A dynamic card face real-time display method
By using 3D technology and film post-production compositing methods, the problem of monotonous and costly character display in games was solved, enabling real-time preview of dynamic card art, saving costs and improving the gaming experience.
Patent Information
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2023-01-10
- Publication Date
- 2026-04-07
AI Technical Summary
Existing game character display methods are monotonous and costly, CG video formats are not cost-effective, and there is a lack of real-time dynamic card display methods.
By combining 3D technology with film and television post-production compositing techniques and using matte painting, the card faces are previewed in real time by drawing static card faces, creating dynamic card face models, and adding special effects.
It enables real-time display of dynamic card faces, saving development costs and shortening the development cycle, while retaining artistic appeal and realism.
Smart Images

Figure CN117323664B_ABST
Abstract
Description
Technical Field
[0001] This invention belongs to the field of software technology, and relates to animation technology, specifically a method for real-time display of dynamic card faces. Background Technology
[0002] Currently, many games still use static images or rather crude game models to showcase in-game characters. This simplistic approach leads to a repetitive, monotonous, and even poor gaming experience. While CG (graphics, video, and graphics) is commonly used in existing technologies, it's extremely expensive and time-consuming, placing significant financial and development pressure on game developers. Furthermore, it results in large file sizes, impacting the overall game package size. Overall, the CG video method offers relatively low cost-effectiveness.
[0003] As a crucial aspect of game development, character card display is both a challenge and a key focus for all card games. Currently, there is no low-cost, real-time dynamic card display method available. Summary of the Invention
[0004] To address the aforementioned issues, this invention discloses a method for real-time display of dynamic card art. Addressing the shortcomings of current games of this type, it utilizes 3D technology combined with film post-production compositing techniques and matte painting methods to achieve real-time card art previews, while also significantly optimizing the game's content.
[0005] To achieve the above objectives, the technical solution of the present invention is as follows:
[0006] A method for real-time display of dynamic card faces.
[0007] Step 1: Draw the static card face, split the static image and supplement the image to meet the needs of model making;
[0008] Step 2: Create dynamic card models. Using the static card images obtained in Step 1 as the base material, establish a preliminary scene and camera view in 3ds Max. Then, based on the size of the static card images in the base material, project the static image into the 3ds Max view, ensuring the image size matches the previously constrained camera frame size. Switch to the camera view and, referring to the positions of various parts of the character's body in the static image, use basic model blocks to build the character's body. During the character body construction process, ensure the built character matches the static image in the camera view and that the character's body structure is logical. When creating the scene, align the planar positions seen in the static image and build the 3D scene according to the foreground and background relationships. Use the Camera textures function in 3ds Max to create textures for the dynamic cards, projecting the general's image material onto the created model. Subsequently, use Photoshop and Bodypainter to repair any areas that cannot be mapped or where texture mapping is offset or stretched. Finally, export and apply the textures to the completed model according to the required texture size.
[0009] Step 3: Generate dynamic card animation. Create the animation based on the existing model's movements. Remove unseen faces according to the character's original pose and adjust the character's animation within the range of motion. The cloth uses a skeleton system that separates parent and child elements, with each bone moving and rotating independently. The animation camera movement takes into account the range of motion of the character model.
[0010] Step 4: Add special effects. After the animation of the dynamic card is completed, use the Particle System in Unity to simulate the Tyndall effect and add different lighting effects according to different lighting conditions. Use the Particle System and the Mesh built in 3ds Max to implement weather effects according to different weather conditions. Add lighting effects by reading the sequence map and the flashing halo of particles emitted by the Particle System in billboard mode.
[0011] Furthermore, when adding effects, some of the original static elements are deleted and replaced with the effects content.
[0012] Furthermore, when adding special effects, different special effects can be added to match different character animations.
[0013] Furthermore, when the character is riding a horse, the Particle System is used to add dust and sand kicked up by the horse's hooves.
[0014] The beneficial effects of this invention are as follows:
[0015] This invention utilizes the artistic effects of static images, combined with 3D projection technology and camera movement, to achieve real-time preview display of dynamic game card art. It preserves artistic appeal and realism while saving development costs and shortening the development cycle. Attached Figure Description
[0016] Figure 1 This is a static illustration of a general.
[0017] Figure 2 This is a schematic diagram of the static graph being split.
[0018] Figure 3 These are screenshots of animations within the Unity engine. Figure 3 (a) Figure 3 (b) are screenshots used to illustrate that there is camera movement during the animation process, rather than static shots.
[0019] Figure 4 This is a diagram illustrating animation production. The left side shows the animation skeleton from the camera's perspective. The right side shows the animation skeleton from a non-camera perspective.
[0020] Figure 5 This is a diagram showing the face count and layout of a game model within the 3ds Max software.
[0021] Figure 6 This is a diagram showing the face count and layout of a game model within the 3ds Max software.
[0022] Figure 7 This is a diagram showing the face count and layout of a game model within the 3ds Max software.
[0023] Figure 8 The animation after adding lighting effects.
[0024] Figure 9 The animation footage after adding smoke, dust, and sand effects.
[0025] Figure 10 The animation after adding candlelight effects. Detailed Implementation
[0026] The technical solutions provided by the present invention will be described in detail below with reference to specific embodiments. It should be understood that the following specific embodiments are only used to illustrate the present invention and are not intended to limit the scope of the present invention.
[0027] The method provided by this invention includes the following steps.
[0028] Step 1, draw the following using Adobe Photoshop: Figure 1The character card illustrations shown require careful consideration of post-production animation effects and camera movement during the design process. They must be integrated with the character's story to present the necessary visual content in the best possible dynamic way. Furthermore, as the foundation for the dynamic display, the illustrations need to achieve the highest possible artistic quality and detail. Additionally, necessary static image splitting and retouching within Photoshop are required, such as... Figure 2 As shown, this meets the requirements for model creation. The static general card image will be projected into the blender to simulate dynamic movements and camera motion, used for consistency verification between the preceding and following stages.
[0029] Step 2, create a dynamic card face model, such as Figures 5-7 As shown, the static cards (generals) obtained using step 1 are shown. Figure 2 Using the basic assets as foundational materials, a preliminary scene and camera view are established in 3ds Max. Then, based on the size of the general's image in the foundational materials, the static image is projected onto the 3ds Max viewport, ensuring the image size matches the previously constrained camera frame size. Switching to the camera view, and comparing the positions of various body parts of the character in the static image to the camera's viewpoint, the character's body is constructed using basic model blocks. During the character's construction, it's crucial not only to ensure the constructed character matches the static image in the camera viewpoint but also to ensure the character's body structure is logically sound. The scene creation process is similar; not only must the planar positions seen in the static image be aligned, but the spatial relationships between various assets within the 3ds Max scene must also be considered during 3ds Max scene construction. The texture creation for characters and scenes in dynamic cards differs from traditional model texture creation. The texture creation in dynamic cards utilizes the Camera textures function in 3D Max to project the general's image material onto the created model. Subsequently, in Photoshop and Bodypainter, areas that cannot be mapped or where the texture mapping is offset or stretched are repaired. Finally, the texture is exported and applied to the created model according to the required texture size.
[0030] Step 3: Use 3D Max to generate animations for the dynamic card faces, such as... Figure 4As shown. The animation is the most challenging part of the production. Our approach differs from traditional model animation and Spine animation workflows. This invention creates animations based on the existing model's movements, rather than on T-pose or A-pose. The animation itself is designed in advance, and video is shot as a reference for the action design. Faces not visible from the 3ds Max camera lens can be removed based on the character's original pose, saving Unity game engine memory consumption. This reduces the character's range of motion, limiting adjustments to that range. The closer the final dynamic card art looks to the original artwork, the more artistic it becomes. Cloth uses a skeletonized design, with each bone individually hand-keyed through movement and rotation, creating different textures and qualities, making the cloth in the image more realistic and natural. This avoids the uniformity of computer-generated physics, offering greater customization and uniqueness. The camera movement also needs to consider the character model's range of motion (verified in 3ds Max). Due to these limitations, the camera movement trajectories have more unusual routes. Before officially starting the animation, short story segments featuring characters from the Three Kingdoms period are designed and rehearsed. Based on the pre-written script and the designed camera positions for the generals' cards, the movements of live-action models are filmed for reference in the animation design and production, making the final dynamic card images more story-driven.
[0031] Step 4: Add Special Effects. After the dynamic card animation is complete, add special effects to enhance the atmosphere. In Unity, use the Particle System to simulate the Tyndall effect based on different lighting conditions to add different lighting effects, making the overall image more aesthetically pleasing, such as... Figure 8 As shown. Depending on the weather, Particle System and Mesh built in 3ds Max are used to achieve effects such as snow and fog, blending them into the overall visual style and allowing the characters to better integrate into the background. Some static elements are deleted and replaced with special effects, such as arrows, to make the scene more dynamic. Specifically, in 3ds Max, the original static effect patches are removed, and then dynamic effects are created in the Unity engine based on the static effects. Different effects are added to match different character movements; for example, when a character is riding a horse, Particle System is used to add dust and sand kicked up by the hooves, giving the scene a more powerful feel. Figure 9 As shown; the lighting effects are achieved by using particles emitted by the Particle System to read sequence images and create shimmering halos in billboard mode, adding a candlelight effect that makes the image softer and more vivid, and enhances the atmosphere. Figure 10 As shown.
[0032] It should be noted that the above content merely illustrates the technical concept of the present invention and should not be construed as limiting the scope of protection of the present invention. For those skilled in the art, various improvements and modifications can be made without departing from the principle of the present invention, and all such improvements and modifications fall within the scope of protection of the claims of the present invention.
Claims
1. A method for real-time display of dynamic card faces, characterized in that, Includes the following steps: Step 1: Draw the static card face, split the static image and supplement the image to meet the needs of model making; Step 2: Create dynamic card models. Using the static card images obtained in Step 1 as the base material, establish a preliminary scene and camera view in 3ds Max. Then, based on the size of the static card images in the base material, project the static image into the 3ds Max view, ensuring the image size matches the previously constrained camera frame size. Switch to the camera view and, referring to the positions of various parts of the character's body in the static image, use basic model blocks to build the character's body. During the character body construction process, ensure the built character matches the static image in the camera view and that the character's body structure is logical. When creating the scene, align the planar positions seen in the static image and build the 3D scene according to the foreground and background relationships. Use the Camera textures function in 3ds Max to create textures for the dynamic cards, projecting the general's image material onto the created model. Subsequently, use Photoshop and Bodypainter to repair any areas that cannot be mapped or where texture mapping is offset or stretched. Finally, export and apply the textures to the completed model according to the required texture size. Step 3: Generate dynamic card animation. Create the animation based on the existing model's movements. Remove unseen faces according to the character's original pose and adjust the character's animation within the range of motion. The cloth uses a skeleton system that separates parent and child elements, with each bone moving and rotating independently. The animation camera movement takes into account the range of motion of the character model. Step 4: Add special effects. After the animation of the dynamic card is completed, use Particle System to simulate Tyndall effect in Unity to add different lighting effects according to different lighting conditions; use Particle System and Mesh built in 3ds Max to implement weather effects according to different weather conditions; add lighting effects by reading sequence maps and flashing halos in billboard mode using particles emitted by Particle System.
2. The method for real-time display of dynamic card faces according to claim 1, characterized in that, When adding effects, some static elements are deleted and replaced with the effects content.
3. The method for real-time display of dynamic card faces according to claim 1, characterized in that, When adding special effects, different effects should be added to match different character animations.
4. The method for real-time display of dynamic card faces according to claim 3, characterized in that, When a character rides a horse, use ParticleSystem to add dust and sand kicked up by the horse's hooves.
Citation Information
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