Cross-platform motion capture and intelligent editing method and system for game animation

By creating a motion performance model in a medium environment and dynamically adjusting the action data of virtual characters, the problem of unnatural movement performance in a variety of medium environments is solved, and more natural and physical laws are achieved, improving the quality and immersion of game animations.

CN120182447APending Publication Date: 2025-06-20NANJING SHUHAI XINGCHEN VISION TECHNOLOGY CO LTD
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Patent Information

Application Number
CN202510214890.4
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-02-26
Publication Date
2025-06-20

AI Technical Summary

Technical Problem

Existing motion capture and editing technologies are difficult to dynamically adjust the motion data of virtual characters in various media environments, resulting in unnatural motion performance and incompatibility with physical laws.

Method used

By creating motion performance models in different media environments, capturing user action data, and dynamically adjusting the action data of virtual characters based on these models, ensuring the naturalness and physical accuracy of the actions in different environments.

Benefits of technology

It improves the performance quality of game animation in different media environments, enhances the naturalness of the action and the degree of conforming to physical laws, and improves the immersion and visual effects of game animation.

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Abstract

The invention discloses a cross-platform motion capture and intelligent editing method and system for game animation, and relates to the technical field of game animation, the method comprises the following steps: simulating motion influence conditions on different joint points of a virtual character in different medium environments, and creating motion expression models in corresponding medium environments; capturing action data of a user, and generating action data of the virtual character; according to the virtual scene of the virtual character motion, analyzing the joint points influenced by the different medium environments to obtain motion influence parameters; adjusting action data of the virtual character based on the action influence parameter of each joint point in a virtual scene of the movement of the virtual character; and generating an animation video of the virtual character based on the adjusted action data of the virtual character. By creating the motion expression model, the actions of the virtual character in different medium environments better conform to the physical law, and the immersion of the game animation is enhanced.
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Description

Technical Field

[0001] The present invention relates to the technical field of game animation, and specifically to a cross-platform motion capture and intelligent editing method and system for game animation. Background Art

[0002] In game animation production, motion capture technology is widely used. By using sensors to capture the actions of real people and convert them into animation data of virtual characters. This process is usually carried out in a relatively single physical environment. And in practical applications, the actions of virtual characters are usually limited to performing in a simple physical environment (such as air). In a changing virtual environment, with the diversification of game scenes, the interactive actions of players and the performance of virtual characters need to be able to adapt to the influence of different medium environments. For example, in water or other media with different physical properties, the action performance of virtual characters will be affected by different physical resistance, friction and other factors, resulting in more complex action performance.

[0003] However, the existing motion capture and editing technologies have certain limitations in simulating the action performance in these complex environments. The existing technologies usually cannot dynamically adjust the motion data of virtual characters according to the physical properties of multiple medium environments, and it is also difficult to ensure that the actions of virtual characters during the animation generation process are natural and conform to physical laws in different environments. Summary of the Invention

[0004] The purpose of the present invention is to provide a cross-platform motion capture and intelligent editing method and system for game animation to solve the problems raised in the existing technologies.

[0005] To achieve the above purpose, the present invention provides the following technical solution: A cross-platform motion capture and intelligent editing method for game animation, the method includes:

[0006] Simulate the influence of different medium environments on the movement of different joint points of the virtual character, and create a motion performance model for the corresponding medium environment;

[0007] Capture the action data of the user to generate the action data of the virtual character; the action data includes joint point position, displacement, speed and acceleration;

[0008] Based on the virtual scene of the movement of the virtual character and based on the motion performance model, analyze the joint points affected by the different medium environments to obtain the action influence parameters of each joint point;

[0009] In the virtual scene of the movement of the virtual character, based on the action influence parameters of each joint point, adjust the action data of the virtual character;

[0010] Based on the adjusted action data of the virtual character, generate the animation video of the virtual character.

[0011] According to the above solution, creating a motion performance model in a corresponding medium environment includes:

[0012] Based on the different medium environments, determining the physical parameters of the different media; the physical parameters include density, viscosity, and resistance;

[0013] Based on the physical parameters of the different media, analyzing the force conditions of different joint points of the virtual character; the force conditions include motion resistance, friction force, and inertial force conditions;

[0014] Based on the principles of human kinematics, setting the motion ranges and constraint conditions of different joint points of the virtual character during the motion process;

[0015] Based on the force conditions of different joint points of the virtual character in different medium environments, constructing a motion performance model;

[0016] The motion performance model describes the motion behavior characteristics of different joint points of the virtual character in the different medium environments; the motion behavior characteristics include displacement, inertia, acceleration, and velocity during motion in a specific medium environment;

[0017] Based on the motion behavior characteristics, obtaining the action influence parameters of different joint points of the virtual character in the different medium environments; the action influence parameters include the change situations of the position, displacement, velocity, and acceleration of the joint points under force conditions;

[0018] The joint points include: head joint points, upper limb joint points, lower limb joint points, and trunk joint points; the upper limb joint points include shoulder joint points, elbow joint points, wrist joint points, and finger joint points; the lower limb joint points include hip joint points, knee joint points, ankle joint points, and toe joint points; the trunk joint points include spinal joint points and chest - shoulder connection joint points.

[0019] According to the above solution, the motion range is set according to the human bone structure, joint connection method, and the function of the body part in a specific action;

[0020] The constraint conditions are set according to the linkage relationship between human joints and the limitations of human joint motion.

[0021] According to the above solution, capturing the action data of the user and generating the action data of the virtual character includes:

[0022] Based on the motion capture device, arranging sensors at the body joint points of the user to obtain the coordinate information of the joint points in three - dimensional space, which is used to reflect the posture of the user's body in three - dimensional space;

[0023] When the coordinate information of the joint point starts to change, record the position change amount of the joint point in the three-dimensional space;

[0024] Perform parsing calculations based on the position change amount to obtain the action data of the user;

[0025] Map the action data of the user to the three-dimensional model of the virtual character, so that the actions of the virtual character are consistent with the real actions of the user.

[0026] According to the above solution, the joint points affected by different medium environments are analyzed for the virtual scene where the virtual character moves, including:

[0027] Based on the virtual scene, analyze the medium environment included in the virtual scene;

[0028] During the movement of the virtual character, judge the medium environment where each joint point is located, and dynamically select the motion performance model under the corresponding medium environment;

[0029] Based on the action data and the motion performance model under the corresponding medium environment, judge the direction of influence on the joint point, and calculate the action influence parameter of the joint point.

[0030] According to the above solution, the dynamically selecting the motion performance model under the corresponding medium environment includes:

[0031] When the virtual character is moving, when the joint point enters at least two different media, monitor the transition moment t when the joint point enters from medium J1 to medium J2 trans , and record the position P of the joint point at the transition moment trans and the speed V trans ;

[0032] Based on the motion performance models corresponding to medium J1 and medium J2, respectively obtain the action influence parameters of the joint point within a period of time interval Δt1 before the transition moment and a period of time interval Δt2 after the transition moment under the motion performance models corresponding to medium J1 and medium J2;

[0033] Based on the action influence parameters of the joint point within a period of time interval Δt1 before the transition moment and a period of time interval Δt2 after the transition moment, calculate the transition coefficient, and the formula is as follows:

[0034]

[0035] Among them, C represents the transition coefficient; T1 represents the change trend of the motion parameters before the transition moment; T2 represents the change trend of the motion parameters after the transition moment; t represents the current calculation moment;

[0036] The transition coefficient C gradually changes over time starting from the transition moment t trans and dynamically adjusts the action influence parameters to adapt to the transition between medium J1 and medium J2, avoiding sudden changes in the movement of the joint point;

[0037] When dynamically adjusting the action influence parameters, for the action influence parameters of the joint point, linear interpolation is used and smoothed adjustment is performed in combination with the transition coefficient C, so that when the joint point transitions between medium J1 and medium J2, the action influence parameters change smoothly.

[0038] According to the above solution, during the transition process, monitor whether there are unnatural fluctuations or mutations in the action data of the joint point; when there are unnatural fluctuations or mutations, analyze the reasons and adjust the values of the transition coefficient, the time interval Δt1 before the transition moment, and the time interval Δt2 after the transition moment to optimize the smoothness and naturalness of the transition.

[0039] According to the above solution, adjusting the action data of the virtual character based on the action influence parameters of each joint point includes:

[0040] Based on the action influence parameters, applying the principles of kinematics to dynamically adjust the action data of the virtual character; the adjustment includes adjusting the position, displacement, velocity, and acceleration of the joint point;

[0041] After dynamically adjusting the action data of a single joint point, check the action coordination between adjacent joint points and adjust the action data of adjacent joint points to ensure the coherence and naturalness of the overall action.

[0042] According to the above solution, simulate the adjusted action data of the virtual character to evaluate whether the action performance of the virtual character conforms to the expected physical laws and motion behavior characteristics;

[0043] Based on the evaluation results, determine whether there are unnatural or unexpected situations; when there are unnatural or unexpected situations, recalculate the values of the action influence parameters and the transition coefficient and perform optimization adjustments until the action performance of the virtual character in the virtual scene is natural and conforms to the motion laws in different medium environments.

[0044] A cross-platform action capture and intelligent editing system for game animations, the system includes: a medium environment simulation module, an action capture module, an influence parameter generation module, an action data adjustment module, and an animation generation module;

[0045] The medium environment simulation module determines physical parameters based on different medium environments, analyzes the force conditions of different joint points of the virtual character based on the physical parameters, determines the movement range and constraint conditions of each joint point during movement in combination with human kinematics, and constructs a movement performance model of the movement behavior characteristics of different joint points of the virtual character in different medium environments based on the force conditions of the joint points.

[0046] The motion capture module uses motion capture equipment to obtain the coordinate information of the joint points of the user in the three-dimensional space. When the coordinate information of the joint points changes, it records the position change amount of the joint points in the three-dimensional space, obtains the motion data of the user, and maps the motion data of the user to the three-dimensional model of the virtual character.

[0047] The influence parameter generation module analyzes the medium environment in the virtual scene, determines the medium environment where each joint point is located during the movement of the virtual character, dynamically selects the corresponding movement performance model based on the medium environment where the joint point is located, and calculates the action influence parameters of the joint points based on the motion data and the movement performance model. The action influence parameters include the change amounts of position, displacement, speed, and acceleration.

[0048] The motion data adjustment module dynamically adjusts the joint point position, displacement, speed, and acceleration in the motion data of the virtual character based on the action influence parameters by using the kinematic principle, and simulates and runs the adjusted motion data to evaluate whether the motion performance of the virtual character conforms to the expected physical laws and motion behavior characteristics. If there are unnatural or unexpected situations, optimization and adjustment are carried out until the motion performance of the virtual character is natural and conforms to the motion laws in different medium environments.

[0049] The animation generation module generates an animation video of the virtual character based on the motion data adjustment module and the virtual scene.

[0050] Compared with the prior art, the beneficial effects of the present invention are:

[0051] 1. By creating a movement performance model, the present invention makes the actions of the virtual character in different medium environments more in line with physical laws, enhancing the immersion of game animations.

[0052] 2. By analyzing the medium environment in the virtual scene, the present invention dynamically calculates and adjusts the action influence parameters, improving the quality and efficiency of animation production.

[0053] 3. The present invention adjusts the action coordination between adjacent joint points, ensuring the coherence and naturalness of the overall actions of the virtual character and enhancing the visual effect of game animations. Description of the Drawings

[0054] Figure 1 Structural schematic diagram of the cross-platform motion capture and intelligent editing method and system for game animations of the present invention;

[0055] Figure 2 Structural schematic diagram of the cross-platform motion capture and intelligent editing method and system for game animations of the present invention. Specific implementation manner

[0056] Next, the technical solutions in the embodiments of the present invention will be clearly and completely described in conjunction with the accompanying drawings in the embodiments of the present invention. Obviously, the described embodiments are only a part of the embodiments of the present invention, rather than all the embodiments. All other embodiments obtained by those of ordinary skill in the art based on the embodiments of the present invention without creative efforts shall fall within the protection scope of the present invention.

[0057] Embodiment: As Figure 1 - Figure 2 shown, the present invention provides a technical solution for a cross-platform motion capture and intelligent editing method for game animations. The method includes the steps:

[0058] S1. Simulate the influence of the movement of different joint points of a virtual character in different medium environments, and create a motion performance model in the corresponding medium environment;

[0059] Specifically, based on different medium environments, determine the physical parameters of different media; the physical parameters include density, viscosity, and resistance; based on the physical parameters of different media, analyze the force conditions of different joint points of the virtual character; the force conditions include motion resistance, friction force, and inertial force conditions; the joint points include: head joint points, upper limb joint points, lower limb joint points, and trunk joint points; the upper limb joint points include shoulder joint points, elbow joint points, wrist joint points, and finger joint points; the lower limb joint points include hip joint points, knee joint points, ankle joint points, and toe joint points; the trunk joint points include spine joint points and chest and shoulder connection joint points. For example: In the air, when the shoulder joint point of a character makes a waving arm movement, it is affected by gravity and slight resistance of the air, while in the swamp, in addition to gravity, the shoulder joint point will also be affected by the great resistance of the swamp, the motion resistance increases significantly, the friction force also increases due to the viscosity of the swamp, and the inertial force is manifested as the difficulty of the arm to quickly change the motion state due to the obstruction of the medium to the action; only an example is given here, without limitation;

[0060] Based on the force conditions of different joint points of the virtual character in different medium environments, construct a motion performance model; the motion performance model describes the motion behavior characteristics of different joint points of the virtual character in different medium environments; the motion behavior characteristics include displacement, inertia, acceleration, and velocity during motion in a specific medium environment; based on the motion behavior characteristics, obtain the action influence parameters of different joint points of the virtual character in different medium environments; the action influence parameters include the changes in the position, displacement, velocity, and acceleration of the joint points under force conditions; for example: using the finite element analysis algorithm, divide the body structure of the virtual character into multiple joint point units, conduct mechanical analysis on each joint point unit, consider the influence of the swamp medium parameters on the force of the unit, and solve the motion behavior characteristics of the joint points in the swamp environment through iterative calculation, such as smaller displacement, increased inertia, and decreased acceleration and velocity, so as to construct a motion performance model in the swamp environment;

[0061] Based on the principles of human kinematics, set the motion range and constraint conditions of different joint points of the virtual character during motion; specifically, the motion range is set according to the human bone structure, joint connection method, and the function of the body part in a specific action; the constraint conditions are set according to the linkage relationship between human joints and the limitations of human joint motion. For example: when doing a chin-up action, the shoulder joint will have a certain linear displacement along the direction of the arm. Generally, the upper limit of the linear displacement of the shoulder joint in this action for an adult is about 30 - 40 centimeters; the shoulder joint, as the joint with the largest range of motion in the human body, can perform multi-directional motions such as flexion and extension, adduction and abduction, internal rotation and external rotation. Its flexion angle range is about 0° - 180°, extension is about 0° - 50°, abduction is about 0° - 180°, adduction is about 0° - 45°, internal rotation is about 0° - 90°, and external rotation is about 0° - 60°; while the elbow joint mainly performs flexion and extension motions, and the flexion and extension angle range is between 0° - 145°; this is only for example and not for limitation.

[0062] S2. Capture the action data of the user and generate the action data of the virtual character; the action data includes joint point position, displacement, velocity, and acceleration;

[0063] Specifically, based on the motion capture device, sensors are arranged at the body joints of the user to obtain the coordinate information of the joints in the three-dimensional space, which is used to reflect the posture of the user's body in the three-dimensional space; when the coordinate information of the joints starts to change, record the position change amount of the joints in the three-dimensional space; for example: the user player uses an inertial motion capture device for motion capture, and the built-in accelerometer and gyroscope of the device measure the acceleration and angular velocity of the user's body joints in real time. When the user makes a forward running motion, the motion capture device obtains the change in the coordinate information of the user's joints. According to the position change amount, perform parsing and calculation to obtain the user's motion data; map the user's motion data to the three-dimensional model of the virtual character to make the motion of the virtual character consistent with the user's real motion.

[0064] Specifically, when capturing displacement data, record the position change amount of each joint in the three-dimensional space within a certain time interval for the user. By monitoring and calculating the joint positions at consecutive time points, obtain the displacement information at different moments. For example: from one time point to the next, the displacement values of the joint in the x, y, and z axis directions, thereby reflecting the amplitude and direction of actions such as the stretching, contraction, and translation of the user's limbs; the velocity data is calculated based on the displacement information. Using the relationship between the time interval and the displacement amount, through derivative or difference operations, obtain the velocity of each joint in different directions at different moments; for example: calculate the displacement change of the joint in the x-axis direction per unit time, and then obtain the velocity component of the joint in the x-axis direction, and further comprehensively obtain the velocity vector of the joint in the three-dimensional space to characterize the speed of the joint movement; for the acceleration data, further process the velocity data. According to the relationship between the change amount of the velocity and the time interval, calculate the acceleration of each joint at different moments. By monitoring the instantaneous change of the velocity, such as the acceleration change of the joint when starting, stopping, or changing the motion direction quickly, provide the motion performance posture of the virtual character.

[0065] S3. According to the virtual scene of the virtual character's movement, based on the motion performance model, analyze the joints affected by different medium environments, and obtain the motion influence parameters of each joint;

[0066] Specifically, based on the virtual scenario, analyze the medium environment included in the virtual scenario. For example, when a virtual character enters a swamp from a forest, based on the virtual scenario, it is analyzed that the current virtual scenario includes an air medium environment and a swamp medium environment. Next, during the movement of the virtual character, determine the medium environment where each joint point is located, and dynamically select the motion performance model corresponding to the medium environment. For example, after the leg joint point of the virtual character enters the swamp, based on the previously created motion performance model corresponding to the swamp medium and the current action data, it is determined that the main direction of influence on the joint point is the direction of motion resistance, and the action influence parameter of the joint point is calculated. Then, based on the action data and the motion performance model corresponding to the medium environment, determine the direction of influence on the joint point and calculate the action influence parameter of the joint point. For example, in the swamp medium environment, the position change of the leg joint point is slower than in the air, the displacement decreases, and the speed and acceleration decrease.

[0067] Specifically, when the virtual character is moving and a joint point enters at least two different media. For example, the leg joint point of the virtual character enters from the air medium into the swamp medium; monitor the transition moment t when the joint point enters from medium J1 to medium J2 trans , and record the position P of the joint point at the transition moment trans and the speed V trans ; based on the motion performance models corresponding to media J1 and J2, respectively obtain the action influence parameters of the joint point within a period of time interval Δt1 before the transition moment and a period of time interval Δt2 after the transition moment under the motion performance models corresponding to media J1 and J2; based on the action influence parameters of the joint point within a period of time interval Δt1 before the transition moment and a period of time interval Δt2 after the transition moment. For example, the time interval Δt1 before = 0.5s, the time interval Δt2 after = 0.5s, calculate the transition coefficient, and the formula is as follows:

[0068]

[0069] where C represents the transition coefficient; T1 represents the change trend of the motion parameter before the transition moment; T2 represents the change trend of the motion parameter after the transition moment; t represents the current calculation moment;

[0070] The transition coefficient C gradually changes over time starting from the transition moment t trans , dynamically adjusts the action influence parameter to adapt to the transition between media J1 and J2, and avoids sudden changes in the motion of the joint point; when dynamically adjusting the action influence parameter, for the action influence parameter of the joint point, linear interpolation is used and smoothed adjustment is performed in combination with the transition coefficient C, so that when the joint point transitions between media J1 and J2, the action influence parameter changes smoothly.

[0071] Further, during the transition process, monitor whether there are unnatural fluctuations or mutations in the motion data of the joint points; when there are unnatural fluctuations or mutations, analyze the reasons and adjust the values of the transition coefficient, the time interval Δt1 before the transition moment, and the time interval Δt2 after the transition moment to optimize the smoothness and naturalness of the transition.

[0072] S4. In the virtual scene of the virtual character's movement, adjust the motion data of the virtual character based on the motion influence parameters of each joint point;

[0073] Specifically, based on the motion influence parameters, apply the kinematic principle to dynamically adjust the motion data of the virtual character; the adjustment includes adjusting the position, displacement, speed, and acceleration of the joint points;

[0074] Further, after dynamically adjusting the motion data of a single joint point, check the motion coordination between adjacent joint points and adjust the motion data of adjacent joint points to ensure the coherence and naturalness of the overall motion; for example: for example, in a swamp, reduce the speed and acceleration of the joint points of the character's arms and legs, increase the difficulty of displacement, and after adjusting the motion data of a single joint point, check the motion coordination between adjacent joint points and adjust the motion data of the shoulder and elbow joint points to ensure that the character's arm waving motion in the swamp is natural and coherent.

[0075] Coordination of motion patterns: The movement of the human body is the result of the coordinated action of multiple joints, and the movement of one joint is often coordinately restricted by the movement of other joints. In the running motion, the movements of the hip joint, knee joint, and ankle joint cooperate with each other. When the hip joint abducts excessively, it will disrupt the coordination of the entire running motion. To ensure the fluency and efficiency of the motion, the movement of the hip joint will be restricted to a certain extent.

[0076] Finally, simulate the adjusted motion data of the virtual character to evaluate whether the motion performance of the virtual character conforms to the expected physical laws and motion behavior characteristics; based on the evaluation results, judge whether there are unnatural or unexpected situations; when there are unnatural or unexpected situations, recalculate the values of the motion influence parameters and the transition coefficient and perform optimization adjustments until the motion performance of the virtual character in the virtual scene is natural and conforms to the motion laws in different medium environments. For example: Simulate the adjusted motion data of the virtual character to evaluate whether the motion performance of the character in the swamp conforms to the expected physical laws and motion behavior characteristics. If it is found that the character's motion is unnatural when walking in the swamp, such as the unreasonable depth of the legs sinking into the swamp, recalculate the values of the motion influence parameters and the transition coefficient and perform optimization adjustments until the motion performance of the virtual character in the swamp is natural and conforms to the motion laws in the swamp environment.

[0077] S5. Generate an animated video of the virtual character based on the adjusted action data of the virtual character.

[0078] Specifically, import the adjusted action data of the virtual character into the selected animation software or engine, and correctly bind the action data to the 3D model of the virtual character, so that the action data can drive the corresponding movements of each joint and part of the virtual character model, and place the virtual character in the virtual scene; use the rendering function of the software to render the actions of the virtual character in the virtual scene frame by frame into an image sequence, and these image sequences can be further combined into a video file.

[0079] The present invention provides another technical solution for a cross-platform motion capture and intelligent editing system for game animations. The system includes: a medium environment simulation module, a motion capture module, an influence parameter generation module, an action data adjustment module, and an animation generation module;

[0080] The medium environment simulation module determines physical parameters based on different medium environments; analyzes the force conditions of different joint points of the virtual character based on the physical parameters; combines human kinematics to determine the movement range and constraint conditions of each joint point during the movement process; constructs a movement performance model of the movement behavior characteristics of different joint points of the virtual character in different corresponding medium environments based on the force conditions of the joint points;

[0081] The motion capture module uses a motion capture device to obtain the coordinate information of the joint points of the user in the three-dimensional space; when the coordinate information of the joint points changes, records the position change amount of the joint points in the three-dimensional space, obtains the action data of the user, and maps the action data of the user to the 3D model of the virtual character;

[0082] The influence parameter generation module analyzes the medium environment in the virtual scene, and judges the medium environment where each joint point is located during the movement of the virtual character; dynamically selects the corresponding movement performance model based on the medium environment where the joint point is located; calculates the action influence parameters of the joint points based on the action data and the movement performance model, and the action influence parameters include the change amounts of position, displacement, speed, and acceleration;

[0083] The action data adjustment module dynamically adjusts the joint point positions, displacements, speeds, and accelerations in the action data of the virtual character based on the action influence parameters by using kinematic principles; and simulates the adjusted action data to evaluate whether the action performance of the virtual character conforms to the expected physical laws and movement behavior characteristics. If there are unnatural or non-conforming situations, optimize and adjust until the action performance of the virtual character is natural and conforms to the movement laws in different medium environments;

[0084] The animation generation module generates a virtual character animation video based on the action data adjustment module and the virtual scene. Users can, through the animation generation module, edit and generate simple virtual scenes. For example, when the user inputs a description of the scene: a warmly decorated living room, the system will automatically generate a living room containing a table, a chair, a window, several lamps, a carpet, and some ornaments. Some items such as books and cups can be placed on the table, and the furniture uses soft lighting and warm colors. The sky or the city landscape outside can be seen through the window. The illumination of the lamps changes the brightness of the room over time, and the carpet provides some soft visual effects. This is only an example and is not restrictive.

[0085] For those skilled in the art, it is obvious that the present invention is not limited to the details of the above exemplary embodiments, and without departing from the spirit or basic characteristics of the present invention, the present invention can be implemented in other specific forms. Therefore, from any point of view, the embodiments should be regarded as exemplary and non-restrictive. The scope of the present invention is defined by the appended claims rather than the above description. Therefore, all changes falling within the meaning and scope of the equivalent elements of the claims are intended to be embraced within the present invention. Any reference signs in the claims should not be construed as limiting the claimed invention.

Claims

1. A cross-platform motion capture and intelligent editing method for game animation, characterized in that: The method includes: Simulate the impact of different media environments on the movement of different joints of the virtual character, and create a movement performance model in the corresponding media environment; Capturing the user's motion data to generate the motion data of the virtual character; the motion data includes joint position, displacement, speed and acceleration; According to the virtual scene of the virtual character's movement, based on the movement performance model, analyzing the joints affected by the different medium environments, and obtaining the action influence parameters of each joint; In a virtual scene where the virtual character moves, adjusting the motion data of the virtual character based on the motion influence parameter of each joint point; Based on the adjusted motion data of the virtual character, an animation video of the virtual character is generated.

2. The cross-platform motion capture and intelligent editing method and system for game animation according to claim 1, characterized in that: The step of creating a motion performance model in a corresponding medium environment includes: Based on the different medium environments, determining physical parameters of the different mediums; the physical parameters include density, viscosity and resistance; Based on the physical parameters of the different media, analyzing the stress conditions of different joints of the virtual character; the stress conditions include motion resistance, friction and inertia; Based on the principles of human kinematics, the motion range and constraint conditions of different joints of the virtual character during the motion process are set; Constructing a motion performance model based on the stress conditions of different joints of the virtual character in different media environments; The motion performance model describes the motion behavior characteristics of different joints of the virtual character in the different media environments; the motion behavior characteristics include displacement, inertia, acceleration and speed when moving in a specific media environment; Based on the motion behavior characteristics, the motion influencing parameters of different joints of the virtual character in the different medium environments are obtained; the motion influencing parameters include the changes in the position, displacement, velocity and acceleration of the joints under force.

3. The cross-platform motion capture and intelligent editing method for game animation according to claim 2, characterized in that: The range of motion is set according to the human skeletal structure and joint connection mode and the function of body parts in specific movements; The constraint conditions are set according to the linkage relationship between human joints and the restrictions on the movement of human joints.

4. The cross-platform motion capture and intelligent editing method for game animation according to claim 1, characterized in that: The capturing of the user's motion data and generating the motion data of the virtual character comprises: Based on the motion capture device, sensors are arranged at the joints of the user's body to obtain the coordinate information of the joints in the three-dimensional space, which is used to reflect the posture of the user's body in the three-dimensional space; When the coordinate information of the joint point starts to change, recording the position change of the joint point in the three-dimensional space; Perform analytical calculation based on the position change to obtain the user's action data; The user's motion data is mapped to the three-dimensional model of the virtual character so that the motion of the virtual character is consistent with the user's real motion.

5. The cross-platform motion capture and intelligent editing method for game animation according to claim 1, characterized in that: The analyzing the joint points affected by the different medium environments according to the virtual scene of the virtual character movement includes: Based on the virtual scene, analyzing the medium environment included in the virtual scene; Determine the medium environment in which each joint point is located during the movement of the virtual character, and dynamically select a movement performance model under the corresponding medium environment; Based on the motion data and the corresponding motion performance model in the medium environment, the affected direction of the joint point is determined, and the motion impact parameter of the joint point is calculated.

6. The cross-platform motion capture and intelligent editing method for game animation according to claim 5, characterized in that: The dynamically selecting the corresponding motion performance model in the medium environment includes: When the virtual character moves, the joint point enters at least two different media, and the transition time t of the joint point from medium J1 to medium J2 is monitored. trans , and record the position P of the joint point at the transition moment trans and speed V trans ; Based on the motion performance models corresponding to the medium J1 and the medium J2, the motion influence parameters of the joint points in a time interval Δt1 before the transition moment and a time interval Δt2 after the transition moment under the motion performance models corresponding to the medium J1 and the medium J2 are respectively obtained; Based on the action influence parameters of the joint point in a time interval Δt1 before the transition moment and a time interval Δt2 after the transition moment, the transition coefficient is calculated according to the following formula: Wherein, C represents the transition coefficient; T1 represents the change trend of the motion parameters before the transition moment; T2 represents the change trend of the motion parameters after the transition moment; t represents the current calculation moment; The transition coefficient C changes with time from the transition time t trans Start to change gradually, dynamically adjust the action influencing parameters, to adapt to the transition between medium J1 and medium J2, and avoid sudden movement of the joint point; When dynamically adjusting the action influencing parameters, linear interpolation is used for the action influencing parameters of the joint points, and a transition coefficient C is combined to perform smooth adjustment, so that when the joint points transition between the medium J1 and the medium J2, the action influencing parameters change smoothly.

7. The cross-platform motion capture and intelligent editing method and system for game animation according to claim 6, characterized in that: During the transition process, monitor whether there are unnatural fluctuations or mutations in the motion data of the joint points; when there are unnatural fluctuations or mutations, analyze the causes and adjust the values ​​of the transition coefficient, the time interval Δt1 before the transition moment, and the time interval Δt2 after the transition moment to optimize the smoothness and naturalness of the transition.

8. The cross-platform motion capture and intelligent editing method for game animation according to claim 1, characterized in that: The adjusting the action data of the virtual character based on the action influence parameter of each joint point includes: Based on the action influencing parameters, the kinematics principle is applied to dynamically adjust the action data of the virtual character; the adjustment includes adjusting the position, displacement, speed and acceleration of the joint points; After dynamically adjusting the motion data of a single joint, check the motion coordination between adjacent joints, and adjust the motion data of adjacent joints to ensure the continuity and naturalness of the overall motion.

9. The cross-platform motion capture and intelligent editing method for game animation according to claim 8, characterized in that: Conduct simulations on the adjusted avatar action data to evaluate whether the avatar's action performance conforms to the expected physical laws and motion behavior characteristics; Based on the evaluation results, determine whether there are any unnatural or unexpected situations; when there are unnatural or unexpected situations, recalculate the values ​​of the action influencing parameters and transition coefficients, and perform optimization adjustments until the actions of the virtual characters in the virtual scenes appear natural and conform to the laws of motion in different media environments.

10. A cross-platform motion capture and intelligent editing system for game animation, applied to a cross-platform motion capture and intelligent editing method for game animation according to any one of claims 1 to 9, characterized in that: The system includes: a medium environment simulation module, a motion capture module, an influence parameter generation module, a motion data adjustment module and an animation generation module; The medium environment simulation module determines physical parameters based on different medium environments; based on the physical parameters, analyzes the stress conditions of different joints of the virtual character; combines human kinematics to determine the range of motion and constraints of each joint during the motion process; and constructs a motion performance model of the motion behavior characteristics of different joints of the virtual character in different medium environments based on the stress conditions of the joints. The motion capture module uses a motion capture device to obtain coordinate information of the user's joint points in the three-dimensional space; when the coordinate information of the joint points changes, the position change of the joint points in the three-dimensional space is recorded to obtain the user's motion data, and the user's motion data is mapped to the three-dimensional model of the virtual character; The influencing parameter generation module analyzes the medium environment in the virtual scene and determines the medium environment of each joint point during the movement of the virtual character; dynamically selects the corresponding motion performance model based on the medium environment of the joint point; calculates the motion influencing parameters of the joint point based on the motion data and the motion performance model, and the motion influencing parameters include the changes in position, displacement, velocity, and acceleration; The motion data adjustment module dynamically adjusts the joint position, displacement, velocity and acceleration in the virtual character motion data based on the motion influencing parameters and using the kinematic principle; and simulates the adjusted motion data to evaluate whether the motion performance of the virtual character conforms to the expected physical laws and motion behavior characteristics. If there is any unnatural or unpredictable situation, optimization and adjustment are performed until the motion performance of the virtual character is natural and conforms to the motion laws in different media environments; The animation generation module generates a virtual character animation video based on the action data adjustment module and the virtual scene.