Model processing method, device, storage medium and electronic device

By determining the body shape and related components of the NPC model in a virtual scene, and using envelope rule information for splicing and texture baking, the problem of low generation efficiency of NPC model in the prior art is solved, and more efficient model generation is achieved.

CN119770978APending Publication Date: 2025-04-08NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202411779210.5
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2024-12-04
Publication Date
2025-04-08

AI Technical Summary

Technical Problem

In the prior art, when making a virtual game character model (especially NPC model), the generation efficiency is low, and a lot of manpower is required to participate, the component reuse situation is unclear, and the reused components need to be manually adjusted and adapted after modification, which is a large workload.

Method used

By determining the body shape of the model to be generated in the virtual scene and splicing it according to the different type of model components associated with the body shape, the texture information of the initial model is baked into the target map using envelope rule information to generate the target model.

Benefits of technology

It reduces manpower-related operations, improves the model generation efficiency, and solves the problem of low model generation efficiency.

✦ Generated by Eureka AI based on patent content.

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Abstract

The present application discloses a model processing method, device, storage medium and electronic device, and relates to the technical field of computer graphics. The method includes: determining the body shape of a model to be generated in a virtual scene; determining different types of model components associated with the body shape, wherein different body shapes are pre-set with different envelope rule information, and the envelope rule information includes different types of model components pre-made according to the corresponding body shape, and rules for splicing different types of model components; in response to a selection operation for a model resource set under a model component, selecting at least one target model resource from the model resource set; splicing target model resources of different types of model components to obtain an initial model; baking the texture information corresponding to the model component in the initial model to the corresponding texture area in the target map to generate the target model, wherein the texture areas corresponding to different model components are different. The present disclosure solves the technical problem of low model generation efficiency.
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Description

Technical Field

[0001] The present disclosure relates to the technical field of computer graphics, and in particular to a model processing method, device, storage medium and electronic device. Background Art

[0002] At present, in the process of game production, the requirements for the richness of virtual game characters, especially non-player characters (NPC for short), are getting higher and higher.

[0003] In related technologies, target models (e.g., NPC models) are usually created by component splitting and reuse, texture replacement, and skinning. However, the above methods still require a lot of manpower, the component reuse situation is unclear, and after the reused components are modified, they need to be manually adjusted and adapted, which is a lot of work, resulting in a technical problem of low model generation efficiency.

[0004] Currently, no effective solution has been proposed to address the problem of low generation efficiency of the above models. Summary of the invention

[0005] At least some embodiments of the present disclosure provide a model processing method, device, storage medium and electronic device to at least solve the technical problem of low model generation efficiency.

[0006] According to one embodiment of the present disclosure, a method for processing a model is provided. The method may include: determining the body shape of a model to be generated in a virtual scene; determining different types of model components associated with the body shape, wherein different body shapes are pre-set with different envelope rule information, and the envelope rule information includes different types of model components pre-made according to the corresponding body shape, and rules for splicing different types of model components, and the model components are matched with a model resource set; in response to a selection operation of the model resource set under the model component, at least one target model resource is selected from the model resource set; the target model resources of different types of model components are spliced ​​to obtain an initial model; the texture information corresponding to the model component in the initial model is baked to the corresponding texture area in the target map to generate the target model, wherein the texture areas corresponding to different model components are different.

[0007] According to one embodiment of the present disclosure, a model processing device is also provided. The device may include: a first determination unit, used to determine the body shape of the model to be generated in the virtual scene; a second determination unit, used to determine different types of model components associated with the body shape, wherein different body shapes are pre-set with different envelope rule information, and the envelope rule information includes different types of model components pre-made according to the corresponding body shape, and rules for splicing different types of model components, and the model components are matched with a model resource set; a selection unit, used to respond to the selection operation of the model resource set under the model component, and select at least one target model resource from the model resource set; a splicing unit, used to splice the target model resources of different types of model components to obtain an initial model; a baking unit, used to bake the texture information corresponding to the model component in the initial model to the corresponding texture area in the target map to generate the target model, wherein the texture areas corresponding to different model components are different.

[0008] According to one embodiment of the present disclosure, a computer-readable storage medium is further provided, wherein a computer program is stored in the computer-readable storage medium, wherein the computer program is configured to execute any of the above-mentioned model processing methods when running.

[0009] According to one embodiment of the present disclosure, an electronic device is also provided. The electronic device may include a memory and a processor, wherein a computer program is stored in the memory, and the processor is configured to run the computer program to execute any of the above-mentioned model processing methods.

[0010] According to one embodiment of the present disclosure, a computer program product is also provided. The computer program product may include a computer program, wherein the computer program is configured to execute any of the above-mentioned model processing methods when running.

[0011] According to one embodiment of the present disclosure, a computer program product is also provided. The computer program product may include a non-volatile computer-readable storage medium, wherein the non-volatile computer-readable storage medium stores a computer program, and the computer program is configured to execute any of the above-mentioned model processing methods when running.

[0012] According to one embodiment of the present disclosure, a computer program is also provided, which is configured to execute any of the above-mentioned model processing methods when running.

[0013] In at least some embodiments of the present disclosure, the body shape of the model to be generated in the virtual scene is determined; different types of model components associated with the body shape are determined, wherein different body shapes are pre-set with different envelope rule information, and the envelope rule information includes different types of model components pre-made according to the corresponding body shape, and rules for splicing different types of model components, and the model components are matched with a model resource set; in response to the selection operation of the model resource set under the model component, at least one target model resource is selected from the model resource set; the target model resources of the different types of model components are spliced ​​to obtain an initial model; the texture information corresponding to the model components in the initial model is baked to the corresponding texture area in the target map to generate the target model, wherein the texture areas corresponding to different model components are different. That is to say, based on the envelope rule information corresponding to different body shapes, the embodiments of the present disclosure splice the target model resources of the different types of model components in the model to be generated, and then bake the texture information corresponding to the obtained initial model to the corresponding texture area in the target map to obtain the target model, thereby reducing manpower-related operations, thereby achieving the technical effect of improving the generation efficiency of the model and solving the technical problem of low model generation efficiency. BRIEF DESCRIPTION OF THE DRAWINGS

[0014] The drawings described herein are used to provide a further understanding of the present disclosure and constitute a part of the present application. The illustrative embodiments of the present disclosure and their descriptions are used to explain the present disclosure and do not constitute an improper limitation on the present disclosure. In the drawings:

[0015] Figure 1 is a hardware structure block diagram of a mobile terminal according to a model processing method of an embodiment of the present disclosure;

[0016] Figure 2 is a flow chart of a model processing method according to one embodiment of the present disclosure;

[0017] Figure 3 It is a schematic diagram of reusing an NPC model component according to the related art;

[0018] Figure 4 It is a schematic diagram of another NPC model component reuse in the related art;

[0019] Figure 5 It is a schematic diagram of the same NPC model having different textures and maps according to the related art;

[0020] Figure 6 is a schematic diagram of an envelope standard according to one embodiment of the present disclosure;

[0021] Figure 7 is a schematic diagram of another envelope standard according to one embodiment of the present disclosure;

[0022] Figure 8 is a schematic diagram of UV partitioning of an NPC model according to one embodiment of the present disclosure;

[0023] Fig. 9 is a schematic diagram of serial number splitting of an NPC model according to one embodiment of the present disclosure;

[0024] Fig.10 is a schematic diagram of a serial number icon of an NPC model according to one embodiment of the present disclosure;

[0025] Fig.11 is a schematic diagram of a body type selection interface for an NPC model according to one embodiment of the present disclosure;

[0026] Fig.12 is a schematic diagram of a resource display window screening result according to one embodiment of the present disclosure;

[0027] Fig.13 is a schematic diagram of a spliced ​​NPC model according to one embodiment of the present disclosure;

[0028] Fig.14 is a schematic diagram of the UV of the head component of the NPC model according to one embodiment of the present disclosure;

[0029] Fig.15 is a schematic diagram of the head component of the NPC model interchangeable makeup according to one embodiment of the present disclosure;

[0030] Fig.16 is a schematic diagram of a parameter debugging panel according to one embodiment of the present disclosure;

[0031] Fig.17 is a schematic diagram of an NPC model after parameter adjustment according to one embodiment of the present disclosure;

[0032] Fig.18 is a schematic diagram of a merging process of NPC models after parameter debugging according to one embodiment of the present disclosure;

[0033] Fig.19 is a schematic diagram of a baking process of a spliced ​​NPC model according to one embodiment of the present disclosure;

[0034] Fig. 20 is a schematic diagram of UV distribution of the hair component and beard component of the spliced ​​NPC model according to one embodiment of the present disclosure;

[0035] Fig.21 It is a schematic diagram of baking the full assets of NPC models according to one embodiment of the present disclosure;

[0036] Fig. 22is a schematic diagram of batch baking according to one embodiment of the present disclosure;

[0037] Fig.23 is a structural block diagram of a model processing device according to one embodiment of the present disclosure;

[0038] Fig.24 is a schematic diagram of an electronic device according to an embodiment of the present disclosure. DETAILED DESCRIPTION

[0039] In order to enable those skilled in the art to better understand the scheme of the present disclosure, the technical scheme in the embodiments of the present disclosure will be clearly and completely described below in conjunction with the drawings in the embodiments of the present disclosure. Obviously, the described embodiments are only part of the embodiments of the present disclosure, not all of the embodiments. Based on the embodiments in the present disclosure, all other embodiments obtained by ordinary technicians in the field without creative work should fall within the scope of protection of the present disclosure.

[0040] It should be noted that the terms "first", "second", etc. in the specification and claims of the present disclosure and the above-mentioned drawings are used to distinguish similar objects, and are not necessarily used to describe a specific order or sequence. It should be understood that the data used in this way can be interchangeable where appropriate, so that the embodiments of the present disclosure described herein can be implemented in an order other than those illustrated or described herein. In addition, the terms "including" and "having" and any variations thereof are intended to cover non-exclusive inclusions, for example, a process, method, system, product, or device that includes a series of steps or units is not necessarily limited to those steps or units that are clearly listed, but may include other steps or units that are not clearly listed or inherent to these processes, methods, products, or devices.

[0041] In a possible implementation, when a target model (e.g., an NPC model) needs to be produced, it is usually possible to use methods such as component splitting and reuse, texture replacement, and skinning. However, after practice and careful research, the inventors found that if the above method is used to produce a target model, since the method still requires a lot of manpower, the component reuse situation is unclear, and after the reused components are modified, they need to be manually adjusted and adapted, which is a large workload, resulting in a technical problem of low model generation efficiency.

[0042] Based on the above, an embodiment of the present disclosure proposes a model processing method, which splices target model resources of different types of model components in the generated model based on envelope rule information corresponding to different body shapes, and then bakes the texture information corresponding to the obtained initial model to the corresponding texture area in the target map to obtain the target model, thereby reducing manpower-related operations and achieving the technical effect of improving the model generation efficiency.

[0043] Considering that the related art uses component splitting and reuse, texture replacement, and skinning suits to make target models, there is a technical problem of low model generation efficiency. However, in the embodiment of the present disclosure, the body shape of the model to be generated in the virtual scene is determined; different types of model components associated with the body shape are determined, wherein different body shapes are pre-set with different envelope rule information, and the envelope rule information includes different types of model components pre-made according to the corresponding body shape, and rules for splicing different types of model components, and the model components are matched with a model resource set; in response to the selection operation of the model resource set under the model component, at least one target model resource is selected from the model resource set; the target model resources of different types of model components are spliced ​​to obtain an initial model; the texture information corresponding to the model component in the initial model is baked to the corresponding texture area in the target map to generate the target model, wherein the texture areas corresponding to different model components are different, thereby achieving the technical effect of improving the generation efficiency of the model and solving the technical problem of low model generation efficiency.

[0044] According to one embodiment of the present disclosure, an embodiment of a method for processing a model is provided. It should be noted that the steps shown in the flowchart of the accompanying drawings can be executed in a computer system such as a set of computer executable instructions, and although a logical order is shown in the flowchart, in some cases, the steps shown or described can be executed in an order different from that shown here.

[0045] The method embodiment can be executed in a mobile terminal, a computer terminal or a similar computing device. Taking running on a mobile terminal as an example, the mobile terminal can be a smart phone (such as an Android phone, an iOS phone, etc.), a tablet computer, a PDA, a mobile Internet device (MID for short), a tablet computer (PAD), a game console and other terminal devices. Figure 1 FIG. 1 is a hardware structure block diagram of a mobile terminal according to a model processing method of an embodiment of the present disclosure. Figure 1 As shown, the mobile terminal may include one or more ( Figure 1Only one is shown in the figure) processor 102 (the processor 102 may include but is not limited to a central processing unit (CPU), a graphics processing unit (GPU), a digital signal processing (DSP) chip, a microcontroller unit (MCU), a programmable logic device (Field Programmable Gate Array, FPGA), a neural network processor (NPU), a tensor processor (TPU), an artificial intelligence (AI) type processor, etc.) and a memory 104 for storing data. Optionally, the mobile terminal may further include a transmission device 106, an input and output device 108, and a display device 110 for communication functions. It can be understood by those skilled in the art that Figure 1 The structure shown is only for illustration and does not limit the structure of the mobile terminal. Figure 1 More or fewer components as shown, or with Figure 1 Different configurations are shown.

[0046] The memory 104 can be used to store computer programs, for example, software programs and modules of application software, such as the computer program corresponding to the processing method of the model in the embodiment of the present disclosure. The processor 102 executes various functional applications and data processing by running the computer program stored in the memory 104, that is, the processing method of the model described above is realized. The memory 104 may include a high-speed random access memory, and may also include a non-volatile memory, such as one or more magnetic storage devices, flash memory, or other non-volatile solid-state memory. In some instances, the memory 104 may further include a memory remotely arranged relative to the processor 102, and these remote memories may be connected to the mobile terminal via a network. Examples of the above-mentioned network include, but are not limited to, the Internet, an intranet, a local area network, a mobile communication network, and combinations thereof.

[0047] The transmission device 106 is used to receive or send data via a network. The specific example of the above network may include a wireless network provided by a communication provider of the mobile terminal. In one example, the transmission device 106 includes a network adapter (Network Interface Controller, referred to as NIC), which can be connected to other network devices through a base station so as to communicate with the Internet. In one example, the transmission device 106 can be a radio frequency (RF) module, which is used to communicate with the Internet wirelessly.

[0048] The inputs in the input / output device 108 may come from a plurality of human interface devices (HIDs), such as keyboards and mice, game controllers, and other dedicated game controllers (such as steering wheels, fishing rods, dance mats, remote controls, etc.). In addition to providing input functions, some human interface devices may also provide output functions, such as force feedback and vibration of game controllers, audio output of controllers, etc.

[0049] The display device 110 may be, for example, a Heads Up Display (HUD), a touch screen liquid crystal display (LCD), and a touch display (also referred to as a "touch screen" or "touch display screen"). The LCD display enables the user to interact with the user interface of the mobile terminal. In some embodiments, the mobile terminal has a graphical user interface (GUI), and the user can interact with the GUI by finger contacts and / or gestures on the touch-sensitive surface. The human-computer interaction functions here may optionally include the following interactions: creating web pages, drawing, word processing, making electronic documents, games, video conferencing, instant messaging, sending and receiving emails, call interfaces, playing digital videos, playing digital music and / or web browsing, etc. The executable instructions for executing the above human-computer interaction functions are configured / stored in a computer program product or readable storage medium executable by one or more processors.

[0050] Those skilled in the art will understand that Figure 1 The structure shown is only for illustration and does not limit the structure of the mobile terminal. Figure 1 More or fewer components as shown, or with Figure 1 Different configurations are shown.

[0051] In a possible implementation, the present disclosure provides a method for processing a model. Figure 2is a flow chart of a model processing method according to one embodiment of the present disclosure, such as Figure 2 As shown, the method may include the following steps:

[0052] Step S202, determining the body shape of the model to be generated in the virtual scene.

[0053] In the technical solution provided in the above step S202 of the present disclosure, the body type of the model to be generated in the virtual scene can be determined. The virtual scene can be a virtual game scene. The model to be generated can be a virtual game character model to be generated, for example, the model to be generated can be an NPC model to be generated. The body type of the model to be generated can at least include the body type of an adult male, the body type of an adult female, etc.

[0054] It should be noted that the NPCs used in virtual game scenes are usually controlled by the game programs corresponding to the virtual game scenes, rather than operated by real players. NPCs can be used to advance the game plot, provide tasks, trade items or serve as enemy objects in the game.

[0055] Optionally, a body type selection interface may be provided in the virtual scene, and the game player may select the body type of the NPC model to be generated in the body type selection interface, thereby determining the body type of the model to be generated.

[0056] Step S204, determining different types of model components associated with the body shape, wherein different body shapes are pre-set with different envelope rule information, the envelope rule information includes different types of model components pre-made according to the corresponding body shape, and rules for splicing different types of model components, and the model components are matched with a model resource set.

[0057] In the technical solution provided in the above step S204 of the present disclosure, after determining the body shape of the model to be generated in the virtual scene, different types of model components associated with the body shape can be determined. Among them, the model components can be components of different parts of the model to be generated, for example, the model components can at least include the head model component, upper body model component, lower body model component, shoe model component, etc. of the model to be generated. The model component is matched with a model resource set, and the model resource set can include model resources under different types of model components. For example, the model resource set under the head model component can at least include head shape model resources, makeup model resources, beard model resources, hair model resources and skin model resources, etc.; the model resource set under the upper body model component can at least include clothing texture model resources, etc.

[0058] In this embodiment, different envelope rule information may be pre-set for different body shapes of the model to be generated, and the envelope rule information may at least include different types of model components pre-made according to the corresponding body shapes, and rules for splicing different types of model components. Based on the envelope rule information, it can be ensured that when different types of model components are spliced ​​onto the model to be generated of the same body shape, the different types of model components can be correctly aligned and adapted, thereby avoiding the problem of incompatibility of model components due to differences in the body shapes of the models to be generated.

[0059] Optionally, based on the above-mentioned envelope rule information, different types of model components can be reused on different models to be generated of the same body shape, that is, the model components can be reusable models that constitute the model to be generated, and then the model components designed for a specific body shape can be used on the model to be generated that conforms to the body shape, without the need for additional manual adjustments, thereby solving the technical problem of low model generation efficiency.

[0060] It should be noted that the envelope rule information may at least include naming specifications, envelope ranges, and the splitting methodology of the entire model to be generated. The envelope range in the envelope rule information may at least include rules for limiting the position, proportion, etc. of different types of model components of the model to be generated. For example, the envelope rule information may limit the fixed position of the envelope where different types of model components of the model to be generated, such as the waist, legs, neck, etc., are located, so that in the process of splicing the model components, the model components will be in the same position in the final spliced ​​model, thereby ensuring that the model components can be correctly aligned when spliced, and there will be no offset or misalignment. In addition, the envelope rule information also specifies the size ratios of different types of model components to ensure that the model components match in size and avoid the incoordination of large hands with small arms. For example, the waist width and leg length of the model to be generated for an adult male body shape have a unified ratio setting, thereby ensuring that different types of waist and leg model components can match when spliced.

[0061] For example, the envelopes of the waist, legs, neck, and attachment points of the model to be generated for an adult male body need to have unified standards and limitations, so different envelope rule information can be pre-set for different body types. For example, the envelope rule information can be that the bottom of the top of the model to be generated is tucked into the pants of the lower body, etc. Further using the above envelope rule information, the model to be generated can be divided into different types of model components, so that in the process of making different types of model components, unreasonable replacement of model resource sets of different types of model components will not occur.

[0062] Optionally, after selecting the body type of the NPC model to be generated in the body type selection interface, the head model component, upper body model component, lower body model component, shoe model component, etc. associated with the body type will also be displayed at the bottom of the body type selection interface, so that the different types of model components associated with the selected body type can be determined.

[0063] It should be noted that, in this embodiment, after selecting the body type of the NPC model to be generated in the body type selection interface, the model components that match the body type can be screened, that is, the model components are screened according to the selected body type, thereby achieving the purpose of asset screening, so that the user does not need to consider whether the model components match the body type.

[0064] Step S206 , in response to the selection operation on the model resource set under the model component, at least one target model resource is selected from the model resource set.

[0065] In the technical solution provided in the above step S206 of the present disclosure, after determining the different types of model components associated with the body shape, in response to the selection operation of the model resource set under the model component, at least one target model resource can be selected from the model resource set. The selection operation can be a touch operation behavior of the game player on the model resource set displayed in the virtual scene. For example, the touch operation behavior can be a click operation. This is only an example and does not specifically limit the form of the selection operation. The target model resource can be a resource selected from the model resource set.

[0066] Optionally, after different types of model components are displayed on the body type selection interface, the game player can select a model resource set in the lower menu below the model component, and the model resource set selected by the game player will be displayed in the resource window. At this time, the game player can select a target model resource from the model resource set displayed in the resource window.

[0067] For example, after selecting the body type of the NPC model to be generated in the body type selection interface and displaying different types of model components associated with the body type on the body type selection interface, the game player selects the corresponding model resource set (label button) in the lower menu below the model component (i.e., part) in the body type selection interface. For example, by selecting the head shape model resource under the head model component, multiple head shape model resources under the head model component can be displayed in the resource window. The game player can select a head shape model resource from the multiple head shape model resources displayed in the resource window as the target model resource.

[0068] Step S208, splicing target model resources of different types of model components to obtain an initial model.

[0069] In the technical solution provided in the above step S208 of the present disclosure, after selecting at least one target model resource from the model resource set, the target model resources of different types of model components can be spliced ​​to obtain an initial model.

[0070] For example, the initial model may be obtained by assembling or integrating the target head shape model resources of the head model component, the target upper body model resources of the upper body model component, the target lower body model resources of the lower body model component, and the target shoe model resources of the shoe model component.

[0071] Step S210, baking the texture information corresponding to the model components in the initial model to the corresponding texture areas in the target map to generate a target model, wherein different model components correspond to different texture areas.

[0072] In the technical solution provided in the above step S210 of the present disclosure, after the target model resources of different model components are spliced ​​to obtain the initial model, the texture information corresponding to the model components in the initial model can be baked to the corresponding texture area in the target map to generate the target model. Wherein, the target map is composed of multiple texture areas, and the texture area can at least include a head texture area, an upper body texture area, a lower body texture area, a shoe texture area, etc. For example, the head texture area can be located in the upper left area of ​​the target map, the upper body texture area can be located in the lower right area of ​​the target map, the lower body texture area can be located in the upper right area of ​​the target map, and the shoe texture area can be located in the lower left area of ​​the target map. This is only for example, and no specific restrictions are made on the layout of the texture areas in the target map. The target model can be a generated virtual game character model, for example, it can be a generated NPC model.

[0073] In this embodiment, different model components correspond to different texture areas, that is, the texture area corresponding to the head model component is the head texture area, the texture area corresponding to the upper body model component is the upper body texture area, the texture area corresponding to the lower body model component is the lower body texture area, and the texture area corresponding to the shoe model component is the shoe texture area, to ensure that the textures will not be baked overlapping when the initial model is baked.

[0074] Optionally, after the target model resources of different model components are spliced ​​to obtain the initial model, the initial model can be texture baked to obtain the target model. The texture (UV) information corresponding to the head model component in the initial model can be baked to the head UV area in the target map, the UV information corresponding to the upper body model component in the initial model can be baked to the upper body UV area in the target map, the UV information corresponding to the lower body model component in the initial model can be baked to the lower body UV area in the target map, and the UV information corresponding to the shoe model component in the initial model can be baked to the shoe UV area in the target map to obtain the target model.

[0075] This embodiment bakes the initial model according to the set target map and the UV area occupied by the corresponding model components. The baking process is similar to the splicing (merging) process of the model components, that is, the UV information of different model components is baked onto the target map in the order of head model component, upper body model component, lower body model component, and shoe model component to obtain the target model.

[0076] Through the above steps S202 to S210, the body shape of the model to be generated in the virtual scene is determined; different types of model components associated with the body shape are determined, wherein different body shapes are pre-set with different envelope rule information, and the envelope rule information includes different types of model components pre-made according to the corresponding body shape, and rules for splicing different types of model components, and the model components are matched with a model resource set; in response to the selection operation of the model resource set under the model component, at least one target model resource is selected from the model resource set; the target model resources of the different types of model components are spliced ​​to obtain an initial model; the texture information corresponding to the model components in the initial model is baked to the corresponding texture area in the target map to generate the target model, wherein the texture areas corresponding to different model components are different. That is to say, the embodiment of the present disclosure splices the target model resources of the different types of model components in the model to be generated based on the envelope rule information corresponding to different body shapes, and then the texture information corresponding to the obtained initial model is baked to the corresponding texture area in the target map to obtain the target model, which reduces the manpower-related operations, thereby achieving the technical effect of improving the generation efficiency of the model and solving the technical problem of low generation efficiency of the model.

[0077] The above method of the embodiment of the present disclosure is further introduced below.

[0078] As an optional embodiment, different types of model components are pre-made according to at least one of the following target information: component size, texture information, splicing position and skinning information, and the target information of different types of model components match each other.

[0079] In this embodiment, the component size defines the size range of the model component, which can ensure that the model component can adapt to different models of the same size to be generated when spliced, avoiding size conflicts. The texture information specifies the layout of the texture map of the model component in the UV coordinate space, which can ensure that the texture information of the model component can be seamlessly spliced ​​onto the map of the model to be generated, avoiding UV overlap and misalignment. The splicing position determines the relative position of the model component in space to ensure that the model component can be correctly aligned with the skeleton structure of the model to be generated when spliced. The skinning information contains the weight binding information between the model component and the skeleton structure, ensuring that the model component can deform with the movement of the skeleton during animation to achieve smooth animation performance.

[0080] Optionally, in order to ensure that model components can be spliced ​​according to the envelope rule information, the production of different types of model components must follow at least one of the above target information. The size of the model component needs to be adjusted according to the body shape defined in the envelope rule information to ensure that the model components can be seamlessly matched when spliced. For example, the component sizes of adult male body shapes and adult female body shapes are different, but they must comply with their respective envelope size specifications. The texture maps of the model components need to be correctly laid out in the UV coordinate space to ensure that when the model components are spliced, the textures of the model components can be baked according to the preset UV area to avoid map overlap and conflict.

[0081] Furthermore, the splicing positions of the model components must follow the spatial positions defined in the envelope rule information to ensure that the model components can be correctly aligned when spliced, for example, the upper body model component must be aligned with the waist envelope. The skin binding of the model component must match the bone structure of the model to be generated to ensure that the model component can deform naturally according to the movement of the bones, achieving consistency and smoothness of the animation in the game scene.

[0082] This embodiment ensures that the model components comply with standardized envelope rule information in terms of size, texture, splicing position and skin binding, so that different model components can be efficiently spliced ​​to form an initial model, and the final target model is generated through a baking process, which greatly improves production efficiency, reduces the workload of later manual adjustments, and realizes flexible reuse and efficient management of model resources.

[0083] As an optional embodiment, step S210 bakes the texture information corresponding to the model components in the initial model to the corresponding texture area in the target map to generate the target model, including: determining the texture information of the model components in the initial model and the texture information of the target model resources of the model components; baking the texture information of the model components and the texture information of the target model resources to the texture area to generate the target model.

[0084] In this embodiment, after the target model resources of different model components are spliced ​​to obtain the initial model, the texture information of the model components in the initial model and the texture information of the target model resources can be determined. The texture information of the model components can be baked to the corresponding texture area first, and then the texture information of the target model resources can be baked to the texture area occupied by the corresponding model components according to the baking process of the model components to generate the target model.

[0085] Optionally, since there may be multiple target model resources under different model components, for example, the target model resources under the head model component may include hair model resources and beard model resources. Therefore, after the head model component is baked to the corresponding head texture area, the hair model resource and the beard model resource may be baked according to the same baking process as the head model component. The proportion of the head texture area of ​​the hair model resource and the beard model resource may be selected, for example, the hair model resource may occupy 70% of the head texture area, and the beard model resource may occupy 30% of the head texture area, to generate the target model. This is only for illustration, and no specific restriction is imposed on the proportion of the UV area of ​​the target model resource.

[0086] As an optional embodiment, determining the texture information of the model component in the initial model includes: responding to an input operation of a first mapping precision for the model component, obtaining a first initial map under the first mapping precision; and determining the texture information of the model component in the initial model from the first initial map.

[0087] In this embodiment, the first texture accuracy can be the texture accuracy of the model component. The first texture accuracy can be the preset texture accuracy after the initial model is baked, for example, it can be 2048 pixels. It can also be the texture accuracy after the initial model is baked according to actual conditions. For example, for scenes with low accuracy requirements, a 512-pixel texture can be selected for compression baking. This is only for example purposes, and no specific limitation is imposed on the value of the first texture accuracy.

[0088] Optionally, after obtaining the first texture precision input by the game player, the illumination, shadow, color and other information of the model component can be baked according to the first texture precision to obtain a first initial texture. Further, the texture information of the model component can be extracted from the first initial texture.

[0089] As an optional embodiment, determining the texture information of a target model resource of a model component includes: responding to an input operation of a second mapping precision for the target model resource, obtaining a second initial mapping under the second mapping precision, wherein the second mapping precision is less than the first mapping precision; and determining the texture information of the target model resource from the second initial mapping.

[0090] In this embodiment, the second texture precision can be the texture precision of the target model resource. The second texture precision is the same as the first texture precision, that is, the second texture precision can be the texture precision after the preset initial model is baked, or it can be the texture precision after the initial model is baked set according to actual conditions, and the second texture precision is less than the first texture precision to achieve the effect of reducing performance overhead.

[0091] Optionally, after obtaining the second texture precision input by the game player, the lighting, shadow, color and other information of the target model resource can be baked according to the second texture precision to obtain a second initial texture. Further, the texture information of the target model resource can be extracted from the second initial texture.

[0092] As an optional embodiment, the texture information of the model component and the texture information of the target model resource are baked onto the texture area to generate the target model, including: obtaining different detail level model resources of the model component, wherein the detail level model resources are used to adjust the detail level of the model component in the virtual scene; and using different detail level model resources respectively to bake the texture information of the model component and the texture information of the target model resource onto the texture area to generate different target models.

[0093] In this embodiment, the Level of Detail (LOD) model resource can be used to adjust the detail level of the model component in the virtual scene. Optionally, the detail level of the model component in the three-dimensional (3D) model or virtual scene is dynamically adjusted according to the viewing distance or other factors to optimize the rendering performance. For example, when an object is far away from the camera, a low-detail model component is used, and when the object is close, a high-detail model component is used, thereby reducing the burden on the computer and improving the rendering speed.

[0094] Optionally, by using different LOD model resources, the texture information of the model component and the texture information of the target model resource are baked onto the texture area, and target models with different levels of detail can be generated. That is, by providing LOD model resources, when baking the texture information of the model component and the texture information of the target model resource, this embodiment can support direct baking of the LOD model, further export the baked LOD model, and assemble it into a set of LOD models (i.e., a set of assets), and the LOD models use the same set of maps, thereby improving rendering efficiency and performance.

[0095] As an optional embodiment, the method also includes: obtaining target mapping information, wherein the target mapping information is used to represent the correspondence between the model component and the texture area to be determined; and determining the texture area corresponding to the model component in the target map according to the target mapping information.

[0096] In this embodiment, the target mapping information can be used to indicate the correspondence between the model component and the texture region to be determined, for example, the target mapping information can be used to indicate the correspondence between the head model component and the head texture region. Further according to the target mapping information, the texture region corresponding to the model component can be determined in the target map, for example, the head texture region is located in the upper left region of the target map, and thus based on the target mapping information between the head model component and the head texture region, the texture region corresponding to the head model component can be determined in the target map as the upper left texture region.

[0097] For example, the texture area of ​​the target map can be divided into an upper left texture area, a lower left texture area, an upper right texture area, and a lower right texture area. The upper left texture area can be defined as the head texture area, the lower left texture area can be defined as the shoe texture area, the upper right texture area can be defined as the lower body texture area, and the lower right texture area can be defined as the upper body texture area. Therefore, based on the target mapping information between the head model component and the head texture area, the texture area corresponding to the head model component can be determined to be the upper left texture area; based on the target mapping information between the shoe model component and the shoe texture area, the texture area corresponding to the shoe model component can be determined to be the lower left texture area; based on the target mapping information between the lower body model component and the lower body texture area, the texture area corresponding to the lower body model component can be determined to be the upper right texture area; based on the target mapping information between the upper body model component and the upper body texture area, the texture area corresponding to the upper body model component can be determined to be the lower right texture area.

[0098] As an optional embodiment, the method also includes: in response to an update of a model component, determining different target models including the model component from a target file, wherein the target file is used to record model information of different target models; baking the texture information corresponding to the model component in the initial model to the corresponding texture area in the target map to generate a target model, including: baking the texture information corresponding to the updated model component to the corresponding texture area in the target map to update the target model to obtain an updated target model.

[0099] In this embodiment, after the initial model is baked to obtain the target model, the baked target model will be recorded in a target file (e.g., a json file). Among them, the target file can be used to record the model information of different target models, and the target file can be a file in json format. This is only an example, and the format of the target file is not specifically limited. The model information of the target model may include at least information such as the model component and material parameters of the target model. When the model component is updated, the texture information corresponding to the updated model component can be baked to the corresponding texture area in the target map to update the target model and obtain the updated target model.

[0100] Optionally, this embodiment records the baked target models in a json file. When the model component is updated, based on the model information recorded in the json file, the target models using the model component can be synchronously updated and the updated target models can be re-baked.

[0101] As an optional embodiment, in response to a model component update, different target models including the model component are determined from a target file, including: in response to the model component update, using the name of the model component, searching for different target models including the model component from the target file, wherein the model information includes the name of the model component.

[0102] In this embodiment, the model information may include the name of the model component. Since the name of the model component of the target model is recorded in the target file, when the model component is updated, different target models including the model component can be searched from the target file to synchronously update all target models using the model component.

[0103] Optionally, when a model component is updated, the batch baking interface can be opened, and the name of the updated model component, that is, the name of the modified part, can be entered. All target models using the model component (asset) can be scanned from the json file to batch update the target models.

[0104] In this embodiment, when a model component is updated, multiple target models using the model component can be updated and baked in batches, thereby reducing manual work and improving the work efficiency of updating the target models.

[0105] As an optional embodiment, step S208, splicing target model resources of different model components to obtain an initial model, includes: splicing target model resources of different model components to obtain a first initial model; adjusting the first model components in response to an adjustment operation on at least one first model component in the first initial model; and splicing at least the adjusted first model components to obtain a second initial model.

[0106] In this embodiment, after selecting at least one target model resource from the model resource set, the target model resources of different model components can be spliced ​​to obtain a first initial model. After obtaining the first initial model, the model components in the first initial model can be parameter debugged, that is, in response to the adjustment operation of at least one first model component in the first initial model, the first model component can be adjusted, and the adjusted first model component can be spliced ​​to obtain a second initial model. Among them, the first initial model can be a complete NPC model obtained by splicing different target model resources. The first model component can be a model component in the first initial model to be parameter debugged. The second initial model can be a model component obtained by re-merging after parameter debugging of the first model component in the first initial model.

[0107] Optionally, after the target model resources of different model components are spliced ​​to obtain the first initial model, the material parameters of the first model component of the first initial model can be adjusted to obtain the adjusted first model component. Further, at least the adjusted first model components can be assembled to obtain the second initial model.

[0108] As an optional embodiment, adjusting the first model component includes: acquiring material parameters of the first model component; and adjusting the material parameters in the first model component to obtain an adjusted first model component.

[0109] In this embodiment, the material parameters of the first model component include, but are not limited to, parameters such as hue, brightness, saturation, contrast, roughness, metallicity, pattern density, and pattern normal tiling value. In this embodiment, the above material parameters of the first model component can be adjusted to obtain an adjusted first model component, so as to adjust the initial model based on the adjusted first model component.

[0110] As an optional embodiment, obtaining material parameters of the first model component includes: obtaining a first material parameter associated with a color attribute of the first model component; and / or obtaining a second material parameter associated with a texture attribute of the first model component.

[0111] In this embodiment, the first material parameter may be a material parameter associated with the color attribute of the first model component, and the first material parameter may include at least parameters such as hue, brightness, saturation, contrast, roughness, and metalness. The second material parameter may be a material parameter associated with the texture attribute of the first model component, and the second material parameter may include at least parameters such as pattern density and pattern normal tiling value.

[0112] Optionally, by obtaining a first material parameter associated with the color attribute of the first model component, the first material parameter of the first model component can be adjusted to achieve the purpose of debugging the color of the first model component. By obtaining a second material parameter associated with the texture attribute of the first model component, the second material parameter of the first model component can be adjusted to achieve the purpose of debugging the texture of the first model component.

[0113] As an optional embodiment, the method also includes: adjusting the initial texture information of the model component in the first initial model to obtain texture information, wherein the texture information corresponding to the model component under different styles is the same; adjusting the first model component, including: determining a first target model resource of the first model component under the first style corresponding to the texture information, and replacing the first target model resource with a second target model resource of the first model component under the second style corresponding to the texture information, to obtain an adjusted first model component.

[0114] In this embodiment, the first style and the second style may be different styles corresponding to the texture information. For example, for a head model component, the first style and the second style may be two different head shapes of the head model component. The first target model resource may be a model resource under the first style. The second target model resource may be a model resource under the second style.

[0115] Optionally, the initial texture information of the model component in the first initial model is adjusted, that is, the model component in the first initial model is subjected to UV uniformization processing to obtain texture information. Further, the first target model resource of the first model component in the first style corresponding to the texture information can be replaced with the second target model resource of the first model component in the second style corresponding to the texture information, thereby obtaining the adjusted first model component.

[0116] For example, the head model component of the NPC model is UV-consistently processed so that the initial texture map of the head model component has a port for changing makeup under different model bases. For example, the head model component in the first style can be the A head model component, and the first target model resource under the A head model component can be the a makeup map, and the head model component in the second style can be the B head model component, and the second target model resource under the B head model component can be the b makeup map. That is, the A head model component uses the a makeup map, and the B head model component uses the b makeup map. In this case, the A head model component can also use the b makeup map, and similarly, the B head model component can also use the a makeup map, thereby making the functionality and richness of the head component more complete.

[0117] In this embodiment, the UVs corresponding to the head model components of different styles (shapes) are completely consistent, so that different head model components can seamlessly switch between different makeups.

[0118] As an optional embodiment, at least the adjusted first model component is spliced ​​to obtain a second initial model, including: splicing the adjusted first model component to at least one second model component to obtain a second initial model, wherein the second model component is a model component in the first initial model except the first model component.

[0119] In this embodiment, the second model component may be a model component other than the first model component in the first initial model, that is, the second model component may be an unadjusted model component in the first initial model.

[0120] Optionally, after adjusting the first model component in the first initial model to obtain the adjusted first model component, the adjusted first model component may be assembled with the unadjusted second model component to obtain the second initial model.

[0121] As an optional embodiment, the method also includes: displaying identification information of the target model resource and / or visual symbols corresponding to the identification information, wherein the identification information is used to identify the model component to which the target model resource belongs, and the style of the target model resource, and the visual symbols are used to display the style of the target model resource.

[0122] In this embodiment, the identification information can be used to identify the model component to which the target model resource belongs and the style of the target model resource, and the identification information can at least include the resource name and resource serial number of the target model resource. The visual symbol can be used to display the style of the target model resource, for example, the visual symbol can be a thumbnail or an icon.

[0123] Optionally, different model components are assigned different identification information and visual symbols corresponding to the identification information, that is, each model component has a corresponding resource name and resource serial number, so that the icon corresponding to the resource name and resource serial number can be later arranged based on the resource name and resource serial number.

[0124] In this embodiment, each model component has a corresponding resource name and resource serial number. Each model component can be pulled and an icon screenshot with a unified background can be taken through automated pulling. By assigning unique identification information to the target model resource, the model components can be easily managed and tracked, so that the model components can be accurately identified and located during the splicing process, facilitating the execution of automated processes. By assigning unique visual symbols to the target model resources, it is convenient for users to quickly identify and select model components in the resource library. Non-professionals can intuitively understand the appearance of the model components and thus participate in the design process of the NPC model. The process of selecting model components is simplified through icon-based display, which improves the efficiency of model generation.

[0125] As an optional embodiment, the method also includes at least one of the following: determining the reuse result of the target model resource in the virtual scene based on the identification information of the target model resource; determining the reuse result of the model component in the virtual scene based on the name of the model component; determining the reuse result of the target model in the virtual scene based on the identification information of the target model resource and the name of the model component.

[0126] In this embodiment, the reuse result of the target model resource can be used to indicate the number of times the target model resource is used in the virtual scene. The reuse result of the model component can be used to indicate the number of times the model component is used in the virtual scene. The reuse result of the target model can be used to indicate the number of times the target model is used in the virtual scene.

[0127] Optionally, by counting the number of occurrences of identification information such as the resource name or resource serial number of the target model resource, the reuse result of the target model resource in the virtual game scene can be determined. By counting the number of occurrences of the name of the model component, the reuse result of the model component in the virtual game scene can be determined. By adding the number of occurrences of identification information such as the resource name or resource serial number of the target model resource counted above to the number of occurrences of the name of the model component, the reuse result of the target model in the virtual game scene can be determined.

[0128] Optionally, the number of times each model component is used and the usage ratio are presented to prompt and guide the user whether the model component needs to be changed. At the same time, the usage rate of all model components can also be displayed to determine the repetition of the target model. That is, this embodiment avoids excessive duplication of game resources by counting the usage rate of model components and the repetition of target models.

[0129] In an embodiment of the present disclosure, the body shape of the model to be generated in the virtual scene is determined; different types of model components associated with the body shape are determined, wherein different body shapes are pre-set with different envelope rule information, and the envelope rule information includes different types of model components pre-made according to the corresponding body shape, and rules for splicing different types of model components, and the model components are matched with a model resource set; in response to a selection operation of the model resource set under the model component, at least one target model resource is selected from the model resource set; the target model resources of the different types of model components are spliced ​​to obtain an initial model; the texture information corresponding to the model components in the initial model is baked to the corresponding texture area in the target map to generate the target model, wherein the texture areas corresponding to different model components are different. That is to say, based on the envelope rule information corresponding to different body shapes, the embodiment of the present disclosure splices the target model resources of the different types of model components in the model to be generated, and then the texture information corresponding to the obtained initial model is baked to the corresponding texture area in the target map to obtain the target model, thereby reducing manpower-related operations, thereby achieving the technical effect of improving the generation efficiency of the model and solving the technical problem of low model generation efficiency.

[0130] The technical solution of the embodiment of the present disclosure is further introduced below with examples in combination with preferred implementation modes.

[0131] At present, in the production process of large-scale games, the requirements for the richness of virtual game characters (especially NPCs) are getting higher and higher. However, due to the limitations of productivity and cost control, if a large amount of manpower is invested in generating and producing NPC models, it will consume a lot of resources, so there is an urgent need for a workflow that batch generates NPC model components.

[0132] In the related art, when NPC models are produced in batches, the NPC models are produced by reusing components to save costs. Each component is split and reused to assemble into a new model resource, but the model still needs to be repaired manually. Figure 3 This is a schematic diagram of NPC model component reuse in related technology. Figure 4 is a schematic diagram of another NPC model component reuse in the related art, such as Figure 3 and Figure 4As shown in the figure, the components of an NPC model can be reused on another NPC model. However, when reusing NPC model components, the model skin will be lost when the model is modified. The model needs to be re-skinned and the re-skinned model needs to be perfected and imported into the engine before the resource can be finally used in the game. It should be noted that skin binding is usually used to attach a 3D mesh (usually a character model) to a skeletal structure (Skeleton) to achieve a more natural and smooth animation effect. Skin binding is a key step in the character animation production process, especially in game development, film production and virtual reality applications.

[0133] Furthermore, the methods for reusing NPC model components mainly include component splitting and reuse, texture replacement, and skinning sets. Regarding the component splitting and reuse method, for example, if both model A and model B have backpack designs in their designs, the design element (i.e., backpack) can be applied to both model A and model B. During the model making process, the backpack model of model A can be disassembled and installed on model B after it is made. The above process involves multiple manual operations such as UV changes, texture baking, and re-skinning. Regarding the texture replacement method, if model A and model B are exactly the same, different textures and maps can be used to make the same models have different appearances, thereby reusing the models and distinguishing the appearance of the models. Figure 5 This is a schematic diagram of the same NPC model having different textures and maps according to the related art, such as Figure 5 As shown in the figure, the NPC clothing model is exactly the same, and the normals and texture colors are distinguished in the texture. The NPC model does not need to be re-skinned, but the texture in this method needs to be remade. Regarding the method of changing skin suits, since most virtual game character models have many suits and clothes, these clothes will have many anchored body shapes. The clothing anchored body shape of the same character is the same, and the clothes of the same character will have a large number of reused elements, thereby reducing costs accordingly.

[0134] The reused components of the above solution cannot be visually and clearly transferred to downstream use. After the components are spliced ​​and reused, a lot of manpower is required before they can be put into use. Non-resource production personnel cannot participate in the splicing of NPC model components. The resource output is limited, the resource reuse situation is unclear, and the number of times the reused resources are used cannot be well counted. After the reused resources are modified, they need to be manually adjusted and re-adapted, which is a large workload, resulting in the technical problem of low model generation efficiency. Therefore, there is a need for an efficient way to produce NPC models in the game, which can be directly operated by non-professionals (such as game planners, game original artists, etc.) to produce NPC models.

[0135] In order to solve the above problems, the present application proposes a baking production method for mass production of game NPC model sets. This embodiment considers splitting and reusing components in a component reuse manner, baking and integrating skins through separately bound skins, and internalizing color-changing textures in a texture replacement manner in an editor. In addition, the skin-changing method in a skin-changing set manner is split and integrated through standardized templates. That is, the advantages of the above methods are inherited into a new system, through which spliced ​​NPC models in the game can be mass-produced, thereby saving a lot of production time.

[0136] In this embodiment, the process of splicing and baking NPC models may at least include: making a unified standard for envelopes according to the body type classification of NPC models, UV grouping of each component specification and splitting the corresponding serial number, planning icons according to the serial number components, model splicing, parameter debugging, asset export, batch baking process and data statistics function. In the splicing scheme of the NCP model components, the reused components can be visually and clearly transferred to the downstream links for use, the splicing resources can be directly generated by non-professionals and enter the game for actual testing, the human and automatic links are separated and a large amount of repeated manual time is saved, the clothing reuse rate is better counted, and the resources can be batch baked after modification and quickly adapted to the latest resources.

[0137] First, we created a unified standard for envelopes based on the body types of NPC models. Figure 6 is a schematic diagram of an envelope rule of an NPC model according to one embodiment of the present disclosure, such as Figure 6 As shown, the envelope rule of the NPC model may include at least an envelope name and an envelope range. The envelope name may be a waist component No. 1 and a sleeve component No. 1. The envelope range may be the maximum range of the waist component No. 1 and the maximum range of the sleeve component No. 1. The envelope rule may be that within the clothing receiving envelope, the sleeves pay attention to the elbow joint position. A correct demonstration of the envelope rule can be seen. Figure 7 is a schematic diagram of an envelope rule of another NPC model according to one embodiment of the present disclosure, such as Figure 7 As shown, the envelope can be named as the No. 2 pants component, and the envelope range is shown in the figure. The envelope rule can be that the lower body pants are received in the corresponding range under the envelope, the upper end of the lower body pants is close to the top of the envelope, the upper underwear and jacket are in the corresponding envelope range above, the bottom of the underwear is received in the pants part, and needs to be inserted into the corresponding interface above the corresponding envelope and pulled to the bottom, the coat needs to be in the corresponding area, that is, the inner diameter is larger than the upper and lower body envelopes. You can see the correct demonstration of the envelope rule.

[0138] That is to say, each NPC model has a corresponding standard for its body shape, and NPC models of different body shapes have corresponding envelope standards. For example, the envelopes of the waist, legs, neck, and attachment points of adult male body resources need to have unified standards and limitations, so that in the process of making different components, unreasonable replacement of different clothing will not occur.

[0139] Secondly, the NPC model components are grouped and serially split. The basic specifications for the placement of NPC model UVs can at least include: there is only one UV channel, UVs are all in the first quadrant with uniform accuracy, seven pixels are reserved between large UV blocks, exclusive areas can be occupied if there is no model UV, but only large blocks in their respective positions, no vertex colors, and the identifier (ID for short) is one. Figure 8 is a schematic diagram of UV partitioning of an NPC model according to one embodiment of the present disclosure, such as Figure 8 As shown, the UV of the NPC model can be divided into four major blocks, and the UV cannot cross the boundary when placing. For the UV area of ​​the head component, boys place the face UV and neck UV, girls only place the face UV, and the neck UV of girls is placed in the upper body UV area. In this UV partition, try to share the left and right parts that can be shared, for example, shoes, arms, sleeves, calves and other similar shapes, the shared part of the UV is based on the left, and then copied to the right.

[0140] Fig. 9 is a schematic diagram of the serial number splitting of the NPC model according to one embodiment of the present disclosure, such as Fig. 9 As shown, each upper body component, lower body component, and shoe component are assigned corresponding serial numbers, each component supports color change, and the level of each component is marked (for example, low-level, high-level, etc.). For different body types, such as adult boys and adult girls, there can be corresponding upper body components, lower body components, and shoe components. In other words, different components are assigned serial numbers and split, and each component has a corresponding serial number, which is convenient for later arrangement and output of corresponding icons. The above serial numbers can be used to identify and distinguish components. For example, upper body number one and upper body number two, all upper bodies will not appear in the same NPC model. For example, if an NPC model uses upper body number one, upper body number two cannot be used. Therefore, the UVs of the upper body are in the same position. The grouping of UVs is determined by the component name, and the serial number of the component is determined by the number and type of components. Fig.10 is a schematic diagram of a serial number icon of an NPC model according to one embodiment of the present disclosure, such as Fig.10 As shown, an icon is planned for each serial number component. Each component has a corresponding resource name and resource serial number. The model of each component is pulled through automatic pulling, and an icon screenshot with a unified background is taken.

[0141] Further splice the different components of the NPC model, and divide the NPC model into components such as head, upper body, lower body, shoes, hair, beard, etc. There is no specific restriction on the number and form of division. The components of different parts can be assembled to form a complete NPC model. The NPC model must include the head, upper body, lower body, and shoes. It can be without hair or beard. For example, a female NPC model can be without beard, and an elderly NPC model can be without hair. Fig.11 is a schematic diagram of a body type selection interface of an NPC model according to one embodiment of the present disclosure, such as Fig.11 As shown, first select a body type, for example, select an adult male (adult male), then select the corresponding label button in the lower menu below the part (i.e. component), for example, select the head type resource of the head component, and the script layer will filter the assets. In addition to components such as the head, upper body, lower body, shoes, hair, and beard, it can also include components such as accessories and textures. The head component can include resources such as head shape, makeup, beard, hair, and skin, and the upper body component can include resources such as clothing textures. Fig.12 is a schematic diagram of a resource display window screening result according to one embodiment of the present disclosure, such as Fig.12 As shown, after selecting the head shape resource of the head component, the filtered head shape resources will be displayed in the resource display window, and the thumbnail icon displayed in the resource display window is the icon generated above. Fig.13 is a schematic diagram of a spliced ​​NPC model according to one embodiment of the present disclosure, such as Fig.13 As shown, an adult male NPC model can be spliced ​​together.

[0142] In this embodiment, color-related parameters such as hue, brightness, saturation, contrast, roughness, and metalness can be debugged, and parameters related to textures such as pattern density and pattern normal tiling value can also be debugged. No specific restrictions are imposed on the material parameters of the NPC model. The specific implementation method of debugging the material parameters of the NPC model is described by taking makeup replacement as an example. Fig.14 is a schematic diagram of the UV of the head component of the NPC model according to one embodiment of the present disclosure, such as Fig.14 As shown in the figure, the wiring of the head components of the same body type is similar, which can ensure the consistency of UV boundaries and positions, so as to facilitate the subsequent replacement of makeup. At the same time, the wiring of the head components is different (for example, there will be derivative head components with greatly different appearances), but the boundaries and positions of the UV of the head components are the same. Fig.15 FIG. 1 is a schematic diagram of an NPC model head component swapping makeup according to one embodiment of the present disclosure. Fig.15 As shown, the face models in this picture are different, but the UVs are exactly the same, so the makeup of the face models in this picture can be interchangeable.

[0143] The UV of the head component of the NPC model is consistent, so that the texture map of the head component has a port for changing makeup under different NPC model bases. For example, head component A uses makeup map a, and head component B uses makeup map b, then head component A can also use makeup map b, and head component B can also use makeup map a. In other words, the UV corresponding to head components of different shapes is completely consistent, so that the head component can seamlessly switch different makeup, thereby making the functionality and richness of the head component more complete.

[0144] Fig.16 is a schematic diagram of a parameter debugging panel according to one embodiment of the present disclosure, such as Fig.16 As shown, the parameter debugging panel can at least include parameter debugging of makeup, hair and beard, skin, upper body, lower body, shoes and other parts. Except for the makeup part, which directly replaces the texture, the other parts can debug the above material parameters. For the skin part, you can debug the hue, brightness, pattern density, mixed transparency, texture and other parameters. In the advanced options, you can also debug the saturation, brightness, contrast, roughness, metalness, color, tinting model, tinting weight, blending mode, pattern normal map, pattern color switch, pattern surface color and pattern background color and other parameters. In order to maintain the consistency of the NPC model, the parameters of the hair and beard can be kept unified. Fig.17 is a schematic diagram of an NPC model after parameter adjustment according to one embodiment of the present disclosure, such as Fig.17 As shown, by adjusting the parameters on the parameter debugging panel, the NPC model can be adjusted to Fig.16 In order to achieve the desired effect, usually the parameter adjustment of NPC models should be prioritized for aesthetics, and this embodiment modulates all parameters to an exaggerated degree to show the visual sensory differences brought about by different parameters.

[0145] After the parameter debugging of the NPC model is completed, the currently debugged NPC model can be merged, baked and exported. Fig.18 is a schematic diagram of the merging process of the NPC model after the parameters are debugged according to one embodiment of the present disclosure, such as Fig.18 As shown, the (grid) mesh of the head component can be used as the base first, and then the upper body component, lower body component and shoe component can be spliced ​​to form a new single mesh. The hair component and beard component can be merged in the same way.

[0146] Fig.19 is a schematic diagram of the baking process of the spliced ​​NPC model according to one embodiment of the present disclosure, such as Fig.19As shown in the figure, after the NPC model is spliced, the NPC model is texture baked. The texture baking can be performed according to the agreed texture and the UV area occupied by the corresponding parts. When baking the NPC model, the baking process is similar to the merging process. The UV of the textures of different parts are baked into one texture in the order of head component, upper body component, lower body component, and shoe component. Fig. 20 is a schematic diagram of the UV distribution of the hair component and the beard component of the spliced ​​NPC model according to one embodiment of the present disclosure, such as Fig. 20 As shown in the figure, the texture baking process of the NPC model's hair component and beard component is the same as that of the NPC model's head component, upper body component, lower body component, and shoe component. The only difference is that the UV area of ​​the texture of the hair component and the beard component is different. The UV distribution of the hair component and the beard component is as follows: Fig. 20 shown.

[0147] When baking textures, you can customize the texture precision. Usually, the texture precision of hair and beard components is lower than that of body textures to reduce performance overhead. Through the built-in texture precision selection after baking, 2048 pixel textures are imported by default. If the precision requirement of the NPC model is not high, 512 pixel textures can be selected for compression baking. Fig.21 Schematic diagram of baking the full assets of NPC models according to one embodiment of the present disclosure, such as Fig.21 As shown, direct baking of LOD models is supported during baking, and corresponding LOD model resources need to be provided. This embodiment can directly bake and export and assemble into a set of LOD models. The merging and baking process of the LOD models is consistent with the above-mentioned merging and baking process, and all LOD models use the same set of maps to improve rendering efficiency and performance.

[0148] In addition to the above-mentioned resource assets, this embodiment can also record the information of the baked model in the form of text in a json file for subsequent secondary import correction. The json file can record the information of each component and material parameters of the model. Fig. 22 is a schematic diagram of batch baking according to one embodiment of the present disclosure, such as Fig. 22As shown, you can enter the modified part name (for example, sk_npc_chengnan_004_head) below the resource name, click the search button, and the NPC list will switch from showing all NPC models to only showing NPC models using the entered part name. Further click the bake button to achieve batch baking. Batch baking can greatly reduce manual work and improve work efficiency. When an asset (component) changes, all models using the component will be synchronously modified and re-baked to generate new models. After recording all the baked models in the json file, you can open the batch baking interface, enter the modified component name, and scan all the json files corresponding to the models using the asset. After confirming the model to be baked, you can start it with one click, and you can queue up for re-baking in turn, thus saving a lot of repetitive work and improving production efficiency.

[0149] Table 1 NPC model repetition statistics

[0150]

[0151]

[0152] As shown in Table 1, this embodiment can count the current model usage rate, all component usage rates, current character repetition rate, and all character repetition rates, and can display relevant information such as part name (e.g., head, hair, beard, upper body, lower body, shoes, etc.), mesh path, number of uses, and usage ratio. For example, the mesh path of the head component can be "chengnan / 002 / sk_npc_chengnan_002_head", with a usage number of 23 and a usage ratio of 10.95%. The same is true for other parts, which will not be repeated here. That is, this embodiment can count the usage rate of NPC model components and the repetition rate of NPC models to avoid excessive duplication of game resources. Fig.23 It presents the number of times and proportion of each component of the currently edited NPC model used in the entire warehouse model, which can prompt and guide the user whether a component change is required. Similarly, it can also choose to display the usage rate of all components, the duplication of the current NPC model, and the duplication of all NPC models.

[0153] In an embodiment of the present disclosure, the body shape of the model to be generated in the virtual scene is determined; different types of model components associated with the body shape are determined, wherein different body shapes are pre-set with different envelope rule information, and the envelope rule information includes different types of model components pre-made according to the corresponding body shape, and rules for splicing different types of model components, and the model components are matched with a model resource set; in response to a selection operation of the model resource set under the model component, at least one target model resource is selected from the model resource set; the target model resources of the different types of model components are spliced ​​to obtain an initial model; the texture information corresponding to the model components in the initial model is baked to the corresponding texture area in the target map to generate the target model, wherein the texture areas corresponding to different model components are different. That is to say, based on the envelope rule information corresponding to different body shapes, the embodiment of the present disclosure splices the target model resources of the different types of model components in the model to be generated, and then the texture information corresponding to the obtained initial model is baked to the corresponding texture area in the target map to obtain the target model, thereby reducing manpower-related operations, thereby achieving the technical effect of improving the generation efficiency of the model and solving the technical problem of low model generation efficiency.

[0154] Through the description of the above implementation methods, those skilled in the art can clearly understand that the method according to the above embodiment can be implemented by means of software plus a necessary general hardware platform, and of course can also be implemented by hardware, but in many cases the former is a better implementation method. Based on such an understanding, the technical solution of the present disclosure, or the part that contributes to the relevant technology, can be embodied in the form of a software product, which is stored in a storage medium (such as ROM / RAM, a disk, or an optical disk), and includes a number of instructions for a terminal device (which can be a mobile phone, a computer, a server, or a network device, etc.) to execute the methods of each embodiment of the present disclosure.

[0155] In the present embodiment, a processing device for a model is also provided, which is used to implement the above-mentioned embodiments and preferred implementation modes, and the descriptions that have been made will not be repeated. As used below, the term "unit" can implement a combination of software and / or hardware of a predetermined function. Although the device described in the following embodiments is preferably implemented in software, the implementation of hardware, or a combination of software and hardware is also possible and conceived.

[0156] Fig.23 is a structural block diagram of a processing device for a model according to one embodiment of the present disclosure, such as Fig.23 As shown, the processing device 2300 of the model may include: a first determination unit 2302 , a second determination unit 2304 , a selection unit 2306 , a splicing unit 2308 and a baking unit 2310 .

[0157] The first determining unit 2302 is used to determine the body shape of the model to be generated in the virtual scene.

[0158] The second determination unit 2304 is used to determine different types of model components associated with the body shape, wherein different body shapes are pre-set with different envelope rule information, the envelope rule information includes different types of model components pre-made according to the corresponding body shape, and rules for splicing different types of model components, and the model components are matched with a model resource set.

[0159] The selection unit 2306 is used to respond to the selection operation on the model resource set under the model component and select at least one target model resource from the model resource set.

[0160] The splicing unit 2308 is used to splice target model resources of different types of model components to obtain an initial model.

[0161] The baking unit 2310 is used to bake the texture information corresponding to the model components in the initial model to the corresponding texture areas in the target map to generate the target model, wherein different model components correspond to different texture areas.

[0162] Optionally, different types of model components are pre-made according to at least one of the following target information: component size, texture information, splicing position and skinning information, and the target information of different types of model components match each other.

[0163] Optionally, the baking unit 2310 includes: a determination module, used to determine the texture information of the model component in the initial model, and the texture information of the target model resource of the model component; a first baking module, used to bake the texture information of the model component and the texture information of the target model resource onto a texture area to generate a target model.

[0164] Optionally, a determination module is used to determine the texture information of the model component in the initial model, including: a first acquisition sub-module, used to respond to an input operation of a first mapping precision for the model component, and obtain a first initial map under the first mapping precision; a first determination sub-module, used to determine the texture information of the model component in the initial model from the first initial map.

[0165] Optionally, a determination module, used to determine the texture information of a target model resource of a model component, includes: a second acquisition submodule, used to respond to an input operation of a second mapping precision for the target model resource, and obtain a second initial map under the second mapping precision, wherein the second mapping precision is less than the first mapping precision; and a second determination submodule, used to determine the texture information of the target model resource from the second initial map.

[0166] Optionally, the first baking module includes: a third acquisition sub-module, used to acquire different detail level model resources of the model component, wherein the detail level model resources are used to adjust the detail level of the model component in the virtual scene; a baking sub-module, used to respectively use the different detail level model resources to bake the texture information of the model component and the texture information of the target model resource onto the texture area to generate different target models.

[0167] Optionally, the device also includes: an acquisition unit, used to acquire target mapping information, wherein the target mapping information is used to represent the correspondence between the model component and the texture area to be determined; and a third determination unit, used to determine the texture area corresponding to the model component in the target map according to the target mapping information.

[0168] Optionally, the device also includes: a fourth determination unit, used to determine different target models including the model component from the target file in response to the model component update, wherein the target file is used to record model information of different target models; the baking unit 2310 includes: a second baking module, used to bake the texture information corresponding to the updated model component to the corresponding texture area in the target map, so as to update the target model and obtain an updated target model.

[0169] Optionally, the fourth determining unit includes: a search module for searching different target models including the model component from the target file using the name of the model component in response to the model component update, wherein the model information includes the name of the model component.

[0170] Optionally, the splicing unit 2308 includes: a first splicing module, used to splice target model resources of different model components to obtain a first initial model; an adjustment module, used to adjust the first model component in response to an adjustment operation on at least one first model component in the first initial model; and a second splicing module, used to splice at least the adjusted first model components to obtain a second initial model.

[0171] Optionally, the adjustment module includes: a fourth acquisition submodule, used to acquire material parameters of the first model component; and an adjustment submodule, used to adjust the material parameters in the first model component to obtain an adjusted first model component.

[0172] Optionally, the fourth acquisition submodule is further used to: acquire a first material parameter associated with a color attribute of the first model component; and / or acquire a second material parameter associated with a texture attribute of the first model component.

[0173] Optionally, the device also includes: an adjustment unit, used to adjust the initial texture information of the model component in the first initial model to obtain texture information, wherein the texture information corresponding to the model components under different styles is the same; the adjustment module includes: a third determination submodule, used to determine the first target model resource of the first model component under the first style corresponding to the texture information, and replace the first target model resource with the second target model resource of the first model component under the second style corresponding to the texture information to obtain the adjusted first model component.

[0174] Optionally, the second splicing module includes: a splicing submodule, used to splice the adjusted first model component to at least one second model component to obtain a second initial model, wherein the second model component is a model component in the first initial model except the first model component.

[0175] Optionally, the second determination unit 2304 includes: an acquisition module, used to obtain an envelope strategy corresponding to the body shape, wherein the envelope strategy is used to represent the rules for dividing the model to be generated into different types of model components according to the body shape, and the rules for matching between model components and model resource sets; a division module, used to divide the model to be generated into different types of model components using the envelope strategy.

[0176] Optionally, the device also includes: a display unit, used to display identification information of the target model resource and / or visual symbols corresponding to the identification information, wherein the identification information is used to identify the model component to which the target model resource belongs, and the style of the target model resource, and the visual symbol is used to display the style of the target model resource.

[0177] Optionally, the device also includes at least one of the following: a fifth determination unit, used to determine the reuse result of the target model resource in the virtual scene based on the identification information of the target model resource; a sixth determination unit, used to determine the reuse result of the model component in the virtual scene based on the name of the model component; a seventh determination unit, used to determine the reuse result of the target model in the virtual scene based on the identification information of the target model resource and the name of the model component.

[0178] In this embodiment, the body shape of the model to be generated in the virtual scene is determined by the first determination unit 2302. Different types of model components associated with the body shape are determined by the second determination unit 2304, wherein different body shapes are pre-set with different envelope rule information, and the envelope rule information includes different types of model components pre-made according to the corresponding body shape, and rules for splicing different types of model components, and the model components are matched with a model resource set. The selection unit 2306 responds to the selection operation of the model resource set under the model component, and selects at least one target model resource from the model resource set. The target model resources of different types of model components are spliced ​​by the splicing unit 2308 to obtain an initial model. The texture information corresponding to the model component in the initial model is baked to the corresponding texture area in the target map by the baking unit 2310 to generate the target model, wherein the texture areas corresponding to different model components are different. That is to say, the embodiment of the present disclosure splices the target model resources of different types of model components in the generated model based on the envelope rule information corresponding to different body shapes, and then bakes the texture information corresponding to the obtained initial model to the corresponding texture area in the target map to obtain the target model, thereby reducing manpower-related operations, thereby achieving the technical effect of improving the generation efficiency of the model and solving the technical problem of low generation efficiency of the model.

[0179] It should be noted that the above-mentioned units can be implemented by software or hardware. For the latter, it can be implemented in the following ways, but not limited to this: the above-mentioned units are all located in the same processor; or the above-mentioned units are located in different processors in any combination.

[0180] An embodiment of the present disclosure further provides a computer-readable storage medium, in which a computer program is stored, wherein the computer program is configured to execute the steps of any of the above method embodiments when running.

[0181] Optionally, in this embodiment, the computer-readable storage medium may be configured to store a computer program for performing the following steps:

[0182] S1, determine the body shape of the model to be generated in the virtual scene;

[0183] S2, determining different types of model components associated with the body type, wherein different body types are pre-set with different envelope rule information, the envelope rule information includes different types of model components pre-made according to the corresponding body type, and rules for splicing different types of model components, and the model components are matched with a model resource set;

[0184] S3, in response to a selection operation on a model resource set under the model component, selecting at least one target model resource from the model resource set;

[0185] S4, splicing target model resources of different types of model components to obtain an initial model;

[0186] S5, baking the texture information corresponding to the model components in the initial model to the corresponding texture areas in the target map to generate the target model, wherein different model components correspond to different texture areas.

[0187] Optionally, in this embodiment, the above-mentioned computer-readable storage medium may include but is not limited to: a USB flash drive, a read-only memory (ROM), a random access memory (RAM), a mobile hard disk, a magnetic disk or an optical disk, and other media that can store computer programs.

[0188] An embodiment of the present disclosure further provides an electronic device, including a memory and a processor, wherein a computer program is stored in the memory, and the processor is configured to run the computer program to execute the steps in any one of the above method embodiments.

[0189] Optionally, the electronic device may further include a transmission device and an input / output device, wherein the transmission device is connected to the processor, and the input / output device is connected to the processor.

[0190] Optionally, in this embodiment, the processor may be configured to perform the following steps through a computer program:

[0191] S1, determine the body shape of the model to be generated in the virtual scene;

[0192] S2, determining different types of model components associated with the body type, wherein different body types are pre-set with different envelope rule information, the envelope rule information includes different types of model components pre-made according to the corresponding body type, and rules for splicing different types of model components, and the model components are matched with a model resource set;

[0193] S3, in response to a selection operation on a model resource set under the model component, selecting at least one target model resource from the model resource set;

[0194] S4, splicing target model resources of different types of model components to obtain an initial model;

[0195] S5, baking the texture information corresponding to the model components in the initial model to the corresponding texture areas in the target map to generate the target model, wherein different model components correspond to different texture areas.

[0196] An embodiment of the present disclosure further provides a computer program product, which may include a computer program, wherein the computer program is configured to execute the steps of any of the above method embodiments when running.

[0197] Optionally, in this embodiment, the computer program product may be configured to include a computer program for performing the following steps:

[0198] S1, determine the body shape of the model to be generated in the virtual scene;

[0199] S2, determining different types of model components associated with the body type, wherein different body types are pre-set with different envelope rule information, the envelope rule information includes different types of model components pre-made according to the corresponding body type, and rules for splicing different types of model components, and the model components are matched with a model resource set;

[0200] S3, in response to a selection operation on a model resource set under the model component, selecting at least one target model resource from the model resource set;

[0201] S4, splicing target model resources of different types of model components to obtain an initial model;

[0202] S5, baking the texture information corresponding to the model components in the initial model to the corresponding texture areas in the target map to generate the target model, wherein different model components correspond to different texture areas.

[0203] An embodiment of the present disclosure further provides a computer program product, which may include a non-volatile computer-readable storage medium, wherein the non-volatile computer-readable storage medium stores a computer program, and the computer program is configured to execute the steps of any of the above method embodiments when running.

[0204] Optionally, in this embodiment, the computer program product may be configured to include a non-volatile computer-readable storage medium, and the non-volatile computer-readable storage medium may be configured to store a computer program for performing the following steps:

[0205] S1, determine the body shape of the model to be generated in the virtual scene;

[0206] S2, determining different types of model components associated with the body type, wherein different body types are pre-set with different envelope rule information, the envelope rule information includes different types of model components pre-made according to the corresponding body type, and rules for splicing different types of model components, and the model components are matched with a model resource set;

[0207] S3, in response to a selection operation on a model resource set under the model component, selecting at least one target model resource from the model resource set;

[0208] S4, splicing target model resources of different types of model components to obtain an initial model;

[0209] S5, baking the texture information corresponding to the model components in the initial model to the corresponding texture areas in the target map to generate the target model, wherein different model components correspond to different texture areas.

[0210] An embodiment of the present disclosure further provides a computer program, which is configured to execute the steps of any of the above method embodiments when running.

[0211] Optionally, in this embodiment, the computer program is configured to perform the following steps:

[0212] S1, determine the body shape of the model to be generated in the virtual scene;

[0213] S2, determining different types of model components associated with the body type, wherein different body types are pre-set with different envelope rule information, the envelope rule information includes different types of model components pre-made according to the corresponding body type, and rules for splicing different types of model components, and the model components are matched with a model resource set;

[0214] S3, in response to a selection operation on a model resource set under the model component, selecting at least one target model resource from the model resource set;

[0215] S4, splicing target model resources of different types of model components to obtain an initial model;

[0216] S5, baking the texture information corresponding to the model components in the initial model to the corresponding texture areas in the target map to generate the target model, wherein different model components correspond to different texture areas.

[0217] Optionally, the specific examples in this embodiment may refer to the examples described in the above embodiments and optional implementation modes, and this embodiment will not be described in detail here.

[0218] Fig.24 is a schematic diagram of an electronic device according to an embodiment of the present disclosure. Fig.24 As shown, the electronic device 2400 is merely an example and should not bring any limitation to the functions and scope of use of the embodiments of the present disclosure.

[0219] like Fig.24As shown, the electronic device 2400 is in the form of a general computing device. The components of the electronic device 2400 may include but are not limited to: at least one processor 2410, at least one memory 2420, a bus 2430 connecting different system components (including the memory 2420 and the processor 2410), and a display 2440.

[0220] The memory 2420 stores program codes, which can be executed by the processor 2410, so that the processor 2410 executes the steps described in the method part of the embodiment of the present disclosure according to various exemplary embodiments of the present disclosure.

[0221] The memory 2420 may include a readable medium in the form of a volatile storage unit, such as a random access memory unit (RAM) 24201 and / or a cache memory unit 24202, and may further include a read-only memory unit (ROM) 24203, and may also include a non-volatile memory, such as one or more magnetic storage devices, flash memory, or other non-volatile solid-state memory.

[0222] In some examples, the memory 2420 may also include a program / utility 24204 having a set (at least one) of program modules 24205, such program modules 24205 including but not limited to: an operating system, one or more application programs, other program modules, and program data, each of which or some combination thereof may include the implementation of a network environment. The memory 2420 may further include a memory remotely disposed relative to the processor 2410, and these remote memories may be connected to the electronic device 2400 via a network. Examples of the above-mentioned network include but are not limited to the Internet, an intranet, a local area network, a mobile communication network, and combinations thereof.

[0223] The bus 2430 may represent one or more of several types of bus structures, including a memory unit bus or memory unit controller, a peripheral bus, an accelerated graphics port, a local bus of the processor 2410, or a bus using any of a variety of bus architectures.

[0224] The display 2440 may be, for example, a touch screen liquid crystal display (LCD) that enables a user to interact with a user interface of the electronic device 2400 .

[0225] Optionally, the electronic device 2400 may also communicate with one or more external devices 2500 (e.g., keyboards, pointing devices, Bluetooth devices, etc.), one or more devices that enable a user to interact with the electronic device 2400, and / or any device that enables the electronic device 2400 to communicate with one or more other computing devices (e.g., routers, modems, etc.). Such communication may be performed through an input / output (I / O) interface 2450. Furthermore, the electronic device 2400 may also communicate with one or more networks (e.g., a local area network (LAN), a wide area network (WAN), and / or a public network, such as the Internet) through a network adapter 2460. Fig.24 As shown, the network adapter 2460 communicates with other modules of the electronic device 2400 via the bus 2430. It should be understood that although Fig.24 Not shown, other hardware and / or software modules may be used in conjunction with the electronic device 2400, including but not limited to: microcode, device drivers, redundant processing units, external disk drive arrays, redundant arrays of independent disks (RAID) systems, tape drives, and data backup storage systems.

[0226] The electronic device 2400 may further include: a keyboard, a cursor control device (such as a mouse), an input / output interface (I / O interface), a network interface, a power supply and / or a camera.

[0227] It can be understood by those skilled in the art that Fig.24 The structure shown is only for illustration and does not limit the structure of the above electronic device. Fig.24 More or fewer components as shown, or with Figure 1 The memory 2420 may be used to store computer programs and corresponding data, such as the computer programs and corresponding data corresponding to the model processing method in the embodiment of the present disclosure. The processor 2410 executes various functional applications and data processing by running the computer programs stored in the memory 2420, that is, implements the above-mentioned model processing method.

[0228] The serial numbers of the above-mentioned embodiments of the present disclosure are only for description and do not represent the advantages or disadvantages of the embodiments.

[0229] In the above embodiments of the present disclosure, 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.

[0230] In the several embodiments provided in the present disclosure, it should be understood that the disclosed technical content can be implemented in other ways. Among them, the device embodiments described above are only schematic. For example, the division of units can be a logical function division. There may be other division methods in actual implementation. For example, multiple units or components can be combined or integrated into another system, or some features can be ignored or not executed. Another point is that the mutual coupling or direct coupling or communication connection shown or discussed can be through some interfaces, indirect coupling or communication connection of units or modules, which can be electrical or other forms.

[0231] The units described as separate components may or may not be physically separated, and the components shown as units may or may not be physical units, that is, they may be located in one place or distributed over multiple units. Some or all of the units may be selected according to actual needs to achieve the purpose of the present embodiment.

[0232] In addition, each functional unit in each embodiment of the present disclosure may be integrated into one processing unit, or each unit may exist physically separately, or two or more units may be integrated into one unit. The above-mentioned integrated unit may be implemented in the form of hardware or in the form of software functional units.

[0233] If the integrated unit is implemented in the form of a software functional unit and sold or used as an independent product, it can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of the present disclosure, or the part that contributes to the relevant technology or all or part of the technical solution, can be embodied in the form of a software product, which is stored in a storage medium and includes several instructions for a computer device (which can be a personal computer, a server or a network device, etc.) to perform all or part of the steps of the various embodiments of the present disclosure. The aforementioned storage medium includes: U disk, read-only memory (ROM), random access memory (RAM), mobile hard disk, disk or optical disk, etc., which can store program code.

[0234] The above are only preferred embodiments of the present disclosure. It should be pointed out that, for ordinary technicians in this technical field, several improvements and modifications can be made without departing from the principles of the present disclosure. These improvements and modifications should also be regarded as the protection scope of the present disclosure.

Claims

1. A method for processing a model, characterized in that: include: Determine the body shape of the model to be generated in the virtual scene; Determine different types of model components associated with the body type, wherein different body types are pre-set with different envelope rule information, the envelope rule information includes different types of model components pre-made according to the corresponding body type, and rules for splicing different types of model components, and the model components are matched with a model resource set; In response to a selection operation on the model resource set under the model component, selecting at least one target model resource from the model resource set; splicing the target model resources of the model components of different types to obtain an initial model; The texture information corresponding to the model components in the initial model is baked into the corresponding texture areas in the target map to generate a target model, wherein the texture areas corresponding to different model components are different.

2. The method according to claim 1, characterized in that The different types of model components are pre-made according to at least one of the following target information: component size, texture information, splicing position and skin information, and the target information of the different types of model components match each other.

3. The method according to claim 1, characterized in that Baking the texture information corresponding to the model component in the initial model to the corresponding texture area in the target map to generate the target model, including: Determining texture information of the model component in the initial model and texture information of the target model resource of the model component; The texture information of the model component and the texture information of the target model resource are baked onto the texture area to generate the target model.

4. The method according to claim 3, characterized in that Determining texture information of the model component in the initial model includes: In response to an input operation of a first mapping precision for the model component, obtaining a first initial mapping at the first mapping precision; From the first initial map, texture information of the model components in the initial model is determined.

5. The method according to claim 4, characterized in that Determining texture information of the target model resource of the model component includes: In response to an input operation of a second texture precision for the target model resource, obtaining a second initial texture at the second texture precision, wherein the second texture precision is less than the first texture precision; The texture information of the target model resource is determined from the second initial map.

6. The method according to claim 3, characterized in that Baking the texture information of the model component and the texture information of the target model resource onto the texture area to generate the target model, including: Acquire different detail level model resources of the model component, wherein the detail level model resources are used to adjust the detail level of the model component in the virtual scene; The texture information of the model components and the texture information of the target model resources are baked onto the texture area using different detail level model resources respectively, so as to generate different target models.

7. The method according to claim 1, characterized in that The method further comprises: Acquiring target mapping information, wherein the target mapping information is used to represent a corresponding relationship between the model component and the texture area to be determined; The texture area corresponding to the model component is determined in the target map according to the target mapping information.

8. The method according to claim 1, characterized in that The method further comprises: In response to the model component being updated, determining different target models including the model component from a target file, wherein the target file is used to record model information of the different target models; The texture information corresponding to the model component in the initial model is baked to the corresponding texture area in the target map to generate a target model, including: baking the texture information corresponding to the updated model component to the corresponding texture area in the target map to update the target model to obtain an updated target model.

9. The method according to claim 8, characterized in that In response to the model component being updated, determining from the target file a different target model including the model component, comprising: In response to the model component being updated, the name of the model component is used to search the target file for a different target model including the model component, wherein the model information includes the name of the model component.

10. The method according to claim 1, characterized in that The target model resources of the model components of different types are spliced ​​to obtain an initial model, including: splicing the target model resources of the model components of different types to obtain a first initial model; In response to an adjustment operation on at least one first model component in the first initial model, adjusting the first model component; At least the adjusted first model components are spliced ​​to obtain a second initial model.

11. The method according to claim 10, characterized in that The first model component is adjusted, including: Obtaining material parameters of the first model component; In the first model component, the material parameters are adjusted to obtain the adjusted first model component.

12. The method according to claim 11, characterized in that Obtaining material parameters of the first model component includes: Obtain a first material parameter associated with a color attribute of the first model component; and / or obtain a second material parameter associated with a texture attribute of the first model component.

13. The method according to claim 10, characterized in that The method further comprises: Adjusting the initial texture information of the model component in the first initial model to obtain the texture information, wherein the texture information corresponding to the model component in different styles is the same; Adjusting the first model component includes: determining a first target model resource of the first model component in a first style corresponding to the texture information, and replacing the first target model resource with a second target model resource of the first model component in a second style corresponding to the texture information, to obtain the adjusted first model component.

14. The method according to claim 10, characterized in that At least the adjusted first model components are spliced ​​to obtain a second initial model, including: The adjusted first model component is spliced ​​to at least one second model component to obtain the second initial model, wherein the second model component is the model component in the first initial model except the first model component.

15. The method according to any one of claims 1 to 14, characterized in that The method further comprises: Display the identification information of the target model resource and / or the visual symbol corresponding to the identification information, wherein the identification information is used to identify the model component to which the target model resource belongs, and the style of the target model resource, and the visual symbol is used to display the style of the target model resource.

16. The method according to any one of claims 1 to 14, characterized in that The method further comprises at least one of the following: Based on the identification information of the target model resource, determining a reuse result of the target model resource in the virtual scene; Based on the name of the model component, determining a reuse result of the model component in the virtual scene; Based on the identification information of the target model resource and the name of the model component, a reuse result of the target model in the virtual scene is determined.

17. A model processing device, characterized in that: include: A first determining unit, used to determine the body shape of the model to be generated in the virtual scene; A second determining unit is used to determine different types of model components associated with the body type, wherein different body types are pre-set with different envelope rule information, the envelope rule information includes different types of model components pre-made according to the corresponding body types, and rules for splicing different types of model components, and the model components are matched with a model resource set; A selection unit, configured to respond to a selection operation on the model resource set under the model component and select at least one target model resource from the model resource set; A splicing unit, used for splicing the target model resources of different types of model components to obtain an initial model; The baking unit is used to bake the texture information corresponding to the model components in the initial model to the corresponding texture areas in the target map to generate a target model, wherein the texture areas corresponding to different model components are different.

18. A computer-readable storage medium, characterized in that: The computer-readable storage medium stores a computer program, wherein the computer program is configured to execute the method described in any one of claims 1 to 16 when executed by a processor.

19. An electronic device comprising a memory and a processor, characterized in that: A computer program is stored in the memory, and the processor is configured to run the computer program to perform the method described in any one of claims 1 to 16.

20. A computer program product, characterized in that The invention comprises a computer program which, when executed by a processor, implements the method according to any one of claims 1 to 16.