Three-dimensional model animation generation method and device, equipment, medium and product
By establishing an attribute index table, creating animation bodies, and performing material enhancement processing in the generation of 3D model animations, and arranging the timeline, the problem of low animation generation efficiency in existing technologies is solved, and the automation and efficiency improvement of animation generation are achieved.
Patent Information
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- CHINA UNITED NETWORK COMM GRP CO LTD
- Filing Date
- 2025-12-30
- Publication Date
- 2026-05-01
AI Technical Summary
In existing technologies, front-end 3D animation generation relies on manual processing, resulting in low animation generation efficiency.
By acquiring the original model and its attribute information in the target virtual scene, an attribute index table is established, an animation body is created and its material is enhanced, and a timeline is arranged to drive the animation body to execute the entrance animation.
It automates the animation generation process, improves animation generation efficiency, and reduces the need for manual design and workflow arrangement.
Smart Images

Figure CN121962367A_ABST
Abstract
Description
Methods, apparatus, equipment, media and products for generating 3D model animations Technical Field
[0001] This application relates to the field of animation generation and processing technology, and in particular to a method, apparatus, device, medium and product for generating three-dimensional model animation. Background Technology
[0002] In various front-end display scenarios, dynamic imaging of 3D models is required. Complex 3D models are usually displayed using large screen displays or real-time displays on web pages, and entrance and exit animations are used to enhance the visual effects and interactive experience.
[0003] In existing technologies, the main way to display animations on a large front-end screen is to import the animation data designed by the animator using design software into the rendering engine that needs to be used, and then render the animation based on the rendering engine and push it to the large front-end screen for display.
[0004] Because the current technology relies on manual processing to generate front-end 3D animations, there is a technical problem of low animation generation efficiency. Summary of the Invention
[0005] This application provides a method, apparatus, device, medium, and product for generating 3D model animations, in order to achieve the technical effect of improving animation generation efficiency.
[0006] In a first aspect, embodiments of this application provide a method for generating three-dimensional model animations, including:
[0007] Obtain the original models, model identifiers, and attribute information of each model in the target virtual scene;
[0008] An attribute index table is established based on the model identifier and attribute information of each original model;
[0009] Create separate animated bodies corresponding to each original model; the animated bodies include cloned models, basic wireframe models, and special effects models.
[0010] Each model in the animation body is subjected to material enhancement processing to obtain the modified material corresponding to each model. The modified material supports real-time control of material properties during the animation process.
[0011] Based on the animated body and the modified materials, the timeline for animation execution is arranged.
[0012] The animation is executed based on the timeline.
[0013] In one possible implementation, after establishing an attribute index table based on model identifiers and attribute information, the method further includes:
[0014] The original model is marked as a hidden state.
[0015] In one possible implementation, after the animation body performs an entrance animation based on the timeline, the method further includes:
[0016] Reset the original model to a visible state based on the attribute index table;
[0017] Remove cloned models, basic wireframe models, and special effects models from the animated body;
[0018] Clear the material track and timeline data bound to the animated body;
[0019] Release the temporary video memory and memory resources used by the animation.
[0020] In one possible implementation, creating animated bodies corresponding to each original model includes:
[0021] For each original model, clone it based on the attribute information of the original model to obtain the clone model corresponding to the original model;
[0022] Generate a basic wireframe model based on the geometry of a clone model;
[0023] Based on the original material information of the cloned model, a special effects model is generated.
[0024] In one possible implementation, material enhancement processing is performed on each model in the animated body to obtain the modified material corresponding to each model, including:
[0025] By injecting controllable animation parameters into the original material information of the cloned model, the modified material of the cloned model can be obtained.
[0026] By injecting a controllable transparency parameter into the original material information of the basic wireframe model, the modified material of the basic wireframe model is obtained.
[0027] By injecting dynamic rendering logic and controllable progress parameters into the original material information of the special effects model, the modified material of the special effects model is obtained.
[0028] In one possible implementation, the timeline for animation execution is arranged based on the animated body and the modified material, including:
[0029] Construct a multi-track timeline that includes object tracks, material tracks, and camera tracks;
[0030] Based on the topological position of each animated body in the target virtual scene, determine the topological delay rule corresponding to each animated body;
[0031] Configure at least one motion unit for each animated body;
[0032] Based on the topological delay rules, action units are bound to time anchors on the multi-track time axis to form an object track list;
[0033] For each animated body, determine the corresponding controllable material parameters after the material is modified;
[0034] Configure corresponding parameter-driven rules for each controllable material parameter, and bind the parameter-driven rules to the corresponding time anchor points according to the animation binding rhythm defined in the object track list to form the material track list;
[0035] Based on the rendering requirements of each animation element, determine the initial position, target position, focus point, and camera movement rhythm of the camera, and generate camera movement units;
[0036] Bind the camera movement units to the corresponding time anchors according to the animation binding rhythm to form a camera track list;
[0037] Align the rhythm of the object track, material track, and camera track so that the start time of the material track and camera track is later than that of the object track, so that the animation execution is placed on the timeline.
[0038] Secondly, embodiments of this application provide a three-dimensional model animation generation apparatus, comprising:
[0039] The acquisition module is used to acquire the original models, model identifiers, and attribute information of each model in the target virtual scene.
[0040] The first processing module is used to establish an attribute index table based on the model identifier and attribute information of each original model;
[0041] The second processing module is used to create animation bodies corresponding to each original model; the animation bodies include clone models, basic wireframe models, and special effects models.
[0042] The third processing module is used to perform material enhancement processing on each model in the animation body to obtain the modified material corresponding to each model. The modified material supports real-time control of material properties during the animation process.
[0043] The fourth processing module is used to arrange the timeline of animation execution based on the animated body and the modified materials;
[0044] The fifth processing module is used to drive the animation body to execute the entrance animation based on the timeline.
[0045] In one possible implementation, the first processing module is further configured to:
[0046] The original model is marked as a hidden state.
[0047] In one possible implementation, the fifth processing module is further configured to:
[0048] Reset the original model to a visible state based on the attribute index table;
[0049] Remove cloned models, basic wireframe models, and special effects models from the animated body;
[0050] Clear the material track and timeline data bound to the animated body;
[0051] Release the temporary video memory and memory resources used by the animation.
[0052] In one possible implementation, the second processing module is further configured to:
[0053] For each original model, clone it based on the attribute information of the original model to obtain the clone model corresponding to the original model;
[0054] Generate a basic wireframe model based on the geometry of a clone model;
[0055] Based on the original material information of the cloned model, a special effects model is generated.
[0056] In one possible implementation, the third processing module is further configured to:
[0057] By injecting controllable animation parameters into the original material information of the cloned model, the modified material of the cloned model can be obtained.
[0058] By injecting a controllable transparency parameter into the original material information of the basic wireframe model, the modified material of the basic wireframe model is obtained.
[0059] By injecting dynamic rendering logic and controllable progress parameters into the original material information of the special effects model, the modified material of the special effects model is obtained.
[0060] In one possible implementation, the fourth processing module is further configured to:
[0061] Construct a multi-track timeline that includes object tracks, material tracks, and camera tracks;
[0062] Based on the topological position of each animated body in the target virtual scene, determine the topological delay rule corresponding to each animated body;
[0063] Configure at least one motion unit for each animated body;
[0064] Based on the topological delay rules, action units are bound to time anchors on the multi-track time axis to form an object track list;
[0065] For each animated body, determine the corresponding controllable material parameters after the material is modified;
[0066] Configure corresponding parameter-driven rules for each controllable material parameter, and bind the parameter-driven rules to the corresponding time anchor points according to the animation binding rhythm defined in the object track list to form the material track list;
[0067] Based on the rendering requirements of each animation element, determine the initial position, target position, focus point, and camera movement rhythm of the camera, and generate camera movement units;
[0068] Bind the camera movement units to the corresponding time anchors according to the animation binding rhythm to form a camera track list;
[0069] Align the rhythm of the object track, material track, and camera track so that the start time of the material track and camera track is later than that of the object track, thus obtaining the animation execution timeline.
[0070] Thirdly, embodiments of this application provide an electronic device, including: a memory and a processor;
[0071] The memory stores instructions that the computer executes;
[0072] The processor executes computer execution instructions stored in memory, causing the processor to perform the first aspect above and various possible implementations of the first aspect.
[0073] Fourthly, embodiments of this application provide a computer-readable storage medium storing computer-executable instructions, which, when executed by a processor, are used to implement the first aspect and various possible implementations thereof.
[0074] Fifthly, embodiments of this application provide a computer program product, including a computer program that, when executed by a processor, implements the first aspect and various possible implementations thereof.
[0075] This application provides a method, apparatus, device, medium, and product for generating 3D model animations. The method obtains the original models, model identifiers, and attribute information of each model in a target virtual scene, and creates an attribute index table corresponding to each original model. An animation body is created for each original model. Material enhancement processing is performed on the cloned model, basic wireframe model, and special effects model within the animation body to obtain the modified materials for each model. Timeline choreography is performed on the animation body and its corresponding modified materials, and the animation body is driven to execute an entrance animation based on the timeline. Compared with existing technologies, this application utilizes animation body creation to provide a model foundation for animation production; utilizes material enhancement processing to add controllable parameters during the animation process; and utilizes timeline choreography to create an execution task timeline for animation execution, thereby driving the animation body to execute an entrance animation, compressing the animation production cycle, and thus achieving the technical effect of improving animation generation efficiency. Attached Figure Description
[0076] The accompanying drawings, which are incorporated in and form part of this specification, illustrate embodiments consistent with this application and, together with the description, serve to explain the principles of this application.
[0077] Figure 1 is a flowchart illustrating the three-dimensional model animation generation method provided in this application.
[0078] Figure 2 is a flowchart illustrating the three-dimensional model animation generation method provided in this application.
[0079] Figure 3 is a schematic diagram of the structure of the three-dimensional model animation generation device provided in this application;
[0080] Figure 4 is a schematic diagram of the structure of the electronic device provided in this application.
[0081] The accompanying drawings illustrate specific embodiments of this application, which will be described in more detail below. These drawings and descriptions are not intended to limit the scope of the concept in any way, but rather to illustrate the concepts of this application to those skilled in the art through reference to particular embodiments. Detailed Implementation
[0082] Exemplary embodiments will now be described in detail, examples of which are illustrated in the accompanying drawings. When the following description relates to the drawings, unless otherwise indicated, the same numbers in different drawings denote the same or similar elements. The embodiments described in the following exemplary embodiments do not represent all embodiments consistent with this application. Rather, they are merely examples of apparatuses and methods consistent with some aspects of this application as detailed in the appended claims.
[0083] In existing technologies, the specific method for displaying animations on a large front-end screen is as follows: import a pre-made animation to be displayed, determine the corresponding rendering tool according to the format of the animation to be displayed, use the rendering tool to parse and render the animation to be displayed, and push it to the large front-end screen for display.
[0084] However, in existing technologies, animation production and final presentation rely on manual design and process arrangement, which is cumbersome and time-consuming, resulting in low animation generation efficiency.
[0085] To address the aforementioned technical problems, this application proposes the following technical concept: The animation production process is proceduralized. It utilizes the attribute index table of the original model to preserve its original basic information. Animation body creation provides the foundation for model animation production. Material enhancement adds controllable parameters to the model animation. Timeline arrangement creates an execution template for the final animation generation, thereby driving the animation body to execute the entrance animation via the timeline. Compared to existing technologies, this application's entire animation generation process eliminates the need for manual animation design and workflow arrangement, thus significantly improving animation generation efficiency.
[0086] The technical solution of this application and how the technical solution of this application solves the above-mentioned technical problems are described in detail below with specific embodiments. These specific embodiments can be combined with each other, and the same or similar concepts or processes may not be described again in some embodiments. The embodiments of this application will now be described with reference to the accompanying drawings.
[0087] Figure 1 is a flowchart illustrating the three-dimensional model animation generation method provided in this application. As shown in Figure 1, the method includes:
[0088] S101. Obtain the original models, model identifiers and attribute information of each model in the target virtual scene.
[0089] In this step, the original model refers to the raw 3D model in the target virtual scene that has not undergone animation processing; it is the basic carrier for animation generation. The model identifier is the identifier of the original model, used to distinguish different original models. The attribute information of the original model refers to various feature data used to describe the original model, including but not limited to geometric attributes, material attributes, topological attributes, hierarchical attributes, and physical attributes.
[0090] For example, the method for obtaining each original model, model identifier, and attribute information in the target scene is as follows: traverse the models in the target virtual scene, and for each original model, extract the model identifier, model geometric attributes, model material attributes, and model topology attributes to obtain the original model set, model identifier set, and model attribute information set of the target virtual scene.
[0091] S102. Based on the model identifier and attribute information of each original model, establish an attribute index table.
[0092] In this step, the attribute index table refers to a structured data table with model identifiers as keys and attribute information as values.
[0093] Optionally, the attribute index table can be built by: traversing the original model set and extracting the identifier and attribute information of each model; selecting a data structure and storing the identifier as the key and the attribute information as the value; and configuring indexing rules. The data structure can be a hash table or JSON format; the indexing rules can be based on model identifier lookup, attribute type filtering, etc.
[0094] Optionally, after the index table is created, the original model can also be marked as hidden.
[0095] In this step, marking the original model as hidden means making it invisible at the rendering level to avoid overlap with subsequent animated objects. Specifically, this involves iterating through each original model, modifying its visibility state, and adding the visibility state of the original model to the model's attribute index table.
[0096] S103. Create animation bodies corresponding to each original model.
[0097] In this step, the animation body refers to the composite model carrier constructed to realize the model's entrance animation. The animation body consists of multiple sub-models: a clone model, a basic wireframe model, and a special effects model, and is the core object for animation execution. The clone model is a model obtained by copying the original model, and it has the same geometric structure and material properties as the original model. The basic wireframe model is a wireframe model generated based on the geometry of the clone model, used to enhance the visual representation of the geometric form. The special effects model is a model with visual effects generated based on the material information of the clone model, used for visual enhancement.
[0098] Alternatively, one possible implementation for generating animated bodies is as follows:
[0099] S1031. For each original model, clone it based on the attribute information of the original model to obtain the clone model corresponding to the original model.
[0100] In this step, the clone model can be generated in two ways: either by deeply cloning the original model, completely copying its data to obtain an independent clone model; or by primarily sharing the geometry of the original model while copying its material information, thus obtaining a clone model while ensuring performance.
[0101] For example, a possible way to obtain a cloned model is as follows:
[0102] a1. Extract the geometry, material, and transformation attributes of the original model from the attribute index table.
[0103] a2. Call the cloning interface of the current animation engine and select either deep cloning or shallow cloning to generate a clone model.
[0104] a3. Add the cloned model to the layer container of the animation body.
[0105] S1032. Generate a basic wireframe model for geometric structure based on a clone model.
[0106] In this step, the basic wireframe model can be obtained either through material replacement or geometry extraction. Material replacement refers to preserving the geometry of the cloned model and replacing it with wireframe materials. Geometry extraction refers to extracting the edge data of the cloned model and generating a new wireframe mesh.
[0107] S1033. Generate special effects models based on the original material information of the cloned model.
[0108] In this step, the original material information refers to the core feature data of the original material of the cloned model, which serves as a reference for the design of special effects materials. The special effects corresponding to the special effects model include: flowing light, gradient, dissolve, and flicker. The special effects model supports four core appearance styles: spherical diffusion, horizontal scan, Fresnel laser scan, and ablation. Spherical diffusion refers to diffusion outward from the origin; horizontal scan refers to scanning in horizontal, left-right, and front-back directions; Fresnel laser scan refers to Fresnel edge emission combined with laser outlining scanning; and ablation refers to a gradual disappearance or appearance using a noise algorithm. Other effects such as spiral scan and particle burst can also be used.
[0109] It should be noted that this step uses the Fresnel effect to achieve an edge glow effect in order to construct the special effects model, specifically:
[0110] b1. Extract the core geometric structure of the cloned model. Specifically, copy only the geometric structure data such as vertices, faces, normals, and UV (UV Mapping Coordinates) of the cloned model, and remove redundant data such as skeletons, physics, and animation to obtain independent geometric objects.
[0111] b2. Specify the special effects material based on the original material information. Specifically, extract the core features of the original material information of the cloned model, such as the main color tone, material type, and UV information; and generate a customized special effects material based on the preset special effects type and the core features of the original material. The generated special effects material includes, but is not limited to, luminescence intensity, Fresnel index, pulse velocity, and transparency. The preset special effects type refers to any one of Fresnel luminescence, flowing light, dissolution, etc.
[0112] b3. Assign the customized special effects material to the extracted independent geometric object to generate the special effects model, and add the special effects model to the animation body.
[0113] S104. Perform material enhancement processing on each model in the animation body to obtain the modified material corresponding to each model. The modified material supports real-time control of material properties during the animation process.
[0114] In this step, material enhancement refers to injecting controllable parameters and dynamic logic into the original materials of each model in the animation body, so that the material properties can be modified by the timeline. The purpose is to turn static materials into dynamic materials and make them compatible with the engine's rendering pipeline.
[0115] Alternatively, one possible implementation of material enhancement is as follows:
[0116] S1041. Inject animation controllable parameters into the original material information of the cloned model to obtain the modified material of the cloned model.
[0117] In this step, controllable animation parameters refer to material parameters that can be modified by the timeline, such as transparency parameters, effect progress parameters, color parameters, and light flow speed parameters. The specific method for injecting controllable animation parameters into the original material information is as follows: interpret the original material information of the cloned model to determine the controllable parameters; add parameters to the material, write the binding logic between the parameters and the animation, and obtain the modified material of the cloned model.
[0118] For example, the original material information of the cloned model is determined, specifically a leather material, including parameters such as color and metallicity. An animation progress controllable parameter is added to the material, and this parameter is bound to the material's color attribute. When the progress is 0, it represents red, and when the progress is 1, it represents orange, thus obtaining the modified material.
[0119] S1042. Inject a controllable transparency parameter into the original material information of the basic wireframe model to obtain the modified material of the basic wireframe model.
[0120] In this step, the material generation method after modifying the basic wireframe model is as follows: Extract the original material information of the basic wireframe model, including the wireframe's color and width information. Add a controllable transparency parameter to the original material information, and enable the material's transparency rendering model, allowing the transparency to change with the parameter.
[0121] S1043. Inject dynamic rendering logic and controllable progress parameters into the original material information of the special effects model to obtain the modified material of the special effects model.
[0122] In this step, the method for generating the modified material of the special effects model is as follows: parse the original material information of the special effects model, inject dynamic rendering logic, add progress controllable parameters, bind the logic, parameters and material information to obtain the modified material.
[0123] For example, dynamic rendering logic can include UV offset, noise texture, and dissolve clipping; controllable progress parameters refer to the parameters that control the rendering progress, which can be controlled by parameter orchestration to control the rendering progress of special effects models.
[0124] S105. Based on the animated body and the modified materials, arrange the timeline for animation execution.
[0125] In this step, the animation execution timeline refers to the timeline that defines the execution order, duration, rhythm, and triggering timing of the animation actions.
[0126] For example: 0-1 seconds: clone model displacement enters; 1-2 seconds: wireframe model fades in; 2-3 seconds: special effects model dissolves and starts.
[0127] Optionally, the specific method for arranging the timeline of animation execution can be: determining the total duration and segmented rhythm of the animation; binding the motion and material parameter changes of the animation body to keyframes of the timeline; setting the transition method of the keyframes; and integrating multiple animation segments into a complete timeline.
[0128] It should be noted that the arrangement of the timeline in this step will be further explained in the embodiment shown in Figure 2 below, and will not be elaborated further here.
[0129] S106. Execute entrance animation based on timeline-driven animation body.
[0130] In this step, the entrance animation refers to the animation of the model moving from outside the scene or in a hidden state to the target position or in a visible state. It can be achieved by combining actions such as translation, rotation, scaling, fade-in, and special effects. Driving the animation body to execute animation refers to triggering changes in action and material parameters through the passage of time on the timeline, causing the animation body to execute its animation.
[0131] For example, the way to drive the animation body to execute the entrance animation based on the timeline can be: initialize the start time of the timeline; update the timeline in the frame loop, triggering changes in action and material parameters; render the scene and display the animation effect.
[0132] Optionally, after the entrance animation completes, the resources used during the animation execution need to be released. One possible way to release these resources is as follows:
[0133] c1. Reset the original model to a visible state based on the attribute index table.
[0134] In this step, the visibility state is set by restoring the original model from step S102 to a visible state and displaying the original model after the animation ends. Specifically, the model identifiers in the attribute index table are traversed to find the corresponding original model, and the interface of the engine to which the current animation body belongs is called to set the state of the original model to be visible.
[0135] c2. Delete clone models, basic wireframe models, and special effects models from the animation body.
[0136] In this step, deleting these three models means removing and destroying the sub-models from the scene to release memory and avoid residual data. Specifically, the process involves iterating through the sub-models of the animation body, calling the interface of the engine to which the current animation body belongs to delete each sub-model in the animation body, and clearing the corresponding memory usage.
[0137] c3. Clear the material track and timeline data bound to the animation body.
[0138] The purpose of this step is to destroy the material track and timeline data, unbind them, and prevent memory leaks. Specifically, this can be achieved by clearing the keyframe data corresponding to the material track and the memory resources occupied by the timeline, thereby releasing the memory used for animation execution.
[0139] c4. Release the temporary video memory and memory resources used by the animation.
[0140] The purpose of this step is to release temporary resources generated during the animation process, such as textures, geometry caches, and parameter arrays, to optimize the performance of the animation execution.
[0141] The 3D model animation generation method provided in this application obtains the original models, model identifiers, and attribute information of each model in the target virtual scene, and creates an attribute index table corresponding to each original model. An animation body is created for each original model. Material enhancement processing is performed on the cloned model, basic wireframe model, and special effects model in the animation body to obtain the modified materials of each model. Timeline choreography is performed on the animation body and its corresponding modified materials, and the animation body is driven to execute an entrance animation based on the timeline. Compared with existing technologies, this application utilizes animation body creation to provide a model foundation for animation production; utilizes material enhancement processing to add controllable parameters during the animation process; and utilizes timeline choreography to create an execution task timeline for animation execution, thereby driving the animation body to execute an entrance animation, compressing the animation production cycle, and thus achieving the technical effect of improving animation generation efficiency.
[0142] Figure 2 is a flowchart illustrating the three-dimensional model animation generation method provided in this application. As shown in Figure 2, the method includes:
[0143] S201. Construct a multi-track timeline that includes object tracks, material tracks, and camera tracks.
[0144] In this step, the multi-track timeline refers to a timeline system containing multiple parallel and independent tracks. Each track is responsible for managing a type of animation logic, and tracks can be executed synchronously or asynchronously. The object track refers to the multi-track system that manages the spatial changes and visibility / disappearance of animated objects. Spatial changes of animated objects include, but are not limited to, translation, rotation, and scaling. The material track refers to the track that manages the controllable parameter changes of modified materials; it is the data enhancement track for the animation. The camera track refers to the track that manages the changes in the virtual camera's position, angle, dot, and focus point; it is the viewpoint control track for the animation.
[0145] The core logic of this step lies in initializing a multi-track container, defining the type of each track, and configuring basic properties for each track.
[0146] For example, a multi-track timeline can be constructed as follows:
[0147] First, create a main timeline. Then, create corresponding sub-timelines for each track and attach the sub-timelines for each track to the main timeline to obtain a multi-track timeline.
[0148] It should be noted that the examples in the steps are only for illustrating the creation of multi-track timelines under a certain rendering engine; in actual scenarios, different multi-track timeline creation rules can be designed according to different animation rendering engines, and when creating multi-track timelines, appropriate rules should be selected and executed according to different rendering engines.
[0149] S202. Determine the topological delay rule for each animated body based on its topological position in the target virtual scene.
[0150] In this step, topological position refers to the location of the animated object within the hierarchical structure, spatial position, and grouping relationships of the target virtual scene. Topological position is divided into logical topology and spatial topology. Logical topology is used to define the affiliation relationships between animated objects; spatial topology is used to define the distance relationships between animated objects or to divide areas. Topological delay rules refer to the rules defining the start delay time and execution order of the seven animation actions based on the topological position of the animated object, so that the animation conforms to the spatial or logical rhythm of the scene.
[0151] For example, for the sofa animation, the logical topology can be: the sofa animation belongs to the living room group, and the coffee table animation is a child node of the sofa. The spatial topology can be: the sofa animation is in the foreground of the scene, and the TV animation is in the background. The corresponding topological delay rules can be: under the logical topology, after the parent node animation of the living room group starts, the child nodes sofa and coffee table start with a delay of 0.3 seconds. Under the spatial topology, the sofa in the foreground moves first, and the TV in the background starts with a delay of 0.5 seconds.
[0152] Alternatively, one possible implementation of determining the topology delay rule is as follows:
[0153] d1. Extract the hierarchical distribution and spatial partitioning of the target virtual scene where the animated body is located.
[0154] d2. Based on hierarchical distribution and spatial partitioning, mark logical topological attributes and spatial topological attributes for each animated body in the target virtual scene.
[0155] d3. Based on the requirements of the entrance animation, logical topology attributes, and spatial topology attributes, determine the execution order for each animation body.
[0156] d4. Convert the execution order of each animation body into the specific delay time of each animation body, and obtain the topological delay rule corresponding to each animation body in the target virtual scene based on the execution order and delay time.
[0157] S203. Configure at least one motion unit for each animated body.
[0158] In this step, an action unit refers to the smallest independent animation action of an animated object. It is the basic unit that constitutes the object's trajectory, and each action unit has configurable parameters and execution attributes. An animated object can be configured with multiple action units, and these action units can be executed sequentially or in parallel.
[0159] For example, the sofa animation unit 1: displacement entry, parameter: from X=10 to X=0, duration 1 second; motion unit 2: slight rotation, parameter: rotate 10° around the Y-axis, duration 0.5 seconds. Here, X refers to the X-axis and Y refers to the Y-axis.
[0160] Alternatively, motion units can be configured for animated bodies in the following ways:
[0161] e1. Determine the types of actions supported by the animation body, including but not limited to translation, rotation, scaling, showing / hiding, path following, etc.
[0162] e2. Break down the overall animation of the animated body into multiple independent action units.
[0163] For example, the entrance animation can be broken down into a translation animation and a show / hide animation.
[0164] e3. Set the target value, duration, interpolation method, number of loops, etc. for each action unit. The interpolation method can be linear interpolation or ease-in ease-out interpolation.
[0165] S204. Bind the action unit to the time anchor point of the multi-track time axis according to the topology delay rule to form an object track list.
[0166] In this step, the time anchor point refers to a specific time point on the multi-track timeline. It serves as the binding reference for action units and parameter rules, controlling the animation's start time. The time anchor point can be set manually during execution or automatically generated. Both relative and absolute times are supported for the time anchor point.
[0167] For example, when using relative time anchors, the sofa action unit is bound to the 0-second anchor, and the coffee table is bound to the sofa anchor + 0.2-second anchor.
[0168] In this step, the object track list refers to a structured list that records the binding relationships between the motion units and time anchors of all animated objects, and serves as the basis for executing the object track. This list includes the identifier of the animated object, the identifier of the motion unit, the anchor time, the track identifier, and the execution order.
[0169] S205. For each animated body, determine the corresponding controllable material parameters after the material is modified.
[0170] In this step, controllable material parameters refer to the parameters in the modified material of the animated body that can be modified by the timeline. These parameters include three types: scalar parameters, such as transparency, progress, and speed parameters; vector parameters, such as color and UV offset parameters; and texture parameters, such as noise texture parameters and mask texture parameters.
[0171] Optionally, the controllable material parameters for each animated object can be determined as follows: For each animated object, obtain the clone model parameters, basic wireframe model materials, and special effects model materials from the modified material parameters corresponding to each sub-model of that animated object. Extract the controllable material parameters from each material, and mark the parameter type, value range, and default value for each parameter.
[0172] S206. Configure corresponding parameter-driven rules for each controllable material parameter, and bind the parameter-driven rules to the corresponding time anchors according to the animation binding rhythm defined in the object track list to form the material track list.
[0173] In this step, parameter-driven rules refer to the rules that define how controllable material parameters change over time, including the target value, duration, interpolation method, and triggering conditions. The material track list is a structured list that records the binding relationships between the driving rules of controllable material parameters and time anchor points. This list is linked to the object track list and maintains a consistent rhythm, containing information such as animation body identifier, parameter name, driving rule, anchor point time, and track identifier.
[0174] It should be noted that the parameter-driven rules are determined based on the parameter type, value range, and default value of the controllable material parameters. Specifically, the corresponding target parameter-driven rules are obtained by filtering from the preset parameter-driven rule database based on the parameter type of the controllable material parameters. Based on the target parameter-driven rules, the value range and default value of the parameter, the target value, duration, interpolation method, and triggering conditions of the parameter are determined, and the parameter-driven rules corresponding to the parameter are generated.
[0175] S207. Based on the rendering requirements of each animation body, determine the initial position, target position, focus point, and camera movement rhythm of the camera, and generate camera movement units.
[0176] In this step, the camera movement unit refers to the smallest independent camera movement, which is the basic unit constituting the camera track and includes the camera's position, angle, focal length changes, and execution parameters. Camera movement rhythm refers to the execution speed, interpolation method, and pause time of the camera movement, used to control the rhythm of the camera movement. The focal point refers to the camera's line of sight focus, which can be bound to the center of the animated object, thus ensuring that the lens remains focused on the target throughout the camera movement.
[0177] Alternatively, the camera movement units can be generated in the following ways:
[0178] f1. Determine the display endpoint of each animated object and the spatial distribution of the animated objects.
[0179] f2. Calculate the camera's initial position, target position, and focus point based on rendering requirements.
[0180] f3. Determine the camera movement type based on rendering requirements, and set the camera movement duration, interpolation method, and pause time.
[0181] In this step, camera movement types include, but are not limited to: push, the camera moves closer to the target; pull, the camera moves away from the target; pan, the camera rotates around the target; tilt, the camera moves horizontally; follow, the camera moves with the target; and flick, quickly switch between shots.
[0182] f4. Organize the camera movement parameters to obtain at least one camera movement unit, and mark the execution order for each camera movement unit.
[0183] For example, a camera movement unit for an animated object includes: Camera movement unit 1: Push-in, parameters include: initial position (0,5,20), target position (0,5,10), duration 2 seconds, focus point sofa, and rhythm is constant speed. Camera movement unit 2: Pan, parameters include: rotate 30° around the sofa Y-axis, duration 1 second, focus point sofa, and rhythm is slow in.
[0184] S208. Bind the camera movement units to the corresponding time anchors according to the animation binding rhythm to form a camera track list.
[0185] In this step, the camera track list refers to a structured list that records the binding relationships between camera movement units and time anchor points. This list includes camera movement unit identifiers, anchor point times, track identifiers, and execution order. Furthermore, this list is linked with the object track list and the material track list, ensuring that the three lists maintain a consistent rhythm.
[0186] Optionally, the camera track list can be generated as follows: Based on the anchor point times and motion durations of the object track list, determine the activation timing of the camera movement units. Calculate the anchor point time for each unit by combining the execution order and pause times of the camera movement units. Bind the execution logic of the camera movement units to the corresponding anchor points of the camera tracks on the multi-track timeline. Record all binding relationships to form a structured camera track list.
[0187] S209. Align the rhythm of the object track, material track, and camera track so that the start time of the material track and camera track is later than that of the object track, thus obtaining the animation execution timeline.
[0188] In this step, rhythm alignment refers to adjusting the start time, duration, and pauses of the three tracks to ensure that the animation rhythms between the tracks are coordinated and conform to visual logic. The animation execution timeline refers to the multi-track timeline after rhythm alignment.
[0189] For example, the rhythm alignment can be as follows: object track: 0 seconds to start, 1 second duration; material track: 0.5 seconds to start, 1 second duration; camera track: 0.2 seconds to start, 1 second duration; the end times of the three tracks are 1 second / 1.5 seconds / 1.2 seconds respectively, with coordinated rhythm.
[0190] Alternatively, the timing alignment can be used to obtain the animation execution timeline in the following ways:
[0191] g1. Set the start time of the material track to the start time of the object track + Δt1, for example, 0.5 seconds, and set the start time of the camera track to the start time of the object track + Δt2, for example, 0.2 seconds.
[0192] g2. Check if the duration and pauses of the tracks match to avoid a disconnect in the animation rhythm between tracks.
[0193] For example: the object track lasts for 1 second, the material track lasts for 1 second, and the camera track lasts for 1 second.
[0194] g3. Use the adjusted multitrack timeline as the animation execution timeline and export it as an executable animation execution timeline configuration or object.
[0195] Figure 3 is a schematic diagram of the structure of the three-dimensional model animation generation device provided in this application. As shown in Figure 3, the three-dimensional model animation generation device provided in this embodiment includes:
[0196] The acquisition module 301 is used to acquire each original model, model identifier and attribute information in the target virtual scene.
[0197] The first processing module 302 is used to establish an attribute index table based on the model identifier and attribute information of each original model.
[0198] The second processing module 303 is used to create animation bodies corresponding to each original model; the animation bodies include clone models, basic wireframe models and special effects models.
[0199] The third processing module 304 is used to perform material enhancement processing on each model in the animation body to obtain the modified material corresponding to each model. The modified material supports real-time control of material properties during the animation process.
[0200] The fourth processing module 305 is used to arrange the timeline of animation execution based on the animation body and the modified material.
[0201] The fifth processing module 306 is used to drive the animation body to execute the entrance animation based on the time axis.
[0202] Optionally, in one possible implementation, the first processing module 302 is further configured to:
[0203] The original model is marked as a hidden state.
[0204] Optionally, in one possible implementation, the fifth processing module 306 is further configured to:
[0205] The original model is reset to a visible state based on the attribute index table.
[0206] Remove clone models, basic wireframe models, and special effects models from the animated body.
[0207] Clear the material track and timeline data bound to the animation body.
[0208] Release the temporary video memory and memory resources used by the animation.
[0209] Optionally, in one possible implementation, the second processing module 303 is further configured to:
[0210] For each original model, a clone is created based on the attribute information of the original model to obtain the clone model corresponding to the original model.
[0211] Generate a basic wireframe model based on the geometry of the clone model.
[0212] Based on the original material information of the cloned model, a special effects model is generated.
[0213] Optionally, in one possible implementation, the third processing module 304 is further configured to:
[0214] By injecting animation-controllable parameters into the original material information of the cloned model, the modified material of the cloned model is obtained.
[0215] By injecting a controllable transparency parameter into the original material information of the basic wireframe model, the modified material of the basic wireframe model is obtained.
[0216] By injecting dynamic rendering logic and controllable progress parameters into the original material information of the special effects model, the modified material of the special effects model is obtained.
[0217] Optionally, in one possible implementation, the fourth processing module 305 is further configured to:
[0218] Construct a multi-track timeline that includes object tracks, material tracks, and camera tracks.
[0219] Based on the topological position of each animated body in the target virtual scene, determine the topological delay rule corresponding to each animated body.
[0220] Configure at least one motion unit for each animated body.
[0221] Based on the topological delay rules, action units are bound to time anchor points on the multi-track time axis to form an object track list.
[0222] For each animated body, determine the corresponding controllable material parameters after the material is modified.
[0223] Configure corresponding parameter-driven rules for each controllable material parameter, and bind the parameter-driven rules to the corresponding time anchors according to the animation binding rhythm defined in the object track list to form the material track list.
[0224] Based on the rendering requirements of each animation element, determine the initial position, target position, focus point, and camera movement rhythm of the camera, and generate camera movement units.
[0225] The camera movement units are bound to the corresponding time anchors according to the animation binding rhythm, forming a camera track list.
[0226] Align the rhythm of the object track, material track, and camera track so that the start time of the material track and camera track is later than that of the object track, thus obtaining the animation execution timeline.
[0227] The apparatus provided in this embodiment can execute the method provided in the above method embodiment. Its implementation principle and technical effect are similar, and will not be described in detail here.
[0228] Figure 4 is a schematic diagram of the structure of the electronic device provided in this application. As shown in Figure 4, the electronic device provided in this embodiment includes at least one processor 401 and a memory 402. Optionally, the device further includes a communication component 403. The processor 401, memory 402, and communication component 403 are connected via a bus 404.
[0229] In the specific implementation process, at least one processor 401 executes computer execution instructions stored in memory 402, causing at least one processor 401 to execute the above-mentioned three-dimensional model animation generation method or method.
[0230] The specific implementation process of processor 401 can be found in the above method embodiments, and its implementation principle and technical effect are similar. It will not be repeated here.
[0231] In the above embodiments, it should be understood that the processor can be a Central Processing Unit (CPU), or other general-purpose processors, digital signal processors (DSPs), application-specific integrated circuits (ASICs), etc. The general-purpose processor can be a microprocessor or any conventional processor. The steps of the method disclosed in this invention can be directly implemented by a hardware processor, or implemented by a combination of hardware and software modules within the processor.
[0232] The memory may include random access memory (RAM) and may also include non-volatile memory (NVM), such as at least one disk storage device.
[0233] The bus can be an Industry Standard Architecture (ISA) bus, a Peripheral Component Interconnect (PCI) bus, or an Extended Industry Standard Architecture (EISA) bus, etc. Buses can be categorized as address buses, data buses, control buses, etc. For ease of illustration, the buses shown in the accompanying drawings are not limited to a single bus or a single type of bus.
[0234] This application also provides a computer program product, including a computer program that, when executed by a processor, implements the above-described method.
[0235] This application also provides a computer-readable storage medium storing computer-executable instructions, which, when executed by a processor, implement the above-described method.
[0236] The aforementioned readable storage medium can be implemented by any type of volatile or non-volatile storage device or a combination thereof, such as static random access memory (SRAM), electrically erasable programmable read-only memory (EEPROM), erasable programmable read-only memory (EPROM), programmable read-only memory (PROM), read-only memory (ROM), magnetic storage, flash memory, magnetic disk, or optical disk. The readable storage medium can be any available medium accessible to a general-purpose or special-purpose computer.
[0237] An exemplary readable storage medium is coupled to a processor, enabling the processor to read information from and write information to the readable storage medium. Of course, the readable storage medium can also be a component of the processor. The processor and the readable storage medium can reside in an Application Specific Integrated Circuit (ASIC). Alternatively, the processor and the readable storage medium can exist as discrete components in the device.
[0238] The division of units is merely a logical functional division; in actual implementation, there may be other division methods. For example, multiple units or components may be combined or integrated into another system, or some features may be ignored or not executed. Furthermore, the coupling or direct coupling or communication connection shown or discussed may be indirect coupling or communication connection through some interfaces, devices, or units, and may be electrical, mechanical, or other forms.
[0239] The units described as separate components may or may not be physically separate. The components shown as units may or may not be physical units; that is, they may be located in one place or distributed across multiple network units. Some or all of the units can be selected to achieve the purpose of this embodiment according to actual needs.
[0240] In addition, the functional units in the various embodiments of the present invention can be integrated into one processing unit, or each unit can exist physically separately, or two or more units can be integrated into one unit.
[0241] If a function is implemented as a software functional unit and sold or used as an independent product, it can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of this invention, or the part that contributes to the prior art, or a part of the technical solution, can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes several instructions to cause a computer device (which may be a personal computer, server, or network device, etc.) to execute all or part of the steps of the methods of the various embodiments of this invention. The aforementioned storage medium includes various media capable of storing program code, such as USB flash drives, portable hard drives, read-only memory (ROM), random access memory (RAM), magnetic disks, or optical disks.
[0242] Those skilled in the art will understand that all or part of the steps of the above-described method embodiments can be implemented by hardware related to program instructions. The aforementioned program can be stored in a computer-readable storage medium. When executed, the program performs the steps of the above-described method embodiments; and the aforementioned storage medium includes various media capable of storing program code, such as ROM, RAM, magnetic disks, or optical disks.
[0243] Finally, it should be noted that other embodiments of the invention will readily occur to those skilled in the art upon consideration of the specification and practice of the invention disclosed herein. This invention is intended to cover any variations, uses, or adaptations of the invention that follow the general principles of the invention and include common knowledge or customary techniques in the art not disclosed herein, and is not limited to the precise structures described above and shown in the accompanying drawings, and various modifications and changes can be made without departing from its scope. The scope of the invention is limited only by the appended claims.
Claims
1. A method for generating 3D model animation, characterized in that, include: Obtain each original model, model identifier, and attribute information in the target virtual scene; establish an attribute index table based on the model identifier and attribute information of each original model; Create animation bodies corresponding to each of the original models; each animation body includes a clone model, a basic wireframe model, and a special effects model; perform material enhancement processing on each model in the animation body to obtain the modified material corresponding to each model, and the modified material supports real-time adjustment of material properties during the animation; based on the animation body and the modified material, arrange the timeline for animation execution; drive the animation body to execute the entrance animation based on the timeline.
2. The method according to claim 1, characterized in that, After establishing the attribute index table based on the model identifier and the attribute information, the method further includes: marking the original model as a hidden state.
3. The method according to claim 2, characterized in that, After the animation body is driven to perform an entrance animation based on the timeline, the method further includes: resetting the original model to a visible state according to the attribute index table; deleting the clone model, basic wireframe model, and special effects model in the animation body; clearing the material track and timeline data bound to the animation body; and releasing the temporary video memory and memory resources occupied by the animation.
4. The method according to claim 1, characterized in that, The creation of the animation body corresponding to each of the original models includes: for each original model, cloning based on the attribute information of the original model to obtain the clone model corresponding to the original model; generating the basic wireframe model based on the geometric structure of the clone model; and generating the special effects model based on the original material information of the clone model.
5. The method according to claim 4, characterized in that, The step of performing material enhancement processing on each model in the animation body to obtain the modified material corresponding to each model includes: injecting animation controllable parameters into the original material information of the clone model to obtain the modified material of the clone model; injecting transparency controllable parameters into the original material information of the basic wireframe model to obtain the modified material of the basic wireframe model; and injecting dynamic rendering logic and progress controllable parameters into the original material information of the special effects model to obtain the modified material of the special effects model.
6. The method according to claim 5, characterized in that, The step of arranging the animation execution timeline based on the animated body and the modified material includes: constructing a multi-track timeline containing object tracks, material tracks, and camera tracks; determining the topological delay rule corresponding to each animated body according to its topological position in the target virtual scene; configuring at least one motion unit for each animated body; binding the motion unit to the time anchor point of the multi-track timeline according to the topological delay rule to form an object track list; determining the corresponding controllable material parameters for the modified material of each animated body; configuring corresponding parameter-driven rules for each controllable material parameter, and binding the parameter-driven rules to the corresponding time anchor point according to the animation binding rhythm defined in the object track list to form a material track list; determining the initial position, target position, focus point, and camera movement rhythm of the camera according to the rendering requirements of each animated body, and generating camera movement motion units; binding the camera movement motion units to the corresponding time anchor point according to the animation binding rhythm to form a camera track list; aligning the rhythms of the object track, the material track, and the camera track so that the start time of the material track and the camera track is later than that of the object track to obtain the animation execution timeline.
7. A three-dimensional model animation generation device, characterized in that, include: The acquisition module is used to acquire the original models, model identifiers, and attribute information of each model in the target virtual scene. The first processing module is used to establish an attribute index table based on the model identifier and attribute information of each original model; The second processing module is used to create animation bodies corresponding to each of the original models; the animation bodies include clone models, basic wireframe models, and special effects models; the third processing module is used to perform material enhancement processing on each model in the animation body to obtain the modified materials corresponding to each model, and the modified materials support real-time adjustment of material properties during the animation process; the fourth processing module is used to arrange the timeline of animation execution based on the animation bodies and the modified materials. The fifth processing module is used to drive the animation body to execute an entrance animation based on the timeline.
8. An electronic device, characterized in that, include: Memory, processor; The memory stores computer-executable instructions; the processor executes the computer-executable instructions stored in the memory, causing the processor to perform the method as described in any one of claims 1-6.
9. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores computer-executable instructions, which, when executed by a processor, are used to implement the method as described in any one of claims 1-6.
10. A computer program product, characterized in that, Includes a computer program that, when executed by a processor, implements the method described in any one of claims 1-6.