Virtual object model processing method and device, electronic equipment and storage medium

By adjusting the body shape of the virtual object model and deformation of the clothing model, the problem of cumbersome production of virtual clothing models in the existing technology is solved, and efficient virtual clothing model generation is achieved.

CN119680202AActive Publication Date: 2025-03-25NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202411745143.5
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2024-11-29
Publication Date
2025-03-25
Estimated Expiration
2044-11-29

AI Technical Summary

Technical Problem

In the prior art, the process of making corresponding virtual clothing models for virtual object models of different body types is cumbersome, requiring a lot of manpower and time, resulting in low production efficiency.

Method used

By obtaining a virtual object model with a specified body shape, adjusting it to obtain a virtual object model of different body shapes, and based on the model mapping relationship between the original virtual object model and the clothing model, the clothing model is deformed to generate a clothing model matching the new virtual object model.

Benefits of technology

It realizes the automatic generation of virtual object models of different body types and corresponding virtual clothing models, simplifies production steps, saves manpower and time, and improves production efficiency.

✦ Generated by Eureka AI based on patent content.

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Abstract

The invention discloses a virtual object model processing method and device, electronic equipment and a storage medium. The method comprises the steps that a first virtual object model is acquired; obtaining a first virtual clothing model matched with the body type of the first virtual object model; the first virtual object model is adjusted to obtain a second virtual object model, and the first virtual object model and the second virtual object model are virtual object models of different body types; and based on the model mapping relationship between the first virtual object model and the first virtual clothing model and the second virtual object model, performing deformation processing on the first virtual clothing model to obtain a second virtual clothing model matched with the second virtual object. According to the method, the manufacturing steps of the virtual clothing models of the virtual object models of different body types of the same virtual object are simplified, a large amount of manpower and time are saved, and the manufacturing efficiency of manufacturing the corresponding virtual clothing models for the virtual object models is improved.
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Description

Technical Field

[0001] The present disclosure relates to the field of game technology, and in particular to a method, device, electronic device and storage medium for processing a virtual object model. Background Art

[0002] In order to meet people's pursuit of spiritual life, entertainment games that can be operated on terminals have emerged, such as role-playing games, tactical competitive games, shooting competitive games or massively multiplayer online role-playing games developed based on client or server architecture. In the game, players can manipulate the virtual characters on the screen to play the game, and can perform related operations such as walking, running, jumping, picking up props and fighting in the game scene based on the first or third perspective of the characters operated by the players, so that players can experience the visual impact brought by the game in an immersive way, greatly enhancing the initiative and realism of the game.

[0003] At present, in order to increase the fun of the game for players, a variety of virtual costumes (i.e., virtual clothing) are usually provided for players in the game for them to wear for the virtual objects they control. In the prior art, there is a demand that virtual object models of different body shapes of the same virtual object need to wear the same set of virtual clothing; however, the existing method of making virtual clothing models of virtual clothing suitable for virtual object models of different body shapes requires game production personnel to manually make virtual clothing models of corresponding virtual clothing according to model information of virtual object models of different body shapes. The production steps of making corresponding virtual clothing models for different body shapes are cumbersome, requiring a lot of manpower and time, resulting in low production efficiency of making corresponding virtual clothing models for virtual object models. Summary of the invention

[0004] The embodiments of the present application provide a method, an apparatus, an electronic device and a storage medium for processing a virtual object model, which obtains a first virtual object model of a specified body shape, adjusts the body shape of the first virtual object model to obtain a second virtual object model of a different body shape, and then, based on a model mapping relationship between the first virtual object model and a first virtual clothing model matching the body shape of the first virtual object model, and the second virtual object model, deforms the first virtual clothing model to obtain a second virtual clothing model matching the second virtual object; thereby, other virtual object models of a body shape different from the first virtual object model and the corresponding second virtual clothing model can be automatically generated based on a first virtual object model and the corresponding first virtual clothing model, thereby simplifying the steps for making virtual clothing models of virtual object models of different body shapes of the same virtual object, saving a lot of manpower and time, and improving the efficiency of making corresponding virtual clothing models for virtual object models.

[0005] In a first aspect, an embodiment of the present application provides a method for processing a virtual object model, the method comprising:

[0006] Acquire a first virtual object model;

[0007] Acquire a first virtual clothing model that matches the body shape of the first virtual object model;

[0008] Adjusting the first virtual object model to obtain a second virtual object model, wherein the first virtual object model and the second virtual object model are virtual object models of different sizes;

[0009] Based on the model mapping relationship between the first virtual object model and the first virtual clothing model, and the second virtual object model, the first virtual clothing model is deformed to obtain a second virtual clothing model matching the second virtual object.

[0010] In a second aspect, an embodiment of the present application provides a processing device for a virtual object model, including:

[0011] A first acquisition unit, configured to acquire a first virtual object model;

[0012] A second acquisition unit, configured to acquire a first virtual clothing model matching the body shape of the first virtual object model;

[0013] an adjusting unit, configured to adjust the first virtual object model to obtain a second virtual object model, wherein the first virtual object model and the second virtual object model are virtual object models of different sizes;

[0014] The processing unit is configured to perform deformation processing on the first virtual clothing model based on the model mapping relationship between the first virtual object model and the first virtual clothing model, and the second virtual object model, to obtain a second virtual clothing model matching the second virtual object.

[0015] In a third aspect, an embodiment of the present application further provides an electronic device, comprising a memory storing a plurality of instructions; a processor loads the instructions from the memory to execute the steps of any virtual object model processing method provided in the embodiment of the present application.

[0016] In a fourth aspect, an embodiment of the present application further provides a computer-readable storage medium, which stores a plurality of instructions suitable for loading by a processor to execute the steps of any virtual object model processing method provided in the embodiment of the present application.

[0017] In a fifth aspect, an embodiment of the present application further provides a computer program product, including a computer program or instructions, which, when executed by a processor, implements the steps in any one of the virtual object model processing methods provided in the embodiments of the present application.

[0018] According to the solution of the embodiment of the present application, a first virtual object model of a specified body shape is obtained, and the body shape of the first virtual object model is adjusted to obtain a second virtual object model of a different body shape.

[0019] Then, based on the model mapping relationship between the first virtual object model and the first virtual clothing model matching the body shape of the first virtual object model, and the second virtual object model, the first virtual clothing model is deformed to obtain the second virtual clothing model matching the second virtual object; thereby, other virtual object models of body shapes different from the first virtual object model and the corresponding second virtual clothing models can be automatically generated based on a first virtual object model and the corresponding first virtual clothing model, which simplifies the steps of making virtual clothing models of virtual object models of different body shapes of the same virtual object, saves a lot of manpower and time, and improves the efficiency of making corresponding virtual clothing models for virtual object models. BRIEF DESCRIPTION OF THE DRAWINGS

[0020] In order to more clearly illustrate the technical solutions in 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 only some embodiments of the present application. For those skilled in the art, other drawings can be obtained based on these drawings without creative work.

[0021] Figure 1 It is a scene schematic diagram of a processing system of a virtual object model provided in an embodiment of the present application;

[0022] Figure 2 It is a flowchart of an embodiment of a method for processing a virtual object model provided in an embodiment of the present application;

[0023] Figure 3 is a structural schematic diagram of a processing device for a virtual object model provided in an embodiment of the present application;

[0024] Figure 4 It is a schematic diagram of the structure of an electronic device provided in an embodiment of the present application. DETAILED DESCRIPTION

[0025] The following will be combined with the drawings in the embodiments of the present application to clearly and completely describe the technical solutions in the embodiments of the present application. Obviously, the described embodiments are only part of the embodiments of the present application, rather than all of the embodiments. Based on the embodiments in the present application, all other embodiments obtained by those skilled in the art without making creative work are within the scope of protection of the present application. At the same time, in the description of the embodiments of the present application, the terms "first", "second", etc. are only used to distinguish the descriptions and cannot be understood as indicating or implying relative importance. Thus, the features defined as "first" and "second" may explicitly or implicitly include one or more features. In the description of the embodiments of the present application, the meaning of "multiple" is two or more, unless otherwise clearly and specifically defined.

[0026] The embodiments of the present application provide a method, device, electronic device, and computer-readable storage medium for processing a virtual object model. Specifically, the present embodiment will be described from the perspective of a processing device for a virtual object model, and the processing device for the virtual object model can be specifically integrated in an electronic device, that is, the processing method for the virtual object model of the embodiment of the present application can be executed by an electronic device, and optionally, the electronic device can include: a terminal device. The terminal device can be a mobile phone, a tablet computer, a smart Bluetooth device, a laptop computer, a game console, or a personal computer (PC) and other devices.

[0027] The processing method of the virtual object model provided in the embodiment of the present application can be applied to a processing system of the virtual object model. The processing system of the virtual object model can include a player terminal device and a server, and the terminal can be a device including both receiving and transmitting hardware, that is, a device having receiving and transmitting hardware capable of performing two-way communication on a two-way communication link. The player terminal device and the server can perform two-way communication through a network.

[0028] Optionally, the server may be an independent server, or a server network or server cluster composed of servers, including but not limited to a computer, a network host, a single network server, a plurality of network server sets or a cloud server composed of multiple servers. The cloud server is composed of a large number of computers or network servers based on cloud computing.

[0029] The processing method of the virtual object model in one embodiment of the present disclosure can be run on a local terminal device or a server. When the processing method of the virtual object model is run on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.

[0030] For example, when the processing method of the virtual object model is run on the terminal, the terminal device stores a game application and is used to present a virtual scene in the game screen. The terminal device is used to interact with the user through a graphical user interface, for example, the game application is downloaded and installed by the terminal device and run. The terminal device may provide the graphical user interface to the user in a variety of ways, for example, it can be rendered and displayed on the display screen of the terminal device, or the graphical user interface is presented by holographic projection. For example, the terminal device may include a touch display screen and a processor, the touch display screen is used to present the graphical user interface and receive the operation instructions generated by the user acting on the graphical user interface, the graphical user interface includes a game screen, and the processor is used to run the game, generate a graphical user interface, respond to the operation instructions, and control the display of the graphical user interface on the touch display screen.

[0031] For example, when the processing method of the virtual object model runs on the server, it can be a cloud game. Cloud gaming refers to a gaming method based on cloud computing. In the operation mode of cloud gaming, the operating body of the game application and the game screen presentation body are separated, and the storage and operation of the processing method of the virtual object model are completed on the cloud gaming server. The game screen presentation is completed on the client of the cloud gaming. The cloud gaming client is mainly used for receiving and sending game data and presenting the game screen. For example, the cloud gaming client can be a display device with data transmission function close to the user side, such as a mobile terminal, a TV, a computer, a handheld computer, a personal digital assistant, etc., but the terminal device for processing game data is a cloud gaming server in the cloud. When playing the game, the user operates the cloud gaming client to send an operation instruction to the cloud gaming server. The cloud gaming server runs the game according to the operation instruction, encodes and compresses the game screen and other data, and returns it to the cloud gaming client through the network. Finally, the cloud gaming client decodes and outputs the game screen.

[0032] See also Figure 1 , Figure 1A scene diagram of a processing system for a virtual object model provided by an embodiment of the present application. The system may include at least one terminal, at least one server, at least one database, and a network. The terminal held by the user can be connected to the server of different games through the network. The terminal is any device with computing hardware that can support and execute software products corresponding to the game. In addition, when the system includes multiple terminals, multiple servers, and multiple networks, different terminals can be connected to each other through different networks and different servers. The network can be a wireless network or a wired network, such as a wireless network such as a wireless local area network (WLAN), a local area network (LAN), a cellular network, a 2G network, a 3G network, a 4G network, a 5G network, etc. In addition, different terminals can also use their own Bluetooth network or hotspot network to connect to other terminals or to servers, etc. For example, multiple users can be online through different terminals and connected and synchronized with each other through appropriate networks to support multi-player games. In addition, the system may include multiple databases, multiple databases are coupled to different servers, and information related to the game environment can be continuously stored in the database when different users are online for multi-player games.

[0033] The embodiment of the present application provides a method for processing a virtual object model, which can be executed by a terminal or a server. The embodiment of the present application takes the method for processing a virtual object model executed by a terminal as an example for explanation. Among them, the terminal may include a touch display screen and a processor (of course, the terminal may also use peripherals such as a mouse and a keyboard as input devices, and only the touch display screen is used as an example for explanation here), and the touch display screen is used to present a graphical user interface and receive operation instructions generated by the user acting on the graphical user interface. When the user operates the graphical user interface through the touch display screen, the graphical user interface can control the local content of the terminal by responding to the received operation instructions, and can also control the content of the opposite server by responding to the received operation instructions. For example, the operation instructions generated by the user acting on the graphical user interface include instructions for starting a game application, and the processor is configured to start the game application after receiving the instructions for starting the game application provided by the user. In addition, the processor is configured to render and draw a graphical user interface associated with the game on the touch display screen. The touch display screen is a multi-touch sensitive screen that can sense touch or sliding operations performed simultaneously by multiple points on the screen. The user uses a finger to perform a touch operation on the graphical user interface, and when the graphical user interface detects the touch operation, different virtual objects in the graphical user interface of the game are controlled to perform actions corresponding to the touch operation.

[0034] It should be noted that Figure 1The scenario diagram of the processing system of the virtual object model shown is merely an example. The processing system and scenario of the virtual object model described in the embodiment of the present application are intended to more clearly illustrate the technical solution of the embodiment of the present application, and do 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 emergence of new business scenarios, the technical solution provided in the embodiment of the present application is also applicable to similar technical problems.

[0035] The embodiment of the present application provides a method for processing a virtual object model, which can be executed by a terminal or a server. The embodiment of the present application takes the method for processing a virtual object model executed by a terminal as an example for explanation, and a graphical user interface can be provided by a terminal device, and the graphical user interface includes at least part of a virtual scene, and a controlled virtual object located in the virtual scene and controlled by the terminal device. The graphical user interface, virtual scene, and virtual object are explained below.

[0036] The game scene (or virtual scene) is a virtual scene displayed (or provided) when the application is running on a terminal or server. Optionally, the virtual scene is a simulation environment of the real world, or a semi-simulation and semi-fictitious virtual environment, or a purely fictitious virtual environment. The virtual scene is any one of a two-dimensional virtual scene and a three-dimensional virtual scene, and the virtual environment can be the sky, land, ocean, etc., wherein the land includes environmental elements such as deserts and cities. Among them, the virtual scene is a scene with complete game logic of virtual objects such as user control. For example, for sandbox 3D shooting games, the virtual scene is a 3D game world for players to control virtual objects to fight. Example virtual scenes may include: at least one element of mountains, plains, rivers, lakes, oceans, deserts, skies, plants, buildings, and vehicles; for example, for 2D card games, the virtual scene is a scene for displaying released cards or displaying virtual objects corresponding to cards. Example virtual scenes may include: an arena, a decisive battlefield, or other "field" elements or other elements that can display the status of card battles; for 2D or 3D multiplayer online tactical competitive games, the virtual scene is a 2D or 3D terrain scene for virtual objects to fight. Example virtual scenes may include: canyon-style mountains, lines, rivers, classrooms, tables and chairs, podiums and other elements.

[0037] The graphical user interface is obtained by executing a software application on a processor of a mobile terminal or other terminal and rendering it on a display, and can be a display screen interface of a terminal device. The graphical user interface can present the entire game scene, or only a part of the game scene. The game scene includes multiple static virtual objects, specifically including ground, mountains, rocks, vegetation, buildings, etc. When the game scene is relatively large, only the local content of the game scene is displayed on the graphical user interface of the terminal device during the game. Optionally, the game scene contains game characters, which can be game characters controlled by players, or NPCs (abbreviation of Non-Player Character, which is a type of character in the game, meaning non-player characters), which is not limited in this exemplary embodiment. The graphical user interface can include a UI interface and a game screen for players to interact. In an optional embodiment, the UI interface can include game controls (such as skill controls, mobile controls, function controls, etc.), indicator signs (such as direction indicator signs, role indicator signs, etc.), information display areas (such as the number of kills, game time, etc.), or game setting controls (such as system settings, stores, gold coins, etc.). In an optional implementation, the game screen is a display screen corresponding to a virtual scene displayed by a terminal device, and the game screen may include virtual objects such as game characters, NPC characters, AI characters, etc. that execute game logic in the virtual scene.

[0038] A game object (or virtual object, game character) refers to a dynamic object that can be controlled in a virtual scene. Optionally, the dynamic object can be a virtual character, a virtual animal, a cartoon character, etc. The virtual object is a character controlled by a player through an input device, or an artificial intelligence (AI) set in a virtual environment battle through training, or a non-player character (NPC) set in a virtual scene battle. Optionally, the virtual object is a virtual character competing in a virtual scene. Optionally, the number of virtual objects in the virtual scene battle is preset, or is dynamically determined according to the number of clients joining the battle, and the embodiment of the present application does not limit this. In a possible implementation, the user can control the virtual object to move in the virtual scene, for example, control the virtual object to run, jump, crawl, etc., and can also control the virtual object to use the skills, virtual props, etc. provided by the application to fight with other virtual objects. (Game) props refer to props that can be used by virtual objects in a virtual environment, including but not limited to firearms, cold weapons, grenades, shields, springboards, puppets, etc., which can be used by virtual objects to speed up their own attributes, assist in combat, or launch damage to other virtual objects. Virtual props can also be supply props such as bullets, and can also be equipped on designated virtual weapons for accessories such as extended magazines, aiming scopes, flash suppressors, and stocks. The virtual camera is a necessary component for the game scene screen, which is used to present the game scene screen. A game scene corresponds to at least one virtual camera. According to actual needs, there can be two or more virtual cameras, which serve as the game rendering window to capture and present the game world's screen content to the player. By setting the parameters of the virtual camera, the player's perspective of viewing the game world can be adjusted, such as the first-person perspective and the third-person perspective.

[0039] The following is a detailed description in conjunction with the accompanying drawings. In this embodiment, the execution subject is a terminal device as an example. It should be noted that the description order of the following embodiments is not intended to limit the preferred order of the embodiments. Although the logical order is shown in the flowchart, in some cases, the steps shown or described may be performed in an order different from that shown in the accompanying drawings.

[0040] See also Figure 2 , Figure 2 A flowchart of a method for processing a virtual object model provided in an embodiment of the present application is shown. The specific flow of the method for processing a virtual object model may include steps 101 to 104 as follows:

[0041] Step 101: Obtain a first virtual object model.

[0042] Specifically, the game production personnel can obtain a first virtual object model of a virtual object of a first body shape, wherein the first virtual object model includes a first object mesh model and a corresponding first object skeleton model. Among them, the mesh model is a basic model of the virtual object model, which is composed of a series of vertices (Vertex), edges (Edge) and faces (Face). These vertices, edges and faces together form a three-dimensional mesh structure, which is used to represent the shape and appearance of the virtual object. Therefore, the mesh model can accurately represent the shape and details of the virtual object. The mesh model allows various editing operations on vertices, edges and faces, such as displacement, scaling, rotation, etc., so that the shape and posture of the virtual object can be easily adjusted, so that a highly realistic effect can be achieved by adjusting the position of the vertices and the shape of the face. The mesh model is suitable for modeling various virtual objects, such as virtual characters, virtual animals, virtual buildings, and virtual vehicles. The skeleton model is a model used to drive the action and form of the virtual object, which is composed of a series of bones (Bone). These bones are connected by joints (Joint) to form a complete skeleton system. The skeleton model is usually used in combination with the mesh model to achieve the animation effect of the virtual object. Game developers can easily control the posture and movement of virtual objects by adjusting the position, rotation, and scaling of virtual bones in the skeletal model. Therefore, the skeletal model can simulate the movement of organisms in the real world, making the movement of virtual objects more natural and realistic. Furthermore, the skeletal model supports adding new bones and joints to accommodate virtual objects of different shapes and sizes.

[0043] Furthermore, the mesh model and the skeleton model can be bound together by setting skinning data, which is data indicating the association between the vertices of the mesh model and the bones in the skeleton model. The skinning data determines how the mesh model (i.e., the "skin") deforms as the virtual bones in the skeleton model move. The skinning data is a set of information that defines the association between the vertices of the mesh model and the corresponding virtual bones in the skeleton model. Specifically, each vertex is assigned one or more bone influence weights, which determine how the vertex moves with the movement of the bones during the animation. When the virtual bones are transformed (such as rotated or translated), the vertices of the mesh model are interpolated based on these weights and the transformation of the bones to obtain new vertex positions, thereby realizing the deformation of the mesh model.

[0044] Step 102: Acquire a first virtual clothing model that matches the body shape of the first virtual object model.

[0045] The first virtual clothing model includes a first clothing mesh model and a corresponding first clothing skeleton model.

[0046] In an embodiment of the present application, a game producer can make a first virtual clothing model based on the specified virtual clothing information and the first object skeleton model of the first virtual object model. Specifically, the game producer can manually make a complete set of first clothing mesh models that match the body shape of the first virtual object model according to the specified virtual clothing information. At the same time, in order to determine the skeleton and skinning effects, a set of first clothing skeleton models and first clothing mesh models will also be manually built for skinning operations. The first clothing skeleton model is based on the first object skeleton model and is made according to the requirements of the first clothing mesh model. The set of first clothing skeleton models contains bone (Bone) information, and is combined with the first clothing mesh model to obtain a first virtual clothing model containing skinning information. The first virtual clothing model also includes a first clothing mesh model, a corresponding first clothing skeleton model and skinning information.

[0047] Step 103: Adjust the first virtual object model to obtain a second virtual object model, wherein the first virtual object model and the second virtual object model are virtual object models of different sizes.

[0048] The second virtual objects corresponding to the first virtual object and the second virtual object models are virtual objects with the same target object attributes but different body shapes. For example, the first virtual object and the second virtual object are both female, the first virtual object is a female with a normal body shape, and the second virtual object is a female with a fat body shape. The first virtual object model can be a virtual model of a virtual object with a standard body shape. The standard body shape is a basic template for creating multiple variant characters in game character design. It provides a unified reference point for developing character variants with different body shapes and appearances.

[0049] In one embodiment, the first virtual object model may be adjusted in size to obtain the second virtual object model.

[0050] Specifically, the shape information of the body types corresponding to the first virtual object, the second virtual object, and the third virtual object can be obtained according to the maximization file information. By expanding the body type of the first virtual object, the second virtual object and the third virtual object can be manually deformed into different body types without adding or deleting vertices, thereby completing the production of virtual objects of different body types.

[0051] Specifically, the step of “adjusting the first virtual object model to obtain the second virtual object model” includes:

[0052] The first virtual object model is expanded and / or reduced to obtain a second virtual object model.

[0053] Specifically, if the first virtual object model corresponds to a normal body shape, the first virtual object model may be expanded to obtain a second virtual object model of a fat body shape; and the first virtual object model may be reduced to obtain a second virtual object model of a thin body shape.

[0054] Furthermore, the step of “inflating and / or shrinking the first virtual object model to obtain a second virtual object model” includes:

[0055] Performing a process of enlarging or reducing vertex positions of the first object mesh model to obtain a second object mesh model;

[0056] Enlarging or reducing the vertex positions of the first object skeleton model to obtain a second object skeleton model;

[0057] A second virtual object model is generated based on the second object mesh model and the second object skeleton model.

[0058] Specifically, the vertex positions of the first object mesh model and the first object skeleton model may be enlarged or reduced, so that the first virtual object model can be changed into a second virtual object model of a different size without adding, deleting or modifying vertices.

[0059] Step 104: Based on the model mapping relationship between the first virtual object model and the first virtual clothing model, and the second virtual object model, the first virtual clothing model is deformed to obtain a second virtual clothing model matching the second virtual object.

[0060] In one embodiment, the step of “before deforming the first virtual clothing model based on the model mapping relationship between the first virtual object model and the first virtual clothing model, and the second virtual object model, to obtain a second virtual clothing model matching the second virtual object” also includes:

[0061] A first model mapping relationship between the first object mesh model and the first clothing mesh model is obtained, and a second model mapping relationship between the first object skeleton model and the first clothing skeleton model is obtained.

[0062] In a specific embodiment, the step of “obtaining a first model mapping relationship between the first object mesh model and the first clothing mesh model” includes:

[0063] Using a preset radial basis function, obtaining a first correspondence between each object mesh vertex in the first object mesh model and a corresponding clothing mesh vertex in the first clothing mesh model;

[0064] Based on the first correspondence between each of the object mesh vertices and the corresponding clothing mesh vertices, a first model mapping relationship is determined.

[0065] Specifically, the radial basis function is used to obtain the correspondence between each vertex of the first clothing mesh model and each vertex of the first object mesh model and record it as wm; then, based on each vertex of the second object mesh model and the wm coefficient, the second clothing mesh model can be deformed on the basis of the first clothing mesh model.

[0066] Among them, the radial basis function is a real-valued function whose value depends only on the distance from the origin, that is, Φ(x)=Φ(‖x‖), or it can also be the distance to any point c, point c is called the center point, that is, Φ(x, c)=Φ(‖xc‖). Any function Φ that satisfies the characteristic of Φ(x)=Φ(‖x‖) is called a radial basis function. The standard generally uses the Euclidean distance (also called the Euclidean radial basis function). The radial basis function used in the embodiment of the present application is specifically as follows:

[0067] The mesh model used is: Φ(x,y,z)=log10(d(x,y,z)+1.0), where d is the squared distance difference between the vertices of woman01's body shape;

[0068] The skeleton model uses: np.exp(-(d / sigma)**2), where d is the sum of the squares of x\y\z of woman01's reference skeleton position.

[0069] In another specific embodiment, the step of “obtaining a second model mapping relationship between the first object skeleton model and the first clothing skeleton model” includes:

[0070] Using a preset radial basis function, obtaining a second correspondence between each virtual object skeleton in the first object skeleton model and a corresponding virtual clothing skeleton in the first clothing skeleton model;

[0071] Based on the second corresponding relationship between each virtual object skeleton and the corresponding virtual clothing skeleton, a second model mapping relationship is determined.

[0072] Specifically, the radial basis function is used to obtain the correspondence between each bone (position, length) in the first clothing skeleton model and each bone (position, length) in the first object skeleton model and recorded as wb; then, based on each bone (position, length) and the wb coefficient of the second object skeleton model, the second clothing skeleton model can be deformed on the basis of the first clothing skeleton model.

[0073] Furthermore, the step of “deforming the first virtual clothing model based on the model mapping relationship between the first virtual object model and the first virtual clothing model, and the second virtual object model to obtain a second virtual clothing model matching the second virtual object” includes:

[0074] Based on the first model mapping relationship, the second model mapping relationship, the second object mesh model, and the second object skeleton model, respectively deforming the first clothing mesh model and the first clothing skeleton model to obtain a second clothing mesh model and a second clothing skeleton model matching the second virtual object;

[0075] A second virtual clothing model is generated based on the second clothing mesh model and the second clothing skeleton model.

[0076] Specifically, the step of "deforming the first clothing mesh model and the first clothing skeleton model respectively based on the first model mapping relationship, the second model mapping relationship, the second object mesh model, and the second object skeleton model to obtain a second clothing mesh model and a second clothing skeleton model matching the second virtual object" includes:

[0077] Based on the first model mapping relationship and the second object mesh model, deforming the first clothing mesh model to obtain a second clothing mesh model matching the second virtual object;

[0078] Based on the second model mapping relationship and the second object skeleton model, the first clothing skeleton model is deformed to obtain a second clothing skeleton model matching the second virtual object.

[0079] Furthermore, the step of “generating a second virtual clothing model based on the second clothing mesh model and the second clothing skeleton model” includes:

[0080] Acquire target skinning information of the first virtual clothing model, where the target skinning information is used to indicate a mapping relationship between the first clothing mesh model and the corresponding first clothing skeleton model for binding setting;

[0081] Based on the target skin information, the second clothing mesh model and the second clothing skeleton model are bound and set to obtain a second virtual clothing model.

[0082] In the embodiment of the present application, since the second virtual clothing model is in the process of making the second clothing mesh model and the second clothing skeleton model, the mesh model aspect ensures the consistency of the vertex semantics of the components of the first clothing mesh model and the second clothing mesh model, and the skeleton model (i.e., the skeleton) aspect ensures the consistency of the first clothing skeleton model and the second clothing skeleton model in bone sorting, naming, and parent-child structure. Since the definition of skinning is the correspondence between the bones of the skeleton model and the vertices of the mesh model, the skinning information of the first virtual clothing model can be directly reused on the second virtual clothing model, and the binding between the second clothing mesh model and the second clothing skeleton model can be completed. That is, the target skinning data of the first virtual clothing model can be used to bind the second clothing mesh model and the second clothing skeleton model to obtain the second virtual clothing model.

[0083] The skinning information may be skinning data, which is data for associating the vertices of the mesh model with the bones of the skeleton model. Specifically, the skinning process is to bind the vertices of the mesh model to the bones of the skeleton model so that a binding relationship is established between the vertices of the mesh model and the bones of the skeleton model, so that when the bones move, the mesh model can be deformed accordingly. The skinning data includes information such as vertex weights and bone influences, which determine which bones each vertex is affected by and the degree of the influence.

[0084] Based on the above introduction, the following example will be used to further illustrate the processing method of the virtual object model of the present application. The specific embodiment of the processing method of the virtual object model is as follows:

[0085] (1) In the embodiment of the present application, the game production personnel can manually produce a complete set of first clothing mesh models that match the body shape of the first virtual object model according to the specified virtual clothing information. At the same time, in order to determine the skeleton and skinning effects, a set of first clothing skeleton models and first clothing mesh models will also be manually constructed for skinning operations. The first clothing skeleton model is based on the first object skeleton model and is produced according to the requirements of the first clothing mesh model. The set of first clothing skeleton models contains bone (Bone) information, and is combined with the first clothing mesh model to obtain a first virtual clothing model containing skinning information. The first virtual clothing model also includes the first clothing mesh model, the corresponding first clothing skeleton model and the skinning information.

[0086] (2) The embodiment of the present application can expand the first object mesh model of the first virtual object model of the thin body to obtain the second object mesh model of the second virtual object model of the fat body, and the third object mesh model of the third virtual object model of the fattest body, and ensure that the second virtual object model, the third virtual object model and the first virtual object model are consistent in vertex semantics, that is, the vertex sorting order of the model is consistent. The core meaning of vertex semantics is that the model vertex IDs of the first virtual object model, the second virtual object model and the third virtual object model at the same relative position are consistent, that is, the vertex sorting is in the same sequential position in the overall vertex system of the model.

[0087] At the same time, the first object skeleton model of the first virtual object model is used to copy and adjust the second object skeleton model of the second virtual object model and the third object skeleton model of the third virtual object model in turn, so as to ensure that the second object skeleton model, the third object skeleton model and the first object skeleton model are consistent in the number of bones, the hierarchical structure and the naming of bones. Among them, the position information of the bones is part of the adjustment. In addition, the naming of bones in the same position (for example, the same scapula bones) needs to be consistent, the parent-child relationship between bones (i.e., the hierarchical structure) needs to be consistent, and the number of bones between the skeleton (i.e., the object skeleton model) and the skeleton needs to be consistent.

[0088] (3) The embodiment of the present application can use the radial basis function, and the correspondence between each vertex of the first clothing mesh model and each vertex of the first object mesh model is recorded as wm, and this correspondence is passed to other expanded body models (i.e., the second object mesh model of the second virtual object model, and the third object mesh model of the third virtual object model) through vertex semantics, so as to realize the automatic adaptation of fashion parts, so as to obtain the second clothing mesh model of the second virtual object model and the third clothing mesh model of the third virtual object model. Specifically, based on each vertex and wm coefficient of the second object mesh model, the second clothing mesh model can be deformed on the basis of the first clothing mesh model; based on each vertex and wm coefficient of the third object mesh model, the third clothing mesh model can be deformed on the basis of the first clothing mesh model.

[0089] After obtaining the second clothing mesh model and the third clothing mesh model, the radial basis function is used to obtain the corresponding relationship between each bone (position, length) in the first clothing skeleton model and each bone (position, length) of the first object skeleton model and record it as wb, and pass this corresponding relationship to the adjusted other body part bones (i.e., the second object skeleton model of the second virtual object model and the third object skeleton model of the third virtual object model) through the skeleton information, so as to realize the automatic adaptation of the fashion skeleton and obtain the second clothing skeleton model of the second virtual object model and the third clothing skeleton model of the third virtual object model. Specifically, based on each bone (position, length) and wb coefficient of the second object skeleton model, the second clothing skeleton model can be deformed on the basis of the first clothing skeleton model; based on each bone (position, length) and wb coefficient of the third object skeleton model, the third clothing skeleton model can be deformed on the basis of the first clothing skeleton model.

[0090] (4) After the above steps, the second virtual clothing model that matches the body shape of the second virtual object model and the third virtual clothing model that matches the body shape of the third virtual object model only need to automatically generate skin information, and the complete fashion resource production can be completed. Since the skin information records the mapping relationship between the model vertices of the mesh model and the skeleton model, the skin information can be reused when the model vertex semantics and the skeleton structure information are exactly the same. Therefore, when the second clothing mesh model and the second object skeleton model are skinned, the skin data of the first clothing mesh model and the first object skeleton model can be reused, and the skinning production of the second virtual clothing model can be realized; when the third clothing mesh model and the third object skeleton model are skinned, the skin data of the first clothing mesh model and the first object skeleton model (i.e., the first clothing skeleton model) can be reused, and the skinning production of the third virtual clothing model can be realized.

[0091] In summary, an embodiment of the present application provides a method for processing a virtual object model, by obtaining a first virtual object model; then, obtaining a first virtual clothing model that matches the body shape of the first virtual object model; then, adjusting the first virtual object model to obtain a second virtual object model, wherein the first virtual object model and the second virtual object model are virtual object models of different body shapes; finally, based on a model mapping relationship between the first virtual object model and the first virtual clothing model, and the second virtual object model, deforming the first virtual clothing model to obtain a second virtual clothing model that matches the second virtual object. According to the solution of the embodiment of the present application, a first virtual object model of a specified body shape is obtained, the body shape of the first virtual object model is adjusted to obtain a second virtual object model of a different body shape, and then, based on the model mapping relationship between the first virtual object model and the first virtual clothing model matching the body shape of the first virtual object model, and the second virtual object model, the first virtual clothing model is deformed to obtain a second virtual clothing model matching the second virtual object; thus, other virtual object models of body shapes different from the first virtual object model and the corresponding second virtual clothing models can be automatically generated based on a first virtual object model and the corresponding first virtual clothing model, which simplifies the steps of making virtual clothing models of virtual object models of different body shapes of the same virtual object, saves a lot of manpower and time, and improves the efficiency of making corresponding virtual clothing models for virtual object models.

[0092] This embodiment also provides a processing device for a virtual object model, which can be integrated into a terminal device. Figure 3 As shown, the processing device of the virtual object model may include:

[0093] A first acquisition unit 201, configured to acquire a first virtual object model;

[0094] A second acquisition unit 202 is used to acquire a first virtual clothing model that matches the body shape of the first virtual object model;

[0095] An adjusting unit 203 is configured to adjust the first virtual object model to obtain a second virtual object model, wherein the first virtual object model and the second virtual object model are virtual object models of different sizes;

[0096] The processing unit 204 is configured to perform deformation processing on the first virtual clothing model based on the model mapping relationship between the first virtual object model and the first virtual clothing model, and the second virtual object model, to obtain a second virtual clothing model matching the second virtual object.

[0097] In some embodiments, the processing device of the virtual object model includes a processing subunit, which is used to:

[0098] The first virtual object model is expanded and / or reduced to obtain a second virtual object model.

[0099] In some embodiments, the processing device of the virtual object model includes a processing subunit, which is used to:

[0100] Performing a process of enlarging or reducing vertex positions of the first object mesh model to obtain a second object mesh model;

[0101] Enlarging or reducing the vertex positions of the first object skeleton model to obtain a second object skeleton model;

[0102] A second virtual object model is generated based on the second object mesh model and the second object skeleton model.

[0103] In some embodiments, the processing device of the virtual object model includes a processing subunit, which is used to:

[0104] A first model mapping relationship between the first object mesh model and the first clothing mesh model is obtained, and a second model mapping relationship between the first object skeleton model and the first clothing skeleton model is obtained.

[0105] In some embodiments, the processing device of the virtual object model includes a processing subunit, which is used to:

[0106] Using a preset radial basis function, obtaining a first correspondence between each object mesh vertex in the first object mesh model and a corresponding clothing mesh vertex in the first clothing mesh model;

[0107] Based on the first correspondence between each of the object mesh vertices and the corresponding clothing mesh vertices, a first model mapping relationship is determined.

[0108] In some embodiments, the processing device of the virtual object model includes a processing subunit, which is used to:

[0109] Using a preset radial basis function, obtaining a second correspondence between each virtual object skeleton in the first object skeleton model and a corresponding virtual clothing skeleton in the first clothing skeleton model;

[0110] Based on the second corresponding relationship between each virtual object skeleton and the corresponding virtual clothing skeleton, a second model mapping relationship is determined.

[0111] In some embodiments, the processing device of the virtual object model includes a processing subunit, which is used to:

[0112] Based on the first model mapping relationship, the second model mapping relationship, the second object mesh model, and the second object skeleton model, respectively deforming the first clothing mesh model and the first clothing skeleton model to obtain a second clothing mesh model and a second clothing skeleton model matching the second virtual object;

[0113] A second virtual clothing model is generated based on the second clothing mesh model and the second clothing skeleton model.

[0114] In some embodiments, the processing device of the virtual object model includes a processing subunit, which is used to:

[0115] Based on the first model mapping relationship and the second object mesh model, deforming the first clothing mesh model to obtain a second clothing mesh model matching the second virtual object;

[0116] Based on the second model mapping relationship and the second object skeleton model, the first clothing skeleton model is deformed to obtain a second clothing skeleton model matching the second virtual object.

[0117] In some embodiments, the processing device of the virtual object model includes a processing subunit, which is used to:

[0118] Acquire target skinning information of the first virtual clothing model, where the target skinning information is used to indicate a mapping relationship between the first clothing mesh model and the corresponding first clothing skeleton model for binding setting;

[0119] Based on the target skin information, the second clothing mesh model and the second clothing skeleton model are bound and set to obtain a second virtual clothing model.

[0120] The embodiment of the present application discloses a processing device for a virtual object model, wherein a first acquisition unit 201 acquires a first virtual object model; a second acquisition unit 202 acquires a first virtual clothing model that matches the body shape of the first virtual object model; an adjustment unit 203 adjusts the first virtual object model to obtain a second virtual object model, wherein the first virtual object model and the second virtual object model are virtual object models of different body shapes; a processing unit 204 performs deformation processing on the first virtual clothing model based on a model mapping relationship between the first virtual object model and the first virtual clothing model, and the second virtual object model, to obtain a second virtual clothing model that matches the second virtual object. In the embodiment of the present application, a first virtual object model of a specified body shape is obtained, the body shape of the first virtual object model is adjusted to obtain a second virtual object model of a different body shape, and then, based on the model mapping relationship between the first virtual object model and the first virtual clothing model matching the body shape of the first virtual object model, and the second virtual object model, the first virtual clothing model is deformed to obtain a second virtual clothing model matching the second virtual object; thus, other virtual object models of a body shape different from the first virtual object model and the corresponding second virtual clothing model can be automatically generated based on a first virtual object model and the corresponding first virtual clothing model, which simplifies the steps of making virtual clothing models of virtual object models of different body shapes of the same virtual object, saves a lot of manpower and time, and improves the efficiency of making corresponding virtual clothing models for virtual object models.

[0121] Accordingly, an embodiment of the present application further provides an electronic device, which may be a terminal, and the terminal may be a smart phone, a tablet computer, a laptop computer, a touch screen, a game console, a personal computer (PC, Personal Computer), a personal digital assistant (Personal Digital Assistant, PDA) and other terminal devices. Alternatively, the electronic device may be a server.

[0122] like Figure 4 As shown, Figure 4 A schematic diagram of the structure of an electronic device provided in an embodiment of the present application. The electronic device 300 includes a processor 301 having one or more processing cores, a memory 302 having one or more computer-readable storage media, and a computer program stored in the memory 302 and executable on the processor. The processor 301 is electrically connected to the memory 302. Those skilled in the art will appreciate that the electronic device structure shown in the figure does not constitute a limitation on the electronic device, and may include more or fewer components than shown, or combine certain components, or arrange components differently.

[0123] The processor 301 is the control center of the electronic device 300. It uses various interfaces and lines to connect various parts of the entire electronic device 300, and executes various functions and processes data of the electronic device 300 by running or loading software programs and / or units stored in the memory 302, and calling data stored in the memory 302, so as to monitor the electronic device 300 as a whole. The processor 301 can be a central processing unit CPU, a graphics processing unit GPU, a network processor (Network Processor, NP), etc., and can implement or execute the various methods, steps and logic block diagrams disclosed in the embodiments of the present application.

[0124] In the embodiment of the present application, the processor 301 in the electronic device 300 will load instructions corresponding to the processes of one or more application programs into the memory 302 according to the following steps, and the processor 301 will run the application programs stored in the memory 302 to implement various functions, such as:

[0125] Acquire a first virtual object model;

[0126] Acquire a first virtual clothing model that matches the body shape of the first virtual object model;

[0127] Adjusting the first virtual object model to obtain a second virtual object model, wherein the first virtual object model and the second virtual object model are virtual object models of different sizes;

[0128] Based on the model mapping relationship between the first virtual object model and the first virtual clothing model, and the second virtual object model, the first virtual clothing model is deformed to obtain a second virtual clothing model matching the second virtual object.

[0129] The electronic device provided in the embodiment of the present application can obtain a first virtual object model; then obtain a first virtual clothing model that matches the body shape of the first virtual object model; then, adjust the first virtual object model to obtain a second virtual object model, wherein the first virtual object model and the second virtual object model are virtual object models of different body shapes; finally, based on the model mapping relationship between the first virtual object model and the first virtual clothing model, and the second virtual object model, deform the first virtual clothing model to obtain a second virtual clothing model that matches the second virtual object. Therefore, the solution of the embodiment of the present application is adopted, by obtaining a first virtual object model of a specified body shape, adjusting the body shape of the first virtual object model to obtain a second virtual object model of a different body shape, and then, based on the model mapping relationship between the first virtual object model and the first virtual clothing model matching the body shape of the first virtual object model, and the second virtual object model, the first virtual clothing model is deformed to obtain a second virtual clothing model matching the second virtual object; thereby, other virtual object models of a body shape different from the first virtual object model and the corresponding second virtual clothing model can be automatically generated based on a first virtual object model and the corresponding first virtual clothing model, which simplifies the steps of making virtual clothing models of virtual object models of different body shapes of the same virtual object, saves a lot of manpower and time, and improves the production efficiency of making corresponding virtual clothing models for virtual object models.

[0130] The specific implementation of the above operations can be found in the previous embodiments, which will not be described in detail here.

[0131] Optional, such as Figure 4 As shown, the electronic device 300 further includes: a touch screen 303, a radio frequency circuit 304, an audio circuit 305, an input unit 306, and a power supply 307. The processor 301 is electrically connected to the touch screen 303, the radio frequency circuit 304, the audio circuit 305, the input unit 306, and the power supply 307, respectively. Those skilled in the art can understand that Figure 4 The electronic device structure shown in the figure does not constitute a limitation of the electronic device, and may include more or less components than shown in the figure, or combine certain components, or arrange the components differently.

[0132] The touch display screen 303 can be used to display a graphical user interface and receive operation instructions generated by the user acting on the graphical user interface. The touch display screen 303 may include a display panel and a touch panel. Among them, the display panel can be used to display information input by the user or information provided to the user and various graphical user interfaces of the electronic device, and these graphical user interfaces can be composed of graphics, text, icons, videos and any combination thereof. Optionally, the display panel can be configured in the form of a liquid crystal display (LCD, Liquid Crystal Display), an organic light-emitting diode (OLED, Organic Light-Emitting Diode) and the like. The touch panel can be used to collect the user's touch operation on or near it (such as the user uses any suitable object or attachment such as a finger, a stylus, etc. on the touch panel or near the touch panel), and generate corresponding operation instructions, and the operation instructions execute corresponding programs. Optionally, the touch panel may include two parts: a touch detection device and a touch controller. Among them, the touch detection device detects the user's touch direction, detects the signal brought by the touch operation, and transmits the signal to the touch controller; the touch controller receives the touch information from the touch detection device, converts it into the touch point coordinates, and then sends it to the processor 301, and can receive the command sent by the processor 301 and execute it. The touch panel can cover the display panel. When the touch panel detects a touch operation on or near it, it is transmitted to the processor 301 to determine the type of touch event, and then the processor 301 provides a corresponding visual output on the display panel according to the type of touch event. In an embodiment of the present application, the touch panel and the display panel can be integrated into the touch display screen 303 to realize the input and output functions. However, in some embodiments, the touch panel and the touch panel can be used as two independent components to realize the input and output functions. That is, the touch display screen 303 can also be used as a part of the input unit 306 to realize the input function.

[0133] The radio frequency circuit 304 may be used to send and receive radio frequency signals, so as to establish wireless communication with a network device or other electronic devices through wireless communication, and to send and receive signals with the network device or other electronic devices.

[0134] The audio circuit 305 can be used to provide an audio interface between the user and the electronic device through a speaker and a microphone. The audio circuit 305 can transmit the electrical signal converted from the received audio data to the speaker, which is converted into a sound signal for output; on the other hand, the microphone converts the collected sound signal into an electrical signal, which is received by the audio circuit 305 and converted into audio data, and then the audio data is output to the processor 301 for processing, and then sent to another electronic device through the radio frequency circuit 304, or the audio data is output to the memory 302 for further processing. The audio circuit 305 may also include an earplug jack to provide communication between an external headset and the electronic device.

[0135] The input unit 306 may be used to receive input numbers, character information or user feature information (such as fingerprint, iris, facial information, etc.), and generate keyboard, mouse, joystick, optical or trackball signal input related to user settings and function control.

[0136] The power supply 307 is used to supply power to various components of the electronic device 300. Optionally, the power supply 307 can be logically connected to the processor 301 through a power management system, so that the power management system can manage charging, discharging, and power consumption. The power supply 307 can also include one or more DC or AC power supplies, recharging systems, power failure detection circuits, power converters or inverters, power status indicators, and other arbitrary components.

[0137] although Figure 4 Not shown, the electronic device 300 may also include a camera, a sensor, a wireless fidelity module, a Bluetooth module, etc., which will not be described in detail here.

[0138] 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.

[0139] A person of ordinary skill in the art will appreciate that all or part of the steps in the various methods of the above embodiments may be completed by instructions, or by controlling related hardware through instructions. The instructions may be stored in a computer-readable storage medium and loaded and executed by a processor.

[0140] To this end, an embodiment of the present application provides a computer-readable storage medium, in which a plurality of computer programs are stored, and the computer program can be loaded by a processor to execute any one of the virtual object model processing methods provided in the embodiments of the present application. The computer program can execute the following steps of the virtual object model processing method:

[0141] Acquire a first virtual object model;

[0142] Acquire a first virtual clothing model that matches the body shape of the first virtual object model;

[0143] Adjusting the first virtual object model to obtain a second virtual object model, wherein the first virtual object model and the second virtual object model are virtual object models of different sizes;

[0144] Based on the model mapping relationship between the first virtual object model and the first virtual clothing model, and the second virtual object model, the first virtual clothing model is deformed to obtain a second virtual clothing model matching the second virtual object.

[0145] Due to the computer program stored in the storage medium, a first virtual object model can be obtained; then, a first virtual clothing model matching the body shape of the first virtual object model is obtained; then, the first virtual object model is adjusted to obtain a second virtual object model, wherein the first virtual object model and the second virtual object model are virtual object models of different body shapes; finally, based on the model mapping relationship between the first virtual object model and the first virtual clothing model, and the second virtual object model, the first virtual clothing model is deformed to obtain a second virtual clothing model matching the second virtual object. Therefore, the solution of the embodiment of the present application is adopted, by obtaining a first virtual object model of a specified body shape, adjusting the body shape of the first virtual object model to obtain a second virtual object model of a different body shape, and then, based on the model mapping relationship between the first virtual object model and the first virtual clothing model matching the body shape of the first virtual object model, and the second virtual object model, the first virtual clothing model is deformed to obtain a second virtual clothing model matching the second virtual object; thereby, other virtual object models of a body shape different from the first virtual object model and the corresponding second virtual clothing model can be automatically generated based on a first virtual object model and the corresponding first virtual clothing model, which simplifies the steps of making virtual clothing models of virtual object models of different body shapes of the same virtual object, saves a lot of manpower and time, and improves the production efficiency of making corresponding virtual clothing models for virtual object models.

[0146] The specific implementation of the above operations can be found in the previous embodiments, which will not be described in detail here.

[0147] The computer-readable storage medium may include: a read-only memory (ROM), a random access memory (RAM), a magnetic disk or an optical disk, etc.

[0148] Since the computer program stored in the computer-readable storage medium can execute any method for processing a virtual object model provided in the embodiments of the present application, the beneficial effects that can be achieved by any method for processing a virtual object model provided in the embodiments of the present application can be achieved. For details, please refer to the previous embodiments and will not be repeated here.

[0149] According to one aspect of the present application, a computer program product or a computer program is also provided, the computer program product or the computer program including computer instructions, the computer instructions being stored in a computer-readable storage medium. A processor of an electronic device reads the computer instructions from the computer-readable storage medium, and the processor executes the computer instructions, so that the electronic device executes the methods provided in various optional implementations of the above embodiments.

[0150] In the above-mentioned processing device of the virtual object model, computer-readable storage medium, electronic device, and computer program product embodiments, the description of each embodiment has its own emphasis. For the part not described in detail in a certain embodiment, reference can be made to the relevant description of other embodiments. Those skilled in the art can clearly understand that for the convenience and simplicity of description, the specific working process and beneficial effects of the processing device of the virtual object model, computer-readable storage medium, computer program product, electronic device and its corresponding units described above can refer to the description of the processing method of the virtual object model in the above embodiment, and will not be repeated here.

[0151] The above is a detailed introduction to a virtual object model processing method, device, electronic device, computer-readable storage medium and computer program product provided in an embodiment of the present application. Specific examples are used in this article to illustrate the principles and implementation methods of the present application. The description of the above embodiments is only used to help understand the method of the present application and its core idea; at the same time, for technical personnel in this field, according to the idea of ​​the present application, there will be changes in the specific implementation method and application scope. In summary, the content of this specification should not be understood as a limitation on the present application.

Claims

1. A method for processing a virtual object model, characterized in that: include: Acquire a first virtual object model; Acquire a first virtual clothing model that matches the body shape of the first virtual object model; Adjusting the first virtual object model to obtain a second virtual object model, wherein the first virtual object model and the second virtual object model are virtual object models of different sizes; Based on the model mapping relationship between the first virtual object model and the first virtual clothing model, and the second virtual object model, the first virtual clothing model is deformed to obtain a second virtual clothing model matching the second virtual object.

2. The method according to claim 1, characterized in that The first virtual object model includes a first object mesh model and a corresponding first object skeleton model; the first virtual clothing model includes a first clothing mesh model and a corresponding first clothing skeleton model.

3. The method according to claim 2, characterized in that The adjusting the first virtual object model to obtain a second virtual object model includes: The first virtual object model is expanded and / or reduced to obtain a second virtual object model.

4. The method according to claim 3, characterized in that The step of expanding and / or shrinking the first virtual object model to obtain a second virtual object model includes: Performing a process of enlarging or reducing vertex positions of the first object mesh model to obtain a second object mesh model; Enlarging or reducing the vertex positions of the first object skeleton model to obtain a second object skeleton model; A second virtual object model is generated based on the second object mesh model and the second object skeleton model.

5. The method according to claim 2, characterized in that: Before deforming the first virtual clothing model based on the model mapping relationship between the first virtual object model and the first virtual clothing model and the second virtual object model to obtain a second virtual clothing model matching the second virtual object, the method further includes: A first model mapping relationship between the first object mesh model and the first clothing mesh model is obtained, and a second model mapping relationship between the first object skeleton model and the first clothing skeleton model is obtained.

6. The method according to claim 5, characterized in that The obtaining a first model mapping relationship between the first object mesh model and the first clothing mesh model includes: Using a preset radial basis function, obtaining a first correspondence between each object mesh vertex in the first object mesh model and a corresponding clothing mesh vertex in the first clothing mesh model; Based on the first correspondence between each of the object mesh vertices and the corresponding clothing mesh vertices, a first model mapping relationship is determined.

7. The method according to claim 5, characterized in that The obtaining of a second model mapping relationship between the first object skeleton model and the first clothing skeleton model includes: Using a preset radial basis function, obtaining a second correspondence between each virtual object skeleton in the first object skeleton model and a corresponding virtual clothing skeleton in the first clothing skeleton model; Based on the second corresponding relationship between each virtual object skeleton and the corresponding virtual clothing skeleton, a second model mapping relationship is determined.

8. The method according to claim 5, characterized in that The step of performing deformation processing on the first virtual clothing model based on the model mapping relationship between the first virtual object model and the first virtual clothing model, and the second virtual object model, to obtain a second virtual clothing model matching the second virtual object, comprises: Based on the first model mapping relationship, the second model mapping relationship, the second object mesh model, and the second object skeleton model, respectively deforming the first clothing mesh model and the first clothing skeleton model to obtain a second clothing mesh model and a second clothing skeleton model matching the second virtual object; A second virtual clothing model is generated based on the second clothing mesh model and the second clothing skeleton model.

9. The method according to claim 8, characterized in that The method of performing deformation processing on the first clothing mesh model and the first clothing skeleton model respectively based on the first model mapping relationship, the second model mapping relationship, the second object mesh model, and the second object skeleton model to obtain a second clothing mesh model and a second clothing skeleton model matching the second virtual object includes: Based on the first model mapping relationship and the second object mesh model, deforming the first clothing mesh model to obtain a second clothing mesh model matching the second virtual object; Based on the second model mapping relationship and the second object skeleton model, the first clothing skeleton model is deformed to obtain a second clothing skeleton model matching the second virtual object.

10. The method according to claim 9, characterized in that The generating a second virtual clothing model based on the second clothing mesh model and the second clothing skeleton model comprises: Acquire target skinning information of the first virtual clothing model, where the target skinning information is used to indicate a mapping relationship between the first clothing mesh model and the corresponding first clothing skeleton model for binding setting; Based on the target skin information, the second clothing mesh model and the second clothing skeleton model are bound and set to obtain a second virtual clothing model.

11. A processing device for a virtual object model, characterized in that: include: A first acquisition unit, configured to acquire a first virtual object model; A second acquisition unit, configured to acquire a first virtual clothing model matching the body shape of the first virtual object model; an adjusting unit, configured to adjust the first virtual object model to obtain a second virtual object model, wherein the first virtual object model and the second virtual object model are virtual object models of different sizes; The processing unit is configured to perform deformation processing on the first virtual clothing model based on the model mapping relationship between the first virtual object model and the first virtual clothing model, and the second virtual object model, to obtain a second virtual clothing model matching the second virtual object.

12. An electronic device, characterized in that: The system comprises a processor and a memory, wherein the memory stores a plurality of instructions; the processor loads instructions from the memory to execute the steps of the method for processing a virtual object model as claimed in any one of claims 1 to 10.

13. A computer-readable storage medium, characterized in that: The computer-readable storage medium stores a plurality of instructions, and the instructions are suitable for being loaded by a processor to execute the steps of the method for processing a virtual object model according to any one of claims 1 to 10.

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