Multi-level expression generation method and device
By combining the mixed production method of bone and vertex deformation in the three-dimensional face model, the problem of excessive eye deformation and calculation consumption in the prior art is solved, and a more natural and more complex facial expression animation is achieved.
Patent Information
- Application Number
- CN202411506988.9
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2024-10-28
- Publication Date
- 2025-02-14
AI Technical Summary
In existing three-dimensional application scenarios, virtual character facial expression animation has problems such as eyeball deformation and excessive calculation consumption when using vertex deformation and bone control.
Using a hybrid production method of bone and vertex deformation, a separate sub-controller and general controller are created to control the rotation of the organ and the movement of the associated organ through the general controller, and to adjust the details through the sub-controller.
It realizes the generation of more natural and more complex facial expression animations without affecting execution efficiency, which is suitable for three-dimensional scenes on the mobile terminal.
Smart Images

Figure CN119444940A_ABST
Abstract
Description
Technical Field
[0001] The present application relates to the technical field of computer graphics rendering, and in particular to a method and apparatus for generating multi-level expressions, a computing device, and a computer-readable storage medium. Background Art
[0002] In existing three-dimensional application scenarios, the facial expression animation of virtual characters is used to simulate and exaggerate the facial expressions of characters to convey emotions, plots or fun. It is usually widely used in movies, television, games and other fields. Well-made virtual character expression animation will bring a good user experience. In existing solutions, the face mostly adopts a binding solution, that is, all vertex deformation or all bone control. Both solutions have their disadvantages: the vertex deformation solution saves performance and is highly flexible, but the eyeballs will deform during the rotation process, affecting the character's expression. In the full-bone solution, although the eyeballs will not deform, delicate expressions require adding multiple bones to the face, which increases a lot of computing consumption. Summary of the invention
[0003] In view of this, the embodiments of the present application provide a method and apparatus for generating a multi-level expression, a computing device, and a computer-readable storage medium to solve the technical defects existing in the prior art.
[0004] According to a first aspect of an embodiment of the present application, a method for generating a multi-level expression is provided, comprising:
[0005] Acquire a first expression area on a three-dimensional face model, wherein the first expression area includes a plurality of facial organs; wherein the first organ is composed of bones, and the second organ is composed of vertex deformations; and the first organ and the second organ are respectively controlled by at least one sub-controller and a master controller;
[0006] Binding the sub-controller and the main controller of the first organ to the skeleton of the first organ;
[0007] The sub-controller and the main controller of the second organ are bound to the vertex deformation of the second organ.
[0008] According to a second aspect of an embodiment of the present application, a device for generating a multi-level expression is provided, comprising:
[0009] A generating unit, configured to generate a first expression area on a three-dimensional face model, wherein the first expression area includes a plurality of facial organs; wherein the first organ is composed of bones, and the second organ is composed of vertex deformations; and the first organ and the second organ are respectively controlled by at least one sub-controller and a master controller;
[0010] A first binding unit, used to bind the sub-controller and the main controller of the first organ to the skeleton of the first organ;
[0011] The second binding unit is used to bind the sub-controller and the main controller of the second organ to the vertex deformation of the second organ.
[0012] According to a third aspect of an embodiment of the present application, a computing device is provided, comprising a memory, a processor, and computer instructions stored in the memory and executable on the processor, wherein the processor implements the steps of the method for generating a multi-level expression when executing the instructions.
[0013] According to a fourth aspect of an embodiment of the present application, a computer-readable storage medium is provided, which stores computer instructions, and when the instructions are executed by a processor, the steps of the method for generating a multi-level expression are implemented.
[0014] Through the method provided by the embodiment of the present application, when creating a facial model, a mixture of bones and vertex deformation is used for the organs required for specific expressions. Separate sub-controllers and a master controller are created for bones and vertex deformations. After binding, the master controller can control the rotation of the organs and drive the movement of related organs. At the same time, these organs can also be adjusted in detail through separate corresponding sub-controllers, so as to create more natural and complex facial expression animations. This method achieves the generation of sophisticated multi-level facial expression animations without affecting execution efficiency, and is particularly suitable for three-dimensional scenes on mobile terminals. BRIEF DESCRIPTION OF THE DRAWINGS
[0015] Figure 1 is a structural block diagram of a computing device provided in an embodiment of the present application;
[0016] Figure 2 It is a flowchart of a method for generating a multi-level expression provided in an embodiment of the present application.
[0017] Figure 3 is a structural schematic diagram of a facial model provided in an embodiment of the present application;
[0018] Figure 4 It is a structural schematic diagram of a multi-level expression generation device provided in an embodiment of the present application. DETAILED DESCRIPTION
[0019] Many specific details are described in the following description to facilitate a full understanding of the present application. However, the present application can be implemented in many other ways than those described herein, and those skilled in the art can make similar generalizations without violating the connotation of the present application, so the present application is not limited by the specific implementation disclosed below.
[0020] The terms used in one or more embodiments of the present application are only for the purpose of describing specific embodiments, and are not intended to limit one or more embodiments of the present application. The singular forms of "a", "said" and "the" used in one or more embodiments of the present application and the appended claims are also intended to include plural forms, unless the context clearly indicates other meanings. It should also be understood that the term "and / or" used in one or more embodiments of the present application refers to and includes any or all possible combinations of one or more associated listed items.
[0021] It should be understood that, although the terms first, second, etc. may be used to describe various information in one or more embodiments of the present application, these information should not be limited to these terms. These terms are only used to distinguish the same type of information from each other. For example, without departing from the scope of one or more embodiments of the present application, the first may also be referred to as the second, and similarly, the second may also be referred to as the first. Depending on the context, the word "if" as used herein may be interpreted as "in response to determination".
[0022] In the present application, a method and apparatus for generating a multi-level expression, a computing device, and a computer-readable storage medium are provided, which will be described in detail one by one in the following embodiments.
[0023] Figure 1 The structure block diagram of a computing device 100 according to an embodiment of the present application is shown. The components of the computing device 100 include but are not limited to a memory 110 and a processor 120. The processor 120 is connected to the memory 110 via a bus 130, and the database 150 is used to store data.
[0024] The computing device 100 also includes an access device 140 that enables the computing device 100 to communicate via one or more networks 160. Examples of these networks include a public switched telephone network (PSTN), a local area network (LAN), a wide area network (WAN), a personal area network (PAN), or a combination of communication networks such as the Internet. The access device 140 may include one or more of any type of network interface (e.g., a network interface card (NIC)) whether wired or wireless, such as an IEEE 802.11 wireless local area network (WLAN) wireless interface, a World Wide Interoperability for Microwave Access (Wi-MAX) interface, an Ethernet interface, a universal serial bus (USB) interface, a cellular network interface, a Bluetooth interface, a near field communication (NFC) interface, and the like.
[0025] In one embodiment of the present application, the above components of the computing device 100 and Figure 1 Other components not shown in the figure may also be connected to each other, for example, via a bus. It should be understood that Figure 1The computing device structure block diagram shown is only for the purpose of illustration, and is not intended to limit the scope of the present application. Those skilled in the art may add or replace other components as needed.
[0026] Computing device 100 may be any type of stationary or mobile computing device, including a mobile computer or mobile computing device (e.g., a tablet computer, a personal digital assistant, a laptop computer, a notebook computer, a netbook, etc.), a mobile phone (e.g., a smartphone), a wearable computing device (e.g., a smart watch, smart glasses, etc.), or other type of mobile device, or a stationary computing device such as a desktop computer or PC.
[0027] To facilitate those skilled in the art to understand the present invention, the following explains the terms or nouns involved in the following embodiments of the present invention:
[0028] Vertex deformation: It is a commonly used technique in computer graphics and 3D animation. It changes the shape of the model by changing the position of the vertices on the surface of the 3D model, thereby creating animation effects or achieving real-time shape adjustment. The basic principles include: 3D models are composed of a large number of vertices; the shape of the model can be changed by moving the positions of these vertices; the connection relationship between the vertices remains unchanged, only the position changes. Common vertex deformation schemes include blended deformation (Blend Shapes).
[0029] Skeletal animation: It is a widely used technology in 3D computer graphics and animation. This method simulates the bone structure of real creatures and drives the deformation of 3D models by controlling virtual bones, thus creating natural and smooth animation effects. Basic concepts include:
[0030] Bones: Virtual structural elements that make up the character's "skeleton"
[0031] Joints: The connection points between bones that allow rotation and movement
[0032] Skinning: Binding the vertices of a 3D model to bones
[0033] Weights: Determines the influence of each bone on the vertex
[0034] Skeletal animation creates a bone hierarchy (bone tree), binds the vertices of the 3D model to the relevant bones, and then moves and rotates the bones. The movement of the bones drives the vertices bound to them, thereby realizing the deformation of the model.
[0035] In the embodiments of the present application, Figure 2A flowchart of a method for generating a multi-level expression provided by the present application is shown, including steps 202 to 206.
[0036] Step 202: Acquire a first expression area on the three-dimensional face model, wherein the first expression area includes a plurality of facial organs; wherein the first organ is composed of bones, and the second organ is composed of vertex deformations; and the first organ and the second organ are respectively controlled by at least one sub-controller and a master controller.
[0037] 3D face modeling involves creating a detailed 3D face surface, which can be achieved with general 3D modeling software such as AutodeskMaya, Blender, and 3ds Max. In the face model, you can create a bone system to control each facial feature, or use vertex deformation technology (Blend Shapes / Morph Targets) to deform the model without using bones, which is suitable for subtle facial expressions.
[0038] In an embodiment of the present application, a first expression area on a three-dimensional face model is obtained, and the first expression area includes a plurality of associated facial organs for controlling a specific expression. For example, when controlling a specific eye movement, the first expression area includes left and right eyeballs and upper eyelids. The first organ in the first expression area is composed of bones in the face model, such as the left eyeball and the right eyeball. The second organ in the first expression area is composed of vertex deformation in the face model.
[0039] Furthermore, each organ in the first expression area corresponds to at least one sub-controller. The sub-controller corresponding to the first organ controls its skeleton, and the sub-controller corresponding to the second organ controls its vertex deformation.
[0040] like Figure 3 As shown in the figure: the bones of the left and right eyeballs are named Bone_eye_L and Bone_eye_R respectively, and they are controlled by two controllers Ctrl_eye_L and Ctrl_eye_R respectively; similarly, the left and right parts of the upper eyelid are controlled by two controllers Ctrl_eyebrow_L and Ctrl_eyebrow_R respectively. These four controllers are also controlled by the main controller Ctrl_main_eye.
[0041] Those skilled in the art should know that, depending on the needs of controlling facial expressions, the first expression area may include multiple different types of facial organs and is not limited to the eyeballs and upper eyelids in the above embodiments, which will not be elaborated here.
[0042] Step 204: Bind the sub-controller and the main controller of the first organ to the skeleton of the first organ.
[0043] In this step, the skeleton of the first organ is first obtained and a virtual body is created, and the skeleton is bound to the virtual body.
[0044] Specifically, the skeleton object of the first organ is obtained, such as the skeleton of the left and right eyeballs in step 202:
[0045] leftEyeBone=$Bone_eye_L; rightEyeBone=$Bone_eye_R;
[0046] Then create a virtual body of the first organ and align it with the bone object, that is, set the transform (including position, rotation and scale) of the virtual body to be the same as the bone, ensure that the virtual body is precisely located at the position of the first organ (such as the eyeball), and establish an accurate reference point for subsequent animation control.
[0047] leftEyeDummy=Dummy() / / Dummy of the left eyeball
[0048] rightEyeDummy=Dummy() Virtual body of the right eyeball
[0049] leftEyeDummy.transform=leftEyeBone.transform
[0050] rightEyeDummy.transform=rightEyeBone.transform
[0051] Furthermore, create a rotation constraint for the eyeball bone and assign it to the virtual body so that the virtual body can control the rotation of the eyeball model:
[0052] leftEyeBone.rotation.controller=orientation_constraint()
[0053] leftEyeBone.rotation.controller.appendTarget leftEyeDummy 100
[0054] This process adds a rotation constraint (orientation constraint) to the bones, and the target of the constraint is the virtual body object created earlier. When the virtual body rotates, the constraint ensures that the bones rotate in the same way. The first organ formed by the bones will move with the rotation of the bones.
[0055] Furthermore, the virtual body of the first organ is bound to the sub-controller and the main controller of the first organ.
[0056] Specifically, the binding process can be implemented through a function:
[0057] setupRotationController my_dummy subCtrl mainCtrl axisIndex;
[0058] The function accepts four parameters: my_dummy (dummy body), subCtrl (subcontroller), mainCtrl (main controller), and axisIndex (axis index).
[0059] In the implementation of the function, first create a floating point expression controller, which allows the use of mathematical expressions to control the value.
[0060] expressionCtrl=float_expression();
[0061] Setting the target rotation axis of the dummy is managed by the expression controller, such as setting the specific axis of the rotation controller in my_dummy's transform to the newly created expression controller.
[0062] my_dummy.transform.controller[2][axisIndex].controller=expressionCtrl
[0063] Add a scalar target for the expression controller:
[0064] expressionCtrl.AddScalarTarget"subCtrl"subCtrl.transform.controller[1][2][axisIndex].controller
[0065] expressionCtrl.AddScalarTarget"mainCtrl"mainCtrl.transform.controller[1][2][axisIndex].controller
[0066] Adds subcontrollers and specific axis controllers of the main controller as scalar targets of the expression controller, which allows the expression controller to reference the values of those controllers.
[0067] Add the initial offset constant:
[0068] expressionCtrl.AddScalarConstant"initialOffset"initialOffset
[0069] An initial offset value is calculated and added to the expression controller, which can be used to fine-tune the default orientation of the first organ.
[0070] Finally set the value of the expression controller:
[0071] expressionCtrl.SetExpression("subCtrl"+"mainCtrl"+"initialOffset")
[0072] This expression controller adds the value of the child controller, the value of the main controller, and the initial offset.
[0073] The above function creates a multi-level control system for controlling the rotation of the first organ, which allows the rotation of the first organ to be affected by two different controllers (the sub-controller and the main controller). By using an expression controller, it provides a flexible way to combine multiple input sources to determine the final rotation direction. This setup is conducive to creating complex animations, such as allowing the eyeballs to move independently (through the sub-controller) while also following the overall head movement (through the main controller).
[0074] When applied, pass the obtained parameters to the function, such as for the left eyeball:
[0075] setupEyeRotationController leftEyeDummy leftEyeCtrl mainEyeCtrl 3
[0076] setupEyeRotationController leftEyeDummy leftEyeCtrl mainEyeCtrl 2
[0077] In the above function call, leftEyeDummy is the created virtual body, leftEyeCtrl is the sub-controller of the left eyeball, mainEyeCtrl is the main controller; 3 represents the Z axis, and 2 represents the Y axis. At this time, you can use the multi-level controller to control the rotation of the left eyeball. The same is true for the right eyeball, so I will not repeat it here.
[0078] Step 206: Bind the sub-controller and the main controller of the second organ to the vertex deformation of the second organ.
[0079] In this step, firstly, the vertex deformation of the second organ is obtained, for example, the overall vertex deformation of the upper eyelid in the above embodiment is obtained:
[0080] EyeBrowMorpher=RoleMorpher[0].controller
[0081] Create a floating point expression controller and assign the newly created expression controller to the vertex deformation EyeBrowMorpher, which means that the morphological transformation of the upper eyelid will now be managed by the expression controller.
[0082] EyeBorwMp_exp_Ctrl=float_expression();
[0083] EyeBrowMorpher=EyeBorwMp_exp_Ctrl;
[0084] Get multi-level controllers and extreme values:
[0085] mainEyeMin=mainEyeCtrl.transform.controller[1][2][3].controller.lower_limit
[0086] Get the lower limit value of a certain axis of the main controller;
[0087] mainEyeMax=mainEyeCtrl.transform.controller[1][2][3].controller.upper_limit
[0088] Get the upper limit value of a certain axis of the main controller;
[0089] Furthermore, the upper and lower limits of the sub-controller of the second organ are obtained:
[0090] eyebrowLMin=eyebrowL.transform.controller[1][2][3].controller.lower_limit
[0091] Get the lower limit value of a certain axis of the left controller;
[0092] eyebrowLMax=eyebrowL.transform.controller[1][2][3].controller.upper_limit
[0093] Get the upper limit value of a certain axis of the left controller;
[0094] Furthermore, the parameters of the expression controller are set by the obtained axis displacement values of the multi-level controller, thereby controlling the vertex deformation of the second organ:
[0095] EyeBorwMp_exp_Ctrl.AddScalarTarget"A"mainEyeControl
[0096] Add a scalar target named "A" and link it to the main controller mainEyeControl. The value of "A" will change with the change of mainEyeControl.
[0097] EyeBorwMp_exp_Ctrl.AddScalarConstant"Amin"mainEyeMin
[0098] Add a constant named "Amin" with the value of the lower limit mainEyeMin obtained previously.
[0099] EyeBorwMp_exp_Ctrl.AddScalarConstant"Amax"mainEyeMax
[0100] Add a constant named "Amax" with the value of the upper limit mainEyeMax obtained previously.
[0101] At the same time, add the sub-controller parameters in the float expression controller:
[0102] EyeBorwMp_exp_Ctrl.AddScalarTarget"B"eyebrowL
[0103] Add a Scalar Target called "B" linked to the child controller eyebrowL.
[0104] EyeBorwMp_exp_Ctrl.AddScalarConstant"Bmin"eyebrowLMin
[0105] Add a constant named "Bmin" with the value of the lower limit eyebrowLMin obtained previously.
[0106] EyeBorwMp_exp_Ctrl.AddScalarConstant"Bmax"eyebrowLMax
[0107] Add a constant named "Bmax" with the value of the upper limit eyebrowLMax obtained previously.
[0108] In the above process, the association between the main controller and the sub-controller and the vertex deformation is established through the expression controller; the necessary parameters are provided for the expression controller, including the control objects (A and B) and their movement ranges (min and max).
[0109] Finally, set the expression of the expression controller EyeBorwMp_exp_Ctrl:
[0110] EyeBorwMp_exp_Ctrl.SetExpression"(A-Amin) / (Amax-Amin)*100+(B-Bmin) / (Bmax-Bmin)*100"
[0111] Among them, (A-Amin) / (Amax-Amin)*100 is used to handle the influence of the main controller, normalizing the value of A to 0-100 to match the range of vertex deformation. (B-Bmin) / (Bmax-Bmin)*100 is used to handle the influence of the sub-controller. Similarly, it normalizes the value of B to the range of 0-100.
[0112] In this expression, the influence of the main controller and the sub-controller are added together, so that multiple controllers act on the morphology of the second organ at the same time, and each controller affects the expression value. By operating different controllers to fine-tune the expression, for example, allowing the eyelids to move independently (through the sub-controller) while also following the overall head movement (through the main controller), a more natural and vivid character animation effect can be achieved. Similar methods are used for binding other sub-controllers, which will not be repeated here.
[0113] Preferably, by converting the above binding process into a plug-in, after realizing one-key quick binding of the three-dimensional face model, fine control of facial expressions can be completed through the above multiple controllers.
[0114] In the above embodiment of the present application, in order to produce sophisticated multi-level facial expression animation without affecting the execution efficiency, a mixed production of bones and vertex deformation is adopted for the organs required for specific expressions when creating the facial model. Separate sub-controllers and a master controller are created for bones and vertex deformations. After binding, the master controller can control the rotation of some organs and drive the movement of related organs; at the same time, these organs can also be adjusted in detail through the corresponding sub-controllers, so as to create more natural and complex facial expression animations.
[0115] Corresponding to the above method embodiment, the present application also provides an embodiment of a device for generating a multi-level expression, such as Figure 4 As shown, the device comprises:
[0116] A generating unit, configured to generate a first expression area on a three-dimensional face model, wherein the first expression area includes a plurality of facial organs; wherein the first organ is composed of bones, and the second organ is composed of vertex deformations; and the first organ and the second organ are respectively controlled by at least one sub-controller and a master controller;
[0117] A first binding unit, used to bind the sub-controller and the main controller of the first organ to the skeleton of the first organ;
[0118] The second binding unit is used to bind the sub-controller and the main controller of the second organ to the vertex deformation of the second organ.
[0119] The above is a schematic scheme of a multi-level expression generation device of this embodiment. It should be noted that the technical scheme of the multi-level expression generation device and the technical scheme of the multi-level expression generation method described above belong to the same concept, and the details not described in detail in the technical scheme of the multi-level expression generation device can be referred to the description of the technical scheme of the multi-level expression generation method described above.
[0120] In one embodiment of the present application, a computing device is also provided, including a memory, a processor, and computer instructions stored in the memory and executable on the processor, wherein the processor implements the steps of the method for generating a multi-level expression when executing the instructions.
[0121] The above is a schematic scheme of a computing device of this embodiment. It should be noted that the technical scheme of the computing device and the technical scheme of the above-mentioned method for generating a multi-level expression belong to the same concept, and the details not described in detail in the technical scheme of the computing device can be referred to the description of the technical scheme of the above-mentioned method for generating a multi-level expression.
[0122] An embodiment of the present application further provides a computer-readable storage medium storing computer instructions, which, when executed by a processor, implement the steps of the method for generating a multi-level expression as described above.
[0123] The above is a schematic scheme of a computer-readable storage medium of this embodiment. It should be noted that the technical scheme of the storage medium and the technical scheme of the above-mentioned method for generating a multi-level expression belong to the same concept, and the details not described in detail in the technical scheme of the storage medium can be referred to the description of the technical scheme of the above-mentioned method for generating a multi-level expression.
[0124] The above describes specific embodiments of the present application. Other embodiments are within the scope of the appended claims. In some cases, the actions or steps recorded in the claims can be performed in an order different from that in the embodiments and still achieve the desired results. In addition, the processes depicted in the accompanying drawings do not necessarily require the specific order or continuous order shown to achieve the desired results. In some embodiments, multitasking and parallel processing are also possible or may be advantageous.
[0125] The computer instructions include computer program codes, which may be in source code form, object code form, executable files or some intermediate forms, etc. The computer-readable medium may include: any entity or device capable of carrying the computer program code, recording medium, USB flash drive, mobile hard disk, magnetic disk, optical disk, computer memory, read-only memory (ROM), random access memory (RAM), electric carrier signal, telecommunication signal and software distribution medium, etc. It should be noted that the content contained in the computer-readable medium may be appropriately increased or decreased according to the requirements of legislation and patent practice in the jurisdiction. For example, in some jurisdictions, according to legislation and patent practice, computer-readable media do not include electric carrier signals and telecommunication signals.
[0126] It should be noted that, for the above-mentioned method embodiments, for the sake of simplicity of description, they are all expressed as a series of action combinations, but those skilled in the art should be aware that the present application is not limited by the described action sequence, because according to the present application, certain steps can be performed in other sequences or simultaneously. Secondly, those skilled in the art should also be aware that the embodiments described in the specification are all preferred embodiments, and the actions and modules involved are not necessarily required by the present application.
[0127] In the above embodiments, the description of each embodiment has its own emphasis. For parts that are not described in detail in a certain embodiment, reference can be made to the relevant descriptions of other embodiments.
[0128] The preferred embodiments of the present application disclosed above are only used to help explain the present application. The optional embodiments do not describe all the details in detail, nor do they limit the invention to the specific implementation methods described. Obviously, many modifications and changes can be made according to the content of the present application. The present application selects and specifically describes these embodiments in order to better explain the principles and practical applications of the present application, so that those skilled in the art can understand and use the present application well. The present application is only limited by the claims and their full scope and equivalents.
Claims
1. A method for generating multi-level expressions, characterized in that: include: Acquire a first expression area on a three-dimensional face model, wherein the first expression area includes a plurality of facial organs; wherein the first organ is composed of bones, and the second organ is composed of vertex deformations; and the first organ and the second organ are respectively controlled by at least one sub-controller and a master controller; Binding the sub-controller and the main controller of the first organ to the skeleton of the first organ; The sub-controller and the main controller of the second organ are bound to the vertex deformation of the second organ.
2. The method according to claim 1, wherein: Binding the sub-controller and the master controller of the first organ to the skeleton of the first organ includes: A virtual body of the first organ is created, and the skeleton of the first organ is bound to its sub-controller and the main controller through the virtual body.
3. The method according to claim 1, wherein: Creating a virtual body of the first organ, and binding the skeleton of the first organ to the sub-controller and the main controller through the virtual body comprises: Aligning the virtual body with the skeleton of the first organ: setting the parameters of the virtual body to be the same as those of the skeleton; creating a rotation constraint for the skeleton of the first organ and assigning it to the virtual body; Bind the virtual body to the sub-controller and the main controller of the first organ: create an expression controller, set the target rotation axis of the virtual body to be managed by the expression controller; add the specific axis rotation of the sub-controller and the main controller as the scalar target of the expression controller; A mathematical expression is set for the expression controller, wherein the mathematical expression is composed of the scalar target.
4. The method according to claim 1, wherein: Binding the sub-controller and the master controller of the second organ to the vertex deformation of the second organ includes: The vertex deformation of the second organ is bound to its sub-controller and the overall controller through the obtained axis displacement values of the sub-controller and the overall controller.
5. The method according to claim 4, wherein: Binding the vertex deformation of the second organ to the sub-controller and the main controller by obtaining the displacement values of the sub-controller and the main controller includes: Obtaining the vertex deformation of the second organ and creating an expression controller, and assigning the expression controller to the vertex deformation; Obtain extreme values of the sub-controller and the main controller on the target axis, and add the sub-controller, the main controller and the extreme values as scalar targets of the expression controller; A mathematical expression is set for the expression controller, wherein the mathematical expression is composed of the scalar target.
6. The method according to claim 1, wherein: The first organ and the second organ are associated organs for controlling specific expressions.
7. A device for generating multi-level expressions, wherein: The device includes: A generating unit, configured to generate a first expression area on a three-dimensional face model, wherein the first expression area includes a plurality of facial organs; wherein the first organ is composed of bones, and the second organ is composed of vertex deformations; and the first organ and the second organ are respectively controlled by at least one sub-controller and a master controller; A first binding unit, used to bind the sub-controller and the main controller of the first organ to the skeleton of the first organ; The second binding unit is used to bind the sub-controller and the main controller of the second organ to the vertex deformation of the second organ.
8. A computing device comprising a memory, a processor, and computer instructions stored in the memory and executable on the processor, characterized in that: When the processor executes the instructions, the steps of the method according to any one of claims 1 to 6 are implemented.
9. A computer-readable storage medium storing computer instructions, characterized in that: When the instruction is executed by a processor, the steps of the method described in any one of claims 1 to 6 are implemented.