Model animation processing method and device, electronic equipment and storage medium

By splitting and wiring the model, flexible animation special effects are generated and added to the model, the limitations and poor results of flexible animation production in the prior art are solved, and a more realistic and richer model animation display effect is achieved.

CN119810278APending Publication Date: 2025-04-11NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202411832556.7
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2024-12-12
Publication Date
2025-04-11

AI Technical Summary

Technical Problem

The prior art has limitations in producing flexible animation special effects, and the generated animation effect is poor, making it difficult to meet the authenticity and richness of the model animation display effect.

Method used

By splitting the model, generating sub-models, adding wiring to the sub-models and performing model segmentation, determining the animation data of each bone point under each frame, generating flexible animation special effects, and adding them to the model to achieve the generation of target animation special effects.

Benefits of technology

The production effect of flexible animation special effects is improved, the authenticity and display effect of model animation is enhanced, and the limitations and poor effects of animation production in the existing technology are solved.

✦ Generated by Eureka AI based on patent content.

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Abstract

The invention provides a model animation processing method and device, electronic equipment and a storage medium, and relates to the technical field of animation special effects. Comprising the following steps: splitting a model according to information of a part of a to-be-generated special effect in the model to obtain at least one sub-model; according to the target flexible animation special effect corresponding to each sub-model, adding wiring for each sub-model, and based on the added wiring, carrying out model segmentation on each sub-model to obtain each segmented sub-model; according to the target flexible animation special effect corresponding to each sub-model, determining first animation data of each skeleton point in each segmented sub-model under each frame; according to the first animation data of each skeleton point in each segmented sub-model under each frame, generating a flexible animation special effect of each sub-model; and generating a target animation special effect of the model according to the flexible animation special effect of each sub-model. According to the method, the limitation on flexible animation special effect production in part of games can be solved, and the richness and authenticity of the produced model animation special effect are improved.
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Description

Technical Field

[0001] The present application relates to the field of animation special effects technology, and in particular to a model animation processing method, device, electronic device and storage medium. Background Art

[0002] In order to improve the realism of the model display effect, dynamic special effects can usually be added to the static model to enhance the display effect.

[0003] In the prior art, a model texture is usually produced and then applied to corresponding parts of the model to achieve the desired animation effect.

[0004] However, the above method is relatively limited for the production of flexible animation, and the generated animation effect is not good. Summary of the invention

[0005] The purpose of this application is to provide a model animation processing method, device, electronic device and storage medium, so as to enrich the model animation and improve the authenticity and display effect of the animation.

[0006] To achieve the above purpose, the technical solution adopted in the embodiment of the present application is as follows:

[0007] In a first aspect, an embodiment of the present application provides a model animation processing method, comprising:

[0008] According to information of a part of the model where special effects are to be generated, the model is split to obtain at least one sub-model;

[0009] According to the target flexible animation special effects corresponding to each sub-model, wiring is added to each sub-model, and based on the added wiring, each sub-model is segmented to obtain each segmented sub-model;

[0010] According to the target flexible animation special effects corresponding to each sub-model, determining the first animation data of each bone point in each sub-model after segmentation in each frame;

[0011] Generate flexible animation effects for each sub-model according to the first animation data of each skeleton point in each frame in each segmented sub-model;

[0012] According to the flexible animation effects of each sub-model, the target animation effects of the model are generated.

[0013] In a second aspect, an embodiment of the present application further provides a model animation processing device, including: a processing module and a generating module;

[0014] The processing module is used to split the model according to the information of the part of the model where the special effects are to be generated, so as to obtain at least one sub-model;

[0015] The processing module is used to add wiring to each sub-model according to the target flexible animation special effects corresponding to each sub-model and perform model segmentation on each sub-model based on the added wiring to obtain each segmented sub-model;

[0016] The processing module is used to determine the first animation data of each skeleton point in each sub-model after segmentation in each frame according to the target flexible animation special effect corresponding to each sub-model;

[0017] The generation module is used to generate flexible animation effects of each sub-model according to the first animation data of each skeleton point in each frame in each segmented sub-model;

[0018] The generating module is used to generate the target animation effects of the model according to the flexible animation effects of each sub-model.

[0019] In a third aspect, an embodiment of the present application provides an electronic device comprising: a processor, a storage medium and a bus, wherein the storage medium stores machine-readable instructions executable by the processor. When the electronic device is running, the processor and the storage medium communicate through the bus, and the processor executes the machine-readable instructions to execute the model animation processing method provided in the first aspect.

[0020] In a fourth aspect, an embodiment of the present application provides a computer-readable storage medium having a computer program stored thereon. When the computer program is executed by a processor, the model animation processing method provided in the first aspect is executed.

[0021] The beneficial effects of this application are:

[0022] The present application provides a model animation processing method, device, electronic device and storage medium, including: splitting the model according to information of a part of the model where special effects are to be generated, to obtain at least one sub-model; adding wiring to each sub-model according to the target flexible animation special effects corresponding to each sub-model and segmenting each sub-model based on the added wiring to obtain each segmented sub-model; determining the first animation data of each skeleton point in each segmented sub-model in each frame according to the target flexible animation special effects corresponding to each sub-model; generating flexible animation special effects of each sub-model according to the first animation data of each skeleton point in each segmented sub-model in each frame; generating the target animation special effects of the model according to the flexible animation special effects of each sub-model. This method splits the model based on the information of the part where special effects are to be generated. For the sub-models obtained by the splitting, based on the special effects animation to be generated, wiring is added to the sub-models and the sub-models are separated, and editable bone points are added in the sub-models to make the sub-models editable and deformable. Based on the target flexible animation special effects corresponding to the sub-models, the flexible special effects animation of the sub-model can be generated, and the flexible special effects animation of the sub-model is added to the corresponding position in the model to generate the target animation special effects of the model. Through this method, the limitations of the production of flexible animation special effects in some games can be solved, the effects of model animation special effects can be improved, and the display effects and authenticity of the model can be enriched.

[0023] In addition, by adding a root bone to the sub-model, the material slot of the sub-model can be obtained through root bone identification, so that different materials can be freely added to different parts of the model based on the material slot, thereby improving the richness of the model's display effect. BRIEF DESCRIPTION OF THE DRAWINGS

[0024] In order to more clearly illustrate the technical solutions of the embodiments of the present application, the drawings required for use in the embodiments will be briefly introduced below. It should be understood that the following drawings only show certain embodiments of the present application and therefore should not be regarded as limiting the scope. For ordinary technicians in this field, other related drawings can be obtained based on these drawings without paying creative work.

[0025] Figure 1 A schematic diagram of a flow chart of a model animation processing method provided in an embodiment of the present application;

[0026] Figure 2 A flowchart of another model animation processing method provided in an embodiment of the present application;

[0027] Figure 3 A flowchart of another model animation processing method provided in an embodiment of the present application;

[0028] Figure 4 A wiring diagram provided for an embodiment of the present application;

[0029] Figure 5 A flowchart of another model animation processing method provided in an embodiment of the present application;

[0030] Figure 6 A flowchart of another model animation processing method provided in an embodiment of the present application;

[0031] Figure 7 A flowchart of another model animation processing method provided in an embodiment of the present application;

[0032] Figure 8 A flowchart of another model animation processing method provided in an embodiment of the present application;

[0033] Fig. 9 A flowchart of another model animation processing method provided in an embodiment of the present application;

[0034] Fig.10 A schematic diagram of a model animation processing device provided in an embodiment of the present application;

[0035] Fig.11 A schematic diagram of the structure of an electronic device provided in an embodiment of the present application. DETAILED DESCRIPTION

[0036] To make the purpose, technical scheme and advantages of the embodiments of the present application clearer, the technical scheme in the embodiments of the present application will be clearly and completely described below in conjunction with the drawings in the embodiments of the present application. It should be understood that the drawings in the present application only serve the purpose of explanation and description and are not used to limit the scope of protection of the present application. In addition, it should be understood that the schematic drawings are not drawn in real proportion. The flowchart used in this application shows the operations implemented according to some embodiments of the present application. It should be understood that the operations of the flowchart can be implemented out of sequence, and the steps without logical context can be reversed in order or implemented simultaneously. In addition, those skilled in the art can add one or more other operations to the flowchart under the guidance of the content of the present application, or remove one or more operations from the flowchart.

[0037] In addition, the described embodiments are only a part of the embodiments of the present application, rather than all the embodiments. The components of the embodiments of the present application described and shown in the drawings here can be arranged and designed in various configurations. Therefore, the following detailed description of the embodiments of the present application provided in the drawings is not intended to limit the scope of the application claimed for protection, but merely represents the selected embodiments of the present application. Based on the embodiments of the present application, all other embodiments obtained by those skilled in the art without making creative work belong to the scope of protection of the present application.

[0038] It should be noted that the term "comprising" will be used in the embodiments of the present application to indicate the existence of the features declared thereafter, but does not exclude the addition of other features.

[0039] For the design of some games, the game's art style may be a unique block style. In order to match this special style, the production of model special effects in this type of game is different from the conventional 3D model production process. They are all made using exclusive software BlockBench (a 3D modeling tool with outstanding functions). However, since BlockBench is not a model software widely used in the industry, it has certain limitations in function. It can only produce rigid body special effects of the model, but cannot complete the production of soft body special effects, resulting in limited production of model animation and poor animation effects.

[0040] Based on this, this solution provides a model animation processing method, which can make a model in BlockBench software, and add or mount model parts with special materials or special effects as needed, split the model to obtain at least one sub-model, and convert each sub-model obtained by splitting into FBX (Filmbox, 3D file format) format and import it into 3Dmax (3D StudioMax, 3D modeling, animation and rendering software), add wiring to the sub-model and split the model in 3Dmax, so that the sub-model has editability and deformability. Based on the split sub-model, the corresponding flexible animation effects of the sub-model can be generated in 3Dmax; and the rigid animation effects of the model are produced in BlockBench software. Finally, the rigid animation effects produced in BlockBench software and the flexible animation effects produced in 3Dmax are imported into MC (an auxiliary tool that can edit Minecraft game module content, modify game data or create game worlds) compiler. By making hanging points between the sub-model and the model, the flexible animation effects of the sub-model are added to the model to generate the target animation effects of the model, so that the model realizes both rigid animation effects and flexible animation effects, enriching the animation effects of the model.

[0041] Figure 1 A flow chart of a model animation processing method provided in an embodiment of the present application; the execution subject of the method can be a computer device such as a terminal device, a server, etc., such as Figure 1 As shown, the method may include:

[0042] S101. Split the model according to information of a part of the model where special effects are to be generated, to obtain at least one sub-model.

[0043] A model can be obtained by meshing in BlockBench. In this embodiment, the model obtained can be a character model. There are usually some parts in the character model. By adding special effects to these parts, the display effect and authenticity of the model can be improved. Based on the animation effect to be achieved, the parts of the model that need to generate special effects can be determined in advance, so that based on the information of these parts, the model can be split to obtain at least one sub-model.

[0044] Among them, the sub-model is the part that needs to add special materials or special effects; for example, the sub-model can be the head or cloak of the model.

[0045] S102 . According to the target flexible animation special effects corresponding to each sub-model, wiring is added to each sub-model, and based on the added wiring, each sub-model is segmented to obtain each segmented sub-model.

[0046] After splitting the model in BlockBench to obtain at least one sub-model, the model data of the sub-model can be imported into 3Dmax software in FBX file format. In 3Dmax, a sub-model is first generated based on the model data of the imported sub-model.

[0047] In some embodiments, the split sub-models all need to produce flexible animation effects. For example, for the head sub-model, it is necessary to produce the fluttering effect of the hair; for the cloak sub-model, it is necessary to produce the fluttering effect of the cloak.

[0048] Since the sub-models imported into the 3Dmax software are all rigid models without editing features, for example, the cloak sub-model may be a cube model. There is no line segment information in the cube model, and actions such as folding and bending cannot be achieved.

[0049] Therefore, the number of segments of the sub-model can be modified and wiring can be added in the 3Dmax software, so that the sub-model can be edited and deformed.

[0050] Based on the added wiring, the model can be segmented. Usually, the segmentation of the model is based on the wiring, and the model is separated from the wiring to generate a new model surface in the sub-model based on the original sub-model. Here, the sub-model segmentation does not mean dividing the sub-model into multiple parts that are completely unconnected, but separating the model from the wiring, and connecting the two separated parts through the skeleton points at the wiring, so that the segmented sub-model can be bent and folded at the wiring.

[0051] It is worth noting that the position of the wiring added to the sub-model and the split position when the sub-model is split based on the wiring can be based on the target flexible animation effect corresponding to the sub-model. The target flexible animation effect refers to the flexible animation effect that you want to add to the sub-model.

[0052] S103 . Determine the first animation data of each skeleton point in each segmented sub-model in each frame according to the target flexible animation special effect corresponding to each sub-model.

[0053] In some embodiments, the target flexible animation effects to be added to each sub-model can be pre-designed. For example, if you want the cloak sub-model to achieve the effect of freely floating in the wind, you can pre-design the animation of the cloak floating in the wind. Based on the designed animation and the defined animation key frames, the first animation data of each bone point in the cloak sub-model under each key frame can be determined. Here, each frame can refer to each pre-defined key frame. The first animation data can refer to the flexible animation data corresponding to each bone point. The first animation data can include information such as the position and rotation direction of the bone point.

[0054] It is worth mentioning that the sub-model after segmentation is still a model, but compared with the model before segmentation, the sub-model after segmentation has more editable faces and editable bone points.

[0055] S104: Generate flexible animation effects for each sub-model according to the first animation data of each skeleton point in each frame in each segmented sub-model.

[0056] According to the first animation data of each bone point in each sub-model after segmentation in each frame, the display position and direction of each bone point in each sub-model can be controlled, so that the flexible animation image of each sub-model in each frame can be rendered. The flexible animation image in each frame is a static image, and by continuously rendering and outputting the flexible animation image in each frame, the flexible animation special effects of each sub-model can be generated.

[0057] S105 . Generate target animation effects of the model according to the flexible animation effects of each sub-model.

[0058] In some embodiments, the flexible animation effects of each sub-model produced in 3Dmax can be imported into the MC editor, and the MC editor can produce model hanging points to add the flexible animation effects of each sub-model to the model to generate the target animation effects of the model.

[0059] In another feasible method, after generating the first animation data of each bone point in each sub-model in each frame in 3Dmax, the first animation data of each bone point in each sub-model in each frame can be directly imported into the MC editor, and the MC editor generates flexible animation effects for each sub-model and completes the addition of flexible animation effects based on the first animation data of each bone point in each frame in each sub-model.

[0060] In summary, the model animation processing method provided in this embodiment includes: splitting the model according to information of the part of the model where special effects are to be generated, so as to obtain at least one sub-model; adding wiring to each sub-model according to the target flexible animation special effects corresponding to each sub-model and segmenting each sub-model based on the added wiring to obtain each segmented sub-model; determining the first animation data of each bone point in each segmented sub-model in each frame according to the target flexible animation special effects corresponding to each sub-model; generating flexible animation special effects for each sub-model according to the first animation data of each bone point in each segmented sub-model in each frame; generating the target animation special effects of the model according to the flexible animation special effects of each sub-model. This method splits the model based on the information of the part where special effects are to be generated. For the sub-models obtained by the splitting, based on the special effects animation to be generated, wiring is added to the sub-models and the sub-models are separated, and editable bone points are added in the sub-models to make the sub-models editable and deformable. Based on the target flexible animation special effects corresponding to the sub-models, the flexible special effects animation of the sub-model can be generated, and the flexible special effects animation of the sub-model is added to the corresponding position in the model to generate the target animation special effects of the model. Through this method, the limitations of the production of flexible animation special effects in some games can be solved, the effects of model animation special effects can be improved, and the display effects and authenticity of the model can be enriched.

[0061] Figure 2 A flowchart of another model animation processing method provided in an embodiment of the present application; optionally, the method of the present application may further include:

[0062] S201. Determine second animation data of each skeleton point in the model in each frame according to the target rigid animation image of the model in each frame.

[0063] In some embodiments, the basic movements of the character are all realized through rigid animation, such as walking, punching, jumping, etc. Therefore, it is also necessary to produce rigid animation effects of the model.

[0064] Optionally, the creation of rigid animations of the model can be implemented in BlockBench.

[0065] Optionally, the model can be placed in a scene, and based on the set rigid animation to be achieved, the rigid movements of the model in each frame can be shaped frame by frame, and the target rigid animation image in each frame can be captured. This is similar to pulling and adjusting the corresponding bone points in the model to transform based on a known rigid animation, so that the model switches from the previous action in the rigid animation to the next action, and in each action, a frame of rigid animation image can be captured.

[0066] Based on the target rigid animation image of the model in each frame, the second animation data of each skeleton point in the model in each frame can be calculated, and the second animation data represents the rigid animation data of each skeleton point in the model.

[0067] S202: Generate a rigid animation effect of the model according to the second animation data of each skeleton point in the model in each frame.

[0068] In some embodiments, similar to the above-mentioned process of generating flexible animation effects, based on the premise that the second animation data of each bone in each frame is known, the position and rotation direction of each bone point in the model in each frame can be determined, thereby rendering and generating a rigid animation image of the model in each frame. By continuously outputting and displaying multiple frames of rigid animation images, the rigid animation effects of the model can be obtained.

[0069] Optionally, in step S105, generating the animation effects of the model according to the flexible animation effects corresponding to each sub-model may include: generating the target animation effects of the model according to the flexible animation effects of each sub-model and the rigid animation effects of the model.

[0070] The flexible animation effects of each sub-model and the rigid animation effects of the model can be imported into the MC editor together, and the MC editor generates the target animation effects of the model based on the flexible animation effects of each sub-model and the rigid animation effects of the model. The target animation effects generated in this embodiment include both flexible animation effects and rigid animation effects, enriching the animation display effect of the model.

[0071] Figure 3 A flowchart of another model animation processing method provided by an embodiment of the present application; optionally, in step S102, according to the target flexible animation effect corresponding to each sub-model, wiring is added to each sub-model and based on the added wiring, each sub-model is segmented to obtain each segmented sub-model, which may include:

[0072] S301 : Determine the position of the wiring to be added according to the model structure of the sub-model and the movement direction of the target flexible animation effect corresponding to the sub-model.

[0073] In some embodiments, the position of the wiring to be added can be determined based on the model structure of the sub-model itself and the movement direction of the target flexible animation effect to be generated by the sub-model, that is, the animation schematic direction, combined with experience.

[0074] S302 . Add wiring to the sub-model according to the location of the wiring to be added.

[0075] Based on the determined wiring position, wiring can be added at the corresponding position of the sub-model.

[0076] For example, assuming that the sub-model is a hexahedron composed of points, lines and planes, adding wiring means adding a circular line segment at the corresponding position on the hexahedron. Assuming that the sub-model is an arm, in order to make the arm bendable, a circular line segment can be drawn along the circumference of the elbow.

[0077] S303 , according to the target flexible animation effect and based on the added wiring, the sub-model is segmented to obtain the segmented sub-model.

[0078] It is worth noting that there may be multiple added wirings, but not every wiring may be used. Based on the target flexible animation effect to be achieved, it can be determined based on which wirings to segment the sub-model, thereby segmenting the model from the determined wirings.

[0079] It is similar to dividing a whole train into multiple carriages through wiring, so that each carriage can be bent. If the train is not divided, the train as a whole can only perform rigid movement and cannot achieve flexible movement.

[0080] Figure 4 A wiring diagram provided in an embodiment of the present application, Figure 4 Taking the cloak sub-model in the model as an example, the line segments shown in the cloak are the results of wiring.

[0081] It is worth mentioning that, considering the problem that the model may be incomplete or disappear when loading the model in the MC editor, when the sub-model split in BlockBench is imported into 3Dmax, a copy of the original model will be retained in BlockBench, that is, the original model made by BlockBench will be retained. After the sub-model is imported into 3Dmax, a proportionally enlarged sub-model can be made in 3Dmax for subsequent processing. The original model retained in BlockBench is used as a reserve display model.

[0082] Figure 5A flowchart of another model animation processing method provided by an embodiment of the present application; Optionally, in step S103, according to the target flexible animation effect corresponding to each sub-model, determining the first animation data of each bone point in each sub-model after segmentation in each frame may include:

[0083] S501 . Determine a flexible animation image of the sub-model in each frame according to a target flexible animation effect corresponding to the sub-model.

[0084] In one feasible solution, according to the target flexible animation special effect corresponding to the sub-model, the flexible animation image of the sub-model in each frame can be extracted from the target flexible animation special effect. For example, during the playback of the target flexible animation special effect, the flexible animation image of the sub-model in each frame can be obtained by shooting images frame by frame.

[0085] S502: Determine first animation data of each skeleton point in each frame in the segmented sub-model according to the flexible animation image in each frame.

[0086] According to the flexible animation image in each frame, the position, rotation direction and other data of each bone point in the segmented sub-model in each frame can be determined, and the position, rotation direction and other data of each bone point in the sub-model in each frame can be used as the first animation data of each bone point in the segmented sub-model in each frame.

[0087] Figure 6 A flowchart of another model animation processing method provided by an embodiment of the present application; optionally, in step S105, generating a target animation effect of the model according to the flexible animation effects of each sub-model may include:

[0088] S601. Determine a plurality of connecting bone points between each sub-model and the model according to the connection relationship between each sub-model and the model.

[0089] In the MC editor, the MC editor determines multiple attachment bone points between each sub-model and the model according to the connection relationship between each sub-model and the model. The attachment bone point refers to the bone point at the part where the sub-model is directly connected to the model.

[0090] For example, assuming that the sub-model is a cloak model, the cloak model is usually directly connected to the shoulder part of the model, so the direct connection point between the cloak model and the shoulder part of the model's body can be used as the attachment bone point. The attachment bone point can also be understood as the parent bone point in the cloak model. The cloak model is connected to the body part of the model through these attachment bone points, and the other bone points in the cloak model are connected to the corresponding parent bone points one level at a time, and finally constitute the cloak model.

[0091] S602, according to the multiple attachment skeleton points between each sub-model and the model, attach the flexible animation special effects of each sub-model to the corresponding position on the model to generate the target animation special effects of the model.

[0092] Optionally, for a certain sub-model, the flexible animation effects of the sub-model can be added to the corresponding position of the model according to the multiple attachment bone points between the sub-model and the model, so that the cloak part of the model has a fluttering effect.

[0093] On the basis of the rigid animation effects of the model, the flexible animation effects of the sub-model can be added to the model in the same way, so that on the basis of the rigid animation effects of the model, specific parts of the model also have flexible animation effects. For example: when the model is walking, the cloak will flutter in the wind.

[0094] Figure 7 A flowchart of another model animation processing method provided in an embodiment of the present application; optionally, the method of the present application may further include:

[0095] S701. Add root bones to each sub-model.

[0096] In some embodiments, in addition to generating model animations, this solution can also realize the free addition of model materials.

[0097] Optionally, root bones can be added to each sub-model in 3Dmax, and the specific adding process can be implemented based on the existing root bone adding function of 3Dmax.

[0098] The root bone plays a vital role in 3D animation and skeletal rigging. It is the starting point or foundation of the entire skeletal system, and all other bones are directly or indirectly connected to the root bone. The root bone is usually located at the bottom of the model (such as under the character's feet) or in the center, serving as the root node of the entire bone hierarchy.

[0099] S702: Determine at least one material slot corresponding to each sub-model according to the root skeleton of each sub-model.

[0100] The material slot is used to indicate the area in the sub-model where the material is to be added.

[0101] Through the root bones corresponding to each sub-model, the root bones can be identified to determine at least one material slot corresponding to each sub-model.

[0102] Material slots are areas or locations on the model surface used to carry and display different materials. Each slot can correspond to one or more materials, which can be a combination of properties such as color, texture, reflectivity, transparency, etc. By assigning different material slots to the model, you can achieve rich visual effects and detailed performance.

[0103] In 3D modeling software, material slots allow users to assign different materials to various parts of a model, thereby creating objects with complex appearance and details.

[0104] S703. According to the material slots corresponding to the sub-models and the to-be-added material information corresponding to the sub-models, add the corresponding materials to the material slots corresponding to the sub-models.

[0105] Optionally, based on the determined material slots and the material information to be added for each sub-model, corresponding materials can be added to the material slots of each sub-model to achieve free addition of materials. The addition of materials can enrich the visual effect of the model.

[0106] Figure 8 A flowchart of another model animation processing method provided by an embodiment of the present application; Optionally, in step S702, determining at least one material slot corresponding to each sub-model according to the root skeleton of each sub-model may include:

[0107] S801. Determine at least one target area on the sub-model according to the motion range of the root bone of the sub-model.

[0108] Among them, the target area is used to indicate the area directly connected to the root bone or controlled by the root bone.

[0109] Usually, you can analyze the position and range of motion of the root bone to determine the overall structure and motion of the sub-model, and then based on the range of motion of the root bone, determine which areas of the sub-model will be affected by the root bone's motion and use these areas as target areas. The target area is usually the part of the model that is directly connected to or controlled by the root bone.

[0110] S802. According to each target area, query and determine the material slot corresponding to each target area.

[0111] After determining the target area, you can find the material slots corresponding to the target area in 3Dmax. Usually, these material slots are listed in the model's material editor or property panel.

[0112] S803. Use the material slot corresponding to each target area as at least one material slot corresponding to the sub-model.

[0113] Then, the material slot corresponding to each target area can be used as a material slot of the sub-model, thereby obtaining one or more material slots corresponding to the sub-model.

[0114] Fig. 9A flowchart of another model animation processing method provided in an embodiment of the present application; Optionally, in step S703, according to each material slot corresponding to each sub-model and the material information to be added corresponding to each sub-model, adding the corresponding material to each material slot corresponding to each sub-model may include:

[0115] S901. Determine the material information to be added corresponding to each material slot in the sub-model according to the display effect corresponding to the sub-model.

[0116] In some embodiments, the material information that needs to be added to each material slot may be determined based on the display effect to be achieved by the sub-model.

[0117] S902. According to the information of the materials to be added corresponding to each material slot, add the corresponding materials to each material slot corresponding to the sub-model.

[0118] Based on the determined material information that needs to be added to each material slot, corresponding materials can be added to the material slots corresponding to the sub-model to achieve the desired display effect.

[0119] For example: if you want to make the outer layer of the head model glow and have a certain parallax effect, you can add a skin glowing material, such as skin_glitter, to the material slot of the head model so that the outer layer of the head model can glow.

[0120] Or if you want to achieve a deep starry sky effect on the head model, you can add a skin material with starry sky or galaxy effect in the material slot, for example: skin_galaxy material.

[0121] By adding a root bone, the material slot can be identified, so that different parts of the model can freely use different materials through the material slot, thereby improving the display effect of the model.

[0122] To summarize, the model animation processing method provided in this embodiment includes: splitting the model according to information of the part of the model where special effects are to be generated, to obtain at least one sub-model; adding wiring to each sub-model according to the target flexible animation special effects corresponding to each sub-model and segmenting each sub-model based on the added wiring to obtain each segmented sub-model; determining the first animation data of each bone point in each segmented sub-model in each frame according to the target flexible animation special effects corresponding to each sub-model; generating flexible animation special effects for each sub-model according to the first animation data of each bone point in each segmented sub-model in each frame; generating the target animation special effects of the model according to the flexible animation special effects of each sub-model. This method splits the model based on the information of the part where special effects are to be generated. For the sub-models obtained by the splitting, based on the special effects animation to be generated, wiring is added to the sub-models and the sub-models are separated, and editable bone points are added in the sub-models to make the sub-models editable and deformable. Based on the target flexible animation special effects corresponding to the sub-models, the flexible special effects animation of the sub-model can be generated, and the flexible special effects animation of the sub-model is added to the corresponding position in the model to generate the target animation special effects of the model. Through this method, the limitations of the production of flexible animation special effects in some games can be solved, the effects of model animation special effects can be improved, and the display effects and authenticity of the model can be enriched.

[0123] In addition, by adding a root bone to the sub-model, the material slot of the sub-model can be obtained through root bone identification, so that different materials can be freely added to different parts of the model based on the material slot, thereby improving the richness of the model's display effect.

[0124] The following describes the apparatus, device, storage medium, etc. used to execute the model animation processing method provided in this application. The specific implementation process and technical effects are described above and will not be repeated below.

[0125] Fig.10 A schematic diagram of a model animation processing device provided in an embodiment of the present application, the functions implemented by the model animation processing device correspond to the steps performed by the above method. The device can be understood as the above terminal or server, or the processor of the server, or can also be understood as a component independent of the above server or processor that implements the functions of the present application under the control of the server, such as Fig.10 As shown, the device may include: a processing module 110 and a generating module 120;

[0126] The processing module 110 is used to split the model according to the information of the part of the model where the special effect is to be generated, so as to obtain at least one sub-model;

[0127] The processing module 110 is used to add wiring to each sub-model according to the target flexible animation special effect corresponding to each sub-model and perform model segmentation on each sub-model based on the added wiring to obtain each segmented sub-model;

[0128] The processing module 110 is used to determine the first animation data of each skeleton point in each sub-model after segmentation in each frame according to the target flexible animation effect corresponding to each sub-model;

[0129] A generating module 120, for generating flexible animation effects of each sub-model according to the first animation data of each skeleton point in each frame of each segmented sub-model;

[0130] The generation module 120 is used to generate the target animation effects of the model according to the flexible animation effects of each sub-model.

[0131] Optionally, it also includes: a determination module;

[0132] A determination module, used to determine the second animation data of each skeleton point in the model in each frame according to the target rigid animation image of the model in each frame;

[0133] The generation module 120 is further used to generate a rigid animation effect of the model according to the second animation data of each skeleton point in the model in each frame.

[0134] Optionally, the generating module 120 is specifically configured to generate a target animation effect of the model according to the flexible animation effects of each sub-model and the rigid animation effect of the model.

[0135] Optionally, the processing module 110 is specifically configured to determine the position of the wiring to be added according to the model structure of the sub-model and the movement direction of the target flexible animation effect corresponding to the sub-model;

[0136] Add wiring to the sub-model according to the location of the wiring to be added;

[0137] According to the target flexible animation effect and based on the added wiring, the sub-model is segmented to obtain the segmented sub-model.

[0138] Optionally, the processing module 110 is specifically configured to determine a flexible animation image of the sub-model in each frame according to a target flexible animation effect corresponding to the sub-model;

[0139] According to the flexible animation image in each frame, the first animation data of each skeleton point in the segmented sub-model in each frame is determined.

[0140] Optionally, the generating module 120 is specifically used to determine a plurality of connecting bone points between each sub-model and the model according to the connection relationship between each sub-model and the model;

[0141] According to the multiple attachment bone points between each sub-model and the model, the flexible animation special effects of each sub-model are attached to the corresponding position on the model to generate the target animation special effects of the model.

[0142] Optionally, the processing module 110 is further used to add a root bone to each sub-model;

[0143] According to the root bones of each sub-model, at least one material slot corresponding to each sub-model is determined; the material slot is used to indicate the area in the sub-model to which the material is to be added;

[0144] According to the material slots corresponding to the sub-models and the material information to be added corresponding to the sub-models, the corresponding materials are added to the material slots corresponding to the sub-models.

[0145] Optionally, the processing module 110 is specifically used to determine at least one target area on the sub-model according to the motion range of the root bone of the sub-model; the target area is used to indicate an area directly connected to the root bone or controlled by the root bone;

[0146] According to each target area, query and determine the material slot corresponding to each target area;

[0147] The material slot corresponding to each target area is used as at least one material slot corresponding to the sub-model.

[0148] Optionally, the processing module 110 is specifically configured to determine the material information to be added corresponding to each material slot in the sub-model according to the display effect corresponding to the sub-model;

[0149] According to the material information to be added corresponding to each material slot, add the corresponding material to each material slot corresponding to the sub-model.

[0150] The above modules may be one or more integrated circuits configured to implement the above methods, such as one or more application specific integrated circuits (ASIC), or one or more digital singnal processors (DSP), or one or more field programmable gate arrays (FPGA). For another example, when a module is implemented in the form of a processing element scheduling program code, the processing element may be a general-purpose processor, such as a central processing unit (CPU) or other processor that can call program code. For another example, these modules may be integrated together and implemented in the form of a system-on-a-chip (SOC).

[0151] The above modules can be connected or communicated with each other via a wired connection or a wireless connection. The wired connection may include a metal cable, an optical cable, a hybrid cable, etc., or any combination thereof. The wireless connection may include a connection in the form of a LAN, a WAN, Bluetooth, a ZigBee, or NFC, or any combination thereof. Two or more modules may be combined into a single module, and any one module may be divided into two or more units. Those skilled in the art will clearly understand that for the convenience and simplicity of description, the specific working process of the system and device described above can refer to the corresponding process in the method embodiment, and will not be repeated in this application.

[0152] Fig.11 A schematic diagram of the structure of an electronic device provided in an embodiment of the present application includes: a processor 801, a storage medium 802 and a bus 803, wherein the storage medium 802 stores machine-readable instructions executable by the processor 801. When the electronic device runs a model animation processing method in the embodiment, the processor 801 communicates with the storage medium 802 through the bus 803, and the processor 801 executes the machine-readable instructions to perform the following steps:

[0153] According to information of a part of the model where special effects are to be generated, the model is split to obtain at least one sub-model;

[0154] According to the target flexible animation special effects corresponding to each sub-model, wiring is added to each sub-model, and based on the added wiring, each sub-model is segmented to obtain each segmented sub-model;

[0155] According to the target flexible animation special effects corresponding to each sub-model, determining the first animation data of each bone point in each sub-model after segmentation in each frame;

[0156] Generate flexible animation effects for each sub-model according to the first animation data of each skeleton point in each frame in each segmented sub-model;

[0157] According to the flexible animation effects of each sub-model, the target animation effects of the model are generated.

[0158] In a feasible implementation, the processor 801 is further configured to execute: determining second animation data of each skeleton point in the model in each frame according to the target rigid animation image of the model in each frame;

[0159] The rigid animation effects of the model are generated according to the second animation data of each skeleton point in the model at each frame.

[0160] In a feasible implementation, when the processor 801 generates the animation effects of the model according to the flexible animation effects of each sub-model, it is specifically used to: generate the target animation effects of the model according to the flexible animation effects of each sub-model and the rigid animation effects of the model.

[0161] In a feasible implementation scheme, when the processor 801 adds wiring to each sub-model according to the target flexible animation special effect corresponding to each sub-model and performs model segmentation on each sub-model based on the added wiring to obtain each segmented sub-model, it is specifically used to: determine the position of the wiring to be added according to the model structure of the sub-model and the movement direction of the target flexible animation special effect corresponding to the sub-model;

[0162] Add wiring to the sub-model according to the location of the wiring to be added;

[0163] According to the target flexible animation effect and based on the added wiring, the sub-model is segmented to obtain the segmented sub-model.

[0164] In a feasible implementation scheme, when the processor 801 determines the first animation data of each skeletal point in each sub-model after segmentation in each frame according to the target flexible animation special effect corresponding to each sub-model, it is specifically used to: determine the flexible animation image of the sub-model in each frame according to the target flexible animation special effect corresponding to the sub-model;

[0165] According to the flexible animation image in each frame, the first animation data of each skeleton point in the segmented sub-model in each frame is determined.

[0166] In a feasible implementation, when the processor 801 generates the target animation special effects of the model according to the flexible animation special effects of each sub-model, it is specifically used to: determine a plurality of attachment bone points between each sub-model and the model according to the connection relationship between each sub-model and the model;

[0167] According to the multiple attachment bone points between each sub-model and the model, the flexible animation special effects of each sub-model are attached to the corresponding position on the model to generate the target animation special effects of the model.

[0168] In a feasible implementation, the processor 801 is further configured to execute: adding a root bone to each sub-model;

[0169] According to the root bones of each sub-model, at least one material slot corresponding to each sub-model is determined; the material slot is used to indicate the area in the sub-model to which the material is to be added;

[0170] According to the material slots corresponding to the sub-models and the material information to be added corresponding to the sub-models, the corresponding materials are added to the material slots corresponding to the sub-models.

[0171] In a feasible implementation, when the processor 801 determines at least one material slot corresponding to each sub-model according to the root bone of each sub-model, it is specifically used to: determine at least one target area on the sub-model according to the motion range of the root bone of the sub-model; the target area is used to indicate an area directly connected to the root bone or controlled by the root bone;

[0172] According to each target area, query and determine the material slot corresponding to each target area;

[0173] The material slot corresponding to each target area is used as at least one material slot corresponding to the sub-model.

[0174] In a feasible implementation scheme, when the processor 801 adds corresponding materials in each material slot corresponding to each sub-model according to each material slot corresponding to each sub-model and the material information to be added corresponding to each sub-model, it is specifically used to: determine the material information to be added corresponding to each material slot in the sub-model according to the display effect corresponding to the sub-model;

[0175] According to the material information to be added corresponding to each material slot, add the corresponding material to each material slot corresponding to the sub-model.

[0176] Among them, the storage medium 802 stores program code, and when the program code is executed by the processor 801, the processor 801 executes various steps in the model animation processing method according to various exemplary embodiments of the present application described in the above "Exemplary Method" section of this specification.

[0177] Processor 801 can be a general-purpose processor, such as a central processing unit (CPU), a digital signal processor (DigitalSignal Processor, DSP), an application-specific integrated circuit (Application Specific Integrated Circuit, ASIC), a field programmable gate array (Field Programmable Gate Array, FPGA) or other programmable logic devices, discrete gates or transistor logic devices, discrete hardware components, and can implement or execute the various methods, steps and logic block diagrams disclosed in the embodiments of the present application. A general-purpose processor can be a microprocessor or any conventional processor, etc. The steps of the method disclosed in conjunction with the embodiments of the present application can be directly embodied as a hardware processor to be executed, or a combination of hardware and software modules in the processor can be executed.

[0178] Storage medium 802, as a non-volatile computer-readable storage medium, can be used to store non-volatile software programs, non-volatile computer executable programs and modules. The memory may include at least one type of storage medium, such as flash memory, hard disk, multimedia card, card-type memory, random access memory (Random Access Memory, RAM), static random access memory (Static Random Access Memory, SRAM), programmable read-only memory (Programmable Read Only Memory, PROM), read-only memory (Read Only Memory, ROM), electrically erasable programmable read-only memory (Electrically Erasable Programmable Read-Only Memory, EEPROM), magnetic memory, disk, optical disk, etc. The memory is any other medium that can be used to carry or store a desired program code in the form of an instruction or data structure and can be accessed by a computer, but is not limited thereto. The storage medium 802 in the embodiment of the present application can also be a circuit or any other device that can realize a storage function, for storing program instructions and / or data.

[0179] Optionally, an embodiment of the present application further provides a computer-readable storage medium, on which a computer program is stored. When the computer program is executed by a processor, the processor performs the following steps:

[0180] According to information of a part of the model where special effects are to be generated, the model is split to obtain at least one sub-model;

[0181] According to the target flexible animation special effects corresponding to each sub-model, wiring is added to each sub-model, and based on the added wiring, each sub-model is segmented to obtain each segmented sub-model;

[0182] According to the target flexible animation special effects corresponding to each sub-model, determining the first animation data of each bone point in each sub-model after segmentation in each frame;

[0183] Generate flexible animation effects for each sub-model according to the first animation data of each skeleton point in each frame in each segmented sub-model;

[0184] According to the flexible animation effects of each sub-model, the target animation effects of the model are generated.

[0185] In a feasible implementation, the processor 801 is further configured to execute: determining second animation data of each skeleton point in the model in each frame according to the target rigid animation image of the model in each frame;

[0186] The rigid animation effects of the model are generated according to the second animation data of each skeleton point in the model at each frame.

[0187] In a feasible implementation, when the processor 801 generates the animation effects of the model according to the flexible animation effects of each sub-model, it is specifically used to: generate the target animation effects of the model according to the flexible animation effects of each sub-model and the rigid animation effects of the model.

[0188] In a feasible implementation scheme, when the processor 801 adds wiring to each sub-model according to the target flexible animation special effect corresponding to each sub-model and performs model segmentation on each sub-model based on the added wiring to obtain each segmented sub-model, it is specifically used to: determine the position of the wiring to be added according to the model structure of the sub-model and the movement direction of the target flexible animation special effect corresponding to the sub-model;

[0189] Add wiring to the sub-model according to the location of the wiring to be added;

[0190] According to the target flexible animation effect and based on the added wiring, the sub-model is segmented to obtain the segmented sub-model.

[0191] In a feasible implementation scheme, when the processor 801 determines the first animation data of each skeletal point in each sub-model after segmentation in each frame according to the target flexible animation special effect corresponding to each sub-model, it is specifically used to: determine the flexible animation image of the sub-model in each frame according to the target flexible animation special effect corresponding to the sub-model;

[0192] According to the flexible animation image in each frame, the first animation data of each skeleton point in the segmented sub-model in each frame is determined.

[0193] In a feasible implementation, when the processor 801 generates the target animation special effects of the model according to the flexible animation special effects of each sub-model, it is specifically used to: determine a plurality of attachment bone points between each sub-model and the model according to the connection relationship between each sub-model and the model;

[0194] According to the multiple attachment bone points between each sub-model and the model, the flexible animation special effects of each sub-model are attached to the corresponding position on the model to generate the target animation special effects of the model.

[0195] In a feasible implementation, the processor 801 is further configured to execute: adding a root bone to each sub-model;

[0196] According to the root bones of each sub-model, at least one material slot corresponding to each sub-model is determined; the material slot is used to indicate the area in the sub-model to which the material is to be added;

[0197] According to the material slots corresponding to the sub-models and the material information to be added corresponding to the sub-models, the corresponding materials are added to the material slots corresponding to the sub-models.

[0198] In a feasible implementation, when the processor 801 determines at least one material slot corresponding to each sub-model according to the root bone of each sub-model, it is specifically used to: determine at least one target area on the sub-model according to the motion range of the root bone of the sub-model; the target area is used to indicate an area directly connected to the root bone or controlled by the root bone;

[0199] According to each target area, query and determine the material slot corresponding to each target area;

[0200] The material slot corresponding to each target area is used as at least one material slot corresponding to the sub-model.

[0201] In a feasible implementation scheme, when the processor 801 adds corresponding materials in each material slot corresponding to each sub-model according to each material slot corresponding to each sub-model and the material information to be added corresponding to each sub-model, it is specifically used to: determine the material information to be added corresponding to each material slot in the sub-model according to the display effect corresponding to the sub-model;

[0202] According to the material information to be added corresponding to each material slot, add the corresponding material to each material slot corresponding to the sub-model.

[0203] In the embodiment of the present application, the computer program can also execute other machine-readable instructions when run by the processor to execute other methods described in the embodiment. For the specific execution method steps and principles, please refer to the description of the embodiment, which will not be repeated here.

[0204] In the several embodiments provided in the present application, it should be understood that the disclosed devices and methods can be implemented in other ways. For example, the device embodiments described above are only schematic. For example, the division of the units is only a logical function division. There may be other division methods in actual implementation, such as 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 devices or units, which can be electrical, mechanical or other forms.

[0205] 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 on multiple network units. Some or all of the units may be selected according to actual needs to achieve the purpose of the solution of this embodiment.

[0206] In addition, each functional unit in each embodiment of the present application 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 hardware plus software functional units.

[0207] The above-mentioned integrated unit implemented in the form of a software functional unit can be stored in a computer-readable storage medium. The above-mentioned software functional unit is stored in a storage medium, including a number of instructions for a computer device (which can be a personal computer, a server, or a network device, etc.) or a processor (English: processor) to perform some steps of the method described in each embodiment of the present application. The aforementioned storage medium includes: U disk, mobile hard disk, read-only memory (English: Read-Only Memory, abbreviated: ROM), random access memory (English: Random Access Memory, abbreviated: RAM), disk or optical disk and other media that can store program codes.

Claims

1. A model animation processing method, characterized in that: include: According to information of a part of the model where special effects are to be generated, the model is split to obtain at least one sub-model; According to the target flexible animation special effects corresponding to each sub-model, wiring is added to each sub-model, and based on the added wiring, each sub-model is segmented to obtain each segmented sub-model; According to the target flexible animation special effects corresponding to each sub-model, determining the first animation data of each bone point in each sub-model after segmentation in each frame; Generate flexible animation effects for each sub-model according to the first animation data of each skeleton point in each frame in each segmented sub-model; According to the flexible animation effects of each sub-model, the target animation effects of the model are generated.

2. The method according to claim 1, characterized in that The method further comprises: Determining second animation data of each skeleton point in the model in each frame according to the target rigid animation image of the model in each frame; A rigid animation special effect of the model is generated according to the second animation data of each skeleton point in the model in each frame.

3. The method according to claim 2, characterized in that The step of generating the animation effects of the model according to the flexible animation effects of each sub-model includes: The target animation effects of the model are generated according to the flexible animation effects of each sub-model and the rigid animation effects of the model.

4. The method according to claim 1, characterized in that: According to the target flexible animation special effects corresponding to each sub-model, wiring is added to each sub-model and based on the added wiring, each sub-model is segmented to obtain each segmented sub-model, including: Determine the position of the wiring to be added according to the model structure of the sub-model and the movement direction of the target flexible animation special effect corresponding to the sub-model; Adding wiring in the sub-model according to the position of the wiring to be added; According to the target flexible animation special effect and based on the added wiring, the sub-model is segmented to obtain the segmented sub-model.

5. The method according to claim 1, characterized in that The step of determining the first animation data of each skeleton point in each segmented sub-model in each frame according to the target flexible animation special effects corresponding to each sub-model includes: Determining a flexible animation image of the sub-model in each frame according to a target flexible animation effect corresponding to the sub-model; According to the flexible animation image in each frame, the first animation data of each skeleton point in the segmented sub-model in each frame is determined.

6. The method according to claim 1, characterized in that The step of generating target animation effects of the model according to the flexible animation effects of each sub-model includes: Determining a plurality of connecting bone points between each sub-model and the model according to the connection relationship between each sub-model and the model; According to a plurality of attachment skeleton points between each sub-model and the model, the flexible animation special effects of each sub-model are attached to a corresponding position on the model to generate a target animation special effect of the model.

7. The method according to claim 1, characterized in that The method further comprises: Add root bones to each sub-model; Determine at least one material slot corresponding to each sub-model according to the root skeleton of each sub-model; the material slot is used to indicate the area in the sub-model to which material is to be added; According to the material slots corresponding to the sub-models and the material information to be added corresponding to the sub-models, the corresponding materials are added to the material slots corresponding to the sub-models.

8. The method according to claim 7, characterized in that The step of determining at least one material slot corresponding to each sub-model according to the root skeleton of each sub-model includes: Determine at least one target area on the sub-model according to the movement range of the root bone of the sub-model; the target area is used to indicate an area directly connected to or controlled by the root bone; According to each target area, query and determine the material slot corresponding to each target area; The material slot corresponding to each target area is used as at least one material slot corresponding to the sub-model.

9. The method according to claim 7, characterized in that: The adding corresponding materials to the material slots corresponding to the sub-models according to the material slots corresponding to the sub-models and the material information to be added corresponding to the sub-models includes: According to the display effect corresponding to the sub-model, determine the material information to be added corresponding to each material slot in the sub-model; According to the information of the materials to be added corresponding to each material slot, the corresponding materials are added to each material slot corresponding to the sub-model.

10. A model animation processing device, characterized in that: include: Processing module and generation module; The processing module is used to split the model according to the information of the part of the model where the special effects are to be generated, so as to obtain at least one sub-model; The processing module is used to add wiring to each sub-model according to the target flexible animation special effects corresponding to each sub-model and perform model segmentation on each sub-model based on the added wiring to obtain each segmented sub-model; The processing module is used to determine the first animation data of each skeleton point in each sub-model after segmentation in each frame according to the target flexible animation special effect corresponding to each sub-model; The generation module is used to generate flexible animation effects of each sub-model according to the first animation data of each skeleton point in each frame in each segmented sub-model; The generating module is used to generate the target animation effects of the model according to the flexible animation effects of each sub-model.

11. An electronic device, characterized in that: include: A processor, a storage medium and a bus, wherein the storage medium stores program instructions executable by the processor, and when the electronic device is running, the processor communicates with the storage medium via the bus, and the processor executes the program instructions to execute the model animation processing method as described in any one of claims 1 to 9.

12. A computer-readable storage medium, characterized in that: The storage medium stores a computer program, and when the computer program is executed by a processor, the model animation processing method according to any one of claims 1 to 9 is executed.