Multi-task management method for three-dimensional animation production system

By implementing a multi-task management method in the three-dimensional animation production system, the finished product compression unit is used to compress the finished product data of three-dimensional animation, which solves the problems of slow transmission speed and large bandwidth usage, and achieves more efficient data transmission and storage.

CN119850795AActive Publication Date: 2025-04-18NANTONG JISU DESIGN SERVICE CO LTD
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Patent Information

Application Number
CN202411959550.6
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2024-12-30
Publication Date
2025-04-18
Estimated Expiration
2044-12-30

AI Technical Summary

Technical Problem

The prior art in the process of data transmission of finished three-dimensional animations results in slow transmission speed and excessive network bandwidth occupies, which affects the efficiency and progress of the production process.

Method used

By implementing a multi-task management method in the three-dimensional animation production system, the finished product compression unit is used to compress the finished product data three times, including binary conversion, preliminary compression, and re-compression, and storage and backup through the remote management platform.

Benefits of technology

It significantly improves the efficiency of finished product data transmission, reduces the amount of data and time resources during the transmission process, and ensures the efficient completion of three-dimensional animation production tasks.

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Abstract

The invention discloses a multi-task management method for a three-dimensional animation production system, and relates to the technical field of computers. Finished product system data obtained by executing three-dimensional animation production task by production personnel is obtained and compressed by a finished product compression unit to obtain first finished product compressed data, and then a pre-processing array and a post-processing array in each refined system word string in the first finished product compressed data are subjected to compression based on a first compression circle and a second compression circle. The method comprises the following steps of: performing circle shrinkage to determine a region identification character and a difference value identification quantity, forming a mapping array to obtain second finished product compressed data, compressing the second finished product compressed data by using a compression algorithm to obtain task compressed data, and storing the task compressed data. And meanwhile, the characters forming the data are recombined through recompression, so that more efficient recompression is performed, and reliable technical guarantee is provided for data transmission and storage in a three-dimensional animation production task.
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Description

Technical Field

[0001] The present invention relates to the field of computer technology, and in particular to a multi-task management method for a three-dimensional animation production system. Background Art

[0002] In today's 3D animation production field, with the continuous development of technology and the growing market demand, the scale and complexity of production are constantly increasing, and multi-task management has become a key link to ensure the efficient and smooth progress of the production process;

[0003] In the process of 3D animation production, many different types of tasks are involved, each of which has its own specific requirements and time nodes. In order to ensure the reasonable allocation of various tasks and timely response, it is very important for production personnel to upload the finished product data as soon as possible. However, the finished 3D animation data is usually very large, containing rich information such as images, models, materials, animations, etc., which will take up a lot of time resources during the transmission process;

[0004] In the prior art, in order to solve this problem, a compression algorithm is often used to compress the binary data of the finished product data. This method reduces the data volume to a certain extent and improves the transmission efficiency. However, the existing compression method has obvious limitations. It can often only compress the data once. For the huge 3D animation finished product data, one compression may not achieve the ideal compression effect and cannot fully tap the compressibility potential of the data. As a result, during the transmission process, there may still be problems such as slow transmission speed and excessive network bandwidth occupation due to the large amount of data, which in turn affects the efficiency and progress of the entire production process.

[0005] In order to solve the above problems, the present invention proposes a solution. Summary of the invention

[0006] The purpose of the present invention is to provide a multi-task management method for a three-dimensional animation production system, in order to solve the problems raised in the above background technology;

[0007] The purpose of the present invention can be achieved through the following technical solutions:

[0008] A multi-task management method for a three-dimensional animation production system comprises the following steps:

[0009] Step 1: The execution production unit obtains the task finished product data generated after the production personnel execute the three-dimensional animation production task, converts the task finished product data into finished product binary data, and transmits the finished product binary data to the finished product compression unit;

[0010] Step 2: The finished product compression unit uses a compression algorithm to compress the finished product binary data to obtain first finished product compressed data;

[0011] Step 3: compressing the first finished compressed data according to a preset compression rule to obtain second finished compressed data;

[0012] Step 4: compress the second finished product compressed data using a compression algorithm to obtain task compressed data, and transmit the task compressed data to a remote management platform;

[0013] Step 5: After receiving the transmitted compressed task data, the remote management platform restores the compressed task data to obtain the task finished product data, and stores and backs up the task finished product data.

[0014] Furthermore, the task finished product data includes model data, animation data, rendering data, post-synthesis data and other related data, wherein the model data includes but is not limited to character model data and scene model data.

[0015] Furthermore, the compression rules of the second finished compressed data obtained by compression in step 3 are as follows:

[0016] S11: Create a first compressed circle, and divide the interior of the first compressed circle into eight equally spaced sectors, with the vertex of one of the sectors being the center of the first compressed circle; with the pointer on a reference clock pointing to the 12 o'clock direction, that is, the north direction, mark the eight equally spaced sectors in a clockwise direction as A0, A1, ..., A7;

[0017] Fill the four-bit binary number of the number 0 into the interior of the sector-shaped area A0 of the first compression circle, fill the four-bit binary number of the number 1 into the interior of the sector-shaped area A1, and so on, and fill the four-bit binary numbers of the numbers 2, 3, ..., 7 into the interiors of the sector-shaped areas A2, A3, ..., A7 accordingly;

[0018] S12: creating a second compressed circle, and equally dividing the interior of the second compressed circle into eight sector-shaped areas, with the vertex of one of the sector-shaped areas being the center of the first compressed circle; referring to the 12 o'clock direction on a clock, that is, the north direction, the eight equally divided sector-shaped areas are marked clockwise as B0, B1, ..., B7;

[0019] Fill the four-bit binary number of the number 8 into the interior of the fan-shaped area B0 of the second compression circle, fill the four-bit binary number of the number 9 into the interior of the fan-shaped area B1, and so on, and fill the four-bit binary numbers of the numbers 10, 11, ..., 15 into the interiors of the fan-shaped areas B2, B3, ..., B7 accordingly;

[0020] S13: specifying a cutting step length of 8 to cut the first finished compressed data in order from left to right to obtain a plurality of groups of refined binary word strings, and marking the groups of refined binary word strings as C1, C2, ..., Cc from left to right in the order of each group of refined binary word strings in the first finished compressed data before cutting, where c≥1;

[0021] S14: generating a compression mapping array of the refined base string C1 according to a preset generation rule;

[0022] S15: According to S14, the compression mapping arrays of the refined base strings C2, C3, ..., Cc are calculated in sequence, and the compression mapping arrays of the refined base strings C1, C2, ..., Cc are concatenated in the order of the refined base strings C1, C2, ..., Cc to obtain the second finished compressed data.

[0023] Beneficial effects of the present invention:

[0024] (1) The present invention obtains the finished product binary data obtained by the production personnel performing the three-dimensional animation production task through the execution production unit, and the finished product compression unit compresses the task finished product data three times to obtain task compressed data, which is stored and backed up by the remote management platform. In this way, the efficiency of finished product binary data transmission is improved, the compression amount of finished product binary data during the transmission process is greatly reduced, and the time resources during the transmission process are reduced;

[0025] (2) The present invention first compresses the data to obtain the first finished compressed data during the three compression processes, and then determines the region identification character, difference identification quantity, and mapping array based on the first compression circle and the second compression circle according to the pre-processing array and the post-processing array in each refined binary string in the first finished compressed data to obtain the second finished compressed data. At this time, the second finished compressed data is compressed again using the compression algorithm to obtain the task compressed data. In this process, the compression of the finished binary data is to compress the data after the first finished compressed data is compressed again. Not only can the data be recompressed, but also the characters constituting the data can be reorganized through recompression so that it can be recompressed using the compression algorithm, thereby achieving more efficient recompression. In this way, the compressed data features in the first compressed data are further mined, which effectively guarantees the efficiency and quality of the entire compression process, and provides a reliable technical guarantee for the transmission and storage of data in three-dimensional animation production tasks. BRIEF DESCRIPTION OF THE DRAWINGS

[0026] The present invention will be further described below in conjunction with the accompanying drawings.

[0027] Figure 1 It is a system block diagram of the present invention. DETAILED DESCRIPTION

[0028] The following will be combined with the drawings in the embodiments of the present invention to clearly and completely describe the technical solutions in the embodiments of the present invention. Obviously, the described embodiments are only part of the embodiments of the present invention, not all of the embodiments. Based on the embodiments of the present invention, all other embodiments obtained by ordinary technicians in this field without creative work are within the scope of protection of the present invention.

[0029] like Figure 1 As shown, a multi-task management method of a three-dimensional animation production system is performed by a multi-task management system of the three-dimensional animation production system, the system includes a production end module and a remote management platform;

[0030] The production end module is used to manage the production files of the production personnel, and the production end module includes a production execution unit and a finished product compression unit;

[0031] The execution production unit pre-stores the 3D animation production task assigned to the production staff by the remote management platform, and the 3D animation production task is a production task assigned and planned to the production staff by the 3D animation management staff according to the professional skills, expertise and specific needs of the project;

[0032] The three-dimensional animation production task includes character modeling data, scene modeling data, material and texture task data, animation production task data, rendering task data, rendering area and layering information, post-synthesis task data and synthesis script and shot sequence data;

[0033] In this application, character modeling data includes concept sketches and reference materials, bone structure data, size and proportion data;

[0034] Among them, concept sketches and reference materials refer to the concept sketches of the characters that the production staff will get. These sketches show the basic characteristics of the character, such as appearance, posture, style, etc. For example, if it is to make an ancient warrior character, the sketch may depict the warrior's armor style, hairstyle, weapon shape, etc. At the same time, there will also be reference materials, such as armor detail pictures in history books, body shape and action reference videos of real people, etc.

[0035] Bone structure data: including the number, position, connection relationship, etc. of the bones of the pre-created animation character, such as the bone structure of the human character, such as the connection method and range of motion of the skull, spine, and limb bones. These data help to make reasonable character movements;

[0036] Size and proportion data include information such as the height and proportions between body parts of pre-created animated characters;

[0037] In this application, scene modeling data includes scene layout blueprints, architectural details and decoration references, terrain and environment data;

[0038] The scene layout blueprint includes the overall structure of the scene and the positional relationship of each part. For example, for an ancient palace scene, the blueprint will include the architectural layout of the palace, such as the location and size of the halls, corridors, gardens, etc.

[0039] Architectural details and decoration references include detailed information about architectural styles and decorative elements, such as the style of palace columns, wall murals, door and window shapes, and other reference pictures or text descriptions. These details can make the scene more realistic;

[0040] Terrain and environment data refers to the shape, slope, vegetation distribution and other data of the terrain in the scene. For example, to create a forest scene, you need to know the types of trees, distribution density, ground undulations and other information.

[0041] In this application, material and texture task data includes material property description, texture reference image and material and texture mapping coordinates;

[0042] The material property description refers to the detailed description of the material properties for each model that needs to add materials. For example, for a metal object, its glossiness (high-gloss metal or matte metal), reflectivity (the degree of reflection of light), color (such as gold, silver, etc.) and other properties will be described; for organic objects, such as skin materials, there will be descriptions of parameters such as roughness, transparency (such as the skin of the ears has a certain degree of transparency), elasticity, etc.

[0043] Texture reference images include reference materials that provide textures, which can be photos, hand-painted patterns, etc. For example, when adding texture to a wooden furniture, there will be photos of real wood textures, including details such as the wood rings and grain direction. If you are making a sci-fi style texture, there may be some abstract pattern materials as reference to create a futuristic texture effect.

[0044] Materials and texture mapping coordinates are used to tell the production staff how to correctly map the texture to the model surface; this includes information such as texture scaling, rotation angle, offset, etc.; for example, to add a globe texture to a spherical model, you need to know how to adjust the texture mapping so that the texture can be correctly wrapped on the sphere surface without stretching or distortion;

[0045] In this application, animation task data includes animation scripts and storyboards, keyframe data and timeline requirements;

[0046] The animation script is used to describe the plot, dialogue, character movements and other contents of the animation in detail. For example, in an animated short film, the script will explain the character's emotions, lines, and corresponding movements in each scene. The storyboard shows the main plot and shot switching of the animation in the form of images. The production staff can understand the composition of each shot, the position of the character, and the movement changes according to the storyboard. For some complex animations, there will also be an action decomposition script, which breaks down the complex movements of the character into multiple simple action steps, making it easier for the production staff to understand and produce animations.

[0047] The keyframe data and timeline requirements specify the keyframe settings of the animation, including the position of the keyframes, the status of the character or object on the keyframes (such as position, rotation angle, scale, etc.); for example, when making an animation of an object moving from point A to point B, the keyframe data will indicate that the object is at point A at the start keyframe and at point B at the end keyframe; the timeline requirements specify the duration of the animation, the frame rate (number of frames per second), and the time interval between each keyframe; for example, a 10-second animation has a frame rate of 24 frames per second. The production staff needs to reasonably arrange the animation keyframes on the timeline according to these requirements so that the animation can be played smoothly;

[0048] In this application, rendering task data includes rendering parameter settings, resolution and output format, lighting and shadow parameters, and material rendering properties;

[0049] Resolution and output format specify the resolution of the rendered image or video, such as 1920×1080 pixels, 4K (3840×2160 pixels), etc., and the output format, such as common video formats such as AVI, MP4, or image formats such as PNG, JPEG;

[0050] The lighting and shadow parameters include the type of light source in the scene (such as point light source, parallel light source, spotlight, etc.), light source intensity, color, shadow type (hard shadow or soft shadow), shadow blur and other parameters; for example, in an indoor scene rendering, it is necessary to set the intensity and color of sunlight coming through the window, as well as the distribution and intensity of indoor lights according to the actual lighting effect;

[0051] Material rendering properties: For the previously added materials, there will be rendering-related property settings, such as the material rendering mode (such as real rendering, cartoon rendering, etc.), transparency rendering effect (how to handle translucent objects), etc.

[0052] In this application, the rendering area and layered information include rendering area division and layered rendering requirements. In the rendering area division, if the scene is large or needs to be rendered in parts, there will be rendering area division information; for example, for a large urban landscape scene, the city can be divided into several areas for rendering separately, which can improve rendering efficiency and facilitate later synthesis and adjustment; layered rendering requirements refer to requiring production personnel to render the scene in layers, such as rendering the character layer, background layer, special effect layer, etc. separately; in this way, during later synthesis, the effects of each layer can be adjusted more flexibly, such as adjusting the brightness of the character without affecting the background, or adding special effects to a specific layer;

[0053] In this application, the post-composition task data includes the list of rendering materials and special effect requirements and parameters;

[0054] The rendering material list includes image and video files. The list will indicate the name, content (such as character animation clips, background scene rendering, etc.), corresponding rendering parameters and other information of each material. For example, a material list may list a video file named "Character Walking Animation-4K-Realistic Rendering" and an image file named "Forest Background-1920×1080-Daytime Effect";

[0055] The visual effects requirements in the special effects requirements and parameters describe in detail the visual effects that need to be added, such as light and shadow effects (such as lens flare, lightsaber effects, etc.), particle effects (such as snowflakes, flames, etc.), distortion effects (such as water ripples, space distortion, etc.); for each special effect, there will be corresponding parameter descriptions, such as the intensity, color, and position of the lens flare, the size, density, and falling speed of the snowflake particles, etc.; in the audio effects requirements, if the animation contains audio, there will be requirements for audio effects, such as the mixing effect of background music, the echo or voice change effect of the character's dialogue, etc.; for example, in a horror animation, it may be necessary to add an echo effect to the character's footsteps to enhance the horror atmosphere;

[0056] The synthesis script in the synthesis script and shot sequence data will explain how to combine the rendering materials and special effects to form the final animation; it includes the order of the shots, the superposition method of the materials in each shot (such as transparency blending, occlusion relationship, etc.), transition effects (such as fade in and fade out, rotation switching, etc.), etc.; the shot sequence shows the arrangement and connection of each shot in an intuitive way, and the production staff can perform post-synthesis operations based on this information;

[0057] After the production personnel complete the 3D animation production task, the production execution unit obtains the task finished product data obtained after the 3D animation production task is completed, and the task finished product data includes model data, animation data, rendering data, post-synthesis data and other related data, wherein the model data includes but is not limited to role model data and scene model data;

[0058] The character model contains information such as the character's vertex position, normal, texture coordinates, skeletal animation data, material information and texture maps. The material information is used to describe the properties of the character's surface, such as color, glossiness, reflectivity, transparency, etc. For example, skin materials may have a certain glossiness and translucency, while metal materials have higher reflectivity. These material information combined with textures make the character more realistic. Texture maps include color textures, normal textures, roughness textures, etc. Color textures provide basic colors and patterns for the character, normal textures are used to enhance the lighting effects of surface details, and roughness textures determine the degree of light scattering on the surface, together creating a more realistic visual experience;

[0059] The scene model contains three-dimensional models of scene elements such as buildings and terrain, as well as mesh data, material information and texture maps. For example, the model of the building will have precise structure and size, and the terrain model will show landform features such as mountains and rivers. The layout information of the scene, including the position, rotation angle and scale of each model in the scene, determines the spatial structure and mutual relationship of the entire scene as well as the lighting information. If the lighting effect in the scene is set during the production process, it may include the position, type (such as point light source, spotlight, directional light, etc.), intensity, color and shadow parameters of the light source;

[0060] Animation data includes but is not limited to character animation sequences and scene animations. In addition to the skeletal animation data related to the character model, the character animation sequence also includes a complete animation sequence, which is a series of key frame data arranged in chronological order, describing the continuous actions of the character over a period of time, such as a complete combat action flow or a plot-based performance animation; animation curve data is used to control the speed and acceleration changes of the animation to make the action smoother and more natural. For example, when the character is jumping, the speed changes of rising and falling can be finely adjusted through the animation curve;

[0061] Scene animation refers to the possibility of some dynamic elements in the scene, such as fluttering flags, flowing water, etc. The data of these scene animations will also be included in the task finished product data, including the object's motion trajectory, speed, rotation and other information. Camera animation, if there are camera movements, rotations and other operations in the animation, the camera animation data will also be recorded to determine the changes in the audience's perspective when watching the animation;

[0062] Rendering data includes rendered image sequences and rendering setting parameters. The rendered image sequences are generated according to the set resolution, frame rate and rendering quality. Each image represents the animation at a certain moment. If it is in video format, it is a complete video file synthesized from the image sequences.

[0063] The rendering setting parameters record various parameter settings used during rendering, such as renderer type (such as common ray tracing renderer, rasterization renderer, etc.), resolution (such as 1920×1080, 4K, etc.), frame rate (such as 24fps, 30fps, etc.), anti-aliasing settings, shadow quality, lighting model, etc.;

[0064] Post-synthesis data includes but is not limited to synthesis layer information, special effect data and audio data, where the synthesis layer information contains the content and order of each synthesis layer, for example, how the character layer, background layer, special effect layer, etc. are superimposed and combined together; each layer may have its own transparency, blending mode and other settings to achieve different visual effects; special effect data refers to the addition of various special effects in post-synthesis, such as particle effects (such as flames, smoke, etc.), light and shadow effects (such as lens flares, light spots, etc.), deformation effects, etc., and the parameters and related data of these special effects will be included in the task finished product data; for example, the emission source position, speed, particle life, color change and other parameters of particle effects; audio data refers to the audio part of the animation, including background music, sound effects (such as footsteps, object collision sounds, etc.), character dubbing, etc.; audio data may include the audio file itself and related audio settings, such as volume balance, audio fade-in and fade-out effects, etc.

[0065] The structure and settings of the project are very important for subsequent modifications and re-editing. For example, in some 3D animation software, the project file will record the reference relationship of all elements in the scene, animation timeline settings, etc.; production documents include but are not limited to notes, technical instructions, creative explanations, etc. during the production process; these documents help to understand the ideas and methods of the entire production process, and provide references in subsequent project reviews and exchanges;

[0066] Metadata includes, but is not limited to, production date, identity information of the production personnel, production version, etc., where the production version is used to identify the number of times the 3D animation production task is performed;

[0067] The execution and production unit performs binary conversion on the task finished product data to obtain finished product binary data, and transmits the finished product binary data to the finished product compression unit;

[0068] After receiving the transmitted finished product binary data, the finished product compression unit uses a compression algorithm to compress the finished product binary data to obtain first finished product compressed data, wherein the compression algorithm may be any one of Huffman coding and Lempel-Ziv-Welch (LZW) algorithm;

[0069] Then, the first finished compressed data is compressed according to a preset compression rule to obtain second finished compressed data. The compression rule is as follows:

[0070] S11: Create a first compressed circle, and divide the interior of the first compressed circle into eight equally spaced sectors, with the vertex of one of the sectors being the center of the first compressed circle; with the pointer on a reference clock pointing to the 12 o'clock direction, that is, the north direction, mark the eight equally spaced sectors in a clockwise direction as A0, A1, ..., A7;

[0071] Fill the four-bit binary number of the number 0 into the interior of the sector-shaped area A0 of the first compression circle, fill the four-bit binary number of the number 1 into the interior of the sector-shaped area A1, and so on, and fill the four-bit binary numbers of the numbers 2, 3, ..., 7 into the interiors of the sector-shaped areas A2, A3, ..., A7 accordingly;

[0072] S12: creating a second compressed circle, and equally dividing the interior of the second compressed circle into eight sector-shaped areas, with the vertex of one of the sector-shaped areas being the center of the first compressed circle; referring to the 12 o'clock direction on a clock, that is, the north direction, the eight equally divided sector-shaped areas are marked clockwise as B0, B1, ..., B7;

[0073] Fill the four-bit binary number of the number 8 into the interior of the fan-shaped area B0 of the second compression circle, fill the four-bit binary number of the number 9 into the interior of the fan-shaped area B1, and so on, and fill the four-bit binary numbers of the numbers 10, 11, ..., 15 into the interiors of the fan-shaped areas B2, B3, ..., B7 accordingly;

[0074] S13: specifying a cutting step of 8 to cut the first finished compressed data in order from left to right to obtain a plurality of groups of refined binary word strings, and marking the groups of refined binary word strings as C1, C2, ..., Cc from left to right in the order of each group of refined binary word strings in the first finished compressed data before cutting, where c≥1. It should be noted that the total number of characters constituting the refined binary word strings C1, C2, ..., Cc-1 is 8, and the total number of characters constituting the refined binary word string Cc is less than or equal to 8;

[0075] S14: Generate a compression mapping array of the refined base string C1 according to a preset generation rule, the generation rule is as follows:

[0076] S141: extracting the first four characters constituting the refined base string C1 in order from left to right, marking the extracted first four characters as a pre-processing array of the refined base string C1, and marking all the remaining characters after the extraction as a post-processing array of the refined base string C1;

[0077] S142: Using formula Calculate and obtain the difference identification quantity E1 of the refined base string C1, where D1 and D2 are decimal numbers corresponding to the pre-processing array and the post-processing array of the refined base string C1 respectively;

[0078] It should be noted here that the difference identification quantity E1 is artificially defined to characterize the difference identification feature of the pre-processing array and the post-processing array in the refined base string C1 in the decimal domain;

[0079] S143: According to the pre-processing array, matching the fan-shaped areas P1 and P2 filled with four-bit binary numbers from the first and second compression circles respectively, which are consistent with the pre-processing array and the post-processing array;

[0080] S144: If the fan-shaped areas P1 and P2 are both fan-shaped areas within the first compression circle, first determine that the area identification character of the refined base string C1 is 0, then obtain the subscript marked by the fan-shaped area P1, and determine the subscript to determine the constituent mapping array of the refined base string C1. The determination steps are as follows:

[0081] SS11: If the subscript is in the interval [0,1], the first characteristic identifier of the refined base string C1 is determined to be 00. Further, if the subscript is 0, the second characteristic identifier of the refined base string C1 is determined to be 0. Conversely, if the subscript is 1, the second characteristic identifier of the refined base string C1 is determined to be 1.

[0082] SS12: If the subscript is in the interval [2,3], the first characteristic identifier of the refined base string C1 is determined to be 01. Further, if the subscript is 2, the second characteristic identifier of the refined base string C1 is determined to be 0. Conversely, if the subscript is 3, the second characteristic identifier of the refined base string C1 is determined to be 1.

[0083] SS13: If the subscript is in the interval [4,5], the first characteristic identifier of the refined base string C1 is determined to be 10. Further, if the subscript is 4, the second characteristic identifier of the refined base string C1 is determined to be 0. Conversely, if the subscript is 5, the second characteristic identifier of the refined base string C1 is determined to be 1.

[0084] SS14: If the subscript is in the interval [6,7], the first characteristic identifier of the refined base string C1 is determined to be 01. Further, if the subscript is 6, the second characteristic identifier of the refined base string C1 is determined to be 0. Conversely, if the subscript is 7, the second characteristic identifier of the refined base string C1 is determined to be 1.

[0085] SS15: Concatenate the first feature identifier and the second feature identifier of the refined base string C1 in the order of the first feature identifier and the second feature identifier to obtain a constituent mapping array of the refined base string C1;

[0086] S145: If the sectors P1 and P2 are both sectors within the second compression circle, first determine that the region identification character of the refined base string C1 is 0, then obtain the subscript marked by the sector P2, and determine the constituent mapping array of the refined base string C1 by determining the subscript. The determination steps are the same as SS11-SS15:

[0087] S146: If the sectors P1 and P2 belong to different compression circles, first determine that the region identification character of the refined base string C1 is 1, then obtain the subscript marked by the sector P1, and determine the constituent mapping array of the refined base string C1 by determining the subscript. The determination steps are the same as SS11-SS15.

[0088] S147: in the order of the region identification character, the difference identification amount, and the mapping array, the region identification character, the difference identification amount, and the mapping array of the refined base string C1 are concatenated to obtain a compressed mapping array of the refined base string C1;

[0089] S15: according to S14, the compression mapping arrays of the refined base strings C2, C3, ..., Cc are calculated in sequence, and the compression mapping arrays of the refined base strings C1, C2, ..., Cc are concatenated in the order of the refined base strings C1, C2, ..., Cc to obtain the second finished compressed data. It should be noted that if the total number of characters constituting the refined base string Cc is less than 8, the compression mapping array of the refined base string Cc is itself;

[0090] Using a compression algorithm to compress the second finished product compressed data to obtain task compressed data, and transmitting the task compressed data to a remote management platform;

[0091] The remote management platform is used to receive and store the task finished product data obtained after the production personnel perform the three-dimensional animation production task. After receiving the transmitted task compressed data, the remote management platform restores it to obtain the task finished product data, and stores and backs up the task finished product data;

[0092] In the description of the specification, the description with reference to the terms "one embodiment", "example", "specific example", etc. means that the specific features, structures, materials or characteristics described in conjunction with the embodiment or example are included in at least one embodiment or example of the present invention. In this specification, the schematic representation of the above terms does not necessarily refer to the same embodiment or example. Moreover, the specific features, structures, materials or characteristics described can be combined in any one or more embodiments or examples in a suitable manner.

[0093] The above contents are merely examples and explanations of the present invention. Those skilled in the art may make various modifications or additions to the specific embodiments described or replace them in similar ways. As long as they do not deviate from the scope defined by the invention, they shall all fall within the protection scope of the present invention.

[0094] The above is a detailed description of an embodiment of the present invention, but the content is only a preferred embodiment of the present invention and cannot be considered to limit the scope of implementation of the present invention. All equivalent changes and improvements made within the scope of the present invention should still fall within the scope of the patent coverage of the present invention.

Claims

1. A multi-task management method for a three-dimensional animation production system, characterized in that: The following steps are involved: Step 1: The execution production unit obtains the task finished product data generated after the production personnel execute the three-dimensional animation production task, converts the task finished product data into finished product binary data, and transmits the finished product binary data to the finished product compression unit; Step 2: The finished product compression unit uses a compression algorithm to compress the finished product binary data to obtain first finished product compressed data; Step 3: compressing the first finished compressed data according to a preset compression rule to obtain second finished compressed data; Step 4: compress the second finished product compressed data using a compression algorithm to obtain task compressed data, and transmit the task compressed data to a remote management platform; Step 5: After receiving the transmitted compressed task data, the remote management platform restores the compressed task data to obtain the task finished product data, and stores and backs up the task finished product data.

2. The multi-task management method of a 3D animation production system according to claim 1, characterized in that: The 3D animation production tasks include character modeling data, scene modeling data, material and texture task data, animation production task data, rendering task data, rendering area and layering information, post-synthesis task data, and synthesis script and shot sequence data.

3. The multi-task management method of a 3D animation production system according to claim 1, characterized in that: The task finished product data includes model data, animation data, rendering data, post-synthesis data and other related data, among which the model data includes but is not limited to role model data and scene model data.

4. The multi-task management method of a 3D animation production system according to claim 1, characterized in that: In step 3, the compression rule for obtaining the second finished compressed data is as follows: S11: Create a first compressed circle, and divide the interior of the first compressed circle into eight equally spaced sectors, with the vertex of one of the sectors being the center of the first compressed circle; with the pointer on a reference clock pointing to the 12 o'clock direction, that is, the north direction, mark the eight equally spaced sectors in a clockwise direction as A0, A1, ..., A7; Fill the four-bit binary number of the number 0 into the interior of the sector-shaped area A0 of the first compression circle, fill the four-bit binary number of the number 1 into the interior of the sector-shaped area A1, and so on, and fill the four-bit binary numbers of the numbers 2, 3, ..., 7 into the interiors of the sector-shaped areas A2, A3, ..., A7 accordingly; S12: creating a second compressed circle, and equally dividing the interior of the second compressed circle into eight sector-shaped areas, with the vertex of one of the sector-shaped areas being the center of the first compressed circle; referring to the 12 o'clock direction on a clock, that is, the north direction, the eight equally divided sector-shaped areas are marked clockwise as B0, B1, ..., B7; Fill the four-bit binary number of the number 8 into the interior of the fan-shaped area B0 of the second compression circle, fill the four-bit binary number of the number 9 into the interior of the fan-shaped area B1, and so on, and fill the four-bit binary numbers of the numbers 10, 11, ..., 15 into the interiors of the fan-shaped areas B2, B3, ..., B7 accordingly; S13: specifying a cutting step length of 8 to cut the first finished compressed data in order from left to right to obtain a plurality of groups of refined binary word strings, and marking the groups of refined binary word strings as C1, C2, ..., Cc from left to right in the order of each group of refined binary word strings in the first finished compressed data before cutting, where c≥1; S14: generating a compression mapping array of the refined base string C1 according to a preset generation rule; S15: According to S14, the compression mapping arrays of the refined base strings C2, C3, ..., Cc are calculated in sequence, and the compression mapping arrays of the refined base strings C1, C2, ..., Cc are concatenated in the order of the refined base strings C1, C2, ..., Cc to obtain the second finished compressed data.

5. The multi-task management method of a 3D animation production system according to claim 4, characterized in that: S14, the generation rule of the compression mapping array of the refined binary string C1 is as follows: S141: extracting the first four characters constituting the refined base string C1 in order from left to right, marking the extracted first four characters as a pre-processing array of the refined base string C1, and marking all the remaining characters after the extraction as a post-processing array of the refined base string C1; S142: Using formula Calculate and obtain the difference identification quantity E1 of the refined base string C1, where D1 and D2 are decimal numbers corresponding to the pre-processing array and the post-processing array of the refined base string C1 respectively; The difference identification quantity E1 is artificially defined to characterize the difference identification feature of the pre-processing array and the post-processing array in the refined base string C1 in the decimal domain; S143: According to the pre-processing array, matching the fan-shaped areas P1 and P2 filled with four-bit binary numbers from the first and second compression circles respectively, which are consistent with the pre-processing array and the post-processing array; S144: If the fan-shaped areas P1 and P2 are both fan-shaped areas within the first compression circle, first determine that the area identification character of the refined base string C1 is 0, then obtain the subscript marked by the fan-shaped area P1, and determine the subscript to determine the constituent mapping array of the refined base string C1; S145: If the fan-shaped areas P1 and P2 are both fan-shaped areas within the second compression circle, first determine that the area identification character of the refined base string C1 is 0, then obtain the subscript marked by the fan-shaped area P2, and determine the subscript to determine the constituent mapping array of the refined base string C1: S146: If the sector-shaped areas P1 and P2 belong to different compression circles, first determine that the area identification character of the refined base string C1 is 1, then obtain the subscript marked by the sector-shaped area P1, and determine the subscript to determine the constituent mapping array of the refined base string C1; S147: In the order of region identification characters, difference identification quantities, and constituent mapping arrays, the region identification characters, difference identification quantities, and constituent mapping arrays of the refined base string C1 are concatenated to obtain a compressed mapping array of the refined base string C1.

6. The multi-task management method of a 3D animation production system according to claim 5, characterized in that: In S144, the steps of determining the mapping array of the refined base string C1 are as follows: SS11: If the subscript is in the interval [0,1], the first characteristic identifier of the refined base string C1 is determined to be 00. Further, if the subscript is 0, the second characteristic identifier of the refined base string C1 is determined to be 0. Conversely, if the subscript is 1, the second characteristic identifier of the refined base string C1 is determined to be 1. SS12: If the subscript is in the interval [2,3], the first characteristic identifier of the refined base string C1 is determined to be 01. Further, if the subscript is 2, the second characteristic identifier of the refined base string C1 is determined to be 0. Conversely, if the subscript is 3, the second characteristic identifier of the refined base string C1 is determined to be 1. SS13: If the subscript is in the interval [4,5], the first characteristic identifier of the refined base string C1 is determined to be 10. Further, if the subscript is 4, the second characteristic identifier of the refined base string C1 is determined to be 0. Conversely, if the subscript is 5, the second characteristic identifier of the refined base string C1 is determined to be 1. SS14: If the subscript is in the interval [6,7], the first characteristic identifier of the refined base string C1 is determined to be 01. Further, if the subscript is 6, the second characteristic identifier of the refined base string C1 is determined to be 0. Conversely, if the subscript is 7, the second characteristic identifier of the refined base string C1 is determined to be 1. SS15: In the order of the first feature identifier and the second feature identifier, the first feature identifier and the second feature identifier of the refined base string C1 are concatenated to obtain a constituent mapping array of the refined base string C1.

Citation Information

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