Animal motion pathological state three-dimensional animation generation method and device, equipment and storage medium
Patent Information
- Application Number
- CN202511001281.7
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2025-07-21
- Publication Date
- 2026-08-21
- Estimated Expiration
- 2045-07-21
AI Technical Summary
尤其是其主要服务于人体运动研究,缺乏四足动物病理模型库,适用对象窄
[0048]本申请通过参数化驱动四肢动物的骨骼、肌肉及运动特征,实现跛行、关节畸形、神经损伤等病态姿势的精准还原和3D动画高保真生成。
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Figure CN120689476B_ABST
Abstract
Description
Technical Field
[0001] This application relates to the interdisciplinary field of computer graphics and digital medical technology, and in particular to a method, apparatus, device and storage medium for generating three-dimensional animations of animal movement pathology states. Background Technology
[0002] Traditional 3D biological animation techniques, such as 3ds Max, rely on animators manually adjusting keyframes of models and simulating motion through skeletal rigging and skinning weights, which has limitations. For example, simulating a horse lame requires modifying the leg posture frame by frame, and simulating a single pathological state can take hours to days of manual work, resulting in low efficiency. Secondly, animators are required to have knowledge of veterinary physiology and anatomy; otherwise, it is difficult to accurately reproduce pathological features, resulting in a high professional threshold. Furthermore, it is impossible to quickly generate variant animations using quantified parameters, lacking parametric control.
[0003] While pre-built animation libraries like VetSimulator can solve some teaching problems, they only provide a limited set of preset symptoms, such as 10 common types of lameness in horses, and cannot cover complex or combined pathological conditions, lacking flexibility. Biomechanical simulation software, such as AnyBody, requires input of physical parameters such as muscle force and joint torque, and generates a single simulation taking several minutes to hours, resulting in high computational complexity. Furthermore, AnyBody focuses on mechanical data analysis rather than visualization. In particular, it primarily serves human movement research and lacks a quadrupedal animal pathological model library, limiting its applicability.
[0004] Traditional 3D biological animation production techniques rely on animators manually adjusting models, resulting in long production cycles and high costs for pathological animations. General-purpose 3D tools lack veterinary-specific parameter control modules; preset animation libraries cannot respond to new or variant diseases, providing only a limited number of preset symptoms; biomechanical simulation software requires input of physical parameters, and generating a single simulation takes several minutes to hours, resulting in high computational complexity. Furthermore, it focuses on mechanical data analysis rather than visualization guidance and lacks a library of tetrapod pathological models, limiting its applicability. Summary of the Invention
[0005] This application provides a method, apparatus, device, and storage medium for generating three-dimensional animations of animal movement pathology states. It transforms biomechanical pathological features into parameterized instructions that can drive 3D models. This method generates abnormal movement animations within the same technical framework, achieving the unified modeling requirement for dynamic and static pathological states. This method constructs a parameter adjustment architecture that does not depend on a specific biological model and supports expansion from horses to other tetrapods.
[0006] Firstly, this application provides a method for generating three-dimensional animations of animal movement pathology states, including:
[0007] Based on anatomical data, the target body structure is generated from basic geometry in 3D modeling software. Multiple tools are used to refine muscle lines and body surface contours. Edge flow is controlled by masking and topological poles to obtain the topology map of the target model.
[0008] Based on the target model topology, hair features are generated through a particle system, and IK / FK hybrid control is used to bind the skeleton. Motion constraints for the spine, neck and limbs are set to obtain the target model skeleton constraint map.
[0009] Based on the target model skeleton constraint diagram, the skeletal, muscular and motion features are driven by biomechanical pathological feature parameterization. Periodic gait animation is generated using keyframe interpolation and loop modifier. The root controller displacement curve is adjusted to eliminate slippage, thereby generating a three-dimensional animation of the target pathological motion.
[0010] In one possible design, the target body structure is generated from basic geometry in 3D modeling software based on anatomical data, including:
[0011] Enter sculpting mode to create a new sphere, trim the front and back ends and adjust the top height, use the smoothing tool to optimize the curved contour to generate the thoracic cavity; use the grab brush to extract the abdominal structure from the thoracic cavity, refine the shape of the thoracic cavity and abdomen and increase the mesh density of the abdomen to complete the modeling of the thoracic cavity structure;
[0012] Switch the sculpting mode to object mode, create a new cube and enable symmetry. Similarly, adjust the shape and set the mesh density. Use the expansion brush to expand and soften the hard edges to make it fit with the thoracic cavity. Create a new trapezoidal geometry to construct the pelvic slope structure to match the hind leg connection, and complete the creation of the main structure.
[0013] One side of the pelvis is generated, and the other side of the pelvis is generated symmetrically using a mirror modifier to complete the construction of the pelvis;
[0014] The scapula was constructed by repeatedly cutting and rotating multiple cubes.
[0015] Create a new sphere and remesh it into columnar forelegs. Cut the joints using line projection and refine the curvature using the grab brush to form the forelimbs. Deform the new sphere into cylindrical thighs in sculpting mode. Use a 3D cursor to position the pivot point and scale the lower legs. Adjust the proportions using the extrusion tool to form the hind limbs. Place the deformed new sphere at the bottom as the hooves, completing the limbs and joints. Deform the new sphere into a neck and deform the cube into a trapezoidal head to construct the head. The tail is completed by adjusting the texture in post-processing.
[0016] Set the origin to a 3D cursor, Z-axis position to 0, ensure the bottom of the model is on the ground, adjust the overall proportion and size according to the Z-axis height, merge all independent parts into the same mesh and make global adjustments to generate the target body structure.
[0017] In one possible design approach, tools used to collaboratively refine muscle definition and body contours include:
[0018] The smoothing tool is used to repair sharp edges at the junctions of geometric shapes;
[0019] Inflatable brushes and gripping brushes are used together to stretch thin areas such as the abdomen, avoiding accidental manipulation of the sides.
[0020] A multi-plane scraping tool is used to flatten the structure by calibrating the slope of the spine and the top of the hind legs through biplane cutting.
[0021] In one possible design, the topology of the target model is obtained by controlling the edge flow through masking and topological poles, including:
[0022] At the junction of the front chest and back abdomen, the junction of the hind legs and back abdomen, and the junction of the chest and abdomen, poles are created as control points for the edge flow direction. The edge flow direction is determined with reference to the motion mode modeling logic and muscle direction. The vertices are stretched to fit the model surface by the extrusion operation, and the vertices are quickly connected to fill the quadrilateral surface. The vertices on both sides are copied and merged with the mirror modifier. The three poles follow this process to complete the topology of the body and limbs. The surface is optimized by the relaxation brush, smooth brush and indent modifier to obtain the topology map of the target model.
[0023] In one possible design, the methods for generating hair features using a particle system include:
[0024] Perform UV unwrapping on the target model topology graph and assign an independent UV layer to the hair texture;
[0025] The root of the tail hair and the root of the mane in the target model topology are selected as the target region. Two independent particle systems are created and named the tail hair system and the mane hair system, respectively. The emitter parameters of the particle systems are adjusted, including setting the number, length and randomness of hairs. Sub-level particle systems are enabled to increase the hair density details. The curvature of the hairs is adjusted by interpolation, and the curvature value of the mane hair system is higher than that of the tail hair system.
[0026] Hair materials are constructed using hair information nodes, and base color, polarization properties, and roughness parameters are set; gradient textures are added to the hair materials corresponding to the tail hair system to simulate the effect of light and dark transitions; the thickness variation of the hair root and tip is controlled through hair information nodes.
[0027] Enable the physical properties of the hair, and adjust the bending and stiffness parameters. The stiffness of the hair in the mane system is reduced to enhance the softness, while the stiffness of the hair in the tail system is increased to reduce excessive swaying.
[0028] Added a wind field module to optimize the natural appearance of hair movement.
[0029] In one possible design, IK / FK hybrid control is used to bind the skeleton, setting motion constraints for the spine, neck, and limbs to obtain the target model skeleton constraint diagram, including:
[0030] In pose mode, the animal 3D model is checked for consistency of normal direction and repeated vertex merging is performed to ensure the topological integrity of the model.
[0031] Based on animal anatomical data, a unilateral skeletal chain was created in the modeling software, and the joint movement area was further subdivided. A complete skeletal system was generated through symmetry operations, which includes at least the vertebral, limb, and head and neck skeletal units. An automatic weight allocation algorithm was used to bind the skeletal system to the model surface skin to generate a basic driving template.
[0032] A skeletal kinematic chain is constructed based on a parent-child hierarchical relationship, wherein: the metatarsal bones are bound to the main bones of the lower limbs by maintaining offset constraints; and kinematic linkage relationships are established between the head and neck bones and the spinal bones, respectively.
[0033] The coccygeal skeletal chain is replicated and scaling transformation constraints are added to achieve axial extension and retraction. A linear motion reference for the spine is established through the synergy of the IK controller and the replicated transformation constraints. The Z-axis rotation is mapped to the X-axis displacement using transformation constraints, and the motion direction is corrected by extreme value reversal.
[0034] A center of gravity controller is constructed as the top-level motion node, integrating the displacement and rotation parameters of the FK controller and the spine IK controller; the auxiliary controllers are replaced with geometric identifiers, and constraint spline visualization is uniformly managed through empty objects;
[0035] The linkage effect of spinal curvature, neck rotation and limb gait was tested, and model distortion was eliminated by applying an interpolation algorithm to adjust the curvature attenuation intensity at the cervical joints and applying the same motion logic consistency check to the limb constraint system.
[0036] In one possible design, based on the target model skeleton constraint diagram, skeletal, muscular, and kinematic features are driven by biomechanical pathological feature parameterization. Periodic gait animation is generated using keyframe interpolation and a loop modifier. The root controller displacement curve is adjusted to eliminate slippage, generating a three-dimensional animation of the target pathological motion, including:
[0037] Cyclic gait construction: Set the hind leg movement cycle, reset the joint rotation controller to zero at the ground contact time (t0, t0+T), and adjust the foot tilt angle at the ground departure time (t0+T / 2, t0+3T / 4); apply linear interpolation to the ground contact motion curve, copy keyframes to form a closed-loop cycle, and add a cyclic motion modifier; shift the phase of the foreleg keyframe by T / 2, set linear interpolation at the ground contact time t0+T / 4, and adjust the stride length by scaling the Y-axis displacement curve;
[0038] Spinal motion synchronization: Mark the lowest position of the spine at the time point when the hind leg touches the ground, and copy the keyframes according to the period T to generate the undulating motion of the spine; adjust the X-axis rotation curve to control the highest point of the spine, and add a loop modifier to synchronize the Z-axis displacement with the X-axis rotation curve.
[0039] Global motion optimization: Map limb touch-down keyframes to the root controller's Y-axis displacement curve, and reverse the curve direction to move the model forward; detect and eliminate motion slippage: verify the continuity of the Y-axis velocity curve, and correct the slope of the linear segment at the touch-down time point; copy the dominant leg's Y-axis curve to the contralateral leg, and apply a T / 4 phase offset to eliminate displacement deviation; fine-tune the scapular rotation curve and limb scaling parameters, and ensure no slippage and natural gait through motion coherence verification.
[0040] Secondly, this application provides a three-dimensional animation generation device for animal movement pathology states, the device comprising:
[0041] The model topology module is configured to generate the target body structure from basic geometry in 3D modeling software based on anatomical data, and to refine muscle lines and body surface contours through multi-tool collaboration. By controlling edge flow through masking and topological poles, the topology map of the target model is obtained.
[0042] The model constraint module is configured to generate hair features through a particle system based on the target model topology map, use IK / FK hybrid control to bind the skeleton, set motion constraints for the spine, neck and limbs, and obtain the target model skeleton constraint map.
[0043] The animation generation module is configured to drive the skeletal, muscle, and motion features through biomechanical pathological feature parameterization based on the target model skeleton constraint graph, generate periodic gait animations using keyframe interpolation and loop modifiers, adjust the root controller displacement curve to eliminate slippage, and generate a three-dimensional animation of the target pathological motion.
[0044] Thirdly, embodiments of this application provide an electronic device, including: at least one processor and a memory; the memory stores computer execution instructions; the at least one processor executes the computer execution instructions stored in the memory, causing the at least one processor to perform the method for generating three-dimensional animations of animal movement pathology states as described in the first aspect and various possible designs of the first aspect.
[0045] Fourthly, embodiments of this application provide a computer-readable storage medium storing computer-executable instructions. When a processor executes the computer-executable instructions, it implements the method for generating three-dimensional animations of animal movement pathology states as described in the first aspect and various possible designs of the first aspect.
[0046] Fifthly, embodiments of this application provide a computer program product, including a computer program that, when executed by a processor, implements the method for generating three-dimensional animations of animal movement pathological states as described in the first aspect and various possible designs of the first aspect.
[0047] The method, apparatus, equipment, and storage medium for generating three-dimensional animations of animal motility pathology states provided in this application have at least the following beneficial effects:
[0048] This application achieves accurate restoration and high-fidelity generation of 3D animation of pathological postures such as lameness, joint deformities, and nerve damage by parametrically driving the skeletal, muscular, and movement characteristics of four-limbed animals. Attached Figure Description
[0049] The accompanying drawings, which are incorporated in and form part of this specification, illustrate embodiments consistent with this application and, together with the description, serve to explain the principles of this application.
[0050] Figure 1 A flowchart illustrating a method for generating three-dimensional animations of animal movement pathology states, provided in an embodiment of this application;
[0051] Figure 2 This is a preliminary schematic diagram of the horse model provided in the embodiments of this application;
[0052] Figure 3 A schematic diagram of horse model topology provided in an embodiment of this application; wherein, (a) is a topology display diagram of the horse model; and (b) is a detailed topology display diagram of the horse model.
[0053] Figure 4 This is a schematic diagram of the final version of the horse model provided in the embodiments of this application;
[0054] Figure 5 A schematic diagram of the skeleton after binding provided in the embodiments of this application; wherein, (a) is a diagram of the binding of the horse model skeleton; and (b) is a side view of the binding of the horse model skeleton.
[0055] Figure 6 The horse model skeleton constraint diagram provided in the embodiments of this application;
[0056] Figure 7 This is a structural diagram of the animal movement pathology state three-dimensional animation generation device provided in the embodiments of this application.
[0057] The accompanying drawings illustrate specific embodiments of this application, which will be described in more detail below. These drawings and descriptions are not intended to limit the scope of the concept in any way, but rather to illustrate the concept of this application to those skilled in the art through reference to particular embodiments. Detailed Implementation
[0058] Exemplary embodiments will now be described in detail, examples of which are illustrated in the accompanying drawings. When the following description relates to the drawings, unless otherwise indicated, the same numbers in different drawings denote the same or similar elements. The embodiments described in the following exemplary embodiments do not represent all embodiments consistent with this application. Rather, they are merely examples of apparatuses and methods consistent with some aspects of this application as detailed in the appended claims.
[0059] The collection, storage, use, processing, transmission, provision, and disclosure of financial data or user data involved in the technical solution of this application all comply with the provisions of relevant laws and regulations and do not violate public order and good morals.
[0060] It should be noted that in the embodiments of this application, certain software, components, models and other existing solutions in the industry may be mentioned. These should be regarded as exemplary and are only intended to illustrate the feasibility of implementing the technical solution of this application. However, it does not mean that the applicant has used or necessarily used the solution.
[0061] The technical solution of this application and how the technical solution of this application solves the above-mentioned technical problems are described in detail below with specific embodiments. These specific embodiments can be combined with each other, and the same or similar concepts or processes may not be described again in some embodiments. The embodiments of this application will now be described with reference to the accompanying drawings.
[0062] Addressing the core issues of long production cycles and high costs associated with manually creating pathological animations, the lack of veterinary-specific parameter control modules in general-purpose 3D tools, and the inability of preset animation libraries to respond to novel or variant diseases, as well as the need for rapid generation of pathological animations and universal cross-species pathological simulation, this application focuses on the core technology of parameterized pathological feature-driven 3D animation generation. Covering multiple application scenarios such as veterinary medicine, medical education, and biomechanical analysis, it proposes a method for generating three-dimensional animations of animal movement pathological states, such as... Figure 1 The diagram shown is a flowchart of a method for generating three-dimensional animations of animal movement pathology states provided in this application embodiment. The method for generating three-dimensional animations of animal movement pathology states includes the following steps S100-S300.
[0063] S100: Based on anatomical data, the target body structure is generated from basic geometry in 3D modeling software. Multiple tools are used to refine muscle lines and body surface contours. Edge flow is controlled by masking and topological poles to obtain the topology map of the target model.
[0064] In this embodiment, based on anatomical data, the thoracic cavity, abdomen, pelvis, and limb structures can be gradually generated from basic geometry in Blender. A mirror modifier is used to ensure symmetry, and mesh density and joint connections are optimized. Multi-tool collaboration (smoothing brush, grab brush, multi-plane scraping) is employed to refine muscle lines and body surface contours. Edge flow is controlled through masking and topological extrema to achieve anatomically compliant model topology.
[0065] Anatomical data needs to cover the morphology, size, and connections of bones, muscles, joints, and body surface structures. Taking the horse (a typical quadruped) as an example, anatomical data includes skeletal anatomy data, muscle anatomy data, joint kinematics data, and body surface contour data.
[0066] The skeletal anatomical data includes:
[0067] Spinal structure: 7 cervical vertebrae (C1-C7, C1 is ring-shaped, C2 has a special odontoid process), 18 thoracic vertebrae (T1-T18, vertebral bodies with costal articular surfaces), 6 lumbar vertebrae (L1-L6, transverse processes are wide);
[0068] Limb skeleton: The length of the femur accounts for about 25% of the body height, the length of the tibia is 80% of the femur, and the diameter of the metacarpals decreases by 30% from proximal to distal.
[0069] Joint morphology: The hip joint is a ball-and-socket joint, with the acetabulum covering 60% of the surface area of the femoral head; the knee joint is a trochlear joint, with the ratio of the curvature radius of the femoral condyle to that of the tibial plateau being 1.2:1.
[0070] Muscle anatomical data includes:
[0071] Attachment points: Quadriceps femoris origin (anterior aspect of the iliac wing, intertrochanteric line of the femur), insertion (tibial tuberosity); Latissimus dorsi origin (spinous processes of the 9th-18th thoracic vertebrae), insertion (lesser tubercle crest of the humerus).
[0072] Shape and size: The gluteus maximus is about 2-4cm thick (when the hind limbs are standing), and it covers the posterolateral aspect of the femur in a fan shape; the fibers of the biceps femoris run obliquely from the ischial tuberosity to the head of the fibula, and the width reaches 8cm in the middle.
[0073] Fiber orientation: Pectoral muscle fibers run obliquely outward and upward from the sternum, forming a 30° angle with the horizontal plane; gastrocnemius muscle fibers run vertically downward, dominating plantar flexion of the ankle joint.
[0074] Joint kinematic data include:
[0075] Range of motion: Shoulder flexion 0°-110°, extension 0°-30°; Knee flexion 0°-120° (range reduced in pathological conditions such as arthritis); Hip abduction 15°-30°;
[0076] Movement axis: The shoulder joint rotation axis is along the "anterior-posterior" direction and forms a 15° angle with the coronal plane; the wrist joint rotation axis is tilted at 20° to adapt to the transmission of ground reaction force.
[0077] Body surface contour data includes:
[0078] Proportional relationships: The length of the head (from the occipital bone to the tip of the nose) is 1 / 5 of the body height, and the height of the abductor is 5cm higher than the midline of the back;
[0079] Bulging and folding: When the quadriceps contract, a 3cm bulge forms in front of the knee joint; when the head is lowered, three skin folds with a spacing of 4cm appear on the ventral side of the neck.
[0080] Contour curves: The back midline forms an "S" shape from the acromion to the sacrum. The radius of curvature of the thoracic contour (at the 6th thoracic vertebra) is 20cm, and the radius of curvature of the lumbar contour (at the 3rd lumbar vertebra) is 30cm.
[0081] In some embodiments, using a horse as an example, collecting key information about the horse requires measuring each bone to determine the proportions of different body parts and generating a reference image. Place Blender 3.6 and the reference image simultaneously in the window page and adjust several settings in the Blender panel: enable auto-save in Save & Load, check the auto-save interval in minutes and the number of save versions, and specify the save path in File Path to prevent any damage to project files in the event of a software crash; enable the X-axis mirror modifier to avoid coordinate offset. Create a basic shape from the basic geometry, following the principle of starting with a rough shape and working towards details, beginning with the main structure and then gradually adjusting and refining it.
[0082] First, enter sculpting mode to create a new sphere, trim the front and back ends, and adjust the top height. Use the smoothing tool to optimize the curved contour to generate the thoracic cavity. Then, use the grab brush to extract the abdominal structure from the thoracic cavity, refine the shape of the thoracic cavity and abdomen, and increase the mesh density of the abdomen. Switch to object mode, create a new cube and enable symmetry. Similarly, adjust the shape and set the mesh density, and use the expansion brush to expand and soften the hard edges to integrate it with the thoracic cavity. Create a new trapezoidal geometry to construct the pelvic slope structure to match the hind leg connection, completing the creation of the main structure. Similarly, generate one side of the pelvis by modeling the thoracic cavity, and use the mirror modifier to symmetrically generate the other side. Use multiple cubes to perform cyclic cutting and rotation to complete the scapula construction, and use the mirror modifier to synchronize the structures of both sides. Create a new sphere and remesh it into columnar forelegs. Cut the joints using line projection and refine the curvature using the grab brush to form the forelimbs. Deform the new sphere into cylindrical thighs in sculpting mode. Use the 3D cursor to position the pivot point and scale the lower legs. Adjust the proportions using the extrusion tool to form the hind limbs. Place the deformed sphere at the bottom as the hooves, completing the limb and joint assembly. Deform the new sphere into a neck and transform the cube into a trapezoidal head to construct the head. The tail will be adjusted later with textures. Set the origin to the 3D cursor, Z-axis position to 0, ensuring the bottom of the model is on the ground. Adjust the overall proportions and dimensions according to the Z-axis height. Merge all independent parts into a single mesh using Ctrl & J and perform global adjustments.
[0083] The outline and volume are refined. Key tools at this stage include: a smoothing tool to repair sharp edges at geometric intersections; an air brush and a grab brush to handle stretching thin areas like the abdomen, avoiding accidental manipulation of the sides; and a multi-plane scraping tool to calibrate the slope of the spine and the top of the hind legs through dual-plane cutting, achieving structural flattening. The model is copied using Shift+D and stored in a hidden, independent set to ensure the safety of the original data. Then, sculpting mode is entered, voxel sizes are adjusted, prioritizing low-density meshes (approximately 0.01) for coarse adjustments to avoid premature focus on detail. Various brushes are used to outline the model's contours and shape, shaping the general muscle lines. At the top of the head transition, the mask tool is used to mark the ear area and delete excess parts. The ear structure is stretched using Ctrl+I with a reverse mask, and the pivot point position and rotation angle are adjusted using the proportional editing function to complete ear generation and sculpting. After clearing the mask using Alt+M, the interface is switched to edit mode and returned to the normal layout. The pivot point is set as the 3D cursor, and the head mesh is selected and rotated to the target height.
[0084] Building upon the previous sculpting, this embodiment further increases the mesh density to sculpt more detail, adjusts the voxel size, continues to refine the joints, and adds brushstrokes along the muscle lines to create a more natural connection between structures. At this density, eye sockets are sculpted in the eye area of the head, creating UV spheres, adjusting their size, and placing them within the eye sockets to adjust the shape of the eye sockets and the inner and outer corners of the eyes. The mesh density of the head is re-examined and increased, the nostrils and lips are outlined, and the skeletal structure and muscle lines of the head are sculpted to obtain... Figure 2 The initial version of the horse model shown obtained the target body structure.
[0085] In some embodiments, based on the obtained target body structure, the target model topology is obtained by model topology transformation in the following manner:
[0086] Enable the Snap to Face feature to ensure vertices fit the model surface; create a new plane and reset its position, then enter edit mode to clear the initial edge structure. The main tools at this stage include: the annotation brush, used to directly draw edge flow directions on the model surface, requiring path calibration using a muscle anatomy diagram; and the mirror modifier, enabling the "merge" and "cut" functions to restrict vertex movement to the positive X-axis direction.
[0087] At the junctions of the chest and back / abdomen, the hind legs and back / abdomen, and the chest / abdomen, poles were created as control points for edge flow direction, using motion pattern modeling logic and muscle direction as references to determine edge flow direction. The vertices were stretched to fit the model surface using the E key's extrusion operation, and the quadrilateral face was quickly filled using the F key's quick connect vertices. The vertices on both sides were copied and merged using the mirror modifier. This process was repeated for all three poles to complete the topology of the body and limbs. Finally, the surface was optimized using the relaxation brush, smooth brush, and indent modifier to make it smooth and uniform. The head required separate attention due to its involvement in facial expression. This creation used the muscle direction of a horse in a neutral state as a standard, creating poles at the nose, cheekbone, and mandible points, and completing the head topology using the above process. The final effect is shown below. Figure 3 As shown.
[0088] S200: Based on the target model topology map, hair features are generated through a particle system, and IK / FK hybrid control is used to bind the skeleton. Motion constraints for the spine, neck and limbs are set to obtain the target model skeleton constraint map.
[0089] In this embodiment, a dynamic hair and skeleton system is established through step S200. Mane and tail hair can be generated using a particle system, and physical properties (curvature, stiffness) and material nodes (Principled HairBSDF) are adjusted to simulate natural movement. Skeletal rigging employs IK / FK hybrid control, constructing a constraint system for spinal extension, neck rotation, and limb gait. High-degree-of-freedom motion is achieved through copy transformations and stretch constraints, and the weight distribution is verified to avoid animation distortion.
[0090] In some embodiments, the generation of hair features via a particle system includes:
[0091] Ensure the model's UV unwrapping is reasonable, and assign independent UV layers to the hair texture. Select the target region (tail / mane root), enter the particle system, and create two new independent particle systems, named "Tail_Hair" and "Mane_Hair" respectively. Adjust the emitter to Hair, and set the quantity, length, and randomness. Then enable child layers to increase density details, and adjust the hair curvature through interpolation; the mane requires a higher curvature value to simulate natural drooping. Create hair materials using the Principled HairBSDF node, setting the base color, polarization, and roughness; gradients can be added to the mane to simulate light and dark transitions. Control the thickness at the root and tip using hair information nodes. Enable physical properties, adjust curvature and stiffness; reduce the stiffness of the mane to enhance softness, and increase the stiffness of the tail to reduce excessive swaying. Add wind fields to optimize the naturalness of movement. The result is as follows. Figure 3 The final version of the horse model shown.
[0092] In some embodiments, IK / FK hybrid control is used to bind the skeleton, and motion constraints are set for the spine, neck, and limbs to obtain the target model skeleton constraint diagram as follows:
[0093] Skeleton rigging needs to be performed in pose mode. Before rigging, the direction of the model's normals and the repetition of vertices need to be checked to avoid problems with weight distribution during model skinning and to prevent holes from appearing in the model during animation. Generally, the rigging process requires creating the skin skeleton first, followed by creating auxiliary extensions. When rigging the spine and neck, IK and FK effects are created accordingly. Leg rigging involves switching between the two effects, so another set of auxiliary bones needs to be created to constrain the auxiliary controllers.
[0094] For skeleton rigging, first, refer to the full skeleton diagram of a horse, create one side of the skeleton in the model, place it in the appropriate position, and subdivide it in the easily movable areas as needed. Then, symmetricize it in edit mode to obtain the complete skeleton.
[0095] Hold down the Shift key and select the skeleton, then Ctrl&P and select Automatic Weights to complete the skinning process, resulting in a template that moves with the bones. Hold down the Shift key and select the hoof bones, switch to edit mode, Ctrl&P and select Keep Offset, then bind them to the metatarsal skeleton to establish the parent-child relationship. The child skeleton will then move with the parent skeleton. Similarly, bind the head skeleton to the neck skeleton, chest skeleton, and waist skeleton.
[0096] Bind constraints to the skin and bones of the tissues to independent layers. First, create a spine-assisted stretching effect. Select the coccyx and enter edit mode. Copy the bone chain and scale it to flatten. After batch renaming, add "Copy Transform" and "Stretch 2" constraints to achieve the spine stretching effect. Next, copy and scale the bone chain to generate an IK controller. Bind the auxiliary controller to the IK controller through the "Maintain Offset" parent relationship to ensure synchronized stretching. Establish spine position linkage by copying position constraints and adjust constraint parameters to make the spine form a straight line. For rotation control position linkage, add "Transform Constraint" to map the X-axis rotation of the posterior spine to the Z-axis position of the mid-spine, and simultaneously handle the influence of Z-axis rotation on X-axis position, correcting the motion direction by reversing extreme values. The same logic is used for the anterior spine. Copy constraints and adjust extreme values to ensure correct linkage. Then create an FK controller, copy the auxiliary controller and remove redundant constraints, and achieve positive dynamic control through parent-child hierarchy management. Build a center of gravity controller, copy the posterior spine IK controller and adjust its size, and bind the top-level FK and posterior spine IK controller to the center of gravity controller to unify global motion. Finally, spheres were used to replace the auxiliary controllers, and cubes to replace the IK controllers. Axial adjustments were made, and spline displays were centrally managed through empty objects. The linkage effect of each controller was verified to ensure smooth and distortion-free spinal bending, rotation, and extension movements. This completed the systematic integration of spinal constraints and controllers. Neck constraints were handled similarly. Finally, the linkage effect of each controller was verified to ensure distortion-free neck bending, extension, and head rotation. The attenuation intensity of the bending bones was fine-tuned using Ease In / Out, completing the high-degree-of-freedom neck rigging system. The forelegs, hind legs, and hooves followed the same rules. The final result was... Figure 6 .
[0097] S300: Based on the target model skeleton constraint diagram, the skeletal, muscle and motion features are driven by biomechanical pathological feature parameterization. Periodic gait animation is generated using keyframe interpolation and loop modifier. The root controller displacement curve is adjusted to eliminate slippage, and a three-dimensional animation of the target pathological motion is generated.
[0098] In this embodiment, pathological animation generation and rendering are achieved through step S300. Periodic gait animation can be generated based on keyframe interpolation and a loop modifier, and the root controller displacement curve is adjusted synchronously to eliminate slippage and ensure motion continuity. The final output is rendered using the Cycles physics engine, supporting MP4 or image sequence formats, and is suitable for subsequent medical visualization analysis.
[0099] For example, biomechanical pathological characteristic parameters include skeletal parameters, muscle parameters, kinematic parameters, and kinetic parameters, as shown in Tables 1 to 4, respectively.
[0100] Table 1 Skeletal Related Parameters
[0101]
[0102]
[0103] Table 2 Muscle-related parameters
[0104]
[0105] Table 3 Kinematic parameters
[0106]
[0107] Table 4 Dynamic parameters
[0108]
[0109] Based on the parameters shown in Tables 1 to 4, the mechanisms by which parameters drive skeletal, muscular, and motor features include one or a combination of skeletal-driven, muscle-driven, and motor feature-driven mechanisms.
[0110] Skeletal drive involves changing the posture / morphology of bones based on skeletal parameters, including joint angle / deformity drive, displacement-type deformity drive, and bone length drive.
[0111] The joint angle / deformity driving method is as follows: In 3D software (such as Blender), create custom attributes (such as "varus angle") for the joint bones and associate them with the bone's rotation channel (Z-axis rotation). Input "knee varus 15°", and the bone will rotate 15° around the Z-axis to simulate the deformity.
[0112] Taking hip dislocation as an example, for displacement-type deformities, the position channel of the associated bone is set to X-axis displacement. Inputting "2cm" will cause the bone to translate along the X-axis, simulating subluxation.
[0113] The bone length-driven model uses a scale constraint or bone segment stretching property. By inputting "tibia shortened by 10%", the bone segment is scaled axially to 90% of its length to simulate limb shortening.
[0114] Muscle drive includes muscle force / tension-driven deformation and muscle activation sequence-driven movement.
[0115] Among them, muscle force / tension-driven deformation is achieved through vertex weight mapping and dynamic constraints.
[0116] The vertex weight mapping is implemented as follows: a vertex weight map is created for the muscle model, and the force / tension parameter is associated with the vertex displacement. The larger the force value, the more obviously the vertices with high weights expand outward, simulating muscle spasms and bulges. Dynamic constraints simulate muscle tension through spring constraints. When the tension coefficient is multiplied by 2, the constraint stiffness is increased, making the muscle "tighter," while simultaneously pulling on the skeletal joints. For example, increasing the tension of the gastrocnemius muscle increases the plantar flexion range of the ankle joint, simulating foot drop.
[0117] The implementation of muscle activation timing-driven motion is as follows: In a keyframe animation system, an activation time offset is set for the skeletal properties controlled by the muscles (such as knee extension). The normal quadriceps muscle is activated 10 frames after contact with the ground, while in a pathological state it is delayed to 20 frames, resulting in delayed knee extension and a "bent-knee gait".
[0118] Motion feature-driven mechanisms include gait cycle / stride-driven mechanisms and motion trajectory offset-driven mechanisms.
[0119] The gait cycle / stride drive is implemented by adjusting the displacement curve of the root controller. For example, if the input is "the stride on the affected side is reduced by 30%", the curve amplitude is scaled up to 70%; if the input is "the cycle is shortened by 20%", the keyframe interval of the curve is compressed to 80%, thus achieving the pathologization of gait rhythm and amplitude.
[0120] The motion trajectory offset driving method is as follows: create a position offset attribute for the target point of the IK controller (Inverse Kinematics), input "affected hoof adducted 2cm", the target point moves 2cm to the left along the X-axis, and the skeletal chain (such as the leg) follows the adduction, simulating the compensatory trajectory when limping.
[0121] In some embodiments, the process of generating periodic gait animations using keyframe interpolation and loop modifiers, adjusting the root controller displacement curve to eliminate slippage, and generating target pathological motion 3D animations is as follows:
[0122] Hide the root controller to prevent accidental touches. Create a looping animation starting with the hind leg. Determine the keyframes for the left hind leg's touchdown (frames 0, 32) and liftoff (frames 16, 24). Use Alt+R to reset the rotation value of the reverse rotation controller, ensuring the value is zero upon touchdown and adjusting the foot's tilt angle via the controller upon liftoff. Set the curve interpolation for the touchdown segment to linear. Copy the keyframes to frames 0 and 32 using Shift+D and delete redundant frames. Select all curves and add a loop modifier using Shift+E to ensure seamless animation transitions.
[0123] The logic for the front leg is the same as for the hind leg, but the keyframes for the left and right limbs need to be staggered, such as by offsetting by 16 frames. Linear interpolation is set at frame 8 (foot touches the ground), and the foot posture is adjusted at frame 28 (foot leaves the ground). Keyframes are copied and loop modifiers are added, and the Y-axis position curve is checked synchronously. The stride amplitude is scaled using S+Y to ensure it matches the movement of the front leg.
[0124] Mark the lowest point of the spine after the left hind leg touches the ground. Copy the keyframe and generate periodic motion at 16-frame intervals. The highest point is achieved by adjusting the X-axis rotation curve to ensure uniform amplitude. Select the Z-axis position and X-axis rotation keyframes, add a loop modifier, and amplify the curve amplitude using S+Y if necessary. Set the pivot point as the center of the bounding box to optimize the naturalness of the up-and-down motion.
[0125] Display the root controller, insert a Y-axis position keyframe, copy the foot touch-the-ground keyframe to the root controller, and reverse its Y-axis curve S+Y→-1 to achieve character forward movement. If the rear foot slides, check the consistency of the Y-axis velocity curve. In the touch-the-ground frame, such as frame 8, adjust the slope of the linear segment, and align the cursor with the keyframe using Shift+S to ensure synchronized strides of the front and rear legs. Copy the left leg's Y-axis curve to the right leg, starting at frame 19, to eliminate displacement deviation.
[0126] Check that all controller keyframe intervals are 32 frames. Adjust the scaling of the scapula and limb curves, and fine-tune G+Y to ensure overall animation smoothness. Observe the character's movement through a side view, and correct the position of the forefoot and the amplitude of the spine until walking is smooth and the gait is natural.
[0127] In some embodiments, for a target pathological motion 3D animation, it is rendered and output in the following manner:
[0128] Before outputting, ensure the timeline covers the entire action and check keyframe continuity to avoid frame skipping or clipping. Go to "Output Properties," select MP4 format, and set the resolution, frame rate, and save path. Then switch to "Render Properties," select the Cycles physics simulation engine, and adjust the sampling rate, light bounce, and noise reduction. Enable the transparency option. Click "Render → Render Animation," and Blender will generate files frame by frame. First, render a single frame (F12) to test the effect. Video output requires waiting for compositing to complete, while image sequences require post-processing stitching. Check the integrity of the output file to ensure there are no black frames or stuttering. If it is a frame sequence, import and export it as the final video using video editing software such as DaVinci Resolve, adjusting the bitrate to balance image quality and file size.
[0129] This application also provides a device for generating three-dimensional animations of animal movement pathology states, such as... Figure 7 As shown, the three-dimensional animation generation device for animal movement pathology states includes:
[0130] The model topology module 701 is configured to generate the target body structure from basic geometry in 3D modeling software based on anatomical data, and to refine muscle lines and body surface contours through multi-tool collaboration. By controlling edge flow through masking and topological poles, the topology map of the target model is obtained.
[0131] The model constraint module 702 is configured to generate hair features through a particle system based on the target model topology map, use IK / FK hybrid control to bind the skeleton, set motion constraints for the spine, neck and limbs, and obtain the target model skeleton constraint map.
[0132] The animation generation module 703 is configured to, based on the target model skeleton constraint diagram, drive the skeletal, muscular and motion features through biomechanical pathological feature parameterization, generate periodic gait animation using keyframe interpolation and loop modifier, adjust the root controller displacement curve to eliminate slippage, and generate a three-dimensional animation of the target pathological motion.
[0133] This application provides an electronic device. The electronic device may include a processor and a memory, wherein the processor and the memory can communicate; exemplarily, the processor and the memory communicate via a communication bus.
[0134] The processor executes computer execution instructions stored in memory, causing the processor to perform the scheme in the above embodiments. The processor can be a general-purpose processor, including a central processing unit (CPU), a network processor (NP), etc.; it can also be a digital signal processor (DSP), an application-specific integrated circuit (ASIC), a field-programmable gate array (FPGA), or other programmable logic devices, discrete gate or transistor logic devices, or discrete hardware components.
[0135] The communication bus can be a Peripheral Component Interconnect (PCI) bus or an Extended Industry Standard Architecture (EISA) bus, etc. The system bus can be divided into address bus, data bus, control bus, etc. Transceivers are used to enable communication between database access devices and other computers (e.g., clients, read-write libraries, and read-only libraries). Memory may include random access memory (RAM) and may also include non-volatile memory.
[0136] The electronic device provided in this application embodiment can be the terminal device described in the above embodiments.
[0137] This application also provides a computer-readable storage medium storing computer instructions. When the computer instructions are executed on a computer, the computer performs the technical solution of the above-described method for generating three-dimensional animations of animal movement pathology states.
[0138] This application also provides a computer program product, which includes a computer program stored in a computer-readable storage medium. At least one processor can read the computer program from the computer-readable storage medium. When the at least one processor executes the computer program, it can implement the technical solution of the three-dimensional animation generation method for animal movement pathology states described in the above embodiments.
[0139] In the several embodiments provided in this application, it should be understood that the disclosed devices and methods can be implemented in other ways. For example, the device embodiments described above are merely illustrative; for instance, the division of modules is only a logical functional division, and in actual implementation, there may be other division methods. For example, multiple modules may be combined or integrated into another system, or some features may be ignored or not executed. Furthermore, the coupling or direct coupling or communication connection shown or discussed may be indirect coupling or communication connection through some interfaces, devices, or modules, and may be electrical, mechanical, or other forms.
[0140] The modules described as separate components may or may not be physically separate. The components shown as modules may or may not be physical units; that is, they may be located in one place or distributed across multiple network units. Some or all of the modules can be selected to implement the solution of this embodiment according to actual needs.
[0141] Furthermore, the functional modules in the various embodiments of this application can be integrated into one processing unit, or each module can exist physically separately, or two or more modules can be integrated into one unit. The unit composed of the above modules can be implemented in hardware or in the form of hardware plus software functional units.
[0142] The integrated modules described above, implemented as software functional modules, can be stored in a computer-readable storage medium. These software functional modules, stored in a storage medium, include several instructions to cause a computer device (which may be a personal computer, server, or network device, etc.) or processor to execute some steps of the methods of the various embodiments of this application.
[0143] It should be understood that the aforementioned processor can be a Central Processing Unit (CPU), or other general-purpose processors, digital signal processors (DSPs), application-specific integrated circuits (ASICs), etc. A general-purpose processor can be a microprocessor or any conventional processor. The steps of the method disclosed in this invention can be directly manifested as being executed by a hardware processor, or executed by a combination of hardware and software modules within the processor.
[0144] The memory may include high-speed RAM, and may also include non-volatile storage (NVM), such as at least one disk storage device, and may also be a USB flash drive, external hard drive, read-only memory, disk or optical disc, etc.
[0145] Buses can be Industry Standard Architecture (ISA) buses, Peripheral Component Interconnect (PCI) buses, or Extended Industry Standard Architecture (EISA) buses, etc. Buses can be categorized into address buses, data buses, control buses, etc.
[0146] The aforementioned storage medium can be implemented from any type of volatile or non-volatile storage device or a combination thereof, such as static random access memory (SRAM), electrically erasable programmable read-only memory (EEPROM), erasable programmable read-only memory (EPROM), programmable read-only memory (PROM), read-only memory (ROM), magnetic storage, flash memory, magnetic disk, or optical disk. The storage medium can be any available medium accessible to general-purpose or special-purpose computers.
[0147] An exemplary storage medium is coupled to a processor, enabling the processor to read information from and write information to the storage medium. Alternatively, the storage medium can be an integral part of the processor. The processor and storage medium can reside in an Application Specific Integrated Circuit (ASIC). Alternatively, the processor and storage medium can exist as discrete components in an electronic control unit or main control device.
[0148] Those skilled in the art will understand that all or part of the steps of the above-described method embodiments can be implemented by hardware related to program instructions. The aforementioned program can be stored in a computer-readable storage medium. When executed, the program performs the steps of the above-described method embodiments; and the aforementioned storage medium includes various media capable of storing program code, such as ROM, RAM, magnetic disks, or optical disks.
[0149] Finally, it should be noted that the above embodiments are only used to illustrate the technical solutions of this application, and are not intended to limit them. Although this application has been described in detail with reference to the foregoing embodiments, those skilled in the art should understand that modifications can still be made to the technical solutions described in the foregoing embodiments, or equivalent substitutions can be made to some or all of the technical features therein. Such modifications or substitutions do not cause the essence of the corresponding technical solutions to deviate from the scope of the technical solutions of the embodiments of this application.
Claims
1. A method for generating three-dimensional animations of animal movement pathological states, characterized in that, The method includes: Based on anatomical data, the target body structure is generated from basic geometry in 3D modeling software. Multiple tools are used to refine muscle lines and body surface contours. Edge flow is controlled by masking and topological poles to obtain the topology map of the target model. Based on the target model topology, hair features are generated through a particle system, and IK / FK hybrid control is used to bind the skeleton. Motion constraints for the spine, neck and limbs are set to obtain the target model skeleton constraint map. Based on the target model skeleton constraint diagram, the skeletal, muscular and motion features are driven by biomechanical pathological feature parameterization. Periodic gait animation is generated by keyframe interpolation and loop modifier. The root controller displacement curve is adjusted to eliminate slippage and generate a three-dimensional animation of the target pathological motion. Based on anatomical data, the target body structure is generated from basic geometry in 3D modeling software, including: Enter sculpting mode to create a new sphere, trim the front and back ends and adjust the top height, use the smoothing tool to optimize the curved contour to generate the thoracic cavity; use the grab brush to extract the abdominal structure from the thoracic cavity, refine the shape of the thoracic cavity and abdomen and increase the mesh density of the abdomen to complete the modeling of the thoracic cavity structure; Switch the sculpting mode to object mode, create a new cube and enable symmetry. Similarly, adjust the shape and set the mesh density. Use the expansion brush to expand and soften the hard edges to make it fit with the thoracic cavity. Create a new trapezoidal geometry to construct the pelvic slope structure to match the hind leg connection, and complete the creation of the main structure. One side of the pelvis is generated, and the other side of the pelvis is generated symmetrically using a mirror modifier to complete the construction of the pelvis. The scapula was constructed by repeatedly cutting and rotating multiple cubes. Create a new sphere and remesh it into columnar forelegs. Cut the joints using line projection and refine the curvature using the grab brush to form the forelimbs. Deform the new sphere into cylindrical thighs in sculpting mode. Use a 3D cursor to position the pivot point and scale the lower legs. Adjust the proportions using the extrusion tool to form the hind limbs. Place the deformed new sphere at the bottom as the hooves, completing the limbs and joints. Deform the new sphere into a neck and deform the cube into a trapezoidal head to construct the head. The tail is completed by adjusting the texture in post-processing. Set the origin to a 3D cursor, Z-axis position to 0, ensure the bottom of the model is on the ground, adjust the overall proportion and size according to the Z-axis height, merge all independent parts into the same mesh and make global adjustments to generate the target body structure; IK / FK hybrid control is used to bind the skeleton, and motion constraints are set for the spine, neck, and limbs to obtain the target model skeleton constraint map, including: In pose mode, the animal 3D model is checked for consistency of normal direction and repeated vertex merging is performed to ensure the topological integrity of the model. Based on animal anatomical data, a unilateral skeletal chain was created in the modeling software, and the joint movement area was further subdivided. A complete skeletal system was generated through symmetry operations, which includes at least the vertebral, limb, and head and neck skeletal units. An automatic weight allocation algorithm was used to bind the skeletal system to the model surface skin to generate a basic driving template. A skeletal kinematic chain is constructed based on a parent-child hierarchical relationship, wherein: the metatarsal bones are bound to the main bones of the lower limbs by maintaining offset constraints; and kinematic linkage relationships are established between the head and neck bones and the spinal bones, respectively. The coccygeal skeletal chain is replicated and scaling transformation constraints are added to achieve axial extension and retraction. A linear motion reference for the spine is established through the synergy of the IK controller and the replicated transformation constraints. The Z-axis rotation is mapped to the X-axis displacement using transformation constraints, and the motion direction is corrected by extreme value reversal. A center of gravity controller is constructed as the top-level motion node, integrating the displacement and rotation parameters of the FK controller and the spine IK controller; the auxiliary controllers are replaced with geometric identifiers, and constraint spline visualization is uniformly managed through empty objects; The linkage effect of spinal curvature, neck rotation and limb gait was tested, and model distortion was eliminated by applying an interpolation algorithm to adjust the curvature attenuation intensity at the cervical joints; the same motion logic consistency check was applied to the limb constraint system. Based on the target model skeleton constraint diagram, the skeletal, muscular, and motion features are driven by biomechanical pathological feature parameterization. Periodic gait animations are generated using keyframe interpolation and a loop modifier. The root controller displacement curve is adjusted to eliminate slippage, generating a three-dimensional animation of the target pathological motion, including: Cyclic gait construction: Set the hind leg movement cycle, reset the joint rotation controller to zero at the ground contact time (t0, t0+T), and adjust the foot tilt angle at the ground departure time (t0+T / 2, t0+3T / 4); apply linear interpolation to the ground contact segment motion curve, copy keyframes to form a closed loop cycle, and add a cyclic motion modifier; The phase offset of the front leg keyframe is T / 2, and linear interpolation is set at the ground contact time t0+T / 4. The stride is adjusted by scaling the Y-axis displacement curve. Spinal motion synchronization: Mark the lowest position of the spine at the time point when the hind leg touches the ground, and copy the keyframes according to the period T to generate the undulating motion of the spine; adjust the X-axis rotation curve to control the highest point of the spine, and add a loop modifier to synchronize the Z-axis displacement with the X-axis rotation curve. Global motion optimization: Map limb touch-down keyframes to the root controller's Y-axis displacement curve, and reverse the curve direction to move the model forward; detect and eliminate motion slippage: verify the continuity of the Y-axis velocity curve, and correct the slope of the linear segment at the touch-down time point; copy the dominant leg's Y-axis curve to the contralateral leg, and apply a T / 4 phase offset to eliminate displacement deviation; fine-tune the scapular rotation curve and limb scaling parameters, and ensure no slippage and natural gait through motion coherence verification.
2. The method for generating three-dimensional animation of animal movement pathology states according to claim 1, characterized in that, Tools used to refine muscle definition and body contours include: The smoothing tool is used to repair sharp edges at the junctions of geometric shapes; Inflatable brushes and gripping brushes are used together to stretch thin areas of the abdomen and avoid accidental manipulation of the sides. A multi-plane scraping tool is used to flatten the structure by calibrating the slope of the spine and the top of the hind legs through biplane cutting.
3. The method for generating three-dimensional animation of animal movement pathology states according to claim 1, characterized in that, By controlling the edge flow through masking and topological poles, the topological graph of the target model is obtained, including: At the junction of the front chest and back abdomen, the junction of the hind legs and back abdomen, and the junction of the chest and abdomen, poles are created as control points for the edge flow direction. The edge flow direction is determined with reference to the motion mode modeling logic and muscle direction. The vertices are stretched to fit the model surface by the extrusion operation, and the vertices are quickly connected to fill the quadrilateral surface. The vertices on both sides are copied and merged with the mirror modifier. The three poles follow this process to complete the topology of the body and limbs. The surface is optimized by the relaxation brush, smooth brush and indent modifier to obtain the topology map of the target model.
4. The method for generating three-dimensional animation of animal movement pathology states according to claim 1, characterized in that, Methods for generating hair features using particle systems include: Perform UV unwrapping on the target model topology graph and assign an independent UV layer to the hair texture; The root of the tail hair and the root of the mane in the target model topology are selected as the target region. Two independent particle systems are created and named the tail hair system and the mane hair system, respectively. The emitter parameters of the particle systems are adjusted, including setting the number, length and randomness of hairs. Sub-level particle systems are enabled to increase the hair density details. The curvature of the hairs is adjusted by interpolation, and the curvature value of the mane hair system is higher than that of the tail hair system. Hair materials are constructed using hair information nodes, and base color, polarization properties, and roughness parameters are set; gradient textures are added to the hair materials corresponding to the tail hair system to simulate the effect of light and dark transitions; the thickness variation of the hair root and tip is controlled through hair information nodes. Enable the physical properties of the hair, and adjust the bending and stiffness parameters. The stiffness of the hair in the mane system is reduced to enhance the softness, while the stiffness of the hair in the tail system is increased to reduce excessive swaying. Added a wind field module to optimize the natural appearance of hair movement.
5. A three-dimensional animation generation device for animal movement pathology states, used to implement the method as described in any one of claims 1-4, characterized in that, The device includes: The model topology module is configured to generate the target body structure from basic geometry in 3D modeling software based on anatomical data, and to refine muscle lines and body surface contours through multi-tool collaboration. By controlling edge flow through masking and topological poles, the topology map of the target model is obtained. The model constraint module is configured to generate hair features through a particle system based on the target model topology map, use IK / FK hybrid control to bind the skeleton, set motion constraints for the spine, neck and limbs, and obtain the target model skeleton constraint map. The animation generation module is configured to drive the skeletal, muscle, and motion features through biomechanical pathological feature parameterization based on the target model skeleton constraint graph, generate periodic gait animations using keyframe interpolation and loop modifiers, adjust the root controller displacement curve to eliminate slippage, and generate a three-dimensional animation of the target pathological motion.
6. An electronic device, characterized in that, include: A processor, and a memory communicatively connected to the processor; The memory stores computer-executed instructions; The processor executes the computer execution instructions stored in the memory to implement the method for generating three-dimensional animations of animal movement pathology states as described in any one of claims 1-4.
7. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores computer-executable instructions, which, when executed by a processor, are used to implement the method for generating three-dimensional animations of animal movement pathology states as described in any one of claims 1-4.