Garment animation frame generation method and device, display method and animation engine

By receiving and solving clothing and human mesh parameters, generating target clothing animation frames and rendering, the problem of poor interactiveness and time-consuming clothing editing in the 3D animation engine is solved, and high-quality and efficient clothing display is achieved.

CN120147485APending Publication Date: 2025-06-13LINGDI (ZHEJIANG) TECHNOLOGY CO LTD
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Patent Information

Application Number
CN202311711158.5
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2023-12-13
Publication Date
2025-06-13

AI Technical Summary

Technical Problem

The prior art is difficult to edit high-quality clothing effects in real-time in 3D animation engines, resulting in poor user interaction and long-term clothing display.

Method used

By receiving the initial clothing parameters and human grid parameters of the target clothing, the target clothing parameters are obtained using the solution component calculation, and sent to the rendering pipeline of the animation engine for rendering, generating a clothing animation frame.

Benefits of technology

It improves the user's clothing interactivity during the animation editing process, and improves the rendering effect of clothing animation, and overall improves the quality and efficiency of clothing display.

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Abstract

The invention relates to the field of image processing, and discloses a garment animation frame generation method and device, a garment animation frame display method and an animation engine. The clothing animation frame generation method comprises the following steps: receiving initial clothing parameters of target clothing; receiving human body grid parameters from the first engine; solving according to the human body grid parameters and the initial clothing parameters to obtain target clothing parameters; and sending the target clothing parameters to a rendering pipeline of the first engine for rendering so as to generate clothing animation frames corresponding to the target clothing. Compared with the prior art, the garment animation frame generation method and device, the display method and the animation engine provided by the embodiment of the invention have the advantages that the garment display effect can be improved, and meanwhile, the garment interactivity of a user in garment animation editing is improved.
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Description

Technical Field

[0001] The present application relates to the field of image processing, and in particular, to a method and device for generating clothing animation frames, a display method, and an animation engine. Background Art

[0002] Digital clothing is one of many 3D models and an important part of 3D characters. High-quality digital clothing can effectively enhance the realism of 3D characters. However, high-quality digital clothing usually has extremely complex clothing process structures and a large number of model vertices, resulting in huge program calculation amounts.

[0003] 3D animation engines (such as Unreal and Unity) can quickly render images of 3D models and also have basic cloth physics simulation functions. However, the animation engines can only produce simple cloth effects (such as capes and single-layer skirts). If high-quality clothing effects are to be produced, clothing animation data files need to be pre-produced in other software and saved to the hard disk, and then the animation engine reads from the hard disk. The whole process takes a very long time. In addition, since the clothing animation data has been pre-produced in other software, users cannot interact with the clothing in real time in the animation engine, reducing the interactivity between the user and the clothing during the animation editing process. Summary of the Invention

[0004] The purpose of the present application is to provide a method and device for generating clothing animation frames, a display method, and an animation engine, which can improve the clothing display effect and enhance the interactivity between the user and the clothing during the clothing animation editing process.

[0005] In a first aspect, an embodiment of the present application provides a method for generating clothing animation frames, which is applied to a clothing animation frame generation device. The method for generating clothing animation frames includes: receiving initial clothing parameters of a target clothing; receiving human body mesh parameters from a first engine; solving according to the human body mesh parameters and the initial clothing parameters to obtain target clothing parameters; and sending the target clothing parameters to a rendering pipeline of the first engine for rendering to generate clothing animation frames corresponding to the target clothing.

[0006] Compared with the prior art, in the method for generating clothing animation frames provided by the embodiments of the present application, the user can directly edit the clothing and the poses of the character. These user edits will be immediately reflected in the clothing parameters and the human body mesh parameters in the first engine. In the present application, the initial clothing parameters and the human body mesh parameters of the target clothing are received from the first engine, and the target clothing parameters are obtained by solving according to the human body mesh parameters and the initial clothing parameters. Thus, the clothing form in the animation can be changed in a timely manner according to the user's edits in the first engine, improving the interactivity between the user and the clothing during the animation editing process. In addition, solving the human body mesh parameters and the initial clothing parameters in the clothing animation frame generation device can improve the solving effect of parameter solving. At the same time, sending the obtained target clothing parameters to the rendering pipeline of the first engine for rendering can improve the rendering effect of the clothing animation, thereby improving the display effect of the target clothing as a whole.

[0007] In an alternative embodiment, the step of obtaining the target clothing parameters by solving according to the human body mesh parameters and the initial clothing parameters includes: calculating the collision mechanics parameters of each point in the target clothing according to a preset collision model, the human body mesh parameters, and the initial clothing parameters. The preset collision model includes a point-plane collision model and an edge-edge collision model; determining the target clothing parameters according to the collision mechanics parameters. During the movement of the character in the animation, collisions will occur between the character and the clothing, and between the clothing and the clothing. For the collision between the clothing and the clothing, the point-plane collision model and the edge-edge are used to calculate the impact force parameters generated by the cloth collision of each point in the clothing, ensuring that there is no penetration between multiple layers of cloth; for the collision between the clothing and the character, the point-plane collision model and the edge-edge are used to calculate the impact force parameters of each point in the clothing when the clothing collides with the character, making the clothing fit better and the effect more realistic.

[0008] In an alternative embodiment, the initial clothing parameters include preset flexible component parameters and preset rigid component parameters, and the method for generating clothing animation frames further includes: constructing a flexible region of the target clothing according to the preset flexible component parameters and a finite element model, and constructing a rigid region of the target clothing according to the preset rigid component parameters; the determining the target clothing parameters according to the collision mechanics parameters includes: calculating the flexible body mechanics parameters of each point in the flexible region according to the finite element model, the human body mesh parameters, and the partial initial clothing parameters corresponding to the flexible region; and determining the target clothing parameters corresponding to the flexible region according to the flexible body mechanics parameters and the collision mechanics parameters. By classifying clothing parameters in advance according to different fabrics and structures of the clothing, constructing a flexible region according to the preset flexible component parameters, and constructing a rigid region according to the preset rigid component parameters, a clothing model can be constructed more accurately. The flexible region is constructed by a finite element model, and the flexible body finite element model realizes high-precision cloth flexible body modeling, can simultaneously consider the mechanical behaviors of each point in the cloth in the warp, weft, and bias directions, can realistically display the physical realism of various cloths, and improves the display effect.

[0009] In an alternative embodiment, the determining the target clothing parameters corresponding to the flexible region according to the flexible body mechanics parameters and the collision mechanics parameters includes: converting the flexible body mechanics parameters and the collision mechanics parameters into a time integration equation, converting the time integration equation into a position matrix of each point, and using the position matrix of all points as the target clothing parameters.

[0010] In an alternative embodiment, the initial clothing parameters further include rendering material parameters; the sending the target clothing parameters to the rendering pipeline of the first engine for rendering further includes: sending the rendering material parameters to the rendering pipeline of the first engine. Sending the rendering material parameters to the first engine facilitates the first engine to render the clothing.

[0011] In an alternative embodiment, the receiving the initial clothing parameters of the target clothing includes: loading the original clothing model parameters into the first engine; receiving editing parameters of the clothing, where the editing parameters are used to modify the original clothing model parameters, and loading the editing parameters into the first engine; and receiving the initial clothing parameters provided by the first engine. Loading the original clothing model parameters into the first engine enables the first engine to display the original clothing according to the original clothing model parameters, facilitating the user to edit the clothing. Loading the editing parameters generated during the user's editing process of the clothing into the first engine, the first engine can display the changes in the clothing according to the original clothing model parameters and the editing parameters, enabling the first engine to provide real-time feedback on the user's editing process. Finally, after the editing is completed, the clothing parameters are obtained from the first engine, and the clothing parameters at this time are the final clothing parameters confirmed by the user's editing.

[0012] In a second aspect, an embodiment of the present application provides a clothing animation frame generation device, including: a clothing asset component, which is configured to receive initial clothing parameters of a target clothing; a solving component, which is configured to receive human body mesh parameters from a first engine and solve according to the human body mesh parameters and the initial clothing parameters to obtain target clothing parameters; and a clothing animation component, which is configured to send the target clothing parameters to a rendering pipeline of the first engine for rendering to generate clothing animation frames corresponding to the target clothing.

[0013] In an optional embodiment, the solving component includes a collision module and a numerical calculation module; the collision module is configured to receive human body mesh parameters from a first engine and calculate collision mechanics parameters of each point in the target clothing according to a preset collision model, the human body mesh parameters, and the initial clothing parameters, and the preset collision model includes a point-plane collision model and an edge-edge collision model; the numerical calculation module is configured to determine the target clothing parameters according to the collision mechanics parameters.

[0014] In an optional embodiment, the initial clothing parameters include preset flexible component parameters and preset rigid component parameters, and the clothing animation component includes: a geometry module, which is configured to construct the rigid region according to the preset rigid component parameters; a process module, which is configured to construct the flexible region according to the preset flexible component parameters; the solving component further includes: a dynamics module; the dynamics module is configured to calculate flexible body mechanics parameters of each point in the flexible region according to the finite element model; the numerical calculation module is configured to determine the target clothing parameters corresponding to the flexible region according to the flexible body mechanics parameters and the collision mechanics parameters.

[0015] In an optional embodiment, the clothing parameters further include rendering material parameters, and the clothing animation component further includes: a rendering module, which is configured to send the rendering material parameters to the rendering pipeline of the first engine.

[0016] In an optional embodiment, the clothing asset component includes: a data loading module, which is configured to load original clothing model parameters into the first engine; an editing panel module, which is configured to receive editing parameters of the clothing, and the editing parameters are used to modify the original clothing model parameters and load the editing parameters into the first engine; a data export module, which is configured to receive the initial clothing parameters provided by the first engine.

[0017] Thirdly, an embodiment of the present application provides a method for displaying clothing animation frames, including: receiving clothing parameters; in response to a clothing display instruction, displaying a clothing model of a target clothing in a display window, the clothing model being constructed according to the clothing parameters, and displaying clothing attributes of the target clothing in an attribute editing window, the clothing attributes including at least one of clothing fabric, clothing material, clothing rigid areas, and clothing flexible areas; in response to a user character display instruction, displaying a character model in the display window; in response to a character clothing mounting instruction, simultaneously displaying the character model and the clothing model in the display window; and in response to a clothing editing instruction received by the attribute editing window, transforming and displaying the clothing model in the display window.

[0018] Fourthly, an embodiment of the present application provides an animation engine, including: the clothing animation frame generating device as described above. Description of the Drawings

[0019] To more clearly illustrate the technical solutions of the embodiments of the present application, the accompanying drawings required for use in the embodiments will be briefly introduced below. It should be understood that the following drawings only show some embodiments of the present application and should not be regarded as limiting the scope. For those of ordinary skill in the art, other relevant drawings can also be obtained based on these drawings.

[0020] Figure 1 It is a schematic structural diagram of the clothing animation frame generating device provided by the embodiment of the present application;

[0021] Figure 2 It is a schematic flowchart of the clothing animation frame generating method provided by the embodiment of the present application;

[0022] Figure 3 It is a schematic structural diagram of the clothing asset component in the clothing animation frame generating device provided by the embodiment of the present application;

[0023] Figure 4 It is a schematic diagram of the clothing editing interface provided by the embodiment of the present application;

[0024] Figure 5 It is a schematic structural diagram of the clothing animation component in the clothing animation frame generating device provided by the embodiment of the present application;

[0025] Figure 6 It is a schematic structural diagram of the solving component in the clothing animation frame generating device provided by the embodiment of the present application;

[0026] Figure 7 It is a schematic flowchart of the method for displaying clothing animation frames provided by the embodiment of the present application;

[0027] Figure 8 It is a schematic diagram of the display interface of the clothing animation frames provided by the embodiment of the present application;

[0028] Figure 9 This is a schematic diagram for illustrative purposes of the embodiments of the present application. Detailed implementation manners

[0029] To make the objectives, technical solutions and advantages of the embodiments of the present application clearer, the technical solutions in the embodiments of the present application will be clearly and completely described below with reference to the accompanying drawings in the embodiments of the present application. Apparently, the described embodiments are some but not all of the embodiments of the present application. The components of the embodiments of the present application usually described and illustrated in the accompanying drawings here can be arranged and designed in various different configurations.

[0030] Therefore, the detailed description of the embodiments of the present application provided in the accompanying drawings is not intended to limit the scope of the claimed present application, but merely represents selected embodiments of the present application.

[0031] It should be noted that like reference numerals and letters denote similar items in the following drawings. Therefore, once an item is defined in one drawing, it does not need to be further defined and explained in subsequent drawings.

[0032] It should be noted that, without conflict, the features in the embodiments of the present application can be combined with each other.

[0033] The embodiments of the present application provide a method for generating clothing animation frames, which is applied to a clothing animation frame generation device. The clothing animation frame generation device can be mounted in a first engine, and by interacting with the first engine for data, it assists the first engine in generating animation frames and realizes interaction with the user.

[0034] Furthermore, during the process of the clothing animation frame generation device interacting with the first engine for data, it can share the same memory space with the first engine. That is, the clothing animation frame generation device stores the data that needs to be transmitted to the first engine in this memory space, and the first engine directly reads the data written by the clothing animation frame generation device from this memory space. The first engine stores the data that needs to be transmitted to the clothing animation frame generation device in this memory space, and the clothing animation frame generation device directly reads the data written by the first engine from this memory space, thereby completing the data interaction between the clothing animation frame generation device and the first engine.

[0035] Among them, please refer to Figure 1 , the clothing animation frame generation device 100 includes: a clothing asset component 101, a clothing animation component 102, a solving component 103, and a control component 104. The control component 104 is used to control the operation of the clothing asset component 101, the clothing animation component 102, and the solving component 103. The clothing animation frame generation device 100 is used to execute the method for generating clothing animation frames to assist the first engine in generating clothing animation frames. Please refer toFigure 2 , the method for generating clothing animation frames includes:

[0036] Step S101: Receive the initial clothing parameters of the target clothing.

[0037] Step S102: Receive the human body mesh parameters from the first engine, and solve according to the human body mesh parameters and the initial clothing parameters to obtain the target clothing parameters.

[0038] Step S103: Send the target clothing parameters to the rendering pipeline of the first engine for rendering to generate the clothing animation frames corresponding to the target clothing.

[0039] Compared with the prior art, in the method and device for generating clothing animation frames provided by the embodiments of the present application, users can directly operate on the clothing and the poses of the character. These user operations will be immediately reflected in the clothing parameters and the human body mesh parameters in the first engine. In the present application, the initial clothing parameters and the human body mesh parameters of the target clothing are received from the first engine, and the target clothing parameters are obtained by solving according to the human body mesh parameters and the initial clothing parameters. Then, the clothing form in the animation can be changed in a timely manner according to the operations of the user in the first engine, improving the interactivity between the user and the clothing during the animation editing process. In addition, solving the human body mesh parameters and the initial clothing parameters in the clothing animation frame generation device can improve the solving effect of parameter solving. At the same time, sending the obtained target clothing parameters to the rendering pipeline of the first engine for rendering can improve the rendering effect of the clothing animation, thereby improving the display effect of the target clothing as a whole.

[0040] In some embodiments of the present application, corresponding step S101 to the clothing animation frame generation device 100 may be that the control component 104 controls the clothing asset component 101 to receive the initial clothing parameters of the target clothing from the first engine.

[0041] Specifically, as Figure 3 shown, in some embodiments of the present application, the clothing asset component 101 may include a data loading module 1011 and a data export module 1012. Among them, the data loading module 1011 can obtain the original clothing model parameters from a signal source. For example, the data loading module 1011 can obtain the original clothing model parameters of the clothing from a website by downloading, reading from a computer hard disk, etc. After obtaining the original clothing model parameters, the data loading module 1011 loads the original clothing model parameters into the first engine. In some embodiments of the present application, the data loading module 1011 can, for example, load multiple sets of original clothing model parameters into the first engine, and the first engine can then display multiple sets of original clothing according to the multiple sets of original clothing model parameters for animation editing users to select. The data export module 1012 can receive the initial clothing parameters provided by the first engine.

[0042] In some embodiments of the present application, the clothing asset component 101 may further include an editing panel module 1013. The editing panel module 1013 may provide a clothing editing interface as shown in Figure 4 . The clothing editing interface includes a clothing display window and a clothing parameter editing interface. The clothing display window is used to display clothing images, and the clothing parameter editing interface is used for the user to input editing parameters of the clothing. The editing panel module 1013 can receive the editing parameters for editing the target clothing input by the user. The editing parameters are used to modify the original clothing model parameters and load the editing parameters into the first engine. Loading the original clothing model parameters into the first engine enables the first engine to display the original clothing according to the original clothing model parameters, facilitating the user to edit the clothing. Loading the editing parameters generated during the user's clothing editing process into the first engine, the first engine can display the changes in the clothing according to the original clothing model parameters and the editing parameters, enabling the first engine to provide real-time feedback on the user's editing process. When the clothing asset component 101 includes the editing panel module 1013, the data export module 1012 can obtain the clothing parameters after the user's editing is completed from the first engine, that is, the final clothing parameters determined by the user's editing.

[0043] In some embodiments of the present application, corresponding step S102 to the clothing animation frame generation device 100 may be that the control component 104 controls the solution component 103 to receive the human body mesh parameters from the first engine and solve according to the human body mesh parameters and the initial clothing parameters to obtain the target clothing parameters.

[0044] The human body mesh parameters may be, for example, the body mesh model of a person. When the user edits the animation, the pose of the person in the animation changes with the user's editing. Therefore, the pose of the person corresponding to each frame of the animation changes. When constructing the clothing animation frame, the human body mesh parameters in the animation frame can be obtained from the first engine.

[0045] In some embodiments of the present application, solving according to the human body mesh parameters and the initial clothing parameters to obtain the target clothing parameters may specifically include:

[0046] Constructing a static clothing model according to the initial clothing parameters. The static clothing model includes a flexible area and a rigid area.

[0047] In this step, the initial clothing parameters may include preset flexible component parameters and preset rigid component parameters. As shown in Figure 5As shown in the figure, the clothing animation component 102 may include a geometry module 1021 and a process module 1022. Among them, the preset flexible component parameters and the preset rigid component parameters can be preset according to different parts or different materials of the clothing. For example, in some embodiments of the present application, special structures such as sewing lines, folded edges, elastic edges, buttons, zippers, and topstitching in the clothing can be used as flexible components, and the parameters corresponding to these flexible components are the preset flexible component parameters, while other parts of the clothing are used as rigid components, and the parameters corresponding to the rigid components are the preset rigid component parameters. Then the clothing animation component 102 can use different modeling models to model the flexible components and the rigid components respectively, that is, the process module 1022 constructs a flexible area according to the preset flexible component parameters, and the geometry module 1021 constructs a rigid area according to the preset rigid component parameters. Classifying the clothing parameters in advance according to different fabrics and different structures of the clothing, constructing a flexible area according to the preset flexible component parameters, and constructing a rigid area according to the preset rigid component parameters can construct a static clothing model more accurately.

[0048] In some embodiments of the present application, the process module 1022 can, for example, use a finite element model to construct a flexible area. The flexible area is constructed by the finite element model. The flexible body finite element model realizes high-precision cloth flexible body modeling, can simultaneously consider the mechanical behaviors of each point in the warp, weft, and diagonal directions of the cloth, can realistically display the physical realism of various cloths, and improve the display effect.

[0049] In some embodiments of the present application, the collision mechanical parameters of each point in the static clothing model can be calculated according to the preset collision model, the human body mesh parameters, and the static clothing model constructed according to the initial clothing parameters. The preset collision model can include, for example, a point-plane collision model and an edge-edge collision model. Then the target clothing parameters are determined according to the collision mechanical parameters. When the character in the animation is moving during the animation editing, it will cause collisions between the character and the clothing, and between the clothing and the clothing. For the collision between the clothing and the clothing, the point-plane collision model and the edge-edge are used to calculate the impact force parameters generated by the cloth collision of each point in the clothing, ensuring that there is no penetration between multiple layers of cloth; for the collision between the clothing and the character, the point-plane collision model and the edge-edge are used to calculate the impact force parameters of each point in the clothing when the clothing collides with the character, making the clothing more fitting and the effect more realistic.

[0050] Specifically, such as Figure 6As shown in the figure, the solving component 103 may include a collision module 1031 and a numerical calculation module 1032. The collision module 1031 may be used to receive the human body mesh parameters from the first engine. At the same time, the collision module 1031 may also calculate the collision mechanical parameters of each point in the static clothing model according to the preset collision model, the human body mesh parameters, and the static clothing model constructed according to the initial clothing parameters. The numerical calculation module 1032 determines the target clothing parameters according to the collision mechanical parameters. When the collision module 1031 uses the point-plane collision model and the edge-edge collision model to solve the collision process, the point-plane collision force f vf is calculated according to the depth of the point penetrating below the plane and the normal of the plane. Let the position of the point be p, the positions of the three vertices of the plane be p0, P1, p2, the plane normal be n, and p represent any position variable of the collided point and the three points P0, P1, P2 of the triangular plane. Then there is:

[0051]

[0052] The edge-edge collision force F EE is calculated according to the directions and distances of the two edges. Let the vertex positions of edge 0 be P00, P01, the vertex positions of edge 1 be P10, P11, and the projection intersection points of the two edges be P0, P1. Then there is

[0053] N E =(P01 - P00)×P11 - P00);

[0054]

[0055] In addition, in some embodiments of the present application, the flexible region is constructed by a finite element model. At this time, the solving component 103 may further include a dynamics module 1033. The dynamics module 1033 may solve the collision process between different components of the clothing through the finite element model. Calculate the flexible body mechanical parameters of each point in the flexible region according to the finite element model. At this time, the target clothing parameters can be determined according to the flexible body mechanical parameters and the collision mechanical parameters.

[0056] Specifically, according to the finite element continuous medium expression form, each triangular surface of the clothing grid can be used to establish a mechanical model of the clothing. The position of any point on the clothing surface in 3D space is represented by the spatial positions and centroid coordinates of the three vertices of the triangular surface after the clothing deforms. Where u and v are the coordinates of the centroid point, and P0, P1, P2 are the positions of the three vertices of triangle A after deformation. Then there is,

[0057] P(u, v)=uP0 + vP1+(1 - u - v)P2.

[0058] Similarly, the position of any point on the garment before deformation can be represented. Here, R0, R1, and R2 are the positions of the three vertices of the undeformed triangle A. Then,

[0059] R(u, v) = uR0 + vR1 + (1 - u - v)R2.

[0060] Calculate the deformation gradient G of the current point based on P(u, v) and R(u, v).

[0061]

[0062] Calculate the elastic potential energy E of the current point according to the deformation gradient G. Here, I is the identity matrix. Then, E = ||G T G - I||.

[0063] According to the basic derivative chain rule, the force F at the current point can be calculated.

[0064]

[0065] At this time, the numerical calculation module 1032 can determine the target garment parameters according to the soft body mechanics parameters and the collision mechanics parameters. For example, the soft body mechanics parameters and the collision mechanics parameters can be converted into a time integration equation, the time integration equation can be converted into a position matrix of each point, and the position matrix of all points is used as the target garment parameters. The specific calculation formula can be:

[0066]

[0067] where M is the mass, t is the time step, F is the force, P is the position, and V is the velocity.

[0068] In the embodiment of the present application, the numerical calculation module 1032 can call two multi-threaded solvers of GPU and CPU, make full use of the computing resources, and quickly generate the garment animation of each frame.

[0069] In some embodiments of the present application, corresponding step S103 to the garment animation frame generation device 100 may be that the control component 104 controls the garment animation component 102 to send the target garment parameters to the rendering pipeline of the first engine for rendering to generate the garment animation frame corresponding to the target garment.

[0070] Such as Figure 5As shown in the figure, the clothing animation component 102 may further include a rendering module 1023, and the clothing parameters may further include rendering material parameters. After the solving component 103 calculates the target clothing parameters, it sends the target clothing parameters to the rendering module 1023 in the clothing animation component 105. The rendering module 1023 combines the rendering material parameters and the target clothing parameters and sends them to the rendering pipeline in the first engine. The rendering pipeline in the first engine can perform image rendering and finally display the clothing image in the first engine.

[0071] An embodiment of the present application further provides an animation engine, including the clothing animation frame generation device provided in the foregoing embodiment.

[0072] Compared with the prior art, the animation engine provided in the embodiment of the present application includes the clothing animation frame generation device provided in the foregoing embodiment. Therefore, it also has the effect of improving the clothing display effect in animation editing and at the same time improving the interactivity between the user and the clothing during the animation editing process.

[0073] An embodiment of the present application further provides a method for displaying clothing animation frames, as Figure 7 shown, including:

[0074] Step S201: Receive clothing parameters.

[0075] Step S202: Provide a clothing editing interface.

[0076] In this step, the clothing editing interface can be provided by, for example, the editing panel module in the clothing animation frame generation device. As Figure 8 shown, the clothing editing interface includes a display window and an attribute editing window. The display window is used to display the clothing image, and the attribute editing window is used to input clothing parameters.

[0077] In response to the clothing display instruction, display the clothing model of the target clothing in the clothing display window. The clothing model is constructed according to the clothing parameters, and display the clothing attributes of the target clothing in the attribute editing window. The clothing attributes include at least one of clothing fabric, clothing material, clothing rigid area, and clothing flexible area. In response to the clothing editing instruction received by the attribute editing window, transform and display the clothing model in the clothing display window.

[0078] Step S203: Provide a character editing interface.

[0079] In this step, the character editing interface includes a character display window, a character selection interface, and a clothing selection interface. The character selection window is used to select the target character, the clothing selection interface is used to select the target clothing, and the character display window is used to display the image of the target character wearing the target clothing.

[0080] In response to a character clothing mounting instruction, a character model and a clothing model are simultaneously displayed in the clothing display window.

[0081] Compared with the prior art, in the method for displaying clothing animation frames provided in the embodiments of the present application, a clothing editing interface and a character editing interface are provided, which can facilitate users to edit clothing more conveniently.

[0082] In some embodiments of the present application, taking the first engine as the game engine as an example, as Figure 9 shown, the clothing animation frame generation method and the method for displaying clothing animation frames may specifically include the following steps:

[0083] S1: Import clothing parameters. That is, the clothing animation frame generation device receives the initial clothing parameters of the target clothing from the game engine.

[0084] S2: Edit clothing assets. That is, the clothing animation frame generation device provides a clothing editing interface to game users.

[0085] S3: Mount the character clothing management component. That is, mount the clothing management component under the corresponding game character. In the actual application process, the clothing animation frame generation device can generate corresponding clothing animations for multiple characters at the same time, and the clothing management component is a complete functional module of the clothing animation frame generation device corresponding to the game character.

[0086] S4: Mount clothing assets. That is, mount the initial clothing parameters of the target clothing under the clothing management component corresponding to the game character.

[0087] S5: Specify the character collision body. That is, the clothing animation frame generation device receives the human body mesh parameters from the game engine.

[0088] S6: Create a clothing animation component. That is, the clothing animation frame generation device creates corresponding process components, collection components, and rendering components.

[0089] S7: Create a solving component. That is, the clothing animation frame generation device creates corresponding collision components, dynamics components, and data calculation components.

[0090] S8: Start the engine. That is, start the animation frame generation function of the game engine.

[0091] S9: Start the solving thread. That is, the clothing animation frame generation device starts to solve according to the initial human body mesh parameters and initial clothing parameters of the game engine to obtain the target clothing parameters.

[0092] S10: Update the character collision mesh. That is, the user operates on the game character, and the human body mesh of the game character is updated along with the user's operation.

[0093] S11: The update of the character is completed. That is, the update of the human body mesh parameters corresponding to the next-frame game image is completed.

[0094] S12: Calculate the clothing geometric animation for the next frame. That is, solve according to the human body mesh parameters and the initial clothing parameters corresponding to the next-frame game image to obtain the target clothing parameters.

[0095] S13: The solution is completed.

[0096] S14: Update the clothing geometric animation. That is, update the clothing geometric clothing parameters according to the solution result.

[0097] S15: Update the clothing rendering screen. That is, send the target clothing parameters to the game engine for rendering and display the rendering result.

[0098] Repeat the execution of S10 - S15, and the game animation is continuously generated.

[0099] Those skilled in the art can understand that all or part of the steps in implementing the methods of the above embodiments can be completed by instructing relevant hardware through a program. This program is stored in a storage medium, including several instructions for causing a device (which can be a single-chip microcomputer, a chip, etc.) or a processor to execute all or part of the steps of the methods of various embodiments of the present application. The foregoing storage medium includes: various media such as USB flash drives, mobile hard disks, read-only memories (ROM, Read-Only Memory), random access memories (RAM, Random Access Memory), magnetic disks, or optical discs that can store program codes.

[0100] The above is only the specific implementation manner of the present application, but the protection scope of the present application is not limited thereto. Any changes or substitutions that can be easily thought of by those skilled in the art within the technical scope disclosed by the present application should be covered by the protection scope of the present application. Therefore, the protection scope of the present application should be subject to the protection scope of the claims.

Claims

1. A method for generating clothing animation frames, characterized in that, applied to a clothing animation frame generation device, the clothing animation frame generation method includes: Receiving the initial clothing parameters of the target clothing; Receiving the human body mesh parameters from the first engine; Solving according to the human body mesh parameters and the initial clothing parameters to obtain the target clothing parameters; Sending the target clothing parameters to the rendering pipeline of the first engine for rendering to generate the clothing animation frames corresponding to the target clothing.

2. The clothing animation frame generation method according to claim 1, characterized in that, The solving according to the human body mesh parameters and the initial clothing parameters to obtain the target clothing parameters includes: Calculating the collision mechanics parameters of each point in the target clothing according to a preset collision model, the human body mesh parameters, and the initial clothing parameters, and the preset collision model includes a point-plane collision model and an edge-edge collision model; Determining the target clothing parameters according to the collision mechanics parameters.

3. The clothing animation frame generation method according to claim 2, characterized in that, The initial clothing parameters include preset flexible component parameters and preset rigid component parameters, and the clothing animation frame generation method further includes: Constructing the flexible area of the target clothing according to the preset flexible component parameters and the finite element model, and constructing the rigid area of the target clothing according to the preset rigid component parameters; The determining the target clothing parameters according to the collision mechanics parameters includes: Calculating the flexible body mechanics parameters of each point in the flexible area according to the finite element model, the human body mesh parameters, and the partial initial clothing parameters corresponding to the flexible area; Determining the target clothing parameters corresponding to the flexible area according to the flexible body mechanics parameters and the collision mechanics parameters.

4. The clothing animation frame generation method according to claim 3, characterized in that, The determining the target clothing parameters corresponding to the flexible area according to the flexible body mechanics parameters and the collision mechanics parameters includes: Converting the flexible body mechanics parameters and the collision mechanics parameters into a time integral equation, converting the time integral equation into a position matrix of each point, and using the position matrix of all points as the target clothing parameters.

5. The clothing animation frame generation method according to claim 3, characterized in that, The initial clothing parameters further include rendering material parameters; The sending the target clothing parameters to the rendering pipeline of the first engine for rendering further includes: Sending the rendering material parameters to the rendering pipeline of the first engine.

6. The clothing animation frame generation method according to claim 1, characterized in that, The receiving the initial clothing parameters of the target clothing includes: Loading the original clothing model parameters into the first engine; Receiving the editing parameters of the clothing, where the editing parameters are used to modify the original clothing model parameters, and loading the editing parameters into the first engine; Receiving the initial clothing parameters provided by the first engine.

7. A clothing animation frame generation device, characterized in that, including: A clothing asset component, which is used to receive the initial clothing parameters of the target clothing; A solving component, which is used to receive human body mesh parameters from a first engine and solve according to the human body mesh parameters and the initial clothing parameters to obtain target clothing parameters; A clothing animation component, which is used to send the target clothing parameters to the rendering pipeline of the first engine for rendering to generate clothing animation frames corresponding to the target clothing.

8. The clothing animation frame generation device according to claim 7, wherein, the solving component includes a collision module and a numerical calculation module; the collision module is used to receive human body mesh parameters from a first engine and calculate the collision mechanics parameters of each point in the target clothing according to a preset collision model, the human body mesh parameters, and the initial clothing parameters, and the preset collision model includes a point-plane collision model and an edge-edge collision model; the numerical calculation module is used to determine the target clothing parameters according to the collision mechanics parameters.

9. The clothing animation frame generation device according to claim 8, wherein, the initial clothing parameters include preset flexible component parameters and preset rigid component parameters, and the clothing animation component includes: a geometry module, which is used to construct the rigid area according to the preset rigid component parameters; a process module, which is used to construct the flexible area according to the preset flexible component parameters; the solving component further includes: a dynamics module; the dynamics module is used to calculate the flexible body mechanics parameters of each point in the flexible area according to the finite element model; the numerical calculation module is used to determine the target clothing parameters corresponding to the flexible area according to the flexible body mechanics parameters and the collision mechanics parameters.

10. The clothing animation frame generation device according to claim 9, wherein, the clothing parameters further include rendering material parameters, and the clothing animation component further includes: a rendering module, which is used to send the rendering material parameters to the rendering pipeline of the first engine.

11. The clothing animation frame generation device according to claim 7, wherein, the clothing asset component includes: a data loading module, which is used to load the original clothing model parameters into the first engine; an editing panel module, which is used to receive editing parameters of the clothing, and the editing parameters are used to modify the original clothing model parameters and load the editing parameters into the first engine; a data export module, which is used to receive the initial clothing parameters provided by the first engine.

12. A method for displaying clothing animation frames, wherein, it includes: receiving clothing parameters; responding to a clothing display instruction, displaying a clothing model of a target clothing in a display window, the clothing model is constructed according to the clothing parameters, and displaying clothing attributes of the target clothing in an attribute editing window, and the clothing attributes include at least one of clothing fabric, clothing material, clothing rigid area, and clothing flexible area; responding to a user character display instruction, displaying a character model in the display window; In response to a character clothing mounting instruction, a character model and a clothing model are simultaneously displayed in the display window; In response to a clothing editing instruction received by the attribute editing window, the display of the clothing model is transformed in the display window.

13. An animation engine, characterized in that, comprising: a clothing animation frame generation device according to any one of claims 7 to 11.