Face pinching processing method and device, electronic equipment and storage medium
By displaying facial position markers and adjustment controls on a graphical user interface, and dynamically generating facial sculpting parameters, the facial sculpting process is simplified, solving the problems of complexity and low efficiency in existing facial sculpting technologies, and achieving efficient facial sculpting processing.
Patent Information
- Application Number
- CN202511804740.5
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2025-12-02
- Publication Date
- 2026-02-24
AI Technical Summary
Existing face-shaping technology is complex, inefficient, and suffers from problems such as model tearing or joint misalignment.
By displaying facial position markers and adjustment controls for the character to be bound on a graphical user interface, and dynamically generating controls based on the face-shaping parameter information, users can perform simple adjustment operations to update the character image, determine the target face-shaping parameters, and render and display them, simplifying the face-shaping process and ensuring that deformation is carried out within the parameter range.
It greatly simplifies the face-shaping process, prevents model tearing or joint misalignment, improves face-shaping efficiency, and retains the maximum degree of design freedom.
Smart Images

Figure CN121564136A_ABST
Abstract
Description
Technical Field
[0001] This application relates to the field of computer technology, and more specifically, to a face-shaping processing method, apparatus, electronic device, and storage medium. Background Technology
[0002] With the rapid development of Virtual Reality (VR), Augmented Reality (AR), metaverse platforms, online games, and social applications, users' demand for personalized virtual avatars is growing. In the process of developing detailed avatars for software platforms, "face-customization" technology—which allows software platform engineers to interactively customize the facial features of virtual characters—has become a crucial functional module of digital content platforms, serving as a core element in building virtual identities.
[0003] Current face-shaping technology involves multiple stages, including user interface (UI) interaction, transactional analysis (TA), program development, expression binding, and expression animation construction. The entire face-shaping process is complex, resulting in low efficiency. Summary of the Invention
[0004] The purpose of this application is to address the shortcomings of the prior art by providing a face-shaping method, apparatus, electronic device, and storage medium to improve the accuracy of face-shaping.
[0005] To achieve the above objectives, the technical solutions adopted in the embodiments of this application are as follows: In a first aspect, embodiments of this application provide a face-shaping method, the method comprising: In response to the character creation start operation, the character image of the character to be bound and the identifiers of multiple facial positions are displayed on the graphical user interface according to the pre-determined character creation parameter information, wherein the character creation parameter information is used to indicate the parameter range of each facial position of the character to be bound. When the identifier of the target face position is triggered, at least one adjustment control for the target face position is displayed in the graphical user interface according to the face-shaping parameter information; In response to an adjustment operation on the target adjustment control, the character image is updated, and the target facial sculpting parameters of the character to be bound are determined, so as to render and display the character to be bound according to the target facial sculpting parameters.
[0006] Optionally, the step of displaying at least one adjustment control for the target facial position in the graphical user interface based on the facial shaping parameter information includes: The graphical user interface displays identifiers for multiple sub-locations of the target facial location; When the identifier for the target sub-position is triggered, at least one adjustment control corresponding to the target sub-position is displayed on the graphical user interface according to the face-shaping parameter information, wherein each adjustment control is used to adjust the parameters of the target sub-position from one dimension.
[0007] Optionally, displaying at least one adjustment control corresponding to the target sub-position in the graphical user interface based on the face-shaping parameter information includes: Obtain the parameter range of the target sub-position in multiple dimensions from the face-shaping parameter information; Based on the parameter range of each dimension, determine the initial parameter values of the adjustment controls corresponding to each dimension; The graphical user interface displays each adjustment control according to its initial parameter value and parameter range.
[0008] Optionally, the response to the adjustment operation of the target adjustment control updates the character image and determines the target facial sculpting parameters of the character to be bound, including: In response to an adjustment operation on the target adjustment control, determine the face-shaping weight parameter of the target adjustment control based on the adjustment amount of the adjustment operation; Based on the parameter range of the target adjustment control and the initial facial model of the character to be bound, determine the maximum offset of the face shaping of the target adjustment control; Based on the character creation weight parameters and character creation limit offset of the target adjustment control, the target character creation parameters are determined, and the character image is updated.
[0009] Optionally, determining the face-shaping limit offset of the target adjustment control based on the parameter range of the target adjustment control and the initial facial model of the character to be bound includes: The parameter range of the target adjustment control is parsed to obtain the motion image frame of the target adjustment control; The face-shaping limit offset of the target adjustment control is determined based on the motion image frame of the target adjustment control and the initial skeletal parameters of the target adjustment control in the initial facial model.
[0010] Optionally, determining the face-pinching limit offset of the target adjustment control based on the motion image frame of the target adjustment control and the initial skeletal parameters of the target adjustment control in the initial facial model includes: Obtain the maximum limit motion parameters of the maximum motion image frame and the minimum limit motion parameters of the minimum motion image frame in the motion image frames; The face-pinching limit offset of the target adjustment control is determined based on the maximum limit motion parameters, the minimum limit motion parameters, and the initial bone parameters.
[0011] Optionally, determining the face-pinching limit offset of the target adjustment control based on the maximum limit motion parameter, the minimum limit motion parameter, and the initial skeletal parameters includes: Calculate the difference between the maximum limit motion parameter and the initial skeletal parameters to obtain the maximum motion offset; The difference between the minimum limit motion parameter and the initial skeletal parameter is calculated to obtain the minimum motion offset; The maximum motion offset and the minimum motion offset are used as the face-shaping limit offset of the target adjustment control.
[0012] Optionally, determining the target facial features of the character to be bound based on the facial feature weight parameters and the facial feature limit offset of the target adjustment control includes: The product of the face-shaping weight parameter and the face-shaping limit offset is used as the target face-shaping parameter.
[0013] Optionally, the step of using the product of the face-shaping weight parameter and the face-shaping limit offset as the target face-shaping parameter includes: If the face-shaping weight parameter is a negative proportional value, then the product of the face-shaping weight parameter and the minimum action offset in the face-shaping limit offset is used as the target face-shaping parameter. If the face-shaping weight parameter is a positive proportional value, then the product of the face-shaping weight parameter and the maximum action offset in the face-shaping limit offset is used as the target face-shaping parameter.
[0014] Optionally, rendering and displaying the character to be bound based on the target character creation parameters includes: The target facial sculpting parameters are non-destructively blended with the initial facial model of the character to be bound, and the blended character is then rendered and displayed.
[0015] Optionally, the process of determining the face-pinching parameter information includes: In response to the binding command, determine the initial, skeletonless facial model of the character to be bound, and determine the target character's face based on the initial facial model and the preset skeleton. In response to the face-shaping configuration command, the face-shaping parameter information is determined.
[0016] Optionally, determining the target character's face based on the initial facial model and the preset skeleton includes: The initial facial model is bound to the preset skeleton to obtain the initial character face; The skinning weights in the initial facial model are transferred to the preset skeleton in the initial character face to obtain the target character face.
[0017] Secondly, embodiments of this application also provide a face-shaping device, the device comprising: The first display module is used to display the character image of the character to be bound and the identifiers of multiple facial positions on the graphical user interface according to the pre-determined face-shaping parameter information, wherein the face-shaping parameter information is used to indicate the parameter range of each facial position of the character to be bound. The second display module is used to display at least one adjustment control for the target facial position on the graphical user interface according to the face-shaping parameter information; The determination module is used to update the character image in response to the adjustment operation of the target adjustment control, and determine the target face-shaping parameters of the character to be bound, so as to render and display the character to be bound according to the target face-shaping parameters.
[0018] Thirdly, embodiments of this application also 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 application runs, the processor communicates with the storage medium via the bus, and the processor executes the program instructions to perform the steps of the face-pinching processing method described in the first aspect.
[0019] Fourthly, embodiments of this application also provide a computer-readable storage medium storing a computer program, which is read and executes the steps of the face-pinching processing method described in the first aspect.
[0020] The beneficial effects of this application are: This application provides a face-shaping method, apparatus, electronic device, and storage medium. In response to a face-shaping initiation operation, it displays a character image of the character to be bound and multiple facial position markers on a graphical user interface based on pre-determined face-shaping parameter information. After the marker of the target facial position is triggered, it displays at least one adjustment control for the target facial position on the graphical user interface based on the face-shaping parameter information. Based on the user's adjustment operation on the target adjustment control, it updates the character image and determines the target face-shaping parameters for the character to be bound, rendering and displaying the character to be bound according to the target face-shaping parameters. In the above process, each adjustment control on the graphical user interface is dynamically generated based on the face-shaping parameter information, thus eliminating the need for manual code writing or configuration files. Furthermore, by displaying adjustment controls based on the face-shaping parameters, the user only needs to perform simple adjustment operations to complete the face-shaping process, greatly simplifying the face-shaping process and ensuring that all deformations are within the parameter range, preventing model tearing or joint misalignment, while retaining maximum design freedom and greatly improving face-shaping efficiency. Attached Figure Description
[0021] 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.
[0022] Figure 1 A schematic flowchart illustrating a face-shaping method provided in an embodiment of this application; Figure 2 A schematic diagram of a character image provided in an embodiment of this application; Figure 3 A flowchart illustrating the second face-shaping method provided in this application embodiment; Figure 4 A flowchart illustrating the third face-shaping method provided in this application embodiment; Figure 5 A flowchart illustrating the fourth face-shaping method provided in this application embodiment; Figure 6 A flowchart illustrating the fifth face-shaping method provided in this application embodiment; Figure 7 A schematic flowchart illustrating the sixth face-shaping method provided in this application embodiment; Figure 8 A flowchart illustrating the seventh face-shaping method provided in this application embodiment; Figure 9 This is a schematic diagram illustrating the layer division of facial sculpting in an embodiment of this application; Figure 10 A flowchart illustrating the eighth face-shaping method provided in this application embodiment; Figure 11 A schematic diagram of an apparatus for a face-pinching method provided in an embodiment of this application; Figure 12 This is a structural block diagram of an electronic device provided in an embodiment of this application. Detailed Implementation
[0023] 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. It should be understood that the accompanying drawings in this application are for illustrative and descriptive purposes only and are not intended to limit the scope of protection of this application. Furthermore, it should be understood that the schematic drawings are not drawn to scale. The flowcharts used in this application illustrate operations implemented according to some embodiments of this application. It should be understood that the operations in the flowcharts may not be implemented in sequence, and steps without logical contextual relationships may be reversed or implemented simultaneously. In addition, those skilled in the art, guided by the content of this application, may add one or more other operations to the flowcharts, or remove one or more operations from the flowcharts.
[0024] Furthermore, the described embodiments are merely some, not all, of the embodiments of this application. The components of the embodiments of this application described and illustrated herein can typically be arranged and designed in various different configurations. 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.
[0025] It should be noted that the term "comprising" will be used in the embodiments of this application to indicate the presence of the features declared thereafter, but does not exclude the addition of other features.
[0026] Existing facial character creation technologies involve numerous steps and require complex collaboration among various development roles, resulting in an overly complex process. Furthermore, existing technologies have shortcomings in handling each stage of the facial character creation process. For example, in the expression binding stage, existing technologies 1 and 2 are used. In technology 1, during bone binding, the binding personnel need to create a proxy bone layer. The original bones are responsible for playing animations, and the proxy bones are used to overlay deformation effects. This doubles the number of bones, significantly impacting performance. If achieving desired facial expression effects, the large number of facial bones makes it difficult to sell, and maintaining the synchronization of two sets of bones is difficult to maintain and modify. In technology 2, if a proxy bone layer is not created, facial character creation animations are overlaid to shift bones and simulate the effect. This method leads to rotation blending issues; multiple rotation animations are evenly distributed when mixed, making it impossible to achieve effects like nose rotation, severely affecting the scalability of facial character creation. Moreover, using too many animation layers in the early stages of facial character creation increases the maintenance cost of the subsequent state machine. Another example is the expression animation construction stage, which uses existing technologies 3 and 4. In existing technology 3, blend shape animation is used for facial expressions and skeletal modeling for character creation. However, blend shape animation does not involve attached objects such as eyelashes and beards, requiring the development of corresponding toolchains in digital content creation (DCC) software and engines. This necessitates additional programming and increases the need for human resources in character creation. Existing technology 4 stores character creation parameters in an Excel spreadsheet and requires manual configuration. This necessitates opening the Excel spreadsheet every time parameters are added or deleted, resulting in low efficiency. Furthermore, the game must be run to see the UI parameter effects after each data export.
[0027] Based on the aforementioned problems, this application proposes a face-shaping method. After the face-shaping operation is initiated, the graphical user interface displays an image of the character to be bound, along with markers for multiple facial positions, according to pre-determined face-shaping parameters. When a marker for a target facial position in the character image is triggered, at least one adjustment control for that target facial position is displayed based on the face-shaping parameters. When the target adjustment control is adjusted, the character image is updated, and the target face-shaping parameters for the character to be bound are determined, allowing the character to be rendered according to these parameters. This face-shaping process can be completed using pre-determined parameters, greatly simplifying the process. Furthermore, for each facial position, the character image can be updated based on adjustments made to the controls for that position, ensuring a consistent face-shaping effect.
[0028] The following section will explain the specific implementation process of the face-shaping method provided in the embodiments of this application.
[0029] Figure 1 This is a flowchart illustrating a face-shaping method provided in an embodiment of this application. The subject executing this method can be any electronic device with computing power. Figure 1 As shown, the method includes: S101. In response to the character creation startup operation, display the character image of the character to be bound and the identifiers of multiple facial positions on the graphical user interface according to the pre-determined character creation parameter information.
[0030] The character creation parameters may include the parameter ranges for each facial position of the character to be bound.
[0031] Optionally, when a user is detected performing a face-customization initiation operation on the terminal device, such as clicking the "Customize Appearance" button or selecting a character to be bound for appearance adjustments, the system can first obtain the pre-determined face-customization parameter information for that character in response to the user's face-customization initiation operation. This face-customization parameter information is pre-generated by relevant technical personnel based on the facial model of the character to be bound, and the generation process of the face-customization parameter information will be described in detail in the following embodiments.
[0032] Optionally, based on the user-selected character to be bound and the pre-determined facial customization parameters, a 3D character image of the character to be bound is rendered and displayed on the graphical user interface. This 3D character image is a visual representation of the virtual character being configured for facial customization. It can be displayed primarily from a frontal view, or multiple view angles can be switched to allow the user to fully observe the facial changes. The character image of the character to be bound displayed on the graphical user interface is as follows: Figure 2 As shown, multiple facial locations can include, for example, the eyes, nose, mouth, face, ears, and brow bone. Each facial location can be identified by a text label, icon, or similar identifier, and a mapping relationship is established between the identifier of each facial location and the character creation parameters for that location. For example, a mapping relationship is established between the parameters of the eyes and the parameters of the mouth, and so on.
[0033] S102, In response to the triggering of the identifier of the target face position, at least one adjustment control of the target face position is displayed on the graphical user interface according to the face shaping parameter information.
[0034] Optionally, when a user clicks on the identifier of a target facial location, the graphical user interface displays various adjustment controls associated with that target facial location, based on the identifier and the parameter range of the target facial location. These adjustment controls can take the form of sliders, knobs, drag points, numerical input boxes, etc.
[0035] For example, if the user triggers the "eyes" feature, then at least one adjustment control for the "eyes" will be displayed based on the parameter range of the "eyes" feature in the character customization parameter information, such as... Figure 2 The controls include "spacing," "vertical," and "forward / backward" adjustment controls for the "eyes."
[0036] S103. Respond to the adjustment operation of the target adjustment control, update the character image, and determine the target face-shaping parameters of the character to be bound, so as to render and display the character to be bound according to the target face-shaping parameters.
[0037] The target character creation parameter refers to the offset of the skeleton of the character to be bound.
[0038] Optionally, users can adjust the target adjustment controls. When an adjustment is applied to the target adjustment controls, the character image can be updated based on the user's adjustment. Specifically, the target facial position corresponding to the target adjustment control in the character image can be updated. After the character image is updated, the target facial sculpting parameters of the character to be bound are determined, so that the character to be bound is rendered and displayed according to these parameters.
[0039] For example, users Figure 2 By dragging the "Eyes-Spacing" adjustment control left and right, the spacing of the "eyes" in the character image can be updated.
[0040] In this embodiment, in response to the face-shaping initiation operation, the character image of the character to be bound and multiple facial position markers are displayed on the graphical user interface according to pre-determined face-shaping parameter information. After the marker of the target facial position is triggered, at least one adjustment control for the target facial position is displayed on the graphical user interface according to the face-shaping parameter information. Based on the user's adjustment operation on the target adjustment control, the character image is updated in response, and the target face-shaping parameters of the character to be bound are determined, so as to render and display the character to be bound according to the target face-shaping parameters. In the above process, each adjustment control on the graphical user interface is dynamically generated according to the face-shaping parameter information, so there is no need to manually write code or configuration files. At the same time, by displaying adjustment controls according to the face-shaping parameters, the user only needs to perform simple adjustment operations to complete the face-shaping, which greatly simplifies the face-shaping process and ensures that all deformations are within the parameter range, preventing model tearing or joint misalignment, while retaining the maximum degree of freedom of the design, greatly improving the face-shaping efficiency.
[0041] Figure 3 This is a flowchart illustrating the second face-shaping method provided in the embodiments of this application, as shown below. Figure 3 As shown, in step S102 above, when the identifier of the target face position is triggered, at least one adjustment control for displaying the target face position in the graphical user interface according to the face-shaping parameter information may include: S201. Display the identifiers of multiple sub-locations of the target facial location in the graphical user interface.
[0042] Optionally, each target facial location can be further divided into multiple sub-locations. When a target facial location is triggered, all sub-locations associated with that target facial location can be resolved based on pre-determined facial shaping parameters, and their respective visual identifiers can be dynamically generated and displayed on the graphical user interface. The identifiers for each sub-location can be displayed in forms such as text labels and icons.
[0043] For example, the "eye" can be further divided into sub-positions such as the entire eye, the inner upper eyelid, the outer upper eyelid, the inner lower eyelid, the outer lower eyelid, the inner corner of the eye, the lower eyelid fold, the outer corner of the eye, and the entire eyeball. If the pre-determined facial sculpting parameters for the "eye" include parameter ranges for the entire eye, the inner upper eyelid, the outer upper eyelid, the inner lower eyelid, the outer lower eyelid, and the inner corner of the eye, then the graphical user interface can display identifiers for the entire eye, the inner upper eyelid, the outer upper eyelid, the inner lower eyelid, the outer lower eyelid, and the inner corner of the eye.
[0044] S202. In response to the triggering of the identifier for the target sub-position, display at least one adjustment control corresponding to the target sub-position in the graphical user interface based on the face-shaping parameter information.
[0045] Each adjustment control is used to adjust the parameters of the target sub-position in one dimension. The character creation parameter information can include the adjustable dimensions of each sub-position and the parameter range for each dimension.
[0046] For example, if a user triggers the identifier for the target sub-position "eyes - overall eyes," then the adjustable dimensions of this target sub-position in the face-shaping parameter information are retrieved. These adjustable dimensions may include spacing, top / bottom, front / back, and size dimensions. Based on the parameter ranges for each dimension, the following display can be generated: Figure 2 The controls include "spacing", "vertical", "front and back" adjustment controls, and "size" adjustment controls.
[0047] In this embodiment, the target facial position is decomposed into sub-positions and visualized in a graphical user interface, constructing a multi-level face-shaping control interface with a clear structure, intuitive operation, and high flexibility. Furthermore, by performing structured analysis on the adjustment dimensions of the target sub-positions and dynamically generating semantically meaningful adjustment controls accordingly, a highly flexible, easily expandable, and user-friendly refined face-shaping control system is constructed, effectively overcoming the shortcomings of existing technologies such as coarse control granularity, difficulty in expansion, and poor usability.
[0048] Figure 4 This is a flowchart illustrating the third face-shaping method provided in the embodiments of this application, as shown below. Figure 4 As shown, S202, responding to the triggering of the identifier for the target sub-position, displays at least one adjustment control corresponding to the target sub-position in the graphical user interface based on the face-shaping parameter information, which may include: S301. Obtain the parameter range of the target sub-position in multiple dimensions from the face-shaping parameter information.
[0049] For example, if the user triggers the identifier of the target sub-position "eye-eye whole", the parameter range of the spacing dimension, the vertical dimension, the front-back dimension, and the size dimension of the target sub-position "eye-eye whole" are obtained from the face-shaping parameter information.
[0050] S302. Determine the initial parameter values of the adjustment controls corresponding to each dimension based on the parameter range of each dimension.
[0051] Optionally, after generating multiple adjustment controls, it is necessary to initialize the state of each adjustment control, that is, to determine the initial parameter values of each adjustment control.
[0052] Optionally, the parameter range for each dimension includes the maximum and minimum limit motion parameters of the target sub-position in each dimension. The initial parameter values of the adjustment controls for each dimension can then be determined based on the maximum and minimum limit motion parameters within the parameter range for each dimension. These initial parameter values can be preset proportional values, or they can be the maximum and minimum limit motion parameters within the parameter range for each dimension.
[0053] If the initial parameter values are the maximum and minimum limit motion parameters in the parameter range of each dimension, then the maximum limit motion parameter in the parameter range of that dimension is taken as the maximum adjustment value of the adjustment control corresponding to that dimension, and the minimum limit motion parameter is taken as the minimum adjustment value of the adjustment control corresponding to that dimension. Furthermore, the intermediate adjustment value of the adjustment control corresponding to that dimension is half of the difference between the maximum adjustment value and the minimum adjustment value.
[0054] If the initial parameter values are preset proportional values, such as the maximum adjustment value of the adjustment control corresponding to this dimension being 100%, the minimum adjustment value being -100%, and the intermediate adjustment value being 0, then it is necessary to establish a mapping relationship between each proportional value and the parameter range of each dimension. That is, to establish a mapping relationship between the maximum adjustment value of 100% and the maximum limit action parameter in the parameter range, to establish a mapping relationship between the intermediate adjustment value and half of the difference between the maximum adjustment value and the minimum adjustment value, and to establish a mapping relationship between the minimum adjustment value of -100% and the minimum limit action parameter in the parameter range.
[0055] S303. Display each adjustment control in the graphical user interface according to its initial parameter value and parameter range.
[0056] Optionally, if the initial parameter values of each adjustment control are the maximum and minimum limit action parameters within the parameter range, then the maximum and minimum limit action parameters, as well as intermediate adjustment values, can be displayed on the graphical user interface. If the initial parameter values of each adjustment parameter are proportional values, then each proportional value can be displayed on the graphical user interface, and a mapping relationship between each proportional value and the parameter range can be established.
[0057] Figure 5 This is a flowchart illustrating the fourth face-shaping method provided in the embodiments of this application, as shown below. Figure 5 As shown, in S103 above, responding to the adjustment operation of the target adjustment control, updating the character image, and determining the target facial sculpting parameters of the character to be bound may include: S401. Respond to the adjustment operation of the target adjustment control, and determine the face-shaping weight parameter of the target adjustment control based on the adjustment amount of the adjustment operation.
[0058] Specifically, users can adjust the target control by sliding or dragging, such as swiping left or right. After the adjustment is completed, the adjustment amount of the user's control can be obtained, and the face-shaping weight parameters can be determined based on the adjustment amount.
[0059] For example, if the initial parameter value of the target adjustment control is a ratio value, and the user operates on the "eye-eye overall-spacing" adjustment control, such as sliding it to the left by 50%, then the face-shaping weight parameter of "eye-eye overall-spacing" can be obtained as -50%.
[0060] S402. Determine the maximum offset of the face-shaping control based on the parameter range of the target adjustment control and the initial facial model of the character to be bound.
[0061] The initial facial model refers to a complete 3D human face model with a full topological structure of the character to be bound, without a pre-defined skeleton. It includes the main facial feature areas, such as the eyes, lips, eyebrows, and cheeks. The initial facial model contains the initial skeletal data of the character's face. The pre-defined skeleton refers to a custom MetaHuman skeleton. This custom MetaHuman skeleton is like adding a set of additional bones specifically designed to control facial muscles to the basic human skeleton. These bones are precisely placed and controlled to drive the deformation of the MetaHuman facial mesh, thereby producing extremely rich and natural expressions.
[0062] Specifically, the face-shaping limit offset of the target adjustment control can be determined using a preset method based on the parameter range of the target adjustment control and the initial bone parameters of each part in the initial facial model. The limit offset can include a maximum limit offset and a minimum limit offset.
[0063] For example, for the "Eye-to-Eye Overall-Spacing" adjustment control, the face-shaping limit offset of the "Eye-to-Eye Overall-Spacing" adjustment control can be generated based on the parameter range of "Eye-to-Eye Overall-Spacing" and the initial bone parameters of the "Eye-to-Eye Overall-Spacing" dimension in the initial facial model. For example, "Eye-to-Eye Overall-Spacing-max" is the maximum limit offset of the "Eye-to-Eye Overall-Spacing" adjustment control, and "Eye-to-Eye Overall-Spacing-min" is the minimum limit offset of the "Eye-to-Eye Overall-Spacing" adjustment control.
[0064] S403. Based on the character creation weight parameters and character creation limit offset of the target adjustment control, determine the target character creation parameters to be bound, and update the character image.
[0065] Optionally, the target adjustment control provides users with a visual and interactive interface element for adjusting the facial shape of the target sub-position in different dimensions. After the user adjusts the target adjustment control, the target facial shaping parameters of the target sub-position in the dimension corresponding to the target adjustment control can be obtained using a preset method based on the adjusted facial shaping weight parameters and the facial shaping limit offset of the target adjustment control. The character image is then updated based on these target facial shaping parameters.
[0066] For example, for the "Eyes-to-Eyes-Gap" adjustment control, the target facial sculpting parameters of "Eyes-to-Eyes-Gap" can be obtained using a preset method based on the facial sculpting weight parameters and the facial sculpting limit offset of the "Eyes-to-Eyes-Gap" adjustment control, namely "Eyes-to-Eyes-Gap-max" and "Eyes-to-Eyes-Gap-min". Then, the facial feature of "Eyes-to-Eyes-Gap" in the character image can be updated based on the target facial sculpting parameters of "Eyes-to-Eyes-Gap".
[0067] Figure 6 This is a flowchart illustrating the fifth face-shaping method provided in the embodiments of this application, as shown below. Figure 6 As shown, in step S402 above, determining the face-shaping limit offset of the target adjustment control based on the parameter range of the target adjustment control and the initial facial model of the character to be bound may include: S501. Analyze the parameter range of the target adjustment control to obtain the motion image frame of the target adjustment control.
[0068] Among them, the motion image frame of the target adjustment control refers to the maximum and minimum motion image frames of the target sub-position corresponding to the target adjustment control in the target dimension.
[0069] Optionally, the face-shaping parameter information is stored in an FBX animation file, which includes the maximum and minimum motion image frames for each sub-position under the target face position in each dimension. Therefore, parsing the parameter range of the target adjustment control means parsing the face-shaping parameter information of the target sub-position under the target face position in the target dimension, which yields the maximum and minimum motion image frames for the target sub-position in the target dimension.
[0070] For example, for the adjustment control of "eyes-eyes-spacing", after parsing and processing the face-shaping parameter information of "eyes-eyes-spacing", the maximum and minimum motion image frames in the dimension of "eyes-eyes-spacing" can be obtained.
[0071] S502. Determine the face-pinching limit offset of the target adjustment control based on the motion image frame of the target adjustment control and the initial bone parameters of the target adjustment control in the initial facial model.
[0072] Specifically, based on the maximum and minimum motion image frames of the target adjustment control and the initial bone parameters of the target sub-position in the target dimension at the target facial position in the initial facial model, a preset method can be used to determine the face-pinching limit offset of the target adjustment control, that is, to determine the maximum and minimum limit offset of the target adjustment control.
[0073] For example, the face-shaping limit offset of the "eye-eye-total-spacing" adjustment control can be determined based on the maximum and minimum motion image frames in the "eye-eye-total-spacing" dimension, and the initial skeletal parameters in the "eye-eye-total-spacing" dimension of the initial facial model.
[0074] In this embodiment, by storing the face-shaping parameter information in the form of an FBX animation file, the data in the FBX file can be directly modified when adding or deleting face-shaping parameter information. This modifies the control parameters of the adjustment controls generated based on the FBX file and the face-shaping limit offset, eliminating the need to wait for the UI and program to synchronize as in the prior art.
[0075] Figure 7 A flowchart illustrating the sixth face-shaping method provided in this application embodiment is shown below. Figure 7As shown, in step S502 above, determining the face-pinching limit offset of the target adjustment control based on the motion image frame of the target adjustment control and the initial skeletal parameters of the target adjustment control in the initial facial model may include: S601. Obtain the maximum limit motion parameters of the maximum motion image frame and the minimum limit motion parameters of the minimum motion image frame.
[0076] Specifically, the maximum limit motion parameters of the maximum motion image frame are obtained, for example, "maximum limit Pose frame data", and the minimum limit motion parameters of the minimum motion image frame are obtained, for example, "minimum limit Pose frame data".
[0077] For example, for the adjustment control "eye-eye overall-spacing", the "maximum limit Pose frame data" and "minimum limit Pose frame data" under the dimension of "eye-eye overall-spacing" can be obtained.
[0078] S602. Determine the face-shaping limit offset of the target adjustment control based on the maximum limit motion parameters, the minimum limit motion parameters, and the initial bone parameters.
[0079] The initial skeletal parameters can refer to the initial skeletal parameters of each sub-position in each dimension in the initial facial model, such as the initial skeletal parameters of the "eye-eye-spacing" dimension in the initial facial model.
[0080] Optionally, after obtaining the face-shaping limit offset of each sub-position in each dimension, the face-shaping limit offset of each sub-position in each dimension can be stored by parameter classification. For example, "eye-eye overall-spacing" corresponds to a set of face-shaping limit offsets, which can be used for subsequent calculations of UI control generation and bone offset.
[0081] Optionally, determining the face-pinching limit offset corresponding to a part based on the maximum limit motion parameters, the minimum limit motion parameters, and the initial bone parameters in S602 above may include: Specifically, the difference between the maximum limit motion parameter and the initial bone parameters is calculated to obtain the maximum motion offset, such as the maximum motion offset "eye-to-eye-spacing"-max in the dimension of "eye-to-eye-spacing". The difference between the minimum limit motion parameter and the initial bone parameters is calculated to obtain the minimum motion offset, such as the minimum motion offset "eye-to-eye-spacing"-min in the dimension of "eye-to-eye-spacing". The maximum and minimum motion offsets are used as the limit offsets for the character shaping of the target adjustment control. For example, "eye-to-eye-spacing"-max and "eye-to-eye-spacing"-min are used as the limit offsets for the character shaping of the "eye-to-eye-spacing" adjustment control.
[0082] Optionally, the maximum and minimum motion offsets of each adjustment control can be stored as Clip fragments. For example, "Eye-Eye Overall-Gap-max" can be stored as a Clip fragment named "Face Shaping-Eye-Eye Overall-Gap-max"; "Eye-Eye Overall-Gap-min" can be stored as a Clip fragment named "Face Shaping-Eye-Eye Overall-Gap-min". These Clip fragments are also stored in an FBX file.
[0083] Optionally, determining the target facial features of the character to be bound in S403, based on the facial feature weight parameters and the facial feature limit offset of the target adjustment control, may include: Specifically, the product of the face-shaping weight parameter and the face-shaping limit offset is used as the target face-shaping parameter. Specifically, if the face-shaping weight parameter is a negative proportional value, the product of the face-shaping weight parameter and the minimum motion offset among the face-shaping limit offsets is used as the target face-shaping parameter; if the face-shaping weight parameter is a positive proportional value, the product of the face-shaping weight parameter and the maximum motion offset among the face-shaping limit offsets is used as the target face-shaping parameter.
[0084] Optionally, the rendering and displaying of the character to be bound based on the target character creation parameters in S103 above may include: The target facial modeling parameters are non-destructively blended with the initial facial model, and the blended character to be bound is then displayed. Specifically, the target facial modeling parameters refer to the final offset of the bones in the target dimension of the target sub-position under the target facial position in the preset skeleton of the character to be bound. Using position and rotation algorithms, the target facial modeling parameters and the initial facial model are linearly interpolated and fused to obtain the final bone offset data. The final bone data is then applied to the animation stream to achieve non-destructive blending.
[0085] Figure 8 This is a flowchart illustrating the seventh face-shaping method provided in the embodiments of this application, as shown below. Figure 8 As shown, the process of determining the face-pinching parameter information in this application may include: S701. Respond to the binding command, determine the initial skeletonless facial model of the character to be bound, and determine the target character's face based on the initial facial model and the preset skeleton.
[0086] The target character's face includes at least one facial feature. This facial feature can be, for example, the target character's eyes, eyebrows, nose, mouth, etc. Specifically, the eyes can be divided into left eye and right eye, and the eyebrows can be divided into left eyebrow and right eyebrow, etc.
[0087] The initial facial model refers to a three-dimensional face model with a complete topological structure that does not contain a preset skeleton of the character to be bound. It includes the main feature areas of the face, such as the eyes, lips, eyebrows and cheeks. The initial facial model contains the initial skeletal data of the face of the character to be bound.
[0088] The preset skeleton refers to the custom MetaHuman skeleton, which is like adding a set of new bones to the basic human skeleton to control facial muscles. These bones are precisely placed and controlled to drive the deformation of the MetaHuman facial mesh, thereby producing extremely rich and natural expressions.
[0089] S702, respond to the face-shaping configuration command and determine the face-shaping parameter information.
[0090] The character creation configuration commands refer to commands specific to each facial feature. Specifically, based on user actions in pre-defined art software, such as input or selection, the commands determine the character creation parameters for each facial feature. These parameters can be the maximum and minimum limits of motion for each sub-position within each facial feature across various dimensions during the character creation process. Users can customize these parameters; for example, adjusting the eye scaling can result in a squinting effect.
[0091] Specifically, if a facial position includes at least one sub-position, the limit motion parameters of each sub-position in each facial position under each dimension are obtained according to the face-shaping configuration instructions, and the face-shaping parameter information of each facial position is determined according to the limit motion parameters of each sub-position in each facial position under each dimension.
[0092] The extreme motion parameters can include both maximum and minimum extreme motion parameters. Specifically, the parameter range consisting of the maximum and minimum extreme motion parameters of each sub-position within the target facial location in each dimension can be used as the face-shaping parameter information for the target facial location. Since a sub-position is a sub-level partition of the facial location, the face-shaping parameter information for that facial location includes the parameter ranges of all sub-positions within that facial location across all dimensions.
[0093] For example, the eye can include sub-locations such as the inner upper eyelid, outer upper eyelid, inner lower eyelid, outer lower eyelid, inner corner of the eye, lower eyelid puffiness, outer corner of the eye, the entire eyeball, and the entire eye. For the entire eye area, it can include the vertical dimension of the eye, the distance dimension of the eye, the front-back dimension of the eye, and the size dimension of the eye. This hierarchical division is as follows: Figure 9 As shown. Figure 9 This is a schematic diagram illustrating the layer division of character creation in an embodiment of this application. It is worth noting that... Figure 9 The hierarchical division shown here is only for illustration and can be divided into other hierarchical structures according to actual needs; no restrictions are imposed here.
[0094] For example, for the dimension of "eye-eye-total-spacing", the user can input the maximum and minimum limit motion parameters of "eye-eye-total-spacing" in the art software. Then the parameter range of the dimension of "eye-eye-total-spacing" is between the minimum and maximum limit motion parameters.
[0095] Optionally, if the facial position does not include sub-positions, the limit motion parameters of the facial position in at least one dimension are obtained according to the facial shaping configuration instructions, and the facial shaping parameter information of the facial position is determined according to the limit motion parameters of the facial position in each dimension.
[0096] For example, for the mouth, the user can input the maximum and minimum limit motion parameters in the "mouth-up-down" dimension in the art software. Then the parameter range in the "mouth-up-down" dimension is between the maximum and minimum limit motion parameters.
[0097] Optionally, the face-shaping parameter information for each facial position can be stored in the form of an FBX animation file. The FBX file is stored in the form of an animation sequence frame. Each parameter range corresponds to a maximum motion image frame and a minimum motion image frame. That is, the maximum limit motion parameter in each parameter range is stored in the form of the maximum motion image frame, and the minimum limit motion parameter is stored in the form of the minimum motion image frame.
[0098] For example, the parameter range under the dimension of "eye-eye-total-spacing" can include two extreme image frames: the motion image frame with the largest spacing and the motion image frame with the smallest spacing.
[0099] In this embodiment, by responding to the binding command, the initial skeletonless facial model of the character to be bound is determined, and the target character's face is determined based on the initial facial model and the preset skeleton. Then, by responding to the face-shaping configuration command, the face-shaping parameter information is determined. Throughout this process, no complex cross-domain skills, such as programming knowledge or manual parameter configuration rules, are required from personnel in each role. Only a small number of people are needed to complete the entire process, reducing communication and learning costs for team collaboration. Furthermore, users can directly create face-shaping parameter information in familiar art software, thus eliminating the need for secondary conversion by programs or technical assistants (TAs). It also supports the creation of arbitrary face-shaping parameters, enabling parameter configuration with unlimited freedom to meet diverse character design needs and overcome the limitation of parameter types in crosstalk solutions. On the other hand, since the target character's face is obtained based on the initial facial model and the preset skeleton, the face and skeleton are bound together. This ensures that while implementing the face-shaping function, the original high-quality facial animation performance of the initial facial model is fully preserved, balancing character personalization and animation expressiveness, and guaranteeing the face-shaping effect.
[0100] Figure 10 This is a flowchart illustrating the eighth face-shaping method provided in the embodiments of this application, as shown below. Figure 10 As shown, in step S702 above, determining the target character's face based on the initial facial model and the preset skeleton may include: S801. Bind the initial facial model to the preset skeleton to obtain the initial character face.
[0101] Specifically, the preset skeleton can first be divided into sections to obtain the facial positions on the preset skeleton, such as the eyes, eyebrows, nose, and mouth mentioned above. This is called dividing the preset skeleton into face-shaping sections. Then, the initial facial model is bound to the sectioned preset skeleton to obtain the initial character face. By abstracting complex facial deformations into high-level control bones, artists can quickly construct the face-shaping parameter information for each facial position by scaling or rotating individual bones, greatly improving the intuitiveness and efficiency of the operation.
[0102] S802. Transfer the skinning weights in the initial facial model to the preset skeleton in the initial character face to obtain the target character face.
[0103] For example, the weights around the right eye in the initial facial model can be transferred to the right eye sub-region of the preset skeleton, the weights around the left eye in the initial facial model can be transferred to the left eye of the preset skeleton, and so on, transferring the skinning weights in the initial facial model to the preset skeleton to obtain the target character's face. Furthermore, the bones on the preset skeleton do not participate in driving facial animation; they are only used for static face-shaping control. Thus, the initial facial model is responsible for animation expression, while the preset skeleton is responsible for shape control, i.e., face-shaping control, achieving a two-way decoupling where face-shaping does not affect facial expression, and facial expression does not interfere with face-shaping.
[0104] Figure 11 A schematic diagram of an apparatus for a face-pinching method provided in an embodiment of this application is shown below. Figure 11 As shown, the device includes: The first display module 901 is used to display the character image of the character to be bound and the identifiers of multiple facial positions on the graphical user interface according to the pre-determined face-shaping parameter information, wherein the face-shaping parameter information is used to indicate the parameter range of each facial position of the character to be bound. The second display module 902 is used to display at least one adjustment control for the target facial position on the graphical user interface according to the face-shaping parameter information; The determination module 903 is used to update the character image in response to the adjustment operation of the target adjustment control, and determine the target face-shaping parameters of the character to be bound, so as to render and display the character to be bound according to the target face-shaping parameters.
[0105] Optionally, the second display module 902 is specifically used for: The graphical user interface displays identifiers for multiple sub-locations of the target facial location; When the identifier for the target sub-position is triggered, at least one adjustment control corresponding to the target sub-position is displayed on the graphical user interface according to the face-shaping parameter information, wherein each adjustment control is used to adjust the parameters of the target sub-position from one dimension.
[0106] Optionally, the second display module 902 is specifically used for: Obtain the parameter range of the target sub-position in multiple dimensions from the face-shaping parameter information; Based on the parameter range of each dimension, determine the initial parameter values of the adjustment controls corresponding to each dimension; The graphical user interface displays each adjustment control according to its initial parameter value and parameter range.
[0107] Optionally, the determining module 903 is specifically used for: In response to an adjustment operation on the target adjustment control, determine the face-shaping weight parameter of the target adjustment control based on the adjustment amount of the adjustment operation; Based on the parameter range of the target adjustment control and the initial facial model of the character to be bound, determine the maximum offset of the face shaping of the target adjustment control; Based on the character creation weight parameters and character creation limit offset of the target adjustment control, the target character creation parameters are determined, and the character image is updated.
[0108] Optionally, the determining module 903 is specifically used for: The parameter range of the target adjustment control is parsed to obtain the motion image frame of the target adjustment control; The face-shaping limit offset of the target adjustment control is determined based on the motion image frame of the target adjustment control and the initial skeletal parameters of the target adjustment control in the initial facial model.
[0109] Optionally, the determining module 903 is specifically used for: Obtain the maximum limit motion parameters of the maximum motion image frame and the minimum limit motion parameters of the minimum motion image frame in the motion image frames; The face-pinching limit offset of the target adjustment control is determined based on the maximum limit motion parameters, the minimum limit motion parameters, and the initial bone parameters.
[0110] Optionally, the determining module 903 is specifically used for: Calculate the difference between the maximum limit motion parameter and the initial skeletal parameters to obtain the maximum motion offset; The difference between the minimum limit motion parameter and the initial skeletal parameter is calculated to obtain the minimum motion offset; The maximum motion offset and the minimum motion offset are used as the face-shaping limit offset of the target adjustment control.
[0111] Optionally, the determining module 903 is specifically used for: The product of the face-shaping weight parameter and the face-shaping limit offset is used as the target face-shaping parameter.
[0112] Optionally, the determining module 903 is specifically used for: If the face-shaping weight parameter is a negative proportional value, then the product of the face-shaping weight parameter and the minimum action offset in the face-shaping limit offset is used as the target face-shaping parameter. If the face-shaping weight parameter is a positive proportional value, then the product of the face-shaping weight parameter and the maximum action offset in the face-shaping limit offset is used as the target face-shaping parameter.
[0113] Optionally, the determining module 903 is specifically used for: The target facial sculpting parameters are non-destructively blended with the initial facial model of the character to be bound, and the blended character is then rendered and displayed.
[0114] Optionally, the determining module 903 is further configured to: In response to the binding command, determine the initial, skeletonless facial model of the character to be bound, and determine the target character's face based on the initial facial model and the preset skeleton. In response to the face-shaping configuration command, the face-shaping parameter information is determined.
[0115] Optionally, the determining module 903 is further specifically used for: The initial facial model is bound to the preset skeleton to obtain the initial character face; The skinning weights in the initial facial model are transferred to the preset skeleton in the initial character face to obtain the target character face. Figure 12 This is a structural block diagram of an electronic device 1000 provided in an embodiment of this application. For example... Figure 12 As shown, the electronic device may include: a processor 1001 and a memory 1002.
[0116] Optionally, a bus 1003 may also be included, wherein the memory 1002 is used to store machine-readable instructions executable by the processor 1001. When the electronic device 1000 is running, the processor 1001 and the memory 1002 communicate via the bus 1003. When the machine-readable instructions are executed by the processor 1001, the following processing is performed: In response to the character creation start operation, the character image of the character to be bound and the identifiers of multiple facial positions are displayed on the graphical user interface according to the pre-determined character creation parameter information, wherein the character creation parameter information is used to indicate the parameter range of each facial position of the character to be bound. When the identifier of the target face position is triggered, at least one adjustment control for the target face position is displayed in the graphical user interface according to the face-shaping parameter information; In response to an adjustment operation on the target adjustment control, the character image is updated, and the target facial sculpting parameters of the character to be bound are determined, so as to render and display the character to be bound according to the target facial sculpting parameters.
[0117] Optionally, when the processor 1001 executes an instruction to display at least one adjustment control for the target facial position in the graphical user interface according to the face-shaping parameter information, it is specifically configured to: display identifiers of multiple sub-positions of the target facial position in the graphical user interface; and, in response to the triggering of an identifier for a target sub-position, display at least one adjustment control corresponding to the target sub-position in the graphical user interface according to the face-shaping parameter information, wherein each adjustment control is used to adjust the parameters of the target sub-position from one dimension.
[0118] Optionally, when the processor 1001 executes the instruction to display at least one adjustment control corresponding to the target sub-position in the graphical user interface according to the face-shaping parameter information, it is specifically configured to: obtain the parameter range of the target sub-position in multiple dimensions from the face-shaping parameter information; determine the initial parameter value of the adjustment control corresponding to each dimension according to the parameter range of each dimension; and display each adjustment control in the graphical user interface according to the initial parameter value and parameter range of each adjustment control.
[0119] Optionally, when the processor 1001 executes an adjustment operation on the target adjustment control, updates the character image, and determines the target facial sculpting parameters of the character to be bound, it is specifically configured to: respond to the adjustment operation on the target adjustment control; determine the facial sculpting weight parameter of the target adjustment control based on the adjustment amount of the adjustment operation; determine the facial sculpting limit offset of the target adjustment control based on the parameter range of the target adjustment control and the initial facial model of the character to be bound; determine the target facial sculpting parameters of the character to be bound based on the facial sculpting weight parameter of the target adjustment control and the facial sculpting limit offset, and update the character image.
[0120] Optionally, when the processor 1001 executes the instruction to determine the face-pinching limit offset of the target adjustment control based on the parameter range of the target adjustment control and the initial facial model of the character to be bound, it is specifically used to: parse the parameter range of the target adjustment control to obtain the motion image frame of the target adjustment control; and determine the face-pinching limit offset of the target adjustment control based on the motion image frame of the target adjustment control and the initial skeletal parameters of the target adjustment control in the initial facial model.
[0121] Optionally, when the processor 1001 executes the instruction to determine the face-pinching limit offset of the target adjustment control based on the motion image frame of the target adjustment control and the initial skeletal parameters of the target adjustment control in the initial facial model, it is specifically used to: obtain the maximum limit motion parameter of the maximum motion image frame and the minimum limit motion parameter of the minimum motion image frame in the motion image frames; and determine the face-pinching limit offset of the target adjustment control based on the maximum limit motion parameter, the minimum limit motion parameter and the initial skeletal parameters.
[0122] Optionally, when the processor 1001 executes the instruction to determine the face-pinching limit offset of the target adjustment control based on the maximum limit motion parameter, the minimum limit motion parameter, and the initial bone parameter, it is specifically configured to: calculate the difference between the maximum limit motion parameter and the initial bone parameter to obtain the maximum motion offset; calculate the difference between the minimum limit motion parameter and the initial bone parameter to obtain the minimum motion offset; and use the maximum motion offset and the minimum motion offset as the face-pinching limit offset of the target adjustment control.
[0123] Optionally, when the processor 1001 executes the instruction to determine the target face parameters of the character to be bound based on the face weight parameters and the face limit offset of the target adjustment control, it is specifically used to: take the product of the face weight parameters and the face limit offset as the target face parameters.
[0124] Optionally, when the processor 1001 executes the instruction to use the product of the face-shaping weight parameter and the face-shaping limit offset as the face-shaping offset, it specifically performs the following: if the face-shaping weight parameter is a negative proportional value, then the product of the face-shaping weight parameter and the minimum action offset among the face-shaping limit offsets is used as the target face-shaping parameter; if the face-shaping weight parameter is a positive proportional value, then the product of the face-shaping weight parameter and the maximum action offset among the face-shaping limit offsets is used as the target face-shaping parameter.
[0125] Optionally, when the processor 1001 executes the instruction to render and display the character to be bound according to the target face-shaping parameters, it is specifically used to: perform non-destructive blending processing on the target face-shaping parameters and the initial facial model of the character to be bound, and render and display the blended character to be bound.
[0126] Optionally, when the processor 1001 executes the instruction to determine the face-shaping parameter information, it is specifically used to: respond to the binding instruction, determine the initial face model without a skeleton of the character to be bound, and determine the target character's face based on the initial face model and the preset skeleton; and respond to the face-shaping configuration instruction to determine the face-shaping parameter information.
[0127] Optionally, when the processor 1001 executes the instruction to determine the target character's face based on the initial facial model and the preset skeleton, it is specifically used to: bind the initial facial model to the preset skeleton to obtain the initial character's face; and transfer the skinning weights in the initial facial model to the preset skeleton in the initial character's face to obtain the target character's face.
[0128] This application embodiment also provides a computer-readable storage medium storing a computer program. When the computer program is executed by a processor, the processor performs the following steps: In response to the character creation start operation, the character image of the character to be bound and the identifiers of multiple facial positions are displayed on the graphical user interface according to the pre-determined character creation parameter information, wherein the character creation parameter information is used to indicate the parameter range of each facial position of the character to be bound. When the identifier of the target face position is triggered, at least one adjustment control for the target face position is displayed in the graphical user interface according to the face-shaping parameter information; In response to an adjustment operation on the target adjustment control, the character image is updated, and the target facial sculpting parameters of the character to be bound are determined, so as to render and display the character to be bound according to the target facial sculpting parameters.
[0129] Optionally, when the processor executes the instruction to display at least one adjustment control for the target facial position in the graphical user interface according to the face-shaping parameter information, it is specifically configured to: display identifiers of multiple sub-positions of the target facial position in the graphical user interface; and, in response to the triggering of the identifier of the target sub-position, display at least one adjustment control corresponding to the target sub-position in the graphical user interface according to the face-shaping parameter information, wherein each adjustment control is used to adjust the parameters of the target sub-position from one dimension.
[0130] Optionally, when the processor executes the instruction to display at least one adjustment control corresponding to the target sub-position in the graphical user interface according to the face-shaping parameter information, it is specifically used to: obtain the parameter range of the target sub-position in multiple dimensions from the face-shaping parameter information; determine the initial parameter value of the adjustment control corresponding to each dimension according to the parameter range of each dimension; and display each adjustment control in the graphical user interface according to the initial parameter value and parameter range of each adjustment control.
[0131] Optionally, when the processor executes the instruction to adjust the target adjustment control, update the character image, and determine the target facial sculpting parameters of the character to be bound, it is specifically configured to: respond to the adjustment operation on the target adjustment control; determine the facial sculpting weight parameter of the target adjustment control based on the adjustment amount of the adjustment operation; determine the facial sculpting limit offset of the target adjustment control based on the parameter range of the target adjustment control and the initial facial model of the character to be bound; determine the target facial sculpting parameters of the character to be bound based on the facial sculpting weight parameter and the facial sculpting limit offset of the target adjustment control, and update the character image.
[0132] Optionally, when the processor executes the instruction to determine the face-pinching limit offset of the target adjustment control based on the parameter range of the target adjustment control and the initial facial model of the character to be bound, it is specifically used to: parse the parameter range of the target adjustment control to obtain the motion image frame of the target adjustment control; and determine the face-pinching limit offset of the target adjustment control based on the motion image frame of the target adjustment control and the initial skeletal parameters of the target adjustment control in the initial facial model.
[0133] Optionally, when the processor executes the instruction to determine the face-pinching limit offset of the target adjustment control based on the motion image frame of the target adjustment control and the initial skeletal parameters of the target adjustment control in the initial facial model, it is specifically used to: obtain the maximum limit motion parameter of the maximum motion image frame and the minimum limit motion parameter of the minimum motion image frame in the motion image frames; and determine the face-pinching limit offset of the target adjustment control based on the maximum limit motion parameter, the minimum limit motion parameter and the initial skeletal parameters.
[0134] Optionally, when the processor executes the instruction to determine the face-pinching limit offset of the target adjustment control based on the maximum limit motion parameter, the minimum limit motion parameter, and the initial bone parameter, it is specifically configured to: calculate the difference between the maximum limit motion parameter and the initial bone parameter to obtain the maximum motion offset; calculate the difference between the minimum limit motion parameter and the initial bone parameter to obtain the minimum motion offset; and use the maximum motion offset and the minimum motion offset as the face-pinching limit offset of the target adjustment control.
[0135] Optionally, when the processor executes the instruction to determine the target character's character-making parameters based on the character-making weight parameters and the character-making limit offset of the target adjustment control, it is specifically used to: use the product of the character-making weight parameters and the character-making limit offset as the target character-making parameters.
[0136] Optionally, when the processor executes the instruction to use the product of the face-shaping weight parameter and the face-shaping limit offset as the face-shaping offset, it specifically uses the following methods: if the face-shaping weight parameter is a negative proportional value, then the product of the face-shaping weight parameter and the minimum action offset among the face-shaping limit offsets is used as the target face-shaping parameter; if the face-shaping weight parameter is a positive proportional value, then the product of the face-shaping weight parameter and the maximum action offset among the face-shaping limit offsets is used as the target face-shaping parameter.
[0137] Optionally, when the processor executes the instruction to render and display the character to be bound according to the target face-shaping parameters, it is specifically used to: perform non-destructive blending processing on the target face-shaping parameters and the initial facial model of the character to be bound, and render and display the blended character to be bound.
[0138] Optionally, when the processor executes the instruction to determine the face-shaping parameter information, it is specifically used to: respond to the binding instruction, determine the initial skeletonless facial model of the character to be bound, and determine the target character's face based on the initial facial model and the preset skeleton; and respond to the face-shaping configuration instruction to determine the face-shaping parameter information.
[0139] Optionally, when the processor executes the instruction to determine the target character's face based on the initial facial model and the preset skeleton, it is specifically used to: bind the initial facial model to the preset skeleton to obtain the initial character's face; and transfer the skinning weights in the initial facial model to the preset skeleton in the initial character's face to obtain the target character's face.
[0140] Those skilled in the art will clearly understand that, for the sake of convenience and brevity, the specific working processes of the systems and devices described above can be referred to the corresponding processes in the method embodiments, and will not be repeated here. In the several embodiments provided in this application, it should be understood that the disclosed systems, devices, and methods can be implemented in other ways. The device embodiments described above are merely illustrative. For example, the division of modules is only a logical functional division, and in actual implementation, there may be other division methods. Furthermore, multiple modules or components can be combined or integrated into another system, or some features can be ignored or not executed. Another point is that the displayed or discussed mutual coupling or direct coupling or communication connection can be through some communication interfaces; the indirect coupling or communication connection of devices or modules can be electrical, mechanical, or other forms.
[0141] 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. If the functions are implemented as software functional units and sold or used as independent products, they can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of this application, in essence, or the part that contributes to the prior art, or part of the technical solution, can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes several instructions to cause a computer device (which may be a personal computer, server, or network device, etc.) to execute all or part of the steps of the methods described in the various embodiments of this application. The aforementioned storage medium includes: USB flash drives, portable hard drives, read-only memory (ROM), random access memory (RAM), magnetic disks, optical disks, and other media capable of storing program code.
[0142] The above are merely specific embodiments of this application, but the scope of protection of this application is not limited thereto. Any changes 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.
Claims
1. A method for processing facial features, characterized in that, The method of providing a graphical user interface via a terminal device includes: In response to the character creation start operation, the character image of the character to be bound and the identifiers of multiple facial positions are displayed on the graphical user interface according to the pre-determined character creation parameter information, wherein the character creation parameter information is used to indicate the parameter range of each facial position of the character to be bound. When the identifier of the target face position is triggered, at least one adjustment control for the target face position is displayed in the graphical user interface according to the face-shaping parameter information; In response to an adjustment operation on the target adjustment control, the character image is updated, and the target facial sculpting parameters of the character to be bound are determined, so as to render and display the character to be bound according to the target facial sculpting parameters.
2. The face-shaping method according to claim 1, characterized in that, The step of displaying at least one adjustment control for the target facial position in the graphical user interface based on the facial shaping parameter information includes: The graphical user interface displays identifiers for multiple sub-locations of the target facial location; When the identifier for the target sub-position is triggered, at least one adjustment control corresponding to the target sub-position is displayed on the graphical user interface according to the face-shaping parameter information, wherein each adjustment control is used to adjust the parameters of the target sub-position from one dimension.
3. The face-shaping method according to claim 2, characterized in that, The step of displaying at least one adjustment control corresponding to the target sub-position in the graphical user interface based on the face-shaping parameter information includes: Obtain the parameter range of the target sub-position in multiple dimensions from the face-shaping parameter information; Based on the parameter range of each dimension, determine the initial parameter values of the adjustment controls corresponding to each dimension; The graphical user interface displays each adjustment control according to its initial parameter value and parameter range.
4. The face-shaping method according to claim 1, characterized in that, The response to the adjustment operation of the target adjustment control updates the character image and determines the target facial sculpting parameters of the character to be bound, including: In response to an adjustment operation on the target adjustment control, determine the face-shaping weight parameter of the target adjustment control based on the adjustment amount of the adjustment operation; Based on the parameter range of the target adjustment control and the initial facial model of the character to be bound, determine the maximum offset of the face shaping of the target adjustment control; Based on the character creation weight parameters and character creation limit offset of the target adjustment control, the target character creation parameters are determined, and the character image is updated.
5. The face-shaping method according to claim 4, characterized in that, The step of determining the face-shaping limit offset of the target adjustment control based on the parameter range of the target adjustment control and the initial facial model of the character to be bound includes: The parameter range of the target adjustment control is parsed to obtain the motion image frame of the target adjustment control; The face-shaping limit offset of the target adjustment control is determined based on the motion image frame of the target adjustment control and the initial skeletal parameters of the target adjustment control in the initial facial model.
6. The face-shaping method according to claim 5, characterized in that, The step of determining the face-pinching limit offset of the target adjustment control based on the motion image frame of the target adjustment control and the initial skeletal parameters of the target adjustment control in the initial facial model includes: Obtain the maximum limit motion parameters of the maximum motion image frame and the minimum limit motion parameters of the minimum motion image frame in the motion image frames; The face-pinching limit offset of the target adjustment control is determined based on the maximum limit motion parameters, the minimum limit motion parameters, and the initial bone parameters.
7. The face-shaping method according to claim 6, characterized in that, The step of determining the face-pinching limit offset of the target adjustment control based on the maximum limit motion parameters, the minimum limit motion parameters, and the initial skeletal parameters includes: Calculate the difference between the maximum limit motion parameter and the initial skeletal parameters to obtain the maximum motion offset; The difference between the minimum limit motion parameter and the initial skeletal parameter is calculated to obtain the minimum motion offset; The maximum motion offset and the minimum motion offset are used as the face-shaping limit offset of the target adjustment control.
8. The face-shaping method according to claim 4, characterized in that, The step of determining the target facial features of the character to be bound based on the facial feature weight parameters and the facial feature limit offset of the target adjustment control includes: The product of the face-shaping weight parameter and the face-shaping limit offset is used as the target face-shaping parameter.
9. The face-shaping method according to claim 8, characterized in that, The step of using the product of the face-shaping weight parameter and the face-shaping limit offset as the target face-shaping parameter includes: If the face-shaping weight parameter is a negative proportional value, then the product of the face-shaping weight parameter and the minimum action offset in the face-shaping limit offset is used as the target face-shaping parameter. If the face-shaping weight parameter is a positive proportional value, then the product of the face-shaping weight parameter and the maximum action offset in the face-shaping limit offset is used as the target face-shaping parameter.
10. The face-shaping method according to claim 1, characterized in that, The step of rendering and displaying the character to be bound based on the target facial sculpting parameters includes: The target facial sculpting parameters are non-destructively blended with the initial facial model of the character to be bound, and the blended character is then rendered and displayed.
11. The face-pinching method according to any one of claims 1-10, characterized in that, The process of determining the facial shaping parameter information includes: In response to the binding command, determine the initial, skeletonless facial model of the character to be bound, and determine the target character's face based on the initial facial model and the preset skeleton. In response to the face-shaping configuration command, the face-shaping parameter information is determined.
12. The face-shaping method according to claim 11, characterized in that, The step of determining the target character's face based on the initial facial model and the preset skeleton includes: The initial facial model is bound to the preset skeleton to obtain the initial character face; The skinning weights in the initial facial model are transferred to the preset skeleton in the initial character face to obtain the target character face.
13. A face-shaping device, characterized in that, include: The first display module is used to display the character image of the character to be bound and the identifiers of multiple facial positions on the graphical user interface according to the pre-determined face-shaping parameter information, wherein the face-shaping parameter information is used to indicate the parameter range of each facial position of the character to be bound. The second display module is used to display at least one adjustment control for the target facial position on the graphical user interface according to the face-shaping parameter information; The determination module is used to update the character image in response to the adjustment operation of the target adjustment control, and determine the target face-shaping parameters of the character to be bound, so as to render and display the character to be bound according to the target face-shaping parameters.
14. An electronic device, characterized in that, It includes a memory and a processor, the memory storing a computer program executable by the processor, and the processor executing the computer program to implement the steps of the face-pinching processing method according to any one of claims 1-12.
15. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores a computer program that, when executed by a processor, performs the steps of the face-shaping method as described in any one of claims 1-12.