3D model processing methods, devices and electronic equipment
Patent Information
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2023-12-26
- Publication Date
- 2026-08-14
AI Technical Summary
[0003]本公开的目的在于提供一种三维模型处理方法、装置以及电子设备,以缓解虚拟角色头部戴不合适的帽子容易影响游戏的画面效果的技术问题
[0015] This disclosure provides a 3D model processing method, apparatus, and electronic device capable of acquiring a head model and generating head collision data of the head model. It responds to a marking operation on the head model, determines the influence range of a hat model to be adapted on the hair of the head model based on the marking position of the marking operation, generates hair range limitation data based on the hair influence range, determines the spatial relationship between the hair range limitation data and the head collision data, and determines the degree of adaptation of the hat model to be adapted onto the hair based on the spatial relationship. In this solution, by adding not only the limitation function of the hat to be adapted on the hair range to the head model, but also the spatial relationship between the head collision data and the hair range limitation data of the head model, it realizes the simulation of adapting various different 3D hat models onto hair. For example, in a game, it implements the process of adapting a character's hairstyle to different hats. After adaptation, it can determine the hats suitable for various hair types, thus achieving the ability to wear various hairstyles without overlapping for a given hat, alleviating the technical problem that unsuitable hats on virtual characters can easily affect the game's visual effects.
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Figure CN117654048B_ABST
Abstract
Description
Technical Field
[0001] This disclosure relates to the field of game technology, and in particular to a three-dimensional model processing method, apparatus, and electronic device. Background Technology
[0002] Currently, different hairstyles for virtual characters in the game can be paired with different hats. However, if a virtual character wears a hat that doesn't suit their hairstyle, various artifacts can easily occur. For example, hair that should be inside the hat may be visible through the model where it's covered, the model may appear distorted, and the area close to the head may also be partially distorted. If the hat is semi-transparent, these distortions might be visible to the player, and so on. Therefore, an unsuitable hat for a virtual character can significantly impact the game's visual effects. Summary of the Invention
[0003] The purpose of this disclosure is to provide a three-dimensional model processing method, apparatus, and electronic device to alleviate the technical problem that wearing an unsuitable hat on a virtual character's head can easily affect the game's visual effects.
[0004] In a first aspect, embodiments of this disclosure provide a three-dimensional model processing method, the method comprising:
[0005] Obtain the head shell model and generate head collision data for the head shell model;
[0006] In response to a marking operation on the head shell model, the influence range of the hat model to be adapted on the hair of the head shell model is determined based on the marking position of the marking operation, and hair range limitation data is generated based on the hair influence range;
[0007] Determine the spatial relationship between the hair range limitation data and the head collision data, and determine the degree of fit of the hat model to be adapted on the hair based on the spatial relationship.
[0008] Secondly, a three-dimensional model processing device is provided, comprising:
[0009] The acquisition module is used to acquire the head shell model and generate head collision data of the head shell model;
[0010] The generation module is used to respond to the marking operation on the head shell model, determine the influence range of the hat model to be adapted on the hair of the head shell model according to the marking position of the marking operation, and generate hair range limitation data according to the hair influence range.
[0011] The determination module is used to determine the spatial relationship between the hair range limitation data and the head collision data, and to determine the degree of fit of the hat model to be adapted on the hair based on the spatial relationship.
[0012] Thirdly, embodiments of this disclosure also provide an electronic device, including a memory and a processor, wherein the memory stores a computer program that can run on the processor, and the processor executes the computer program to implement the method described in the first aspect above.
[0013] Fourthly, embodiments of this disclosure also provide a computer-readable storage medium storing computer-executable instructions that, when invoked and executed by a processor, cause the processor to perform the method described in the first aspect above.
[0014] The embodiments disclosed herein bring the following beneficial effects:
[0015] This disclosure provides a 3D model processing method, apparatus, and electronic device capable of acquiring a head model and generating head collision data of the head model. It responds to a marking operation on the head model, determines the influence range of a hat model to be adapted on the hair of the head model based on the marking position of the marking operation, generates hair range limitation data based on the hair influence range, determines the spatial relationship between the hair range limitation data and the head collision data, and determines the degree of adaptation of the hat model to be adapted onto the hair based on the spatial relationship. In this solution, by adding not only the limitation function of the hat to be adapted on the hair range to the head model, but also the spatial relationship between the head collision data and the hair range limitation data of the head model, it realizes the simulation of adapting various different 3D hat models onto hair. For example, in a game, it implements the process of adapting a character's hairstyle to different hats. After adaptation, it can determine the hats suitable for various hair types, thus achieving the ability to wear various hairstyles without overlapping for a given hat, alleviating the technical problem that unsuitable hats on virtual characters can easily affect the game's visual effects.
[0016] To make the above-mentioned objects, features and advantages of this disclosure more apparent and understandable, preferred embodiments are described below in detail with reference to the accompanying drawings. Attached Figure Description
[0017] To more clearly illustrate the technical solutions in the specific embodiments of this disclosure or 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 this disclosure. For those skilled in the art, other drawings can be obtained from these drawings without creative effort.
[0018] Figure 1 The illustration shows an application scenario provided by an embodiment of this disclosure;
[0019] Figure 2 This illustration shows a schematic diagram of the structure of a computer provided in an embodiment of the present disclosure;
[0020] Figure 3 A flowchart illustrating the three-dimensional model processing method provided in this embodiment of the disclosure;
[0021] Figure 4 An example of a head shell model provided in an embodiment of this disclosure;
[0022] Figure 5 An example of a hat model worn on a head shell model according to an embodiment of this disclosure;
[0023] Figure 6 An example of a pre-processed hair model provided in an embodiment of this disclosure;
[0024] Figure 7 An example of a processed hair model provided in an embodiment of this disclosure;
[0025] Figure 8 An example of a jewelry model provided in an embodiment of this disclosure;
[0026] Figure 9 This is a schematic diagram of the structure of a three-dimensional model processing device provided in an embodiment of the present disclosure;
[0027] Figure 10 A schematic diagram of the structure of an electronic device provided in an embodiment of this disclosure is shown. Detailed Implementation
[0028] To make the objectives, technical solutions, and advantages of the embodiments of this disclosure clearer, the technical solutions of this disclosure will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of this disclosure, not all embodiments. Based on the embodiments of this disclosure, all other embodiments obtained by those skilled in the art without creative effort are within the scope of protection of this disclosure.
[0029] The terms “comprising” and “having”, and any variations thereof, used in the embodiments of this disclosure are intended to cover non-exclusive inclusion. For example, a process, method, system, product, or device that includes a series of steps or units is not limited to the steps or units listed, but may optionally include other steps or units not listed, or may optionally include other steps or units inherent to such processes, methods, products, or devices.
[0030] Currently, restricting certain hats to only correspond to specific safe hairstyles could significantly reduce their value in the game due to the lack of freedom in hat customization. However, if the hats worn by virtual characters are unsuitable, various overlapping issues can easily occur, thus affecting the game's visual effects.
[0031] Based on this, the present disclosure provides a three-dimensional model processing method, apparatus, and electronic device, which can alleviate the technical problem that wearing an unsuitable hat on a virtual character's head can easily affect the game's visual effects.
[0032] In one embodiment of this disclosure, the 3D model processing method can run on a local terminal device or a server. When the 3D model processing method runs on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and client devices.
[0033] In an optional implementation, various cloud applications, such as cloud gaming, can run under the cloud interaction system. Taking cloud gaming as an example, cloud gaming refers to a gaming method based on cloud computing. In the cloud gaming operating mode, the game program and the game screen presentation are separated. The storage and execution of the 3D model processing method are completed on the cloud gaming server. The client device is used for data reception, transmission, and game screen presentation. For example, the client device can be a display device with data transmission capabilities located close to the user, such as a mobile terminal, television, computer, or PDA; however, the information processing is performed by the cloud gaming server in the cloud. When playing the game, the player operates the client device to send operation commands to the cloud gaming server. The cloud gaming server runs the game according to the operation commands, encodes and compresses the game screen and other data, returns it to the client device via the network, and finally, the client device decodes and outputs the game screen.
[0034] In an optional implementation, taking a game as an example, the local terminal device stores the game program and is used to display the game screen. The local terminal device is used to interact with the player through a graphical user interface (GUI), i.e., conventionally by downloading, installing, and running the game program via an electronic device. The local terminal device can provide the GUI to the player in various ways, such as rendering it on the terminal's display screen or providing it to the player via holographic projection. For example, the local terminal device can include a display screen for displaying the GUI, which includes game screens, and a processor for running the game, generating the GUI, and controlling the display of the GUI on the display screen.
[0035] In one possible implementation, this disclosure provides a three-dimensional model processing method that provides a graphical user interface through a terminal device, wherein the terminal device may be the aforementioned local terminal device or a client device in the aforementioned cloud interaction system.
[0036] For example, such as Figure 1 As shown, Figure 1 This is a schematic diagram illustrating an application scenario provided by an embodiment of this disclosure. The application scenario may include a terminal device and a server 101. The terminal device can communicate with the server 101 via a wired or wireless network. The terminal device runs a virtual desktop, through which it can interact with the server 101 to process content on the server 101.
[0037] The terminal device in this embodiment is described using computer 102 as an example. Computer 102 includes components such as radio frequency (RF) circuit 110, memory 120, and processor 140. Those skilled in the art will understand that... Figure 2 The computer architecture shown does not constitute a limitation on the computer and may include more or fewer components than shown, or combine some components, or split some components, or have different component arrangements.
[0038] The RF circuit 110 can also communicate wirelessly with networks and other devices. The wireless communication can use any communication standard or protocol, including but not limited to Global System for Mobile Communications (GSM), General Packet Radio Service (GPRS), Code Division Multiple Access (CDMA), Wideband Code Division Multiple Access (WCDMA), Long Term Evolution (LTE), email, and Short Messaging Service (SMS).
[0039] The memory 120 can be used to store software programs and modules. The processor 140 executes various functional applications and data processing of the computer 102 by running the software programs and modules stored in the memory 120. The memory 120 may mainly include a program storage area and a data storage area. The program storage area may store the operating system, at least one application program required for a function, etc.; the data storage area may store data created according to the use of the computer 102, etc. In addition, the memory 120 may include high-speed random access memory, and may also include non-volatile memory, such as at least one disk storage device, flash memory device, or other volatile solid-state storage device.
[0040] The processor 140 is the control center of the computer 102. It connects various parts of the computer through various interfaces and lines. By running or executing software programs and / or modules stored in the memory 120, and calling data stored in the memory 120, it performs various functions of the computer 102 and processes data, thereby monitoring the computer as a whole.
[0041] The embodiments of this disclosure will be further described below with reference to the accompanying drawings.
[0042] Figure 3 This is a flowchart illustrating a three-dimensional model processing method provided in an embodiment of this disclosure. This method can be applied to a terminal device. Figure 3 As shown, the method includes:
[0043] Step S310: Obtain the head shell model and generate head collision data for the head shell model.
[0044] For the head model, for example, a head collision model can be created within 3D animation software. It's important to note that any modification to the head model before creating or modifying the head collision model will cause all hair data corresponding to that base face to be refreshed. Furthermore, all subsequent steps rely on the head collision data; if any body shape data is missing, an error will occur.
[0045] As an optional implementation, a 3D head shell model that roughly fits a standard face / body model is created in 3D modeling, rendering, and production software. It should be noted that this model consists of numerous triangles composed of countless vertices. The number of triangles in the 3D head shell model does not need to be too high, extending only to the base of the neck. The chin area should have fewer protrusions to allow for future restrictions on the beard. For example, ... Figure 4 The image shows a male skull model.
[0046] To create the head collision data, for example, you can use the menu item Create, [-NARAKA-], Character, Head Collision Data. The created data name should be consistent with the FBX file. Select the newly created collision data, drag the imported mesh into Source Mesh, then click Serialize and save. For exported models, the naming convention can be: "hat FBX name" followed by _limit.fbx, stored in the same directory. For example, the hat model in the image above is stored in:
[0047] In the file Assets\Res\Item\actor_movable_extra_part\ch_ornament_hat_tianhai_s_douli01\ch_ornament_hat_tianhai_s_douli01_limit.fbx, import the engine model and check its animation properties. Turn them all off to disable dynamic attributes and keep the model static.
[0048] Step S320: In response to the marking operation on the head shell model, determine the influence range of the hat model to be adapted on the hair of the head shell model based on the marking position of the marking operation, and generate hair range limitation data based on the hair influence range.
[0049] In one possible implementation, when drawing the hat range constraint data, the model of the hat data is imported into the engine, and the model is exported as an FBX file to the project. For example, the export path is (taking male body type as an example): Assets\Res\Character\male\face\model\ch_m_head_collision.fbx, which enables subsequent steps to be performed, namely generating head collision data of the skull.
[0050] For example, the process of creating hair range limitation data can be done through the menu item Create, [-NARAKA-], Character, Hair Range Limitation, and the resulting Asset name should be consistent with fbx.
[0051] For the process of performing marking operations on the head shell model, for example, both the head shell model and the model of the hat to be adapted from step S310 above are imported into a 3D tool (such as Maya or Max). Since the 3D model is composed of countless vertices forming triangles, and countless triangles forming the 3D model we see, the marking operation performed on the head shell model can be based on the marking operations on the vertices of the triangles on the head shell model. For example, as... Figure 5 As shown, the vertex color drawing tool is used to mark the extent to which the hat affects the hair. Pure white indicates that the hat to be adapted has a complete impact on the hair, while pure black indicates that the hat to be adapted has no impact on the hair at all. In practical applications, the parts covered by the hat can be marked pure white, and then one or two rings of vertices can be used outside for transition.
[0052] Step S330: Determine the spatial relationship between the hair range limitation data and the head collision data, and determine the degree of adaptation of the hat model to be adapted on the hair based on the spatial relationship.
[0053] As one possible implementation, the model representing the hair range limitation data is assigned to the Limit Mesh, and the head collision data corresponding to the body shape is assigned to the Head Collision Data. By clicking serialization, the spatial relationship between the hair range limitation data and the head collision data can be determined.
[0054] In practical applications, tools for creating prefabricated models using 3D creation and exchange formats have been modified to automatically generate relationship data between hair vertices and head collision data when processing hair. For example, the aforementioned hair range limitation data can be configured into the range limitation data of the hat model to be adapted. If the naming is correct, ActorDyeingVisualCell's serialization function can automatically recognize it. Compared to before, for hats that affect hair, two additional files need to be uploaded: the hair range limitation model (fbx) and the hair range limitation data (asset).
[0055] In this embodiment, the vertex data of the head shell model not only adds the function of limiting the hair range of the hat to be adapted, but also adds the spatial relationship between the head collision data and the hair range limitation data of the head shell model. This realizes the simulation of adapting various three-dimensional hat models to the hair, such as the process of adapting the character's hairstyle to different hats in the game. After adaptation, the hats suitable for various hair types can be determined, thereby realizing that various hair types can be worn on a certain hat without any overlap. This alleviates the technical problem that wearing an unsuitable hat on the virtual character's head can easily affect the game's visual effect.
[0056] The steps described above will be explained in detail below.
[0057] In some embodiments, marking operations can be performed on the head model wearing the hat to be adapted, to facilitate comparison of the effect after the hat is worn, so that the hat corresponding to the marking operation is more accurate for the hair area. As an example, step S320 above may include the following steps:
[0058] Step a) Display the 3D effect of the hat model to be adapted on the head shell model, and respond to the marking operation on the vertices of the triangle face on the head shell model wearing the hat model to be adapted. Determine the range of influence of the hat model to be adapted on the hair of the head shell model based on the position of the triangle face vertex marked by the marking operation.
[0059] In practical applications, the head shell model and the hat model to be adapted obtained in step S310 can be imported into the 3D tool, and the relative positions between the hat and the head shell can be aligned. Based on the marking positions corresponding to the marking operations on the vertices of the triangles on the head shell model, the influence range of the hat model to be adapted on the hair of the head shell model can be determined.
[0060] For example, operators can use vertex color drawing tools to mark the extent to which the hat affects the hair, such as... Figure 5 As shown, pure white indicates a complete impact on the hair, while pure black indicates no impact at all. Generally, the parts covered by the hat can be marked pure white, with one or two circles of vertices used for transition.
[0061] In this embodiment of the disclosure, by marking the head shell model wearing the hat to be adapted, it is easier to compare the effect of wearing the hat, thereby making the hat corresponding to the marking operation more accurate for the hair area.
[0062] In some embodiments, the hair skeleton of the hairstyle worn by the hat model can be processed to a certain extent to make the hat look more suitable on the hair, and also increase the variety of possibilities for different hairstyles in the game. As an example, after step S330, the method may also include the following steps:
[0063] Step b) If the adaptation degree of the hat model to be adapted is greater than the preset adaptation degree, the hair skeleton is processed based on the hat model to be adapted for at least one hairstyle to obtain the three-dimensional effect of the hat model to be adapted being worn on the hair model corresponding to at least one hairstyle.
[0064] As one possible implementation, by adapting the hat model to various hairstyles, the hat model to be worn can be determined. Then, the hair skeleton of the hairstyle to be worn with the hat can be processed to a certain extent, thereby increasing the possibility of multiple styles in the game.
[0065] In this embodiment of the disclosure, by processing the hair skeleton of the hair worn by the hat model to a certain extent, the effect of the hat being worn on the hair is made more suitable, and the variety of possibilities for different hairstyles in the game is also increased.
[0066] Based on step b) above, the hair structure of the hairstyle can be altered through concealment techniques, depending on the hat and hairstyle, to further prevent excessive hair clipping and significantly improve the overall effect of wearing a hat. As an example, step b) above may include the following steps:
[0067] Step c) Obtain the labeled parameters of the hair skeleton corresponding to the target hairstyle, wherein the labeled parameters are used to represent the influence data of the hat model to be adapted on the target hairstyle;
[0068] Step d) Hides the hair skeleton corresponding to the target hairstyle according to the marked parameters to obtain the processed hair model.
[0069] The labeling parameters can represent various aspects of degree, making the labeling content not only targeted at location, but also more flexible and comprehensive. For example, the labeling parameters can include: the degree of compression of the hair skeleton corresponding to the target hairstyle by the hat model to be adapted, the position parameters of the hair skeleton in the target hairstyle that is affected by the hat model to be adapted, the range of influence of the hat model to be adapted on the hair of the head shell model, the degree of influence of the hat model to be adapted on the hair skeleton corresponding to the target hairstyle, and so on.
[0070] As an alternative implementation, after a certain hat is tested for compatibility with any hairstyle on the head, the hair skeleton corresponding to that hairstyle on the hat is then hidden to a certain extent.
[0071] For the hidden processing procedure, for example, after generating the Prefab, the operator can mark the bones in the hair that may be affected by the hat, find the CustomTags component of the bone, and click to manually serialize the HairRoot to generate the corresponding Packed Hair Custom Data. For example, after marking, click the serialization of ActorBodyVisualCell on the root object of the Prefab to serialize the HairRoot, thus realizing various hiding processes for parts of the hair bones.
[0072] Regarding the specific content of the labeling parameters, some hair bones need to be labeled as Hair Roots, indicating that they are affected by the hat. For example, the Hair Hide Mask labels hair parts that might be hidden by the hat. When this condition is met, along with the Bone Hide Threshold condition below, the corresponding bones will be hidden. This means that the bones of the hair parts that might be hidden by the hat will be hidden when the hat is actually worn. LimitOffset can be labeled as the minimum offset value relative to the head shell model.
[0073] In practical applications, if a prefab model has been marked, it will usually inherit the previous settings correctly when refreshed using FBX software (a 3D authoring and exchange format), provided the skeletal structure remains unchanged. The files uploaded for hair can remain the same as before, still in FBX and prefab format.
[0074] In this embodiment of the disclosure, the effect on the hair corresponding to the hairstyle when the hat is worn is as follows: Figure 6 The effects shown are before and after limiting the hair area and partially hiding the hair skeleton. Figure 7 The image shows the effect of limiting the hair area and hiding some of the hair structure. It demonstrates that by altering part of the hair structure through hiding techniques based on the hat and hairstyle, excessive hair overlap can be avoided when wearing the hat, significantly improving the overall look of the hair with the hat on.
[0075] Based on steps c) and d) above, the hair skeleton within the hair's influence range is hidden to further prevent overlap when the hat is worn. As an example, the labeled parameters include: the influence range of the hat model to be adapted on the head shell model's hair; step d) above may include the following steps:
[0076] Step e) Determine whether the hair bone corresponding to the target hairstyle is within the hair's influence range, and hide the hair bones within the hair's influence range to obtain the processed hair model.
[0077] As an alternative implementation, the hair extent limitation data includes multiple parameters that can control its impact on the hair. For example, the root bone of the Dynamic Bone, located at the top of the head, is labeled Hair Root.
[0078] In practical applications, some hair bones within the hair's influence range in step S320 can be hidden. For example, with Bone Hide Threshold, when the range limit of the bone marked as a hair root exceeds a preset value, that bone will be hidden. Another example is Max Limit Scale, where when the maximum influence on hair is 1, the portion of the model with a vertex color of 1 will completely flatten the hair. Figure 5 The pure white part will completely flatten the hair, meaning that this part of the hair will be flattened when the hat is put on later.
[0079] In this embodiment of the disclosure, by hiding the portion of the hair skeleton within the hair's influence range in step S320, it is possible to further ensure that the hair does not get tangled when the hat is worn.
[0080] Based on steps c) and d) above, more refined hair skeleton hiding processing can be performed for various target hairstyles, making hair processing more targeted to specific hairstyles and further improving the effect of wearing a hat. As an example, the labeled parameters include: the position parameters of the hair bones in the target hairstyle's corresponding hair skeleton that are affected by the hat model to be adapted; step d) above can include the following steps:
[0081] Step f) determines the portion of the hair bones in the hair skeleton corresponding to the target hairstyle that are affected by the hat model to be adapted, based on the position parameters, and hides the portion of the hair bones to obtain the processed hair model.
[0082] It should be noted that even though the method of limiting the hair range by the vertex color mark in step 320 above can adapt to most situations, there will still be some misjudgments. For example, the hat range may cover the bone position of the root of the long hair, but the actual effect is that the long hair is exposed. In this case, it is necessary to further process the hair bone with Mask.
[0083] In practical applications, each bone marked as Hair Root needs to select Hair Hide Mask, which is a relatively rough selection of hair position. Back is roughly the back of the head with long hair, Top is the bun or ponytail on the top of the head, and Front is the bangs. These can be used as the part of the hair bones in the target hairstyle that are affected by the hat model to be adapted, and their position parameters can be marked.
[0084] For example, the Hair Hide Mask can be used to mark the hair parts that may be hidden by this hat. When this condition is met and the Bone Hide Threshold condition is met below, the corresponding skeleton will be hidden, that is, the skeleton of the hair parts that may be hidden by this hat. Hiding means that the hair part will be hidden when the hat is put on.
[0085] As one possible implementation, the root bone of the Dynamic Bone is marked as Hair Root. The long ponytail that will be affected by the hat is the part of the hair bone in the target hairstyle that is affected by the hat model to be adapted. The position parameters of this part need to be marked. If only the model vertex is squeezed, the db will still float and wear through. In addition, the bones of the braid and long hair in the back can also be the part of the hair bone in the target hairstyle that is affected by the hat model to be adapted. The position parameters of this part can also be marked, so as to deal with some designs where the back is occluded and the front is open.
[0086] In this embodiment of the disclosure, by hiding the portion of hair bones corresponding to the position parameters marked as being affected by the hat model to be adapted, more detailed hair bone hiding processing is performed for various target hairstyles, making the hair processing more targeted to the hairstyle and further improving the effect of wearing a hat on the hair.
[0087] Based on steps c) and d) above, some hair bones can be hidden according to the degree of influence of the hat model to be adapted on the hair bones corresponding to the target hairstyle, simulating the tightness of the hair wearing the hat, so that the effect of the hidden hair wearing the hat is more natural and realistic. As an example, the labeled parameters include: the degree of influence of the hat model to be adapted on the hair bones corresponding to the target hairstyle; step d) above may include the following steps:
[0088] Step g) Determine whether the degree of influence is greater than the preset degree of influence, and hide the hair bones corresponding to the part of the hair that is greater than the preset degree of influence to obtain the processed hair model.
[0089] In this embodiment of the disclosure, the degree of influence of the hat model to be adapted on the hair skeleton corresponding to the target hairstyle can be used as the tightness of the hair wearing the hat. Based on this degree, some hair skeletons are hidden to simulate the tightness of the hair wearing the hat, so that the effect of the hidden hair wearing the hat is more natural and realistic, and closer to the tightness of the hair wearing the hat in reality.
[0090] Based on steps c) and d) above, hair accessories can also be concealed so that they are hidden rather than compressed when wearing a hat, thus improving the overall effect of hair with accessories when wearing a hat. As an example, step d) above may include the following steps:
[0091] Step h) Mark the accessories on the target hairstyle as additional hair bones, and hide the additional hair bones according to the marking parameters to obtain the processed hair model.
[0092] As one possible implementation method, such as Figure 8 Although there are no long braids on the top of the head to hide in the hair shown, the metal ornaments on the head may be visibly flattened if only the apex is squeezed. In this case, these ornaments can be tied to a separate bone, labeled as the append bone AppendRoot and the hair bone Hair Root. This way, the hat will be hidden instead of compressed, further improving the effect of the hair with ornaments wearing a hat.
[0093] Based on steps c) and d) above, after partially hiding the hair skeleton, the effect of the processed hair wearing a hat can be displayed, allowing users to preview the effect of the processed hair with a hat on. As an example, after step d), the method may further include the following steps:
[0094] Step i) displays the 3D effect of the hat model to be adapted being worn on the processed hair model.
[0095] In practical applications, after processing the prefabs for both the hat and hair according to the above steps, you can see the effect by running the game locally. Another method to test the range limitation in the editor is to locate the LXRendererAssistant component for the hair model, specify the prepared hair range limitation data there, and click Deform to preview the effect. After modifying the data, click Restore first, then Deform.
[0096] In this embodiment of the disclosure, after various processes such as hiding and squeezing the hair skeleton, the effect of the processed hair wearing a hat can be displayed, making it convenient for users to preview the final effect of the hat being worn on the corresponding hair.
[0097] Figure 9 A schematic diagram of a three-dimensional model processing device is provided. (For example...) Figure 9 As shown, the three-dimensional model processing device 900 includes:
[0098] The acquisition module 901 is used to acquire the head shell model and generate head collision data of the head shell model;
[0099] The generation module 902 is used to respond to the marking operation on the head shell model, determine the influence range of the hat model to be adapted on the hair of the head shell model according to the marking position of the marking operation, and generate hair range limitation data according to the hair influence range.
[0100] The determination module 903 is used to determine the spatial relationship between the hair range limitation data and the head collision data, and to determine the degree of fit of the hat model to be adapted on the hair based on the spatial relationship.
[0101] Through the above methods, the head shell model not only adds the function of limiting the hair range of the hat to be adapted, but also adds the spatial relationship between the head collision data and the hair range limitation data of the head shell model. This realizes the simulation of adapting various 3D hat models to the hair. For example, it realizes the process of adapting the character's hairstyle to different hats in the game. After adaptation, it can determine the hats suitable for various hair types. This enables the wearing of various hair types with a certain hat without any overlap, alleviating the technical problem that the virtual character's head wearing an unsuitable hat can easily affect the game's visual effects.
[0102] In one feasible implementation, the generation module is specifically used for:
[0103] Displays the 3D effect of the hat model to be adapted on the head shell model, and responds to the marking operation on the vertices of the triangle face on the head shell model wearing the hat model to be adapted, and determines the range of influence of the hat model to be adapted on the hair of the head shell model based on the position of the triangle face vertex marked by the marking operation.
[0104] In one feasible implementation, the device further includes:
[0105] The processing module is used to process the hair skeleton of at least one hairstyle based on the hat model to be adapted if the degree of adaptation corresponding to the hat model to be adapted is greater than the preset degree of adaptation, so as to obtain the three-dimensional effect of the hat model to be adapted being worn on the hair model corresponding to the at least one hairstyle.
[0106] In one feasible implementation, the processing module is specifically used for:
[0107] Obtain the labeling parameters of the hair skeleton corresponding to the target hairstyle, wherein the labeling parameters are used to represent the influence data of the hat model to be adapted on the target hairstyle;
[0108] The hair skeleton corresponding to the target hairstyle is hidden according to the marked parameters to obtain the processed hair model.
[0109] In one feasible implementation, the marking parameters include: position parameters of the portion of the hair skeleton in the hair skeleton corresponding to the target hairstyle that is affected by the hat model to be adapted; the processing module is further configured to:
[0110] Based on the position parameters, determine the portion of the hair bones in the hair skeleton corresponding to the target hairstyle that are affected by the hat model to be adapted, and hide the portion of the hair bones to obtain the processed hair model.
[0111] In one feasible implementation, the marking parameters include: the range of influence of the hat model to be adapted on the hair of the head shell model; the processing module is further configured to:
[0112] Determine whether the hair bone corresponding to the target hairstyle is within the influence range of the hair, and hide the hair bones within the influence range to obtain the processed hair model.
[0113] In one feasible implementation, the labeling parameters include: the degree of influence of the hat model to be adapted on the hair skeleton corresponding to the target hairstyle; the processing module is further used for:
[0114] Determine whether the degree of influence is greater than a preset degree of influence, and hide the hair bones corresponding to the degree of influence that is greater than the preset degree of influence to obtain the processed hair model.
[0115] In one feasible implementation, the marking parameters further include: the degree of compression of the hair skeleton corresponding to the target hairstyle by the hat model to be adapted.
[0116] In one feasible implementation, the processing module is specifically used for:
[0117] The accessories on the target hairstyle are marked as additional hair bones, and the additional hair bones are hidden according to the marking parameters to obtain the processed hair model.
[0118] In one feasible implementation, the device further includes:
[0119] The display module is used to display the three-dimensional effect of the hat model to be adapted being worn on the processed hair model.
[0120] The three-dimensional model processing apparatus provided in this embodiment has the same technical features as the three-dimensional model processing method provided in the above embodiments, so it can also solve the same technical problems and achieve the same technical effects.
[0121] Figure 10 This diagram illustrates the structure of an electronic device according to an embodiment of the present disclosure, including a processor 1001, a storage medium 1002, and a bus 1003. The storage medium 1002 stores machine-readable instructions executable by the processor 1001. When the electronic device runs a three-dimensional model processing method as described in the embodiment, the processor 1001 communicates with the storage medium 1002 via the bus 1003. The processor 1001 executes the machine-readable instructions. The preamble of the method item in the processor 1001 performs the following steps:
[0122] Obtain the head shell model and generate head collision data for the head shell model;
[0123] In response to a marking operation on the head shell model, the influence range of the hat model to be adapted on the hair of the head shell model is determined based on the marking position of the marking operation, and hair range limitation data is generated based on the hair influence range;
[0124] Determine the spatial relationship between the hair range limitation data and the head collision data, and determine the degree of fit of the hat model to be adapted on the hair based on the spatial relationship.
[0125] In one feasible implementation, when the processor executes a response to a marking operation on the head model and determines the influence range of the hat model to be adapted on the hair of the head model based on the marking position of the marking operation, it is specifically used for:
[0126] Displays the 3D effect of the hat model to be adapted on the head shell model, and responds to the marking operation on the vertices of the triangle face on the head shell model wearing the hat model to be adapted, and determines the range of influence of the hat model to be adapted on the hair of the head shell model based on the position of the triangle face vertex marked by the marking operation.
[0127] In one feasible implementation, after determining the degree of fit of the hat model to be adapted on the hair based on the spatial relationship, the processor is further configured to:
[0128] If the degree of adaptation of the hat model to be adapted is greater than the preset degree of adaptation, the hair skeleton is processed based on the hat model to be adapted for at least one hairstyle to obtain the three-dimensional effect of the hat model to be adapted being worn on the hair model corresponding to the at least one hairstyle.
[0129] In one feasible implementation, when the processor performs hair skeletal processing based on the hat model to be adapted for at least one hairstyle, it specifically performs the following:
[0130] Obtain the labeling parameters of the hair skeleton corresponding to the target hairstyle, wherein the labeling parameters are used to represent the influence data of the hat model to be adapted on the target hairstyle;
[0131] The hair skeleton corresponding to the target hairstyle is hidden according to the marked parameters to obtain the processed hair model.
[0132] In one feasible implementation, the marking parameters include: the position parameters of the portion of the hair skeleton in the hair skeleton corresponding to the target hairstyle that is affected by the hat model to be adapted;
[0133] When the processor performs the process of hiding the hair skeleton corresponding to the target hairstyle according to the marked parameters to obtain the processed hair model, it is specifically used for:
[0134] Based on the position parameters, determine the portion of the hair bones in the hair skeleton corresponding to the target hairstyle that are affected by the hat model to be adapted, and hide the portion of the hair bones to obtain the processed hair model.
[0135] In one feasible implementation, the marking parameters include: the range of influence of the hat model to be adapted on the hair of the head shell model;
[0136] When the processor performs the process of hiding the hair skeleton corresponding to the target hairstyle according to the marked parameters to obtain the processed hair model, it is specifically used for:
[0137] Determine whether the hair bone corresponding to the target hairstyle is within the influence range of the hair, and hide the hair bones within the influence range to obtain the processed hair model.
[0138] In one feasible implementation, the labeling parameters include: the degree of influence of the hat model to be adapted on the hair skeleton corresponding to the target hairstyle;
[0139] When the processor performs the process of hiding the hair skeleton corresponding to the target hairstyle according to the marked parameters to obtain the processed hair model, it is specifically used for:
[0140] Determine whether the degree of influence is greater than a preset degree of influence, and hide the hair bones corresponding to the degree of influence that is greater than the preset degree of influence to obtain the processed hair model.
[0141] In one feasible implementation, the marking parameters further include: the degree of compression of the hair skeleton corresponding to the target hairstyle by the hat model to be adapted.
[0142] In one feasible implementation, when the processor performs the process of hiding the hair skeleton corresponding to the target hairstyle according to the marked parameters to obtain the processed hair model, it is specifically used for:
[0143] The accessories on the target hairstyle are marked as additional hair bones, and the additional hair bones are hidden according to the marking parameters to obtain the processed hair model.
[0144] In one feasible implementation, after hiding the hair skeleton corresponding to the target hairstyle according to the labeled parameters to obtain the processed hair model, the processor is further configured to:
[0145] This displays the 3D effect of the hat model to be adapted being worn on the processed hair model.
[0146] Through the above methods, the head shell model not only adds the function of limiting the hair range of the hat to be adapted, but also adds the spatial relationship between the head collision data and the hair range limitation data of the head shell model. This realizes the simulation of adapting various 3D hat models to the hair. For example, it realizes the process of adapting the character's hairstyle to different hats in the game. After adaptation, it can determine the hats suitable for various hair types. This enables the wearing of various hair types with a certain hat without any overlap, alleviating the technical problem that the virtual character's head wearing an unsuitable hat can easily affect the game's visual effects.
[0147] In practical applications, the storage medium 1002 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 1004 (which can be wired or wireless), such as the Internet, wide area network, local area network, metropolitan area network, etc.
[0148] Bus 1003 can 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 10The 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.
[0149] The storage medium 1002 is used to store a program. After receiving an execution instruction, the processor 1001 executes the program. The method executed by the apparatus defined by the process disclosed in any of the foregoing embodiments of this disclosure can be applied to the processor 1001 or implemented by the processor 1001.
[0150] The processor 1001 may be an integrated circuit chip with signal processing capabilities. In implementation, each step of the above method can be completed by the integrated logic circuitry in the hardware of the processor 1001 or by instructions in software form. The processor 1001 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 disclosure. The general-purpose processor may be a microprocessor or any conventional processor. The steps of the methods disclosed in the embodiments of this disclosure 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 field, 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 storage medium 1002. The processor 1001 reads the information in storage medium 1002 and, in conjunction with its hardware, completes the steps of the above method.
[0151] This disclosure also provides a computer-readable storage medium storing a computer program that is executed by a processor, wherein the processor performs the following steps:
[0152] Obtain the head shell model and generate head collision data for the head shell model;
[0153] In response to a marking operation on the head shell model, the influence range of the hat model to be adapted on the hair of the head shell model is determined based on the marking position of the marking operation, and hair range limitation data is generated based on the hair influence range;
[0154] Determine the spatial relationship between the hair range limitation data and the head collision data, and determine the degree of fit of the hat model to be adapted on the hair based on the spatial relationship.
[0155] In one feasible implementation, when the processor executes a response to a marking operation on the head model and determines the influence range of the hat model to be adapted on the hair of the head model based on the marking position of the marking operation, it is specifically used for:
[0156] Displays the 3D effect of the hat model to be adapted on the head shell model, and responds to the marking operation on the vertices of the triangle face on the head shell model wearing the hat model to be adapted, and determines the range of influence of the hat model to be adapted on the hair of the head shell model based on the position of the triangle face vertex marked by the marking operation.
[0157] In one feasible implementation, after determining the degree of fit of the hat model to be adapted on the hair based on the spatial relationship, the processor is further configured to:
[0158] If the degree of adaptation of the hat model to be adapted is greater than the preset degree of adaptation, the hair skeleton is processed based on the hat model to be adapted for at least one hairstyle to obtain the three-dimensional effect of the hat model to be adapted being worn on the hair model corresponding to the at least one hairstyle.
[0159] In one feasible implementation, when the processor performs hair skeletal processing based on the hat model to be adapted for at least one hairstyle, it specifically performs the following:
[0160] Obtain the labeling parameters of the hair skeleton corresponding to the target hairstyle, wherein the labeling parameters are used to represent the influence data of the hat model to be adapted on the target hairstyle;
[0161] The hair skeleton corresponding to the target hairstyle is hidden according to the marked parameters to obtain the processed hair model.
[0162] In one feasible implementation, the marking parameters include: the position parameters of the portion of the hair skeleton in the hair skeleton corresponding to the target hairstyle that is affected by the hat model to be adapted;
[0163] When the processor performs the process of hiding the hair skeleton corresponding to the target hairstyle according to the marked parameters to obtain the processed hair model, it is specifically used for:
[0164] Based on the position parameters, determine the portion of the hair bones in the hair skeleton corresponding to the target hairstyle that are affected by the hat model to be adapted, and hide the portion of the hair bones to obtain the processed hair model.
[0165] In one feasible implementation, the marking parameters include: the range of influence of the hat model to be adapted on the hair of the head shell model;
[0166] When the processor performs the process of hiding the hair skeleton corresponding to the target hairstyle according to the marked parameters to obtain the processed hair model, it is specifically used for:
[0167] Determine whether the hair bone corresponding to the target hairstyle is within the influence range of the hair, and hide the hair bones within the influence range to obtain the processed hair model.
[0168] In one feasible implementation, the labeling parameters include: the degree of influence of the hat model to be adapted on the hair skeleton corresponding to the target hairstyle;
[0169] When the processor performs the process of hiding the hair skeleton corresponding to the target hairstyle according to the marked parameters to obtain the processed hair model, it is specifically used for:
[0170] Determine whether the degree of influence is greater than a preset degree of influence, and hide the hair bones corresponding to the degree of influence that is greater than the preset degree of influence to obtain the processed hair model.
[0171] In one feasible implementation, the marking parameters further include: the degree of compression of the hair skeleton corresponding to the target hairstyle by the hat model to be adapted.
[0172] In one feasible implementation, when the processor performs the process of hiding the hair skeleton corresponding to the target hairstyle according to the marked parameters to obtain the processed hair model, it is specifically used for:
[0173] The accessories on the target hairstyle are marked as additional hair bones, and the additional hair bones are hidden according to the marking parameters to obtain the processed hair model.
[0174] In one feasible implementation, after hiding the hair skeleton corresponding to the target hairstyle according to the labeled parameters to obtain the processed hair model, the processor is further configured to:
[0175] This displays the 3D effect of the hat model to be adapted being worn on the processed hair model.
[0176] Through the above methods, the head shell model not only adds the function of limiting the hair range of the hat to be adapted, but also adds the spatial relationship between the head collision data and the hair range limitation data of the head shell model. This realizes the simulation of adapting various 3D hat models to the hair. For example, it realizes the process of adapting the character's hairstyle to different hats in the game. After adaptation, it can determine the hats suitable for various hair types. This enables the wearing of various hair types with a certain hat without any overlap, alleviating the technical problem that the virtual character's head wearing an unsuitable hat can easily affect the game's visual effects.
[0177] In this embodiment of the disclosure, the computer program, when run by the processor, can also execute other machine-readable instructions to perform other methods as described in the embodiments. For details on the specific execution steps and principles, please refer to the description of the embodiments, which will not be repeated here.
[0178] In the embodiments provided in this disclosure, it should be understood that the disclosed apparatus and methods can be implemented in other ways. The apparatus embodiments described above are merely illustrative. For example, the division of units is only a logical functional division, and in actual implementation, there may be other division methods. Furthermore, multiple units or components may be combined or integrated into another system, or some features may be ignored or not executed. Additionally, the displayed or discussed mutual couplings or direct couplings or communication connections may be through some communication interfaces; indirect couplings or communication connections between devices or units may be electrical, mechanical, or other forms.
[0179] For example, the flowcharts and block diagrams in the accompanying drawings illustrate the architecture, functionality, and operation of possible implementations of apparatus, methods, and computer program products according to various embodiments of the present disclosure. In this regard, each block in a flowchart or block diagram may represent a module, segment, or portion of code containing one or more executable instructions for implementing a specified logical function. It should also be noted that in some alternative implementations, the functions marked in the blocks may occur in a different order than those marked in the drawings. For example, two consecutive blocks may actually be executed substantially in parallel, and they may sometimes be executed in reverse order, depending on the functions involved. It should also be noted that each block in a block diagram and / or flowchart, and combinations of blocks in block diagrams and / or flowcharts, may be implemented using a dedicated hardware-based system that performs the specified function or action, or using a combination of dedicated hardware and computer instructions.
[0180] The units described as separate components may or may not be physically separate. The components shown as units may or may not be physical units; that is, they may be located in one place or distributed across multiple network units. Some or all of the units can be selected to achieve the purpose of this embodiment according to actual needs.
[0181] In addition, the functional units in the embodiments provided in this disclosure can be integrated into one processing unit, or each unit can exist physically separately, or two or more units can be integrated into one unit.
[0182] 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 disclosure, in essence, or the part that contributes to the prior art, or a part 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 three-dimensional model processing method described in the various embodiments of this disclosure. 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.
[0183] It should be noted that similar labels and letters in the following figures indicate similar items. Therefore, once an item is defined in one figure, it does not need to be further defined and explained in subsequent figures. In addition, the terms "first", "second", "third", etc. are used only to distinguish descriptions and should not be construed as indicating or implying relative importance.
[0184] Finally, it should be noted that the above-described embodiments are merely specific implementations of this disclosure, used to illustrate the technical solutions of this disclosure, and not to limit it. The protection scope of this disclosure is not limited thereto. Although this disclosure 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, or make equivalent substitutions for some of the technical features, within the scope of the technology disclosed in this disclosure; and these modifications, changes, or substitutions do not cause the essence of the corresponding technical solutions to deviate from the scope of the technical solutions of the embodiments of this disclosure. All should be covered within the protection scope of this disclosure. Therefore, the protection scope of this disclosure should be determined by the protection scope of the claims.
Claims
1. A method for processing three-dimensional models, characterized in that, The method includes: Obtain the head shell model and generate head collision data for the head shell model; Display the 3D effect of the hat model to be adapted wearing the head shell model, and respond to the marking operation for the vertices of the triangle face on the head shell model wearing the hat model to be adapted. Determine the range of influence of the hat model to be adapted on the hair of the head shell model based on the position of the triangle face vertex marked by the marking operation, and generate hair range limitation data based on the hair influence range. Determine the spatial relationship between the hair range limitation data and the head collision data, and determine the degree of fit of the hat model to be adapted on the hair based on the spatial relationship; If the degree of adaptation of the hat model to be adapted is greater than the preset degree of adaptation, the hair skeleton is processed based on the hat model to be adapted for at least one hairstyle to obtain the three-dimensional effect of the hat model to be adapted being worn on the hair model corresponding to the at least one hairstyle.
2. The method according to claim 1, characterized in that, The step of processing the hair skeleton based on the hat model to be adapted for at least one hairstyle includes: Obtain the labeling parameters of the hair skeleton corresponding to the target hairstyle, wherein the labeling parameters are used to represent the influence data of the hat model to be adapted on the target hairstyle; The hair skeleton corresponding to the target hairstyle is hidden according to the marked parameters to obtain the processed hair model.
3. The method according to claim 2, characterized in that, The marking parameters include: the position parameters of the portion of the hair bones in the hair skeleton corresponding to the target hairstyle that are affected by the hat model to be adapted; The step of hiding the hair skeleton corresponding to the target hairstyle according to the marked parameters to obtain the processed hair model includes: Based on the position parameters, determine the portion of the hair bones in the hair skeleton corresponding to the target hairstyle that are affected by the hat model to be adapted, and hide the portion of the hair bones to obtain the processed hair model.
4. The method according to claim 2, characterized in that, The marking parameters include: the range of influence of the hat model to be adapted on the hair of the head shell model; The step of hiding the hair skeleton corresponding to the target hairstyle according to the marked parameters to obtain the processed hair model includes: Determine whether the hair bone corresponding to the target hairstyle is within the influence range of the hair, and hide the hair bones within the influence range to obtain the processed hair model.
5. The method according to claim 2, characterized in that, The marking parameters include: the degree of influence of the hat model to be adapted on the hair skeleton corresponding to the target hairstyle; The step of hiding the hair skeleton corresponding to the target hairstyle according to the marked parameters to obtain the processed hair model includes: Determine whether the degree of influence is greater than a preset degree of influence, and hide the hair bones corresponding to the degree of influence that is greater than the preset degree of influence to obtain the processed hair model.
6. The method according to claim 2, characterized in that, The marking parameters also include: the degree of compression of the hair skeleton corresponding to the target hairstyle by the hat model to be adapted.
7. The method according to claim 2, characterized in that, The step of hiding the hair skeleton corresponding to the target hairstyle according to the marked parameters to obtain the processed hair model includes: The accessories on the target hairstyle are marked as additional hair bones, and the additional hair bones are hidden according to the marking parameters to obtain the processed hair model.
8. The method according to claim 2, characterized in that, After the step of hiding the hair skeleton corresponding to the target hairstyle according to the marked parameters to obtain the processed hair model, the method further includes: This displays the 3D effect of the hat model to be adapted being worn on the processed hair model.
9. A three-dimensional model processing device, characterized in that, include: The acquisition module is used to acquire the head shell model and generate head collision data of the head shell model; The generation module is used to respond to the marking operation on the head shell model, determine the influence range of the hat model to be adapted on the hair of the head shell model according to the marking position of the marking operation, and generate hair range limitation data according to the hair influence range. The determination module is used to determine the spatial relationship between the hair range limitation data and the head collision data, and to determine the degree of fit of the hat model to be adapted on the hair based on the spatial relationship; The generation module is specifically used to: display the three-dimensional effect of the hat model to be adapted being worn on the head shell model, and respond to the marking operation of the vertices of the triangle face on the head shell model wearing the hat model to be adapted, and determine the range of influence of the hat model to be adapted on the hair of the head shell model based on the position of the triangle face vertex marked by the marking operation. The device further includes a processing module, which, if the degree of adaptation corresponding to the hat model to be adapted is greater than a preset degree of adaptation, processes the hair skeleton of at least one hairstyle based on the hat model to be adapted, to obtain the three-dimensional effect of the hat model to be adapted being worn on the hair model corresponding to the at least one hairstyle.
10. An electronic device, comprising a memory and a processor, wherein the memory stores a computer program executable on the processor, characterized in that, When the processor executes the computer program, it implements the method described in any one of claims 1 to 8.
11. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores computer-executable instructions that, when invoked and executed by a processor, cause the processor to perform the method according to any one of claims 1 to 8.
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