Processing method and device of virtual object model, electronic equipment and storage medium

By adjusting and deforming the virtual object model, virtual clothing models of different body types are automatically generated, solving the problem of low production efficiency in existing technologies and realizing efficient virtual clothing model generation.

CN119680202BActive Publication Date: 2026-02-10NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202411745143.5
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2024-11-29
Publication Date
2026-02-10
Estimated Expiration
2044-11-29

AI Technical Summary

Technical Problem

In existing technologies, the process of creating adapted virtual clothing models for virtual object models of different body types is cumbersome, requires a lot of manpower and time, and results in low production efficiency.

Method used

By obtaining a first virtual object model of a specified body type, adjusting the body type, and then deforming the virtual clothing model based on the model mapping relationship, virtual clothing models of different body types are automatically generated.

Benefits of technology

It simplifies the production process of virtual clothing models for virtual object models of different body types, saving manpower and time and improving production efficiency.

✦ Generated by Eureka AI based on patent content.

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Abstract

The application discloses a virtual object model processing method and device, electronic equipment and storage medium, including: obtaining a first virtual object model; obtaining a first virtual clothing model matched with the body type 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 body types; 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 morphing processing on the first virtual clothing model to obtain a second virtual clothing model matched with the second virtual object. The application simplifies the production steps of the virtual clothing model of the virtual object model of different body types of the same virtual object, saves a lot of manpower and time, and improves the production efficiency of producing corresponding virtual clothing models for virtual object models.
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Description

Technical Field

[0001] This disclosure relates to the field of game technology, and specifically to a method, apparatus, electronic device, and storage medium for processing virtual object models. Background Technology

[0002] To satisfy people's pursuit of spiritual enrichment, entertainment games that can be played on terminals have emerged. These include role-playing games, tactical competitive games, shooting games, and massively multiplayer online role-playing games (MMORPGs) developed based on client-server architecture. In these games, players control virtual characters on the screen, performing actions such as walking, running, jumping, picking up items, and fighting from either a first-person or third-person perspective. This immersive experience greatly enhances the game's visual impact and sense of realism.

[0003] Currently, to enhance player enjoyment, games typically offer a variety of virtual costumes (i.e., virtual clothing) for players to wear as controlled virtual objects. Existing technology sometimes requires the same virtual object to have different body types wearing the same set of virtual clothing. However, current methods for creating virtual clothing models tailored to different body types require game developers to manually create corresponding virtual clothing models based on the model information of each body type. This process is cumbersome, time-consuming, and inefficient, resulting in low production efficiency for creating corresponding virtual clothing models for virtual object models. Summary of the Invention

[0004] This application provides a method, apparatus, electronic device, and storage medium for processing virtual object models. By acquiring a first virtual object model of a specified body type, adjusting the body type of the first virtual object model to obtain second virtual object models of different body types, and then, based on the model mapping relationship between the first virtual object model and a first virtual clothing model matching the body type of the first virtual object model, as well as the second virtual object model, deforming the first virtual clothing model to obtain a second virtual clothing model matching the second virtual object. Thus, based on a first virtual object model and its corresponding first virtual clothing model, other virtual object models with body types different from the first virtual object model and their corresponding second virtual clothing models can be automatically generated. This simplifies the creation steps of virtual clothing models for different body types of the same virtual object, saves significant manpower and time, and improves the efficiency of creating corresponding virtual clothing models for virtual object models.

[0005] In a first aspect, embodiments of this application provide a method for processing a virtual object model, the method comprising:

[0006] Obtain the first virtual object model;

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

[0008] The first virtual object model is adjusted to obtain the 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 that matches the second virtual object.

[0010] Secondly, embodiments of this application provide a processing apparatus for a virtual object model, comprising:

[0011] The first acquisition unit is used to acquire the first virtual object model;

[0012] The second acquisition unit is used to acquire a first virtual clothing model that matches the body shape of the first virtual object model;

[0013] An adjustment unit is used 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 that matches the second virtual object.

[0015] Thirdly, embodiments of this application also provide an electronic device, including a memory storing multiple instructions; a processor loading instructions from the memory to execute the steps of any of the virtual object model processing methods provided in embodiments of this application.

[0016] Fourthly, embodiments of this application also provide a computer-readable storage medium storing a plurality of instructions adapted for loading by a processor to execute the steps of any of the virtual object model processing methods provided in embodiments of this application.

[0017] Fifthly, embodiments of this application also provide a computer program product, including a computer program or instructions, which, when executed by a processor, implement the steps in the processing method of any virtual object model provided in embodiments of this application.

[0018] Using the solution of this application embodiment, 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 second virtual object models of different body shapes.

[0019] Then, based on the model mapping relationship between the first virtual object model and the first virtual clothing model that matches the body shape of the first virtual object model, as well as the second virtual object model, the first virtual clothing model is deformed to obtain a second virtual clothing model that matches the second virtual object. Thus, based on a first virtual object model and a corresponding first virtual clothing model, other virtual object models with body shapes different from the first virtual object model and corresponding second virtual clothing models can be automatically generated. This simplifies the production steps of virtual clothing models of virtual object models with different body shapes of the same virtual object, saves a lot of manpower and time, and improves the production efficiency of creating corresponding virtual clothing models for virtual object models. Attached Figure Description

[0020] To more clearly illustrate the technical solutions in the embodiments of this application, the accompanying drawings used in the description of the embodiments will be briefly introduced below. Obviously, the accompanying drawings described below are only some embodiments of this application. For those skilled in the art, other drawings can be obtained based on these drawings without creative effort.

[0021] Figure 1 This is a schematic diagram of a scenario for a virtual object model processing system provided in an embodiment of this application;

[0022] Figure 2 This is a schematic flowchart of one embodiment of the virtual object model processing method provided in this application.

[0023] Figure 3 This is a schematic diagram of the structure of the processing device for the virtual object model provided in the embodiments of this application;

[0024] Figure 4 This is a schematic diagram of the structure of the electronic device provided in the embodiments of this application. Detailed Implementation

[0025] The technical solutions of the embodiments of this application will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only a part of the embodiments of this application, and not all of the embodiments. Based on the embodiments of this application, all other embodiments obtained by those skilled in the art without creative effort are within the scope of protection of this application. At the same time, in the description of the embodiments of this application, the terms "first," "second," etc., are only used to distinguish descriptions and should not be construed as indicating or implying relative importance. Thus, features defined with "first" and "second" may explicitly or implicitly include one or more features. In the description of the embodiments of this application, "multiple" means two or more, unless otherwise explicitly specified.

[0026] This application provides a method, apparatus, electronic device, and computer-readable storage medium for processing virtual object models. Specifically, this embodiment will be described from the perspective of a virtual object model processing apparatus, which can be integrated into an electronic device. That is, the virtual object model processing method of this application embodiment can be executed by an electronic device. Optionally, the electronic device may include a terminal device. The terminal device may be a mobile phone, tablet computer, smart Bluetooth device, laptop computer, game console, or personal computer (PC), etc.

[0027] The virtual object model processing method provided in this application can be applied to systems such as virtual object model processing systems. This system can include a player terminal device and a server. The terminal can be a device that includes both receiving and transmitting hardware, i.e., a device with receiving and transmitting hardware capable of performing bidirectional communication over a bidirectional communication link. The player terminal device and the server can communicate bidirectionally via a network.

[0028] Optionally, the server can be a standalone server, or a server network or server cluster, including but not limited to computers, network hosts, single network servers, multiple network server sets, or cloud servers composed of multiple servers. Cloud servers consist of a large number of computers or network servers based on cloud computing.

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

[0030] For example, when the processing method for the virtual object model runs on a terminal, the terminal device stores a game application and uses it to render virtual scenes in the game. The terminal device is used to interact with the user through a graphical user interface (GUI), such as by downloading, installing, and running the game application. The way the terminal device provides the GUI to the user can be varied; for example, it can be rendered and displayed on the terminal device's screen, or it can present the GUI through holographic projection. For instance, the terminal device can include a touchscreen display and a processor. The touchscreen display is used to present the GUI and receive user input commands generated by the GUI, which includes game graphics. The processor is used to run the game, generate the GUI, respond to input commands, and control the display of the GUI on the touchscreen display.

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

[0032] Please see Figure 1 , Figure 1This is a schematic diagram of a virtual object model processing system provided in an embodiment of this application. The system may include at least one terminal, at least one server, at least one database, and a network. A user's terminal can connect to different game servers via the network. The terminal is any device with computing hardware capable of supporting and executing software products corresponding to the game. Furthermore, when the system includes multiple terminals, multiple servers, and multiple networks, different terminals can connect to each other through different networks and servers. The network can be a wireless network or a wired network, such as a wireless local area network (WLAN), local area network (LAN), cellular network, 2G network, 3G network, 4G network, 5G network, etc. Additionally, different terminals can also connect to other terminals or servers using their own Bluetooth networks or hotspot networks. For example, multiple users can connect online through different terminals via appropriate networks and synchronize with each other to support multiplayer games. Furthermore, the system may include multiple databases coupled to different servers, and can continuously store game environment-related information in the databases while different users are playing multiplayer games online.

[0033] This application provides a method for processing a virtual object model, which can be executed by a terminal or a server. This application example illustrates the method by which a terminal executes the virtual object model processing. The terminal may include a touchscreen display and a processor (of course, the terminal may also use peripherals such as a mouse or keyboard as input devices; this example only uses a touchscreen display). The touchscreen display is used to present a graphical user interface (GUI) and receive operation commands generated by the user interacting with the GUI. When the user operates the GUI through the touchscreen display, the GUI can control local content on the terminal in response to the received operation commands, or it can control content on a peer server in response to the received operation commands. For example, the operation commands generated by the user interacting with the GUI may include commands to launch a game application. The processor is configured to launch the game application after receiving the user's command to launch the game application. Furthermore, the processor is configured to render and draw the GUI associated with the game on the touchscreen display. The touchscreen display is a multi-touch sensitive screen capable of sensing touch or swipe operations performed simultaneously on multiple points on the screen. Users use their fingers to perform touch operations on the graphical user interface. When the graphical user interface detects the touch operation, it controls different virtual objects in the game's graphical user interface to perform actions corresponding to the touch operation.

[0034] It should be noted that, Figure 1The schematic diagram of the virtual object model processing system shown is merely an example. The virtual object model processing system and scenario described in this application embodiment are for the purpose of more clearly illustrating the technical solutions of this application embodiment and do not constitute a limitation on the technical solutions provided in this application embodiment. As those skilled in the art will know, with the emergence of new business scenarios, the technical solutions provided in this application embodiment are also applicable to similar technical problems.

[0035] This application provides a method for processing a virtual object model. This method can be executed by a terminal or a server. This application example illustrates the method by having a terminal execute the virtual object model processing method. A graphical user interface (GUI) can be provided by the terminal device. The GUI includes at least a portion of a virtual scene and controlled virtual objects located within the virtual scene and controlled by the terminal device. The GUI, virtual scene, and virtual objects are described below.

[0036] A game scene (or virtual scene) is a virtual scene displayed (or provided) by an application while it is running on a terminal or server. Optionally, the virtual scene is a simulation of the real world, a semi-simulated / semi-fictional virtual environment, or a purely fictional virtual environment. A virtual scene can be either a two-dimensional or three-dimensional virtual scene, and the virtual environment can be the sky, land, ocean, etc., where the land includes environmental elements such as deserts and cities. Among them, a virtual scene is a scene in which the user controls virtual objects and completes the game logic. For example, in a sandbox 3D shooting game, a virtual scene is a 3D game world used by players to control virtual objects to fight. Instances of virtual scenes can include at least one element among mountains, plains, rivers, lakes, oceans, deserts, skies, plants, buildings, and vehicles. For example, in a 2D card game, a virtual scene is a scene used to display and release cards or display the virtual objects corresponding to cards. Instances of virtual scenes can include arenas, battlegrounds, or other "field" elements or other elements that can display the card battle status. For 2D or 3D multiplayer online tactical competitive games, a virtual scene is a 2D or 3D terrain scene used by virtual objects to fight. Instances of virtual scenes can include elements such as canyon-style mountains, lines, rivers, classrooms, desks and chairs, and podiums.

[0037] A graphical user interface (GUI) is a graphical user interface obtained by executing software applications on the processor of a mobile terminal or other terminal and rendering them on a display screen. It can be the display screen interface of the terminal device. The GUI can present the entire game scene or only a portion of it. The game scene includes multiple static virtual objects, specifically including ground, mountains, rocks, vegetation, buildings, etc. When the game scene is large, the GUI of the terminal device only displays a portion of the game scene during gameplay. Optionally, the game scene includes game characters, which can be player-controlled characters or NPCs (Non-Player Characters, a type of character in a game, meaning non-player characters). This exemplary embodiment is not limited to these. The GUI can include a UI interface for player interaction and game screens. In optional embodiments, the UI interface can include game controls (e.g., skill controls, movement controls, function controls, etc.), indicators (e.g., direction indicators, character indicators, etc.), information display areas (e.g., kill count, match time, etc.), or game setting controls (e.g., system settings, shop, coins, etc.). In an optional implementation, the game screen is the display screen corresponding to the virtual scene displayed on the terminal device. The game screen may include virtual objects such as game characters, NPC characters, and AI characters that execute game logic in the virtual scene.

[0038] A game object (or virtual object, game character) refers to a controllable dynamic object in a virtual scene. Optionally, the dynamic object can be a virtual character, virtual animal, anime character, etc. This virtual object is a character controlled by the player through an input device, or an artificial intelligence (AI) trained and set up for battle in a virtual environment, or a non-player character (NPC) set up for battle in a virtual scene. 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 dynamically determined according to the number of clients joining the battle; this application embodiment does not limit this. In one possible implementation, the user can control the virtual object to move within the virtual scene, for example, controlling the virtual object to run, jump, crawl, etc., and can also control the virtual object to use skills, virtual items, etc. provided by the application to fight against other virtual objects. (Game) props refer to items that virtual objects can use in a virtual environment, including but not limited to firearms, melee weapons, grenades, shields, springboards, puppets, etc., which can be used by virtual objects to enhance their own attributes, assist in combat, or inflict damage on other virtual objects. Virtual props can also be supply items such as bullets, and can be equipped with accessories such as extended magazines, scopes, flash hiders, and stocks on designated virtual weapons. A virtual camera is an essential component of the game scene, used to present the game scene's visuals. Each game scene corresponds to at least one virtual camera, and depending on actual needs, there can be two or more. These cameras serve as rendering windows for the game, capturing and presenting the game world's visual content to the player. By setting the parameters of the virtual camera, the player's viewing perspective can be adjusted, such as first-person or third-person view.

[0039] The following detailed description, in conjunction with the accompanying drawings, illustrates the process. This embodiment uses a terminal device as the execution subject. It should be noted that the order of description in the following embodiments is not intended to limit the preferred order of the embodiments. Although a logical order is shown in the flowcharts, in some cases, the steps shown or described may be performed in a different order than that shown in the accompanying drawings.

[0040] Please see Figure 2 , Figure 2 The following is a flowchart illustrating a method for processing a virtual object model according to an embodiment of this application. The specific process of the method for processing the virtual object model can be summarized in steps 101 to 104:

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

[0042] Specifically, game developers can obtain a first virtual object model of a first-dimensional virtual object. This first virtual object model includes a first object mesh model and a corresponding first object skeleton model. The mesh model is a basic model for virtual objects, composed of a series of vertices, edges, and faces. These vertices, edges, and faces together form a three-dimensional mesh structure 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 for various editing operations on vertices, edges, and faces, such as translation, scaling, and rotation, thus easily adjusting the shape and posture of the virtual object. By adjusting the position of the vertices and the shape of the faces, highly realistic effects can be achieved. Mesh models are 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 movement and form of the virtual object, composed of a series of bones. These bones are connected by joints to form a complete skeletal system. Skeletal models are usually used in conjunction with mesh models to achieve animation effects for virtual objects. Game developers can easily control the posture and movements of virtual objects by adjusting the position, rotation, and scaling attributes of virtual bones in the skeletal model. Therefore, the skeletal model can simulate the movement patterns of living organisms in the real world, making the movements of virtual objects more natural and realistic. Furthermore, the skeletal model supports the addition of new bones and joints to accommodate virtual objects of different shapes and sizes.

[0043] Furthermore, the mesh model and the skeletal model can be bound together by setting skinning data. This skinning data indicates the association between the vertices of the mesh model and the bones in the skeletal model. The skinning data determines how the mesh model (i.e., the "skin") deforms as the virtual bones in the skeletal model move. Specifically, 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 skeletal model. Each vertex is assigned influence weights from one or more bones, which determine how the vertex moves with the bones during animation. When the virtual bones undergo transformations (such as rotation or translation), the vertices of the mesh model are interpolated based on these weights and the bone transformations to obtain new vertex positions, thus achieving the deformation of the mesh model.

[0044] Step 102: Obtain 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 this embodiment, game developers can create a first virtual clothing model based on specified virtual clothing information and a first object skeleton model of a first virtual object model. Specifically, game developers can manually create a complete first clothing mesh model that matches the body shape of the first virtual object model based on the specified virtual clothing information. Simultaneously, to determine the skeleton and skinning effect, a first clothing skeleton model and a first clothing mesh model will be manually constructed for skinning operations. This first clothing skeleton model is created based on the first object skeleton model and according to the requirements of the first clothing mesh model. This first clothing skeleton model contains bone information, and when combined with the first clothing mesh model, a first virtual clothing model containing skinning information is obtained. The resulting first virtual clothing model includes the first clothing mesh model, the corresponding first clothing skeleton model, and the skinning information.

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

[0048] In this context, the second virtual object corresponding to the first virtual object and the second virtual object model are virtual objects with the same target object attributes but different body types. For example, both the first and second virtual objects are female; the first virtual object is a woman of normal body type, and the second virtual object is a woman of overweight body type. The first virtual object model can be a virtual model of a standard body type virtual object. The standard body type is a basic template used in game character design to create multiple variant characters. It provides a unified reference point for developing character variants with different body types and appearances.

[0049] In one embodiment, the size of the first virtual object model can be adjusted to obtain a second virtual object model.

[0050] Specifically, by maximizing the file information, the shape information of the first, second, and third virtual objects can be obtained. By expanding the size of the first virtual object, and without adding or deleting vertices, the second and third virtual objects of different sizes can be manually deformed, thus completing the creation of virtual objects of different sizes.

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

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

[0053] Specifically, if the first virtual object model corresponds to a normal body shape, expanding the first virtual object model will yield a fat body shape second virtual object model; shrinking the first virtual object model will yield a thin body shape second virtual object model.

[0054] Furthermore, the step "the expansion and / or reduction of the first virtual object model to obtain the second virtual object model" includes:

[0055] The vertex positions of the first object mesh model are enlarged or reduced to obtain the second object mesh model;

[0056] The first object skeleton model is enlarged or reduced in vertex position to obtain the 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 can be enlarged or reduced, so that the first virtual object model can be transformed into a second virtual object model of different sizes 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, perform deformation processing on the first virtual clothing model to obtain a second virtual clothing model that matches the second virtual object.

[0060] In one embodiment, the step "before 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" further includes:

[0061] Obtain the first model mapping relationship between the first object mesh model and the first clothing mesh model, and obtain the second model mapping relationship between the first object skeleton model and the first clothing skeleton model.

[0062] In one specific embodiment, the step "obtaining the first model mapping relationship between the first object mesh model and the first clothing mesh model" includes:

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

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

[0065] Specifically, the correspondence between each vertex of the first clothing mesh model and each vertex of the first object mesh model is obtained using radial basis functions and denoted as wm; then, based on each vertex of the second object mesh model and the wm coefficient, the second clothing mesh model can be transformed on the basis of the first clothing mesh model.

[0066] The radial basis function is a real-valued function whose value depends only on its distance from the origin, i.e., Φ(x) = Φ(‖x‖), or it can be the distance to any point c, called the center point, i.e., Φ(x, c) = Φ(‖xc‖). Any function Φ that satisfies the property Φ(x) = Φ(‖x‖) is called a radial basis function. The standard method generally uses Euclidean distance (also called Euclidean radial basis function). The radial basis functions used in this embodiment are 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 skeletal model uses: np.exp(-(d / sigma)**2), where d is the sum of the squares of x, y, and z of the position of woman01 as a reference skeleton.

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

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

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

[0072] Specifically, the correspondence between each bone (position, length) in the first clothing skeleton model and each bone (position, length) in the first object skeleton model is obtained using radial basis functions and denoted as wb; then, based on the coefficients of each bone (position, length) in the second object skeleton model and wb, the second clothing skeleton model can be transformed on the basis of the first clothing skeleton model.

[0073] Furthermore, the step "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 that matches 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, the first clothing mesh model and the first clothing skeleton model are deformed respectively to obtain a second clothing mesh model and a second clothing skeleton model that match 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 "based on the first model mapping relationship, the second model mapping relationship, the second object mesh model, and the second object skeleton model, respectively performing deformation processing on the first clothing mesh model and the first clothing skeleton model to obtain a second clothing mesh model and a second clothing skeleton model that match the second virtual object" includes:

[0077] Based on the first model mapping relationship and the second object mesh model, the first clothing mesh model is deformed to obtain a second clothing mesh model that matches 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 that matches the second virtual object.

[0079] Furthermore, the step "generating the second virtual clothing model based on the second clothing mesh model and the second clothing skeleton model" includes:

[0080] Obtain the target skinning information of the first virtual clothing model, wherein the target skinning information is used to indicate the mapping relationship between the first clothing mesh model and the corresponding first clothing skeleton model for binding settings;

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

[0082] In this embodiment, during the creation of the second clothing mesh model and the second clothing skeleton model, the mesh model ensures consistency in vertex semantics among the components of the first and second clothing mesh models, while the skeleton model (i.e., the skeleton) ensures consistency in bone sorting, naming, and parent-child structure between the first and second clothing skeleton models. Since skinning is defined as 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 in the second virtual clothing model to complete the binding between the second clothing mesh model and the second clothing skeleton model. 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] Skinning information can be categorized as skinning data, which associates the vertices of a mesh model with the bones of a skeletal model. Specifically, the skinning process binds the vertices of the mesh model to the bones of the skeletal model, establishing a binding relationship so that the mesh model can deform accordingly when the bones move. Skinning data includes information such as vertex weights and bone influences, which determine which bones influence each vertex and the degree of that influence.

[0084] Based on the above description, the following examples will further illustrate the virtual object model processing method of this application. Specific embodiments of this virtual object model processing method are described below:

[0085] (1) In this embodiment, game developers can manually create a complete first clothing mesh model that matches the body shape of the first virtual object model based on specified virtual clothing information. Simultaneously, to determine the skeleton and skinning effect, a first clothing skeleton model and a first clothing mesh model will be manually constructed for skinning operations. This first clothing skeleton model is created based on the first object skeleton model, according to the requirements of the first clothing mesh model. This first clothing skeleton model contains bone information, and when combined with the first clothing mesh model, a first virtual clothing model containing skinning information can be obtained. The obtained first virtual clothing model includes the first clothing mesh model, the corresponding first clothing skeleton model, and the skinning information.

[0086] (2) In this embodiment, the first object mesh model of the first virtual object model with a thin body can be expanded to obtain the object mesh model of the second virtual object model with a thick body, and the third object mesh model of the third virtual object model with the thickest body, while ensuring 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 in the same relative position are consistent, that is, the vertex is in the same order position in the vertex system of the whole model.

[0087] Simultaneously, using the first object skeleton model of the first virtual object model, the second object skeleton model of the second virtual object model and the third object skeleton model of the third virtual object model are sequentially copied and adjusted to ensure that the second and third object skeleton models are consistent with the first object skeleton model in terms of the number of bones, hierarchical structure, and bone naming. Among these adjustments, bone position information is only one part; in addition, the naming of bones at the same location (e.g., bones in the same scapula) must be consistent, the parent-child relationship (i.e., hierarchical structure) between bones must be consistent, and the number of bones between skeletons (i.e., object skeleton models) must be consistent.

[0088] (3) In this embodiment, the radial basis function can be used to establish the correspondence between each vertex of the first clothing mesh model and each vertex of the first object mesh model, denoted as wm. This correspondence is then 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, thereby achieving automated adaptation of fashion components 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 of the second object mesh model and the wm coefficient, the second clothing mesh model can be shaped based on the first clothing mesh model; similarly, based on each vertex of the third object mesh model and the wm coefficient, the third clothing mesh model can be shaped based on the first clothing mesh model.

[0089] After obtaining the second and third clothing mesh models, radial basis functions are 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, denoted as wb. This correspondence is then passed to the adjusted body part skeletons (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), thereby achieving automatic adaptation of the clothing skeleton and obtaining 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 transformed from the first clothing skeleton model; similarly, based on each bone (position, length) and wb coefficient of the third object skeleton model, the third clothing skeleton model can be transformed from the first clothing skeleton model.

[0090] (4) After the above steps, only the skinning information of the second virtual clothing model matching the body shape of the second virtual object model and the third virtual clothing model matching the body shape of the third virtual object model needs to be automatically generated, thus completing the production of the complete fashion resource. Since the skinning information records the mapping relationship between the model vertices of the mesh model and the skeleton model, the skinning information can be reused when the semantics of the model vertex and the skeleton structure information are exactly the same. Therefore, when skinning the second clothing mesh model and the second object skeleton model, the skinning data of the first clothing mesh model and the first object skeleton model can be reused to realize the skinning of the second virtual clothing model; when skinning the third clothing mesh model and the third object skeleton model, the skinning data of the first clothing mesh model and the first object skeleton model (i.e., the first clothing skeleton model) can be reused to realize the skinning of the third virtual clothing model.

[0091] In summary, this application provides a method for processing virtual object models. The method involves obtaining a first virtual object model; then, obtaining a first virtual clothing model that matches the body shape of the first virtual object model; next, 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 with 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, deforming the first virtual clothing model to obtain a second virtual clothing model that matches the second virtual object. The solution adopted in this application involves obtaining a first virtual object model of a specified body type, adjusting the body type of the first virtual object model to obtain second virtual object models of different body types, and then, based on the model mapping relationship between the first virtual object model and a first virtual clothing model matching the body type of the first virtual object model, as well as the second virtual object model, deforming the first virtual clothing model to obtain a second virtual clothing model matching the second virtual object. Thus, based on a first virtual object model and its corresponding first virtual clothing model, other virtual object models of different body types and their corresponding second virtual clothing models can be automatically generated. This simplifies the creation steps of virtual clothing models for different body types of the same virtual object, saves significant manpower and time, and improves the efficiency of creating corresponding virtual clothing models for virtual object models.

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

[0093] The first acquisition unit 201 is used to acquire the first virtual object model;

[0094] The 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] The adjustment unit 203 is used 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 used 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 that matches the second virtual object.

[0097] In some embodiments, the processing apparatus for the virtual object model includes a processing subunit for:

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

[0099] In some embodiments, the processing apparatus for the virtual object model includes a processing subunit for:

[0100] The vertex positions of the first object mesh model are enlarged or reduced to obtain the second object mesh model;

[0101] The first object skeleton model is enlarged or reduced in vertex position to obtain the 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 apparatus for the virtual object model includes a processing subunit for:

[0104] Obtain the first model mapping relationship between the first object mesh model and the first clothing mesh model, and obtain the second model mapping relationship between the first object skeleton model and the first clothing skeleton model.

[0105] In some embodiments, the processing apparatus for the virtual object model includes a processing subunit for:

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

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

[0108] In some embodiments, the processing apparatus for the virtual object model includes a processing subunit for:

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

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

[0111] In some embodiments, the processing apparatus for the virtual object model includes a processing subunit for:

[0112] Based on the first model mapping relationship, the second model mapping relationship, the second object mesh model, and the second object skeleton model, the first clothing mesh model and the first clothing skeleton model are deformed respectively to obtain a second clothing mesh model and a second clothing skeleton model that match 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 apparatus for the virtual object model includes a processing subunit for:

[0115] Based on the first model mapping relationship and the second object mesh model, the first clothing mesh model is deformed to obtain a second clothing mesh model that matches 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 that matches the second virtual object.

[0117] In some embodiments, the processing apparatus for the virtual object model includes a processing subunit for:

[0118] Obtain the target skinning information of the first virtual clothing model, wherein the target skinning information is used to indicate the mapping relationship between the first clothing mesh model and the corresponding first clothing skeleton model for binding settings;

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

[0120] This application discloses a processing device for virtual object models. 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 with different body shapes; and a processing unit 204, based on the model mapping relationship between the first virtual object model and the first virtual clothing model, and the second virtual object model, performs deformation processing on the first virtual clothing model to obtain a second virtual clothing model that matches the second virtual object. This application embodiment obtains a first virtual object model of a specified body type, adjusts the body type of the first virtual object model to obtain second virtual object models of different body types, and then, based on the model mapping relationship between the first virtual object model and a first virtual clothing model that matches the body type 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 that matches the second virtual object. Thus, based on a first virtual object model and a corresponding first virtual clothing model, other virtual object models with body types different from the first virtual object model and corresponding second virtual clothing models can be automatically generated. This simplifies the production steps of virtual clothing models of different body types of the same virtual object, saves a lot of manpower and time, and improves the production efficiency of creating corresponding virtual clothing models for virtual object models.

[0121] Accordingly, this application also provides an electronic device, which can be a terminal, such as a smartphone, tablet computer, laptop computer, touch screen, game console, personal computer (PC), personal digital assistant (PDA), or other terminal device. Alternatively, the electronic device can be a server.

[0122] like Figure 4 As shown, Figure 4 This is a schematic diagram of the structure of an electronic device provided in an embodiment of this application. The electronic device 300 includes a processor 301 with one or more processing cores, a memory 302 with one or more computer-readable storage media, and a computer program stored in the memory 302 and executable on the processor. The processor 301 and the memory 302 are electrically connected. Those skilled in the art will understand 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 have different component arrangements.

[0123] The processor 301 is the control center of the electronic device 300. It connects various parts of the electronic device 300 via various interfaces and lines. By running or loading software programs and / or units stored in the memory 302, and by calling data stored in the memory 302, it executes various functions and processes data of the electronic device 300, thereby providing overall monitoring of the electronic device 300. The processor 301 can be a central processing unit (CPU), a graphics processing unit (GPU), a network processor (NP), etc., and can implement or execute the methods, steps, and logic block diagrams disclosed in the embodiments of this application.

[0124] In this embodiment, the processor 301 in the electronic device 300 loads the instructions corresponding to the processes of one or more applications into the memory 302 according to the following steps, and the processor 301 runs the applications stored in the memory 302 to realize various functions, such as:

[0125] Obtain the first virtual object model;

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

[0127] The first virtual object model is adjusted to obtain the 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 that matches the second virtual object.

[0129] The electronic device provided in this application embodiment 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; next, 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 with 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, perform deformation processing on the first virtual clothing model to obtain a second virtual clothing model that matches the second virtual object. Therefore, the solution adopted in this application involves obtaining a first virtual object model of a specified body type, adjusting the body type of the first virtual object model to obtain second virtual object models of different body types, and then, based on the model mapping relationship between the first virtual object model and a first virtual clothing model matching the body type of the first virtual object model, as well as the second virtual object model, deforming the first virtual clothing model to obtain a second virtual clothing model matching the second virtual object. Thus, based on a first virtual object model and a corresponding first virtual clothing model, other virtual object models of different body types and corresponding second virtual clothing models can be automatically generated, simplifying the production steps of virtual clothing models of different body types of the same virtual object, saving a lot of manpower and time, and improving the production efficiency of creating corresponding virtual clothing models for virtual object models.

[0130] For details on the implementation of each of the above operations, please refer to the previous examples, which will not be repeated here.

[0131] Optional, such as Figure 4 As shown, the electronic device 300 also includes: a touch display 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 display screen 303, the radio frequency circuit 304, the audio circuit 305, the input unit 306, and the power supply 307. Those skilled in the art will understand that... Figure 4 The electronic device structure shown does not constitute a limitation on the electronic device and may include more or fewer components than shown, or combine certain components, or have different component arrangements.

[0132] The touch display screen 303 can be used to display a graphical user interface (GUI) and receive operation commands generated by the user interacting with the GUI. The touch display screen 303 may include a display panel and a touch panel. The display panel can be used to display information input by the user or information provided to the user, as well as various graphical user interfaces of the electronic device. These graphical user interfaces can be composed of graphics, text, icons, video, and any combination thereof. Optionally, the display panel can be configured using a liquid crystal display (LCD), organic light-emitting diode (OLED), or other similar technologies. The touch panel can be used to collect touch operations performed by the user on or near it (such as operations performed by the user using a finger, stylus, or any suitable object or accessory on or near the touch panel), generate corresponding operation commands, and execute the corresponding program according to the operation commands. Optionally, the touch panel may include two parts: a touch detection device and a touch controller. The touch detection device detects the user's touch location and the signal generated by the touch operation, transmitting the signal to the touch controller. The touch controller receives touch information from the touch detection device, converts it into touch point coordinates, and sends it to the processor 301. It can also receive and execute commands from the processor 301. The touch panel can cover the display panel. When the touch panel detects a touch operation on or near it, it transmits the information to the processor 301 to determine the type of touch event. Subsequently, the processor 301 provides corresponding visual output on the display panel based on the type of touch event. In this embodiment, the touch panel and the display panel can be integrated into the touch display screen 303 to achieve input and output functions. However, in some embodiments, the touch panel and the touch display screen 303 can be implemented as two independent components to achieve input and output functions. That is, the touch display screen 303 can also be used as part of the input unit 306 to achieve input functions.

[0133] The radio frequency circuit 304 can be used to transmit and receive radio frequency signals to establish wireless communication with network devices or other electronic devices, and to transmit and receive signals with network devices or other electronic devices.

[0134] Audio circuitry 305 can be used to provide an audio interface between a user and an electronic device via a speaker and a microphone. Audio circuitry 305 converts received audio data into electrical signals, transmits them to the speaker, and the speaker converts them into sound signals for output. Conversely, the microphone converts collected sound signals into electrical signals, which are then received by audio circuitry 305, converted back into audio data, and then processed by processor 301 before being transmitted via radio frequency circuitry 304 to, for example, another electronic device, or output to memory 302 for further processing. Audio circuitry 305 may also include an earphone jack to facilitate communication between peripheral headphones and electronic devices.

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

[0136] Power supply 307 is used to supply power to various components of electronic device 300. Optionally, power supply 307 can be logically connected to processor 301 through a power management system, thereby enabling functions such as charging, discharging, and power consumption management through the power management system. Power supply 307 may also include one or more DC or AC power supplies, recharging systems, power fault detection circuits, power converters or inverters, power status indicators, and other arbitrary components.

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

[0138] In the above embodiments, the descriptions of each embodiment have different focuses. For parts not described in detail in a certain embodiment, please refer to the relevant descriptions in other embodiments.

[0139] Those skilled in the art will understand that all or part of the steps in the various methods of the above embodiments can be performed by instructions, or by instructions controlling related hardware. These instructions can be stored in a computer-readable storage medium and loaded and executed by a processor.

[0140] Therefore, embodiments of this application provide a computer-readable storage medium storing a plurality of computer programs, which can be loaded by a processor to execute any of the virtual object model processing methods provided in embodiments of this application. The computer program can execute the steps of the virtual object model processing method as follows:

[0141] Obtain the first virtual object model;

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

[0143] The first virtual object model is adjusted to obtain the 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 that matches the second virtual object.

[0145] The computer program stored in the storage medium 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; next, 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 adopted in this application involves obtaining a first virtual object model of a specified body type, adjusting the body type of the first virtual object model to obtain second virtual object models of different body types, and then, based on the model mapping relationship between the first virtual object model and a first virtual clothing model matching the body type of the first virtual object model, as well as the second virtual object model, deforming the first virtual clothing model to obtain a second virtual clothing model matching the second virtual object. Thus, based on a first virtual object model and a corresponding first virtual clothing model, other virtual object models of different body types and corresponding second virtual clothing models can be automatically generated, simplifying the production steps of virtual clothing models of different body types of the same virtual object, saving a lot of manpower and time, and improving the production efficiency of creating corresponding virtual clothing models for virtual object models.

[0146] For details on the implementation of each of the above operations, please refer to the previous examples, which will not be repeated here.

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

[0148] Since the computer program stored in the computer-readable storage medium can execute any of the virtual object model processing methods provided in the embodiments of this application, the beneficial effects that any of the virtual object model processing methods provided in the embodiments of this application can achieve can be realized. For details, please refer to the previous embodiments, which will not be repeated here.

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

[0150] In the above embodiments of the virtual object model processing apparatus, computer-readable storage medium, electronic device, and computer program product, the descriptions of each embodiment have different focuses. Parts not described in detail in a particular embodiment can be referred to in the relevant descriptions of other embodiments. Those skilled in the art will clearly understand that, for the sake of convenience and brevity, the specific working process and beneficial effects of the virtual object model processing apparatus, computer-readable storage medium, computer program product, electronic device, and their corresponding units described above can be referred to the description of the virtual object model processing method in the above embodiments, and will not be repeated here.

[0151] The foregoing has provided a detailed description of a virtual object model processing method, apparatus, electronic device, computer-readable storage medium, and computer program product provided in the embodiments of this application. Specific examples have been used to illustrate the principles and implementation methods of this application. The descriptions of the above embodiments are only for the purpose of helping to understand the methods and core ideas of this application. At the same time, for those skilled in the art, there will be changes in the specific implementation methods and application scope based on the ideas of this application. Therefore, the content of this specification should not be construed as a limitation of this application.

Claims

1. A method for processing a virtual object model, characterized in that, include: Obtain the first virtual object model; Obtain a first virtual clothing model that matches the body shape of the first virtual object model. 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. The first virtual object model is adjusted to obtain the 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 that matches the second virtual object. The step of adjusting the first virtual object model to obtain the second virtual object model includes: The first virtual object model is expanded and / or shrunk to obtain the second virtual object model.

2. The method according to claim 1, characterized in that, The step of expanding and / or shrinking the first virtual object model to obtain the second virtual object model includes: The vertex positions of the first object mesh model are enlarged or reduced to obtain the second object mesh model; The first object skeleton model is enlarged or reduced in vertex position to obtain the second object skeleton model; A second virtual object model is generated based on the second object mesh model and the second object skeleton model.

3. The method according to claim 2, characterized in that, Before 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 that matches the second virtual object, the process further includes: Obtain the first model mapping relationship between the first object mesh model and the first clothing mesh model, and obtain the second model mapping relationship between the first object skeleton model and the first clothing skeleton model.

4. The method according to claim 3, characterized in that, The step of obtaining the first model mapping relationship between the first object mesh model and the first clothing mesh model includes: Using a preset radial basis function, the first correspondence between each object mesh vertex in the first object mesh model and the corresponding clothing mesh vertex in the first clothing mesh model is obtained; Based on the first correspondence between each object mesh vertex and the corresponding clothing mesh vertex, the first model mapping relationship is determined.

5. The method according to claim 3, characterized in that, The step of obtaining the second model mapping relationship between the first object skeleton model and the first clothing skeleton model includes: Using a preset radial basis function, a second correspondence is obtained between each virtual object bone in the first object skeleton model and the corresponding virtual clothing bone in the first clothing skeleton model; Based on the second correspondence between the skeletons of each virtual object and the corresponding virtual clothing skeleton, the second model mapping relationship is determined.

6. The method according to claim 3, characterized in that, 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 that matches the second virtual object, includes: Based on the first model mapping relationship, the second model mapping relationship, the second object mesh model, and the second object skeleton model, the first clothing mesh model and the first clothing skeleton model are deformed respectively to obtain a second clothing mesh model and a second clothing skeleton model that match the second virtual object. A second virtual clothing model is generated based on the second clothing mesh model and the second clothing skeleton model.

7. The method according to claim 6, characterized in that, The process of deforming the first clothing mesh model and the first clothing skeleton model 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 that match the second virtual object includes: Based on the first model mapping relationship and the second object mesh model, the first clothing mesh model is deformed to obtain a second clothing mesh model that matches 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 that matches the second virtual object.

8. The method according to claim 7, characterized in that, The process of generating a second virtual clothing model based on the second clothing mesh model and the second clothing skeleton model includes: Obtain the target skinning information of the first virtual clothing model, wherein the target skinning information is used to indicate the mapping relationship between the first clothing mesh model and the corresponding first clothing skeleton model for binding settings; Based on the target skinning information, the second clothing mesh model and the second clothing skeleton model are bound together to obtain the second virtual clothing model.

9. A processing apparatus for a virtual object model, characterized in that, include: The first acquisition unit is used to acquire the first virtual object model; The second acquisition unit is used to acquire a first virtual clothing model that matches the body shape of the first virtual object model. 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. An adjustment unit is used 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 that matches the second virtual object. The processing subunit is used to expand and / or shrink the first virtual object model to obtain a second virtual object model.

10. An electronic device, characterized in that, It includes a processor and a memory, the memory storing multiple instructions; the processor loads instructions from the memory to perform the steps of the processing method for the virtual object model as described in any one of claims 1 to 8.

11. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores a plurality of instructions adapted for loading by a processor to perform the steps of the processing method for the virtual object model as described in any one of claims 1 to 8.

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