A method for generating 3D character models and simplifying proxies in the MAYA environment

By identifying key parts and generating simplified proxies in the MAYA environment, the performance problem of binding highly complex 3D character models was solved, improving the workflow efficiency of animators and the user experience, and enabling smoother creative verification and animation preview.

CN121170094BActive Publication Date: 2026-08-04杭州玄机科技股份有限公司
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Patent Information

Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
杭州玄机科技股份有限公司
Filing Date
2025-09-08
Publication Date
2026-08-04

AI Technical Summary

Technical Problem

In the MAYA environment, the high complexity of rigging 3D character models leads to slow rendering and animation debugging speeds, increases the consumption of computing resources and the workload of animators, and limits the efficiency of creative verification and preview.

Method used

By using automated methods to identify key parts of the 3D character model, a lightweight simplified agent is generated. The simplification process includes shape optimization, high-poly model adjustment optimization, and equivalent conversion parameter reduction. The original binding key control logic and hierarchical structure are preserved, and the simplified agent is generated and seamlessly connected to the original binding system.

Benefits of technology

It significantly reduces the geometric complexity and computational requirements of the model, improves the workflow efficiency in the MAYA environment, and enables animators to perform creative verification and animation debugging more smoothly, while reducing resource consumption and performance bottlenecks.

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Abstract

This application provides a method for generating simplified proxies for 3D characters. The method includes accurately identifying key parts in the original 3D character model that have a decisive influence on the character's movement, form expression, and animation deformation; simplifying the original 3D character model based on the identified key parts and using multiple methods to generate a simplified proxy (model); generating constraint nodes for the simplified proxy that maintain synchronization and consistency with the movement of the original 3D character model; and connecting all the constraint nodes to the original control system that was originally bound to the source 3D character model. The method provided by this invention can achieve fully automated processing from complex character model to simplified proxy binding, without direct human intervention; moreover, the generated simplified proxy maintains a high degree of consistency with the original 3D character model in visual appearance and movement.
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Description

Technical Field

[0001] This application relates to the field of image processing / image compression in 3D animation / game special effects production, specifically to a method for generating simplified proxies for 3D character models in the MAYA environment. Background Technology

[0002] In the production of 3D animation / games, using high-performance software like Maya can lead to limitations in rendering, previewing, and animation debugging speeds due to the increasing detail in 3D character models and the growing complexity of rigging logic. This can also result in frequent workflow interruptions, increasing the workload and learning curve for animators. For example, large-scale 3D animations / games currently strive for visual realism by rendering the hair, skin, joints, clothing, and accessories of 3D character models with high fidelity, resulting in significant resource consumption and more complex control logic. The production and operation of 3D animations / games are increasingly demanding on computing resources and requiring higher hardware performance.

[0003] To address the performance bottlenecks and high resource consumption issues encountered in the production and operation of large-scale 3D animations / games, the solutions are either to adopt more powerful hardware configurations or to continuously optimize the production methods and operational controls of 3D animations / games. Clearly, simply increasing hardware performance is not a long-term solution. Therefore, the industry primarily focuses on optimizing the production methods and operational controls of 3D animations / games. Existing optimization methods are limited by the rich details of 3D character models and the resource overhead of the control logic during game production, resulting in limited savings in computational resources after optimization. How to reduce the geometric complexity and computational resources consumed by Maya in handling 3D character models while ensuring that the visual effects and movements of 3D animations / games remain unchanged, so that animators can more smoothly perform creative verification, animation preview, and debugging, remains a key focus for the industry. Summary of the Invention

[0004] The technical solution provided in this application enables the generation of a lightweight, simplified character model rigging as a proxy for the original complex and detailed 3D character model in the Maya environment through automated means. This proxy rigging, while retaining the key control logic and hierarchical structure of the original rigging, significantly reduces the geometric complexity and computational requirements of the model. This simplification not only reduces Maya's resource consumption when handling complex 3D character model rigging but also greatly improves the software's operating efficiency, allowing animators to more smoothly perform creative verification, animation preview, and debugging.

[0005] The technical solution provided in this application is a method for generating simplified proxies for 3D character models in the MAYA environment. The method includes: obtaining the skeletal world matrix information of the original 3D character model; identifying a set of key parts of the original 3D character model from the skeletal world matrix information; simplifying the original 3D character model based on the position and shape of each key part to generate a corresponding simplified proxy; generating constraint nodes for the simplified proxy that maintain synchronization with the movement of the original 3D character model; and connecting all the constraint nodes to the control system originally bound to the original 3D character model. The key parts refer to anatomical structures that have a decisive influence on character movement, morphological expression, and animation deformation. In the MAYA environment, the skeletal world matrix information can be obtained by reading the binding data in the character model file or by utilizing the API interface of the 3D animation engine.

[0006] Further, identifying the key parts of the initial 3D character model includes: comprehensively identifying the set of key parts from three dimensions: geometric features, kinematic requirements, and topology optimization requirements of the initial 3D character model. Specifically, identifying the key parts includes: identifying a set of potential key parts based on dynamic ergonomic parameters and contour curvature thresholds. The identified set of potential key parts is then subjected to the following kinematic requirement verification process to obtain the set of key parts: determining whether the identified potential key parts meet the required degrees of freedom and variation error requirements for movement; removing the parts in the set of potential key parts that do not meet the required degrees of freedom for movement, and using topology optimization to ensure that each potential key part in the remaining set meets the variation error requirements when bending during movement; the remaining parts that meet the variation error requirements are taken as the set of key parts.

[0007] Furthermore, the simplification process includes: removing detailed features from non-critical parts of the initial 3D character model, and performing shape optimization, high-poly model adjustment optimization, and equivalent conversion parameter reduction on the initial 3D character model.

[0008] The shape optimization includes: removing redundant topology of key parts in the initial 3D character model based on geometric feature recognition, and using a topology optimization algorithm to connect and replace complex key parts in the initial 3D character model with equivalent geometry to reduce joint degree-of-freedom parameters.

[0009] The high-poly adjustment and optimization includes: adjusting the vertex scale of the initial 3D character model, then reversing the high-frequency details in the high-poly normal map to generate a low-poly topology, retaining only the vertex density of key regions, and merging vertices in flat regions.

[0010] The equivalent transformation parameter reduction includes: compressing the joint parameter encoding in the key locations, and simplifying the multi-layer composite material of the initial 3D character model into a single equivalent material through linear blending skin (LBS), and reducing the parameters of the single equivalent material through HyperMesh's Subcell Mode 1. Compressing the joint parameter encoding in the key locations for parameter reduction can be achieved by compressing the translation / rotation matrix of the original skeleton into scaling factors and joint angles.

[0011] Furthermore, the method also includes encapsulating the simplified agent, all the constraint nodes of the simplified agent, and the control system into a separate resource package. This resource package contains all the necessary files and parameter information, facilitating user import, use, and management. To improve processing efficiency and user experience, this invention can also introduce a caching mechanism: when the original binding remains unchanged, the cached simplified agent resource is used directly; when upstream data changes, the cache is regenerated and the resource package is updated. After importing the encapsulated resource package into the engine or related software, the system automatically hides the original binding and displays the simplified agent as an alternative display.

[0012] Corresponding to the above method, this application also provides a computer-readable storage medium. The computer-readable storage medium stores program code, which, when executed by a computer, implements the above-described method for generating simplified proxies for 3D character models in the MAYA environment.

[0013] This invention identifies key parts of 3D character models using programmable technology and generates simplified character rigging proxies by employing multiple parameter reduction methods. While preserving the original key rigging control logic and hierarchical structure, it significantly reduces the geometric complexity and computational requirements of 3D character models, effectively solving performance issues caused by high-complexity rigging in the Maya environment. It also significantly improves workflow efficiency and user experience, bringing positive impacts to 3D animation production. Attached Figure Description

[0014] To more clearly illustrate the technical solutions in the specific embodiments of this application or the prior art, the drawings used in the description of the specific embodiments or the prior art will be briefly introduced below. Obviously, the drawings described below are some embodiments of this application. For those skilled in the art, other drawings can be obtained from these drawings without creative effort.

[0015] Figure 1 A flowchart of one embodiment of the method for generating simplified proxies for 3D character models in the MAYA environment provided in this application. Detailed Implementation

[0016] 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 only some embodiments of this application, not all embodiments. Based on the embodiments of this application, all other embodiments obtained by those skilled in the art without creative effort are within the scope of protection of this application.

[0017] In one embodiment, the present invention provides a method for generating simplified proxies for 3D character models in a Maya environment, such as... Figure 1 As shown.

[0018] S1. Obtain the initial 3D character model's original rigging bone world matrix information. The bone world matrix represents the transformation matrix of the 3D character model's bones in the global (world) coordinate system. It includes the bones' rotation, translation, and scaling information and is one of the core components of the skeletal animation system to achieve correct deformation and animation effects. In the Maya environment, this bone world matrix information can be obtained by reading the rigging data from the character model file or using the API interface of the 3D animation engine.

[0019] S2. Identify the set of key parts of the initial 3D character model from the skeletal world matrix information. The key parts refer to the anatomical structures that have a decisive influence on the character's movement, morphological expression, and animation deformation.

[0020] Furthermore, identifying the key parts of the initial 3D character model includes: comprehensively identifying the set of key parts from three dimensions: geometric features, kinematic requirements, and topology optimization requirements of the initial 3D character model. Specifically, the identification of the key parts is implemented as follows:

[0021] First, potential key parts are identified based on dynamic ergonomic parameters and contour curvature thresholds.

[0022] 1. Identify potential key body parts based on the body's proportions and symmetry. For example, the shoulder width to head length ratio is approximately 2:1, and the knee joint is located at one-quarter of the body height. Quantitatively verify these measurements in Maya using the measurement tool (Create > Measurement Tools > Measurement Tool).

[0023] 2. Identify potential critical parts based on contour curvature thresholds. For example, the Canny edge detection algorithm can be used to identify U-shaped or inverted U-shaped contours of limb extremities (such as fingers and toes), and parts with a curvature radius <0.5 are identified as critical parts.

[0024] Secondly, the identified set of potential critical parts undergoes the following kinematic requirement verification process to obtain the set of critical parts: For each identified potential critical part, it is determined whether it meets the required degrees of freedom for movement and the variation error requirements; the remaining parts are obtained after removing those that do not meet the required degrees of freedom for movement. For example, ball-and-socket joints (shoulder, hip) require 3 degrees of freedom skeletal nodes, and hinge joints (elbow, knee) require 1 degree of freedom node.

[0025] Topology optimization ensures that each potential critical part of the remaining portion meets the deformation error requirements during bending motion. The remaining portion that meets the deformation error requirements is designated as the set of critical parts. For example, critical part regions need to satisfy octagonal loop wiring (such as shoulders and knees). This can be achieved by automatically increasing the loop edges in the critical part regions using the Insert Edge Loop Tool, ensuring the shape remains unchanged after smoothing. Simultaneously, using the Delta Mush deformer, the surface mesh deformation error during joint bending must be <5%; otherwise, topology optimization (such as locally increasing the loop edges) is triggered.

[0026] S3. Based on the position and shape of each key component, the initial 3D character model is simplified to generate a corresponding simplified proxy. Further, the simplification process includes: removing detailed features from non-key components of the initial 3D character model, performing shape optimization, high-poly model adjustment optimization, and equivalent transformation to reduce parameters. The simplified proxy generated after the above simplification process has significantly reduced complexity and related parameters compared to the initial 3D character model.

[0027] The shape optimization includes: removing redundant topology of key parts in the initial 3D character model based on geometric feature recognition; and using topology optimization algorithms to connect and replace complex key parts in the initial 3D character model with equivalent geometry to reduce joint degree-of-freedom parameters. For example, redundant topology of the model is removed based on geometric feature recognition (such as curvature analysis and key point density detection). For example, the complex 16-sided ring structure of the finger is simplified to an octagon, and the quadrilateral topology is automatically reconstructed using Maya's Quad Draw Tool. Topology optimization algorithms (such as the axial plane analysis method in skeletal biomechanics) are used to replace complex bone connections with equivalent geometry (such as replacing the ball-and-socket structure of joints with cylinders) to reduce joint degree-of-freedom parameters.

[0028] The high-poly adjustment and optimization includes: adjusting the vertex scale of the initial 3D character model, then reversing the high-frequency details in the high-poly normal map to generate a low-poly topology, retaining only the vertex density of key regions, and merging vertices in flat regions. For example, using Maya's Texture to Geometry tool, the high-frequency details in the high-poly normal map are reversed to generate a low-poly topology, retaining only the vertex density of key regions, and merging vertices in flat regions.

[0029] The equivalent transformation parameter reduction includes: compressing the joint parameter encoding in the key locations, and simplifying the multi-layer composite material of the initial 3D character model into a single equivalent material through linear blending skin (LBS), and reducing the parameters of the single equivalent material through HyperMesh's Subcell Mode 1. The parameter reduction by compressing the joint parameter encoding in the key locations can be achieved by compressing the translation / rotation matrix of the original skeleton into scaling factors and joint angles.

[0030] S4. Generate constraint nodes for the simplified agent that are synchronized with the movement of the initial 3D character model, and connect all the constraint nodes to the control system originally bound to the initial 3D character source model.

[0031] In Maya, constraint nodes are special computational units used to establish motion relationship transmission channels between the simplified model and the original model. Essentially, they associate the topological deformation parameters of the simplified model with the dynamic parameters of the original skeletal system through mathematical matrix operations (such as translation and rotation matrices) to ensure that the generated simplified proxy is consistent with the initial model. They have the following characteristics / uses:

[0032] 1. Data transferability: Real-time mapping of vertex coordinates of the simplified model to the original bone joint angles is achieved through the matrixMult node (e.g., using decomposeMatrix to decompose translation / rotation parameters);

[0033] 2. Hierarchical decoupling: Independent of the original skeleton hierarchy, it allows simplified models to retain a simplified topology while inheriting complex motions;

[0034] 3. Dynamic compatibility: Supports hybrid control modes of inverse dynamics (IK) and forward dynamics (FK).

[0035] S5. The simplified agent, all the constraint nodes of the simplified agent, and the control system are encapsulated into a single resource package. This resource package contains all the necessary files and parameter information, making it convenient for users to import, use, and manage.

[0036] Corresponding to the above method, this application also provides a computer-readable storage medium. The computer-readable storage medium stores program code, which, when executed by a computer, implements the above-described method for generating simplified proxies for 3D character models in the MAYA environment.

[0037] The technical solution provided in this application can generate a simplified character rigging as a proxy through automated means. This proxy rigging, while retaining the key control logic and hierarchical structure of the original rigging, significantly reduces the geometric complexity and computational requirements of the model. This simplification not only reduces the resource consumption of Maya when handling complex rigging, but also greatly improves the software's operating efficiency, enabling animators to more smoothly perform creative verification, animation preview, and debugging. In addition, the technical solution provided in this application indirectly solves the problems of workflow interruptions and creative limitations caused by these issues. Animators can focus more on the creation itself without worrying about various obstacles caused by software performance problems. Furthermore, due to the seamless switching between simplified and original rigging, animators can easily switch between the two as needed to meet different work requirements.

[0038] The above description is merely an embodiment of this application and is not intended to limit this application. For those skilled in the art, the technical solutions provided in this application can be modified and varied in various ways. Any modifications, equivalent substitutions, improvements, etc., made within the spirit and principles of this application should be included within the protection scope of this application.

Claims

1. A method for generating simplified proxies for 3D character models in the Maya environment, characterized in that, The method includes: acquiring the skeletal world matrix information of the original binding of the initial 3D character model; comprehensively identifying a set of key parts based on the skeletal world matrix information from three dimensions: geometric features, kinematic requirements, and topology optimization requirements of the initial 3D character model; simplifying the initial 3D character model based on the position and shape of each key part to generate a corresponding simplified proxy; generating constraint nodes for the simplified proxy that maintain synchronization with the movement of the initial 3D character model; and connecting all the constraint nodes to the control system originally bound to the initial 3D character source model; the key parts refer to the anatomical structures that have a decisive influence on the character's movement, morphological expression, and animation deformation.

2. The method as described in claim 1, characterized in that, The process of obtaining the original skeletal world matrix information of the initial 3D character model includes: obtaining the skeletal world matrix information by reading the binding data in the character model file or by using the API interface of the 3D animation engine.

3. The method as described in claim 1, characterized in that, The identification of key parts from the geometric features of the initial 3D character model includes: identifying a set of potential key parts based on dynamic ergonomic parameters and contour curvature thresholds.

4. The method as described in claim 3, characterized in that, The process of identifying the set of key parts from the kinematic requirements and topology optimization requirements of the initial 3D character model is implemented as follows: the set of key parts is obtained by performing the following kinematic requirement verification processing on the set of potential key parts: for the identified potential key parts, it is determined whether they meet the degrees of freedom required for movement and the variation error requirements; after removing the parts in the set of potential key parts that do not meet the degrees of freedom required for movement, the remaining parts are ensured by topology optimization to meet the variation error requirements when each potential key part in the remaining parts moves and bends; the remaining parts that meet the variation error requirements are taken as the set of key parts.

5. The method according to any one of claims 1-4, characterized in that, The simplification process includes: shape optimization, high-poly model adjustment optimization, and equivalent conversion parameter reduction of the initial 3D character model.

6. The method as described in claim 5, characterized in that, The shape optimization includes: removing redundant topology of key parts in the initial 3D character model based on geometric feature recognition, and using a topology optimization algorithm to connect and replace complex key parts in the initial 3D character model with equivalent geometry to reduce joint degree-of-freedom parameters.

7. The method as described in claim 6, characterized in that, The high-poly adjustment and optimization includes: adjusting the vertex scale of the initial 3D character model, then reversing the high-frequency details in the high-poly normal map to generate a low-poly topology, retaining only the vertex density of key regions, and merging vertices in flat regions.

8. The method as described in claim 7, characterized in that, The equivalent transformation parameter reduction includes: compressing the joint parameter encoding in the key parts, and simplifying the multi-layer composite material of the initial 3D character model into a single equivalent material through linear blending skinning, and reducing the parameters of the single equivalent material through HyperMesh's Subcell Model.

9. The method as described in claim 8, characterized in that, The joint parameter encoding in the key locations is compressed, including: compressing the translation / rotation matrix of the original bone into scaling factors and joint angles.

10. The method as described in claim 5, characterized in that, The simplification process also includes removing detailed features from non-critical parts of the initial 3D character model.

11. The method as described in claim 1, characterized in that, The method further includes: encapsulating the simplified agent, all the constraint nodes of the simplified agent, and the control system into a separate resource package.

12. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores program code that, when executed by a computer, implements the method for generating a simplified agent for a three-dimensional character as described in any one of claims 1-11.