Virtual Character Control via Basic and Deformed Bones
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Solution Overview
Problem
Conventional methods for controlling virtual characters in animations are inefficient, requiring manual drawing of special effects and occupying significant storage space with numerous images.
Innovation Solution
A method and apparatus that control virtual characters by using basic bones for movement and deformed bones for local deformations, reducing the need for multiple images and enhancing interactivity, implemented through a computer device and storage medium.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Productivity
If manual drawing is used to control virtual character deformations, then the animation can achieve special effects, but the control efficiency is low
Solution Approach 1:
The virtual character's skeleton is segmented into basic bones for movement and deformed bones for local deformations. This segmentation allows independent control of movement and deformation functions, improving control efficiency by separating concerns and enabling programmatic manipulation rather than manual drawing for each effect.
Solution Approach 2:
The system dynamically switches between basic bone movement for general character movement and deformed bone manipulation for local deformations. This dynamic control approach allows efficient programmatic adjustment of character states without requiring manual redrawing, resolving the contradiction between productivity and ease of operation.
2Adaptability or versatility
If multiple images are used to store character states, then the character can display various actions, but the storage space is significantly occupied
Solution Approach 1:
Instead of storing multiple images of character states, the system creates a skeletal copy structure with basic bones and deformed bones that can be programmatically manipulated to generate various character actions. This copy approach reduces storage requirements while maintaining adaptability through parameter adjustment of the bone structure.
Solution Approach 2:
The system achieves character action variety by changing parameters of the bone structure (positions, deformations, configurations) rather than storing multiple complete character images. This parameter-based approach reduces storage space significantly while maintaining the ability to display various actions through mathematical transformations of the skeletal model.
3Adaptability or versatility
If deformed bones are added to the skeleton, then local character deformation is enabled, but the device complexity increases
Solution Approach 1:
The skeleton is segmented into basic bones for movement and deformed bones for local deformations. This segmentation allows the complex deformation capability to be modularized, where deformed bones are added only where needed and can be independently controlled, managing complexity through functional separation.
Solution Approach 2:
The deformed bones serve multiple functions: they enable local deformations, maintain the overall character structure, and work in conjunction with basic bones for coordinated movement. This multi-functionality reduces the need for separate systems, managing complexity by making components versatile rather than adding redundant systems.
Data Source
AI summary
This application relates to a method for controlling a virtual character performed by a computer device, the method including: displaying at least a portion of a target virtual character in a virtual scene, the target virtual character being bound with basic bones and deformed bones; triggering the character action of the target virtual character in the virtual scene; when the character action comprises a character movement, controlling the target virtual character to implement the character movement in the virtual scene through a movement of a basic bone associated with the character movement; and when the character action comprises a local character deformation, controlling the target virtual character to implement the local character deformation in the virtual scene through a deformation of a deformed bone associated with the local character deformation.


