Cloth processing method and device, computer equipment, storage medium and product
By designing an independent fabric editor, the creation, editing and physical simulation of game fabrics are realized, which solves the problem that the fabric effect cannot be viewed in real time in the existing technology, improves the efficiency of fabric making and simplifies the operation process.
Patent Information
- Application Number
- CN202310962374.0
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2023-07-31
- Publication Date
- 2025-02-14
Smart Images

Figure CN119425091A_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to the field of computer technology, and in particular to a cloth processing method, a cloth processing device, a computer device, a computer-readable storage medium and a computer program product. Background Art
[0002] In the fields of games, movies and TV, the editing and processing of fabrics are often involved. In the field of games, it is necessary to produce game fabrics for the game character models in the game. The produced game fabrics are used to present the corresponding game screens when the game character models are running in the game.
[0003] At present, cloth production usually uses cloth plug-ins (such as Apex plug-ins) to edit cloth. The cloth effect of the game made based on the Apex plug-in cannot be viewed in real time. The game cloth made in the cloth plug-in needs to be imported into the game engine for loading verification. If the effect needs to be adjusted, it needs to be imported and exported repeatedly. This method increases the time cost of cloth production and is inefficient. Summary of the invention
[0004] The embodiments of the present application propose a cloth processing method, apparatus, computer equipment, storage medium and product, and design an independent cloth editor. In the cloth editor, a complete cloth processing process such as creation, editing, cloth simulation, and viewing of cloth effects of game cloth can be realized, thereby improving the efficiency of cloth processing.
[0005] On the one hand, an embodiment of the present application provides a method for processing cloth, the method comprising:
[0006] Create a game cloth for the game character model of the target game in the cloth editor. The game cloth can be created in a two-dimensional mode or a three-dimensional mode.
[0007] In the cloth editor, the brush tool is called to edit the game cloth to generate cloth editing data of the game character model. The cloth editing data is used to drive the game cloth to present the expected effect. The brush tool includes: a two-dimensional brush tool and a three-dimensional brush tool. The two-dimensional brush tool is used to edit the game cloth in the two-dimensional mode, and the three-dimensional brush tool is used to edit the game cloth in the three-dimensional mode. There is a mapping relationship between the game cloth in the two-dimensional mode and the game cloth in the three-dimensional mode.
[0008] Based on the cloth editing data, a cloth physics simulation is performed on the game cloth of the game character model in the cloth editor. The cloth physics simulation is used to simulate the cloth effect presented by the game cloth when the game character model is running in the target game;
[0009] If the cloth effect reaches the expected effect, the cloth editing data is transmitted to the game engine of the target game for running.
[0010] In one aspect, an embodiment of the present application provides a cloth processing device, the device comprising:
[0011] A creation unit, used for creating game cloth for a game character model of a target game in a cloth editor, wherein the game cloth creation mode is a two-dimensional mode or a three-dimensional mode;
[0012] A processing unit is used to edit the game cloth in the cloth editor to generate cloth editing data of the game character model; the cloth editing data is used to drive the game cloth to present the expected effect;
[0013] The processing unit is further used to perform cloth physics simulation on the game cloth of the game character model in the cloth editor based on the cloth editing data, and the cloth physics simulation is used to simulate the cloth effect presented by the game cloth when the game character model is running in the target game; the brush tool includes: a two-dimensional brush tool and a three-dimensional brush tool, the two-dimensional brush tool is used to edit the game cloth in the two-dimensional mode, and the three-dimensional brush tool is used to edit the game cloth in the three-dimensional mode, and there is a mapping relationship between the game cloth in the two-dimensional mode and the game cloth in the three-dimensional mode;
[0014] The transmission unit is used to transmit the cloth editing data to the game engine of the target game for operation if the cloth effect reaches the expected effect.
[0015] In a possible implementation, the cloth editor has a multi-level architecture, which includes: a display layer, a data layer and a bottom layer library; the display layer is used to display the cloth effect of the game cloth during the editing process of the game cloth; the data layer is used to provide data files involved in the cloth physics simulation process of the game cloth; the bottom layer library is used to provide a bottom layer database that supports the creation, editing and cloth physics simulation of the game cloth;
[0016] The display layer is functionally divided into multiple functional areas, including: editing area, display area, node area; among them,
[0017] The editing area has: any one or more of the following functions: 3D editing function, 2D editing function, and attribute editing function for game cloth;
[0018] The display area has: an animation display function for the cloth effect of the game cloth, and a state display function for the editing state involved in the editing process of the game cloth; the editing state includes: any one or more of the brush state, mode state, mapping state, operation state, and debugging state;
[0019] The node area has: any one or more of the following functions: nodeization function for the editing process flow of game cloth, and blueprint node flow function.
[0020] In a possible implementation, the editing area includes: a three-dimensional editing area and a two-dimensional editing area; the three-dimensional cloth editing area is used to display the game cloth of the game character model in a three-dimensional mode, and the two-dimensional cloth editing area is used to display the game cloth of the game character model in a two-dimensional mode; the game cloth is created in the three-dimensional editing area;
[0021] After creating game cloth for the target game's character model in the cloth editor, the processing unit is also used to perform the following operations:
[0022] Display the three-dimensional game cloth created for the game character model in the three-dimensional editing area;
[0023] Based on the cloth unfolding algorithm, the three-dimensional game cloth is converted into a two-dimensional game cloth.
[0024] Synchronously display the game cloth in 2D mode in the 2D editing area.
[0025] In a possible implementation, the processing unit is further configured to perform the following operations:
[0026] In response to a first editing operation on the three-dimensional game cloth displayed in the three-dimensional editing area, the three-dimensional game cloth after the cloth editing is displayed in the three-dimensional editing area, and the two-dimensional game cloth after the cloth editing is synchronously displayed in the two-dimensional editing area, and the first editing operation is performed using a three-dimensional brush tool; or,
[0027] In response to a second editing operation on the two-dimensional game cloth displayed in the two-dimensional editing area, the edited two-dimensional game cloth is displayed in the two-dimensional editing area, and the edited three-dimensional game cloth is synchronously displayed in the three-dimensional editing area. The second editing operation is performed using a two-dimensional brush tool.
[0028] In a possible implementation, the node area is used to node-process each brush tool used in the editing process of the game cloth according to the node-processing function, and display each node-processed brush tool according to a tree structure; the tree structure includes: a root node, and multiple child nodes, and any brush tool is node-processed as a child node; the processing unit is also used to perform the following operations:
[0029] Create matching custom brush tools for game character model game cloth according to the business requirements of the target game;
[0030] The custom brush tool node is transformed into a new child node, and the new child node is added to the tree structure to obtain a tree structure with updated nodes;
[0031] The updated tree structure of the nodes is displayed in the node area.
[0032] In a possible implementation, the two-dimensional brush tool or the three-dimensional brush tool has multiple forms of brush functions, including: any one or more of a paint function, an adsorption function, and a color setting function;
[0033] The processing unit calls the brush tool in the cloth editor to edit the game cloth and generates cloth editing data of the game character model for performing the following operations:
[0034] Using the paint function of the brush tool to perform paint editing processing on the game cloth of the game character model to obtain first editing data;
[0035] Adopting the adsorption function of the brush tool to perform node adsorption processing on the game cloth of the game character model to obtain the second editing data;
[0036] Using the color setting function of the brush tool to set the color of the game cloth of the game character model, to obtain the third editing data;
[0037] Based on the first editing data, the second editing data, and the third editing data, cloth editing data of the game character model is generated.
[0038] In a possible implementation, the processing unit calls a brush tool in a cloth editor to edit the game cloth, generates cloth editing data of the game character model, and is further used to perform the following operations:
[0039] Determine the cloth type of the game cloth of the game character model, the cloth type includes: any one or more of silk, cotton, linen, and leather;
[0040] According to the determined cloth type, use the brush tool configured in the cloth editor to perform cloth configuration processing on the game character model to generate cloth configuration data;
[0041] Generate cloth editing data for the game character model based on the cloth configuration data.
[0042] In a possible implementation, the editing area includes an attribute editing area, which is used to: display attribute parameters of each brush tool used to perform editing processing in the cloth editor; the processing unit calls the brush tool in the cloth editor to edit the game cloth, generates cloth editing data of the game character model, and is also used to perform the following operations:
[0043] In response to an update operation on the attribute parameters of the target brush tool displayed in the attribute editing area, the attribute parameters of the target brush tool are updated to obtain updated attribute parameters;
[0044] Based on the updated attribute parameters, the cloth editing data of the game character model is generated.
[0045] In a possible implementation, the processing unit performs cloth physics simulation on the game cloth of the game character model in the cloth editor based on the cloth editing data, so as to perform the following operations:
[0046] Serialize the fabric editing data in the fabric editor according to the data export format to obtain a serialized fabric binary data file;
[0047] Based on the cloth binary data file, perform cloth physics simulation on the game character model.
[0048] In a possible implementation, the processing unit performs cloth physics simulation on the game character model based on the cloth binary data file to perform the following operations:
[0049] Encapsulate the fabric binary data file as a dynamic link library;
[0050] Calling the dynamic link library to convert the game cloth of the game character model into a node network, the node network includes multiple nodes and multiple connection edges, and there is a connection edge between any two nodes, and the connection edge is used to represent the motion attribute relationship between any two nodes;
[0051] The physical simulation algorithm is used to simulate the motion of each node in the node network under the action of physics.
[0052] In a possible implementation, the processing unit performs cloth physics simulation on the game cloth of the game character model in the cloth editor based on the cloth editing data, so as to perform the following operations:
[0053] Obtaining an animation video to be simulated, and using the animation video to drive each bone node in the bone structure of the game character model to perform animation simulation; and,
[0054] Performing cloth physics simulation on the game character model based on the cloth editing data, so as to output the cloth effect presented by the game character model in the target game in the form of animation;
[0055] The cloth effect is used to describe the movement and deformation effects of various items in the game character model. The items include any one or more of cloth, hair, and accessories.
[0056] On the one hand, an embodiment of the present application provides a computer device, which includes a memory and a processor, wherein the memory stores a computer program, and when the computer program is executed by the processor, the processor executes the above-mentioned cloth processing method.
[0057] On the one hand, an embodiment of the present application provides a computer-readable storage medium, which stores a computer program. When the computer program is read and executed by a processor of a computer device, the computer device executes the above-mentioned cloth processing method.
[0058] On the one hand, an embodiment of the present application provides a computer program product or a computer program, the computer program product or the computer program includes computer instructions, the computer instructions are stored in a computer-readable storage medium. A processor of a computer device reads the computer instructions from the computer-readable storage medium, and the processor executes the computer instructions, so that the computer device performs the above-mentioned cloth processing method.
[0059] In an embodiment of the present application, a game cloth can be created for a game character model of a target game in a cloth editor; and a brush tool is called in the cloth editor to edit the game cloth to generate cloth editing data of the game character model, the cloth editing data is used to drive the game cloth to present an expected effect, the brush tool includes: a two-dimensional brush tool and a three-dimensional brush tool, the two-dimensional brush tool is used to edit the game cloth in a two-dimensional mode, the three-dimensional brush tool is used to edit the game cloth in a three-dimensional mode, and there is a mapping relationship between the game cloth in a two-dimensional mode and the game cloth in a three-dimensional mode; based on the cloth editing data, a cloth physics simulation is performed on the game cloth of the game character model in the cloth editor, the cloth physics simulation is used to simulate the cloth effect presented by the game cloth when the game character model is running in the target game; if the presented cloth effect reaches the expected effect, the cloth editing data is transmitted to the game engine of the target game for execution. It can be seen that, on the one hand, in the process of making cloth for the game character model of the present application, the processes such as the creation of game cloth, the editing of game cloth, and the physical simulation of game cloth are all executed in the cloth editor, without the introduction of external plug-ins, and the cloth effect presented by the game cloth can be viewed in real time in the cloth editor, without the need to import it into the game to view the cloth effect, which can simplify the cloth processing process and thus improve the efficiency of cloth production; on the other hand, the cloth editor of the present application is configured with various types of brush tools (such as two-dimensional brush tools and three-dimensional brush tools), and different types of brush tools edit game cloths of different modes, and there is a mapping relationship between game cloths of different modes, and multiple modes can be used to edit game cloths, so that the editing and processing of game cloths can be performed more conveniently. BRIEF DESCRIPTION OF THE DRAWINGS
[0060] In order to more clearly illustrate the technical solutions of the embodiments of the present application, the drawings required for use in the description of the embodiments will be briefly introduced below. Obviously, the drawings described below are some embodiments of the present application. For ordinary technicians in this field, other drawings can be obtained based on these drawings without paying any creative work.
[0061] Figure 1a It is a schematic diagram of the principle of a cloth processing solution provided in an embodiment of the present application;
[0062] Figure 1b It is a fabric production flow chart of a fabric editor provided in an embodiment of the present application;
[0063] Figure 2a is a structural schematic diagram of a cloth processing system provided in an embodiment of the present application;
[0064] Figure 2b is a structural schematic diagram of a cloth editor provided in an embodiment of the present application;
[0065] Figure 3 It is a flow chart of a cloth processing method provided in an embodiment of the present application;
[0066] Figure 4 It is a partition diagram of a display layer provided in an embodiment of the present application;
[0067] Figure 5 It is a schematic diagram of a cloth in a brush mode provided in an embodiment of the present application;
[0068] Figure 6a This is a schematic diagram of a management structure of a node area provided in an embodiment of the present application;
[0069] Figure 6b It is a flow chart of a blueprint node provided in an embodiment of the present application;
[0070] Figure 7 is a flow chart of another cloth processing method provided in an embodiment of the present application;
[0071] Figure 8 It is a schematic diagram of a processing flow of fabric editing data provided by an embodiment of the present application;
[0072] Fig. 9 is a schematic diagram of a cloth processing scenario provided in an embodiment of the present application;
[0073] Fig.10 is a structural schematic diagram of a cloth processing device provided in an embodiment of the present application;
[0074] Fig.11It is a structural diagram of a computer device provided in an embodiment of the present application. DETAILED DESCRIPTION
[0075] Exemplary embodiments will be described in detail herein, examples of which are shown in the accompanying drawings. When the following description refers to the drawings, unless otherwise indicated, the same numbers in different drawings represent the same or similar elements. The implementations described in the following exemplary embodiments do not represent all implementations consistent with the present application. Instead, they are merely examples of devices and methods consistent with some aspects of the present application as detailed in the appended claims.
[0076] This application provides a cloth processing solution, which is applicable to the field of games, and specifically involves making cloth for game character models in games; specifically, this application provides an independent cloth editor, which can complete a series of complete cloth production processes such as game cloth creation, cloth editing, cloth physical simulation, and cloth effect presentation, without the need to introduce external plug-ins, which can simplify the operation steps of cloth production, thereby improving the efficiency of cloth production. Figure 1a-1b The principle of the fabric processing solution provided in this application is described in detail.
[0077] See also Figure 1a , Figure 1a Schematic diagram of the principle of a cloth processing solution provided by an embodiment of the present application. Figure 1a As shown, the general principle of the cloth processing solution is as follows:
[0078] ① Import the game character model. Import the game character model of the target game into the fabric editor. Optionally, the game character model can be sent to the fabric editor by the client running the target game, or it can be created in the fabric editor, which is not limited in the present embodiment of the application.
[0079] ② Create game cloth. Specifically, create game cloth for the game character model in the cloth editor. The game cloth can be created in a two-dimensional mode or a three-dimensional mode.
[0080] ③ Edit the cloth using the brush tool. The brush tool mentioned here refers to the brush tool configured in the cloth editor provided by this application. The brush tool can be used to edit the game cloth in the cloth editor to generate cloth editing data for the game character model. The cloth editing data is used to drive the game cloth to present the expected effect. The brush tool includes: a two-dimensional brush tool and a three-dimensional brush tool. The two-dimensional brush tool is used to edit the game cloth in the two-dimensional mode, and the three-dimensional brush tool is used to edit the game cloth in the three-dimensional mode. There is a mapping relationship between the two-dimensional mode game cloth and the three-dimensional mode game cloth.
[0081] ④ Visual inspection. Based on the cloth editing data generated after editing, perform cloth physics simulation on the game cloth of the game character model in the cloth editor. The cloth physics simulation is used to simulate the cloth effect presented by the game cloth when the game character model is running in the target game (for example, the cloth effect can be output in a visual form such as an animated video); if the presented cloth effect meets the expected effect, that is, the parameters involved in the cloth editing data have not changed, the cloth editing data will be used as the cloth resource of the game character model, and the cloth resource can be subsequently transferred to the game engine of the target game for operation.
[0082] It can be seen that in the above process, the present application has designed an independent cloth editor. On the one hand, in the process of making cloth for the game character model, the creation of game cloth, editing of game cloth, physical simulation of game cloth and other processes are all executed in the cloth editor, without the need to introduce external plug-ins, and the cloth effect presented by the game cloth can be viewed in real time in the cloth editor, without the need to import it into the game to view the cloth effect, which can simplify the cloth processing process and thus improve the efficiency of cloth production; on the other hand, the cloth editor of the present application is configured with various types of brush tools (such as two-dimensional brush tools and three-dimensional brush tools), and different types of brush tools edit game cloths of different modes, and there is a mapping relationship between game cloths of different modes, and multiple modes can be used to edit game cloths, so that the editing and processing of game cloths can be performed more conveniently.
[0083] See also Figure 1b , Figure 1b This is a flow chart of fabric production of a fabric editor provided in an embodiment of the present application. Figure 1bAs shown, the cloth editor is used to perform cloth production processes such as data loading and conversion, editing collisions, brushing cloth, and cloth physical simulation. Among them, ① data loading and conversion mainly includes the following processes: loading FbxMesh (mesh in Fbx format) in FbxImporter (imported file in Fbx format) as mesh data, loading Skeleton (bone body) in FbxImporter as bone data, and loading Sequence (sequence) in FbxImporter as animation data; ② editing collision refers to adding multiple different types of collision bodies (Collision), for example, the added collision bodies can include but are not limited to the following types: CapsuleColision (capsule collision body) , MeshCollisoin (mesh collision body), and SDFCollisoin (collision body in SDF mode); ③ brushing cloth refers to using the brush tool to edit the game cloth. The brushing cloth process mainly involves the following processes: first, a cloth brush container (ClothBrushContainer) needs to be created, then a brush tool (ClothBrush) is created based on the cloth brush container, and finally the brush tool is used to edit the game cloth to generate cloth editing data (BrushData); ④ cloth physics simulation refers to the simulation operation performed by calling the cloth simulation solver (Fabric Slover), where the solver Slover can include the following types: FlexSolver, XPBDSolver, etc. Finally, load the animation video (Animation) to be simulated in the skin of the game character model, and the cloth effect of the game cloth can be played in the form of animation.
[0084] From the above, we can see that in the design of the cloth editor, the five major process nodes of data loading, editing collision, brushing cloth, cloth physical simulation, and playing animation are added to the root node (NodeRoot) for unified management. These process nodes integrate the same public parent class and share the implementation operations related to each process node, thus achieving the consistency of the cloth production process, that is, "All in one" of cloth production, which can improve the management efficiency of the cloth production process.
[0085] The following is an introduction to the relevant technical terms involved in the embodiments of the present application:
[0086] 1. Cloth Editor:
[0087] A cloth editor is a tool used to edit the cloth effects of game character models in games. It can help objects (such as game developers, artists, etc.) to more conveniently create, edit, and adjust the cloth effects presented by game character models in games, thereby providing objects with a more realistic and natural gaming experience. Specifically, a cloth editor usually has multiple functions, such as cloth physics simulation, collision detection, cloth material editing, cloth animation editing, etc. Through these functions, objects can perform various operations on the game cloth of the game character model, such as adjusting the shape, texture, elasticity, etc. of the game cloth, so that the adjusted game cloth can present a more realistic cloth effect in the target game.
[0088] The fabric editor provided in this application is an independent editor with complete fabric editing capabilities. The fabric editor does not need to rely on external tools or plug-ins. All fabric processing workflows are completed in the fabric editor. The fabric processing workflow can specifically include: fabric creation, fabric editing (such as fabric material editing, fabric animation editing, etc.), fabric physics simulation, and fabric effect presentation and other production steps. Therefore, the fabric editor can realize an "all in one" fabric production solution, that is, all production processes involved in the above-mentioned fabric processing process can be executed in the fabric editor.
[0089] 2. Game character model and game cloth:
[0090] The game character model refers to the skeleton model corresponding to any game character in the target game. The so-called skeleton model refers to a model whose model structure is a skeleton structure. The target game is any one of many games. The game character model can be a character model, an animal model, or other object model with biological characteristics in the target game. For example, if the target game is a gunfight game, the game character model can be a skeleton model of a shooting character; if the target game is a snake game, the game character model can be a skeleton model of a snake.
[0091] Game fabric refers to a textile that exists in the target game and is attached to the game character model. The textile can be used to reflect the material of the game character model's clothing. Specifically, the game fabric of the game character model includes fabrics corresponding to multiple limbs of the game character model. For example, the game fabric can specifically include: a top (fabric for the upper body), pants (fabric for the lower body), a hat (fabric for the head), shoes (fabric for the feet), etc. of the game character model. Generally speaking, game fabrics include a variety of fabric types, including but not limited to: silk, gauze, cotton, linen, denim, and leather; in one possible implementation, the fabric types corresponding to different limbs of the game character model may be the same or different. For example, the fabric for the upper body and the fabric for the lower body of the game character model may both be cotton; for another example, the fabric for the upper body of the game character model may be silk, and the fabric for the lower body may be denim. According to the business needs of the game character model in the target game, game fabrics of different fabric types may be customized for the game character model, and this application does not make any specific limitations on this.
[0092] 3. Fabric editing data:
[0093] The cloth editing data is the data generated after the game cloth is edited in the cloth editor. The cloth editing data can be used to drive the game cloth to present the expected effect in the cloth editor. The so-called expected effect refers to the game effect that is pre-set for the game cloth to be presented. The game effect may include, for example, any one or more of the position that the game cloth needs to present, the amplitude that the game cloth needs to swing, and the animation effect that the game cloth needs to present. Specifically, the cloth editor is equipped with at least one type of brush tool, and the brush tool can be used to edit the game cloth. More specifically, any type of brush tool has multiple forms of brush functions. For example, the brush function can include but is not limited to any one or more of the paint function, adsorption function, and color setting function. The brush function of the brush tool can be used to edit the game cloth. For example, the paint function of the brush tool can be used to paint the game cloth; the adsorption function of the brush tool can be used to adsorb the nodes in the game cloth, and the so-called adsorption means that the nodes can be dragged; the color setting function of the brush tool can be used to set the desired color for the game cloth, such as: red, white, black, and optionally, the fabric colors of different limbs of the game character model can be the same or different, for example, the color of the top is white and the color of the pants is black; or the colors of the top and the pants are both black.
[0094] 4. Cloth physics simulation and cloth effects:
[0095] Cloth physics simulation is a computer simulation technology based on the principles of physics, which is used to simulate the physical behavior and movement behavior of cloth in the real world. In this application, cloth physics simulation of game cloth can be used to simulate the cloth effect presented by the game character model when it is running in the target game; specifically, through cloth physics simulation of game cloth, the elasticity, friction, air resistance and other physical properties of the game cloth can be simulated, so that the game character model can present a more realistic cloth simulation effect in the target game; in the target game, cloth physics simulation technology can be used to simulate the movement and deformation effects of cloth, hair, canvas and other items of the game character model, so as to increase the realism of the game scene and the visual effect of the game viewing object.
[0096] The cloth effect refers to the visual effect presented by the game cloth of the game character model in the target game. Specifically, the visual effect presented by the game cloth can be output in the form of animation, that is, the cloth effect corresponding to the game cloth can be output through the form of animation video. For example, if the game character model in the target game is a human model, the cloth effect output through the animation video can be used to describe the movement effect and deformation effect of the cloth such as clothes, pants, hat, etc. worn by the human model; for another example, if the game character model in the target game is a wild horse model, the cloth effect output through the animation video can be used to describe the fluttering effect of the canvas or ribbon carried on the head of the wild horse model during running.
[0097] 5. Artificial Intelligence
[0098] Artificial Intelligence (AI) is the theory, method, technology and application system that uses digital computers or machines controlled by digital computers to simulate, extend and expand human intelligence, perceive the environment, acquire knowledge and use knowledge to obtain the best results. Artificial intelligence technology is an interdisciplinary subject that covers a wide range of fields, including both hardware-level technology and software-level technology. The basic technologies of artificial intelligence generally include technologies such as sensors, dedicated artificial intelligence chips, cloud computing, distributed storage, large-scale fabric processing technology, operation / interaction systems, and mechatronics. Artificial intelligence software technology mainly includes computer vision technology, speech processing technology, natural language processing technology, and machine learning / deep learning.
[0099] Computer vision technology (CV) is a science that studies how to make machines "see". To put it more specifically, it refers to the use of cameras and computers to replace human eyes to identify, detect and measure targets, and further perform graphic processing so that the computer processing becomes an image that is more suitable for human observation or transmission to instruments for detection. As a scientific discipline, computer vision studies related theories and technologies, and attempts to establish an artificial intelligence system that can obtain information from images or multi-dimensional data. Computer vision technology usually includes fabric processing, image recognition, image semantic understanding, image retrieval, OCR, video processing, video semantic understanding, video content / behavior recognition, three-dimensional object reconstruction, 3D technology, virtual reality, augmented reality, simultaneous positioning and map construction, and other technologies, as well as common biometric recognition technologies such as face recognition and fingerprint recognition.
[0100] The cloth processing scheme provided by the present application mainly involves computer vision technology in the field of artificial intelligence. For example, based on computer vision technology, cloth physics simulation can be performed on the game cloth of the game character model in the cloth editor based on cloth editing data, so as to simulate the cloth effect presented by the game cloth when the game character model is running in the target game through 3D technology; specifically, when performing cloth physics simulation, 3D technology can be used to reconstruct the three-dimensional object of the game cloth of the game character model, so as to present the cloth effect of the game cloth more realistically.
[0101] 6. Cloud Technology:
[0102] Cloud technology is a general term for network technology, information technology, integration technology, management platform technology, application technology, etc. based on the cloud computing business model. It can form a resource pool, which can be used on demand and is flexible and convenient. Cloud computing technology will become an important support. The backend services of the technical network system require a large amount of computing and storage resources, such as video websites, picture websites and more portal websites. With the rapid development and application of the Internet industry, in the future, each item may have its own identification mark, which needs to be transmitted to the backend system for logical processing. Data of different levels will be processed separately. All kinds of industry data need strong system backing support, which can only be achieved through cloud computing.
[0103] The embodiments of the present application, such as: creating game cloth for the game character model of the target game in the cloth editor, editing the game cloth in the cloth editor, and performing cloth physics simulation on the game cloth of the game character model in the cloth editor based on the cloth editing data, etc., all involve a large amount of data calculation and data storage services, and the above processes require a large amount of computer operating costs. Therefore, the present application can implement related processes such as the creation of game cloth, the editing and processing of game cloth, and cloth physics simulation based on cloud computing technology. Among them, the so-called cloud computing is a computing mode that distributes computing tasks on a resource pool composed of a large number of computers, so that various application systems can obtain computing power, storage space and information services as needed. The network that provides resources is called a "cloud". The resources in the "cloud" are infinitely expandable in the eyes of users, and can be obtained at any time, used on demand, expanded at any time, and paid for by use.
[0104] 7. Blockchain Technology:
[0105] Blockchain is a new application model of computer technologies such as distributed data storage, peer-to-peer transmission, consensus mechanism, encryption algorithm, etc. Blockchain is essentially a decentralized database, a string of data blocks (also called blocks) generated by cryptographic methods. Each data block contains a batch of network transaction information, which is used to verify the validity of its information (anti-counterfeiting) and generate the next data block. Blockchain uses cryptography to ensure that data cannot be tampered with or forged.
[0106] In this application, the cloth processing process involves a lot of data, such as: cloth editing data of game character models, operation data in cloth editors, etc. Optionally, this application can send the above data to the blockchain for storage. Based on the characteristics of blockchain such as immutability and traceability, data can be prevented from being tampered with or leaked, thereby improving the data security and reliability of the cloth processing process.
[0107] It should be noted that in this application, the relevant data involved in the cloth processing process, for example: cloth editing data of game character models, operation data in cloth editors, etc. When the above embodiments of this application are applied to specific products or technologies, the permission or consent of the object must be obtained, and the relevant data collection, use and processing process must comply with relevant laws, regulations and standards of the country and region, and comply with the principles of legality, legitimacy and necessity, and does not involve the acquisition of data types prohibited or restricted by laws and regulations. In some optional embodiments, the relevant data involved in the embodiments of this application are obtained after the object has been authorized separately. In addition, when obtaining the separate authorization of the object, the purpose of the relevant data involved is indicated to the object.
[0108] Combine the following Figure 2a-2bThe cloth processing system proposed in the embodiment of the present application is introduced in detail.
[0109] See also Figure 2a , Figure 2a : is a schematic diagram of the architecture of a cloth processing system provided in an embodiment of the present application. The architecture diagram of the cloth processing system includes: a server 204 and a terminal device cluster. Among them, the server 204 is configured with a cloth editor; the terminal device cluster includes: a plurality of terminal devices such as terminal device 201, terminal device 202, and terminal device 203, any of which is configured with a game engine, and a target game is running in the game engine; the number of terminal devices in the terminal device cluster is only used for example, and the embodiment of the present application does not limit the number of terminal devices. Among them, any terminal device in the terminal device cluster can be directly or indirectly connected to the server 204 through wired or wireless communication.
[0110] Each terminal device in the terminal device cluster can be a mobile phone, a tablet computer, a laptop computer, a PDA, a mobile Internet device (MID), a vehicle-mounted device, an aircraft, a wearable device (smart devices such as smart watches, smart bracelets, pedometers, etc.), a virtual reality device (such as VR (Virtual Reality) devices, AR (Augmented Reality) devices), etc. It can be understood that the types of each terminal device in the terminal device cluster can be the same or different. For example, terminal device 201 can be a mobile phone, and terminal device 202 can also be a mobile phone. For another example, terminal device 201 can be a tablet computer, and terminal device 203 can be a vehicle-mounted device. This application does not limit the number and type of terminal devices in the terminal device cluster.
[0111] Server 204 can be an independent physical server, or a server cluster or distributed system composed of multiple physical servers. It can also be a cloud server that provides basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communications, middleware services, domain name services, security services, CDN (Content Delivery Network), as well as big data and artificial intelligence platforms.
[0112] Next, taking any terminal device (such as the terminal device 201) in the cloth processing system as an example, the interaction process between the terminal device 201 and the server 204 is described accordingly:
[0113] ① A target game may be run in the terminal device 201, and the target game involves at least one game character, and one game character corresponds to one game character model; when there is a demand for making game fabrics, the terminal device 201 may send the game character model in the target game to the server 204.
[0114] ② After the server 204 receives the game character model sent by the terminal device 201, it can create game cloth for the game character model in the running cloth editor. The game cloth creation mode is two-dimensional mode or three-dimensional mode.
[0115] ③ The server 204 calls the brush tool in the cloth editor to edit the game cloth and generates cloth editing data for the game character model, and the cloth editing data is used to drive the game cloth to present the expected effect; the brush tool includes: a two-dimensional brush tool and a three-dimensional brush tool, the two-dimensional brush tool is used to edit the game cloth in the two-dimensional mode, and the three-dimensional brush tool is used to edit the game cloth in the three-dimensional mode, and there is a mapping relationship between the two-dimensional mode game cloth and the three-dimensional mode game cloth.
[0116] ④ Based on the cloth editing data, the server 204 performs cloth physics simulation on the game cloth of the game character model in the cloth editor. The cloth physics simulation is used to simulate the cloth effect presented by the game cloth when the game character model is running in the target game.
[0117] ⑤ If the cloth effect reaches the expected effect, the server 204 transmits the cloth editing data in the cloth editor to the game engine of the target game (the game engine runs in the terminal device 201) for execution.
[0118] It should be noted that the above interactive process of cloth processing is only used as an example and does not limit the specific execution process of the terminal device and the cloth editor. Optionally, the game character model of the target game can also be directly created by the server 204 itself; or, the cloth editor can also be directly integrated into the terminal device 201, and the server 204 is called in the terminal device 201 to execute the above cloth processing process.
[0119] In a possible implementation, the fabric processing system provided in the embodiment of the present application can be deployed on the node of the blockchain. For example, the server 204 and each terminal device included in the terminal device cluster (such as terminal device 201, terminal device 202, and terminal device 203, etc.) can be used as a node device of the blockchain to jointly constitute a blockchain network. Therefore, the fabric processing process for the game character model in the present application can be executed on the blockchain, which can ensure the fairness and justice of the fabric processing process, and at the same time make the fabric processing process traceable, and at the same time ensure the data security during the fabric processing process, thereby improving the security and reliability of the entire fabric processing process.
[0120] In an embodiment of the present application, a game cloth can be created for a game character model of a target game in a cloth editor; and the game cloth is edited and processed in the cloth editor to generate cloth editing data of the game character model, and the cloth editing data is used to drive the game cloth to present the expected effect; based on the cloth editing data, a cloth physics simulation is performed on the game cloth of the game character model in the cloth editor, and the cloth physics simulation is used to simulate the cloth effect presented by the game cloth when the game character model is running in the target game; if the presented cloth effect reaches the expected effect, the cloth editing data is transmitted to the game engine of the target game for operation. It can be seen that in the process of making cloth for the game character model of the present application, the processes such as the creation of game cloth, the editing of game cloth, and the physical simulation of game cloth are all executed in the cloth editor, without the need to introduce external plug-ins, which can improve the efficiency of cloth making; further, the cloth effect presented by the game cloth can be viewed in real time in the cloth editor, without the need to import it into the game to view the cloth effect, which can simplify the cloth processing process, thereby further improving the efficiency of cloth processing.
[0121] The specific structure of the cloth editor is introduced in detail below.
[0122] See also Figure 2b , Figure 2b Schematic diagram of the structure of a cloth editor provided in an embodiment of the present application. Figure 2b As shown in the figure, the fabric editor has a multi-level architecture, which includes: display layer, data layer and underlying library. The following is a detailed description of each architectural level:
[0123] 1) Display layer: used to display the cloth effect of the game cloth during the editing process of the game cloth. Among them, the display layer is driven by the various view functions included in the front-end UI layer (User Interface). Specifically, the front-end UI layer includes the following view functions: TimeView (time view), GLView (quick view), FlattenView (expanded view), PropertyView (product view), BlueprintView (blueprint view), Timeline (timeline); among them, TimeView is used to drive the timeline of the animation area; GLView is used to drive the display of the shortcut area; FlattenView is used to map the game cloth in the 3D editing area to the game cloth in the 2D editing area; PropertyView is used to drive the display of the cloth effect of the game cloth; BlueprintView is used to drive the display of the blueprint node; Timeline is used to drive the display of the timeline.
[0124] Specifically, the display layer is functionally divided into multiple functional areas, which specifically include: editing area, display area, and node area. Among them, ① the editing area has: any one or more of the three-dimensional editing function, two-dimensional editing function, and attribute editing function for the game fabric. Specifically, the editing area may include: a three-dimensional editing area, a two-dimensional editing area, and an attribute editing area; the three-dimensional editing area has a three-dimensional editing function for the game fabric, the two-dimensional editing area has a two-dimensional editing function for the game fabric, and the attribute editing area has an attribute editing function for the game fabric. ② The display area has: animation display function for cloth effects of game cloth, state display function of editing state involved in the editing process of game cloth; editing state includes: any one or more of brush state, mode state, mapping state, operation state, and debugging state, wherein brush state refers to what type of brush tool is currently being used, for example, the brush tool currently used is a 3D brush tool; mode state is used to describe the mode of editing process currently executed in the cloth editor, for example, the current mode is brush mode, that is, the brush tool is currently being used to edit the game cloth; mapping state is used to indicate the state of mapping 3D game cloth to 2D game cloth, or mapping 2D game cloth to 3D game cloth; operation state refers to the state of editing the game cloth; debugging state refers to the state of adjusting the game cloth, generally speaking, the adjustment process is performed after the cloth physics simulation. Specifically, the display area may include: state display area and animation display area; the state display area is used to display the editing state involved in the editing process of the game cloth, and the animation display area is used to display the cloth effect of the game cloth in the form of animation. ③ The node area has: any one or more of the node function of the editing and processing flow of the game cloth and the blueprint node flow function.
[0125] Furthermore, the display layer can be functionally divided into the following eight functional areas: menu area, shortcut area, three-dimensional editing area (referred to as 3D area), two-dimensional editing area (referred to as 2D area), node area, attribute editing area (referred to as attribute area), status display area (referred to as status area), and animation display area (referred to as animation area). The specific functions of each functional area are introduced in detail below:
[0126] Menu area: used for menu management, including file, edit, rigid body, animation, simulation, grid, brush, undo, redo, etc.
[0127] Quick access area: used to provide quick operation functions, which may include but are not limited to: menu mapping, adding, deleting, etc.
[0128] 3D area: used to provide 3D editing functions, including: 3D scene interaction, 3D brush, editing collision body, viewing animation and cloth effects, Mask, etc.
[0129] 2D area: used to provide 2D editing functions, including: 2D scene interaction, 2D brush, create, delete or display mapping, paint bucket and other advanced operations, cloth unfolding (FlattenMesh) and other functions;
[0130] Node area: used to display each functional node in a node-based manner. After obtaining each functional node in the node-based manner, it is allowed to add, delete, and modify each node; in addition, the node area can also provide blueprint node flow functions.
[0131] Attribute area: used to provide attribute editing functions, including: dynamic display of attributes, support for multiple types of attribute parameters, serialization & deserialization, tree display, etc.
[0132] Status area: used for status management, which is used to manage any one or more of the following: brush status, mode status, mapping status, operation status, and debugging status;
[0133] Animation area: used to display the animation timeline (Timeline) or cloth effect (Playbar).
[0134] 2) Data layer: used to provide data files involved in the cloth physics simulation process of game cloth. The data files specifically include: input data files (Input File), cloth editing data files (Cloth Project File), and exported data files (Export File). Among them, Input File mainly includes: fbx, Anims, Alembic and other types of data files; Cloth Project File mainly includes: xml, fbx, mapping and other types of data files; Export File refers to the data file in the ".cloth" format, which can be exported as: flex, alembic, nvcloth and other types of data files.
[0135] 3) Bottom-layer library: It is used to provide the bottom-layer database that supports the creation process, editing process, and physical simulation process of game cloth. The bottom-layer database can specifically include: flex, Qt&PyQt5, boundary-first-flattening, InstantMesh, pybind11, Fbxlmporter, GeNie and other types of databases.
[0136] From the above, it can be seen that the editor designed in this application uses a multi-level organizational structure to provide a reliable data source for objects to edit game fabrics based on various data files stored in the data layer; various types of databases in the underlying database also provide data support for the creation, editing, and simulation of game fabrics in this application; finally, the display layer is functionally divided into multiple functional areas, and each functional area is reasonably divided according to functionality, which can make the fabric processing process more convenient, thereby providing objects with an intuitive and convenient interactive interface during the fabric processing process.
[0137] It can be understood that the system architecture diagram described in the embodiment of the present application is for more clearly illustrating the technical solution of the embodiment of the present application, and does not constitute a limitation on the technical solution provided in the embodiment of the present application. A person of ordinary skill in the art can know that with the evolution of the system architecture and the emergence of new business scenarios, the technical solution provided in the embodiment of the present application is also applicable to similar technical problems.
[0138] Next, specific embodiments of the cloth processing solution are described in detail with reference to the accompanying drawings.
[0139] See also Figure 3 , Figure 3 is a flow chart of a cloth processing method provided by an embodiment of the present application. The cloth processing method can be executed by a computer device, and the computer device can be Figure 2aThe server or terminal device in the cloth processing system shown. The cloth processing method mainly includes but is not limited to the following steps S301 to S304:
[0140] S301: creating a game cloth for a game character model of a target game in a cloth editor, wherein the game cloth is created in a two-dimensional mode or a three-dimensional mode.
[0141] The game cloth creation mode is used to indicate the mode in which the created game cloth is displayed in the cloth editor. For example, if the game cloth creation mode is 2D mode, the game cloth is displayed in the cloth editor in 2D mode; similarly, if the game cloth creation mode is 3D mode, the game cloth is displayed in the cloth editor in 3D mode.
[0142] In a possible implementation, the computer device imports the game character model of the target game from the model database into the cloth editor, and creates game cloth for the game character model of the target game in the cloth editor. In this implementation, the model database is pre-built and stored in the cloth editor, and the model database may store multiple game character models in multiple games, so any game character model may be selected from the model database and directly imported into the cloth editor.
[0143] In another possible implementation, the computer device may send a model acquisition request to a game client running the target game. After receiving the model acquisition request, the game client may send the game character model in the target game to the computer device. The computer device then displays the game character model in a cloth editor and creates game cloth for the game character model in the cloth editor. In this implementation, the game character model may be sent to the cloth editor in real time by the game client.
[0144] Furthermore, after the game character model is imported into the cloth editor, a game cloth can be created for the game character model. The process of creating the game cloth is as follows: first, the cloth types corresponding to the limbs of the game character model can be determined according to the business requirements of the target game; then, based on the determined cloth types of the limbs, the corresponding game cloth is created for the game character model. Among them, the cloth types can include but are not limited to: silk, gauze, cotton, linen, denim, leather; for example, the game character model is a character model, and based on business requirements, game cloths need to be created for the upper body, lower body, and feet of the character model. The cloth type of the upper body of the character model can be silk, the cloth type of the lower body can be denim, and the type of the feet can be leather; based on the cloth type of each limb, the game cloth of the corresponding cloth type can be created for the game character model in the cloth editor, wherein the cloth editor provides game cloths of multiple different cloth types, and after determining the cloth type, it can be selected from the cloth editor. In this way, the cloth types corresponding to different body parts of the game character model can be determined according to business needs, and game cloth can be created for the corresponding limbs in the game character model according to the cloth types. Game cloth can be created by dividing the limbs, which can make the game cloth creation process more flexible and rich.
[0145] S302: Invoke the brush tool in the cloth editor to edit the game cloth and generate cloth editing data for the game character model; the cloth editing data is used to drive the game cloth to present the expected effect; the brush tool includes: a two-dimensional brush tool and a three-dimensional brush tool, the two-dimensional brush tool is used to edit the game cloth in the two-dimensional mode, the three-dimensional brush tool is used to edit the game cloth in the three-dimensional mode, and there is a mapping relationship between the two-dimensional game cloth and the three-dimensional game cloth.
[0146] In a possible implementation, the cloth editor has a multi-level architecture, which includes: a display layer, a data layer and an underlying library; the display layer is used to display the cloth effect of the game cloth during the editing process of the game cloth; the data layer is used to provide the data files involved in the cloth physical simulation process of the game cloth; the underlying library is used to provide an underlying database that supports the creation, editing and processing of the game cloth, and the cloth physical simulation. Specifically, the display layer is functionally divided into multiple functional areas, and the functional areas include: an editing area, a display area, and a node area; wherein, ① the editing area has: any one or more of the three-dimensional editing function, the two-dimensional editing function, and the attribute editing function of the game cloth. ② The display area has: an animation display function for the cloth effect of the game cloth, and a state display function for the editing state involved in the editing process of the game cloth; the editing state includes: any one or more of the brush state, the mode state, the mapping state, the operation state, and the debugging state. ③ The node area has: any one or more of the nodeization function of the editing process flow of the game cloth and the blueprint node process function.
[0147] Furthermore, according to the various functions of the editing area, the editing area can be divided into: three-dimensional editing area, two-dimensional editing area, and attribute editing area; similarly, the display area can also be divided into: status display area and animation display area; in addition, the display layer can also include menu area and shortcut area. In summary, the display layer can be divided into the following eight functional areas: three-dimensional editing area (3D editing area), two-dimensional editing area (2D editing area), attribute editing area, status display area, animation display area, node area, menu area, and shortcut area. Please refer to Figure 4 , Figure 4 Schematic diagram of a partition of a display layer provided in an embodiment of the present application. Figure 4As shown, the display layer is functionally divided into eight functional areas, including: menu area (401), shortcut area (402), 3D editing area (403), 2D editing area (404), node area (405), property editing area (406), status display area (407), and animation display area (408). The menu area displays a menu bar, which displays multiple menu options: file, edit, animation, rigid body, simulation, grid, brush and other options; the shortcut area is used to provide shortcut operations for objects; the 3D editing area can edit the game cloth in three-dimensional mode; the 2D editing area can edit the game cloth in two-dimensional mode; the node area can display various function nodes in a tree structure; the property editing area can display the property parameters of various brush tools configured in the cloth editor; the status display area is used to display the status mode of the current cloth editing process, such as brush mode; the animation display area is used to display the timeline view of the game cloth. It can be seen that in the embodiment of the present application, the fabric editor is divided into multiple functional areas such as 2D editing area, property editing area, status display area, animation display area, node area, etc. according to the various functions of the fabric editor. Compared with the method of only dividing the fabric editing area into a 3D editing area and a menu area, the present application reasonably divides the fabric editor into more and richer functional areas based on functionality, so that each functional area has corresponding editing functions, so that the object can perform more diverse fabric editing operations in each functional area during the fabric editing process, and perform fabric editing operations more conveniently, thereby improving the editing efficiency and usability of the object.
[0148] The following is a detailed introduction to the editing process performed on game cloth in each functional area.
[0149] (1) Editing process performed in the 2D editing area and the 3D editing area:
[0150] In a possible implementation, the editing area in the cloth editor includes: a three-dimensional editing area and a two-dimensional editing area; the three-dimensional cloth editing area is used to display the game cloth of the game character model in a three-dimensional mode, and the two-dimensional cloth editing area is used to display the game cloth of the game character model in a two-dimensional mode; the game cloth is created in the three-dimensional editing area; after the computer device creates the game cloth for the game character model of the target game in the cloth editor, it can also perform the following operations: first, display the three-dimensional mode game cloth created for the game character model in the three-dimensional editing area; then, based on the cloth unfolding algorithm, perform mode conversion processing on the three-dimensional mode game cloth to obtain the two-dimensional mode game cloth; finally, synchronously display the two-dimensional mode game cloth in the two-dimensional editing area. Among them, the cloth unfolding algorithm is used to convert 3D cloth into 2D cloth, for example, the cloth unfolding algorithm can be a Boundary First Flattening algorithm.
[0151] Specifically, since the game character model is usually a 3D (three-dimensional) model, the game cloth created for the game character model is also a three-dimensional game cloth, and the created three-dimensional game cloth can be displayed in real time in the three-dimensional cloth editing area of the cloth editor, the three-dimensional game cloth can be converted into a two-dimensional game cloth based on the cloth unfolding algorithm (Boundary First Flattening algorithm), and the two-dimensional game cloth can be displayed in real time in the two-dimensional cloth editing area. In this implementation, the 3D game cloth can be unfolded into a 2D game cloth, so that the object can observe the details of the cloth, thereby facilitating the editing of the game cloth.
[0152] In a possible implementation, at least one type of brush tool is configured in the cloth editor, and the brush tools include: a two-dimensional brush tool and a three-dimensional brush tool. The two-dimensional brush tool is used to edit the game cloth in the two-dimensional mode displayed in the two-dimensional editing area, and the three-dimensional brush tool is used to edit the game cloth in the three-dimensional mode displayed in the three-dimensional editing area. The cloth editing process may also include the following process: in response to a first editing operation on the game cloth in the three-dimensional mode displayed in the three-dimensional editing area, the three-dimensional game cloth after the cloth editing is displayed in the three-dimensional editing area, and the two-dimensional game cloth after the cloth editing is synchronously displayed in the two-dimensional editing area, and the first editing operation is performed using the three-dimensional brush tool; or, in response to a second editing operation on the game cloth in the two-dimensional mode displayed in the two-dimensional editing area, the two-dimensional game cloth after the cloth editing is displayed in the two-dimensional editing area, and the three-dimensional game cloth after the cloth editing is synchronously displayed in the three-dimensional editing area, and the second editing operation is performed using the two-dimensional brush tool. In this implementation, since both 2D brush tools and 3D brush tools are configured in the fabric editor, usually, the 3D brush tool can be used to quickly edit the entire game fabric; if the game fabric is multi-layered, then for details and folds, the 2D brush tool can be used to effectively edit the details and folds of the fabric. The combination of 2D brush tools and 3D brush tools can effectively and accurately edit the game fabric.
[0153] See also Figure 5 , Figure 5 Schematic diagram of a cloth in a brush mode provided in an embodiment of the present application. Figure 5As shown, if the 3D brush tool 501 is used in the 3D editing area to edit the game cloth of the game character model, the updated game cloth can be displayed in the 3D editing area, and the updated game cloth can be synchronously displayed in the 2D editing area in a two-dimensional mode; similarly, if the 2D brush tool 502 is used in the 2D editing area to edit the game cloth of the game character model, the updated game cloth can be displayed in the 2D editing area, and the updated game cloth can be synchronously displayed in the 3D editing area in a two-dimensional mode. In this way, the embodiment of the present application can support real-time synchronization between 3D game cloth and 2D game cloth, which makes it easier for the object to edit the game cloth.
[0154] In a possible implementation, at least one type of brush tool is configured in the cloth editor, and any type of brush tool has multiple forms of brush functions, including: any one or more of a paint function, an adsorption function, and a color setting function. Editing the game cloth in the cloth editor to generate cloth editing data for the game character model may also include the following steps: ① calling the brush tool in the cloth editor, and using the paint function of the brush tool to perform paint editing on the game cloth of the game character model to obtain first editing data, where the so-called paint editing refers to applying paint to the game cloth; ② using the adsorption function of the brush tool to perform node adsorption on the game cloth of the game character model to obtain second editing data, where the so-called node adsorption refers to dragging the game cloth; ③ using the color setting function of the brush tool to set the color of the game cloth of the game character model to obtain third editing data; ④ based on the first editing data, the second editing data, and the third editing data, generating the cloth editing data of the game character model, specifically, the first editing data, the second editing data, and the third editing data can be packaged as cloth editing data; or, the first editing data, the second editing data, and the third editing data are data fused to obtain cloth editing data, where the so-called data fusion may include any one or more of weighted operations and average operations. Under this implementation mode, various forms of brush functions are developed for the brush tool in the present application, so that the present application can have the function of multi-brush fabric editing (such as the paint function, adsorption function, and color setting function mentioned above) on the basis of conventional brush functions. The so-called multi-brush fabric editing means that the brush functions of the brush tool are more diversified. Taking the paint function and color setting function as examples, the present application can provide rich and diverse fabric editing functions; taking the adsorption function as an example, the present application can help objects to drag and adsorb nodes more conveniently, making the editing of game fabrics more convenient and improving editing efficiency.
[0155] In a possible implementation, the game cloth is edited in a cloth editor to generate cloth editing data for a game character model, and the following steps are also included: first, the cloth type of the game cloth of the game character model is determined, and the cloth types include: any one or more of silk, cotton, linen, and leather; then, according to the determined cloth type, the brush tool configured in the cloth editor is used to perform cloth configuration processing on the game character model to generate cloth configuration data; finally, based on the cloth configuration data, the cloth editing data of the game character model is generated. Specifically, the cloth type corresponding to each limb part of the game character model can be determined, for example, the cloth type of the upper body part of the character model is silk, and the cloth type of the lower body part is denim; then based on the determined cloth type, call the brush tool to perform configuration processing of the corresponding cloth type on the game character model, and the configuration processing performed by calling the brush tool specifically refers to: using the brush tool to add game cloth of the corresponding cloth type to each limb part of the game character model, for example, adding silk cloth to the upper body part of the character model, and adding denim cloth to the upper body part of the character model; finally, the cloth configuration data can be generated after completing the cloth configuration.
[0156] (2) Editing process performed in the node area:
[0157] In a possible implementation, the node area is used to node each brush tool used in the editing process of the game cloth according to the nodeization function, and display each nodeized brush tool according to the tree structure. The tree structure includes: a root node, and multiple child nodes, and any brush tool is nodeized as a child node; in the editing process of the game cloth, the computer device is also used to perform the following operations: according to the business requirements of the target game, create a matching custom brush tool for the game cloth of the game character model; nodeize the custom brush tool into a new child node, and add the new child node to the tree structure to obtain the tree structure after the node is updated; display the tree structure after the node is updated in the node area. Under this implementation mode, the present application can node the brush tools used in the editing process and manage them uniformly according to the tree structure, which can improve the management efficiency of the brush tools; in addition, the fabric editor provided by the present application supports custom brush tools, which can more flexibly meet personalized needs. At the same time, the custom brush tools can be added as a new child node to the existing tree structure, so that the existing tree structure can be updated and the real-time management of the brush tools can be improved.
[0158] See also Figure 6a , Figure 6a Schematic diagram of a node zone management structure provided by an embodiment of the present application. Figure 6aAs shown, there are multiple different types of function nodes displayed in the node area. For example, the types of function nodes may include: Brush (brush type), Bone (bone type). Among them, the brush type function node is a node generated after the brush tool is node-processed; the bone type function node is a node generated after the game character model is node-processed. Taking the brush type as an example, the brush tools corresponding to the function nodes of each brush type include: WeightBrush (gravity type brush tool), AttchBrush (connection type brush tool), MultilayerBrush (multi-layer structure type brush tool), DampingAlphaBrush (damping type brush tool), FreeMovingRadiusBrush (moving type brush tool), MappingMaskBrush (mask type brush tool); further, if you need to customize and add new brush tools, you can do so in Figure 6a A subnode corresponding to a new brush tool is added to the tree structure shown in the figure, thereby updating the existing tree structure. The function nodes corresponding to each brush tool are managed in the node area according to the tree structure. For example, the root node is "BrushRoot" and the function node corresponding to any brush tool is a subnode in the tree structure. With this management method, each brush tool can be managed uniformly and intuitively, thereby improving the management efficiency of the brush tools.
[0159] See also Figure 6b , Figure 6b It is a flow diagram of a blueprint node provided in an embodiment of the present application. It should be understood that any function node displayed in the node area can be displayed as a blueprint node in the blueprint flow chart, that is, one blueprint node corresponds to one function node. Figure 6b As shown, the blueprint flow chart includes multiple blueprint nodes, such as: Timeline node, Famale_travel node, Tunic_Cloth_Phy node, etc. The present application connects and processes each functional node based on the blueprint function, which can facilitate the object to intuitively view the various processes of cloth editing processing from the blueprint, thereby facilitating the control and adjustment of the process nodes based on the blueprint nodes, thereby improving the efficiency of the cloth editing process.
[0160] (3) Editing process performed in the attribute editing area:
[0161] In a possible implementation, the attribute editing area is used to: display the attribute parameters of each brush tool used to perform editing in the cloth editor; edit the game cloth in the cloth editor to generate cloth editing data for the game character model, and may also include the following steps: in response to an update operation on the attribute parameters of the target brush tool displayed in the attribute editing area, update the attribute parameters of the target brush tool to obtain updated attribute parameters; based on the updated attribute parameters, generate cloth editing data for the game character model. For example, Figure 5 As shown, the attribute editing area displays the attribute parameters of the brush tool used in the cloth editing process under different brush attributes. Taking the brush tool "MappingMaskBrush" as an example, the attribute parameters of the brush tool under different brush attributes are shown in Table 1 below:
[0162] Table 1. Attribute parameters of brush tools under different brush attributes
[0163]
[0164] Among them, each brush attribute shown in Table 1 generally refers to the physical attributes of the brush tool. Specifically, the brush attribute represented by "BrushType" is "type"; the brush attribute represented by "BrushValue" is "attribute value"; the brush attribute represented by "BrushValueMin" is "attribute minimum value"; the brush attribute represented by "BrushValueMax" is "attribute maximum value"; the brush attribute represented by "BrushRadius" is "radius"; the brush attribute represented by "BrushDepth" is "depth"; and the brush attribute represented by "BrushMode" is "mode". As can be seen from the above, the attribute parameters of each brush tool under each brush attribute can be displayed in the editing area. For the brush tool "MappingMaskBrush", the attribute parameter of this brush tool under the brush attribute "BrushType" is "5", and the attribute parameter of this brush tool under the brush attribute "BrushValue" is "10.000000"... and so on. In the property editing area, the object is allowed to update the property parameters under any brush attribute of the brush tool. The update here at least includes: modification, addition, deletion, etc. Based on the updated property parameters, the cloth editing data can be generated. Under this implementation, it is supported to quickly update the property parameters of any brush tool in the property editing area, which can improve the efficiency of parameter editing, thereby improving the processing efficiency of cloth editing.
[0165] S303: Based on the cloth editing data, a cloth physics simulation is performed on the game cloth of the game character model in the cloth editor. The cloth physics simulation is used to simulate the cloth effect presented by the game cloth when the game character model runs in the target game.
[0166] In a possible implementation, cloth physics simulation is performed on the game cloth of the game character model in the cloth editor based on cloth editing data, which may include the following steps: first, obtaining an animation video to be simulated, and using the animation video to drive the skeletal structure of the game character model for animation simulation; and, based on the cloth editing data, cloth physics simulation is performed on the game character model to output the cloth effect presented by the game cloth in the target game in the form of animation; wherein the cloth effect is used to describe: the movement effect and deformation effect of the game cloth when the game character model is running in the target game.
[0167] The specific process of cloth physics simulation is introduced in detail below.
[0168] In a possible implementation, based on the cloth editing data, cloth physics simulation is performed on the game cloth of the game character model in the cloth editor, which may specifically include the following steps: first, the cloth editing data in the cloth editor is serialized according to the data export format to obtain a serialized cloth binary data file; then, based on the cloth binary data file, cloth physics simulation is performed on the game character model. Specifically, before performing cloth physics simulation on the game cloth, the cloth editing data in the cloth editor needs to be serialized according to a preset data export format, and the data export format can be a binary format, so a cloth binary data file can be obtained after serialization. In this implementation, the cloth editing data is serialized in a preset data format, which can unify the data format and effectively improve the processing efficiency of the cloth editing data.
[0169] In a possible implementation, a computer device performs cloth physics simulation on a game character model based on a cloth binary data file, which may specifically include the following process: first, encapsulate the cloth binary data file into a dynamic link library; then, call the dynamic link library to convert the game cloth of the game character model into a node network, the node network includes multiple nodes and multiple connecting edges, and there is a connecting edge between any two nodes, and the connecting edge is used to represent the motion attribute relationship between any two nodes; finally, a physical simulation algorithm is used to perform motion simulation on each node in the node network under physical action. Specifically, the node network corresponding to the game cloth is represented as a Mesh mesh body, which is a structural network composed of multiple nodes and multiple connecting edges, and the motion attribute relationship represented by the connecting edge includes: elastic attribute relationship, anti-bending attribute relationship, or shear attribute relationship.
[0170] Among them, the dynamic link library is a solver for cloth simulation. The cloth simulation solver is a software or algorithm used in computer graphics to simulate the physical properties and behaviors of cloth. This technology is widely used in the film industry, video games, virtual reality and other fields that require realistic cloth animation. The working principle of the solver is: ① Convert the game cloth of the game character model into a network of interconnected particles or nodes. Each node represents a point on the game cloth and has physical properties such as mass and velocity; there are connecting edges between the nodes, which represent the structure of the game cloth and have properties such as elasticity, anti-bending, or shear. ② Then, the cloth simulation solver uses a physics-based algorithm to calculate how each node should move over time under the physical effects of forces such as gravity, wind, or collisions with other objects. ③ The result is a realistic simulation that shows the movement and physical behavior of game cloth in the real world. For example, cloth physics simulation is used to simulate the movement of flags fluttering in the wind, dancing skirts, or curtains when they are opened. In this way, encapsulating the solver of cloth physics simulation as a dynamic link library can effectively improve the reusability and scalability of the solver, while also reducing the coupling between file codes, making the entire system of the cloth editor more flexible and easy to maintain.
[0171] S304: If the cloth effect reaches the expected effect, the cloth editing data is transmitted to the game engine of the target game for execution.
[0172] In one possible implementation, if the cloth effect achieves the expected effect, the cloth editing data can be exported from the cloth editor, and the exported cloth editing data can be sent to the game engine of the target game, so that after the game engine runs the cloth editing data, the game screen with the expected effect of the game cloth can be displayed when the game character model is run in the target game.
[0173] In another possible implementation, if the cloth effect reaches the expected effect, the cloth editing data can be exported from the cloth editor, and after the exported cloth editing data is encrypted, the encrypted cloth editing data is sent to the game engine of the target game. In this implementation, the data exchanged between the cloth editor and the game engine can be encrypted, which can improve the security and reliability of data exchange.
[0174] In an embodiment of the present application, a game cloth can be created for a game character model of a target game in a cloth editor; and a brush tool is called in the cloth editor to edit the game cloth to generate cloth editing data for the game character model, and the cloth editing data is used to drive the game cloth to present an expected effect; based on the cloth editing data, a cloth physics simulation is performed on the game cloth of the game character model in the cloth editor, and the cloth physics simulation is used to simulate the cloth effect presented by the game cloth when the game character model is running in the target game; if the presented cloth effect reaches the expected effect, the cloth editing data is transmitted to the game engine of the target game for execution. It can be seen that, on the one hand, in the process of making cloth for the game character model of the present application, the processes such as the creation of game cloth, the editing of game cloth, and the physical simulation of game cloth are all executed in the cloth editor, without the introduction of external plug-ins, and the cloth effect presented by the game cloth can be viewed in real time in the cloth editor, without the need to import it into the game to view the cloth effect, which can simplify the cloth processing process and thus improve the efficiency of cloth production; on the other hand, the cloth editor of the present application is configured with various types of brush tools (such as two-dimensional brush tools and three-dimensional brush tools), and different types of brush tools edit game cloths of different modes, and there is a mapping relationship between game cloths of different modes, and multiple modes can be used to edit game cloths, so that the editing and processing of game cloths can be performed more conveniently.
[0175] See also Figure 7 , Figure 7 is a flow chart of another method for processing fabric provided by an embodiment of the present application. The method for processing fabric can be executed by a computer device, which can be Figure 2a The server or terminal device in the cloth processing system shown. The cloth processing method mainly includes but is not limited to the following steps S701 to S705:
[0176] S701: Creating a game cloth for a game character model of a target game in a cloth editor, wherein the cloth editor is configured with at least one type of brush tool.
[0177] In a possible implementation, the process of creating game cloth is as follows: first, the cloth type corresponding to each limb part of the game character model can be determined according to the business requirements of the target game; then, based on the determined cloth type of each limb part, the corresponding game cloth is created for the game character model. The cloth type may include but is not limited to: silk, gauze, cotton, linen, denim, leather; for example, the game character model is a character model, and based on business requirements, game cloth needs to be created for the upper body, lower body, and feet of the character model. The cloth type of the upper body of the character model can be silk, the cloth type of the lower body can be denim, and the type of the feet can be leather; based on the cloth type of each limb part, game cloth of the corresponding cloth type can be created for the game character model in the cloth editor, wherein the cloth editor provides game cloth of multiple different cloth types, and after determining the cloth type, it can be selected from the cloth editor. In this way, the cloth types corresponding to different body parts of the game character model can be determined according to business needs, and game cloth can be created for the corresponding limbs in the game character model according to the cloth types. Game cloth can be created by dividing the limbs, which can make the game cloth creation process more flexible and rich.
[0178] Furthermore, the fabric editor designed by the present application is equipped with various types of brush tools. For example, the present application can provide at least the following six types of brush tools: WeightBrush, AttchBrush, MultilayerBrush, DampingAlphaBrush, FreeMovingRadiusBrush, and MappingMaskBrush. Optionally, the present application can also support custom types of brush tools, so that new brush tools can be customized more flexibly and conveniently, thereby meeting more business needs in the fabric editing process. Among them, any type of brush tool provided in the fabric editor has various forms of brush functions, for example, the brush function can include but is not limited to: any one or more of the paint function, adsorption function, and color setting function.
[0179] S702: Use the brush tool in the cloth editor to edit the game cloth to generate cloth editing data for the game character model; the cloth editing data is used to drive the game cloth to present the expected effect.
[0180] In a possible implementation, a brush tool in a cloth editor is used to edit the game cloth to generate cloth editing data of a game character model, which specifically includes the following steps: ① Using the paint function of the brush tool to perform paint editing on the game cloth of the game character model to obtain first editing data, where the so-called paint editing refers to applying paint to the game cloth; ② Using the adsorption function of the brush tool to perform node adsorption on the game cloth of the game character model to obtain second editing data, where the so-called node adsorption refers to dragging the game cloth; ③ Using the color setting function of the brush tool to set the color of the game cloth of the game character model to obtain third editing data; ④ Based on the first editing data, the second editing data, and the third editing data, the cloth editing data of the game character model is generated. Specifically, the first editing data, the second editing data, and the third editing data can be packaged as cloth editing data; or, the first editing data, the second editing data, and the third editing data are data-fused to obtain cloth editing data, where the so-called data fusion can include any one or more of weighted operations and average operations.
[0181] It should be noted that other feasible implementation methods for editing game cloth in the cloth editor can be found in detail in the above Figure 3 The specific content described in step S302 in the embodiment will not be repeated here in the embodiment of the present application.
[0182] S703: Serializing the fabric editing data in the fabric editor according to the data export format to obtain a serialized fabric binary data file.
[0183] In a possible implementation, a computer device serializes the cloth editing data in a cloth editor according to a data export format to obtain a serialized cloth binary data file, which may include: first, segmenting the cloth editing data to obtain a plurality of fragment data; then, serializing each fragment data to obtain a plurality of sequence fragment data; and finally, combining the plurality of sequence fragment data into a cloth binary data file. The data export format may be a binary format preset by the object.
[0184] See also Figure 8 , Figure 8 It is a schematic diagram of a processing flow of fabric editing data provided in an embodiment of the present application. Figure 8The data processing flow shown mainly includes three aspects: resource loading, cloth export, and cloth editor project saving and opening. Among them, ① resource loading refers to: loading the Fbx format data file imported into the cloth editor into the cloth editor for running, for example, Fbx files include: ClothMesh files, Animation files, Skeleton files; then, based on the ClothMesh file, resource loading can obtain cloth mesh data, resource loading for the Animation file can obtain animation data, and resource loading for the Skeleton file can obtain skeleton data. ② cloth export refers to: after serializing the cloth editing data running in the cloth editor to obtain the cloth binary data file, the cloth binary data file is exported from the cloth editor. ③ cloth editor project saving and opening refers to: during the operation of the cloth editor, saving the cloth editing data generated after editing processing, and opening the project file (such as Fbx file) uploaded by the object from the external system.
[0185] like Figure 8 As shown, there are many different types of cloth editing data running in the cloth editor, and the sources of different types of cloth editing data are different. For example, the cloth editing data in the cloth editor can include: animation data (AnimDatas), collision data (CollisionDatas), cloth configuration data (ClothConfigDatas), cloth mesh data (ClothMeshDatas), and skeleton data (SkeletonDatas) of the game character model. Among them, the source of animation data is animation video; the source of collision data is the data generated by editing collision data; the source of cloth configuration data is the data generated by editing cloth configuration information (such as cloth type); the source of cloth mesh data is the data generated after brushing cloth with a brush tool; skeleton data is the data generated by loading the skeleton file of the game character model. Specifically, the present application can segment the cloth editing data in the cloth editor according to different types to obtain multiple fragment data, and one fragment data corresponds to one type (or source) of running data, for example, animation data can be used as a fragment data, collision data can also be used as a fragment data, and cloth configuration data can also be used as a fragment data... and so on. Subsequently, each fragment data may be serialized separately, for example, the animation data may be serialized first, and then the collision body data may be serialized... until each fragment data is serialized, and then the obtained sequence fragment data may be combined to obtain a cloth binary data file.
[0186] In this implementation, a fixed format (binary format) can be used to serialize the fabric editing data in the fabric editor. Since the data file obtained after serialization is in binary format, the data file in binary format can better adapt to the calculation mode of the system, thereby improving the efficiency of data processing.
[0187] S704: Based on the cloth binary data file, perform cloth physics simulation on the game character model. The cloth physics simulation is used to simulate the cloth effect presented by the game cloth when the game character model runs in the target game.
[0188] In one possible implementation, a computer device performs cloth physics simulation on a game character model based on a cloth binary data file, which may specifically include the following process: first, encapsulate the cloth binary data file into a dynamic link library; then, call the dynamic link library to convert the game cloth of the game character model into a node network, where the node network contains multiple nodes and multiple connecting edges, and there is one connecting edge between any two nodes, and the connecting edge is used to represent the motion attribute relationship between any two nodes; finally, a physical simulation algorithm is used to perform motion simulation on each node in the node network under the action of physics. It should be noted that the specific process of cloth physics simulation can be found in the above. Figure 3 The relevant contents involved in S303 in the embodiment will not be repeated here in the embodiment of the present application.
[0189] S705: If the cloth effect reaches the expected effect, the cloth editing data is transmitted to the game engine of the target game for execution.
[0190] In one possible implementation, if the cloth effect achieves the expected effect, the cloth editing data can be exported from the cloth editor, and the exported cloth editing data can be sent to the game engine of the target game, so that after the game engine runs the cloth editing data, the game screen with the expected effect of the game cloth can be displayed when the game character model is run in the target game.
[0191] In another possible implementation, if the cloth effect reaches the expected effect, the cloth editing data can be exported from the cloth editor, and after the exported cloth editing data is encrypted, the encrypted cloth editing data is sent to the game engine of the target game. In this implementation, the data exchanged between the cloth editor and the game engine can be encrypted, which can improve the security and reliability of data exchange.
[0192] As can be seen from the above, the creation of game cloth, editing of game cloth, and physical simulation of game cloth can all be performed in the cloth editor. There is no need to export cloth resources in the game for loading simulation and repeated verification. This application can simplify the process of cloth production, thereby improving the efficiency of cloth production. The cloth processing process of this application is further explained in conjunction with specific scenario embodiments.
[0193] See also Fig. 9 , Fig. 9 is a schematic diagram of a cloth processing scenario provided by an embodiment of the present application. Fig. 9 As shown, the cloth processing scenario involves: a terminal device and a server. The terminal device is used to run the target game, and the server is integrated with a cloth editor. ① When it is necessary to make game cloth, the terminal device can initiate a cloth making request to the server, and the cloth making request carries the game character model of the target game; ② The server responds to the cloth making request and creates game cloth for the game character model in the cloth editor; then, based on the cloth editing data, cloth physics simulation is performed on the game cloth of the game character model in the cloth editor, and the cloth physics simulation is used to simulate the cloth effect presented by the game cloth when the game character model runs in the target game; wherein, the creation process of the game cloth and the editing process and other processes can refer to the relevant description in the aforementioned embodiment, and will not be repeated here; ③ The server determines the expected effect of the current game cloth, and the server can transmit the cloth editing data to the terminal device; ④ The terminal device can run the cloth editing data in the game engine of the target game and display the game screen, in which the physical movement of the game cloth worn by each game character during the game over time is displayed, for example, the clothes worn by the character A4 in the current game screen are in a fluttering state, and the clothes worn by the character A3 in the current game screen are in a stationary state.
[0194] In the embodiment of the present application, by developing an independent cloth editor, an all-in-one cloth production solution is successfully implemented, which no longer relies on DCC tools and plug-ins, so that objects can edit cloth more conveniently. Specifically, the following optimization functions are implemented in the cloth editor: ① Various forms of brush functions are provided: 2D cloth editing, 3D cloth editing, paint function, adsorption function, etc. These brush functions can help objects edit cloth more conveniently. ② Optimization of brush feel: The brush feel is optimized, including boundary processing, etc. These optimization measures can make objects smoother and more natural when editing cloth. ③ Solve the pain point of jamming: Divide into multiple functional areas according to functionality, and reasonably partition them to solve the pain point of jamming; these optimization measures can make objects smoother and faster when editing cloth. ④ Extensibility: The framework is flexible and easy to integrate new functions and features; for example, new solvers, brush tools, etc. can be customized to meet diverse business needs.
[0195] The method of the embodiment of the present application is described in detail above. In order to facilitate the better implementation of the above scheme of the embodiment of the present application, the device of the embodiment of the present application is provided below accordingly. Next, combined with the cloth processing scheme provided in the above embodiment of the present application, the relevant device of the embodiment of the present application is introduced accordingly.
[0196] See also Fig.10 , Fig.10 Schematic diagram of a cloth processing device provided in an embodiment of the present application. Fig.10 As shown, the cloth processing device 1000 can be applied to the computer device (such as a terminal device or a server) mentioned in the above embodiments. Specifically, the cloth processing device 1000 can be a computer program (including program code) running in a computer device, for example, the cloth processing device 1000 is an application software; the cloth processing device 1000 can be used to execute the corresponding steps of the cloth processing method provided in the embodiment of the present application. In specific implementation, the cloth processing device 1000 can specifically include:
[0197] A creation unit 1001 is used to create a game cloth for a game character model of a target game in a cloth editor, and the game cloth creation mode is a two-dimensional mode or a three-dimensional mode;
[0198] The processing unit 1002 is used to call a brush tool in a cloth editor to edit the game cloth and generate cloth editing data of the game character model; the cloth editing data is used to drive the game cloth to present the expected effect; the brush tool includes: a two-dimensional brush tool and a three-dimensional brush tool, the two-dimensional brush tool is used to edit the game cloth in a two-dimensional mode, and the three-dimensional brush tool is used to edit the game cloth in a three-dimensional mode, and there is a mapping relationship between the game cloth in a two-dimensional mode and the game cloth in a three-dimensional mode;
[0199] The processing unit 1002 is further used to perform cloth physics simulation on the game cloth of the game character model in the cloth editor based on the cloth editing data, wherein the cloth physics simulation is used to simulate the cloth effect presented by the game cloth when the game character model is running in the target game;
[0200] The transmission unit 1003 is used to transmit the cloth editing data to the game engine of the target game for execution if the cloth effect reaches the expected effect.
[0201] In a possible implementation, the cloth editor has a multi-level architecture, which includes: a display layer, a data layer and a bottom layer library; the display layer is used to display the cloth effect of the game cloth during the editing process of the game cloth; the data layer is used to provide data files involved in the cloth physics simulation process of the game cloth; the bottom layer library is used to provide a bottom layer database that supports the creation, editing and cloth physics simulation of the game cloth;
[0202] The display layer is functionally divided into multiple functional areas, including: editing area, display area, node area; among them,
[0203] The editing area has: any one or more of the following functions: 3D editing function, 2D editing function, and attribute editing function for game cloth;
[0204] The display area has: an animation display function for the cloth effect of the game cloth, and a state display function for the editing state involved in the editing process of the game cloth; the editing state includes: any one or more of the brush state, mode state, mapping state, operation state, and debugging state;
[0205] The node area has: any one or more of the following functions: nodeization function for the editing process flow of game cloth, and blueprint node flow function.
[0206] In a possible implementation, the editing area includes: a three-dimensional editing area and a two-dimensional editing area; the three-dimensional cloth editing area is used to display the game cloth of the game character model in a three-dimensional mode, and the two-dimensional cloth editing area is used to display the game cloth of the game character model in a two-dimensional mode; the game cloth is created in the three-dimensional editing area;
[0207] After creating a game cloth for the game character model of the target game in the cloth editor, the processing unit 1002 is further configured to perform the following operations:
[0208] Display the three-dimensional game cloth created for the game character model in the three-dimensional editing area;
[0209] Based on the cloth unfolding algorithm, the three-dimensional game cloth is converted into a two-dimensional game cloth.
[0210] Synchronously display the game cloth in 2D mode in the 2D editing area.
[0211] In a possible implementation, the processing unit 1002 is further configured to perform the following operations:
[0212] In response to a first editing operation on the three-dimensional game cloth displayed in the three-dimensional editing area, the three-dimensional game cloth after the cloth editing is displayed in the three-dimensional editing area, and the two-dimensional game cloth after the cloth editing is synchronously displayed in the two-dimensional editing area, and the first editing operation is performed using a three-dimensional brush tool; or,
[0213] In response to a second editing operation on the two-dimensional game cloth displayed in the two-dimensional editing area, the edited two-dimensional game cloth is displayed in the two-dimensional editing area, and the edited three-dimensional game cloth is synchronously displayed in the three-dimensional editing area. The second editing operation is performed using a two-dimensional brush tool.
[0214] In a possible implementation, the node area is used to node-process each brush tool used in the editing process of the game cloth according to the node-processing function, and display each node-processed brush tool according to a tree structure; the tree structure includes: a root node and multiple child nodes, and any brush tool is node-processed as a child node; the processing unit 1002 is also used to perform the following operations:
[0215] Create matching custom brush tools for game character model game cloth according to the business requirements of the target game;
[0216] The custom brush tool node is transformed into a new child node, and the new child node is added to the tree structure to obtain a tree structure with updated nodes;
[0217] The updated tree structure of the nodes is displayed in the node area.
[0218] In a possible implementation, the two-dimensional brush tool or the three-dimensional brush tool has multiple forms of brush functions, including: any one or more of a paint function, an adsorption function, and a color setting function;
[0219] The processing unit 1002 calls the brush tool in the cloth editor to edit the game cloth and generates cloth editing data of the game character model for performing the following operations:
[0220] Using the paint function of the brush tool to perform paint editing processing on the game cloth of the game character model to obtain first editing data;
[0221] Adopting the adsorption function of the brush tool to perform node adsorption processing on the game cloth of the game character model to obtain the second editing data;
[0222] Using the color setting function of the brush tool to set the color of the game cloth of the game character model, to obtain the third editing data;
[0223] Based on the first editing data, the second editing data, and the third editing data, cloth editing data of the game character model is generated.
[0224] In a possible implementation, the processing unit 1002 calls a brush tool in a cloth editor to edit the game cloth, generates cloth editing data of the game character model, and is further used to perform the following operations:
[0225] Determine the cloth type of the game cloth of the game character model, the cloth type includes: any one or more of silk, cotton, linen, and leather;
[0226] According to the determined cloth type, use the brush tool configured in the cloth editor to perform cloth configuration processing on the game character model to generate cloth configuration data;
[0227] Generate cloth editing data for the game character model based on the cloth configuration data.
[0228] In a possible implementation, the editing area includes an attribute editing area, and the attribute editing area is used to: display the attribute parameters of each brush tool used to perform editing processing in the cloth editor; the processing unit 1002 calls the brush tool in the cloth editor to edit the game cloth, generates cloth editing data of the game character model, and is also used to perform the following operations:
[0229] In response to an update operation on the attribute parameters of the target brush tool displayed in the attribute editing area, the attribute parameters of the target brush tool are updated to obtain updated attribute parameters;
[0230] Based on the updated attribute parameters, the cloth editing data of the game character model is generated.
[0231] In a possible implementation, the processing unit 1002 performs cloth physics simulation on the game cloth of the game character model in the cloth editor based on the cloth editing data, so as to perform the following operations:
[0232] Serialize the fabric editing data in the fabric editor according to the data export format to obtain a serialized fabric binary data file;
[0233] Based on the cloth binary data file, perform cloth physics simulation on the game character model.
[0234] In a possible implementation, the processing unit 1002 performs cloth physics simulation on the game character model based on the cloth binary data file, and performs the following operations:
[0235] Encapsulate the fabric binary data file as a dynamic link library;
[0236] Calling the dynamic link library to convert the game cloth of the game character model into a node network, the node network includes multiple nodes and multiple connection edges, and there is a connection edge between any two nodes, and the connection edge is used to represent the motion attribute relationship between any two nodes;
[0237] The physical simulation algorithm is used to simulate the motion of each node in the node network under the action of physics.
[0238] In a possible implementation, the processing unit 1002 performs cloth physics simulation on the game cloth of the game character model in the cloth editor based on the cloth editing data, so as to perform the following operations:
[0239] Obtaining an animation video to be simulated, and using the animation video to drive each bone node in the bone structure of the game character model to perform animation simulation; and,
[0240] Performing cloth physics simulation on the game character model based on the cloth editing data, so as to output the cloth effect presented by the game character model in the target game in the form of animation;
[0241] The cloth effect is used to describe the movement and deformation effects of various items in the game character model. The items include any one or more of cloth, hair, and accessories.
[0242] In an embodiment of the present application, a game cloth can be created for a game character model of a target game in a cloth editor; and a brush tool is called in the cloth editor to edit the game cloth to generate cloth editing data for the game character model, and the cloth editing data is used to drive the game cloth to present an expected effect; based on the cloth editing data, a cloth physics simulation is performed on the game cloth of the game character model in the cloth editor, and the cloth physics simulation is used to simulate the cloth effect presented by the game cloth when the game character model is running in the target game; if the presented cloth effect reaches the expected effect, the cloth editing data is transmitted to the game engine of the target game for execution. It can be seen that, on the one hand, in the process of making cloth for the game character model of the present application, the processes such as the creation of game cloth, the editing of game cloth, and the physical simulation of game cloth are all executed in the cloth editor, without the introduction of external plug-ins, and the cloth effect presented by the game cloth can be viewed in real time in the cloth editor, without the need to import it into the game to view the cloth effect, which can simplify the cloth processing process and thus improve the efficiency of cloth production; on the other hand, the cloth editor of the present application is configured with various types of brush tools (such as two-dimensional brush tools and three-dimensional brush tools), and different types of brush tools edit game cloths of different modes, and there is a mapping relationship between game cloths of different modes, and multiple modes can be used to edit game cloths, so that the editing and processing of game cloths can be performed more conveniently.
[0243] See also Fig.11 , Fig.11 11 is a schematic diagram of the structure of a computer device provided in an embodiment of the present application. The computer device 1100 is used to execute the steps performed by the terminal device or the server in the aforementioned method embodiment, and the computer device 1100 includes: one or more processors 1101; one or more input devices 1102, one or more output devices 1103 and a memory 1104. The above-mentioned processors 1101, input devices 1102, output devices 1103 and memory 1104 are connected via a bus 1105. Specifically, the memory 1104 is used to store a computer program, and the computer program includes program instructions. The processor 1101 is used to call the program instructions stored in the memory 1104 to perform the following operations:
[0244] Creating a game cloth for a game character model of a target game in a cloth editor, wherein the game cloth is created in a two-dimensional mode or a three-dimensional mode;
[0245] In the cloth editor, the brush tool is called to edit the game cloth to generate cloth editing data of the game character model; the cloth editing data is used to drive the game cloth to present the expected effect; the brush tool includes: a two-dimensional brush tool and a three-dimensional brush tool, the two-dimensional brush tool is used to edit the game cloth in the two-dimensional mode, and the three-dimensional brush tool is used to edit the game cloth in the three-dimensional mode. There is a mapping relationship between the game cloth in the two-dimensional mode and the game cloth in the three-dimensional mode;
[0246] Based on the cloth editing data, a cloth physics simulation is performed on the game cloth of the game character model in the cloth editor. The cloth physics simulation is used to simulate the cloth effect presented by the game cloth when the game character model is running in the target game;
[0247] If the cloth effect reaches the expected effect, the cloth editing data is transmitted to the game engine of the target game for running.
[0248] In a possible implementation, the cloth editor has a multi-level architecture, which includes: a display layer, a data layer and a bottom layer library; the display layer is used to display the cloth effect of the game cloth during the editing process of the game cloth; the data layer is used to provide data files involved in the cloth physics simulation process of the game cloth; the bottom layer library is used to provide a bottom layer database that supports the creation, editing and cloth physics simulation of the game cloth;
[0249] The display layer is functionally divided into multiple functional areas, including: editing area, display area, node area; among them,
[0250] The editing area has: any one or more of the following functions: 3D editing function, 2D editing function, and attribute editing function for game cloth;
[0251] The display area has: an animation display function for the cloth effect of the game cloth, and a state display function for the editing state involved in the editing process of the game cloth; the editing state includes: any one or more of the brush state, mode state, mapping state, operation state, and debugging state;
[0252] The node area has: any one or more of the following functions: nodeization function for the editing process flow of game cloth, and blueprint node flow function.
[0253] In a possible implementation, the editing area includes: a three-dimensional editing area and a two-dimensional editing area; the three-dimensional cloth editing area is used to display the game cloth of the game character model in a three-dimensional mode, and the two-dimensional cloth editing area is used to display the game cloth of the game character model in a two-dimensional mode; the game cloth is created in the three-dimensional editing area;
[0254] After creating a game cloth for a game character model of a target game in the cloth editor, the processor 1101 is further configured to perform the following operations:
[0255] Display the three-dimensional game cloth created for the game character model in the three-dimensional editing area;
[0256] Based on the cloth unfolding algorithm, the three-dimensional game cloth is converted into a two-dimensional game cloth.
[0257] Synchronously display the game cloth in 2D mode in the 2D editing area.
[0258] In a possible implementation manner, the processor 1101 is further configured to perform the following operations:
[0259] In response to a first editing operation on the three-dimensional game cloth displayed in the three-dimensional editing area, the three-dimensional game cloth after the cloth editing is displayed in the three-dimensional editing area, and the two-dimensional game cloth after the cloth editing is synchronously displayed in the two-dimensional editing area, and the first editing operation is performed using a three-dimensional brush tool; or,
[0260] In response to a second editing operation on the two-dimensional game cloth displayed in the two-dimensional editing area, the edited two-dimensional game cloth is displayed in the two-dimensional editing area, and the edited three-dimensional game cloth is synchronously displayed in the three-dimensional editing area. The second editing operation is performed using a two-dimensional brush tool.
[0261] In a possible implementation, the node area is used to node-process each brush tool used in the editing process of the game cloth according to the node-processing function, and display each node-processed brush tool according to a tree structure; the tree structure includes: a root node, and multiple child nodes, and any brush tool is node-processed as a child node; the processor 1101 is also used to perform the following operations:
[0262] Create matching custom brush tools for game character model game cloth according to the business requirements of the target game;
[0263] The custom brush tool node is transformed into a new child node, and the new child node is added to the tree structure to obtain a tree structure with updated nodes;
[0264] The updated tree structure of the nodes is displayed in the node area.
[0265] In a possible implementation, the two-dimensional brush tool or the three-dimensional brush tool has multiple forms of brush functions, including: any one or more of a paint function, an adsorption function, and a color setting function;
[0266] The processor 1101 calls the brush tool in the cloth editor to edit the game cloth and generates cloth editing data of the game character model for performing the following operations:
[0267] Using the paint function of the brush tool to perform paint editing processing on the game cloth of the game character model to obtain first editing data;
[0268] Adopting the adsorption function of the brush tool to perform node adsorption processing on the game cloth of the game character model to obtain the second editing data;
[0269] Using the color setting function of the brush tool to set the color of the game cloth of the game character model, to obtain the third editing data;
[0270] Based on the first editing data, the second editing data, and the third editing data, cloth editing data of the game character model is generated.
[0271] In a possible implementation, the processor 1101 calls a brush tool in a cloth editor to edit the game cloth, generates cloth editing data of the game character model, and is further configured to perform the following operations:
[0272] Determine the cloth type of the game cloth of the game character model, the cloth type includes: any one or more of silk, cotton, linen, and leather;
[0273] According to the determined cloth type, use the brush tool configured in the cloth editor to perform cloth configuration processing on the game character model to generate cloth configuration data;
[0274] Generate cloth editing data for the game character model based on the cloth configuration data.
[0275] In a possible implementation, the editing area includes an attribute editing area, and the attribute editing area is used to: display attribute parameters of each brush tool used to perform editing processing in the cloth editor; the processor 1101 calls the brush tool in the cloth editor to edit the game cloth, generates cloth editing data of the game character model, and is also used to perform the following operations:
[0276] In response to an update operation on the attribute parameters of the target brush tool displayed in the attribute editing area, the attribute parameters of the target brush tool are updated to obtain updated attribute parameters;
[0277] Based on the updated attribute parameters, the cloth editing data of the game character model is generated.
[0278] In a possible implementation, the processor 1101 performs cloth physics simulation on the game cloth of the game character model in the cloth editor based on the cloth editing data, so as to perform the following operations:
[0279] Serialize the fabric editing data in the fabric editor according to the data export format to obtain a serialized fabric binary data file;
[0280] Based on the cloth binary data file, perform cloth physics simulation on the game character model.
[0281] In a possible implementation, the processor 1101 performs cloth physics simulation on the game character model based on the cloth binary data file, and performs the following operations:
[0282] Encapsulate the fabric binary data file as a dynamic link library;
[0283] Calling the dynamic link library to convert the game cloth of the game character model into a node network, the node network includes multiple nodes and multiple connection edges, and there is a connection edge between any two nodes, and the connection edge is used to represent the motion attribute relationship between any two nodes;
[0284] The physical simulation algorithm is used to simulate the motion of each node in the node network under the action of physics.
[0285] In a possible implementation, the processor 1101 performs cloth physics simulation on the game cloth of the game character model in the cloth editor based on the cloth editing data, so as to perform the following operations:
[0286] Obtaining an animation video to be simulated, and using the animation video to drive each bone node in the bone structure of the game character model to perform animation simulation; and,
[0287] Performing cloth physics simulation on the game character model based on the cloth editing data, so as to output the cloth effect presented by the game character model in the target game in the form of animation;
[0288] The cloth effect is used to describe the movement and deformation effects of various items in the game character model. The items include any one or more of cloth, hair, and accessories.
[0289] In addition, it should be pointed out here that: the embodiment of the present application also provides a computer storage medium, and a computer program is stored in the computer storage medium, and the computer program includes program instructions. When the processor executes the above program instructions, the method in the corresponding embodiment of the foregoing text can be executed, so it will not be repeated here. For technical details not disclosed in the computer storage medium embodiment involved in this application, please refer to the description of the method embodiment of this application. As an example, the program instructions can be deployed on a computer device, or executed on multiple computer devices located in one place, or, executed on multiple computer devices distributed in multiple locations and interconnected by a communication network.
[0290] According to one aspect of the present application, an embodiment of the present application further provides a computer program product or a computer program, the computer program product or the computer program including computer instructions, the computer instructions being stored in a computer-readable storage medium. The processor of the computer device reads the computer instructions from the computer-readable storage medium, and the processor executes the computer instructions, so that the computer device can execute the method in the above corresponding embodiment, and therefore, it will not be described in detail here.
[0291] A person skilled in the art can appreciate that the units and algorithm steps of each example described in conjunction with the embodiments disclosed in this application can be implemented in electronic hardware, or a combination of computer software and electronic hardware. Whether these functions are performed in hardware or software depends on the specific application and design constraints of the technical solution. A person skilled in the art can use different methods to implement the described functions for each specific application, but such implementation should not be considered to be beyond the scope of this application.
[0292] In the above embodiments, it can be implemented in whole or in part by software, hardware, firmware or any combination thereof. When implemented using software, it can be implemented in whole or in part in the form of a computer program product. The computer program product includes one or more computer instructions. When the computer program instructions are loaded and executed on a computer, the process or function described in the embodiment of the present invention is generated in whole or in part. The computer can be a general-purpose computer, a special-purpose computer, a computer network, or other programmable devices. The computer instructions can be stored in a computer-readable storage medium or transmitted through a computer-readable storage medium. The computer instructions can be transmitted from a website site, a computer, a server or a data center to another website site, a computer, a server or a data center by wired (e.g., coaxial cable, optical fiber, digital line (DSL)) or wireless (e.g., infrared, wireless, microwave, etc.). The computer-readable storage medium can be any available medium that a computer can access or a data processing device such as a server, a data center, etc. that includes one or more available media integrated. The available medium can be a magnetic medium (e.g., a floppy disk, a hard disk, a tape), an optical medium (e.g., a DVD), or a semiconductor medium (e.g., a solid-state drive (SSD)), etc.
[0293] The above disclosure is only the preferred embodiment of the present application, which certainly cannot be used to limit the scope of rights of the present application. Therefore, equivalent changes made according to the claims of the present application are still within the scope covered by the present application.
Claims
1. A method for processing cloth, characterized in that: The method comprises: Creating a game cloth for a game character model of a target game in a cloth editor, wherein the game cloth is created in a two-dimensional mode or a three-dimensional mode; In the cloth editor, a brush tool is called to edit the game cloth to generate cloth editing data of the game character model; the cloth editing data is used to drive the game cloth to present an expected effect; the brush tool includes: a two-dimensional brush tool and a three-dimensional brush tool, the two-dimensional brush tool is used to edit the game cloth in a two-dimensional mode, the three-dimensional brush tool is used to edit the game cloth in a three-dimensional mode, and there is a mapping relationship between the two-dimensional game cloth and the three-dimensional game cloth; Based on the cloth editing data, performing cloth physics simulation on the game cloth of the game character model in the cloth editor, wherein the cloth physics simulation is used to simulate the cloth effect presented by the game cloth when the game character model is running in the target game; If the cloth effect reaches the expected effect, the cloth editing data is transmitted to the game engine of the target game for execution.
2. The method according to claim 1, characterized in that The cloth editor has a multi-level architecture, which includes: a display layer, a data layer and an underlying library; the display layer is used to display the cloth effect of the game cloth during the editing process of the game cloth; the data layer is used to provide data files involved in the cloth physical simulation process of the game cloth; the underlying library is used to provide an underlying database that supports the creation, editing, and cloth physical simulation of the game cloth; The display layer is functionally divided into multiple functional areas, including: an editing area, a display area, and a node area; wherein, The editing area has: any one or more of a three-dimensional editing function, a two-dimensional editing function, and an attribute editing function for the game cloth; The display area has: an animation display function for the cloth effect of the game cloth, and a state display function for the editing state involved in the editing process of the game cloth; the editing state includes: any one or more of the brush state, mode state, mapping state, operation state, and debugging state; The node area has any one or more of a nodeization function for the editing process flow of the game cloth and a blueprint node flow function.
3. The method according to claim 2, characterized in that The editing area includes: a three-dimensional editing area and a two-dimensional editing area; the three-dimensional cloth editing area is used to display the game cloth of the game character model in a three-dimensional mode, and the two-dimensional cloth editing area is used to display the game cloth of the game character model in a two-dimensional mode; the game cloth is created in the three-dimensional editing area; After creating the game cloth for the game character model of the target game in the cloth editor, the method further includes: Displaying the three-dimensional game cloth created for the game character model in the three-dimensional editing area; Based on a cloth unfolding algorithm, the game cloth in the three-dimensional mode is subjected to a mode conversion process to obtain a game cloth in a two-dimensional mode; The game cloth in the two-dimensional mode is synchronously displayed in the two-dimensional editing area.
4. The method according to claim 3, characterized in that The method further comprises: In response to a first editing operation on the three-dimensional game cloth displayed in the three-dimensional editing area, the three-dimensional game cloth after the cloth editing is displayed in the three-dimensional editing area, and the two-dimensional game cloth after the cloth editing is synchronously displayed in the two-dimensional editing area, wherein the first editing operation is performed using a three-dimensional brush tool; or In response to a second editing operation on the two-dimensional game cloth displayed in the two-dimensional editing area, the two-dimensional game cloth after the cloth editing is displayed in the two-dimensional editing area, and the three-dimensional game cloth after the cloth editing is synchronously displayed in the three-dimensional editing area, and the second editing operation is performed using a two-dimensional brush tool.
5. The method according to claim 2, characterized in that The node area is used to node-process each brush tool used in the editing process of the game cloth according to the node-processing function, and display each node-processed brush tool according to a tree structure; The tree structure includes: a root node and a plurality of child nodes, and any brush tool is nodeized as a child node; the method further includes: Creating a matching custom brush tool for the game cloth of the game character model according to the business requirements of the target game; The custom brush tool node is transformed into a new child node, and the new child node is added to the tree structure to obtain a tree structure with updated nodes; The updated tree structure of the node is displayed in the node area.
6. The method according to claim 1, characterized in that The two-dimensional brush tool or three-dimensional brush tool has various brush functions, including: any one or more of a paint function, an adsorption function, and a color setting function; The calling of a brush tool in the cloth editor to edit the game cloth to generate cloth editing data of the game character model includes: Using the paint function of the brush tool to perform paint editing processing on the game cloth of the game character model to obtain first editing data; Adopting the adsorption function of the brush tool to perform node adsorption processing on the game cloth of the game character model to obtain second editing data; Using the color setting function of the brush tool to set the color of the game cloth of the game character model to obtain third editing data; Based on the first editing data, the second editing data, and the third editing data, cloth editing data of the game character model is generated.
7. The method according to claim 6, characterized in that The calling of a brush tool in the cloth editor to edit the game cloth to generate cloth editing data of the game character model also includes: Determining a cloth type of a game cloth of the game character model, the cloth type comprising: any one or more of silk, cotton, linen, and leather; According to the determined cloth type, the brush tool configured in the cloth editor is used to perform cloth configuration processing on the game character model to generate cloth configuration data; Based on the cloth configuration data, cloth editing data of the game character model is generated.
8. The method according to claim 2, characterized in that The editing area includes an attribute editing area, and the attribute editing area is used to: display the attribute parameters of each brush tool used to perform editing processing in the cloth editor; the brush tool is called in the cloth editor to edit the game cloth and generate cloth editing data for the game character model, and also includes: In response to an update operation on the attribute parameters of the target brush tool displayed in the attribute editing area, updating the attribute parameters of the target brush tool to obtain updated attribute parameters; Based on the updated attribute parameters, cloth editing data of the game character model is generated.
9. The method according to claim 1, characterized in that The step of performing cloth physics simulation on the game cloth of the game character model in the cloth editor based on the cloth editing data comprises: Serializing the fabric editing data in the fabric editor according to the data export format to obtain a serialized fabric binary data file; Based on the cloth binary data file, cloth physics simulation is performed on the game character model.
10. The method according to claim 9, characterized in that The performing cloth physics simulation on the game character model based on the cloth binary data file comprises: Encapsulating the fabric binary data file into a dynamic link library; Calling the dynamic link library to convert the game cloth of the game character model into a node network, wherein the node network includes a plurality of nodes and a plurality of connection edges, and there is a connection edge between any two nodes, and the connection edge is used to represent the motion attribute relationship between any two nodes; A physical simulation algorithm is used to simulate the movement of each node in the node network under physical action.
11. The method according to any one of claims 9 or 10, characterized in that: The step of performing cloth physics simulation on the game cloth of the game character model in the cloth editor based on the cloth editing data comprises: Acquire an animation video to be simulated, and use the animation video to drive each bone node in the bone structure of the game character model to perform animation simulation; and, Performing cloth physics simulation on the game character model based on the cloth editing data, so as to output the cloth effect presented by the game cloth in the target game in the form of animation; The cloth effect is used to describe the movement and deformation effects of each item in the game character model, and the items include any one or more of cloth, hair, and accessories.
12. A cloth processing device, characterized in that: The method comprises: A creation unit, used for creating a game cloth for a game character model of a target game in a cloth editor, wherein the game cloth is created in a two-dimensional mode or a three-dimensional mode; A processing unit, used for editing the game cloth in the cloth editor to generate cloth editing data of the game character model; the cloth editing data is used to drive the game cloth to present the expected effect; the brush tool includes: a two-dimensional brush tool and a three-dimensional brush tool, the two-dimensional brush tool is used to edit the game cloth in the two-dimensional mode, the three-dimensional brush tool is used to edit the game cloth in the three-dimensional mode, and there is a mapping relationship between the two-dimensional game cloth and the three-dimensional game cloth; The processing unit is further used to perform cloth physics simulation on the game cloth of the game character model in the cloth editor based on the cloth editing data, wherein the cloth physics simulation is used to simulate the cloth effect presented by the game cloth when the game character model runs in the target game; A transmission unit is used for transmitting the cloth editing data to the game engine of the target game for execution if the cloth effect reaches the expected effect.
13. A computer device, characterized in that: include: storage devices and processors; a memory storing one or more computer programs; A processor, configured to load the one or more computer programs to implement the cloth processing method according to any one of claims 1 to 11.
14. A computer-readable storage medium, characterized in that: The computer-readable storage medium stores a computer program, and the computer program is suitable for being loaded by a processor and executing the cloth processing method according to any one of claims 1 to 10.
15. A computer program product, characterized in that The computer program product comprises a computer program, which is suitable for being loaded by a processor and executing the cloth processing method according to any one of claims 1 to 10.