has a preset model texture; the step of determining the specified sequence model frame of the growth animation of the target model according to the ratio and the target color value includes: determining the first model vertex whose target color value is less than the ratio from the target model; and determining the first model vertex and the model texture corresponding to the first model vertex in the target model as the specified sequence model frame of the growth animation of the target model.

[0139] The aforementioned growth parameters also include: dilation value; the step of determining the first model vertex and the model texture corresponding to the first model vertex in the target model as the specified sequence model frame of the growth animation of the target model includes: obtaining the normal vectors of some of the first model vertices, calculating the product of the normal vectors and the dilation value to obtain the offset of some of the first model vertices; controlling the offset of some of the first model vertices and the model texture corresponding to some of the first model vertices according to the offset; and determining the processed first model vertex and the model texture corresponding to the first model vertex as the specified sequence model frame of the growth animation of the target model.

[0140] After the step of determining the first model vertex whose target color value is less than the ratio from the target model, the method further includes: determining the target model vertex from the first model vertex, wherein the target model vertex is the model vertex newly grown within a specified time before the current growth time; obtaining the position information of the target model vertex, calculating the average position of the position information of the target model vertex, and moving the target model vertex to the average position.

[0141] The aforementioned growth parameters also include: surface region parameters; the surface region parameters are used to: indicate the number of model vertices separated from the average position in the growth direction; after obtaining the position information of the target model vertices, calculating the average position of the target model vertices, and moving the target model vertices to the average position, the method further includes: in the target model, determining the target model region indicated by the surface region parameters and the third model vertex in the target model region, with the average position as the starting point and the number of model vertices as the interval; dividing the mesh formed by the third model vertex in the target model region into multiple sub-mesh.

[0142] The aforementioned growth parameters include: growth start parameters of the target model; the step of determining the sequence model frames of the growth animation of the target model based on the growth parameters and vertex colors includes: determining the fourth model vertex with a vertex color value of the first value from the target model; determining a specified number of fifth model vertices adjacent to the fourth model vertex according to the growth start parameters; wherein, the growth start parameters are related to the specified number; determining the fourth model vertex, the fifth model vertex, and the model textures corresponding to the fourth model vertex and the fifth model vertex as the initial sequence model frames of the growth animation of the target model; the initial sequence model frames are the sequence model frames of the generated animation at the initial time.

[0143] After the steps of determining the sequence model frames of the growth animation of the target model based on growth parameters and vertex colors, the method further includes: determining the start frame and end frame of the sequence model frames according to the growth duration; setting the file name, format and frame number of the sequence model frames; and outputting the sequence model frames.

[0144] The steps described above for generating a specified growth animation of the target model based on the sequence model frames include: exporting the sequence model frames, selecting a specified sequence model frame for playback, and obtaining the specified growth animation of the target model.

[0145] The target model mentioned above is pre-bound with bones, and the bone information of the bones is used to: provide growth direction information of the target model; the steps of determining the sequence model frames of the growth animation of the target model based on growth parameters and vertex colors also include: determining the skeletal animation of the target model based on the bone information; determining the growth animation of the target model based on growth parameters and vertex colors; and determining the sequence model frames of the growth animation of the target model based on the skeletal animation and the growth animation.

[0146] The computer program product of the model animation generation method, apparatus and system provided in the embodiments of the present invention includes 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.

[0147] 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.

[0148] 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.

[0149] 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.

[0150] 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.

[0151] 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 generating model animation, characterized in that, The method includes: Obtain the target model; wherein the vertices of the target model are pre-drawn with vertex colors, and the vertex colors are used to indicate the growth order of the model vertices; In response to parameter input operations, the growth parameters of the growth animation of the target model are set; Based on the growth parameters and the vertex colors, determine the sequence model frames of the growth animation of the target model; Based on the sequence model frames, generate a specified growth animation of the target model; The growth parameters include: the animation duration of the growth animation; the step of determining the sequence of model frames of the growth animation of the target model based on the growth parameters and the vertex colors includes: The vertex colors of the target model are normalized to obtain the target color value; within the animation duration, the ratio of the current growth moment to the animation duration is calculated at specified intervals; based on the ratio and the target color value, a specified sequence model frame of the growth animation of the target model is determined; wherein, the specified sequence model frame is the sequence model frame of the growth animation at the current growth moment.

2. The method according to claim 1, characterized in that, The target model has a pre-defined model texture; The step of determining a specified sequence of model frames for the growth animation of the target model based on the ratio and the target color value includes: From the target model, determine the first model vertex whose target color value is less than the ratio; The first model vertex and the model texture corresponding to the first model vertex in the target model are determined as the specified sequence model frames of the growth animation of the target model.

3. The method according to claim 2, characterized in that, The growth parameters also include: expansion value; The step of determining the first model vertex and the corresponding model texture in the target model as the specified sequence model frame of the growth animation of the target model includes: Obtain the normal vectors of a portion of the first model vertices, calculate the product of the normal vectors and the dilation value, and obtain the offset of the portion of the first model vertices. Control the partial first model vertices and the model textures corresponding to the partial first model vertices, and perform offset processing according to the offset amount; The processed first model vertex and the model texture corresponding to the first model vertex are determined as the specified sequence model frames of the growth animation of the target model.

4. The method according to claim 2, characterized in that, After determining, from the target model, the first model vertex whose target color value is less than the ratio, the method further includes: Determine the target model vertex from the first model vertex, wherein the target model vertex is a newly grown model vertex within a specified time period before the current growth moment; Obtain the position information of the target model vertices, calculate the average position of the target model vertices, and move the target model vertices to the average position.

5. The method according to claim 4, characterized in that, The growth parameters further include: surface region parameters; the surface region parameters are used to: indicate the number of model vertices separated from the average position in the growth direction; After obtaining the position information of the target model vertices, calculating the average position of the target model vertices, and moving the target model vertices to the average position, the method further includes: In the target model, the target model region indicated by the surface region parameters is determined with the average position as the starting point and the number of model vertices as the interval, as well as the third model vertex in the target model region; The grid formed by the vertices of the third model in the target model region is divided into multiple sub-grids.

6. The method according to claim 1, characterized in that, The growth parameters include: the growth initiation parameters of the target model; The step of determining the sequence model frames of the growth animation of the target model based on the growth parameters and the vertex colors includes: Determine the fourth model vertex whose vertex color value is the first value from the target model; Based on the growth initiation parameters, a specified number of fifth model vertices adjacent to the fourth model vertex are determined; wherein, the growth initiation parameters are related to the specified number; The fourth model vertex, the fifth model vertex, and the model textures corresponding to the fourth model vertex and the fifth model vertex are determined as the initial sequence model frames of the growth animation of the target model; the initial sequence model frames are the sequence model frames of the growth animation at the initial time.

7. The method according to claim 1, characterized in that, After determining the sequence of model frames for the growth animation of the target model based on the growth parameters and the vertex colors, the method further includes: Based on the animation duration, determine the start and end frames of the sequence model frames; Set the filename, format, and frame number of the sequence model frame, and output the sequence model frame.

8. The method according to claim 1, characterized in that, The step of generating a specified growth animation of the target model based on the sequence model frames includes: Export the sequence model frames, select a specified sequence model frame to play, and obtain the specified growth animation of the target model.

9. The method according to claim 1, characterized in that, The target model is pre-bound with bones, and the bone information of the bones is used to: provide the growth direction information of the target model; The step of determining the sequence model frames of the growth animation of the target model based on the growth parameters and the vertex colors further includes: The skeletal animation of the target model is determined based on the skeletal information; The growth animation of the target model is determined based on the growth parameters and the vertex colors. Based on the skeletal animation and the growth animation, determine the sequence model frames of the growth animation of the target model.

10. A device for generating model animation, characterized in that, The device includes: A model acquisition module is used to acquire a target model; wherein, the vertices of the target model are pre-drawn with vertex colors, and the vertex colors are used to indicate the growth order of the model vertices; The parameter setting module is used to set the growth parameters of the growth animation of the target model in response to the parameter input operation; The model frame determination module is used to determine the sequence of model frames of the growth animation of the target model based on the growth parameters and the vertex colors. An animation generation module is used to generate a specified growth animation of the target model based on the sequence model frames; The growth parameters include: the animation duration of the growth animation; the model frame determination module is further configured to: normalize the color values ​​of the vertex colors of the target model to obtain target color values; calculate the ratio of the current growth moment to the animation duration at specified intervals within the animation duration; determine a specified sequence model frame of the growth animation of the target model based on the ratio and the target color value; wherein, the specified sequence model frame is the sequence model frame of the growth animation at the current growth moment.

11. An electronic device, characterized in that, The method includes a processor and a memory, the memory storing computer-executable instructions that can be executed by the processor, the processor executing the computer-executable instructions to implement the method for generating model animations according to any one of claims 1-9.

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