Game model generation method and device, equipment and storage medium

By pre-creating assembly interfaces on game character models and automating the assembly process, the problem of low production efficiency in game character manufacturing has been solved. This has enabled precise assembly of clothing components with character models, improving the efficiency of character production and standardized mass production capabilities.

CN121102899APending Publication Date: 2025-12-12NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202511389218.5
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-09-26
Publication Date
2025-12-12

AI Technical Summary

Technical Problem

The current game character production process is inefficient, resulting in slow character production rates, high manpower and time costs, and difficulty in meeting the market demand for rapid iteration of game products.

Method used

By obtaining the target body shape of the character model to be assembled, multiple clothing components are automatically assembled using a pre-created assembly interface to generate the target character's outfit model. This includes generating the assembly interface on the initial body model and performing skeletal binding and motion testing, and adjusting the interface to achieve precise assembly.

Benefits of technology

It enables automated and precise assembly of clothing components and character models, reduces manual adjustment costs, shortens the generation time of a single character outfit model, and improves the efficiency and standardized mass production capabilities of game character production.

✦ Generated by Eureka AI based on patent content.

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Abstract

The invention provides a game model generation method and device, equipment and a storage medium, and relates to the technical field of games. The method comprises the steps of obtaining a to-be-assembled role model; according to a target body type of the to-be-assembled role model, a target wearing and building model corresponding to the target body type is obtained, a plurality of assembly interfaces are pre-created on the target wearing and building model, and the assembly interfaces are used for indicating assembly specifications of various garment components in a preset position range; and according to the multiple assembly interfaces, assembling the first model resources of the multiple types of garment components to the to-be-assembled role model to obtain a target role wearing and building model. According to the method, automatic and accurate assembly of the garment components and the role models can be realized, the manual adjustment cost is greatly reduced, and meanwhile, the generation time of a single set of role wearing and building models is greatly shortened through a standardized interface design.
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Description

Technical Field

[0001] This application relates to the field of game technology, and more specifically, to a method, apparatus, device, and storage medium for generating game models. Background Technology

[0002] With the rapid development of the digital entertainment industry, games, as a core component, have become an important carrier of mass cultural consumption, and their market size and user demand continue to rise. In the game development process, game characters, as the core medium for interaction with players, are crucial; their production quality and efficiency directly affect the market performance and user experience of the game product, thus becoming a key aspect of the game development process.

[0003] Currently, the market has placed higher demands on the diversity and speed of game content updates. In particular, in genres such as large-scale role-playing games and open-world games, players' demand for rich and diverse character images is becoming increasingly prominent. This makes the efficient output capability of game characters and the construction of a standardized mass production system an urgent need for the industry's development.

[0004] However, existing game character production processes generally face inefficiencies due to technical bottlenecks. Specifically, because different game characters have significant differences in body parameters, traditional production methods typically employ a method of independent customization for each individual character. This "one-to-one" customization logic requires developers to perform a series of processes for each character, including model building, detailed sculpting, material assignment, and animation adaptation.

[0005] The aforementioned production model has brought about multiple technical problems. On the one hand, it greatly limits the production rate of game characters, making it difficult to match the market pace of rapid iteration of game products, resulting in extended development cycles and missed market opportunities. On the other hand, repetitive customization work keeps human and time costs high, significantly reducing the economic benefits of game development companies and weakening their core competitiveness in fierce market competition. Summary of the Invention

[0006] This application addresses the shortcomings of the prior art by providing a method, apparatus, device, and storage medium for generating game models, thereby resolving the problems existing in the prior art.

[0007] The technical solution adopted in the embodiments of this application is as follows: In a first aspect, embodiments of this application provide a method for generating game models, including: Obtain the character model to be assembled; Based on the target body shape of the character model to be assembled, obtain the target clothing model corresponding to the target body shape. Multiple assembly interfaces are pre-created on the target clothing model. The multiple assembly interfaces are used to indicate the assembly specifications of multiple types of clothing components within a preset position range. Based on the multiple assembly interfaces, the first model resources of various clothing components are all assembled to the character model to be assembled, thereby obtaining the target character's outfit model.

[0008] In one embodiment, before obtaining the target clothing model corresponding to the target body shape based on the target body shape of the character model to be assembled, the method further includes: Based on the body shape of the initial body model, obtain a reference clothing model for that body shape; Based on the range of motion of the joints corresponding to the assembly interfaces of the various types of clothing components, and the reference dressing model, the assembly specifications of the various types of clothing components within the preset position range are determined. Based on the assembly specifications of the various clothing components within a preset position range, the various assembly interfaces are generated on the initial body model to generate the target clothing model corresponding to the body type.

[0009] In one embodiment, obtaining a reference clothing model for the body shape based on the initial body model includes: Based on the body shape of the initial body model, obtain a physical clothing model and / or a virtual character clothing model as the reference clothing model.

[0010] In one embodiment, before obtaining a reference clothing model for the body shape based on the initial body model, the method further includes: The initial body model is subjected to 3D scanning and analysis to obtain the body shape parameters of the initial body model; the body shape parameters are used to characterize the body shape of the initial body model.

[0011] In one embodiment, obtaining a reference clothing model for the body shape based on the initial body model includes: Based on the body shape parameters, an outfit model matching the body shape parameters is obtained from the reference outfit database and used as the reference outfit model.

[0012] In one embodiment, the method further includes: Control the bones corresponding to the multiple assembly interfaces on the initial body model to perform test actions, and obtain the action test results of the multiple assembly interfaces.

[0013] In one embodiment, controlling the bones corresponding to the plurality of assembly interfaces on the initial body model to perform test actions and obtain the action test results of the plurality of assembly interfaces includes: Control the initial body model to execute multiple sets of test actions in the preset action test sample, and obtain the bone motion trajectory corresponding to the multiple assembly interfaces; Based on the skeletal motion trajectories corresponding to the multiple assembly interfaces, the test index parameters of the multiple assembly interfaces are determined respectively. Based on the test index parameters of the plurality of assembly interfaces, the action test results of the plurality of assembly interfaces are obtained. In one embodiment, the method further includes: If any of the multiple assembly interfaces fails the test, the selected assembly interface is adjusted through the adjustment operation of the selected assembly interface in the initial body model.

[0014] In one embodiment, the method further includes: Based on the multiple assembly interfaces, the second model resources of the various types of clothing components are all assembled onto the target outfit model to obtain and display the basic outfit model.

[0015] In one embodiment, the method further includes: Based on the already generated target clothing model for the body type, generate target clothing models for other body types.

[0016] In one embodiment, generating target clothing models for other body types based on the already generated target clothing model includes: Obtain the first body shape parameters of the target clothing model of the generated body shape, and the second body shape parameters of the target clothing models of other body shapes; Obtain the difference in body shape parameters between the first body shape parameter and the second body shape parameter; Based on the differences in body shape parameters, the assembly interface on the target clothing model of the generated body shape is adjusted to generate target clothing models for other body shapes.

[0017] Secondly, embodiments of this application provide a game model generation apparatus, comprising: The first acquisition module is used to acquire the character model to be assembled; The second acquisition module is used to acquire the target clothing model corresponding to the target body shape based on the target body shape of the character model to be assembled. The target clothing model has multiple assembly interfaces pre-created on it. The multiple assembly interfaces are used to indicate the assembly specifications of multiple types of clothing components in a preset position range. The assembly module is used to assemble the first model resources of multiple types of clothing components to the character model to be assembled according to the multiple assembly interfaces, so as to obtain the target character's clothing model.

[0018] Thirdly, embodiments of this application provide an electronic device, including: a processor, a storage medium, and a bus. The storage medium stores program instructions executable by the processor. When the electronic device is running, the processor communicates with the storage medium via the bus, and the processor executes the program instructions to implement the game model generation method described in any of the above embodiments.

[0019] Fourthly, embodiments of this application provide a readable storage medium storing program instructions, which are executed by a processor to generate the game model as described in any of the above embodiments.

[0020] The beneficial effects of this application are as follows: This application provides a method for generating game models, including: obtaining a character model to be assembled; obtaining a target clothing model corresponding to the target body shape based on the target body shape of the character model to be assembled, wherein multiple assembly interfaces are pre-created on the target clothing model, and the multiple assembly interfaces are respectively used to indicate the assembly specifications of multiple types of clothing components within a preset position range; and assembling the first model resources of multiple types of clothing components to the character model to be assembled according to the multiple assembly interfaces to obtain the target character clothing model.

[0021] Among them, the target clothing model corresponding to the target body shape can be obtained based on the target body shape of the character model to be assembled, which can realize the automated and accurate assembly of clothing components and character models, greatly reducing the cost of manual adjustment. At the same time, through standardized interface design, the generation time of a single character clothing model is greatly shortened. Attached Figure Description

[0022] To more clearly illustrate the technical solutions of the embodiments of this application, the accompanying drawings used in the embodiments will be briefly introduced below. It should be understood that the following drawings only show some embodiments of this application and should not be regarded as a limitation of the scope. For those skilled in the art, other related drawings can be obtained based on these drawings without creative effort.

[0023] Figure 1 One of the flowcharts illustrating the method for generating game models provided in this application embodiment; Figure 2 A second schematic flowchart illustrating the method for generating game models provided in this application embodiment; Figure 3 A schematic diagram illustrating the assembly position range provided in the embodiments of this application; Figure 4 The third flowchart illustrating the method for generating game models provided in this application embodiment; Figure 5 The fourth flowchart illustrating the method for generating game models provided in this application embodiment; Figure 6 Fifth flowchart illustrating the method for generating game models provided in this application embodiment; Figure 7 A flowchart illustrating the method for generating game models provided in this application embodiment is shown in Figure 6. Figure 8 A schematic diagram of the structure of the game model generation device provided in the embodiments of this application; Figure 9 This is a schematic diagram of the structure of an electronic device provided in an embodiment of this application. Detailed Implementation

[0024] To make the objectives, technical solutions, and advantages of the embodiments of this application clearer, the technical solutions of the embodiments of this application will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are some embodiments of this application, but not all embodiments.

[0025] Therefore, the following detailed description of the embodiments of this application provided in the accompanying drawings is not intended to limit the scope of the claimed application, but merely to illustrate selected embodiments of the application. All other embodiments obtained by those skilled in the art based on the embodiments of this application without inventive effort are within the scope of protection of this application.

[0026] Furthermore, the terms "first," "second," etc., used in the specification, claims, and accompanying drawings of this application are used to distinguish similar objects and are not necessarily used to describe a specific order or sequence. It should be understood that such data can be interchanged where appropriate so that the embodiments of this application described herein can be implemented in orders other than those illustrated or described herein. Additionally, the terms "comprising" and "having," and any variations thereof, are intended to cover a non-exclusive inclusion; for example, a process, method, system, product, or apparatus that comprises a series of steps or units is not necessarily limited to those steps or units explicitly listed, but may include other steps or units not explicitly listed or inherent to such processes, methods, products, or apparatus.

[0027] It should be noted that, where there is no conflict, the features in the embodiments of this application can be combined with each other.

[0028] This application provides a method for generating game models. This method can be generated by any electronic device with computing and processing capabilities. The electronic device can be, for example, a computer device facing the terminal or a backend server.

[0029] The following examples, in conjunction with the accompanying drawings, provide specific illustrations of the game model generation method provided in this application.

[0030] Figure 1 This is one of the flowcharts illustrating the method for generating game models provided in this application embodiment, such as... Figure 1 As shown, the method includes: S101. Obtain the model of the character to be assembled.

[0031] The character model to be assembled refers to the basic target model that needs to be equipped (dressed up) with various clothing components to form a complete game character that meets design requirements. In this embodiment, the character model to be assembled is called through the character resource library of the game client. This model contains basic body shape parameters and material mapping information. Among them, the basic body shape parameters include key dimensional data such as height, shoulder width, and waist circumference, and all data are stored in a standardized manner in centimeters. At the same time, the skeletal structure of the character model to be assembled must meet the preset general binding standard to ensure the motion adaptability during the subsequent assembly of clothing components.

[0032] S102. Based on the target body shape of the character model to be assembled, obtain the target clothing model corresponding to the target body shape.

[0033] The model of the character to be assembled obtained in step S101 is subjected to body shape analysis. The body shape classification algorithm is used to classify it into the target body shape of the preset standard body shape (such as slender, well-proportioned, robust, etc.). Then, based on the target body shape, the corresponding target clothing model is retrieved from the clothing model library. The target clothing model is a basic clothing framework that matches the target body shape. Multiple assembly interfaces are pre-created on the target clothing model. The multiple assembly interfaces are used to indicate the assembly specifications of multiple types of clothing components in the preset position range. For example, it may include basic interfaces such as head interface, torso interface, left arm interface, right arm interface, left leg interface, and right leg interface, as well as detailed interfaces such as neckline interface, cuff interface, and trouser leg interface.

[0034] Each assembly interface includes 3D coordinate range data (with the origin of the character model's skeleton as the origin of the coordinate system), normal direction parameters, and collision detection thresholds, which are used to precisely limit the assembly position and angle range of the corresponding clothing components.

[0035] S103. Based on multiple assembly interfaces, assemble the first model resources of various clothing components to the character model to be assembled, and obtain the target character's outfit model.

[0036] Call the clothing component resource library and filter out multiple matching clothing components based on the type tags of the target clothing model (such as combat outfit, casual wear, formal wear, etc.), including top components, bottom components, outerwear components, accessory components, etc., with each type of component corresponding to at least 3 sets of alternative first model resources.

[0037] For each group of first model resources, extract its model vertex data and assembly marker points, match the assembly marker points with the corresponding assembly interfaces, and determine the adaptation success when the matching error is less than 0.5 cm. Perform bone weight mapping on the first model resources that have been successfully adapted, so that the movement trajectory of the clothing components is consistent with the bone movement of the character model to be assembled.

[0038] Then, the first model resources of various clothing components are sequentially assembled to the corresponding positions on the character model to be assembled. The occlusion relationship between components is handled through hierarchical rendering technology, and finally, the target character's clothing model is generated. Collision detection and rendering effect testing are performed on the generated target character clothing model. When the detection pass rate reaches 95% or higher, the model file is output; otherwise, the process returns to step S103 to re-assemble and match. In other words, the target clothing model provides the assembly specifications for clothing components through a pre-created assembly interface. When a new game character is created in the game, the assembly interface on the character's clothing model can be unified through the target clothing model.

[0039] In summary, this embodiment provides a method for generating game models, which can achieve automated and precise assembly of clothing components and character models, significantly reducing manual adjustment costs. At the same time, through standardized interface design, it greatly shortens the generation time of a single character outfit model.

[0040] Figure 2 This is a second schematic flowchart illustrating the method for generating game models provided in this application embodiment, as shown below. Figure 2 As shown, before executing S102, this application also provides a method for generating a target outfit model, including: S201. Based on the body shape of the initial body model, obtain a reference clothing model for the body shape.

[0041] A base model refers to a basic character model without hairstyle, basic facial features, or clothing, retaining only a simplified limb structure and dynamic outline. It serves as the fundamental framework for game character modeling, providing a universal template for game character design and development. In this embodiment, based on the initial base model's body shape, a physical clothing model and / or a virtual character clothing model are obtained as a reference clothing model, specifically including: S301. Perform 3D scanning analysis on the initial body model to obtain the body shape parameters of the initial body model.

[0042] Body shape parameters are used to characterize the body shape of the initial body model. The initial body model is retrieved from the game's body model library. This model contains complete skeletal structure data (including coordinates and connections of 206 bone nodes), body shape mesh surface data (no fewer than 10,000 triangular faces), and basic motion parameters (such as bone movement amplitude thresholds during walking and running). A body shape feature extraction algorithm is used to perform a 3D scanning analysis of the initial body model, generating body shape parameters that include limb proportions (upper and lower body ratio, shoulder-to-hip ratio, etc.) and key bone spacing (15 linear dimensions in centimeters, including shoulder width, chest circumference, and waist circumference).

[0043] S302. Based on body shape parameters, obtain a matching outfit model from the reference outfit database as a reference outfit model.

[0044] Based on the aforementioned body shape parameters, a multi-dimensional matching search is initiated in the reference outfit database. The reference outfit database contains reference outfit models corresponding to multiple body shape parameters. These models may include, for example, physical outfit models and / or virtual character outfit models. The physical outfit models are generated by 3D scanning of physical clothing in its wearing state, including the physical properties of the clothing fabric (elasticity coefficient, friction coefficient, etc.) and dynamic deformation data when worn by a real person. The virtual character outfit models are user-defined outfit models accumulated from the game's historical operations, accompanied by user ratings (1-5 points), wearing scene tags (combat, social, story, etc.), and the range of suitable body shapes.

[0045] In this embodiment, a body shape parameter overlap rate of ≥85% is set as the basic threshold. The mixed group of physical clothing models and virtual character clothing models (each accounting for 50%) is selected first. Finally, 3-5 sets of reference clothing models with the highest matching degree are output. Each set of models must be accompanied by a matching degree score (maximum score of 100 points) and adaptation suggestions.

[0046] S202. Based on the joint range of motion corresponding to the assembly interfaces of various clothing components and the reference dressing model, determine the assembly specifications of various clothing components within the preset position range.

[0047] The system calls upon the garment component resource library to extract the joint range of motion parameters of the assembly interface for various garment components. Key parameters include: shoulder joint: flexion 0°-180°, extension 0°-45°, abduction 0°-90°; elbow joint: flexion-extension 0°-150°, pronation 0°-90°, supination 0°-90°; hip joint: flexion 0°-120°, extension 0°-15°, abduction 0°-45° (other joint range of motion parameters are defined with similar precision).

[0048] Then, for each set of reference outfit models obtained in S201, the model slicing technique is used to perform layered analysis and extract the following data: the actual assembly coordinates of clothing components and body models (accurate to 0.1 cm), the relative positional relationship between components (such as the overlap between the hem of the top and the waist of the pants should be 2-5 cm), and the deformation data during movement (including the maximum deformation displacement value under 100 typical movements).

[0049] Using a spatial range algorithm, data extracted from joint range of motion and reference clothing models are fused to generate assembly specifications for various clothing components within preset position ranges in a three-dimensional coordinate interval. These assembly specifications must meet dynamic adaptation constraints, historical adaptation constraints, and safety clearance constraints. Dynamic adaptation constraints ensure that the assembly position boundary does not exceed the limit of the corresponding joint's range of motion, preventing rigid collisions during movement. Historical adaptation constraints mean that the deviation rate of the assembly position from the reference clothing model is ≤10% (deviation rate = |actual coordinates - reference coordinates| / reference coordinates × 100%). Safety clearance constraints reserve a 2-5mm movement gap (dynamically adjusted according to the elasticity coefficient of the clothing fabric; the higher the elasticity coefficient, the smaller the gap value) to avoid model clipping.

[0050] For example, Figure 3 This is a schematic diagram illustrating the assembly specifications of the garment components provided in the embodiments of this application within a preset position range, as shown below. Figure 3 As shown, the overlap between the upper body seam corresponding to the hem of the top and the lower body seam corresponding to the waist of the pants is between 2 and 5 centimeters. Based on this, the garment components are assembled. The assembled garment components meet the requirement that "the bottom of the top is tucked into the waist of the pants".

[0051] S203. Based on the assembly specifications of various clothing components within a preset position range, generate multiple assembly interfaces on the initial body model to generate the target clothing model corresponding to the body type.

[0052] Based on the assembly specifications defined in S202, a cubic bounding box-shaped assembly interface framework is generated at the corresponding surface positions of the initial body model. The framework size is dynamically configured according to the component type. For example, the collar interface is 15cm×10cm×8cm (length×width×height), the cuff interface is 8cm×8cm×12cm, and the waistband interface is 25cm×15cm×5cm (the other interface sizes are adapted proportionally). The center point coordinates of the bounding box are bound to the skeletal node coordinates of the initial body model to ensure synchronous displacement with skeletal movement.

[0053] Add attribute parameters to each assembly interface, including: interface ID (unique identifier, in the format of "component type_part_serial number"), corresponding clothing component type (such as "top_long sleeve" "pants_jeans"), spatial coordinate origin (3D offset value based on the bone node), XYZ axis direction vector (consistent with the bone movement direction), collision detection radius (1-3mm, set according to the interface size ratio), and weight value (1-10, used for priority determination when assembling multiple components).

[0054] Finally, an interference detection algorithm is used to verify the correlation of all assembly interfaces. For example, the positional deviation of adjacent interfaces (such as the cuff and glove interface) should be ≤3mm; the motion interference rate between interfaces (number of overlapping frames of boundary boxes during motion / total number of frames) should be ≤5%; and the symmetry deviation of interfaces of the same type (such as left and right cuffs) should be ≤2mm. Interfaces that fail the verification need to have their coordinate parameters readjusted until the verification pass rate is ≥98%.

[0055] The validated assembly interface is then skeletally bound and fused with the initial body model to generate a target outfit model containing a complete interface system. Data tags are added to the target outfit model, including a body type identifier (bound to the body type parameters of the initial body model), an interface version number (in the format VX.Y, where X is the major version number and Y is the revision number), a list of compatible components (a list of supported clothing component IDs), and a generation timestamp. Finally, the target outfit model is encrypted and stored in the outfit model library, while a thumbnail preview image is generated for quick retrieval.

[0056] This embodiment, through steps S201-S203, can construct a standardized assembly interface system that is highly adapted to the body shape of the initial base model, laying the foundation for the accurate generation of costumes for subsequent character models to be assembled, increasing the interface reuse rate by more than 60%, and significantly reducing the development cost of cross-body shape adaptation.

[0057] Figure 5 The fourth flowchart illustrating the method for generating game models provided in this application embodiment is as follows: Figure 5 As shown, the method of this application further includes: S401. Control the bones corresponding to multiple assembly interfaces on the initial body model to perform test actions and obtain the action test results of multiple assembly interfaces.

[0058] Specifically, this includes: S501, controlling the initial body model to execute multiple sets of test actions in the preset action test samples, and obtaining the skeletal motion trajectories corresponding to multiple assembly interfaces.

[0059] Fifteen typical actions were selected from the game's preset action library as preset action test samples, covering basic postures (standing, sitting), limb movements (walking, running, jumping), joint limit movements (maximum arm swing, high leg lift), and interactive actions (grabbing, waving). Each action set contains 240 frames of skeletal motion data at a frame rate of 30 frames per second to ensure the continuity and integrity of the actions. The initial body model was controlled to execute the 15 sets of preset action test samples, and the skeletal motion trajectory corresponding to the assembly interface of the initial body model was tracked in real time through a skeletal animation capture system. The following data were recorded in detail: the displacement change of each bone node in the XYZ 3D coordinate system (accuracy to 0.01 cm); the rotation angle of the bone joints (decomposed into X / Y / Z axis rotation values ​​according to Euler angles, accuracy to 0.1°); and the real-time distance between the assembly interface bounding box and the surrounding models (such as other interfaces and body surfaces) (sampling interval of 1 frame).

[0060] S502. Based on the skeletal motion trajectories corresponding to multiple assembly interfaces, determine the test index parameters for each assembly interface.

[0061] Test parameters for the assembly interface may include, for example: Collision rate: The proportion of frames in which the assembly interface boundary box collides with other assembly interfaces is ≤2% of the total test frames (the collision judgment standard is that the boundary box overlap area is ≥10%); Displacement deviation: The deviation between the actual displacement of the assembly interface and the theoretical displacement (calculated based on the bone binding relationship) is ≤0.5 cm, and the deviation exceeds the standard no more than once in 3 consecutive frames; Posture adaptability: In the extreme joint movements, the deviation angle between the orientation of the assembly interface and the preset wearing posture of the corresponding clothing component is ≤5° (based on the Z-axis direction of the assembly interface).

[0062] S503. Based on the test index parameters of multiple assembly interfaces, obtain the action test results of multiple assembly interfaces.

[0063] Based on the test index parameters of multiple assembly interfaces, the action test results of multiple assembly interfaces are obtained. The action test results are used to indicate whether the assembly interface test passes or fails. For example, the initial body model is controlled to execute 15 sets of actions in the preset action test sample. If the assembly interface on the initial body model simultaneously meets the three test indexes in S502 above during this process, it is determined that the test passes; otherwise, it is determined that the test fails.

[0064] The presentation of action test results is flexible and can be displayed directly in text form, such as showing the number or name of the assembly interface that failed the test; or it can be marked to accurately locate the corresponding assembly interface. For example, the assembly interface that failed the test can be highlighted, while the assembly interface that passed the test remains unhighlighted, so as to intuitively distinguish the test status.

[0065] S402. If there is an assembly interface that has failed the test among multiple assembly interfaces, adjust the selected assembly interface through the adjustment operation of the selected assembly interface in the initial body model.

[0066] When the S401 test fails, the problematic assembly interface and the reason for the test failure are located in the following ways: Collision failure: By replaying the frame sequence, locate the specific assembly interface and collision frame where the collision occurred, and analyze the collision source (such as adjacent interfaces, protruding parts of the body model); Displacement deviation failure: Calculate the binding weight value between the assembly interface with excessive deviation and the corresponding bone. If the weight value is abnormal (deviation from the standard range ±20%), it is determined to be a binding failure; Posture adaptability failure: Compare the orientation data of the assembly interface in extreme movements with the standard posture of the reference clothing model, and output the joint movement stage with the largest angle deviation.

[0067] For the identified problematic assembly interface, the following adjustments were performed: Position fine-tuning: The spatial position of the assembly interface was precisely adjusted in increments of 0.1 cm. After each adjustment, the safe distance from surrounding models was recalculated until the safe clearance constraint (2-5 mm) was met. Skeleton binding weight correction: The skeleton binding weights of the assembly interface were redistributed, with a focus on increasing the weight ratio of the main control skeleton (ensuring the main weight ≥ 70%), while reducing the interference weights of secondary skeletons. Posture calibration: Under the extreme joint movement posture, the assembly interface was manually rotated to the standard orientation, the calibrated angle parameters were recorded, and the direction vector in the interface properties was updated.

[0068] After each adjustment operation is completed, the action test in S401 is re-executed. If the test passes twice in a row, the adjustment is considered complete. If the cumulative number of adjustments reaches 5 and still fails, the advanced adjustment mode is triggered, which allows adjustment of the skeleton binding relationship of the assembly interface (such as changing the initial body model) and records the adjustment log for subsequent model iteration optimization.

[0069] In another embodiment, the second model resources of multiple types of clothing components can be assembled onto the target clothing model according to multiple assembly interfaces to obtain and display the basic clothing model.

[0070] For example, a second model resource of multiple clothing components can be called from the clothing component resource library. The second model resource must meet the interface adaptation standards of the target clothing model. Specific selection criteria include: Model accuracy: The number of polygon faces of a single clothing component is not less than 15,000, of which the number of faces of key detail areas (such as collar edges and cuff pleats) accounts for not less than 30%; Texture quality: Use 4K resolution (3840×2160 pixels) PBR material texture, and the texture compression ratio is ≤2:1; Interface compatibility: The number of preset assembly marker points of the second model resource is consistent with the number of marker points of the corresponding assembly interface, and the spatial distribution pattern matching degree of the marker points is ≥90%.

[0071] The selected second model resources are subjected to integrity verification. The verification pass rate must reach 100%. Resources that fail the verification are automatically entered into the repair queue. Then, the selected second model resources are assembled onto the target clothing model to obtain and display the basic clothing model.

[0072] Through the above steps, high-precision assembly of clothing components and target outfit models can be achieved. The generated basic outfit models meet game-level standards in terms of visual effects and dynamic performance. At the same time, through diverse display methods, developers and users can easily verify the assembly effect intuitively.

[0073] In another embodiment, target clothing models for other body types can also be generated based on the already generated target clothing model for that body type, specifically including: S601. Obtain the first body shape parameters of the target clothing model with the generated body shape, and the second body shape parameters of the target clothing model with other body shapes.

[0074] First, obtain the first body shape parameters of the target clothing model corresponding to the generated body shape, and the second body shape parameters of the target clothing models of other body shapes to be generated. For example, extract the core body shape parameters from the initial body model corresponding to the generated target clothing model, including key dimension data such as height, shoulder width, chest circumference, waist circumference, hip circumference, and thigh circumference, with each data accurate to 0.1 cm. At the same time, obtain the initial body model of the body shape to be generated and extract the corresponding body shape parameters using the same method.

[0075] S602. Obtain the difference in body shape parameters between the first body shape parameter and the second body shape parameter.

[0076] The difference in body shape parameters is calculated using an algorithm to determine the differences and proportions between the two body types in various dimensions.

[0077] S603. Based on the differences in body shape parameters, adjust the assembly interface on the target clothing model of the generated body shape to generate target clothing models for other body shapes.

[0078] Based on differences in body shape parameters, the fitting interfaces of the generated target clothing model are adapted and adjusted. This may include scaling the fitting interface sizes: for fitting interfaces corresponding to dimensions of significant difference, the sizes are scaled according to the difference ratio. For example, if the shoulder width difference ratio is KS, then the length, width, and height dimensions of shoulder-related fitting interfaces (such as shoulder interfaces and upper arm interfaces) are adjusted according to the KS ratio. Fitting interface sizes corresponding to dimensions of non-significant difference remain unchanged, but their relative positional relationship with surrounding interfaces needs to be verified.

[0079] Then, the assembly interface positions are offset. Based on the linear difference in body shape parameters, the spatial position of the assembly interfaces is adjusted. Taking the height difference ΔH as an example, the vertically distributed assembly interfaces (such as the neck interface, waist interface, and ankle interface) are offset vertically according to the proportion of ΔH (the preset value of the height ratio corresponding to each interface), with an offset accuracy of 0.05 cm. At the same time, for changes in limb proportions (such as differences in the length ratio of lower limbs), the assembly interfaces of the legs, arms, and other parts are offset in segments to ensure that the interface position is consistent with the relative position of the skeletal nodes of the body shape to be generated. The assembly interface angle is corrected. When the difference in body shape parameters causes changes in the limb axis direction (such as the difference in the shoulder axis angle between sloping shoulders and flat shoulders), the direction vector of the corresponding assembly interface is adjusted. By calculating the deviation angle between the axis angle of the skeletal nodes of the body shape to be generated and the original body shape, the X / Y / Z axis direction vectors of the assembly interface are rotated and corrected according to the deviation angle. After correction, the angle deviation must be ≤1°.

[0080] Finally, based on the adjusted assembly interfaces, a target clothing model for the body type to be generated is produced, including but not limited to: Interface Relationship Reconstruction: All adjusted assembly interfaces are reconciled, with a focus on checking the relative positional deviation of adjacent interfaces (such as cuff interfaces and glove interfaces, trouser leg interfaces and shoe interfaces), ensuring the deviation value is ≤2mm. For interfaces whose association fails due to size or position adjustments, the association relationship is re-established, and the "interface ID" parameter in the interface attribute parameters is updated; Model Framework Generation: The adjusted assembly interfaces are skeletally bound to the initial body model of the body type to be generated. During the binding process, the weight mapping relationship between the assembly interfaces and the corresponding skeletal nodes is maintained (referring to the weight allocation ratio of the original target clothing model, allowing ±10% fluctuation), generating a target clothing model framework for the body type to be generated that contains a complete interface system. The framework must include complete attribute parameters such as interface ID, size, position, and orientation; Adaptability Testing and Optimization: The reference clothing model (physical clothing model and / or virtual character clothing model) corresponding to the original target clothing model is called to perform adaptability testing on the newly generated target clothing model. The test includes the fit between the assembly interface and the body shape to be generated (the average distance between the interface boundary box and the surface of the body should be 1-3mm) and the deviation rate of the assembly position from the reference clothing model (≤8%). For assembly interfaces that fail the test, repeat the adjustment steps of S502 to optimize them until the test pass rate is ≥95%.

[0081] The tested target body type clothing models are encrypted and stored in the clothing model library. Body type association tags are added, including information such as "source body type ID," "body type difference table," and "generation timestamp," for easy retrieval and traceability later. A model thumbnail (1024×1024 pixels resolution) is generated, highlighting the adjusted assembly interfaces compared to the source model.

[0082] Through the above steps, target clothing models for other body types can be quickly generated based on existing target clothing models, significantly reducing the cost of repetitive development. Tests have shown that this method improves model generation efficiency by more than 60% compared to building from scratch, and the model adaptation accuracy remains above 90%.

[0083] The following will continue to explain the apparatus, device and storage medium for performing the game model generation method provided in any of the above embodiments of this application. The specific implementation process and the resulting technical effects are the same as those in the corresponding method embodiments. For the sake of brevity, the parts not mentioned in the following embodiments can be referred to the corresponding content in the method embodiments.

[0084] Figure 8 This is a schematic diagram of the structure of the game model generation device provided in the embodiments of this application, as shown below. Figure 8 As shown, this application also provides a device for generating game models, comprising: The first acquisition module 10 is used to acquire the character model to be assembled.

[0085] The second acquisition module 20 is used to acquire the target clothing model corresponding to the target body shape based on the target body shape of the character model to be assembled. The target clothing model has multiple assembly interfaces pre-created on it. The multiple assembly interfaces are used to indicate the assembly specifications of multiple types of clothing components within a preset position range.

[0086] Assembly module 30 is used to assemble the first model resources of multiple types of clothing components to the character model to be assembled according to the multiple assembly interfaces, so as to obtain the target character outfit model.

[0087] Optionally, the second acquisition module 20 is further configured to acquire a reference clothing model of the body shape based on the body shape of the initial body model; determine the assembly specifications of the multiple types of clothing components in a preset position range based on the joint range of motion corresponding to the assembly interfaces of the multiple types of clothing components and the reference clothing model; and generate the multiple assembly interfaces on the initial body model based on the assembly specifications of the multiple types of clothing components in the preset position range to generate a target clothing model corresponding to the body shape.

[0088] Optionally, the second acquisition module 20 is further configured to acquire a physical clothing model and / or a virtual character clothing model as the reference clothing model based on the body shape of the initial body model.

[0089] Optionally, the second acquisition module 20 is further configured to perform three-dimensional scanning and analysis on the initial body model to obtain the body shape parameters of the initial body model; the body shape parameters are used to characterize the body shape of the initial body model; and based on the body shape parameters, to obtain an outfit model that matches the body shape parameters from the reference outfit database as the reference outfit model.

[0090] Optionally, the second acquisition module 20 is further configured to control the bones corresponding to the multiple assembly interfaces on the initial body model to perform test actions, and obtain the action test results of the multiple assembly interfaces.

[0091] Optionally, the second acquisition module 20 is further configured to control the initial body model to execute multiple sets of test actions in a preset action test sample, acquire the skeletal motion trajectories corresponding to the multiple assembly interfaces; determine the test index parameters of the multiple assembly interfaces according to the skeletal motion trajectories corresponding to the multiple assembly interfaces; and obtain the action test results of the multiple assembly interfaces according to the test index parameters of the multiple assembly interfaces.

[0092] Optionally, the second acquisition module 20 is further configured to adjust the selected assembly interface by means of the adjustment operation of the selected assembly interface in the initial body model if there is an assembly interface that has failed the test among the plurality of assembly interfaces.

[0093] Optionally, the second acquisition module 20 is further configured to assemble the second model resources of the multiple types of clothing components onto the target outfit model according to the multiple assembly interfaces, so as to obtain and display the body outfit model.

[0094] Optionally, the second acquisition module 20 is also used to generate target clothing models for other body types based on the target clothing models of the already generated body types.

[0095] Optionally, the second acquisition module 20 is further configured to acquire the first body shape parameters of the target clothing model of the generated body shape and the second body shape parameters of the target clothing model of other body shapes; acquire the body shape parameter differences between the first body shape parameters and the second body shape parameters; and adjust the assembly interface on the target clothing model of the generated body shape according to the body shape parameter differences to generate the target clothing model of other body shapes.

[0096] The above-described device is used to execute the method provided in the foregoing embodiments, and its implementation principle and technical effect are similar, so they will not be described again here.

[0097] These modules can be one or more integrated circuits configured to implement the above methods, such as one or more Application Specific Integrated Circuits (ASICs), one or more microprocessors, or one or more Field Programmable Gate Arrays (FPGAs). Alternatively, when a module is implemented using processing element scheduler code, the processing element can be a general-purpose processor, such as a Central Processing Unit (CPU) or other processor capable of calling program code. Furthermore, these modules can be integrated together as a system-on-a-chip (SOC).

[0098] Figure 9 This is a schematic diagram of the structure of the electronic device provided in the embodiments of this application, such as... Figure 9 As shown, this application also provides an electronic device, including a processor 100, a storage medium 200, and a bus 300. The storage medium stores program instructions executable by the processor. When the electronic device is running, the processor communicates with the storage medium via the bus, and the processor executes the program instructions. The method of execution includes: Obtain the character model to be assembled; Based on the target body shape of the character model to be assembled, obtain the target clothing model corresponding to the target body shape. Multiple assembly interfaces are pre-created on the target clothing model. The multiple assembly interfaces are used to indicate the assembly specifications of multiple types of clothing components within a preset position range. Based on the multiple assembly interfaces, the first model resources of various clothing components are all assembled to the character model to be assembled, thereby obtaining the target character's outfit model.

[0099] Optionally, before obtaining the target clothing model corresponding to the target body shape based on the target body shape of the character model to be assembled, the method further includes: Based on the body shape of the initial body model, obtain a reference clothing model for that body shape; Based on the range of motion of the joints corresponding to the assembly interfaces of the various types of clothing components, and the reference dressing model, the assembly specifications of the various types of clothing components within the preset position range are determined. Based on the assembly specifications of the various clothing components within a preset position range, the various assembly interfaces are generated on the initial body model to generate the target clothing model corresponding to the body type.

[0100] Optionally, obtaining a reference clothing model for the body shape based on the initial body model includes: Based on the body shape of the initial body model, obtain a physical clothing model and / or a virtual character clothing model as the reference clothing model.

[0101] Optionally, before obtaining a reference clothing model for the body shape based on the initial body model, the method further includes: The initial body model is subjected to 3D scanning and analysis to obtain the body shape parameters of the initial body model; the body shape parameters are used to characterize the body shape of the initial body model.

[0102] Optionally, obtaining a reference clothing model for the body shape based on the initial body model includes: Based on the body shape parameters, a clothing model matching the body shape parameters is obtained from a reference clothing database as the reference clothing model. Optionally, the method further includes: Control the bones corresponding to the multiple assembly interfaces on the initial body model to perform test actions, and obtain the action test results of the multiple assembly interfaces.

[0103] Optionally, controlling the bones corresponding to the plurality of assembly interfaces on the initial body model to perform test actions and obtain the action test results of the plurality of assembly interfaces includes: Control the initial body model to execute multiple sets of test actions in the preset action test sample, and obtain the bone motion trajectory corresponding to the multiple assembly interfaces; Based on the skeletal motion trajectories corresponding to the multiple assembly interfaces, the test index parameters of the multiple assembly interfaces are determined respectively. Based on the test index parameters of the multiple assembly interfaces, the action test results of the multiple assembly interfaces are obtained. Optionally, the method further includes: If the motion test fails, the selected assembly interface is adjusted by modulating the selected assembly interface in the initial body model.

[0104] Optionally, the method further includes: Based on the multiple assembly interfaces, the second model resources of the various types of clothing components are all assembled onto the target outfit model to obtain and display the basic outfit model.

[0105] Optionally, the method further includes: Based on the already generated target clothing model for the body type, generate target clothing models for other body types.

[0106] Optionally, generating target clothing models for other body types based on the already generated target clothing model includes: Obtain the first body shape parameters of the target clothing model of the generated body shape, and the second body shape parameters of the target clothing models of other body shapes; Obtain the difference in body shape parameters between the first body shape parameter and the second body shape parameter; Based on the differences in body shape parameters, the assembly interface on the target clothing model of the generated body shape is adjusted to generate target clothing models for other body shapes.

[0107] Optionally, this application also provides a readable storage medium storing program instructions, which, when executed by a processor, implement a method comprising: Obtain the character model to be assembled; Based on the target body shape of the character model to be assembled, obtain the target clothing model corresponding to the target body shape. Multiple assembly interfaces are pre-created on the target clothing model. The multiple assembly interfaces are used to indicate the assembly specifications of multiple types of clothing components within a preset position range. Based on the multiple assembly interfaces, the first model resources of various clothing components are all assembled to the character model to be assembled, thereby obtaining the target character's outfit model.

[0108] Optionally, before obtaining the target clothing model corresponding to the target body shape based on the target body shape of the character model to be assembled, the method further includes: Based on the body shape of the initial body model, obtain a reference clothing model for that body shape; Based on the range of motion of the joints corresponding to the assembly interfaces of the various types of clothing components, and the reference dressing model, the assembly specifications of the various types of clothing components within the preset position range are determined. Based on the assembly specifications of the various clothing components within a preset position range, the various assembly interfaces are generated on the initial body model to generate the target clothing model corresponding to the body type.

[0109] Optionally, obtaining a reference clothing model for the body shape based on the initial body model includes: Based on the body shape of the initial body model, obtain a physical clothing model and / or a virtual character clothing model as the reference clothing model.

[0110] Optionally, before obtaining a reference clothing model for the body shape based on the initial body model, the method further includes: The initial body model is subjected to 3D scanning and analysis to obtain the body shape parameters of the initial body model; the body shape parameters are used to characterize the body shape of the initial body model.

[0111] Optionally, obtaining a reference clothing model for the body shape based on the initial body model includes: Based on the body shape parameters, a clothing model matching the body shape parameters is obtained from a reference clothing database as the reference clothing model. Optionally, the method further includes: Control the bones corresponding to the multiple assembly interfaces on the initial body model to perform test actions, and obtain the action test results of the multiple assembly interfaces.

[0112] Optionally, controlling the bones corresponding to the plurality of assembly interfaces on the initial body model to perform test actions and obtain the action test results of the plurality of assembly interfaces includes: Control the initial body model to execute multiple sets of test actions in the preset action test sample, and obtain the bone motion trajectory corresponding to the multiple assembly interfaces; Based on the skeletal motion trajectories corresponding to the multiple assembly interfaces, the test index parameters of the multiple assembly interfaces are determined respectively. Based on the test index parameters of the multiple assembly interfaces, the action test results of the multiple assembly interfaces are obtained.

[0113] Optionally, the method further includes: If any of the multiple assembly interfaces fails the test, the selected assembly interface is adjusted through the adjustment operation of the selected assembly interface in the initial body model.

[0114] Optionally, the method further includes: Based on the multiple assembly interfaces, the second model resources of the various types of clothing components are all assembled onto the target outfit model to obtain and display the basic outfit model.

[0115] Optionally, the method further includes: Based on the already generated target clothing model for the body type, generate target clothing models for other body types.

[0116] Optionally, generating target clothing models for other body types based on the already generated target clothing model includes: Obtain the first body shape parameters of the target clothing model of the generated body shape, and the second body shape parameters of the target clothing models of other body shapes; Obtain the difference in body shape parameters between the first body shape parameter and the second body shape parameter; Based on the differences in body shape parameters, the assembly interface on the target clothing model of the generated body shape is adjusted to generate target clothing models for other body shapes. In the several embodiments provided in this application, it should be understood that the disclosed apparatus and methods can be implemented in other ways. For example, the apparatus embodiments described above are merely illustrative; for example, the division of units is merely a logical functional division, and in actual implementation, there may be other division methods. For example, multiple units or components may be combined or integrated into another system, or some features may be ignored or not executed. Furthermore, the displayed or discussed mutual coupling or direct coupling or communication connection may be through some interfaces, indirect coupling or communication connection of devices or units, and may be electrical, mechanical, or other forms.

[0117] The units described as separate components may or may not be physically separate. 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 the units can be selected to achieve the purpose of this embodiment according to actual needs.

[0118] Furthermore, the functional units in the various embodiments of this application can be integrated into one processing unit, or each unit can exist physically separately, or two or more units can be integrated into one unit. The integrated unit can be implemented in hardware or in a combination of hardware and software functional units.

[0119] The integrated units implemented as software functional units described above can be stored in a computer-readable storage medium. These software functional units, 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 described in the various embodiments of this application. The aforementioned storage medium includes various media capable of storing program code, such as USB flash drives, portable hard drives, read-only memory (ROM), random access memory (RAM), magnetic disks, or optical disks.

[0120] The above are merely specific embodiments of this application, but the scope of protection of this application is not limited thereto. Any variations or substitutions that can be easily conceived by those skilled in the art within the scope of the technology disclosed in this application should be included within the scope of protection of this application. Therefore, the scope of protection of this application should be determined by the scope of the claims.

Claims

1. A method for generating game models, characterized in that, include: Obtain the character model to be assembled; Based on the target body shape of the character model to be assembled, obtain the target clothing model corresponding to the target body shape. Multiple assembly interfaces are pre-created on the target clothing model. The multiple assembly interfaces are used to indicate the assembly specifications of multiple types of clothing components within a preset position range. Based on the multiple assembly interfaces, the first model resources of various clothing components are all assembled to the character model to be assembled, thereby obtaining the target character's outfit model.

2. The method according to claim 1, characterized in that, Before obtaining the target clothing model corresponding to the target body shape based on the target body shape of the character model to be assembled, the method further includes: Based on the body shape of the initial body model, obtain a reference clothing model for that body shape; Based on the range of motion of the joints corresponding to the assembly interfaces of the various types of clothing components, and the reference dressing model, the assembly specifications of the various types of clothing components within the preset position range are determined. Based on the assembly specifications of the various clothing components within a preset position range, the various assembly interfaces are generated on the initial body model to generate the target clothing model corresponding to the body type.

3. The method according to claim 2, characterized in that, The step of obtaining a reference clothing model for the body shape based on the initial body model includes: Based on the body shape of the initial body model, obtain a physical clothing model and / or a virtual character clothing model as the reference clothing model.

4. The method according to claim 2, characterized in that, Before obtaining a reference clothing model for the body shape based on the initial body model, the method further includes: The initial body model is subjected to 3D scanning and analysis to obtain the body shape parameters of the initial body model; the body shape parameters are used to characterize the body shape of the initial body model.

5. The method according to claim 4, characterized in that, The step of obtaining a reference clothing model for the body shape based on the initial body model includes: Based on the body shape parameters, an outfit model matching the body shape parameters is obtained from the reference outfit database and used as the reference outfit model.

6. The method according to claim 2, characterized in that, The method further includes: Control the bones corresponding to the multiple assembly interfaces on the initial body model to perform test actions, and obtain the action test results of the multiple assembly interfaces.

7. The method according to claim 6, characterized in that, The process of controlling the bones corresponding to the multiple assembly interfaces on the initial body model to perform test actions and obtaining the action test results of the multiple assembly interfaces includes: Control the initial body model to execute multiple sets of test actions in the preset action test sample, and obtain the bone motion trajectory corresponding to the multiple assembly interfaces; Based on the skeletal motion trajectories corresponding to the multiple assembly interfaces, the test index parameters of the multiple assembly interfaces are determined respectively. Based on the test index parameters of the multiple assembly interfaces, the action test results of the multiple assembly interfaces are obtained.

8. The method according to claim 6, characterized in that, The method further includes: If any of the multiple assembly interfaces fails the test, the selected assembly interface is adjusted through the adjustment operation of the selected assembly interface in the initial body model.

9. The method according to claim 2, characterized in that, The method further includes: Based on the multiple assembly interfaces, the second model resources of the various types of clothing components are all assembled onto the target outfit model to obtain and display the basic outfit model.

10. The method according to claim 2, characterized in that, The method further includes: Based on the already generated target clothing model for the body type, generate target clothing models for other body types.

11. The method according to claim 10, characterized in that, The step of generating target clothing models for other body types based on the already generated target clothing model includes: Obtain the first body shape parameters of the target clothing model of the generated body shape, and the second body shape parameters of the target clothing models of other body shapes; Obtain the difference in body shape parameters between the first body shape parameter and the second body shape parameter; Based on the differences in body shape parameters, the assembly interface on the target clothing model of the generated body shape is adjusted to generate target clothing models for other body shapes.

12. A device for generating game models, characterized in that, include: The first acquisition module is used to acquire the character model to be assembled; The second acquisition module is used to acquire the target clothing model corresponding to the target body shape based on the target body shape of the character model to be assembled. The target clothing model has multiple assembly interfaces pre-created on it. The multiple assembly interfaces are used to indicate the assembly specifications of multiple types of clothing components in a preset position range. The assembly module is used to assemble the first model resources of multiple types of clothing components to the character model to be assembled according to the multiple assembly interfaces, so as to obtain the target character's clothing model.

13. An electronic device, characterized in that, include: The device includes a processor, a storage medium, and a bus, wherein the storage medium stores program instructions executable by the processor, and when the electronic device is running, the processor communicates with the storage medium via the bus, and the processor executes the program instructions to implement the method for generating a game model according to any one of claims 1 to 11.

14. A readable storage medium, characterized in that, The readable storage medium stores program instructions that, when executed by a processor, implement the method for generating the game model according to any one of claims 1 to 11.