Animation generation method and system based on 3D character model and motion capture
Through the animation generation method based on three-dimensional character model and motion capture, the mold penetration problem caused by the difference in body shape between character model and motion capture actor in motion capture technology is solved, and the efficiency and quality improvement of animation production is achieved.
Patent Information
- Application Number
- CN202410151353.5
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2024-02-02
- Publication Date
- 2025-03-28
- Estimated Expiration
- 2044-02-02
AI Technical Summary
When creating animations, due to the difference in body shape between the character model and the motion capture actor, the problem of character model wearing model often occurs, which affects the production progress of animation products.
Animation generation method based on three-dimensional character model and motion capture is adopted. By obtaining character model design draft, matching active bone groups, receiving bone corrections and limited information, generating deformation solid models, combining deformation components, receiving motion capture data in real time and driving active bones, a limited simulation mode animation is generated to prevent the character model from passing through the model.
It improves the rationality of motion when applied to different character models, reduces post-correction work, and improves the efficiency and quality of animation production.
Smart Images

Figure CN117876549B_ABST
Abstract
Description
Technical Field
[0001] The present application relates to the technical field of animation production, and in particular to an animation generation method and system based on a three-dimensional character model and motion capture. Background Art
[0002] Motion capture technology is widely used in animation production due to its advantages of high production efficiency, low batch production cost, and high authenticity and naturalness of character movements. However, animations produced using motion capture technology still have some disadvantages. For example, since the body shapes of the characters in animation works, especially non-human characters, are significantly different from those of the motion capture actors, when using motion capture technology to produce animations, the problem of character model penetration often occurs, which requires a lot of corrections in the later stage, thus affecting the production progress of the animation product.
[0003] Therefore, with respect to the above-mentioned related technologies, the inventor believes that existing motion capture technology animation works have the problem that the actor's movements and the character model are difficult to be compatible. Summary of the invention
[0004] In order to improve the rationality of actions when motion capture technology is applied to different character models, the present application provides an animation generation method and system based on a three-dimensional character model and motion capture.
[0005] The first invention objective of this application is achieved by adopting the following technical solution:
[0006] Animation generation method based on 3D character model and motion capture, including:
[0007] Obtaining a character model design draft, matching a corresponding active bone group file based on the character model design draft, receiving bone correction information to adjust the active bone group, and receiving activity limitation information to set connection relationship information and motion relationship information between each active bone;
[0008] Generate a deformable entity model based on the character model design and active skeleton group file and output it to the design terminal;
[0009] Receiving a deformable component group file input by a design terminal, and generating a target character model based on an active skeleton group file and a deformable component group file, wherein the deformable component group includes a plurality of deformable components; and the deformable component group file includes deformation restriction information of each deformable component in different directions;
[0010] Receive motion capture data in real time and load it into the target character model, drive the active skeleton based on the motion capture data, motion relationship information and deformation restriction information, and generate limited simulation mode animation;
[0011] The active bone group includes a plurality of active bones; the active bones are non-deformable components in the character model used to match the movements of the motion capture actor; the motion relationship information includes the extreme relative position information between the plurality of active bone pairs.
[0012] By adopting the above technical scheme, a character model design draft produced by a character designer is obtained, and a corresponding active bone group file is matched according to the character type in the character model design draft and loaded into the character model design draft, so as to improve the generation efficiency of the corresponding bone structure of the character model, receive bone correction information to adjust the automatically matched active bone group so that the active bone group is more in line with the character setting, receive activity limitation information to set the connection relationship and movement relationship between the active bones in the active bone group, so as to prevent the phenomenon of the character model being penetrated by the difference between the action capture actor and the character's body shape; based on the character model design draft and the active bone group, after eliminating the volume of the active bone group in the character model design draft, a deformable entity model is generated based on the remaining entity and input Output to the design terminal, so that the character designer can decompose several deformable parts based on the deformable entity model. The setting of active bones and deformable parts improves the anti-penetration performance of the character model; receive the deformation component group file input by the character designer through the design terminal, so as to generate a target character model according to each active bone and each deformable part, so as to be used for making motion capture animation works; receive the motion capture data in real time and load it into the target character model to drive the target character model, based on the motion relationship information and the deformation restriction information, drive each active bone through the motion capture data to generate a limited simulation mode animation, so as to prevent the phenomenon of character penetration in the animation works, and improve the rationality of the action when the motion capture technology is applied to different character models.
[0013] In a preferred example of the present application, the method of driving the active skeleton based on the motion capture data, the motion relationship information and the deformation restriction information to generate the limited simulation mode animation also includes:
[0014] When it is detected that the position of any active bone reaches the corresponding relative limit position, or when it is detected that any deformable component reaches the limit deformation, action restriction information is generated according to the corresponding starting time node;
[0015] Based on all action restriction information, restricted statistical duration data is generated, and each action restriction information and restricted statistical duration data is output to the design terminal.
[0016] By adopting the above technical solution, when it is detected that any active bone or deformable component has reached the extreme position or the extreme deformation amount, action restriction information is generated according to the starting time node of reaching the extreme position or the extreme deformation amount, so as to know that the action of the target character model in these time periods cannot correspond to the motion capture data; based on all action restriction information, restricted statistical duration data is generated, and then the action restriction information and the restricted statistical duration data are sent to the design terminal, so that the designer can know the completion of the action performed by the motion capture actor by the target character model, as well as the action that cannot be completed, so as to facilitate the designer to decide whether the design of the target character model needs to be modified.
[0017] In a preferred example of the present application, after receiving the motion capture data in real time and loading it into the target character model, the method further includes:
[0018] Drive active skeletons based on motion capture data to generate free simulation mode animations;
[0019] Evaluate the positions of each active skeleton and deformable component in real time, and generate corresponding interference information based on the corresponding motion relationship information and deformation restriction information;
[0020] Wherein, when the position of any active bone exceeds the corresponding limit relative position information, the first interference information is generated;
[0021] When the deformation amount of any deformable component exceeds the deformation limit information, generating second interference information;
[0022] When any deformable component has a deformation that does not exceed the deformation limit information, generating third interference information;
[0023] Each piece of interference information marks the interference position information of the target character model.
[0024] By adopting the above technical solution, the active skeleton is driven based on the motion capture data, and then a free simulation mode animation that is not restricted by the motion relationship information and the deformation restriction information is generated, so that the designer can compare the effects of the limited simulation mode animation and the free simulation mode animation to decide whether the design of the target character model needs to be modified; the position of each active skeleton and the deformable component is evaluated in real time, so as to generate corresponding interference information and mark the interference position information according to each active skeleton, the deformable component and the corresponding motion relationship information and the deformation restriction information, wherein the first interference information is generated when the active skeleton exceeds the limit relative position, so that the designer can judge whether the action of the target character in the animation is normal; the second interference information is generated when the deformation amount of the deformable component exceeds the deformation restriction information, so that the designer can judge whether the target character in the animation has a model penetration phenomenon, and the third interference information is generated when the deformation of the deformable component does not exceed the deformation restriction information, so that the designer can judge whether the action presentation effect of the target character in the current animation is beautiful.
[0025] In a preferred example of the present application, the step of obtaining a character model design draft, matching a corresponding active bone group file based on the character model design draft, receiving bone correction information to adjust the active bone group, and receiving activity limitation information to set connection relationship information and motion relationship information between active bones includes:
[0026] Receiving a character model design draft input by a design terminal, the character model design draft being associated with species attribute information, matching a corresponding active skeleton group file from a preset skeleton group pre-stored library based on the species attribute information and loading the file into the character model design draft;
[0027] receiving bone correction information input by the design terminal to adjust the active bone group;
[0028] Receiving activity limitation information input by a design terminal, and setting connection relationship information and motion relationship information between each activity skeleton based on the activity limitation information;
[0029] The bone correction information includes the size adjustment, position adjustment and quantity increase or decrease of the active bones; the connection relationship information includes connection position information and connection mode information; the motion relationship information includes motion direction information and motion scale interval information.
[0030] By adopting the above technical scheme, the character model design draft input by the design terminal is received to determine the appearance of the character and the corresponding species attributes, and then the active bone group file corresponding to the species is matched from the bone group pre-stored library and loaded into the character model design draft; the bone correction information input by the design terminal is received to increase or decrease the active bones in the matched active bone group or adjust the size and position; the activity limitation information input by the design terminal is received to limit the connection position and connection method between the active bones, and limit the movement direction and movement scale range between the active bones, thereby limiting the movement method of the active bone group of the character model.
[0031] In a preferred example of the present application, the receiving of the deformation component group file input by the design terminal and the generation of the target character model based on the active skeleton group file and the deformation component group file include:
[0032] Receive the deformable component group file input by the design terminal to obtain the models of each deformable component and combine them to the corresponding position of the active skeleton group;
[0033] Each deformation restriction information is loaded into the corresponding deformable component model to generate a target character model.
[0034] By adopting the above technical solution, the deformable component group file input by the design terminal is received to obtain each deformable component, and each deformable component is combined into the position corresponding to the active bone group to form the structure of the target character model; each deformation restriction information is loaded into the corresponding deformable component model, so that each deformable component has the function of simulating deformation caused by compression and collision, thereby generating a fully functional target character model.
[0035] The second invention objective of this application is achieved by the following technical solution:
[0036] An animation generation system based on a three-dimensional character model and motion capture, applied to any of the above-mentioned animation generation methods based on a three-dimensional character model and motion capture, comprises:
[0037] The model active skeleton building module is used to obtain the character model design draft, match the corresponding active skeleton group file based on the character model design draft, receive the skeleton correction information to adjust the active skeleton group, and receive the activity limitation information to set the connection relationship information and movement relationship information between each active skeleton;
[0038] A deformable entity model generation module is used to generate a deformable entity model based on the character model design draft and the active skeleton group file and output it to the design terminal;
[0039] A target character model generation module is used to receive a deformable component group file input by a design terminal, and generate a target character model based on an active skeleton group file and a deformable component group file, wherein the deformable component group includes a plurality of deformable components; and the deformable component group file includes deformation restriction information of each deformable component in different directions;
[0040] The limited simulation mode animation generation module is used to receive motion capture data in real time and load it into the target character model, drive the active skeleton based on the motion capture data, motion relationship information and deformation restriction information, and generate the limited simulation mode animation.
[0041] In a preferred example of the present application: the limited simulation mode animation generation module includes:
[0042] The action restriction information generating submodule is used to generate action restriction information according to the corresponding starting time node when it is detected that the position of any active bone reaches the corresponding limit relative position, or when it is detected that any deformable component reaches the limit deformation;
[0043] The restricted statistical duration data generating submodule is used to generate restricted statistical duration data based on all action restriction information, and output each of the action restriction information and restricted statistical duration data to the design terminal.
[0044] In a preferred example, the present application also includes:
[0045] A free simulation mode animation generation module is used to drive active skeletons based on motion capture data to generate free simulation mode animations;
[0046] The interference information generation module is used to evaluate the positions of each active skeleton and deformable component in real time, and generate corresponding interference information based on the corresponding motion relationship information and deformation restriction information.
[0047] The third invention objective of this application is achieved by the following technical solution:
[0048] A computer device comprises a memory, a processor and a computer program stored in the memory and executable on the processor. When the processor executes the computer program, the steps of the above-mentioned animation generation method based on a three-dimensional character model and motion capture are implemented.
[0049] The fourth invention objective of this application is achieved by the following technical solution:
[0050] A computer-readable storage medium stores a computer program, which, when executed by a processor, implements the steps of the above-mentioned animation generation method based on a three-dimensional character model and motion capture.
[0051] In summary, the present application includes at least one of the following beneficial technical effects:
[0052] 1. Obtain the character model design draft produced by the character designer, match the corresponding active bone group file according to the character type of the character model design draft and load it into the character model design draft to improve the generation efficiency of the corresponding bone structure of the character model, receive the bone correction information to adjust the automatically matched active bone group so that the active bone group is more in line with the character setting, receive the activity limitation information to set the connection relationship and movement relationship between the active bones in the active bone group to prevent the phenomenon of the character model being penetrated by the difference between the motion capture actor's action and the character's body shape; based on the character model design draft and the active bone group, after eliminating the volume of the active bone group in the character model design draft, generate a deformable entity model based on the remaining entity and output it to the design final The terminal is used to decompose several deformable parts based on the deformable entity model by the character designer. The setting of the active skeleton and the deformable parts improves the anti-penetration performance of the character model; the deformable part group file input by the character designer through the design terminal is received, so as to generate a target character model according to each active skeleton and each deformable part, so as to be used for making motion capture animation works; the motion capture data is received in real time and loaded into the target character model to drive the target character model. Based on the motion relationship information and the deformation restriction information, each active skeleton is driven by the motion capture data to generate a limited simulation mode animation to prevent the phenomenon of character penetration in the animation works, thereby improving the rationality of the motion when the motion capture technology is applied to different character models.
[0053] 2. When it is detected that any active bone or deformable component has reached the limit position or limit deformation, action restriction information is generated according to the starting time node of reaching the limit position or limit deformation, so as to know that the action of the target character model in these time periods cannot correspond to the motion capture data; based on all action restriction information, restricted statistical duration data is generated, and then the action restriction information and restricted statistical duration data are sent to the design terminal, so that the designer can know the completion of the action made by the motion capture actor by the target character model, as well as the action that cannot be completed, so as to facilitate the designer to decide whether the design of the target character model needs to be modified.
[0054] 3. Based on the motion capture data, the active skeleton is driven to generate a free simulation mode animation that is not restricted by the motion relationship information and the deformation restriction information, so that the designer can compare the effects of the limited simulation mode animation and the free simulation mode animation to decide whether the design of the target character model needs to be modified; the position of each active skeleton and the deformable component is evaluated in real time, so as to generate corresponding interference information and mark the interference position information according to each active skeleton, the deformable component and the corresponding motion relationship information and the deformation restriction information, wherein the first interference information is generated when the active skeleton exceeds the limit relative position, so that the designer can judge whether the action of the target character in the animation is normal; the second interference information is generated when the deformation amount of the deformable component exceeds the deformation restriction information, so that the designer can judge whether the target character in the animation has a model penetration phenomenon; the third interference information is generated when the deformation of the deformable component does not exceed the deformation restriction information, so that the designer can judge whether the action presentation effect of the target character in the current animation is beautiful. BRIEF DESCRIPTION OF THE DRAWINGS
[0055] Figure 1 It is a flowchart of the animation generation method based on three-dimensional character model and motion capture in Example 1 of the present application.
[0056] Figure 2 It is a principle block diagram of an animation generation system based on a three-dimensional character model and motion capture in Example 2 of the present application.
[0057] Figure 3 It is a schematic diagram of the equipment in Example 3 of the present application. DETAILED DESCRIPTION
[0058] The following is combined with Figures 1 to 3 This application is described in further detail. Embodiment 1
[0059] Reference Figure 1 The present application discloses an animation generation method based on a three-dimensional character model and motion capture, which specifically comprises the following steps:
[0060] S10: Obtain the character model design draft, match the corresponding active bone group file based on the character model design draft, receive bone correction information to adjust the active bone group, and receive activity limitation information to set the connection relationship information and movement relationship information between each active bone.
[0061] In this embodiment, the character model design draft refers to a three-dimensional model produced by an art designer based on the character's appearance requirements; the active bone group includes a number of active bones, which are non-deformable components in the character model used to match the movements of motion capture actors. They do not necessarily correspond to biological bones, and their size ratios are usually larger than biological bones; the motion relationship information includes the extreme relative position information between a number of active bone pairs; an active bone pair refers to two active bones that are connected to each other.
[0062] Specifically, a character model design draft produced by a character designer is obtained. Because animated characters may sometimes include various animals other than humans, and even anthropomorphic animals, and different species have different active bones, for example, the number of movable segments and the movable modes of the hands and limbs are different. Therefore, the corresponding active bone group file is matched according to the character species type corresponding to the character model design draft, and the active bone group file is loaded into the character model design draft, so as to improve the generation efficiency of the corresponding bone structure of the character model; bone correction information is received to adjust the automatically matched active bone group based on the active bone correction information, so as to make the active bone group more in line with the character setting, and activity limitation information is received to set the connection relationship and movement relationship between each active bone in the active bone group of the target character model, so as to prevent the phenomenon of the character model being penetrated due to the difference between the motion capture actor's movements and the character's body shape.
[0063] Wherein, in step S10, it includes:
[0064] S11: receiving a character model design draft input by a design terminal, wherein the character model design draft is associated with species attribute information, matching a corresponding active skeleton group file from a preset skeleton group pre-stored library based on the species attribute information and loading the file into the character model design draft.
[0065] In this embodiment, the design terminal refers to the terminal device used by the character designer; the skeleton group pre-storage library pre-stores active skeleton group files of several different biological species and anthropomorphic species, wherein the active skeleton group files of anthropomorphic species are manually created or imported by the character designer.
[0066] Specifically, a character model design draft input by a design terminal is received to determine the appearance of the character and the corresponding species attributes, and then the active skeleton group file corresponding to the species is matched from the skeleton group pre-stored library and loaded into the character model design draft.
[0067] S12: Receive the bone correction information input by the design terminal to adjust the active bone group.
[0068] In this embodiment, the bone correction information includes the size adjustment, position adjustment and quantity increase or decrease of the active bones.
[0069] Specifically, the skeleton correction information input by the design terminal is received to increase or decrease each active bone in the matched active skeleton group or to adjust the size and position, so as to improve the adaptability of the adjusted active skeleton group and the target character.
[0070] S13: receiving the activity limitation information inputted by the design terminal, and setting the connection relationship information and the motion relationship information between the activity bones based on the activity limitation information.
[0071] In this embodiment, the connection relationship information includes connection position information and connection mode information, wherein the connection mode includes fixed connection, rotational connection, etc.; the motion relationship information includes motion direction information and motion scale interval information.
[0072] Specifically, the activity limitation information input by the design terminal is received, and then the connection position and connection method between each active bone are limited, and the movement direction and movement scale range between each active bone are limited, thereby limiting the movement method of the active bone group of the character model.
[0073] S20: Based on the character model design draft and the active skeleton group file, a deformable entity model is generated and output to the design terminal.
[0074] In this embodiment, the deformable entity model refers to the entity other than the active skeleton in the character model design draft, so as to provide designers with the deformable parts of the character model.
[0075] Specifically, since some tissues of the organism, such as muscles, fat, and hair, usually have a certain degree of flexibility, in order to reduce the penetration phenomenon in motion capture animation and increase the freedom of character movements, deformable components are set on the character model to facilitate the simulation of the deformation phenomenon of biological tissues; based on the character model design draft and the active bone group, after removing the volume of the active bone group in the character model design draft, a deformable entity model is generated based on the remaining entities and output to the design terminal, so that the character designer can subsequently decompose several deformable components based on the deformable entity model. The setting of active bones and deformable components improves the anti-penetration performance of the character model.
[0076] S30: receiving a deformable component group file input by a design terminal, and generating a target character model based on an active skeleton group file and a deformable component group file, wherein the deformable component group includes a plurality of deformable components; and the deformable component group file includes deformation restriction information of each deformable component in different directions.
[0077] In this embodiment, the deformation limitation information specifically includes the size compression rate limit values set for the deformable component in various directions.
[0078] Specifically, a deformation component group file input by a character designer via a design terminal is received so as to generate a target character model according to each active skeleton and each deformation component so as to be used for producing motion capture animation works.
[0079] Wherein, in step S30, it includes:
[0080] S31: receiving the deformable component group file input by the design terminal to obtain each deformable component model and assemble them to the corresponding position of the active skeleton group.
[0081] Specifically, a deformable component group file input by a design terminal is received to obtain each deformable component, and each deformable component is combined into a position corresponding to the active skeleton group to form a structure of a target character model.
[0082] S32: Load each deformation restriction information into the corresponding deformable component model to generate a target character model.
[0083] Specifically, each deformation restriction information is loaded into the corresponding deformable component model, so that each deformable component has the function of simulating deformation caused by compression and collision, thereby generating a target character model with complete functions.
[0084] S40: receiving the motion capture data in real time and loading it into the target character model, driving the active skeleton based on the motion capture data, motion relationship information and deformation restriction information, and generating a limited simulation mode animation.
[0085] In this embodiment, when generating motion capture animation, you can choose to turn on the limited simulation mode and / or free simulation mode, where the free simulation mode controls the target character model to generate animation completely according to the motion capture data, while the limited simulation mode controls the target character model to generate animation according to the motion capture data completely under the constraints of motion relationship information and deformation limitation information.
[0086] Specifically, the motion capture data is received in real time and loaded into the target character model to drive the target character model. Based on the motion relationship information and deformation restriction information, each active skeleton is driven by the motion capture data to generate a limited simulation mode animation to prevent the phenomenon of character penetration in the animation work, thereby improving the rationality of the motion when the motion capture technology is applied to different character models.
[0087] As shown in the figure, in step S40, it includes:
[0088] S41: When it is detected that the position of any active bone reaches the corresponding limit relative position, or when it is detected that any deformable component reaches the limit deformation, action restriction information is generated according to the corresponding starting time node.
[0089] Specifically, when it is detected that any active bone or deformable component reaches an extreme position or an extreme deformation amount, action restriction information is generated according to the starting time node of reaching the extreme position or the extreme deformation amount, so as to know that the action of the target character model in these time periods cannot correspond to the motion capture data.
[0090] S42: Generate restricted statistical duration data based on all action restriction information, and output each of the action restriction information and restricted statistical duration data to the design terminal.
[0091] Specifically, restricted statistical duration data is generated based on all action restriction information, and then the action restriction information and the restricted statistical duration data are sent to the design terminal so that designers can know the degree of completion of the actions performed by the motion capture actor by the target character model, as well as the actions that cannot be completed, thereby facilitating designers to decide whether the design of the target character model needs to be modified.
[0092] After the step of receiving the motion capture data in real time and loading it into the target character model in S40, the animation generation method based on the three-dimensional character model and motion capture further includes:
[0093] S50: Drive active skeletons based on motion capture data to generate free simulation mode animation.
[0094] Specifically, based on the motion capture data, the active skeleton is driven to generate a free simulation mode animation that is not restricted by the motion relationship information and the deformation restriction information, so that the designer can compare the effects of the limited simulation mode animation and the free simulation mode animation to decide whether the design of the target character model needs to be modified; the position of each active skeleton and the deformable component is evaluated in real time, so as to generate corresponding interference information and mark the interference position information according to each active skeleton, the deformable component and the corresponding motion relationship information and the deformation restriction information, wherein the first interference information is generated when the active skeleton exceeds the limit relative position, so that the designer can judge whether the action of the target character in the animation is normal;
[0095] S60: Evaluate the positions of each active skeleton and deformable component in real time, and generate corresponding interference information based on corresponding motion relationship information and deformation restriction information.
[0096] In this embodiment, the position of the active skeleton and the deformable component specifically refers to the position information of the space occupied by the entity, which can be specifically determined by obtaining the coordinates of several points on the envelope surface of the active skeleton and the deformable component in the space coordinate system.
[0097] Wherein, when the position of any active bone exceeds the corresponding limit relative position information, the first interference information is generated;
[0098] When the deformation amount of any deformable component exceeds the deformation limit information, generating second interference information;
[0099] When any deformable component has a deformation that does not exceed the deformation limit information, generating third interference information;
[0100] Each piece of interference information marks the interference position information of the target character model.
[0101] Specifically, when the deformation amount of the deformable component exceeds the deformation limit information, the second interference information is generated so that the designer can judge whether the target character in the animation has a model penetration phenomenon. When the deformation of the deformable component does not exceed the deformation limit information, the third interference information is generated so that the designer can judge whether the action presentation effect of the target character in the current animation is beautiful.
[0102] It should be understood that the serial numbers of the steps in the above embodiments do not imply a sequence of execution. The execution sequence of each process should be determined by its function and internal logic, and should not constitute any limitation on the implementation process of the embodiments of the present application. Embodiment 2
[0103] The animation generation system based on the three-dimensional character model and motion capture corresponds to the animation generation method based on the three-dimensional character model and motion capture in the above embodiment.
[0104] like Figure 2 As shown, the animation generation system based on the 3D character model and motion capture includes a model active skeleton building module, a deformation entity model generation module, a target character model generation module and a limited simulation mode animation generation module. The detailed description of each functional module is as follows:
[0105] The model active skeleton building module is used to obtain the character model design draft, match the corresponding active skeleton group file based on the character model design draft, receive the skeleton correction information to adjust the active skeleton group, and receive the activity limitation information to set the connection relationship information and movement relationship information between each active skeleton;
[0106] A deformable entity model generation module is used to generate a deformable entity model based on the character model design draft and the active skeleton group file and output it to the design terminal;
[0107] A target character model generation module is used to receive a deformable component group file input by a design terminal, and generate a target character model based on an active skeleton group file and a deformable component group file, wherein the deformable component group includes a plurality of deformable components; and the deformable component group file includes deformation restriction information of each deformable component in different directions;
[0108] The limited simulation mode animation generation module is used to receive motion capture data in real time and load it into the target character model, drive the active skeleton based on the motion capture data, motion relationship information and deformation restriction information, and generate the limited simulation mode animation.
[0109] Among them, the model active skeleton building module also includes:
[0110] An active skeleton group file matching submodule is used to receive a character model design draft input by a design terminal, wherein the character model design draft is associated with species attribute information, and based on the species attribute information, a corresponding active skeleton group file is matched from a preset skeleton group pre-stored library and loaded into the character model design draft;
[0111] The active bone group adjustment submodule is used to receive the bone correction information input by the design terminal to adjust the active bone group;
[0112] The activity limitation setting submodule is used to receive the activity limitation information input by the design terminal, and to set the connection relationship information and the motion relationship information between the activity bones based on the activity limitation information.
[0113] The target role model generation module further includes:
[0114] The deformable component group file receiving submodule is used to receive the deformable component group file input by the design terminal to obtain each deformable component model and combine it to the corresponding position of the active skeleton group;
[0115] The deformation restriction information loading submodule is used to load each deformation restriction information into the corresponding deformable component model to generate a target character model.
[0116] Among them, the limited simulation mode animation generation module also includes:
[0117] The action restriction information generating submodule is used to generate action restriction information according to the corresponding starting time node when it is detected that the position of any active bone reaches the corresponding limit relative position, or when it is detected that any deformable component reaches the limit deformation;
[0118] The restricted statistical duration data generating submodule is used to generate restricted statistical duration data based on all action restriction information, and output each of the action restriction information and restricted statistical duration data to the design terminal.
[0119] Among them, the animation generation system based on 3D character model and motion capture also includes:
[0120] A free simulation mode animation generation module is used to drive active skeletons based on motion capture data to generate free simulation mode animations;
[0121] The interference information generation module is used to evaluate the positions of each active skeleton and deformable component in real time, and generate corresponding interference information based on the corresponding motion relationship information and deformation restriction information.
[0122] For the specific limitations of the animation generation system based on three-dimensional character models and motion capture, please refer to the limitations of the animation generation method based on three-dimensional character models and motion capture in the above text, which will not be repeated here; the various modules in the above-mentioned animation generation system based on three-dimensional character models and motion capture can be implemented in whole or in part through software, hardware and their combination; the above-mentioned modules can be embedded in or independent of the processor in the computer device in the form of hardware, or can be stored in the memory of the computer device in the form of software, so that the processor can call and execute the corresponding operations of the above-mentioned modules. Embodiment 3
[0123] A computer device, which may be a server, may have an internal structure as shown in Figure 3 As shown. The computer device includes a processor, a memory, a network interface and a database connected through a system bus. Among them, the processor of the computer device is used to provide computing and control capabilities. The memory of the computer device includes a non-volatile storage medium and an internal memory. The non-volatile storage medium stores an operating system, a computer program and a database. The internal memory provides an environment for the operation of the operating system and the computer program in the non-volatile storage medium. The database of the computer device is used to store data such as a role model design draft, an active skeleton group file, a skeleton correction information, an active limitation information, a connection relationship information, a motion relationship information, a deformation entity model, a deformation component group file, a target role model, motion capture data and a limited simulation mode animation. The network interface of the computer device is used to communicate with an external terminal through a network connection. When the computer program is executed by the processor, an animation generation method based on a three-dimensional role model and motion capture is implemented.
[0124] In one embodiment, a computer device is provided, including a memory, a processor, and a computer program stored in the memory and executable on the processor, wherein the processor implements the following steps when executing the computer program:
[0125] S10: Obtaining a character model design draft, matching a corresponding active bone group file based on the character model design draft, receiving bone correction information to adjust the active bone group, and receiving activity limitation information to set connection relationship information and motion relationship information between active bones;
[0126] S20: Based on the character model design draft and the active skeleton group file, a deformable entity model is generated and output to the design terminal;
[0127] S30: receiving a deformable component group file input by a design terminal, and generating a target character model based on an active skeleton group file and a deformable component group file, wherein the deformable component group includes a plurality of deformable components; and the deformable component group file includes deformation restriction information of each deformable component in different directions;
[0128] S40: receiving the motion capture data in real time and loading it into the target character model, driving the active skeleton based on the motion capture data, motion relationship information and deformation restriction information, and generating a limited simulation mode animation.
[0129] In one embodiment, a computer readable storage medium is provided, on which a computer program is stored, and when the computer program is executed by a processor, the following steps are implemented:
[0130] S10: Obtaining a character model design draft, matching a corresponding active bone group file based on the character model design draft, receiving bone correction information to adjust the active bone group, and receiving activity limitation information to set connection relationship information and motion relationship information between active bones;
[0131] S20: Based on the character model design draft and the active skeleton group file, a deformable entity model is generated and output to the design terminal;
[0132] S30: receiving a deformable component group file input by a design terminal, and generating a target character model based on an active skeleton group file and a deformable component group file, wherein the deformable component group includes a plurality of deformable components; and the deformable component group file includes deformation restriction information of each deformable component in different directions;
[0133] S40: receiving the motion capture data in real time and loading it into the target character model, driving the active skeleton based on the motion capture data, motion relationship information and deformation restriction information, and generating a limited simulation mode animation.
[0134] Those skilled in the art can understand that all or part of the processes in the above-mentioned embodiment methods can be completed by instructing the relevant hardware through a computer program, and the computer program can be stored in a non-volatile computer-readable storage medium. When the computer program is executed, it can include the processes of the embodiments of the above-mentioned methods. Among them, any reference to memory, storage, database or other media used in the embodiments provided in this application may include non-volatile and / or volatile memory. Non-volatile memory may include read-only memory (ROM), programmable ROM (PROM), electrically programmable ROM (EPROM), electrically erasable programmable ROM (EEPROM) or flash memory. Volatile memory may include random access memory (RAM) or external cache memory. As an illustration and not limitation, RAM is available in many forms, such as static RAM (SRAM), dynamic RAM (DRAM), synchronous DRAM (SDRAM), double data rate SDRAM (DDRSDRAM), enhanced SDRAM (ESDRAM), synchronous link (Synchlink), DRAM (SLDRAM), memory bus (Rambus) direct RAM (RDRAM), direct memory bus dynamic RAM (DRDRAM), and memory bus dynamic RAM (RDRAM).
[0135] Those skilled in the art can clearly understand that for the convenience and simplicity of description, only the division of the above-mentioned functional units and modules is used as an example. In actual applications, the above-mentioned functions can be distributed and completed by different functional units and modules as needed, that is, the internal structure of the device can be divided into different functional units or modules to complete all or part of the functions described above.
[0136] The embodiments described above are only used to illustrate the technical solutions of the present application, rather than to limit them. Although the present application has been described in detail with reference to the aforementioned embodiments, it should be understood by those skilled in the art that the technical solutions described in the aforementioned embodiments may still be modified, or some of the features thereof may be replaced by equivalents. Such modifications or replacements do not deviate the essence of the corresponding technical solutions from the spirit and scope of the technical solutions of the embodiments of the present application, and should all be included in the protection scope of the present application.
Claims
1. An animation generation method based on a three-dimensional character model and motion capture, characterized in that: include: Obtaining a character model design draft, matching a corresponding active bone group file based on the character model design draft, receiving bone correction information to adjust the active bone group, and receiving activity limitation information to set connection relationship information and motion relationship information between each active bone; Based on the character model design draft and the active bone group file, after removing the volume of the active bone group in the character model design draft, a deformable entity model is generated based on the remaining entities and output to the design terminal, and a number of deformable components are decomposed based on the deformable entity model to simulate the deformation phenomenon of biological tissue, wherein the deformable entity model refers to the entity other than the active bones in the character model design draft, so as to design the deformable components of the character model; Receive a deformable component group file input by a design terminal, wherein the deformable component group includes a plurality of deformable components, and generate a target character model based on the active skeleton group file and the deformable component group file; wherein the deformable component group file includes deformation restriction information of each deformable component in different directions; Receive motion capture data in real time and load it into the target character model, drive the active skeleton based on the motion capture data, motion relationship information and deformation restriction information, and generate limited simulation mode animation; The active bone group includes a plurality of active bones; the active bones are non-deformable components in the character model used to match the movements of the motion capture actor; the motion relationship information includes the extreme relative position information between the plurality of active bone pairs; The step of obtaining the character model design draft, matching the corresponding active bone group file based on the character model design draft, receiving bone correction information to adjust the active bone group, and receiving activity limitation information to set the connection relationship information and motion relationship information between the active bones includes: Receiving a character model design draft input by a design terminal, the character model design draft being associated with species attribute information, matching a corresponding active skeleton group file from a preset skeleton group pre-stored library based on the species attribute information and loading the file into the character model design draft; receiving bone correction information input by the design terminal to adjust the active bone group; Receiving activity limitation information input by a design terminal, and setting connection relationship information and motion relationship information between each activity skeleton based on the activity limitation information; The bone correction information includes the size adjustment, position adjustment and quantity increase or decrease of the active bones; the connection relationship information includes the connection position information and the connection mode information; the motion relationship information includes the motion direction information and the motion scale interval information; The step of receiving the deformation component group file input by the design terminal and generating the target character model based on the active skeleton group file and the deformation component group file includes: Receive the deformable component group file input by the design terminal to obtain the models of each deformable component and combine them to the corresponding position of the active skeleton group; Loading each deformation restriction information into the corresponding deformable component model to generate a target character model; After receiving the motion capture data in real time and loading it into the target character model, the method further includes: Drive active skeletons based on motion capture data to generate free simulation mode animations; Evaluate the positions of each active skeleton and deformable component in real time, and generate corresponding interference information based on the corresponding motion relationship information and deformation restriction information; Wherein, when the position of any active bone exceeds the corresponding limit relative position information, the first interference information is generated; When the deformation amount of any deformable component exceeds the deformation limit information, generating second interference information; When any deformable component has a deformation that does not exceed the deformation limit information, generating third interference information; Each of the interference information marks the interference position information of the target role model; The free simulation mode controls the target character model to generate animation completely according to the motion capture data, while the limited simulation mode controls the target character model to generate animation completely according to the motion capture data under the constraints of motion relationship information and deformation restriction information.
2. The animation generation method based on three-dimensional character model and motion capture according to claim 1, characterized in that: The method of driving the active skeleton based on the motion capture data, the motion relationship information and the deformation limit information to generate the limited simulation mode animation also includes: When it is detected that the position of any active bone reaches the corresponding relative limit position, or when it is detected that any deformable component reaches the limit deformation, action restriction information is generated according to the corresponding starting time node; Based on all action restriction information, restricted statistical duration data is generated, and each action restriction information and restricted statistical duration data is output to the design terminal.
3. Animation generation system based on 3D character model and motion capture, characterized in that: The animation generation method based on a three-dimensional character model and motion capture as described in any one of claims 1-2 comprises: The model active skeleton building module is used to obtain the character model design draft, match the corresponding active skeleton group file based on the character model design draft, receive the skeleton correction information to adjust the active skeleton group, and receive the activity limitation information to set the connection relationship information and movement relationship information between each active skeleton; A deformable entity model generation module is used to generate a deformable entity model based on the character model design draft and the active bone group file, after removing the volume of the active bone group in the character model design draft, and output it to the design terminal, and decompose a number of deformable components based on the deformable entity model to simulate the deformation phenomenon of biological tissue. The deformable entity model refers to the entity other than the active bone in the character model design draft, so as to design the deformable components of the character model; A target character model generation module is used to receive a deformable component group file input by a design terminal, wherein the deformable component group includes a plurality of deformable components, and generate a target character model based on an active skeleton group file and a deformable component group file; wherein the deformable component group file includes deformation restriction information of each deformable component in different directions; A limited simulation mode animation generation module is used to receive motion capture data in real time and load it into a target character model, drive active bones based on the motion capture data, motion relationship information and deformation restriction information, and generate limited simulation mode animation; Among them, the model active skeleton building module includes: An active skeleton group file matching submodule is used to receive a character model design draft input by a design terminal, wherein the character model design draft is associated with species attribute information, and based on the species attribute information, a corresponding active skeleton group file is matched from a preset skeleton group pre-stored library and loaded into the character model design draft; The active bone group adjustment submodule is used to receive the bone correction information input by the design terminal to adjust the active bone group; An activity limitation setting submodule, used for receiving activity limitation information input by a design terminal, and setting connection relationship information and motion relationship information between various activity bones based on the activity limitation information; Among them, the target role model generation module includes: The deformable component group file receiving submodule is used to receive the deformable component group file input by the design terminal to obtain each deformable component model and combine it to the corresponding position of the active skeleton group; The deformation restriction information loading submodule is used to load each deformation restriction information into the corresponding deformable component model to generate a target character model; Also includes: A free simulation mode animation generation module is used to drive active skeletons based on motion capture data to generate free simulation mode animations; The interference information generation module is used to evaluate the positions of each active skeleton and deformable component in real time, and generate corresponding interference information based on the corresponding motion relationship information and deformation restriction information.
4. The animation generation system based on three-dimensional character model and motion capture according to claim 3, characterized in that: The limited simulation mode animation generation module comprises: The action restriction information generating submodule is used to generate action restriction information according to the corresponding starting time node when it is detected that the position of any active bone reaches the corresponding limit relative position, or when it is detected that any deformable component reaches the limit deformation; The restricted statistical duration data generating submodule is used to generate restricted statistical duration data based on all action restriction information, and output each of the action restriction information and restricted statistical duration data to the design terminal.
5. The animation generation system based on three-dimensional character model and motion capture according to claim 3, characterized in that: Also includes: A free simulation mode animation generation module is used to drive active skeletons based on motion capture data to generate free simulation mode animations; The interference information generation module is used to evaluate the positions of each active skeleton and deformable component in real time, and generate corresponding interference information based on the corresponding motion relationship information and deformation restriction information.
6. A computer device comprising a memory, a processor, and a computer program stored in the memory and executable on the processor, characterized in that: When the processor executes the computer program, the steps of the animation generation method based on a three-dimensional character model and motion capture as described in any one of claims 1 to 2 are implemented.
7. A computer-readable storage medium storing a computer program, characterized in that: When the computer program is executed by a processor, the steps of the animation generation method based on a three-dimensional character model and motion capture as claimed in any one of claims 1 to 2 are implemented.
Citation Information
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