Muscle control method and device of virtual object, storage medium and electronic device

By adjusting the length changes of the target muscles between the initial and dynamic postures, the problem of unrealistic character postures in shooting games was solved, production costs and engine power consumption were reduced, and efficient muscle deformation effects were achieved.

CN117482525BActive Publication Date: 2026-07-31NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
NETEASE (HANGZHOU) NETWORK CO LTD
Filing Date
2023-12-08
Publication Date
2026-07-31

AI Technical Summary

Technical Problem

In existing shooting games, the joints and hip shapes are lost when characters are holding a gun or crouching, making it impossible to realistically reproduce the effect, which increases production costs and engine power consumption.

Method used

By determining the initial and dynamic poses of the target virtual object, the length changes of the target muscles between the two are adjusted to achieve deformation effects. This method is applicable to both bare models and target virtual objects with skin, reducing the need to pre-create deformation poses.

Benefits of technology

It improves the versatility of muscle deformation, reduces design resource consumption and engine energy consumption, and achieves the optimal muscle deformation effect under limited resources and low energy consumption.

✦ Generated by Eureka AI based on patent content.

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Abstract

This disclosure belongs to the field of computer technology and relates to a method and apparatus for muscle control of a virtual object, a computer storage medium, and an electronic device. The method includes: determining the initial posture and dynamic posture of a target virtual object; the target virtual object includes a skeleton and muscles attached to the skeleton; identifying driving bones that drive the dynamic posture within the skeleton, and identifying the muscles attached to the driving bones as driving muscles; identifying a target muscle among the driving muscles; and adjusting the dynamic attributes of the target muscle based on the change in muscle length between the dynamic posture and the initial posture to obtain a deformation effect of the target muscle. In this disclosure, by adjusting the dynamic attributes of the target muscle based on the change in muscle length between the dynamic posture and the initial posture, it is unnecessary to create a large number of deformation postures for the target virtual object during the deformation process of the target muscle, reducing production costs and avoiding unnecessary performance loss.
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Description

Technical Field

[0001] This disclosure relates to the field of computer technology, and in particular to a method and device for controlling the muscles of a virtual object, a computer-readable storage medium, and an electronic device. Background Technology

[0002] As game quality continues to improve, players' demands for gaming experiences are also increasing. For example, most shooting games on the market currently do not use automatic human muscle shaping technology. When characters are in a gun-holding or crouching position, the shape of their joints and hips is lost or exposed, resulting in an inability to realistically reproduce the effect of a human figure, which greatly diminishes the player's experience.

[0003] Currently, some game projects use Blendshape to solve this problem. However, this method requires the character's transformation pose to be created in advance, which not only increases production costs but also increases engine power consumption.

[0004] Therefore, there is an urgent need in this field to develop a new method and device for muscle control of virtual objects.

[0005] It should be noted that the information disclosed in the background section above is only used to enhance the understanding of the background of this disclosure, and therefore may include information that does not constitute prior art known to those skilled in the art. Summary of the Invention

[0006] The purpose of this disclosure is to provide a method for controlling the muscles of a virtual object, a device for controlling the muscles of a virtual object, a computer-readable storage medium, and an electronic device, thereby overcoming, at least to some extent, the problems of increased manufacturing costs and high engine energy consumption caused by related technologies.

[0007] Other features and advantages of this disclosure will become apparent from the following detailed description, or may be learned in part from practice of this disclosure.

[0008] According to a first aspect of the present invention, a method for muscle control of a virtual object is provided. The method includes: determining an initial pose and a dynamic pose of a target virtual object; the target virtual object includes a skeleton and muscles attached to the skeleton; determining a driving skeleton that drives the dynamic pose from the skeleton, and determining the muscles attached to the driving skeleton as driving muscles; determining a target muscle from the driving muscles; and adjusting the dynamic properties of the target muscle according to the muscle length change of the target muscle between the dynamic pose and the initial pose to obtain a deformation effect of the target muscle.

[0009] According to a second aspect of the present invention, a muscle control device for a virtual object is provided. The device includes: a posture determination module configured to determine an initial posture and a dynamic posture of a target virtual object; the target virtual object includes a skeleton and muscles attached to the skeleton; a driving muscle determination module configured to determine driving bones that drive the dynamic posture in the skeleton, and to determine muscles attached to the driving bones as driving muscles; and a muscle deformation module configured to determine a target muscle among the driving muscles, and to adjust the dynamic properties of the target muscle according to the muscle length change of the target muscle between the dynamic posture and the initial posture, so as to obtain a deformation effect of the target muscle.

[0010] According to a third aspect of the present invention, an electronic device is provided, comprising: a processor and a memory; wherein the memory stores computer-readable instructions, which, when executed by the processor, implement a muscle control method for a virtual object according to any of the above exemplary embodiments.

[0011] According to a fourth aspect of the present invention, a computer-readable storage medium is provided having a computer program stored thereon, which, when executed by a processor, implements the muscle control method for the virtual object in any of the above exemplary embodiments.

[0012] As can be seen from the above technical solutions, the virtual object muscle control method, virtual object muscle control device, computer storage medium, and electronic device in the exemplary embodiments of the present invention have at least the following advantages and positive effects:

[0013] In the methods and apparatus provided in the exemplary embodiments of this disclosure, the dynamic properties of the target muscle are adjusted according to the change in muscle length between a dynamic posture and an initial posture to achieve a deformation effect of the target muscle. On the one hand, this method is applicable to bare models and other target virtual objects with skin, improving the versatility of muscle deformation, reducing the amount of resources required in the design process, and reducing the difficulty of introducing it into the engine; on the other hand, in the process of deforming the target muscle, it is not necessary to pre-create a large number of deformation postures for the target virtual object, which not only reduces production costs but also reduces engine energy consumption, thereby achieving the optimal muscle deformation effect with limited resources and minimal energy consumption.

[0014] It should be understood that the above general description and the following detailed description are exemplary and explanatory only, and are not intended to limit this disclosure. Attached Figure Description

[0015] The accompanying drawings, which are incorporated in and form part of this specification, illustrate embodiments consistent with this disclosure and, together with the description, serve to explain the principles of this disclosure. It is obvious that the drawings described below are merely some embodiments of this disclosure, and those skilled in the art can obtain other drawings based on these drawings without any inventive effort.

[0016] Figure 1 The schematic diagram illustrates a flowchart of a method for controlling the muscles of a virtual object in an embodiment of this disclosure;

[0017] Figure 2 This illustration schematically shows the muscle distribution and muscle direction of the target virtual model in an embodiment of the present disclosure;

[0018] Figure 3 This illustration shows a virtual object in a virtual game in a dynamic pose where the target is holding a firearm.

[0019] Figure 4 Another schematic diagram of an object in a virtual game when the target virtual object is in a dynamic posture of holding a firearm, as described in this embodiment of the present disclosure;

[0020] Figure 5 This illustration shows a virtual object with skin in a virtual game in a dynamic pose of holding a firearm.

[0021] Figure 6 This illustration shows another virtual object with skin in a virtual game in a dynamic pose of holding a firearm;

[0022] Figure 7 This diagram illustrates a target virtual object in a virtual game when it is in a crouching dynamic posture.

[0023] Figure 8 This illustration shows another virtual object in a virtual game in a dynamic crouching posture.

[0024] Figure 9 The illustration schematically shows an apparatus for a muscle control method for virtual objects according to an embodiment of the present disclosure;

[0025] Figure 10 An electronic device for a muscle control method for virtual objects is illustrated in an embodiment of this disclosure.

[0026] Figure 11 A computer-readable storage medium is schematically shown as an embodiment of a muscle control method for virtual objects in this disclosure. Detailed Implementation

[0027] Example embodiments will now be described more fully with reference to the accompanying drawings. However, example embodiments can be implemented in many forms and should not be construed as limited to the examples set forth herein; rather, these embodiments are provided to make this disclosure more comprehensive and complete, and to fully convey the concept of the example embodiments to those skilled in the art. The described features, structures, or characteristics can be combined in any suitable manner in one or more embodiments. In the following description, numerous specific details are provided to give a full understanding of embodiments of this disclosure. However, those skilled in the art will recognize that the technical solutions of this disclosure can be practiced with one or more of the specific details omitted, or other methods, components, apparatus, steps, etc., can be employed. In other instances, well-known technical solutions are not shown or described in detail to avoid obscuring various aspects of this disclosure.

[0028] The terms “a,” “an,” “the,” and “the” are used in this specification to indicate the presence of one or more elements / components / etc.; the terms “including” and “having” are used to indicate an open-ended inclusion and to mean that there may be other elements / components / etc. in addition to the listed elements / components / etc.; the terms “first” and “second” are used only as markings and are not a limitation on the number of objects.

[0029] Furthermore, the accompanying drawings are merely illustrative of this disclosure and are not necessarily drawn to scale. The same reference numerals in the drawings denote the same or similar parts, and therefore repeated descriptions of them will be omitted. Some block diagrams shown in the drawings are functional entities and do not necessarily correspond to physically or logically independent entities.

[0030] In view of the problems existing in related technologies, this disclosure proposes a method for muscle control of virtual objects. Figure 1 The schematic diagram illustrates a flowchart of a method for controlling the muscles of a virtual object in an embodiment of this disclosure, such as... Figure 1 As shown, the muscle control method for virtual objects includes at least the following steps:

[0031] Step S110. Determine the initial pose and dynamic pose of the target virtual object; the target virtual object includes the skeleton and the muscles attached to the skeleton.

[0032] Step S120. Identify the driving skeleton that drives the dynamic posture in the skeleton, and identify the muscles attached to the driving skeleton as driving muscles.

[0033] Step S130. Identify the target muscle among the driving muscles, and adjust the dynamic properties of the target muscle according to the change in muscle length between the dynamic posture and the initial posture to obtain the deformation effect of the target muscle.

[0034] In the methods and apparatus provided in the exemplary embodiments of this disclosure, the dynamic properties of the target muscle are adjusted according to the change in muscle length between a dynamic posture and an initial posture to achieve a deformation effect of the target muscle. On the one hand, this method is applicable to bare models and other target virtual objects with skin, improving the versatility of muscle deformation, reducing the amount of resources required in the design process, and reducing the difficulty of introducing it into the engine; on the other hand, in the process of deforming the target muscle, it is not necessary to pre-create a large number of deformation postures for the target virtual object, which not only reduces production costs but also reduces engine energy consumption, thereby achieving the optimal muscle deformation effect with limited resources and minimal energy consumption.

[0035] The following section provides a detailed explanation of each step in the method for controlling the muscles of virtual objects.

[0036] In step S110, the initial pose and dynamic pose of the target virtual object are determined; the target virtual object includes a skeleton and muscles attached to the skeleton.

[0037] In the exemplary embodiments of this disclosure, the target virtual object may be a virtual object existing in a game, a virtual object in an animation, or a virtual object whose muscles need to be deformed in a dynamic posture in other projects. This exemplary embodiment does not impose any special limitations on this.

[0038] It's worth noting that the skeleton refers to the skeletal structure that supports the target virtual object. For example, if the target virtual object is a virtual character A, then the skeleton refers to the skeleton that supports the human body structure of virtual character A. Regardless of whether the target virtual object is a virtual character or a virtual creature, muscles are attached to its skeleton. Through the movement of these muscles, the target virtual object can perform specific postures. For example, when it is necessary to make the target virtual object squat, the muscles in its buttocks and thighs need to be activated.

[0039] The initial posture can be a state in which all the muscles of the target virtual object are relaxed. For example, the initial posture can be the standing posture of the target virtual object when it is standing upright, or the posture when all the muscles of the target virtual object are not stretched, contracted, or shaking. This exemplary embodiment does not make any special limitations on this.

[0040] To meet the user's needs for manipulating the target virtual object, the target virtual object cannot remain in its initial posture indefinitely. The target virtual object can be manipulated into a holding posture, a crouching posture, or any other posture; this exemplary embodiment does not impose any special limitations on this. It is worth noting that the target virtual object can be manipulated from its initial posture to another posture (e.g., a crouching posture); the target virtual object can also be manipulated from one posture (e.g., a crouching posture) to another posture (e.g., a holding posture); this exemplary embodiment does not impose any special limitations on this.

[0041] Dynamic posture refers to the posture of a target virtual object during the process of being manipulated and performing actions. For example, when a target virtual object squats, the posture it is in during the squatting process is a dynamic posture; when a target virtual object holds a gun, the posture it is in during the holding process is a dynamic posture; when a target virtual object extends its arms, the posture it is in during the extending process is a dynamic posture; when a target object clenches its back, the posture it is in during the clenching process is a dynamic posture. This exemplary embodiment does not impose any special limitations on this.

[0042] In an optional embodiment, before determining the initial pose and dynamic pose of the target virtual object, the method further includes: determining a target virtual model; creating a skeleton of the target virtual model based on the model structure of the target virtual model; and creating muscles attached to the skeleton based on the muscle direction and muscle distribution of the target virtual model to obtain the target virtual object.

[0043] Before determining the target virtual object, the target virtual model is first determined. The target virtual model is merely a model that represents the appearance of the target virtual object.

[0044] After determining the target virtual model, it is necessary to create a skeleton to support it based on its model structure. For example, if the target virtual model is a model of person A, and person A's model structure is that of an adult male, then the corresponding skeleton needs to be created for person A based on the positions of the bones in an adult male structure.

[0045] Muscles attach to bones to achieve certain dynamic postures. Different target virtual models have different muscle orientations and distributions. Muscle distribution refers to the number of muscles needed at different locations in the target virtual model, while muscle orientation refers to the direction in which each muscle is arranged along the corresponding bone. Based on the muscle orientation and distribution, the muscles attached to the bones can be created to obtain the target virtual object. Thus, the target virtual object includes the bones supporting its structure and the muscles attached to them.

[0046] For example, Figure 2This illustration schematically shows the muscle distribution and muscle direction of a target virtual model in an embodiment of this disclosure, wherein the target virtual object is person A, as shown below. Figure 2 As shown, according to Figure 2 By analyzing the distribution and direction of different muscles, muscles can be created at the corresponding bone positions of character A to attach to the bones, thus obtaining the target virtual object.

[0047] In this exemplary embodiment, the skeleton of the target virtual model is created based on the model structure of the target virtual model. Muscles attached to the skeleton are created based on the muscle direction and distribution of the target virtual model to obtain the target virtual object. This ensures that the subsequently deformed target muscles are accurately positioned within the target virtual object, thereby making the deformation effect more consistent with real-world muscle deformation and improving the realism of the target muscle deformation effect.

[0048] In step S120, the driving skeleton that drives the dynamic posture is identified in the skeleton, and the muscles attached to the driving skeleton are identified as driving muscles.

[0049] In the exemplary embodiments of this disclosure, the manipulation of the target virtual object is achieved by driving one or more bones within the target virtual object. These driven bones are called driving bones, and the muscles attached to the driving bones are called driving muscles. For example, in the process of manipulating the target virtual object to achieve a gun-holding posture, it is necessary to drive the bones in the target virtual object's arm and shoulder. Based on this, the bones in the arm and shoulder are driving bones, and the muscles attached to the arm bones and the muscles attached to the shoulder are driving muscles.

[0050] In step S130, the target muscle is identified among the driving muscles, and the dynamic properties of the target muscle are adjusted according to the change in muscle length between the dynamic posture and the initial posture to obtain the deformation effect of the target muscle.

[0051] In the exemplary embodiments of this disclosure, driving muscles refer to the muscles used during the transition of the target virtual object's posture to a dynamic posture. For example, when the target virtual object needs to squat, driving muscles include the gluteus maximus, quadriceps femoris, and adductor longus.

[0052] A target muscle refers to one of the driving muscles. As the pose of the target virtual object gradually changes to a dynamic pose, the length of the target muscle will change to varying degrees. When the length of the target muscle changes to varying degrees, its dynamic properties will also change accordingly. The dynamic properties of the target muscle can be one or more of the following: contraction, trembling, and compression. This is because, when the length of the target muscle changes to varying degrees, the target muscle may be stretched or contracted, may tremble, or may be compressed and become bulging.

[0053] By adjusting the dynamic properties of the target muscle, deformation of the target muscle can be achieved. For example, the target muscle can be made to appear as if it is being squeezed. Or, the target muscle can be made to appear as if it is being compressed and bulging, to better match the muscle deformation of the virtual object in a realistic dynamic posture.

[0054] In an optional embodiment, the dynamic properties of the target muscle include one or more of the following: stretching properties, trembling properties, and squeezing properties.

[0055] The stretching attribute describes the degree to which the target muscle is stretched or compressed under dynamic posture. The jittering attribute describes the degree to which the target muscle jitters under dynamic posture. The compression attribute describes the degree to which the target muscle is compressed under dynamic posture, resulting in a bulge.

[0056] Generally speaking, when a target muscle is in a dynamic posture, it may tremble and contract simultaneously, or it may only be compressed to form a bulge. Therefore, depending on the change in muscle length, the dynamic properties of the target muscle being adjusted may be one or multiple.

[0057] In this exemplary embodiment, the dynamic properties of the target muscle include one or more of the following: stretching properties, trembling properties, and squeezing properties. This improves the logic for deforming the target muscle, making the deformation effect of the target muscle more consistent with the deformation effect of real muscles.

[0058] In an optional embodiment, the dynamic properties of the target muscle are adjusted based on the change in muscle length between the dynamic posture and the initial posture, including: determining the initial distance between the two ends of the target muscle in the initial posture, determining the dynamic distance between the two ends of the target muscle in the dynamic posture; and adjusting the dynamic properties of the target muscle based on the change between the initial distance and the dynamic distance.

[0059] Here, the two ends of the target muscle refer to the starting end 'a' and the ending end 'b'. The initial distance refers to the distance 'distance0' between the two ends of the target muscle when it is in its initial posture, and is used to describe the length of the target muscle in its initial posture. In other words, the initial distance refers to the distance between the two ends of the muscle when it is not contracted, stretched, or in a shaking state, that is, the distance between the two ends of the muscle when it is not exerting force.

[0060] Correspondingly, dynamic distance refers to the distance *distance1* between the two ends of a target muscle when it is in a dynamic posture, describing the length of the target muscle in that posture. For example, a virtual object can be manipulated to transition from an initial posture to a squatting posture. During this manipulation, the virtual object is in a dynamic posture. The target muscle used to drive the virtual object to achieve this dynamic posture can be the muscle on the front of the virtual object's thigh. In this case, the distance between the two ends of the muscle on the front of the virtual object's thigh during the transition from the initial posture to the squatting posture is the dynamic distance.

[0061] When a target muscle is in a dynamic posture, its dynamic distance may change compared to its initial distance. Therefore, the dynamic properties of the target muscle can be adjusted based on the change between its dynamic and initial distances.

[0062] In this exemplary embodiment, since the dynamic distance of the target muscle may change compared to the initial distance of the target muscle when the target muscle is in a dynamic posture, adjusting the dynamic properties of the target muscle according to the change between the initial distance and the dynamic distance can avoid the need to pre-create a large number of deformable postures, reduce manufacturing costs, and avoid unnecessary performance loss.

[0063] In an optional embodiment, the dynamic properties of the target muscle are adjusted based on the change between the initial distance and the dynamic distance, including: comparing the values ​​of the initial distance and the dynamic distance; if the value of the dynamic distance is less than the value of the initial distance, determining a preset muscle dynamic adjustment parameter, and determining a target adjustment value based on the dynamic distance, the initial distance, and the muscle dynamic adjustment parameter, so as to adjust the dynamic properties of the target muscle according to the target adjustment value.

[0064] The comparison between the initial distance value and the dynamic distance value is to accurately determine whether the length of the target muscle has changed during dynamic posture.

[0065] When the dynamic distance value is less than the initial distance value, it proves that the target muscle has indeed changed between the initial posture and the dynamic posture, and the target muscle may be in a state of contraction, compression, or trembling at this time.

[0066] It's worth noting that the changes in the target muscle between its initial and dynamic postures can reflect the force with which the target virtual object drives the target muscle to achieve the dynamic posture. For example, if the target virtual object squats a long distance, the degree of change between the initial and dynamic distances may be high; conversely, if the target virtual object squats a short distance, the degree of change may be low. Therefore, different degrees of change between the target muscle's dynamic and initial distances result in different degrees of adjustment to the target muscle's dynamic attributes.

[0067] The preset muscle dynamic adjustment parameters are preset parameters that adapt to the different degrees of change between the dynamic distance and the initial distance of the target muscle. If the difference between the dynamic distance and the initial distance of the target muscle is large, the preset muscle dynamic adjustment parameter value is increased accordingly; if the difference between the dynamic distance and the initial distance of the target muscle is small, the preset muscle dynamic adjustment parameter value is decreased accordingly.

[0068] Therefore, when the dynamic distance is less than the initial distance, the dynamic properties of the target muscle need to be adjusted. The corresponding adjustment value is the target adjustment value, which is determined based on the dynamic distance, the initial distance, and preset muscle dynamic adjustment parameters. Conversely, when the dynamic distance is greater than or equal to the initial distance, it indicates that the target muscle is stretched. At this time, the target muscle will not exhibit compression, squeezing, or trembling, so there is no need to deform the target muscle.

[0069] For example, when the target virtual object squats, the gluteus maximus is one of the driving muscles (i.e., the target muscle). Since the gluteus maximus needs to contract to drive the target virtual object into a squatting posture, the dynamic distance value of the gluteus maximus in this squatting posture is less than the initial distance in the standing posture. Therefore, the target adjustment value y is determined by using the initial distance, the dynamic distance, and a preset muscle dynamic adjustment parameter x. The stretching and contraction properties of the gluteus maximus are then adjusted according to the target adjustment value y to cause deformation of the gluteus maximus.

[0070] In this exemplary embodiment, a method for determining the target adjustment value is provided, which avoids the need to pre-create a large number of deformation postures before deforming the target muscle, thereby reducing manufacturing costs and avoiding unnecessary performance loss.

[0071] In an optional embodiment, the target adjustment value is determined based on the dynamic distance, the initial distance, and the muscle dynamic adjustment parameters, including: determining the change distance between the initial distance and the dynamic distance, and determining the target adjustment value based on the change distance and the muscle dynamic adjustment parameters.

[0072] In determining the target adjustment value, the first step is to determine the change in distance between the initial distance and the dynamic distance, i.e., the difference between the dynamic distance and the initial distance. For example, if the initial distance is 10 and the dynamic distance is 5, then the change in distance is 5.

[0073] After determining the distance of change, the distance of change and the preset muscle dynamic adjustment parameter can be multiplied to obtain the target adjustment value. For example, if the distance of change is 5 and the preset muscle dynamic adjustment parameter is 0.01, then the target adjustment value is 0.05.

[0074] In this exemplary embodiment, a specific method for calculating the target adjustment value is provided. The target adjustment value can be calculated by changing the distance and the preset muscle dynamic adjustment parameters. It is not necessary to pre-create a large number of deformation postures before deforming the target muscle, which reduces the production cost and avoids unnecessary performance loss.

[0075] In an optional embodiment, if the target muscle is the muscle at the knee, the two ends of the target muscle are the center of the pelvis of the target virtual object and the knee, respectively.

[0076] It's worth noting that while muscles exist around the knee of the target virtual object, they differ from other muscles in several ways. When the target muscle is the knee muscle, to more accurately determine whether the knee muscle has changed between the initial and dynamic postures, the initial distance needs to be determined as the distance between the center of the pelvis and the knee position when the target virtual object is in its initial posture, and the dynamic distance as the distance between the center of the pelvis and the knee position when the target virtual object is in its dynamic posture. In other words, when the target muscle is the knee muscle, the two ends of the target muscle are not the starting and ending points of the knee muscle, but rather the center of the pelvis and the knee position of the target virtual object.

[0077] In this exemplary embodiment, if the target muscle is the knee muscle, the two ends of the target muscle are the center of the pelvis of the target virtual object and the knee position, which increases the accuracy of determining whether the knee muscle changes between the initial posture and the dynamic posture.

[0078] Figure 3 The illustration shows a virtual object in a virtual game in a dynamic pose where the target is holding a firearm. Figure 4Another schematic diagram of an object in a virtual game when the target virtual object is in a dynamic posture of holding a firearm, as described in this embodiment of the disclosure. It is worth noting that... Figure 3 and Figure 4 In the simulation, the target virtual object is in a dynamic pose of holding a firearm. During this process, the muscle length of the arm and shoulder muscles changes between the initial pose and the dynamic pose. Figure 3 The study did not adjust the dynamic properties of the shoulder and arm muscles based on changes in muscle length. Figure 4 In this update, the stretching and compression properties of the shoulder and arm muscles were adjusted based on changes in muscle length. It's clear that... Figure 4 Compared to Figure 3 The bulges in the arm and shoulder muscles are more pronounced.

[0079] Correspondingly, Figure 5 The illustration shows a virtual object with skin in a virtual game in a dynamic pose of holding a firearm. Figure 6 This illustration schematically depicts another virtual object with skin in a virtual game, in a dynamic pose holding a firearm. Figure 5 The study did not adjust the dynamic properties of the shoulder and arm muscles based on changes in muscle length. Figure 6 In this update, the stretching and compression properties of the shoulder and arm muscles were adjusted based on changes in muscle length. It's clear that... Figure 6 Compared to Figure 5 The bulges in the arm and shoulder muscles are more pronounced.

[0080] Figure 7 This illustration shows a target virtual object in a virtual game in a dynamic posture of crouching. Figure 8 This illustration schematically shows another virtual object in a virtual game in a crouching dynamic pose. Figure 7 The study did not adjust the dynamic properties of the gluteal and leg muscles based on changes in muscle length. Figure 8 In this update, the stretching and compression properties of the gluteal and leg muscles were adjusted based on changes in muscle length. It is evident that... Figure 8 Compared to Figure 7 The bulges of the gluteal and leg muscles are more pronounced. Correspondingly, when the target virtual object has skin, the aforementioned deformation effect of the gluteal and leg muscles can also be produced.

[0081] In addition, in the target virtual game, the target virtual object can be in a dynamic posture of back compression, arm extension, or arm resting on waist. It can also be in any other dynamic posture; this exemplary embodiment does not impose any special limitations on this. The muscle control method for the virtual object in this embodiment can enable the corresponding muscles to have better deformation effects.

[0082] In the methods and apparatus provided in the exemplary embodiments of this disclosure, the dynamic properties of the target muscle are adjusted according to the change in muscle length between a dynamic posture and an initial posture to achieve a deformation effect of the target muscle. On the one hand, this method is applicable to bare models and other target virtual objects with skin, improving the versatility of muscle deformation, reducing the amount of resources required in the design process, and reducing the difficulty of introducing it into the engine; on the other hand, in the process of deforming the target muscle, it is not necessary to pre-create a large number of deformation postures for the target virtual object, which not only reduces production costs but also reduces engine energy consumption, thereby achieving the optimal muscle deformation effect with limited resources and minimal energy consumption.

[0083] Furthermore, in an exemplary embodiment of this disclosure, a muscle control device for a virtual object is also provided. Figure 9 A schematic diagram of the structure of the muscle control device for virtual objects is shown, such as... Figure 9 As shown, the muscle control device 900 for the virtual object may include: a posture determination module 910, a muscle drive determination module 920, and a muscle deformation module 930. Wherein:

[0084] The posture determination module 910 is configured to determine the initial posture and dynamic posture of the target virtual object; the target virtual object includes a skeleton and muscles attached to the skeleton; the driving muscle determination module 920 is configured to determine the driving skeleton that drives the dynamic posture in the skeleton, and determine the muscles attached to the driving skeleton as driving muscles; the muscle deformation module 930 is configured to determine the target muscle in the driving muscles, and adjust the dynamic attributes of the target muscle according to the change in muscle length between the dynamic posture and the initial posture to obtain the deformation effect of the target muscle.

[0085] In one exemplary embodiment of this disclosure, based on the foregoing scheme, the posture determination module 910 further includes: a skeleton creation module configured to determine the target virtual model and create the skeleton of the target virtual model according to the model structure of the target virtual model; and a muscle creation module configured to create muscles attached to the skeleton according to the muscle direction and muscle distribution of the target virtual model, so as to obtain the target virtual object.

[0086] In one exemplary embodiment of this disclosure, based on the foregoing scheme, the dynamic properties of the target muscle in the muscle deformation module 930 include one or more of the following: stretching properties, trembling properties, and squeezing properties.

[0087] In an exemplary embodiment of this disclosure, based on the foregoing scheme, the muscle deformation module 930 includes: a distance determination module configured to determine the initial distance between the two ends of the target muscle in an initial posture and to determine the dynamic distance between the two ends of the target muscle in a dynamic posture; and a first muscle attribute adjustment module configured to adjust the dynamic attributes of the target muscle based on the change between the initial distance and the dynamic distance.

[0088] In an exemplary embodiment of this disclosure, based on the foregoing scheme, the muscle deformation module 930 includes: a numerical comparison module configured to compare the value of an initial distance with the value of a dynamic distance; and a muscle dynamic parameter determination module configured to determine a preset muscle dynamic adjustment parameter if the value of the dynamic distance is less than the value of the initial distance, and to determine a target adjustment value based on the dynamic distance, the initial distance, and the muscle dynamic adjustment parameter, so as to adjust the dynamic attributes of the target muscle according to the target adjustment value.

[0089] In one exemplary embodiment of this disclosure, based on the foregoing scheme, the muscle deformation module 930 includes: a second muscle attribute adjustment module, configured to determine the change distance between the initial distance and the dynamic distance, and to determine a target adjustment value based on the change distance and the muscle dynamic adjustment parameters.

[0090] In an exemplary embodiment of this disclosure, based on the aforementioned scheme, in the muscle deformation module 930, if the target muscle is a muscle at the knee, the two ends of the target muscle are the center of the pelvis of the target virtual object and the knee position, respectively.

[0091] The specific details of the muscle control device 900 for the aforementioned virtual object have been described in detail in the corresponding muscle control method for the virtual object, so they will not be repeated here.

[0092] It should be noted that although several modules or units of the muscle control device 900 for the virtual object are mentioned in the detailed description above, this division is not mandatory. In fact, according to embodiments of this disclosure, the features and functions of two or more modules or units described above can be embodied in one module or unit. Conversely, the features and functions of one module or unit described above can be further divided and embodied by multiple modules or units.

[0093] Furthermore, in an exemplary embodiment of this disclosure, an electronic device capable of implementing the above-described method is also provided.

[0094] The following reference Figure 10 To describe an electronic device 1000 according to such an embodiment of the present invention. Figure 10 The electronic device 1000 shown is merely an example and should not impose any limitations on the functionality and scope of use of the embodiments of the present invention.

[0095] like Figure 10 As shown, the electronic device 1000 is manifested in the form of a general-purpose computing device. The components of the electronic device 1000 may include, but are not limited to: at least one processing unit 1010, at least one storage unit 1020, a bus 1030 connecting different system components (including storage unit 1020 and processing unit 1010), and a display unit 1040.

[0096] The storage unit stores program code that can be executed by the processing unit 1010, causing the processing unit 1010 to perform the steps described in the "Exemplary Methods" section above, according to various exemplary embodiments of the present invention.

[0097] Storage unit 1020 may include a readable medium in the form of a volatile storage unit, such as a random access memory unit (RAM) 1021 and / or a cache memory unit 1022, and may further include a read-only memory unit (ROM) 1023.

[0098] Storage unit 1020 may also include a program / utility 1024 having a set (at least one) of program modules 1025, such program modules 1025 including but not limited to: operating system, one or more application programs, other program modules and program data, each or some combination of these examples may contain the reality of the network environment.

[0099] Bus 1030 can represent one or more of several types of bus structures, including a memory cell bus or memory cell controller, a peripheral bus, a graphics acceleration port, a processing unit, or a local bus using any of the multiple bus structures.

[0100] Electronic device 1000 can also communicate with one or more external devices 1070 (e.g., keyboard, pointing device, Bluetooth device, etc.), one or more devices that enable a user to interact with electronic device 1000, and / or any device that enables electronic device 1000 to communicate with one or more other computing devices (e.g., router, modem, etc.). This communication can be performed via input / output (I / O) interface 1050. Furthermore, electronic device 1000 can also communicate with one or more networks (e.g., local area network (LAN), wide area network (WAN), and / or public networks, such as the Internet) via network adapter 1060. As shown, network adapter 1060 communicates with other modules of electronic device 1000 via bus 1030. It should be understood that, although not shown in the figures, other hardware and / or software modules can be used in conjunction with electronic device 1000, including but not limited to: microcode, device drivers, redundant processing units, external disk drive arrays, RAID systems, tape drives, and data backup storage systems.

[0101] The processor in the aforementioned electronic device, by executing machine-executable instructions, can perform the following operations in the aforementioned virtual background generation method:

[0102] Determine the initial and dynamic poses of the target virtual object; the target virtual object includes a skeleton and muscles attached to the skeleton; identify the driving skeleton that drives the dynamic pose from the skeleton, and identify the muscles attached to the driving skeleton as driving muscles; identify the target muscle from the driving muscles, and adjust the dynamic properties of the target muscle according to the change in muscle length between the dynamic pose and the initial pose to obtain the deformation effect of the target muscle.

[0103] Determine the initial distance between the two ends of the target muscle in the initial posture, and determine the dynamic distance between the two ends of the target muscle in the dynamic posture; adjust the dynamic properties of the target muscle based on the changes between the initial distance and the dynamic distance.

[0104] The initial distance value and the dynamic distance value are compared. If the dynamic distance value is less than the initial distance value, the preset muscle dynamic adjustment parameters are determined, and the target adjustment value is determined based on the dynamic distance, the initial distance, and the muscle dynamic adjustment parameters, so as to adjust the dynamic attributes of the target muscle according to the target adjustment value.

[0105] Determine the change in distance between the initial distance and the dynamic distance, and determine the target adjustment value based on the change in distance and the muscle dynamic adjustment parameters.

[0106] If the target muscle is the muscle at the knee, the two ends of the target muscle are the center of the pelvis of the target virtual object and the location of the knee, respectively.

[0107] The dynamic properties of the target muscle include one or more of the following: contraction, tremor, and compression properties.

[0108] Determine the target virtual model, create the skeleton of the target virtual model based on its model structure, and create the muscles attached to the skeleton based on the muscle direction and distribution of the target virtual model to obtain the target virtual object.

[0109] From the above description of the embodiments, those skilled in the art will readily understand that the exemplary embodiments described herein can be implemented by software or by combining software with necessary hardware. Therefore, the technical solutions according to the embodiments of this disclosure can be embodied in the form of a software product, which can be stored in a non-volatile storage medium (such as a CD-ROM, USB flash drive, external hard drive, etc.) or on a network, including several instructions to cause a computing device (such as a personal computer, server, terminal device, or network device, etc.) to execute the methods according to the embodiments of this disclosure.

[0110] In exemplary embodiments of this disclosure, a computer-readable storage medium is also provided, on which a program product capable of implementing the methods described above is stored. In some possible embodiments, various aspects of the invention may also be implemented as a program product comprising program code that, when the program product is run on a terminal device, causes the terminal device to perform the steps of the various exemplary embodiments of the invention described in the "Exemplary Methods" section above.

[0111] refer to Figure 11 As shown, a program product 1100 for implementing the above-described method according to an embodiment of the present invention is described. It may employ a portable compact disc read-only memory (CD-ROM) and include program code, and may run on a terminal device, such as a personal computer. However, the program product of the present invention is not limited thereto. In this document, the readable storage medium may be any tangible medium containing or storing a program that may be used by or in conjunction with an instruction execution system, apparatus, or device.

[0112] The program product may employ any combination of one or more readable media. A readable medium may be a readable signal medium or a readable storage medium. A readable storage medium may be, for example, but not limited to, an electrical, magnetic, optical, electromagnetic, infrared, or semiconductor system, apparatus, or device, or any combination thereof. More specific examples of readable storage media (a non-exhaustive list) include: an electrical connection having one or more wires, a portable disk, a hard disk, random access memory (RAM), read-only memory (ROM), erasable programmable read-only memory (EPROM or flash memory), optical fiber, portable compact disk read-only memory (CD-ROM), optical storage devices, magnetic storage devices, or any suitable combination thereof.

[0113] Computer-readable signal media may include data signals propagated in baseband or as part of a carrier wave, carrying readable program code. Such propagated data signals may take various forms, including but not limited to electromagnetic signals, optical signals, or any suitable combination thereof. A readable signal medium may also be any readable medium other than a readable storage medium, capable of sending, propagating, or transmitting programs for use by or in conjunction with an instruction execution system, apparatus, or device.

[0114] The program code contained on the readable medium may be transmitted using any suitable medium, including but not limited to wireless, wired, optical fiber, RF, etc., or any suitable combination thereof.

[0115] Program code for performing the operations of this invention can be written in any combination of one or more programming languages, including object-oriented programming languages ​​such as Java and C++, and conventional procedural programming languages ​​such as C or similar languages. The program code can execute entirely on the user's computing device, partially on the user's device, as a standalone software package, partially on the user's computing device and partially on a remote computing device, or entirely on a remote computing device or server. In cases involving remote computing devices, the remote computing device can be connected to the user's computing device via any type of network, including a local area network (LAN) or a wide area network (WAN), or it can be connected to an external computing device (e.g., via the Internet using an Internet service provider).

[0116] Other embodiments of this disclosure will readily occur to those skilled in the art upon consideration of the specification and practice of the invention disclosed herein. This application is intended to cover any variations, uses, or adaptations of this disclosure that follow the general principles of this disclosure and include common knowledge or customary techniques in the art not disclosed herein. The specification and embodiments are to be considered exemplary only, and the true scope and spirit of this disclosure are indicated by the claims.

Claims

1. A method for controlling the muscles of a virtual object, characterized in that, The method includes: Determine the initial and dynamic poses of the target virtual object; the target virtual object includes a skeleton and muscles attached to the skeleton. In the skeleton, the driving skeleton that drives the dynamic posture is identified, and the muscles attached to the driving skeleton are identified as driving muscles. A target muscle is identified among the driving muscles, and the initial distance between the two ends of the target muscle in the initial posture is determined, as well as the dynamic distance between the two ends of the target muscle in the dynamic posture. Based on the change between the initial distance and the dynamic distance, the dynamic properties of the target muscle are adjusted to obtain the deformation effect of the target muscle. The dynamic properties of the target muscle include one or more of the following: stretching properties, trembling properties, and squeezing properties.

2. The method according to claim 1, characterized in that, The adjustment of the dynamic properties of the target muscle based on the change between the initial distance and the dynamic distance includes: The values ​​of the initial distance and the dynamic distance are compared. If the value of the dynamic distance is less than the value of the initial distance, a preset muscle dynamic adjustment parameter is determined, and a target adjustment value is determined based on the dynamic distance, the initial distance, and the muscle dynamic adjustment parameter, so as to adjust the dynamic attributes of the target muscle according to the target adjustment value.

3. The method according to claim 2, characterized in that, The step of determining the target adjustment value based on the dynamic distance, the initial distance, and the muscle dynamic adjustment parameters includes: The change in distance between the initial distance and the dynamic distance is determined, and the target adjustment value is determined based on the change in distance and the muscle dynamic adjustment parameters.

4. The method according to claim 1, characterized in that, If the target muscle is a muscle at the knee, the two ends of the target muscle are the center of the pelvis of the target virtual object and the location of the knee, respectively.

5. The method according to claim 1, characterized in that, Before determining the initial pose and dynamic pose of the target virtual object, the method further includes: Determine the target virtual model, and create the skeleton of the target virtual model based on its model structure; Based on the muscle direction and distribution of the target virtual model, muscles attached to the skeleton are created to obtain the target virtual object.

6. A muscle control device for a virtual object, characterized in that, The device includes: A pose determination module is configured to determine the initial pose and dynamic pose of a target virtual object; the target virtual object includes a skeleton and muscles attached to the skeleton. A driving muscle determination module is configured to determine the driving bone that drives the dynamic posture in the skeleton and to determine the muscles attached to the driving bone as driving muscles. A muscle deformation module is configured to identify a target muscle among the driven muscles, determine the initial distance between the two ends of the target muscle in the initial posture, and determine the dynamic distance between the two ends of the target muscle in the dynamic posture; based on the change between the initial distance and the dynamic distance, adjust the dynamic properties of the target muscle to obtain the deformation effect of the target muscle; wherein, the dynamic properties of the target muscle include one or more of the following: stretching properties, trembling properties, and squeezing properties.

7. An electronic device, characterized in that, include: processor; Memory for storing the executable instructions of the processor; The processor is configured to execute the muscle control method for a virtual object according to any one of claims 1-5 by executing the executable instructions.

8. A computer-readable storage medium storing a computer program thereon, characterized in that, When the computer program is executed by the processor, it implements the muscle control method for the virtual object as described in any one of claims 1-5.