Animation generation method and device

By calculating the dynamic parameters based on the vehicle's state and operating parameters, a driving animation that matches the vehicle's motion state in real time is generated. This solves the problems of high cost and stiff performance in the existing technology for generating vehicle driver animations, and improves the realism and visual consistency of the animation.

CN121582403APending Publication Date: 2026-02-27GUANGZHOU SEASUN ENTERTAINMENT NETWORK TECHCO
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Patent Information

Application Number
CN202511742807.7
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-11-25
Publication Date
2026-02-27

AI Technical Summary

Technical Problem

Existing methods for generating vehicle driver animations rely on pre-recorded discrete skeletal animations, resulting in high development costs, stiff animation performance, lack of detail, inability to match the actual physical state of the vehicle in real time, and destruction of immersion.

Method used

Based on the target vehicle's state and operational parameters, the vehicle's dynamic parameters are dynamically determined. The vehicle's skeletal posture is calculated using a physics engine to generate a driving animation, ensuring that the animation matches the vehicle's motion state in real time.

Benefits of technology

It achieves real-time matching between vehicle animation and actual physical state, improving the realism and visual consistency of the animation, and reducing development costs.

✦ Generated by Eureka AI based on patent content.

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Abstract

The embodiment of the invention provides an animation generation method and device.The animation generation method comprises the steps that target power parameters of a target carrier are determined based on target state parameters and target operation parameters of the target carrier, and the target state parameters are determined based on external environment information and / or physical attribute information of the target carrier; the target operation parameter is determined based on a received control instruction of the target carrier; based on the target dynamic parameter, determining a target skeleton posture of a target object which is an object carried by the target carrier; and based on the target power parameter and the target skeleton attitude of the target object, generating a driving animation of the target object carried by the target carrier. According to the scheme, the accurate dynamic response is generated by sensing the environment and the carrier state and adjusting the dynamic parameters, the skeleton and the carrier are synchronously driven to move, the authenticity of driving performance is improved, and the method can be widely applied to the technical field of new-generation information, such as manufacturing and application of digital culture products such as games and virtual reality.
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Description

TECHNICAL FIELD

[0001] Embodiments of the present specification relate to the field of new generation information technology, and in particular, to an animation generation method and device in digital cultural product production software. BACKGROUND

[0002] In electronic games, simulation driving and other virtual reality applications, the animation performance of the vehicle driver is one of the key factors to create immersion and credibility. A driver role that can match the real-time vehicle motion state and reflect the real driving can greatly enhance the user's on-site experience and operation feedback.

[0003] Currently, driver animation mainly relies on pre-recorded discrete skeletal animation, which is played by simple switching or mixing to simulate driving actions. Such a method not only requires the development of a large number of animation resources, which is high in development cost, but also the animation generation process is completely independent of the actual physical state of the vehicle, resulting in stiff, repetitive and lack of delicate animation performance, which ultimately makes the driver's actions weakly associated with the real physical world, and destroys the creation of immersion. Therefore, there is an urgent need for an animation generation method that can adapt to the continuous motion state of the vehicle while reducing development costs. SUMMARY

[0004] Therefore, the embodiments of the present specification provide an animation generation method. One or more embodiments of the present specification also relate to an animation generation device, a computing device, a computer-readable storage medium and a computer program product to solve the technical defects in the prior art.

[0005] According to a first aspect of the embodiments of the present specification, an animation generation method is provided, comprising: determining a target power parameter of a target vehicle based on a target state parameter and a target operation parameter of the target vehicle, wherein the target state parameter is determined based on external environment information and / or physical property information of the target vehicle, and the target operation parameter is determined based on a received control instruction of the target vehicle; determining a target skeletal pose of a target object based on the target power parameter, wherein the target object is an object carried by the target vehicle; generating a driving animation of the target object carried by the target vehicle based on the target power parameter and the target skeletal pose of the target object.

[0006] According to a second aspect of the embodiments of the present specification, an animation generation device is provided, comprising: a first determination module configured to determine a target power parameter of a target vehicle based on a target state parameter and a target operation parameter of the target vehicle, wherein the target state parameter is determined based on external environment information and / or physical property information of the target vehicle, and the target operation parameter is determined based on a received control instruction of the target vehicle; a second determining module configured to determine a target skeletal pose of a target object based on the target dynamic parameter, wherein the target object is an object carried by the target vehicle; an animation generating module configured to generate a driving animation of the target vehicle carrying the target object based on the target dynamic parameter and the target skeletal pose of the target object.

[0007] According to a third aspect of an embodiment of the present specification, a computing device is provided, comprising: a memory and a processor; the memory is configured to store computer executable instructions, and the processor is configured to execute the computer executable instructions, and the computer executable instructions, when executed by the processor, implement the steps of the above animation generation method.

[0008] According to a fourth aspect of an embodiment of the present specification, a computer readable storage medium is provided, which stores computer executable instructions, and the instructions, when executed by a processor, implement the steps of the above animation generation method.

[0009] According to a fifth aspect of an embodiment of the present specification, a computer program product is provided, comprising computer programs / instructions, and the computer programs / instructions, when executed by a processor, implement the steps of the above animation generation method.

[0010] One embodiment of the present specification implements an animation generation method, comprising: determining a target dynamic parameter of a target vehicle based on a target state parameter and a target operation parameter of the target vehicle, wherein the target state parameter is determined based on external environment information and / or physical attribute information of the target vehicle, and the target operation parameter is determined based on a received control instruction of the target vehicle; determining a target skeletal pose of a target object based on the target dynamic parameter, wherein the target object is an object carried by the target vehicle; generating a driving animation of the target vehicle carrying the target object based on the target dynamic parameter and the target skeletal pose of the target object.

[0011] In one embodiment of the present specification, the target state parameter is dynamically determined based on external environment information (such as terrain, weather) and / or physical attribute information (such as damage, posture). The target dynamic parameter generated thereby deeply integrates real-time environmental constraints, so that the vehicle exhibits differentiated and rational dynamic behavior under different conditions, greatly enhancing the realism of the vehicle. By determining the target skeletal pose of the target object based on the target dynamic parameter, the character skeletal pose directly responds to the physical state of the vehicle, such as body leaning backward during rapid acceleration, upper body leaning during cornering, and head shaking during bumping, all of which are derived from the same set of physical simulation results, ensuring that the vehicle moves and the character responds, and significantly improving visual consistency and realism. BRIEF DESCRIPTION OF DRAWINGS

[0012] Figure 1is a flowchart of an animation generation method provided by an embodiment of the present specification; Figure 2 is a flowchart of a processing procedure of an animation generation method provided by an embodiment of the present specification; Figure 3 is a structural schematic diagram of an animation generation device provided by an embodiment of the present specification; Figure 4 is a structural block diagram of a computing device provided by an embodiment of the present specification. DETAILED DESCRIPTION

[0013] In the following description, numerous specific details are set forth in order to provide a thorough understanding of the present specification. However, the present specification can be practiced without the specific details, other than in the examples provided herein. In other instances, well-known methods have not been described in detail in order not to unnecessarily obscure the present specification.

[0014] The terminology used in one or more embodiments of the present specification is for the purpose of describing particular embodiments only and is not intended to be limiting of one or more embodiments of the present specification. As used in one or more embodiments of the present specification and the accompanying claims, the singular forms "a," "an," and "the" are intended to include the plural forms as well, unless the context clearly indicates otherwise. It will be further understood that the terms "comprises" and / or "comprising," when used in one or more embodiments of the present specification, specify the presence of stated features, integers, steps, operations, elements, and / or components, but do not preclude the presence or addition of one or more other features, integers, steps, operations, elements, components, and / or groups thereof.

[0015] It will be understood that, although the terms first, second, etc. can be employed in one or more embodiments of the present specification, these terms are used to distinguish one information from another and are not intended to signify or imply these information by their use. For example, a first can be termed a second, and, similarly, a second can be termed a first, without departing from the scope of one or more embodiments of the present specification. The word "if' as used herein means "when" or "upon" or "in response to the determination" depending on the context.

[0016] In addition, it should be noted that the user information (including but not limited to user equipment information, user personal information, etc.) and data (including but not limited to data for analysis, stored data, displayed data, etc.) involved in one or more embodiments of the present specification are all information and data authorized by the user or authorized by all parties, and the collection, use and processing of related data need to comply with relevant laws, regulations and standards of relevant countries and regions, and provide corresponding operation portal for user to choose authorization or refusal.

[0017] First, the nomenclature involved in one or more embodiments of the present specification is explained.

[0018] Physics Engine: refers to a software component or library used to simulate real-world physical phenomena. It allows objects in a virtual environment to interact according to real-world physical laws such as gravity, friction, collision, etc. In game development and animation production, physics engines are used to create realistic motion effects and interactive experiences. For example, in a racing game, the physics engine is responsible for calculating how the vehicle responds to the player's input and interacts with the track and other vehicles.

[0019] Suspension Stiffness: refers to the ability of a car's suspension system to resist deformation. It is a measure of the stiffness of the suspension system, usually expressed in units of displacement per unit force (such as N / m). Higher suspension stiffness means the suspension is stiffer, providing better road feedback and support, but may reduce ride comfort; lower suspension stiffness provides a softer ride experience, but may affect handling stability. Suspension stiffness is one of the important factors affecting vehicle dynamic performance.

[0020] Engine Maximum Output: usually refers to the maximum power output of the engine, which reflects the maximum performance level that the engine can achieve under ideal conditions, generally expressed in kilowatts (kW) or horsepower (hp). This value indicates the maximum energy output that the engine can produce at a certain speed, directly related to the vehicle's power performance, such as acceleration ability and top speed.

[0021] Drift Control: is a driving technique, especially in racing games, that involves precisely controlling throttle, brake, and steering to make the vehicle slide sideways through corners.

[0022] PID Controller (Proportional-Integral-Derivative Controller): is a closed-loop control mechanism widely used in industrial control systems, also commonly found in robotics and automation fields. Its role is to minimize the error between the set value and the actual value, thereby achieving precise control.

[0023] In this specification, a method for generating an animation is provided, and the specification also relates to an animation generation device, a computing device, a computer-readable storage medium, and a computer program product, which are described in detail one by one in the following embodiments.

[0024] Reference Figure 1 , Figure 1 A flowchart of a method for generating an animation according to an embodiment of the specification is shown, which specifically includes the following steps 102-106.

[0025] Step 102: Based on the target state parameters and target operation parameters of the target vehicle, determine the target power parameters of the target vehicle, wherein the target state parameters are determined based on the external environment information and / or physical attribute information of the target vehicle, and the target operation parameters are determined based on the control commands received from the target vehicle.

[0026] Among them, the target vehicle refers to the vehicle simulation object created, managed and used for interactive experience by the software in digital cultural product production software (such as game engine, virtual simulation platform).

[0027] External environment information refers to dynamic parameters defined and driven by the environment system of digital cultural product creation software. These parameters originate from the vehicle's exterior and directly affect its driving performance. For example, external environment information can include terrain material types edited within the software (such as asphalt roads, mud, and snow), conditions simulated by the real-time weather system (rain, snow, and fog), and the ambient temperature in the scene.

[0028] Physical attribute information refers to the vehicle's own state variables, which are calculated and maintained in real time by the physics engine in the digital cultural product creation software. Examples include: vehicle roll angle calculated through software rigid body transformation, suspension compression calculated based on the suspension model, and the cumulative number of collisions counted by the software collision detection system.

[0029] The target operating parameters are standardized control signals formed by the player's actions or AI commands captured and analyzed by the digital cultural product creation software through its input management system. Examples include throttle value (0~1), brake value (0~1), and steering axis input (-1~1). These parameters represent the user interaction intent received and processed by the software, constituting the input layer of the entire vehicle simulation system.

[0030] Target state parameters are core configuration parameters dynamically calculated by digital cultural product creation software using a built-in physical model based on its real-time perception of the environment and vehicle conditions. These parameters are used to precisely control the vehicle's physical behavior. For example, the software determines the tire friction coefficient in real time by querying the material and weather systems, calculates suspension stiffness and damping based on the vehicle's posture, or adjusts the engine's maximum torque based on the vehicle's health condition. These parameters collectively constitute the physical configuration layer of the vehicle simulation within the software.

[0031] Building upon this foundation, the digital cultural product creation software deeply integrates the target operational parameters captured by its input system with this physical configuration layer. Through the software's built-in vehicle dynamics model, it calculates the actual forces and torques ultimately applied to the physics engine. For example, the integrated output includes the precise driving torque for each wheel, the target steering angle of the steering wheels, and the real-time springs for each suspension element.

[0032] Targeted power parameters are the vehicle motion state quantities output by the physical engine in the digital cultural product production software after completing the simulation calculation of this frame, such as linear speed / acceleration, world coordinate position and rotation, and actual steering angle. These parameters constitute the final output layer of the vehicle simulation in the software, which will directly drive the visual rendering of the rendering engine and the execution of subsequent game logic.

[0033] In actual implementation, in Unreal Engine 4 (UE4, virtual engine) as a typical digital cultural product production software, a high-performance and high-fidelity vehicle simulation system dedicated to such software is constructed based on the built-in NVIDIA PhysX physical engine. The design of the system closely surrounds the needs of digital content production, abstracts the vehicle as a combination of “one rigid body (vehicle body) + multiple independent wheels”, and decomposes the complex vehicle motion into three key subsystems that can be parameterized and configured by artists and planners through the software interface: ① power transmission system, ② ground interaction (friction) system, and ③ suspension and damping system.

[0034] During software operation, each subsystem uses a simplified physical model to calculate the local force / torque, and finally solves the rigid body motion equation by the physical engine, outputs the real-time state of the vehicle in the world coordinate system (such as position, rotation, speed, and acceleration), which is directly used to drive the motion of the virtual camera and the interaction of the scene objects in the software.

[0035] The power transmission system simulates the power link of a real car, and its input completely depends on the player operation signals captured by the software. The system calculates the engine torque according to the player throttle input through the built-in lookup table or formula in the software, and then through the virtual gearbox and differential, finally distributes the driving torque to the driving wheels as the input of the physical engine.

[0036] The ground friction system uses an empirical simplified Pacejka tire model, and its core parameters (such as longitudinal / lateral stiffness) are directly related to the physical properties of the ground materials assigned in the software. The system calculates the longitudinal slip ratio and side slip angle in real time, and dynamically determines the friction between the tire and different terrains (such as asphalt road and mud) in the software according to the above parameters, ensuring that the vehicle behavior is highly consistent with the virtual environment constructed by artists.

[0037] The core parameters (spring stiffness, damping, etc.) of the suspension and damping system can be preset and adjusted in the software assets. When the vehicle drives on uneven terrain in the software, the system calculates the suspension force in real time according to the suspension compression amount and compression speed of the wheel, and applies it to the vehicle body rigid body in the form of force and torque, which finally affects the attitude of the vehicle body through the physical engine, thereby providing realistic visual shaking and tilting effects for digital content.

[0038] Through the above depth integration, the system enables the digital cultural product production software to have the ability to produce more realistic vehicle animations.

[0039] In an optional implementation of the embodiment, before determining the target power parameter of the target vehicle based on the target state parameter and the target operation parameter of the target vehicle, the method further includes: obtaining external environment information and / or physical property information of the target vehicle; determining a first power parameter based on the reference state parameter and the external environment information of the target vehicle; determining a second power parameter based on the reference state parameter and the physical property information of the target vehicle; determining the target state parameter based on the first power parameter and / or the second power parameter.

[0040] The reference state parameter refers to a set of preset physical model parameters in the digital cultural product production software, which are core configuration data of the vehicle asset. These parameters are defined by the developer through the attribute panel provided by the software, representing the inherent physical characteristics of the vehicle under standard test conditions, and together constitute the "default value" and "factory setting" of the system behavior when the software performs physical simulation. For example, the reference suspension stiffness and the reference tire friction coefficient set in the software vehicle editor, which serve as the reference line for all dynamic calculations, ensure that the vehicle has predictable basic physical performance in digital content.

[0041] The first power parameter and the second power parameter are intermediate calculation results in the process of determining the final target state parameter. They are a set of physical parameters obtained by the system after preliminary correction of the reference parameters from the "environment" and "own state" two dimensions respectively.

[0042] The target state parameter here further refers to a dynamic physical parameter obtained by real-time correction of the preset reference state parameter by the environment perception system and the physical calculation module of the digital cultural product production software during its operation. This parameter, as the actual effective configuration of vehicle physical simulation in the software, directly acts on the tire friction model, suspension system calculation, and power transmission subsystem, ensuring that the vehicle behavior matches the virtual environment built by the software in real time.

[0043] Before calculating the vehicle power response according to the target operation parameter (such as throttle, steering), the system will first perceive the external environment and dynamically adjust the physical model parameters of the vehicle accordingly. Specifically: The system collects relevant data of the environment where the vehicle is located in real time (such as ground material, weather conditions, tire heat state, etc.); based on the reference state parameters and external environment information, the target state parameters are determined; the collected environment information is used as an adjustment factor to modify the preset reference parameters to generate target state parameters suitable for the current scene. These dynamic parameters will be used in the tire friction model, suspension force calculation, engine output limitation and other subsystems, thereby affecting the final vehicle motion behavior.

[0044] In the embodiments of the present specification, by combining the reference state parameters with the environment information and physical property information, the present scheme enables the vehicle system in the digital cultural product production software to have real environment perception and state response capability. The vehicle can dynamically adjust its physical characteristics according to various types of terrain materials and weather conditions set in the software, and at the same time respond to the real-time state changes of itself, thereby showing differentiated behaviors in the virtual environment that conform to the laws of physics, greatly improving the realism and immersion of digital content.

[0045] In an optional implementation of the present embodiment, based on the reference state parameters of the target vehicle and the external environment information, the first dynamic parameter is determined, including: collecting environmental data such as terrain type, weather state, and tire temperature in real time; encoding the external environment information (such as terrain type, weather state, etc.) into a discrete "environment identifier" or "scene label", for example, "ice and snow + heavy snow", "mud + sunny day", "asphalt + heavy rain", etc.; for a number of typical environment state combinations, the complete vehicle physical parameters (such as suspension stiffness, friction coefficient, damping coefficient, etc.) are defined in the configuration table in advance.

[0046] In an optional implementation of the present embodiment, the external environment information includes terrain type and weather state, and the reference state parameters include the reference suspension stiffness of the target vehicle. Based on the reference state parameters of the target vehicle and the external environment information, the first dynamic parameter is determined, including: Based on the terrain type, a first influence coefficient corresponding to the reference suspension stiffness is determined; Based on the weather state, a second influence coefficient corresponding to the reference suspension stiffness is determined; Based on the reference suspension stiffness, the first influence coefficient and the second influence coefficient, the target suspension stiffness is determined, and the target suspension stiffness is used as the first dynamic parameter.

[0047] The terrain type represents the ground material category, such as "asphalt", "mud", "ice and snow", "sand", etc.

[0048] In actual implementation, the terrain type can usually be identified through the SurfaceType (surface type) system of UE4.

[0049] Specifically, different ground areas are set with different "materials". When the vehicle is driving in the virtual world, sensors on the vehicle (such as ray detection) will detect the ground where the vehicle is currently located. The sensor detects the collision of the ray with the ground, and then obtains the information of the collision point, including the "material" associated with the collided ground. From the obtained material, the SurfaceType can be extracted. For example, if the ray detection hits a ground whose material is a preset "muddy material", the SurfaceType of this material is "Mud". According to the obtained SurfaceType, we can determine that the current terrain is muddy terrain. Similarly, if the SurfaceType is "Snow", it is snow terrain.

[0050] The weather state is the current state of the weather system in the virtual scene, such as "sunny", "light rain", "heavy rain", "heavy snow", etc., which affects the degree of road wetness.

[0051] In actual implementation, the weather system manages the current weather conditions (such as sunny, rainy, snowy, etc.) and related parameters (such as temperature, humidity, etc.). The vehicle sensor layer obtains these information by querying the weather system.

[0052] The first / second influence coefficient is a scaling multiplier calculated by the digital cultural product production software in real time according to the current terrain type and weather state by querying a preset data asset (such as a data table or a curve).

[0053] The target suspension stiffness is the suspension stiffness value calculated by fusing the reference stiffness and the environmental influence coefficient, which is actually used in the current frame simulation.

[0054] The present scheme continuously monitors the environment in which the vehicle is located, and obtains the current terrain type and weather state from the environment management system of the software. Then, based on the two environmental states, the preset configuration resource in the software project is queried: According to the "terrain type", a special data table / curve is queried to obtain the first influence coefficient of the suspension stiffness. (For example, the coefficient corresponding to the muddy ground may be 0.8, which means that the suspension needs to be soft to increase the adhesion).

[0055] According to the "weather state", another data table or curve is queried to obtain the second influence coefficient of the suspension stiffness. (For example, the coefficient corresponding to the rain may be 0.9, which means that the wet road surface needs a slightly soft suspension).

[0056] After obtaining two independent influence coefficients, the influence of the environment is applied to the benchmark parameter. For example, the target suspension stiffness = benchmark suspension stiffness x first influence coefficient x second influence coefficient. Thus, the influences of different environmental factors are jointly applied to the calculation of the target suspension stiffness. The calculated target suspension stiffness is immediately transmitted to the physical model of the vehicle as the first dynamic parameter for the suspension force calculation of the current frame, thereby changing the body posture and stability of the vehicle on the bumpy road in real time.

[0057] Example: Scenario 1: Dry asphalt road (standard condition) Terrain type: asphalt road; query the data table to determine the first influence coefficient = 1.0; Weather state: sunny day; query the data table to determine the second influence coefficient = 1.0; Target suspension stiffness = 10000 x 1.0 x 1.0 = 10000 N / m.

[0058] Scenario 2: driving on muddy road in the rain Terrain type: mud; query the data table to determine the first influence coefficient = 0.75 (a softer suspension is needed to fit the ground); Weather state: raining; query the data table to determine the second influence coefficient = 0.9 (the road is more slippery, and further softening is needed); Target suspension stiffness = 10000 x 0.75 x 0.9 = 6750 N / m.

[0059] In the embodiments of the present specification, the vehicle automatically adjusts the suspension characteristics in different terrains (such as asphalt road, mud, and sand), and adapts to the influence of weather changes (such as sunny day, raining, and snowing) on the suspension system in real time, ensuring that the behavior of the vehicle always maintains physical consistency with the digital environment, and significantly improving the sense of reality and immersion.

[0060] In an optional implementation of the present embodiment, the external environment information includes terrain type, weather state, and tire temperature, and the benchmark state parameter includes a benchmark friction coefficient of a tire of the target vehicle; Based on the benchmark state parameter of the target vehicle and the external environment information, a first dynamic parameter is determined, including: Based on the terrain type, a third influence coefficient corresponding to the benchmark friction coefficient is determined, based on the weather state, a fourth influence coefficient corresponding to the benchmark friction coefficient is determined, and based on the tire temperature, a fifth influence coefficient of the benchmark friction coefficient is determined; Based on the benchmark friction coefficient, the third influence coefficient, the fourth influence coefficient, and the fifth influence coefficient, a target friction coefficient is determined, and the target friction coefficient is taken as the first dynamic parameter.

[0061] Tire temperature is an indirect indicator of the tire's working thermal state. In actual implementation, the tire temperature is estimated by the "thermal energy" accumulated through high-speed driving or sudden braking.

[0062] The third / fourth / fifth influence coefficient is a scaling factor (usually ∈ [0, 1] or slightly greater than 1) derived from the terrain, weather, and tire temperature, respectively, for adjusting the baseline friction coefficient.

[0063] The target friction coefficient is the final effective parameter obtained after multi-factor fusion, which is used for physical engine calculation.

[0064] In this scheme, the third influence coefficient Cterrain is obtained by table lookup or curve according to the terrain type; the fourth influence coefficient Cweather is obtained by table lookup or curve according to the weather state; the fifth influence coefficient Ctemp (high temperature <1, simulating the grip attenuation) is calculated by table lookup or curve according to the tire temperature (thermal energy level). The baseline friction coefficient is corrected based on the third, fourth, and fifth influence coefficients to obtain the target friction coefficient.

[0065] Example: Scenario: The vehicle encounters "heavy snow" on "icy and snowy road surface", and the tire is high temperature due to continuous drifting.

[0066] Baseline friction coefficient = 1.0.

[0067] Terrain = icy and snowy → Cterrain = 0.3; Weather = heavy snow → Cweather = 0.8; Tire high temperature → Ctemp = 0.85.

[0068] Target friction coefficient = 1.0 × 0.3 × 0.8 × 0.85 = 0.204.

[0069] In the embodiments of the present specification, the tire grip is intelligently adjusted according to different road surface materials (such as asphalt road, mud, sand); the influence of weather conditions such as rain and snow on the friction characteristics of the road surface is responded in real time; the tire temperature factor is introduced to simulate the performance characteristics of the tire changing with temperature in the real world. This multi-factor fusion adjustment mechanism enables the vehicle to exhibit differentiated behavior consistent with physical laws under different environmental combination conditions (such as "muddy road in rainy weather + high temperature tire"), greatly improving the realism of the animation effect.

[0070] In an optional implementation of the present embodiment, the physical attribute information includes the damage degree of the target vehicle, and the baseline state parameter includes the baseline engine power and / or the baseline steering sensitivity of the target vehicle. Based on the baseline state parameter and the physical attribute information of the target vehicle, a second power parameter is determined, including: Based on the damage degree of the target vehicle, a power attenuation coefficient corresponding to the baseline engine power is determined. determine a sensitivity decay coefficient corresponding to the reference steering sensitivity based on the damage level of the target vehicle; determine the target engine power based on the reference engine power and the power decay coefficient; determine the target steering sensitivity based on the reference steering sensitivity and the sensitivity decay coefficient; use the target engine power and / or the target steering sensitivity as the second power parameter, wherein the engine power and the steering sensitivity of the target vehicle are negatively correlated with the damage level of the target vehicle.

[0071] The damage level of the target vehicle refers to a state quantity calculated and maintained in real time by a game logic system or a physical collision system in digital cultural product production software, which is used to quantify the current structural integrity and health status of the vehicle. It is usually calculated by accumulating the number of collisions, damage values or component damage states.

[0072] The reference engine power / reference steering sensitivity is a basic performance parameter preset for the vehicle in the vehicle asset configuration of the digital cultural product production software. The reference engine power defines the maximum output torque or power of the vehicle in the perfect state. The reference steering sensitivity defines the response speed of the vehicle to the steering input in the perfect state.

[0073] The power decay coefficient and the sensitivity decay coefficient are a scaling multiplier, which is calculated in real time by the digital cultural product production software according to the current damage level by querying the preset data assets (such as data tables, curves) corresponding to the engine power and the steering sensitivity respectively.

[0074] The target engine power / target steering sensitivity is the performance parameter calculated after applying the corresponding decay coefficient, which is actually effective in the current frame. They are the parameters really used by the physical engine in the simulation of this frame, which directly determine the acceleration ability and maneuverability of the vehicle.

[0075] In this scheme, the damage level of the vehicle is first continuously tracked.

[0076] For example, the collision detection system monitors and calculates the impulse (related to the relative velocity and angle of collision) of each collision suffered by the vehicle in real time. The system converts the physical data of each collision into the damage to the vehicle according to a preset impulse-damage value mapping function or data table, and accumulates it. Finally, this accumulated damage value is used to calculate or directly update the damage level parameter.

[0077] For another example, the game logic system listens to an attack hit event, parses the damage amount from the event parameters, and accordingly deducts the corresponding "durability" value from the vehicle entity component it maintains. Subsequently, the system calculates and updates the "damage level" parameter used to drive the physics simulation in real time according to the ratio of the updated "durability" value to the "max durability" value or other preset rules.

[0078] Subsequently, the system takes this damage level as input to query the preset response curve or data table corresponding to the engine power and steering sensitivity in the software project, respectively, to obtain the decay coefficients corresponding to the engine power and steering sensitivity, respectively.

[0079] For example, a curve can be configured as follows: when the damage level is 0, the sensitivity decay coefficient is 1.0 (no penalty); when the damage level is 0.5, the sensitivity decay coefficient is 0.6 (40% penalty); and when the damage level is 1.0, the sensitivity decay coefficient is 0.1 (90% penalty).

[0080] After obtaining the decay coefficients, the system applies the effects of the damage to the baseline performance parameters. For example: target engine power = baseline engine power x power decay coefficient. Target steering sensitivity = baseline steering sensitivity x sensitivity decay coefficient.

[0081] This negative correlation (damage level increases, decay coefficient decreases, and final performance decreases) simulates the performance of a damaged vehicle in the real world.

[0082] The calculated target engine power and target steering sensitivity are immediately passed to the physical model and control system of the vehicle as the second power parameters, to real-time weaken the acceleration ability and steering accuracy of the vehicle.

[0083] Suppose in the digital cultural product production software, there is a sports car with a baseline engine power of 500 N·m and a baseline steering sensitivity of 1.0.

[0084] Scenario 1: The vehicle is brand new.

[0085] Damage level: 0; after querying the curve, it is determined that the power decay coefficient and the sensitivity decay coefficient are both equal to 1.0; Target engine power = 500 x 1.0 = 500 N·m.

[0086] Target steering sensitivity = 1.0 x 1.0 = 1.0.

[0087] Scenario 2: The vehicle is moderately damaged.

[0088] Damage level: 0.6; after querying the curve, it is determined that the power decay coefficient = 0.5 and the sensitivity decay coefficient = 0.6; Target engine power = 500 x 0.5 = 250 N·m; Target steering sensitivity = 1.0 x 0.6 = 0.6; At this time, the vehicle is unable to accelerate, and the response is slow even when the accelerator is pressed hard; when steering, the vehicle feels "drifting" and the response is slow, requiring a larger angle to complete a turn.

[0089] In the embodiments of the present specification, by establishing a negative correlation between the damage degree of the vehicle and its engine power and / or steering sensitivity, the behavior of the vehicle conforms to the user's intuition and real experience, creating a more credible virtual world.

[0090] In an optional implementation of the present embodiment, the physical attribute information includes the roll angle of the target vehicle, and the reference state parameter includes the reference drive torque and / or the reference suspension stiffness of the inner tire; Based on the reference state parameter and the physical attribute information of the target vehicle, the second power parameter is determined, including: Based on the roll angle of the target vehicle, a torque adjustment coefficient corresponding to the reference drive torque is determined; Based on the roll angle of the target vehicle, a stiffness adjustment coefficient corresponding to the reference suspension stiffness is determined; Based on the reference drive torque and the torque adjustment coefficient, the target drive torque is determined; Based on the reference suspension stiffness and the stiffness adjustment coefficient, the target suspension stiffness is determined; The target drive torque and / or the target suspension stiffness are taken as the second power parameter.

[0091] The roll angle refers to the rotation angle of the vehicle body around its front and rear axes (X axis) calculated by the physics engine in real time in the digital cultural product production software. It directly reflects the lateral stability of the vehicle when turning or driving on uneven road, and is a key physical attribute for determining whether the vehicle tends to roll over.

[0092] The inner tire of the vehicle refers to the wheel located on the inner side of the curve when the vehicle turns (such as the left wheel when turning left).

[0093] The reference drive torque of the inner tire is the original drive torque that should be allocated to the inner side tire of the curve based on the player's throttle input and the power transmission chain in the vehicle configuration of the digital cultural product production software, without considering the anti-rollover intervention.

[0094] The reference suspension stiffness is the basic stiffness value preset for the suspension system in the vehicle asset configuration of the software, which determines the initial ability of the suspension to resist compression.

[0095] Torque adjustment factor and stiffness adjustment factor are scaling multipliers for adjusting driving torque and suspension stiffness respectively, which are derived by software from real-time roll angle, querying two independent, pre-defined data curves or tables. Their values are usually between 0 and 1, positively correlated with roll angle (the larger the roll angle, the smaller the factor, the more power reduction).

[0096] Target driving torque and target suspension stiffness are calculated execution parameters in current frame, after applying respective adjustment factors. They are directly sent to physics engine to drive simulation in this frame.

[0097] In this scheme, the roll angle of the vehicle is monitored every frame. This angle value is a natural result of the physical engine simulation, directly reflecting the degree of gravity shift. Then, the system takes this roll angle as input to access two independent response curves pre-defined in the digital cultural product production software: The first response curve defines the mapping relationship between roll angle and torque adjustment factor; The second response curve defines the mapping relationship between roll angle and stiffness adjustment factor.

[0098] When the roll angle is below the pre-defined safety threshold, the torque adjustment factor remains 1, and the system does not actively intervene; when the roll angle exceeds the threshold, the coefficient value decreases from 1 to 0 smoothly as the roll angle increases. Based on the obtained torque adjustment factor, the system accurately restricts the output power of the inner side tire through a multiplication model: target driving torque = baseline driving torque x torque adjustment factor.

[0099] When the roll angle is below the safety threshold, the stiffness adjustment factor remains 1; when the roll angle exceeds the threshold, the coefficient value increases from 1 as the roll angle increases. The system dynamically adjusts the suspension characteristics through the following formula: target suspension stiffness = baseline suspension stiffness x stiffness adjustment factor.

[0100] Where, the negative correlation regulation of torque (increase of roll angle → decrease of adjustment factor → decrease of inner side power) effectively realizes the intelligent redistribution of power, and the system directs more torque to the outer side tire with better grip through the differential characteristics; at the same time, the positive correlation regulation of suspension stiffness (increase of roll angle → increase of stiffness factor → enhancement of suspension support) directly enhances the body's ability to resist roll. The two mechanisms work together to generate a corrective moment to resist further roll.

[0101] Finally, the calculated target driving torque and target suspension stiffness, as key second power parameters, are transmitted to the physical model of the vehicle in real time, replacing the original baseline parameters. This process actively and real-time suppresses the vehicle's rollover trend at the physical simulation level, significantly enhancing the handling stability and driving safety through the dual effects of power distribution and suspension hardening.

[0102] Assume in the digital cultural product production software, a cross-country vehicle is making a sharp turn.

[0103] Scenario 1: Smooth turn.

[0104] Roll angle: 5 degrees; query the curve to determine the torque adjustment coefficient = 1.0 (within the safe range, no intervention needed); Inboard tire reference drive torque = 300 N·m; Target drive torque = 300 x 1.0 = 300 N·m.

[0105] Scenario 2: Emergency obstacle avoidance, vehicle body severe roll.

[0106] Roll angle: 15 degrees; query the curve to determine the torque adjustment coefficient = 0.4 (system determines there is a risk of rollover, significantly reducing power).

[0107] Inboard tire reference drive torque = 300 N·m; Target drive torque = 300 x 0.4 = 120 N·m.

[0108] Assume in the digital cultural product production software, a cross-country vehicle is making a high-speed turn, with the vehicle body experiencing dangerous roll.

[0109] State awareness: the system detects that the roll angle reaches 20 degrees.

[0110] Query the "torque adjustment curve" to obtain the torque adjustment coefficient = 0.3 (significantly reduce inboard power).

[0111] Query the "stiffness adjustment curve" to obtain the stiffness adjustment coefficient = 1.8 (significantly increase the support of the outboard suspension).

[0112] Target drive torque = reference drive torque x 0.3 (inboard tire power output reduced to 30%).

[0113] Target suspension stiffness = reference suspension stiffness x 1.8 (outboard suspension becomes stiffer, more forcefully resisting the vehicle body).

[0114] In the embodiments of the present specification, by real-time sensing the roll angle of the vehicle, the inboard tire drive torque and suspension stiffness are dynamically adjusted, achieving active intervention on vehicle stability. In this way, when driving at high speed or in complex terrain, the risk of rollover can be effectively suppressed; at the same time, this adaptive adjustment based on physical state does not require manual intervention by the player, making the vehicle behavior more intelligent, natural and consistent with real physical intuition, enhancing immersion and reducing the probability of losing control in high-difficulty operations, balancing realism and game playability.

[0115] In an optional implementation of the embodiment, the physical attribute information includes motion state information of the suspension system, and the reference state parameter includes a reference damping force; Based on the reference state parameter and the physical attribute information of the target vehicle, a second dynamic parameter is determined, including: In a case where the motion state information indicates that the suspension system is in a compression phase, the reference damping force is increased to obtain a target damping force, and the target damping force is taken as the second dynamic parameter.

[0116] The motion state information of the suspension system refers to vector data describing the dynamics of the suspension system calculated by a physical engine in real time in digital cultural product production software. It core contains two components: the compression / extension speed of the suspension (i.e., the movement speed of the wheel relative to the vehicle body) and the motion direction (compression or extension).

[0117] The reference damping force refers to a basic damping value preset for the suspension system in the vehicle asset configuration of the digital cultural product production software.

[0118] The compression phase specifically refers to a directional phase in the motion state of the suspension system, that is, the upward movement of the wheel relative to the vehicle body, and the compression stroke of the suspension. This is the main phase of the suspension system to absorb the impact energy of the ground.

[0119] The target damping force is the damping force actually applied to the suspension by the system after dynamically adjusting the reference damping force according to the motion state information in the current frame.

[0120] The embodiment describes a high-performance anti-vibration scheme based on the motion phase implemented in digital cultural product production software. Its core is to "grab" the vehicle body by actively increasing the damping at the moment of suspension compression, thereby consuming impact energy from the source and suppressing oscillation. Specifically, the system monitors the motion state information of each suspension every frame, especially its motion direction and speed. By judging the motion direction, the system can accurately identify whether the current suspension is in the compression phase (wheel hitting obstacles) or the rebound phase (suspension returning to its original state).

[0121] The system triggers the adjustment logic: target damping force = reference damping force + additional damping force only when and if the motion state information clearly indicates that the suspension is in the compression phase.

[0122] The "additional damping force" can be dynamically calculated in various ways without limiting specific implementations, for example: querying a preset curve according to the compression speed, the faster the speed, the greater the additional damping. Directly use a fixed additional value. Based on the reference damping force multiplied by an amplification coefficient.

[0123] The calculated target damping force is immediately passed to the physical calculation of the suspension as the second dynamic parameter, generating a strong force to suppress the compression motion, thereby rapidly consuming the impact kinetic energy.

[0124] Suppose in a digital cultural product production software, the front wheel of a car is about to roll over a convex obstacle.

[0125] Scenario: the moment when the wheel hits the convex obstacle.

[0126] Initial state: the suspension is in the equilibrium position, the damping force is the reference damping force, which is set to 1000 N.

[0127] The wheel collides with the convex obstacle and is quickly lifted upwards, and the suspension enters the compression stage. At this time, the motion state information detects high-speed compression motion.

[0128] Since the state indication is the compression stage, the system immediately starts dynamic adjustment. Suppose that according to the compression speed lookup table, an additional damping force of 800 N is calculated.

[0129] Target damping force = 1000 N + 800 N = 1800 N.

[0130] This huge damping force effectively "holds back" the car body at the initial stage of the impact, preventing the car body from moving too fast upwards. Most of the impact energy is dissipated in the form of heat by the damper in the compression stroke, so that the car body is smoothly reset.

[0131] In the embodiments of the present specification, in virtual production or game cutscene, violent body oscillation will destroy the picture beauty. The present scheme solves the problem of repeated bouncing of the vehicle after passing through the bumps by introducing additional damping in the vehicle sinking stage, and provides a more stable and comfortable virtual driving and riding experience.

[0132] Step 104: determining a target bone pose of a target object based on the target dynamic parameter, wherein the target object is an object carried by a target vehicle.

[0133] Among them, the target object refers to the character or entity carried by the target vehicle, usually the driver or passenger (i.e. "the person sitting in the car").

[0134] The target bone pose refers to the final orientation and position of each bone joint of the target object (character) in the current frame, which is used to drive the character animation performance.

[0135] In an optional implementation of the present embodiment, determining a target bone pose of a target object based on a target dynamic parameter comprises: determining a driving force of the target object based on the target dynamic parameter; Apply driving force to the original bone pose of the target object, simulate the movement of the original bone pose of the target object under the action of the driving force, and obtain a first simulated bone pose of the target object, wherein the original bone pose is a pose assumed by a model of the target object when no driving change is applied; Based on the first simulated bone pose and the base bone pose, determine the target bone pose of the target object, wherein the base bone pose is a pose generated based on the action intention determined by the artist.

[0136] Wherein, the driving force is a virtual force or inertial force acting on the character bone converted from the target dynamic parameter (such as acceleration, angular velocity), used to drive physical simulation. For example: forward acceleration → apply backward inertial force.

[0137] Bone is a joint node hierarchy in character animation system, which can be used for physical constraint or force driving.

[0138] The original bone pose refers to the initial, unanimated or simulated reference pose of a three-dimensional character model asset in digital cultural product production software. It is the calculation origin of all bone transformations.

[0139] The first simulated bone pose is a purely physically driven bone pose obtained by applying driving force to the original bone pose by the physical engine through physical simulation (such as constraint-based dynamics).

[0140] The base bone pose is a pose played or mixed by the animation system (such as state machine, animation blueprint) of the digital cultural product production software according to the game logic (such as turning, shifting), which is pre-produced or programmatically generated by the artist. It represents the "intended action" of the character.

[0141] The target bone pose is the final bone pose used for rendering, which is the result of the fusion of the first simulated bone pose (physically real) and the base bone pose (animated intention).

[0142] Example: Scene: vehicle sudden acceleration + right turn; target dynamic parameters: longitudinal acceleration = +5 m / s², lateral acceleration = -3 m / s².

[0143] Driving force: backward inertial force (simulate the feeling of being pushed back); left centrifugal force (simulate the body leaning left when turning right) Pose generation process (in digital cultural product production software): Starting point: original bone pose, which describes the standard pose of the character model in the software, with arms stretched out, spine straight, face forward. This is a neutral, undefined action reference pose.

[0144] The physics engine applies the calculated driving force (inertial force backward, leftward) to the original bone pose to perform a dynamics simulation and obtain a first simulated bone pose.

[0145] In this pose, the character has changed from the original bone pose to: the entire torso is tilted backward by about 15° and tilted to the left by about 10°, the head lags behind the body movement due to inertia, and the arms swing naturally. Although this pose is physically correct, the posture is strange, and the hands are far from the steering wheel.

[0146] The animation system plays the artist-prepared base bone pose according to the game logic of "sudden acceleration + right turn". In this pose, the character assumes a standard driving posture: the spine is basically straight but slightly in a combat posture, the hands firmly hold the steering wheel at 10 o'clock and 2 o'clock, and the head is turned in the direction of the turn. This pose has a clear action intention and is aesthetically controllable, but lacks dynamic physical details.

[0147] The blending system of the digital cultural product production software (such as the animation blueprint of UE) weights and mixes the first simulated bone pose (physically realistic) and the base bone pose (animation intention) to obtain a target bone pose, so that the character model exhibits "controlled shaking": the body inherits the tendency of tilting backward and tilting to the left from the physics simulation, reflecting the sense of pushback and centrifugal force. But the hands are "constrained" near the steering wheel, maintaining the basic driving posture. The head is turned in the direction of the turn while having a slight inertial lag jitter.

[0148] Overall effect: it vividly reflects the intense vehicle movement, and maintains the visual logic that the driver is consciously controlling the vehicle, which is extremely realistic and natural.

[0149] In the embodiments of the present specification, the driving force is extracted from the target dynamic parameter (such as reversing the vehicle linear acceleration as an inertial force, and converting the angular acceleration into a torque), the natural response of the character under the force is calculated by using the physics engine to generate a first simulated bone pose; then the physics simulation result is intelligently blended with the preset base bone pose to generate a final target bone pose. This scheme effectively overcomes the instability phenomena (such as bone penetration, irrational shaking, etc.) that may be generated by pure physics simulation and the inherent mechanical stiffness of pure keyframe animation, while ensuring that the character action conforms to the physical law, maintaining the stability and artistic controllability of the animation performance. Finally, in the digital cultural product production software, high-quality character animation with both physical realism and artistic expressiveness can be efficiently generated, significantly improving the immersion and visual performance of virtual content.

[0150] In an optional implementation of the present embodiment, the animation generation method further includes: In response to the environmental interaction event of the target vehicle, an external impact force of an external environment acting on the target vehicle is obtained, and an equivalent impact force transmitted to the target object by the external impact force is determined; An equivalent impact force is applied to the first simulated skeletal pose, the motion of the first simulated skeletal pose under the action of the equivalent impact force is simulated, and a second simulated skeletal pose of the skeleton of the target object is obtained; Based on the second simulated skeletal pose and the basic skeletal pose, a target skeletal pose of the target object is determined.

[0151] The environmental interaction event refers to a violent interaction between the vehicle and the external environment, such as explosion, collision, falling, shooting, etc.

[0152] The external impact force refers to a transient high-energy force (such as explosion shock wave, collision reaction force) acting on the vehicle.

[0153] The equivalent impact force refers to a simplified force model (considering seat cushioning, safety belt restraint, etc.) of the external impact force transmitted to the in-vehicle character after the attenuation and direction conversion of the vehicle structure.

[0154] The second simulated skeletal pose is a physically driven skeletal pose obtained by applying the equivalent impact force to the first simulated skeletal pose by a physical engine and calculating through physical simulation (such as constraint-based dynamics).

[0155] In this scheme, the system further expands the physical driving source: detects the environmental interaction event (such as collision between the vehicle and other vehicles); obtains the external impact force, and calculates the equivalent impact force transmitted to the character according to the vehicle structure, seat type, etc.; simulates the influence of the impact force on the first simulated skeletal pose to obtain the second simulated skeletal pose; and the final target skeletal pose is determined by fusing the basic skeletal pose and the second simulated skeletal pose.

[0156] Examples: Scenario: The vehicle drives at high speed through a rugged mountain road, suddenly collides with a protruding rock, and then rolls over multiple soil bags.

[0157] Environmental interaction event processing: a violent front-right collision (collision with a rock) is detected; multiple suspension compression events (vehicle body bouncing due to rolling over soil bags) are detected.

[0158] Impact force transmission process: external impact force: a transient impact force from the right front is generated at the moment of collision, acting on the front of the vehicle body; equivalent impact force: after attenuation by the vehicle body structure and seat cushioning, the equivalent impact force transmitted to the driver is a backward and slightly leftward transient resultant force (simulating the body being "pushed back to the seat and slightly left").

[0159] First simulated skeletal pose (regular inertial driving): Based on the inertial force calculation generated by the continuous motion of the vehicle, the regular bumps on the mountain road are simulated. At this time, the state: the driver's body has been in the dynamic balance of the vehicle shaking.

[0160] Second simulated skeletal pose (impact effect superposition): Apply an equivalent impact force to the current first simulated skeletal pose for physical simulation. The simulation result: on the basis of the original shaking, the driver's body superimposes a sudden backward leaning, a short backward tilting of the head, and a slight left tilting due to eccentric impact. This accurately simulates the combined physical effect of sudden impact in continuous shaking.

[0161] Target skeletal pose: intelligently fuse the second simulated skeletal pose (which already contains regular inertia and sudden impact) with the base skeletal pose. It not only reflects the strong instantaneous response of sudden impact, but also retains the continuous feedback of regular terrain shaking, while ensuring the stability of the base driving posture (such as the hands eventually returning to the steering wheel) through fusion.

[0162] In the embodiments of the present specification, by introducing an external impact force response mechanism triggered by environmental interaction events (such as collision, explosion, falling) in the process of generating the skeletal pose of the character, the instantaneous external force suffered by the vehicle is converted into an equivalent impact force acting on the occupant, and the second simulated skeletal pose caused by the first simulated skeletal pose is simulated, and then fused with the preset base skeletal pose, to obtain a more rich and realistic dynamic performance of the occupant. In this way, not only can the instantaneous response of the character under sudden impact (such as a sudden backward tilt or a sideways swing after being hit) be accurately restored, but also the continuous shaking, turning and other inertial actions can be naturally superimposed, significantly improving the physical credibility and immersion of the character animation in the vehicle.

[0163] In an optional implementation of the present embodiment, the target skeletal pose of the target object is determined based on the first simulated skeletal pose and the base skeletal pose, comprising: Fusing the first simulated skeletal pose and the base skeletal pose based on the fusion weight corresponding to the skeletal group of different parts of the preset target object to obtain the target skeletal pose.

[0164] Among them, the skeletal group is a logical grouping of the character's skeleton, such as "pelvis and legs", "spine", "head", "arms", etc.

[0165] The fusion weight is a [0, 1] interval value preset for each skeletal group, indicating the degree of influence of the physical simulation on that part. For example: head weight = 0.9 (large shaking), pelvis weight = 0.3 (small movement).

[0166] In this solution, a part-differentiated fusion strategy is adopted: independent fusion weights are configured for different bone groups. The final bone pose of the role is obtained by weighting and fusing the first simulation bone pose generated by physical simulation (reflecting the impact of the vehicle dynamics on the body) and the preset base bone pose (standard driving posture) by part. The fusion weight of each bone group represents the proportion of the physical simulation pose in the final result, and the remaining part (1-weight) remains from the base bone pose.

[0167] For example, the bone group configuration and weight meaning are as follows: Pelvis / Legs: Fusion weight = 0.2; Final pose = 20% first simulation bone pose + 80% base bone pose.

[0168] In this way, even if the vehicle body bounces violently, the hips and legs are highly maintained in the standard sitting posture on the seat, effectively avoiding the unrealistic feeling of "floating" or "sliding out of the seat".

[0169] Spine: Fusion weight = 0.6; Final pose = 60% first simulation bone pose + 40% base bone pose.

[0170] In this way, when turning or leaning, the upper body will tilt significantly, but not completely collapse, reflecting "natural swaying with support".

[0171] Head: Fusion weight = 0.9; Final pose = 90% first simulation bone pose + 10% base bone pose.

[0172] In this way, it is extremely sensitive to acceleration and bouncing, producing obvious nodding and shaking movements, enhancing dynamic feedback.

[0173] Arms: Fusion weight = 0.3 (i.e. physical impact is small, base animation dominates); Final pose = 30% first simulation bone pose + 70% base bone pose.

[0174] In this way, although the body is swaying due to bouncing, the arms still mainly follow the "hands holding the steering wheel" pose in the base animation, only slightly swaying with the upper body, ensuring that the hands do not leave the steering wheel, maintaining the visual credibility of "the driver is always in control".

[0175] Actual effect: When the vehicle bounces continuously, the head nods up and down significantly (high weight), the spine undulates slightly, while the arms remain almost in place, with both hands holding the steering wheel firmly; the pelvis is firmly "seated" and there is no drifting feeling.

[0176] When turning left at high speed, the body tilts to the right (centrifugal force), but the arms still maintain the basic grip position at more than 70% of the proportion, only the wrist and forearm are fine-tuned, and the visual always presents a "active control" state, rather than "being thrown out".

[0177] This configuration strategy realizes the advanced driving animation performance of "torso follow-up, controllable hands and feet" through differentiated fusion weights: it not only retains the real dynamic feeling of physical driving, but also anchors the key operation parts (such as hands and feet) through the basic animation, ensures that the role behavior meets the player's expectation of the "driver" identity, and significantly improves the immersion and credibility.

[0178] In the embodiments of the present specification, by presetting differentiated fusion weights for different bone groups (such as pelvis, spine, head, arm, etc.) of the role, the basic bone posture (standard animation posture) and the first simulation bone posture (dynamic response driven by vehicle motion) are locally weighted and fused, thereby realizing the fine control of "partially following physics, partially maintaining stability" on a single role. In this way, the animation stability of the key operation parts (such as hands and pelvis) can be retained, ensuring that the driver always presents a "controllable driving" state (such as both hands not leaving the steering wheel), and sufficient physical response can be given to sensitive parts (such as the head and upper torso), truly restoring the inertia shaking caused by acceleration, turning and bumping. This strategy of assigning physical impact intensity on demand effectively avoids the dislocation, loss of control caused by pure physical simulation or the stiffness caused by pure animation, improves the immersion while ensuring the credibility and controllability of the animation, and has low computational overhead, which is suitable for real-time game scenarios.

[0179] Step 106: generating a driving animation of the target vehicle carrying the target object based on the target dynamic parameters and the target bone posture of the target object.

[0180] This step is the final output link of the entire vehicle-role linkage system. The core purpose is to integrate the two types of key data calculated in the previous steps, the dynamic behavior of the vehicle (target dynamic parameters) and the body reaction of the passenger (target bone posture), to drive the rendering engine to generate a coherent, realistic and visually credible driving animation.

[0181] Specifically, the "target dynamic parameters" (such as speed, acceleration, angular velocity, roll angle, etc.) are used to drive the motion performance of the vehicle body, including body shaking, suspension compression, tire rotation, dust / yield, etc. The "target bone posture of the target object" is used to drive the bone animation of the in-vehicle role (such as the driver or passenger), so that the body movement is synchronized with the vehicle state (such as leaning back when accelerating, shaking when bumping, and leaning when turning); The system synchronously sends the two parts of data into the animation blueprint or rendering pipeline, which updates the position, rotation, and component animation of the vehicle model in each frame, applies the target bone pose to the character skeleton, and combines elements such as cameras, special effects, and audio to finally synthesize the complete driving picture seen by the player.

[0182] Traditional vehicle systems based on simplified friction models tend to be too "grippy" and are difficult to naturally enter a controllable drift state.

[0183] In an optional implementation of the embodiment, the physical parameters of the tires are actively intervened to induce rear wheel slip under certain operations, thereby realizing a drift operation that can be triggered, maintained, and exited. Specifically: Entry phase: when the player performs drift trigger conditions such as "high-speed entry + heavy acceleration", the system temporarily reduces the lateral friction coefficient of the rear wheels (reduces grip); simultaneously increases the driving torque of the rear wheels; the rear wheels slide laterally, and the vehicle enters a spin state.

[0184] Drift maintenance phase: the player needs to counter-steer (e.g., right for left drift) and finely control the throttle; The system continuously adjusts the rear wheel power distribution and friction based on the steering input and vehicle yaw rate, making the drift trajectory controllable.

[0185] Exit phase: the player straightens the direction and reduces the throttle, and the system gradually restores the original friction coefficient of the tires, allowing the vehicle to smoothly transition to a grip driving state.

[0186] It should be noted that the temporary friction coefficient adjustment in the drift system is an application of "dynamically modifying target state parameters based on operation intent": Normal driving: friction coefficient = baseline × terrain × weather × temperature; Drift trigger: friction coefficient = baseline × terrain × weather × temperature × drift attenuation coefficient (<1).

[0187] In the embodiments of the present specification, real physical drift is achieved by modifying underlying physical parameters (friction, driving force) rather than relying on "animation playback" or "forced rotation".

[0188] The pure physical model is prone to steering response lag, overshoot, or oscillation at low grip or high speed, resulting in uncontrolled steering.

[0189] In an optional implementation of the embodiment, a PID (Proportional-Integral-Derivative) controller is introduced. Specifically: Input: error between the player's desired steering angle vs. the actual steering angle of the vehicle; Output: corrected steering servo torque; Effects: Quickly approach the target direction (P term); Eliminate steady-state deviation (I term); Suppress steering overshoot and jitter (D term).

[0190] Game frame rate fluctuations (e.g., 60FPS → 30FPS) will cause the physical step size to increase, causing integral errors.

[0191] In an optional implementation of this embodiment, SubStep simulation (Sub-Time-Step Simulation) with fixed small steps is enabled: Divide each frame of time into multiple fixed physical sub-steps (e.g., 4 2ms sub-steps per frame); Perform complete force calculation and integration within each sub-step; Ensure consistent physical behavior across frame rates, avoiding the "high frame rate sensitivity, low frame rate sluggishness" experience split.

[0192] The following is combined with the Figure 2 Taking the application of the animation generation method provided in the specification in vehicle simulation and driver simulation as an example, the animation generation method is further described. Among them, Figure 2 A process flow diagram of an animation generation method provided by an embodiment of the specification is shown, which specifically includes the following steps.

[0193] Step 202: Obtain the external environment information and physical attribute information of the target vehicle, and determine the target state parameter based on the reference state parameter, the external environment information and the physical attribute information.

[0194] The system first collects two types of key information in real time: External environment information: including the current terrain type (such as "mud"), weather state (such as "heavy rain") and tire thermal energy estimate value; Physical attribute information: including the current damage degree of the vehicle (0.2), body roll angle (18°), suspension compression speed (in compression phase), etc.

[0195] Based on the preset reference state parameters (such as reference friction coefficient = 1.0, reference suspension stiffness = 10000 N / m, reference engine power = 300kW), the system performs the following operations: According to the terrain and weather lookup table, the influence coefficient (mud × 0.5, heavy rain × 0.7) is obtained, and the target friction coefficient = 1.0 × 0.5 × 0.7 = 0.35 is calculated; According to the damage degree attenuation engine power (α = 0.8), the target engine power = 300 × (1−0.8×0.2) = 252kW is obtained; Because the roll angle is close to the threshold (20°), the outer suspension stiffness is increased to 12000 N / m in advance; Because the suspension is in the compression phase, the damping force is temporarily increased by 30%.

[0196] The result is the target state parameter, which is used for subsequent dynamic calculation.

[0197] Step 204: Based on the target state parameter and the target operation parameter, determine the target dynamic parameter of the target vehicle.

[0198] The player inputs the target operation parameter: throttle = 0.9, steering = -0.6 (left turn), brake = 0.1.

[0199] The system performs physical subsystem calculation in combination with the target state parameter: Power transmission: According to the target engine power and gear position, calculate the rear wheel driving torque; Ground friction: Using the simplified Pacejka model, based on the target friction coefficient = 0.35, calculate the longitudinal / lateral force of each wheel; Suspension system: Calculate the suspension force according to the adjusted stiffness and damping; Drift judgment: Detect high-speed left turn + high throttle, trigger drift mode - temporarily reduce the lateral friction coefficient of the rear wheels to 0.15 and increase the rear wheel torque.

[0200] The physical engine (PhysX) solves the rigid body motion equation based on the above force / torque integration, outputs the target dynamic parameter, including: Linear velocity = 22 m / s, lateral acceleration = -4.1 m / s², Yaw rate = +35° / s (right spin), Vehicle body roll angle = 23°.

[0201] Step 206: Based on the target dynamic parameter and environmental interaction events, determine the physical driving force acting on the target object.

[0202] The system converts the target dynamic parameter of the vehicle into an abstract physical force acting on the driver role.

[0203] For example, the centripetal acceleration of the vehicle is converted into a lateral inertial force applied to the center of mass of the driver. The angular velocity change of the vehicle is converted into a rotational torque applied to the driver's torso.

[0204] At the same time, the system detects external environmental interaction events (such as the wheel rolling over a stone), obtains collision information from the environment subsystem, and calculates an equivalent vertical impact force.

[0205] Step 208: Based on the physical driving force, generate a synthesized simulation bone pose through physical simulation.

[0206] The physical engine applies all driving forces (lateral inertial force, rotational torque, and vertical impact force) to the original bone pose of the driver simultaneously. Through a unified physical simulation calculation, a synthesized simulated bone pose is output. This pose reflects the natural reaction under all physical effects: due to lateral force and torque, the body tilts to the left, and the head swings to the right due to inertia. Due to the vertical impact force, the entire body produces a short upward bouncing motion.

[0207] Step 210: Based on the preset fusion strategy, the synthesized simulated bone pose is mixed with the base bone pose to determine the final target bone pose.

[0208] The system calls a preset fusion weight scheme configured by bone parts, for example: Pelvis: weight 0.2 (less physical impact, keep hips stable); Spine: weight 0.6 (moderate physical impact, upper body can tilt significantly); Head: weight 0.9 (strong physical impact, can swing significantly); Arms: weight 0.3 (very small physical impact, keep interacting with the steering wheel); According to this weight scheme, the synthesized simulated bone pose is mixed in real time with the base bone pose driven by the animation system (standard sitting posture, hands holding the steering wheel).

[0209] The final output target bone pose is as follows: the hips are stably seated on the seat (base pose dominant). The upper body tilts significantly to the left (physical pose mixed with base pose). The head swings significantly to the right (physical pose dominant). Both hands are still tightly holding the steering wheel (base pose dominant).

[0210] Step 212: Based on the target dynamic parameters and the target bone pose, generate the target driving animation of the vehicle carrying the target object.

[0211] The system synchronously drives two parts of rendering: Vehicle animation: update the vehicle body position, rotation, suspension compression, and tire speed according to the target dynamic parameters, and play corresponding dust and sound effects; Driver animation: apply the target bone pose to the character skeleton to drive its dynamic performance in the cockpit.

[0212] In particular, during drifting: The PID controller continuously adjusts the steering servo force to ensure that the vehicle yaw rate stably tracks the player's counter-steering; The SubStep mechanism performs physical simulation with a fixed 2ms step size to ensure consistency of drifting actions at 60FPS and 30FPS; When exiting the corner, the system gradually restores the tire friction coefficient, the vehicle body smoothly returns to the correct position, and the driver's posture is synchronized and eased.

[0213] Finally, the player sees a high-immersion driving animation of the vehicle making a high-speed left drift, the body fishtailing, dust flying, and the driver's body moving in sync but his hands always controlling the wheel.

[0214] Corresponding to the method embodiments described above, the specification also provides animation generation device embodiments, Figure 3 A structural schematic diagram of an animation generation device according to an embodiment of the specification is shown. As shown in the figure, Figure 3 The device includes: A first determination module 302 configured to determine a target power parameter of a target vehicle based on a target state parameter and a target operation parameter of the target vehicle, wherein the target state parameter is determined based on external environment information and / or physical property information of the target vehicle, and the target operation parameter is determined based on a received control instruction of the target vehicle; A second determination module 304 configured to determine a target skeletal pose of a target object based on the target power parameter, wherein the target object is an object carried by the target vehicle; An animation generation module 306 configured to generate a driving animation of the target vehicle carrying the target object based on the target power parameter and the target skeletal pose of the target object.

[0215] Optionally, the animation generation device further includes a third determination module configured to: Obtain external environment information and / or physical property information of the target vehicle; Determine a first power parameter based on a reference state parameter of the target vehicle and the external environment information; Determine a second power parameter based on the reference state parameter of the target vehicle and the physical property information; Determine the target state parameter based on the first power parameter and / or the second power parameter.

[0216] Optionally, the external environment information includes terrain type and weather state, and the reference state parameter includes a reference suspension stiffness of the target vehicle; The third determination module is further configured to: Determine a first influence coefficient corresponding to the reference suspension stiffness based on the terrain type; Determine a second influence coefficient corresponding to the reference suspension stiffness based on the weather state; Determine a target suspension stiffness based on the reference suspension stiffness, the first influence coefficient, and the second influence coefficient, and take the target suspension stiffness as the first power parameter.

[0217] Optionally, the external environment information comprises a terrain type, a weather state, and a tire temperature, and the reference state parameter comprises a reference friction coefficient of a tire of the target vehicle; the third determination module is further configured to: determine a third influence coefficient corresponding to the reference friction coefficient based on the terrain type, determine a fourth influence coefficient corresponding to the reference friction coefficient based on the weather state, and determine a fifth influence coefficient of the reference friction coefficient based on the tire temperature; determine the target friction coefficient based on the reference friction coefficient, the third influence coefficient, the fourth influence coefficient, and the fifth influence coefficient, and take the target friction coefficient as the first power parameter.

[0218] Optionally, the physical attribute information comprises a damage degree of the target vehicle, and the reference state parameter comprises a reference engine power and / or a reference steering sensitivity of the target vehicle; the third determination module is further configured to: determine a power attenuation coefficient corresponding to the reference engine power based on the damage degree of the target vehicle; determine a sensitivity attenuation coefficient corresponding to the reference steering sensitivity based on the damage degree of the target vehicle; determine the target engine power based on the reference engine power and the power attenuation coefficient; determine the target steering sensitivity based on the reference steering sensitivity and the sensitivity attenuation coefficient; take the target engine power and / or the target steering sensitivity as the second power parameter, wherein the engine power and the steering sensitivity of the target vehicle are negatively correlated with the damage degree of the target vehicle.

[0219] Optionally, the physical attribute information comprises a roll angle of the target vehicle, and the reference state parameter comprises a reference drive torque and / or a reference suspension stiffness of an inner side tire; the third determination module is further configured to: determine a torque adjustment coefficient corresponding to the reference drive torque based on the roll angle of the target vehicle; determine a stiffness adjustment coefficient corresponding to the reference suspension stiffness based on the roll angle of the target vehicle; determine the target drive torque based on the reference drive torque and the torque adjustment coefficient; determine the target suspension stiffness based on the reference suspension stiffness and the stiffness adjustment coefficient; take the target drive torque and / or the target suspension stiffness as the second power parameter.

[0220] Optionally, the physical attribute information comprises motion state information of a suspension system, and the reference state parameter comprises a reference damping force; the third determination module is further configured to: In a case where the motion state information indicates that the suspension system is in a compression phase, the reference damping force is increased to obtain a target damping force, and the target damping force is taken as the second dynamic parameter.

[0221] Optionally, the second determination module 304 is further configured to: determine a driving force of the target object based on the target dynamic parameter; apply the driving force to an original skeletal pose of the target object, simulate a motion of the original skeletal pose of the target object under the action of the driving force to obtain a first simulated skeletal pose of the target object, wherein the original skeletal pose is a pose assumed by a model of the target object when no driving change is applied; determine a target skeletal pose of the target object based on the first simulated skeletal pose and a base skeletal pose, wherein the base skeletal pose is a pose generated based on a motion intention determined by an artist.

[0222] Optionally, the animation generation apparatus further includes a fourth determination module configured to: in response to an environmental interaction event of the target vehicle, acquire an external impact force of an external environment acting on the target vehicle, and determine an equivalent impact force of the target object to which the external impact force is transmitted; apply the equivalent impact force to the first simulated skeletal pose, simulate a motion of the first simulated skeletal pose under the action of the equivalent impact force to obtain a second simulated skeletal pose of the target object; determine a target skeletal pose of the target object based on the second simulated skeletal pose and the base skeletal pose.

[0223] Optionally, the second determination module 304 is further configured to: fuse the first simulated skeletal pose and the base skeletal pose based on preset fusion weights corresponding to skeletal groups of different parts of the target object to obtain the target skeletal pose.

[0224] The above is a schematic scheme of the animation generation apparatus of the embodiment. It should be noted that the technical scheme of the animation generation apparatus and the technical scheme of the animation generation method described above belong to the same concept, and the details of the technical scheme of the animation generation apparatus that are not described in detail can be referred to the description of the technical scheme of the animation generation method.

[0225] Figure 4 A structural block diagram of a computing device 400 according to an embodiment of the present specification is shown. The components of the computing device 400 include but are not limited to a memory 410 and a processor 420. The processor 420 is connected to the memory 410 through a bus 430, and a database 450 is used to save data.

[0226] The computing device 400 also includes an access device 440 that enables the computing device 400 to communicate via one or more networks 460. Examples of these networks include a public switched telephone network (PSTN), a local area network (LAN), a wide area network (WAN), a personal area network (PAN), or a combination of networks such as the Internet. The access device 440 can include one or more of any type of network interface (for example, a network interface card (NIC)) such as an IEEE 802.11 wireless local area network (WLAN) wireless interface, a Worldwide Interoperability for Microwave Access (Wi-MAX) interface, an Ethernet interface, a Universal Serial Bus (USB) interface, a cellular network interface, a Bluetooth interface, a Near Field Communication (NFC).

[0227] In one embodiment of the present specification, the above-mentioned components of the computing device 400 and other components not shown in the Figure 4 may be connected to each other, for example, through a bus. It should be understood that Figure 4 The computing device structure diagram shown is only for the purpose of example, and is not a limitation on the scope of the present specification. Those skilled in the art can add or replace other components as needed.

[0228] The computing device 400 can be any type of stationary or mobile computing device, including a mobile computer or mobile computing device (for example, a tablet computer, a personal digital assistant, a laptop computer, a notebook computer, a netbook, and the like), a mobile phone (for example, a smartphone), a wearable computing device (for example, a smart watch, smart glasses, and the like), or other types of mobile devices, or a stationary computing device such as a desktop computer or a personal computer (PC). The computing device 400 can also be a mobile or stationary server.

[0229] The processor 420 is configured to execute computer-executable instructions, which, when executed by the processor, implement the steps of the above-mentioned animation generation method.

[0230] The above is a schematic scheme of the computing device of the embodiment. It should be noted that the technical scheme of the computing device and the technical scheme of the animation generation method described above belong to the same concept, and the details of the technical scheme of the computing device that are not described in detail can be referred to the description of the technical scheme of the animation generation method.

[0231] An embodiment of the present specification further provides a computer readable storage medium, which stores computer executable instructions, and the computer executable instructions are executed by a processor to implement the steps of the animation generation method.

[0232] The above is a schematic scheme of the computer readable storage medium of the embodiment. It should be noted that the technical scheme of the storage medium and the technical scheme of the animation generation method described above belong to the same concept, and the details of the technical scheme of the storage medium that are not described in detail can be referred to the description of the technical scheme of the animation generation method.

[0233] An embodiment of the present specification further provides a computer program, which causes a computer to execute the steps of the animation generation method when the computer program is executed in the computer.

[0234] The above is a schematic scheme of the computer program of the embodiment. It should be noted that the technical scheme of the computer program and the technical scheme of the animation generation method described above belong to the same concept, and the details of the technical scheme of the computer program that are not described in detail can be referred to the description of the technical scheme of the animation generation method.

[0235] The above describes specific embodiments of the present specification. Other embodiments are within the scope of the appended claims. In some cases, the acts or steps recited in the claims can be performed in a different order than the order described in the embodiments and still achieve desirable results. In addition, the processes depicted in the figures do not necessarily require the particular order shown or sequential order in order to achieve the desired results. In some implementations, multitasking and parallel processing can be advantageous or necessary.

[0236] The computer readable medium can include any entity or apparatus capable of carrying the computer program code, recording medium, U disk, mobile hard disk, magnetic disk, optical disk, computer memory, read-only memory (ROM), random access memory (RAM), electrical carrier signal, telecommunication signal, software distribution medium, etc. It should be noted that the computer readable medium can include appropriate additions or subtractions according to the requirements of patent practice. For example, according to the patent practice in some regions, the computer readable medium does not include electrical carrier signals and telecommunication signals.

[0237] It should be noted that, for the foregoing method embodiments, in order to facilitate description, each is described as a combination of a series of acts, but those skilled in the art should appreciate that the embodiments of the present specification are not limited by the order of the described acts, because according to the embodiments of the present specification, certain steps can be performed in other orders or simultaneously. Secondly, those skilled in the art should appreciate that the embodiments described in the specification are all preferred embodiments, and the acts and modules involved are not necessarily essential to the embodiments of the present specification.

[0238] In the above embodiments, the description of each embodiment has its own focus, and the parts not described in detail in a certain embodiment can be referred to the related description of other embodiments.

[0239] The preferred embodiments of the present specification disclosed above are only used to help explain the present specification. The alternative embodiments do not describe all the details and limit the invention to the specific embodiments described. Obviously, according to the content of the embodiments of the present specification, many modifications and changes can be made. The present specification selects and specifically describes these embodiments in order to better explain the principles and practical applications of the embodiments of the present specification, so that those skilled in the art can well understand and use the present specification. The present specification is limited only by the claims and their full scope and equivalents.

Claims

1. An animation generation method, characterized in that, include: Based on the target state parameters and target operation parameters of the target vehicle, the target power parameters of the target vehicle are determined, wherein the target state parameters are determined based on the external environment information and / or physical attribute information of the target vehicle, and the target operation parameters are determined based on the received control commands of the target vehicle; Based on the target dynamic parameters, the target skeleton posture of the target object is determined, wherein the target object is the object carried by the target vehicle; Based on the target dynamic parameters and the target skeleton posture of the target object, a driving animation of the target vehicle carrying the target object is generated.

2. The method according to claim 1, characterized in that, Before determining the target power parameters of the target vehicle based on the target state parameters and target operation parameters of the target vehicle, the method further includes: Obtain the external environment information and / or physical attribute information of the target vehicle; Based on the reference state parameters of the target vehicle and the external environment information, the first power parameters are determined; Based on the reference state parameters and physical property information of the target vehicle, the second power parameters are determined; The target state parameters are determined based on the first power parameter and / or the second power parameter.

3. The method according to claim 2, characterized in that, The external environment information includes terrain type and weather conditions, and the reference state parameters include the reference suspension stiffness of the target vehicle; The determination of the first dynamic parameter based on the reference state parameters of the target vehicle and external environment information includes: Based on the terrain type, determine the first influence coefficient corresponding to the reference suspension stiffness; Based on the weather conditions, determine the second influence coefficient corresponding to the reference suspension stiffness; Based on the reference suspension stiffness, the first influence coefficient, and the second influence coefficient, the target suspension stiffness is determined, and the target suspension stiffness is used as the first dynamic parameter.

4. The method according to claim 2, characterized in that, The external environmental information includes terrain type, weather conditions and tire temperature, and the reference state parameters include the reference friction coefficient of the tires of the target vehicle. The determination of the first dynamic parameter based on the reference state parameters of the target vehicle and external environment information includes: Based on the terrain type, a third influence coefficient corresponding to the reference friction coefficient is determined; based on the weather condition, a fourth influence coefficient corresponding to the reference friction coefficient is determined; and based on the tire temperature, a fifth influence coefficient corresponding to the reference friction coefficient is determined. Based on the reference friction coefficient, the third influence coefficient, the fourth influence coefficient, and the fifth influence coefficient, a target friction coefficient is determined, and the target friction coefficient is used as the first power parameter.

5. The method according to claim 2, characterized in that, The physical attribute information includes the degree of damage to the target vehicle, and the reference state parameters include the reference engine power and / or reference steering sensitivity of the target vehicle. The determination of the second dynamic parameter based on the reference state parameters and physical attribute information of the target vehicle includes: Based on the degree of damage to the target vehicle, determine the power attenuation coefficient corresponding to the baseline engine power; Based on the degree of damage to the target vehicle, determine the sensitivity attenuation coefficient corresponding to the benchmark steering sensitivity; The target engine power is determined based on the benchmark engine power and power attenuation coefficient. The target steering sensitivity is determined based on the benchmark steering sensitivity and the sensitivity attenuation coefficient. The target engine power and / or target steering sensitivity are used as the second power parameters, wherein the engine power and steering sensitivity of the target vehicle are both negatively correlated with the degree of damage to the target vehicle.

6. The method according to claim 2, characterized in that, The physical property information includes the roll angle of the target vehicle, and the reference state parameters include the reference drive torque of the inner tire and / or the reference suspension stiffness. The determination of the second dynamic parameter based on the reference state parameters and physical attribute information of the target vehicle includes: Based on the roll angle of the target vehicle, determine the torque adjustment coefficient corresponding to the reference drive torque; Based on the roll angle of the target vehicle, determine the stiffness adjustment coefficient corresponding to the reference suspension stiffness; The target drive torque is determined based on the reference drive torque and the torque adjustment coefficient; The target suspension stiffness is determined based on the reference suspension stiffness and the stiffness adjustment coefficient. The target drive torque and / or the target suspension stiffness are used as the second dynamic parameters.

7. The method according to claim 2, characterized in that, The physical attribute information includes the motion state information of the suspension system, and the reference state parameter includes the reference damping force; The determination of the second dynamic parameter based on the reference state parameters and physical attribute information of the target vehicle includes: When the motion state information indicates that the suspension system is in the compression phase, the reference damping force is increased to obtain the target damping force, and the target damping force is used as the second dynamic parameter.

8. The method according to claim 1, characterized in that, Determining the target skeleton pose of the target object based on the target dynamic parameters includes: Based on the target dynamic parameters, determine the driving force of the target object; The driving force is applied to the original skeletal pose of the target object to simulate the movement of the original skeletal pose of the target object under the action of the driving force, thereby obtaining the first simulated skeletal pose of the target object, wherein the original skeletal pose is the pose of the target object model when no driving change is applied; Based on the first simulated skeletal pose and the basic skeletal pose, the target skeletal pose of the target object is determined, wherein the basic skeletal pose is a pose generated based on the action intention determined by the artist.

9. The method according to claim 8, characterized in that, The method further includes: In response to environmental interaction events of the target vehicle, the external impact force exerted on the target vehicle by the external environment is obtained, and the equivalent impact force transmitted by the external impact force to the target object is determined; The equivalent impact force is applied to the first simulated skeleton posture, and the movement of the first simulated skeleton posture under the action of the equivalent impact force is simulated to obtain the second simulated skeleton posture of the target object's skeleton. Based on the second simulated skeleton pose and the basic skeleton pose, the target skeleton pose of the target object is determined.

10. The method according to claim 8, characterized in that, Determining the target skeleton pose of the target object based on the first simulated skeleton pose and the basic skeleton pose includes: Based on the preset fusion weights corresponding to the bone groups of different parts of the target object, the first simulated bone pose and the basic bone pose are fused to obtain the target bone pose.

11. An animation generation device, characterized in that, include: The first determining module is configured to determine the target power parameters of the target vehicle based on the target state parameters and target operation parameters of the target vehicle, wherein the target state parameters are determined based on the external environment information and / or physical attribute information of the target vehicle, and the target operation parameters are determined based on the received control commands of the target vehicle; The second determining module is configured to determine the target skeleton posture of the target object based on the target dynamic parameters, wherein the target object is the object carried by the target vehicle; The animation generation module is configured to generate a driving animation of the target vehicle carrying the target object based on the target dynamic parameters and the target skeleton posture of the target object.

12. A computing device, characterized in that, include: Memory and processor; The memory is used to store computer-executable instructions, and the processor is used to execute the computer-executable instructions, which, when executed by the processor, implement the steps of the animation generation method according to any one of claims 1-10.

13. A computer-readable storage medium, characterized in that, It stores computer-executable instructions that, when executed by a processor, implement the steps of the animation generation method according to any one of claims 1-10.

14. A computer program product, characterized in that, Includes a computer program / instructions that, when executed by a processor, implement the steps of the animation generation method according to any one of claims 1-10.