Animation generation method and device, computer readable storage medium and electronic equipment

By establishing and adjusting the skeleton model of the virtual character in the metaverse system, the resource consumption and lag problems caused by the virtual character processing engine are solved, and efficient animation generation and immersive user experience are achieved.

CN120707705APending Publication Date: 2025-09-26INDUSTRIAL AND COMMERCIAL BANK OF CHINA
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Patent Information

Application Number
CN202510794456.8
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-06-13
Publication Date
2025-09-26

AI Technical Summary

Technical Problem

In the existing technology, the processing of virtual characters in the metaverse system uses a physical engine, which leads to high resource consumption and is prone to lag problems.

Method used

By establishing an initial skeleton model, including N joint models, adjusting the joint parameters based on the role action requirements of the virtual character, generating a target skeleton model, and controlling the movement of the virtual character based on the skeleton model to generate animation.

Benefits of technology

It improves the smoothness of animation, reduces lag, optimizes resource consumption, and enhances the realism and immersion of the user experience.

✦ Generated by Eureka AI based on patent content.

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Abstract

The invention discloses an animation generation method and device, a computer readable storage medium and electronic equipment. Relates to the technical field of meta universe, and the method comprises the steps that an initial skeleton model corresponding to a virtual character in a meta universe system is established, the initial skeleton model comprises N joint models, and N is a positive integer; adjusting joint parameters in the initial skeleton model based on a preset role action demand corresponding to a virtual character to obtain a target skeleton model; and based on the skeleton model, controlling the virtual character to move, and generating an animation of the virtual character. By means of the virtual character processing method and device, the problems that in the related technology, due to the fact that a physical engine is adopted for processing a virtual character in a meta universe system, resource consumption is large, and jamming is likely to happen are solved.
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Description

Technical Field

[0001] The present application relates to the field of metaverse technology, and more specifically, to an animation generation method, device, computer-readable storage medium, and electronic device. Background Art

[0002] Currently, various virtual characters in the Metaverse system generally use a variety of physics engines to meet the dynamic requirements of the characters. By processing the character information and target pose of the client character, the client can control the client character to display the corresponding dynamic simulation pose according to the action control information, giving the game character dynamic simulation animation effects, thereby generating a solution for high-quality realistic animation.

[0003] However, using more physics engines and tools requires more hardware resources to support their operation, which consumes resources. In addition, physics engines and tools may increase the computing burden of the system, causing the system to slow down or become stuck.

[0004] There is currently no effective solution to the problem that the related technology uses a physical engine to process virtual characters in the metaverse system, which leads to high resource consumption and easy lag. Summary of the Invention

[0005] The main purpose of this application is to provide an animation generation method, device, computer-readable storage medium and electronic device to solve the problem in related technologies that the processing of virtual characters in the metaverse system uses a physical engine, resulting in high resource consumption and easy lag.

[0006] To achieve the above objectives, according to one aspect of the present application, an animation generation method is provided. The method comprises: establishing an initial skeletal model corresponding to an avatar in a metaverse system, wherein the initial skeletal model includes N joint models, where N is a positive integer; adjusting joint parameters in the initial skeletal model based on preset character motion requirements corresponding to the avatar to obtain a target skeletal model; and controlling the movement of the avatar based on the skeletal model to generate an animation of the avatar.

[0007] Optionally, establishing an initial skeletal model corresponding to the virtual character in the metaverse system includes: obtaining a skin mesh corresponding to the 3D model of the virtual character; creating a skeletal system, wherein the skeletal system includes a trunk, limbs, and joints; binding the gateway vertices of the skin mesh corresponding to the 3D model to the skeletal system to obtain an initial skeletal model.

[0008] Optionally, based on the role action requirements corresponding to the preset virtual character, the joint parameters in the initial skeleton model are adjusted to obtain the target skeleton model, including: based on the role action requirements, obtaining the rotation range corresponding to each of the N joints corresponding to the virtual character; based on the rotation range corresponding to each of the N joints, determining the rotation parameters corresponding to the N joint models; based on the rotation parameters corresponding to the N joint models, adjusting the joint parameters in the initial skeleton model to obtain the target skeleton model.

[0009] Optionally, based on the role action requirements corresponding to the preset virtual character, the joint parameters in the initial skeleton model are adjusted to obtain the target skeleton model, including: determining the muscle control weight corresponding to the virtual character based on the role action requirements, wherein the muscle control weight represents the degree to which the muscle is affected by the corresponding joint movement; based on the muscle control weight, assigning corresponding weight values ​​to N joint models; based on the weight values ​​corresponding to the N joint models, adjusting the joint parameters in the initial skeleton model to obtain the target skeleton model.

[0010] Optionally, based on the skeleton model, controlling the movement of the virtual character and generating animation of the virtual character includes: receiving motion instructions based on the target account input; based on the motion instructions, controlling the movement of the virtual character according to the skeleton model and generating animation.

[0011] Optionally, based on motion instructions, according to the skeleton model, the movement of the virtual character is controlled to generate an animation, including: detecting whether the virtual character collides during movement; in the event of a collision of the virtual character, generating joint movement instructions, wherein the joint movement instructions are used to control the joint movement of the virtual character to simulate a collision effect; based on the joint movement instructions, according to the skeleton model, the joint movement of the virtual character is controlled to generate an animation.

[0012] To achieve the above-mentioned objectives, according to another aspect of the present application, an animation generation device is provided. The device comprises: a creation module for creating an initial skeletal model corresponding to an avatar in a metaverse system, wherein the initial skeletal model includes N joint models, where N is a positive integer; an adjustment module for adjusting the joint parameters in the initial skeletal model based on preset character motion requirements corresponding to the avatar to obtain a target skeletal model; and a generation module for controlling the movement of the avatar based on the skeletal model to generate animations of the avatar.

[0013] In order to achieve the above-mentioned purpose, according to another aspect of the present application, a computer-readable storage medium is further provided, which includes a stored executable program, wherein when the executable program is running, the device where the computer-readable storage medium is located is controlled to execute any one of the above-mentioned animation generation methods.

[0014] In order to achieve the above-mentioned purpose, according to another aspect of the present application, an electronic device is provided, comprising: a memory storing an executable program; and a processor for running the program, wherein the program executes any one of the animation generation methods in the claims above when running.

[0015] In order to achieve the above-mentioned purpose, according to another aspect of the present application, a computer program product is provided, comprising computer instructions, which implement the steps of any one of the above-mentioned animation generation methods when executed by a processor.

[0016] In an embodiment of the present application, an animation generation method is adopted to establish an initial skeleton model corresponding to a virtual character in a metaverse system, wherein the initial skeleton model includes N joint models, where N is a positive integer; based on the preset role action requirements corresponding to the virtual character, the joint parameters in the initial skeleton model are adjusted to obtain a target skeleton model; based on the skeleton model, the movement of the virtual character is controlled and the animation of the virtual character is generated, thereby achieving the purpose of generating animation based on the skeleton model, thereby realizing the technical effect of improving the smoothness of the animation and reducing the jamming, and further solving the technical problem in the related technology of using a physical engine to process the virtual character in the metaverse system, resulting in high resource consumption and easy jamming. BRIEF DESCRIPTION OF THE DRAWINGS

[0017] The accompanying drawings, which constitute part of this application, are intended to provide a further understanding of this application. The exemplary embodiments and descriptions of this application are intended to explain this application and do not constitute an improper limitation on this application. In the accompanying drawings:

[0018] Figure 1 A hardware structure block diagram of a computer terminal for implementing an animation generation method is shown;

[0019] Figure 2 is a flowchart of an animation generation method provided according to an embodiment of the present application;

[0020] Figure 3 is a structural block diagram of an animation generating device provided according to an embodiment of the present application;

[0021] Figure 4 This is a structural block diagram of an electronic device provided according to an embodiment of the present application. DETAILED DESCRIPTION

[0022] In order to enable those skilled in the art to better understand the present invention, the following will clearly and completely describe the technical solutions in the embodiments of the present invention in conjunction with the drawings in the embodiments of the present invention. Obviously, the described embodiments are only part of the embodiments of the present invention, not all of the embodiments. Based on the embodiments in the present invention, all other embodiments obtained by ordinary technicians in this field without making creative efforts should fall within the scope of protection of this application.

[0023] It should be noted that the terms "first", "second", etc. in the specification and claims of the present application and the above-mentioned drawings are used to distinguish similar objects and are not necessarily used to describe a specific order or sequential order. It should be understood that the data used in this way can be interchangeable where appropriate, so that the embodiments of the present application described herein can be implemented in a sequence other than those illustrated or described herein. In addition, the terms "including" and "having" and any of their variations are intended to cover non-exclusive inclusions, for example, a process, method, system, product or device comprising a series of steps or units is not necessarily limited to those steps or units clearly listed, but may include other steps or units that are not clearly listed or inherent to these processes, methods, products or devices.

[0024] It should be noted that the collected information (including but not limited to user device information, user personal information, etc.) and data (including but not limited to data for display, data for analysis, etc.) involved in this application are information and data authorized by the user or fully authorized by all parties, and the collection, storage, use, processing, transmission, provision, disclosure and application of the relevant data comply with relevant laws, regulations and standards, take necessary confidentiality measures, do not violate public order and good morals, and provide corresponding operation portals for users to choose to authorize or refuse. For example, an interface is set up between this system and relevant users or institutions to provide users with corresponding operation portals for users to choose to agree or refuse the automated decision-making results; if the user chooses to refuse, the expert decision-making process will be entered.

[0025] Example 1

[0026] According to an embodiment of the present application, an embodiment of a method for generating animation is also provided. It should be noted that the steps shown in the flowchart of the accompanying drawings can be executed in a computer system such as a set of computer-executable instructions, and although a logical order is shown in the flowchart, in some cases, the steps shown or described can be executed in an order different from that shown here.

[0027] The method embodiment provided in the first embodiment of the present application can be executed in a mobile terminal, a computer terminal or a similar computing device. Figure 1 FIG1 shows a hardware structure block diagram of a computer terminal for implementing an animation generation method. Figure 1 As shown, the computer terminal 10 (or mobile device) may include one or more (illustrated as 102a, 102b, ..., 102n in the figure) processors 102 (the processor 102 may include but is not limited to a processing device such as a microprocessor MCU or a programmable logic device FPGA), a memory 104 for storing data, and a transmission device 106 for communication functions. In addition, it may also include: a display, an input / output interface (I / O interface), a universal serial bus (USB) port (which may be included as one of the ports of the BUS bus), a network interface, a power supply and / or a camera. It will be understood by those skilled in the art that Figure 1 The structure shown is only for illustration and does not limit the structure of the above electronic device. Figure 1 More or fewer components than shown, or with Figure 1 Different configurations shown.

[0028] It should be noted that the one or more processors 102 and / or other data processing circuits described above may generally be referred to herein as "data processing circuitry". The data processing circuitry may be embodied in whole or in part as software, hardware, firmware, or any other combination thereof. In addition, the data processing circuitry may be a single independent processing module, or may be incorporated in whole or in part into any of the other components of the computer terminal 10 (or mobile device). As described in the embodiments of the present application, the data processing circuitry serves as a processor control (e.g., selection of a variable resistor terminal path connected to an interface).

[0029] The memory 104 can be used to store software programs and modules of application software, such as the program instructions / data storage device corresponding to the animation generation method in the embodiment of the present application. The processor 102 executes various functional applications and data processing by running the software programs and modules stored in the memory 104, that is, realizing the above-mentioned animation generation method. The memory 104 may include a high-speed random access memory, and may also include a non-volatile memory, such as one or more magnetic storage devices, flash memory, or other non-volatile solid-state memory. In some instances, the memory 104 may further include a memory remotely located relative to the processor 102, and these remote memories may be connected to the computer terminal 10 via a network. Examples of the above-mentioned network include, but are not limited to, the Internet, an intranet, a local area network, a mobile communication network, and combinations thereof.

[0030] The transmission device 106 is configured to receive or transmit data via a network. A specific example of the aforementioned network may include a wireless network provided by the communications provider of the computer terminal 10. In one embodiment, the transmission device 106 includes a network interface controller (NIC), which can be connected to other network devices via a base station to enable communication with the Internet. In another embodiment, the transmission device 106 may be a radio frequency (RF) module, which is configured to communicate with the Internet wirelessly.

[0031] The display may be, for example, a touch screen liquid crystal display (LCD) that enables a user to interact with a user interface of the computer terminal 10 (or mobile device).

[0032] Under the above operating environment, this application provides Figure 2 The animation generation method shown. Figure 2 This is a flowchart of an animation generation method provided according to an embodiment of the present application.

[0033] Step S202: Establish an initial skeleton model corresponding to the virtual character in the metaverse system, wherein the initial skeleton model includes N joint models, where N is a positive integer.

[0034] Step S204 , based on the preset role action requirements corresponding to the virtual character, the joint parameters in the initial skeleton model are adjusted to obtain a target skeleton model.

[0035] Step S206: Control the movement of the virtual character based on the skeleton model to generate animation of the virtual character.

[0036] The metaverse is a comprehensive concept, referring to a collective virtual shared space that merges virtual augmented physical reality with physically persistent virtual space. It encompasses the sum of all virtual worlds, augmented reality, and the internet. The metaverse system can be understood as the collection of technologies, platforms, and network ecosystems that support and realize the concept of the metaverse. Within the metaverse system, avatars are users' avatars in the virtual world, representing their identity and personality. Avatars can have complex forms and functions and are a key component of the metaverse experience.

[0037] First, you can create an initial skeletal model for the avatar. A skeletal model is a modeling and animation technique used in 3D animation, primarily for controlling and expressing the movements of complex 3D models (such as characters and animals). The core concept of a skeletal model is to simplify the internal structure of a 3D model into a set of connected bones. This skeleton mimics the skeletal structure of real-world creatures, enabling natural and smooth animation. The skeletal structure can be designed based on the desired avatar shape and expected range of motion. Bones typically consist of a series of joints, each connecting different body parts, such as the head, torso, and limbs. N represents the number of joints in the skeletal model, which depends on the complexity of the avatar and the required motion. For example, a highly realistic avatar may have over 100 joints to achieve detailed movements. Properties are set for each joint, including rotation axis, range of motion, stiffness, and elasticity, to ensure that the model exhibits natural and plausible motion during animation. Based on the avatar's role setting and motion requirements in the metaverse, such as walking, running, jumping, fighting, or dancing, you can analyze which joint parameters need adjustment. The parameters of the joints are then adjusted to meet the motion requirements. This may include increasing the flexibility of the joints, adjusting the limits of rotation and translation, setting physical constraints, etc., to ensure that the virtual character can perform the required actions while remaining natural and stable, and obtain the target skeletal model. Finally, the skeletal animation tools in animation software or game engines can be used to control the movements of the virtual character by manipulating the rotation and translation of the bones. Keyframe animation can be set to define the position and rotation of the joints at specific points in time, and the software will then automatically calculate the transitions between keyframes to generate a continuous animation.

[0038] It can also be combined with some physics engines to add physical simulation to the skeletal model, such as gravity, collision and friction, to ensure that the movement of the virtual character conforms to the rules of physics and increase the realism of the animation.

[0039] By following these steps, it is possible to create and control virtual characters with complex joint systems in the Metaverse system, enabling them to perform various actions and generate high-quality animations. This not only enhances the realism and immersion of the user experience in the Metaverse, but also greatly enriches the expressiveness and interactivity of the characters in the Metaverse.

[0040] Optionally, in the animation generation method provided in an embodiment of the present application, an initial skeletal model corresponding to the virtual character in the metaverse system is established, including: obtaining a skin mesh corresponding to the 3D model of the virtual character; creating a skeletal system, wherein the skeletal system includes a trunk, limbs, and joints; binding the gateway vertices of the skin mesh corresponding to the 3D model to the skeletal system to obtain an initial skeletal model.

[0041] First, create or obtain a 3D model of an avatar, typically using 3D modeling software. This model consists of a mesh, composed of vertices, edges, and faces, that represents the avatar's appearance. Once the model is ready, you can use the software's features to export a skinned mesh. The skinned mesh must retain the positional information of all vertices for subsequent rigging. The skeletal structure can be planned based on the avatar's morphology and movement requirements. The skeletal system typically includes the trunk, limbs, and head, as well as the joints between these parts. The trunk is often composed of multiple segments, such as the spine, to support complex bending and twisting. Create a skeletal model in the 3D modeling software, including all planned bones and joints. The skeletal model should reflect the skeletal movement of real creatures. Use the software's skinning and rigging tools to bind the 3D model's skinned mesh to the skeletal system. This rigging process ensures that the model deforms as the skeleton rotates and moves, maintaining a natural and smooth animation.

[0042] For example, creating a skeletal system typically begins with the main spine and then expands to the limbs and head. Rotation and rotation limits can then be added to each joint to ensure natural and controllable skeletal movement. A skinned mesh is then created to bind the character model's geometry to the skeletal system, allowing the model to deform according to the skeleton's movement.

[0043] After rigging is complete, preliminary animation tests can be performed to check whether the skinned mesh deforms naturally and the joints move smoothly when the avatar performs basic movements (such as walking and running). Based on the test results, it may be necessary to adjust the position and length of the bones or redistribute the weights to optimize the animation performance. This process may require multiple iterations until a satisfactory animation effect is achieved.

[0044] Through these steps, the 3D model of the avatar is bound to the skeletal system, forming an initial skeletal model. This model is the foundation for all subsequent animation production, enabling the avatar to perform various complex movements and create dynamic and interactive scenes.

[0045] Optionally, in the animation generation method provided in an embodiment of the present application, based on the preset role action requirements corresponding to the virtual character, the joint parameters in the initial skeleton model are adjusted to obtain a target skeleton model, including: based on the role action requirements, obtaining the rotation range corresponding to each of the N joints corresponding to the virtual character; based on the rotation range corresponding to each of the N joints, determining the rotation parameters corresponding to the N joint models; based on the rotation parameters corresponding to the N joint models, adjusting the joint parameters in the initial skeleton model to obtain the target skeleton model.

[0046] In one or more optional embodiments, N joints requiring attention can be determined based on the character's settings and preset range of motion. These typically include joints in the spine, limbs, fingers, head, and face, with the specific number N depending on the model's complexity and the required motion. The specific motions the character is required to perform, such as walking, running, jumping, fighting, and facial expressions, can be analyzed to determine the motion patterns of each joint during these movements. Based on these motion patterns, the natural rotation range of the joints of the human body or a specific creature in real life can be determined. For example, the shoulder joint can rotate omnidirectionally, while the knee joint rotates primarily along a single axis. Considering the character's motion requirements, the natural rotation range may need to be expanded or restricted. For example, to achieve certain exaggerated or acrobatic movements, a larger joint rotation range may be required; to maintain the realism of the animation, the rotation range of certain joints may need to be restricted. Rotation parameters can be set for each joint model, including the rotation axis, minimum and maximum rotation ranges, and rotation speed. These parameters should be determined based on the analysis in the previous step to ensure they support the desired animation effects. For some joints, you may need to set physical constraints, such as joint rigidity or elasticity, to simulate real-world physical effects, such as muscle stretching and joint stress limits. In 3D modeling software, you can edit the skeleton model and adjust each joint according to the determined rotation parameters, including adjusting the position and length of the joint, as well as modifying the rotation and movement limits of the joint. After adjusting the skeleton parameters, you may need to readjust the weight distribution of the skin mesh to ensure that the model deforms and moves more naturally when performing animation.

[0047] The rotation range and parameters of the joints are directly related to the naturalness and realism of the virtual character animation. By adjusting them, we can ensure that the virtual character can show dynamic effects that are consistent with anatomical principles and meet the needs of artistic creation when performing various actions.

[0048] Optionally, in the animation generation method provided in an embodiment of the present application, based on the role action requirements corresponding to the preset virtual character, the joint parameters in the initial skeleton model are adjusted to obtain a target skeleton model, including: determining the muscle control weight corresponding to the virtual character based on the role action requirements, wherein the muscle control weight represents the degree to which the muscle is affected by the corresponding joint movement; based on the muscle control weight, assigning corresponding weight values ​​to N joint models; based on the weight values ​​corresponding to the N joint models, adjusting the joint parameters in the initial skeleton model to obtain a target skeleton model.

[0049] In one or more optional embodiments, the muscle control weights corresponding to the virtual character can be determined based on the character's action requirements, and the joint parameters in the skeletal model can be adjusted accordingly. Because the muscles of the human body and other organisms are not evenly distributed, the intensity and range of influence of different actions on the muscles are also different. By adjusting the muscle control weights, the degree of participation of specific muscle groups in different actions can be simulated more accurately, so that the animation effect looks closer to the behavior of real organisms. In addition, improper distribution of muscle control weights will cause unnatural deformation of vertices in the animation. For example, when the character is running, the leg mesh may be uncoordinated and distorted. Adjusting the muscle control weights and ensuring that the vertices are deformed according to the correct muscle movement logic can eliminate these unnatural phenomena and make the character's movement more smooth and realistic.

[0050] First, analyze the types of movements your avatar needs to perform, understanding how muscles contract and extend during these movements and which muscle groups are most critical. Then, assign weights to each component of the muscle model, reflecting the degree of influence the muscle has on the skeletal movement. For example, when raising an arm, the biceps brachii would have a higher weight because it's primarily responsible for this movement. Determine the extent to which each joint's movement affects surrounding muscles. Muscle control weights aren't limited to muscles directly associated with the joint; they also take into account indirectly affected muscle groups, such as spinal rotation, which may affect back and abdominal muscles. Based on the muscle control weights, calculate the influence each joint has on nearby muscles. This step may require the use of software algorithms or manual adjustments. For each mesh vertex, ensure that the sum of the weights of all joints influencing it equals 1 to ensure consistent and natural deformation of the model. Based on the muscle control weights and assigned joint weights, optimize the joint parameters in the skeletal model, such as the joint's rotation axis, rotation angle limits, and range of motion, to match the natural response of the muscles. By adjusting the stiffness and elasticity of the joints, you can simulate muscle tension and relaxation, making the movements more realistic. For example, the knee joint needs more flexibility when jumping and more rigidity when standing.

[0051] After these adjustments and optimizations, the resulting target skeletal model should be able to achieve more refined and realistic animation, making the avatar's movements appear as if driven by real muscles. Dynamic skeletal effects allow character models greater flexibility in movement and expression, and developers can adjust the position and rotation of bones as needed to achieve more natural and smooth animation. Based on the character's movement requirements, the skeletal model of the avatar is built and optimized to achieve greater realism, thereby enhancing the user's immersion and experience in the Metaverse.

[0052] Optionally, in the animation generation method provided in the embodiment of the present application, the movement of the virtual character is controlled based on the skeleton model to generate the animation of the virtual character, including: receiving motion instructions based on the target account input; based on the motion instructions, controlling the movement of the virtual character according to the skeleton model to generate the animation.

[0053] The Metaverse system receives motion commands based on target account input and controls the movement of virtual characters based on a skeletal model to generate animations. Users can send motion commands to the Metaverse system using input devices such as game controllers, keyboards, mice, or even virtual reality (VR) headsets and motion capture devices. These commands can be the pressing of arrow keys, the tilting of joysticks, the swiping of touchscreens, or other forms of user input. The system parses and understands these user inputs, translating them into commands for the virtual character's movements. For example, pressing a joystick forward might be interpreted as a "walk forward" command. Motion commands are associated with target accounts, ensuring that the movement of each virtual character is controlled by its corresponding user. The system identifies the user account and directs received motion commands to the virtual character associated with that account. The system utilizes a skeletal model to control the movement of the virtual character. The joints in the skeletal model rotate and translate according to the received motion commands, causing the skin mesh to deform, thereby achieving animation effects and generating animations.

[0054] Through this process, the metaverse system can respond to user input in real time, use skeletal models to control the movement of virtual characters, and generate high-quality animations, allowing users to interact with the virtual world and experience immersive gaming or social experiences.

[0055] Optionally, in the animation generation method provided in the embodiment of the present application, based on motion instructions and according to the skeleton model, the movement of the virtual character is controlled to generate animation, including: detecting whether the virtual character collides during the movement; in the event of a collision of the virtual character, generating joint movement instructions, wherein the joint movement instructions are used to control the joint movement of the virtual character to simulate the collision effect; based on the joint movement instructions, according to the skeleton model, the joint movement of the virtual character is controlled to generate animation.

[0056] In one or more optional embodiments, collisions are detected during the movement of the avatar, and appropriate joint movement instructions are generated in the event of a collision to simulate collision effects and generate corresponding animations, making the collision effects more realistic. Collisions between the avatar and dynamic obstacles (such as other moving characters) and static environmental objects (such as walls and the ground) can be continuously detected. To improve the accuracy of collision detection, both the avatar and environmental objects require accurate collision body representations. The collision body can be a simple geometric shape (such as a sphere, cube, or capsule) or a complex convex hull or mesh representation. Once a collision is detected, the direction, force, and location of the collision can be analyzed to determine how the avatar should respond. Based on the collision analysis, specific joint movement instructions can be generated. This may mean adjusting the angle of a leg joint to simulate a stumble or moving an arm joint to simulate an occlusion. Joint movement instructions should mimic the reactions of real creatures as closely as possible to enhance the realism of the animation. When generating instructions, the physical constraints of the joints, such as rotation range and speed limits, need to be taken into account to avoid movements that exceed the reasonable biological range and maintain a natural and safe animation. After receiving the joint movement instructions, the relevant joints in the skeletal model move according to these instructions. This may involve the coordinated movement of multiple joints to achieve a complete collision response animation.

[0057] In some cases, to better simulate collision effects, weight distribution may need to be dynamically adjusted to ensure that the deformation of the model surface matches the joint movement and maintain the integrity of the animation. After receiving the joint movement instructions, the game engine or metaverse platform updates the skin mesh in real time, controls the joint movement of the virtual character, and ultimately renders the collision response animation.

[0058] Through the above process, it can be ensured that when the virtual character moves in the metaverse system, it can correctly respond to various collision events and show natural movements that conform to the laws of physics, thereby enhancing the realism and immersion of the user experience.

[0059] The animation generation method provided in the embodiment of the present application establishes an initial skeleton model corresponding to a virtual character in a metaverse system, wherein the initial skeleton model includes N joint models, where N is a positive integer; based on the preset role action requirements corresponding to the virtual character, the joint parameters in the initial skeleton model are adjusted to obtain a target skeleton model; based on the skeleton model, the movement of the virtual character is controlled to generate an animation of the virtual character, thereby achieving the purpose of generating animation based on the skeleton model, thereby realizing the technical effect of improving the smoothness of the animation and reducing the jamming, and further solving the technical problem in the related art of using a physical engine to process virtual characters in the metaverse system, resulting in high resource consumption and easy jamming.

[0060] It should be noted that the steps shown in the flowcharts of the accompanying drawings can be executed in a computer system such as a set of computer-executable instructions, and that, although a logical order is shown in the flowcharts, in some cases, the steps shown or described can be executed in an order different from that shown here.

[0061] Example 2

[0062] The embodiment of the present application further provides an animation generation device. It should be noted that the animation generation device of the embodiment of the present application can be used to execute the animation generation method provided in the embodiment of the present application. The following introduces the animation generation device provided in the embodiment of the present application.

[0063] According to an embodiment of the present application, a device for implementing the above animation generation method is also provided. Figure 3 is a structural block diagram of an animation generating device provided according to an embodiment of the present application, such as Figure 3 As shown, the device includes:

[0064] Establishing module 302 is used to establish an initial skeleton model corresponding to the virtual character in the metaverse system, wherein the initial skeleton model includes N joint models, where N is a positive integer.

[0065] The adjustment module 304 is connected to the establishment module 302 and is used to adjust the joint parameters in the initial skeleton model based on the preset role action requirements corresponding to the virtual character to obtain the target skeleton model.

[0066] The generation module 306 is connected to the adjustment module 304 and is used to control the movement of the virtual character based on the skeleton model and generate animation of the virtual character.

[0067] The animation generation device provided in the embodiment of the present application establishes an initial skeleton model corresponding to the virtual character in the metaverse system, wherein the initial skeleton model includes N joint models, where N is a positive integer; based on the preset role action requirements corresponding to the virtual character, the joint parameters in the initial skeleton model are adjusted to obtain a target skeleton model; based on the skeleton model, the movement of the virtual character is controlled to generate the animation of the virtual character, thereby achieving the purpose of generating animation based on the skeleton model, thereby realizing the technical effect of improving the smoothness of the animation and reducing the jamming, and further solving the technical problem in the related art of using a physical engine to process the virtual character in the metaverse system, resulting in high resource consumption and easy jamming.

[0068] Optionally, in the animation generation device provided in the embodiment of the present application, an establishment module is used to establish an initial skeletal model corresponding to the virtual character in the metaverse system, including: a first acquisition unit, used to obtain a skin mesh corresponding to the 3D model of the virtual character; creating a skeletal system, wherein the skeletal system includes a trunk, limbs and joints; a binding unit, used to bind the gateway vertices of the skin mesh corresponding to the 3D model to the skeletal system to obtain an initial skeletal model.

[0069] Optionally, in the animation generation device provided in the embodiment of the present application, the adjustment module is used to adjust the joint parameters in the initial skeleton model based on the role action requirements corresponding to the preset virtual character to obtain the target skeleton model, including: a second acquisition unit, used to obtain the rotation range corresponding to the N joints corresponding to the virtual character based on the role action requirements; a first determination unit, used to determine the rotation parameters corresponding to the N joint models based on the rotation range corresponding to the N joints; and a first adjustment unit, used to adjust the joint parameters in the initial skeleton model based on the rotation parameters corresponding to the N joint models to obtain the target skeleton model.

[0070] Optionally, in the animation generation device provided in the embodiment of the present application, the adjustment module is used to adjust the joint parameters in the initial skeleton model based on the role action requirements corresponding to the preset virtual character to obtain the target skeleton model, including: a second determination unit, used to determine the muscle control weight corresponding to the virtual character based on the role action requirements, wherein the muscle control weight represents the degree to which the muscle is affected by the corresponding joint movement; an allocation unit, used to allocate corresponding weight values ​​to N joint models based on the muscle control weight; and a second adjustment unit, used to adjust the joint parameters in the initial skeleton model based on the weight values ​​corresponding to the N joint models to obtain the target skeleton model.

[0071] Optionally, in the animation generation device provided in the embodiment of the present application, the generation module is used to control the movement of the virtual character based on the skeleton model and generate animation of the virtual character, including: a receiving unit for receiving motion instructions based on the target account input; a control unit for controlling the movement of the virtual character based on the motion instructions and the skeleton model to generate animation.

[0072] Optionally, in the animation generation device provided in the embodiment of the present application, the control unit is used to control the movement of the virtual character based on the motion instructions and the skeleton model to generate animation, including: a detection subunit, used to detect whether the virtual character collides during the movement; a generation subunit, used to generate joint movement instructions when the virtual character collides, wherein the joint movement instructions are used to control the joint movement of the virtual character to simulate the collision effect; and a control subunit, used to control the joint movement of the virtual character based on the joint movement instructions and the skeleton model to generate animation.

[0073] It should be noted that the establishment module 302, adjustment module 304, and generation module 306 correspond to steps S202 to S206 in Example 1. The examples and application scenarios implemented by the two modules and the corresponding steps are the same, but are not limited to the contents disclosed in the above-mentioned Example 1. It should be noted that the above-mentioned modules or units can be hardware components or software components stored in a memory (e.g., memory 104) and processed by one or more processors (e.g., processors 102a, 102b, ..., 102n). The above-mentioned modules can also be part of the device and can be run in the computer terminal 10 provided in Example 1.

[0074] Example 3

[0075] An embodiment of the present application may provide an electronic device, Figure 4 This is a structural block diagram of an electronic device according to an embodiment of the present application. Figure 4 As shown, the electronic device may include: one or more ( Figure 4 Only one is shown) processor 402, memory 404, storage controller, and peripheral interface, wherein the peripheral interface is connected to the radio frequency module, audio module and display.

[0076] Among them, the memory can be used to store software programs and modules, such as program instructions / modules corresponding to the methods and devices in the embodiments of the present application. The processor executes various functional applications and data processing by running the software programs and modules stored in the memory, that is, implementing the above-mentioned method. The memory may include a high-speed random access memory, and may also include a non-volatile memory, such as one or more magnetic storage devices, flash memory, or other non-volatile solid-state memory. In some instances, the memory may further include a memory remotely arranged relative to the processor, and these remote memories may be connected to the terminal via a network. Examples of the above-mentioned network include but are not limited to the Internet, an intranet, a local area network, a mobile communication network and a combination thereof.

[0077] The processor can call the information and application stored in the memory through the transmission device to perform the following steps: establish an initial skeleton model corresponding to the virtual character in the metaverse system, wherein the initial skeleton model includes N joint models, and N is a positive integer; based on the preset role action requirements corresponding to the virtual character, adjust the joint parameters in the initial skeleton model to obtain the target skeleton model; based on the skeleton model, control the movement of the virtual character and generate animation of the virtual character.

[0078] The processor can also call the information and application stored in the memory through the transmission device to perform the following steps: establish an initial skeletal model corresponding to the virtual character in the metaverse system, including: obtaining the skin mesh corresponding to the 3D model of the virtual character; creating a skeletal system, wherein the skeletal system includes a trunk, limbs and joints; binding the gateway vertices of the skin mesh corresponding to the 3D model to the skeletal system to obtain an initial skeletal model.

[0079] The processor can also call the information and application stored in the memory through the transmission device to perform the following steps: based on the preset role action requirements corresponding to the virtual character, adjust the joint parameters in the initial skeleton model to obtain the target skeleton model, including: based on the role action requirements, obtain the rotation range corresponding to the N joints corresponding to the virtual character; based on the rotation range corresponding to the N joints, determine the rotation parameters corresponding to the N joint models; based on the rotation parameters corresponding to the N joint models, adjust the joint parameters in the initial skeleton model to obtain the target skeleton model.

[0080] The processor can also call the information and application stored in the memory through the transmission device to perform the following steps: based on the role action requirements corresponding to the preset virtual character, adjust the joint parameters in the initial skeleton model to obtain the target skeleton model, including: based on the role action requirements, determine the muscle control weight corresponding to the virtual character, wherein the muscle control weight represents the degree to which the muscle is affected by the corresponding joint movement; based on the muscle control weight, assign corresponding weight values ​​to N joint models; based on the weight values ​​corresponding to the N joint models, adjust the joint parameters in the initial skeleton model to obtain the target skeleton model.

[0081] The processor can also call the information and applications stored in the memory through the transmission device to perform the following steps: based on the skeletal model, control the movement of the virtual character and generate animation of the virtual character, including: receiving motion instructions based on the input of the target account; based on the motion instructions, control the movement of the virtual character according to the skeletal model and generate animation.

[0082] The processor can also call the information and application programs stored in the memory through the transmission device to perform the following steps: based on the motion instructions, according to the skeleton model, control the movement of the virtual character and generate animation, including: detecting whether the virtual character collides during the movement; in the event of a collision of the virtual character, generate joint movement instructions, wherein the joint movement instructions are used to control the joint movement of the virtual character to simulate the collision effect; based on the joint movement instructions, according to the skeleton model, control the joint movement of the virtual character and generate animation.

[0083] An embodiment of the present application provides a method for generating an animation. By establishing an initial skeletal model corresponding to a virtual character in a metaverse system, wherein the initial skeletal model includes N joint models, where N is a positive integer; adjusting the joint parameters in the initial skeletal model based on preset character action requirements corresponding to the virtual character to obtain a target skeletal model; and controlling the movement of the virtual character based on the skeletal model to generate an animation of the virtual character, the purpose of generating animation based on the skeletal model is achieved, thereby achieving the technical effect of improving animation fluency and reducing lag, thereby resolving the technical problem in related technologies of using a physical engine to process virtual characters in a metaverse system, resulting in high resource consumption and prone to lag.

[0084] It can be understood by those skilled in the art that Figure 4 The structure shown is for illustration only, and the electronic device may also be a smart phone (such as an Android phone, an iOS phone, etc.), a tablet computer, a PDA, a mobile Internet device (MID), a PAD, or other terminal devices. Figure 4 It does not limit the structure of the above electronic device. For example, the electronic device may also include Figure 4 More or fewer components (such as network interfaces, display devices, etc.) shown in, or with Figure 4 Different configurations shown.

[0085] A person skilled in the art will understand that all or part of the steps in the various methods of the above embodiments can be completed by instructing the hardware related to the terminal device through a program, and the program can be stored in a computer-readable storage medium, which may include: a flash drive, a read-only memory (ROM), a random access memory (RAM), a magnetic disk or an optical disk, etc.

[0086] Example 4

[0087] The embodiment of the present application further provides a storage medium. Optionally, in this embodiment, the storage medium can be used to store the program code executed by any one of the animation generation methods provided in the above embodiment 1.

[0088] Optionally, in this embodiment, the storage medium may be located in any computer terminal in a computer terminal group in a computer network, or in any mobile terminal in a mobile terminal group.

[0089] The present application also provides a computer program product, which, when executed on a data processing device, is suitable for executing any one of the steps of the above-mentioned animation generation method.

[0090] The serial numbers of the above-mentioned embodiments of the present application are for description only and do not represent the advantages or disadvantages of the embodiments.

[0091] In the above embodiments of the present application, the description of each embodiment has its own focus. For parts that are not described in detail in a certain embodiment, please refer to the relevant description of other embodiments.

[0092] In the several embodiments provided in this application, it should be understood that the disclosed technical content can be implemented in other ways. Among them, the device embodiments described above are only schematic. For example, the division of the units is only a logical function division. In actual implementation, there may be other division methods, such as multiple units or components can be combined or integrated into another system, or some features can be ignored or not executed. Another point is that the mutual coupling or direct coupling or communication connection shown or discussed can be through some interfaces, indirect coupling or communication connection of units or modules, which can be electrical or other forms.

[0093] The units described as separate components may or may not be physically separate, and the components shown as units 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 these units may be selected to achieve the purpose of this embodiment according to actual needs.

[0094] In addition, the functional units in the various embodiments of the present application may be integrated into a single processing unit, or each unit may exist physically separately, or two or more units may be integrated into a single unit. The aforementioned integrated units may be implemented in the form of hardware or software functional units.

[0095] If the integrated unit is implemented in the form of a software functional unit and sold or used as an independent product, it can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of the present application is essentially or the part that contributes to the prior art or all or part of the technical solution can be embodied in the form of a software product, and the computer software product is stored in a storage medium, including a number of instructions for enabling a computer device (which can be a personal computer, a server or a network device, etc.) to execute all or part of the steps of the method described in each embodiment of the present application. The aforementioned storage medium includes: various media that can store program codes, such as a USB flash drive, a read-only memory (ROM), a random access memory (RAM), a mobile hard disk, a magnetic disk or an optical disk.

[0096] The above is only a preferred embodiment of the present application. It should be pointed out that for ordinary technicians in this technical field, several improvements and modifications can be made without departing from the principles of the present application. These improvements and modifications should also be regarded as the scope of protection of the present application.

Claims

1. An animation generation method, characterized in that: include: Establishing an initial skeleton model corresponding to the virtual character in the metaverse system, wherein the initial skeleton model includes N joint models, where N is a positive integer; Based on the preset role action requirements corresponding to the virtual character, adjusting the joint parameters in the initial skeleton model to obtain a target skeleton model; Based on the skeleton model, the movement of the virtual character is controlled to generate animation of the virtual character.

2. The method according to claim 1, characterized in that The step of establishing an initial skeletal model corresponding to a virtual character in the metaverse system includes: Obtaining a skin mesh corresponding to the 3D model of the virtual character; Creating a skeletal system, wherein the skeletal system includes a trunk, limbs, and joints; Binding the gateway vertices of the skin mesh corresponding to the 3D model to the skeletal system to obtain the initial skeletal model.

3. The method according to claim 1, characterized in that The step of adjusting the joint parameters in the initial skeleton model based on the preset role action requirements corresponding to the virtual character to obtain a target skeleton model includes: Based on the character action requirements, obtaining the rotation range corresponding to each of N joints corresponding to the virtual character; Determining rotation parameters corresponding to the N joint models based on the rotation ranges corresponding to the N joints; Based on the rotation parameters corresponding to the N joint models, the joint parameters in the initial skeleton model are adjusted to obtain the target skeleton model.

4. The method according to claim 1, wherein The step of adjusting the joint parameters in the initial skeleton model based on the preset role action requirements corresponding to the virtual character to obtain a target skeleton model includes: Determining a muscle control weight corresponding to the virtual character based on the character's action requirements, wherein the muscle control weight represents the degree to which the muscle is affected by the corresponding joint movement; Based on the muscle control weights, assigning corresponding weight values ​​to the N joint models; Based on the weight values ​​corresponding to the N joint models, the joint parameters in the initial skeleton model are adjusted to obtain the target skeleton model.

5. The method according to any one of claims 1 to 4, characterized in that The controlling the movement of the virtual character based on the skeleton model to generate the animation of the virtual character includes: receiving movement instructions based on target account input; Based on the motion instruction and according to the skeleton model, the movement of the virtual character is controlled to generate the animation.

6. The method according to claim 5, characterized in that The step of controlling the movement of the virtual character based on the motion instruction and the skeleton model to generate the animation includes: Detecting whether the virtual character collides during movement; generating a joint movement instruction when the virtual character collides with the virtual character, wherein the joint movement instruction is used to control the joint movement of the virtual character to simulate a collision effect; Based on the joint movement instructions and according to the skeleton model, the joint movement of the virtual character is controlled to generate the animation.

7. An animation generating device, characterized in that: include: An establishment module is used to establish an initial skeleton model corresponding to the virtual character in the metaverse system, wherein the initial skeleton model includes N joint models, where N is a positive integer; An adjustment module, configured to adjust the joint parameters in the initial skeleton model based on preset role action requirements corresponding to the virtual character to obtain a target skeleton model; A generation module is used to control the movement of the virtual character based on the skeleton model and generate animation of the virtual character.

8. A computer-readable storage medium, characterized in that The computer-readable storage medium includes a stored executable program, wherein when the executable program is run, the device where the computer-readable storage medium is located is controlled to execute the animation generation method according to any one of claims 1 to 6.

9. An electronic device, characterized in that: include: a memory storing an executable program; A processor is used to run the program, wherein the program executes the animation generation method according to any one of claims 1 to 6 when running.

10. A computer program product comprising computer instructions, characterized in that When the computer instructions are executed by a processor, the steps of the animation generation method according to any one of claims 1 to 6 are implemented.