CN107093200A - A kind of method of Skeletal Skinned Animation surface mesh additional model - Google Patents
A kind of method of Skeletal Skinned Animation surface mesh additional model Download PDFInfo
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- CN107093200A CN107093200A CN201710198464.1A CN201710198464A CN107093200A CN 107093200 A CN107093200 A CN 107093200A CN 201710198464 A CN201710198464 A CN 201710198464A CN 107093200 A CN107093200 A CN 107093200A
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- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06T—IMAGE DATA PROCESSING OR GENERATION, IN GENERAL
- G06T13/00—Animation
- G06T13/20—3D [Three Dimensional] animation
- G06T13/40—3D [Three Dimensional] animation of characters, e.g. humans, animals or virtual beings
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- Engineering & Computer Science (AREA)
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Abstract
Technical scheme includes a kind of method of Skeletal Skinned Animation surface mesh additional model, it is characterised in that this method includes:Carry out asking friendship to calculate using ray and agent model grid, obtain triangle and intersection point with ray intersection;Obtain and record the covering information of the triangle;The covering information for obtaining triangle based on above-mentioned steps is calculated and barycentric coodinates of the record intersection point in triangle;Carry out the mesh update of agent model grid and additional model grid.Beneficial effects of the present invention are:So that in model on the deformation results of Skeletal Skinned Animation, can be in the additional different model of its model surface, and obtain the correct expression effect of perception.The entirety with complicated expression effect is combined into by widget so as to obtain, Model Reuse rate is improved, reduces model modeling amount.
Description
Technical field
The present invention relates to a kind of method of Skeletal Skinned Animation surface mesh additional model, belong to computer three-dimensional animation neck
Domain.
Background technology
Current that model adsorption is carried out on 3D game roles surface, common method is triangle first using ray and model surface
Shape grid is found intersection, and role's bone node of its nearest neighbours is selected according to position of intersecting point, and records the intersection point and nearest bone
Relative position is with rotating against.When role carries out animation broadcasting, further according to relative position with rotating against carry out space coordinate
World coordinates is extrapolated in correction.
Because the bone node for calculating relative position with adsorbate is selected based on the result after Skeletal Skinned Animation covering
, and the position in Skeletal Skinned Animation intermediate cam face is that the bone recorded in itself vertex information is indexed, bone weight is determined
Fixed.Both calculations are inconsistent, unavoidable that the strange phenomenon that adsorbate was absorbed in or deviateed model surface occurs.
Skeletal Skinned Animation:It is a kind of Computer Animated Graph, threedimensional model is divided into two parts by it:For rendering model
Covering, and the skeleton for control action.
Barycentric coodinates:Also area coordinate is, is surrounded respectively with other two summit in triangle according to certain point in triangle
The coordinate that is formed of the ratio between sub- triangle area and the gross area.
The content of the invention
In view of the shortcomings of the prior art, the system that technical scheme provides a kind of game graph demand and design
And method, for realizing that efficient game movie graphic making this patent motion is directed to the defect of prior art, to general game
The reason for pre-release present situation is with causing is analysed in depth, the characteristics of which flow the pre- issue of analysis has in, various positions
Personnel have which work on custom, used it is a kind of take precautions against the pirate digital fingerprint system of pre- issue game and method, with up to
To the security precautions for improving internal work personnel, the safety of protection game prerelease version facilitates the personnel of various positions
The purpose well shared out the work and help one another.
Technical scheme includes a kind of method of Skeletal Skinned Animation surface mesh additional model, and its feature exists
In this method includes:A. carry out asking friendship to calculate using ray and agent model grid, obtain the triangle with ray intersection and friendship
Point;B. obtain and record the covering information of the triangle;C. calculated simultaneously based on the step B covering information for obtaining triangle
Barycentric coodinates of the record intersection point in triangle;D. the mesh update of agent model grid and additional model grid is carried out.
The method of Skeletal Skinned Animation surface mesh additional model according to power, this method also includes:The step
A, B, C processing procedure are completed by a graphic editor, the processing procedure of the step D using tree-dimensional animation engine execution at
Reason.
According to the method for described Skeletal Skinned Animation surface mesh additional model, this method also includes:The step A is also
Skeletal Skinned Animation deformation calculation can be carried out to all summits, by traveling through all triangular facets of adsorbed target grid with most
The triangle of whole result of calculation composition asks friendship with ray, obtains triangle.
The method of Skeletal Skinned Animation surface mesh additional model according to power, this method also includes:For based on
The grid of covering, the step A can also use the interface for calling tree-dimensional animation engine to produce irregular collision body, utilize physics
Engine obtains intersecting triangles.
According to the method for described Skeletal Skinned Animation surface mesh additional model, the step A also includes:Use one
Ray is intersected with the agent model region for needing to carry out additional model, and further ray is performed and asks friendship, intersecting three are obtained
Angular original tangent line, original normal and home position coordinate.
According to the method for described Skeletal Skinned Animation surface mesh additional model, the step B also includes:So record
The covering information of triangular apex includes bone index, bone weight, home position, original normal and original tangent line.
According to the method for described Skeletal Skinned Animation surface mesh additional model, it is characterised in that the step D is also wrapped
Include:S41, carries out Skeletal Skinned calculating to Atria summit respectively, and obtain three vertex correspondences three groups pass through covering shape
Position, normal and tangent line after change;S42, is calculated based on the step S42 and obtains three groups of result of calculations and a corresponding center of gravity
Coordinate, it is one group that three groups of result of calculations are based on into itself bone priority aggregation;S43, is pitched according to target normal and target tangent line
Multiply and try to achieve the 3rd vector;S44, by a coordinate points and three orthogonal vectors, forms a three-dimensional cartesian coordinate system;
S45, the three-dimensional cartesian coordinate system obtained based on the step S44 applies extra local coordinate to the additional model of adsorbate
Skew, local rotation obtain the additional result of final agent model and additional model.
Beneficial effects of the present invention are:So that in model on the deformation results of Skeletal Skinned Animation, can be in its model
The additional different model in surface, and obtain the correct expression effect of perception.It is combined into so as to obtain by widget with complexity
The entirety of expression effect, improves Model Reuse rate, reduces model modeling amount.
Brief description of the drawings
Fig. 1 show the overview flow chart according to embodiment of the present invention;
Fig. 2 show the detail flowchart according to embodiment of the present invention.
Embodiment
In order that the object, technical solutions and advantages of the present invention are clearer, below in conjunction with the accompanying drawings with specific embodiment pair
The present invention is described in detail.The game graph demand of the present invention and the system and method for design are applied to game movie image
Exploitation.
Fig. 1 show the overall construction drawing according to embodiment of the present invention.It includes
S101, carries out asking friendship to calculate, obtains triangle and intersection point with ray intersection using ray and agent model grid;
S102, obtains and records the covering information of the triangle;
S103, is calculated based on the step S102 covering information for obtaining triangle and center of gravity of the record intersection point in triangle is sat
Mark;
S104, carries out the mesh update of agent model grid and additional model grid.
Fig. 2 show the detail flowchart according to embodiment of the present invention.It specifically includes following steps:
Skeletal Skinned calculating is carried out to Atria summit respectively, three groups of positions after covering deformation, normal is tried to achieve, cuts
Line;
According to respective priority aggregation it is one group by three groups of result of calculations according to three groups of result of calculations and a barycentric coodinates;
3rd vector is tried to achieve with multiplication cross according to target normal and target tangent line;
One coordinate points, three orthogonal vectors form a three-dimensional cartesian coordinate system;
On the basis of this coordinate system, it is final posture to be presented to apply extra local coordinate skew, local rotation to adsorbate.
The technology also work of the present invention discloses following technical scheme:
(1)In three-dimensional animation exploitation engine, all summits can be entered by traveling through all triangular facets of adsorbed target grid
Row Skeletal Skinned Animation deformation calculation, the triangle constituted with final calculation result asks friendship with ray, obtains crucial triangle.
2, equally in tree-dimensional animation engine, for the grid based on covering, interface can be used to produce irregular collision
Body, intersecting triangles are obtained using physical engine.
It is described above, simply presently preferred embodiments of the present invention, the invention is not limited in above-mentioned embodiment, as long as
It reaches the technique effect of the present invention with identical means, should all belong to protection scope of the present invention.In the protection model of the present invention
Its technical scheme and/or embodiment can have a variety of modifications and variations in enclosing.
Claims (7)
1. a kind of method of Skeletal Skinned Animation surface mesh additional model, it is characterised in that this method includes:A. ray is used
Carry out asking friendship to calculate with agent model grid, obtain triangle and intersection point with ray intersection;B. obtain and record the triangle
The covering information of shape;C. calculated and weight of the record intersection point in triangle based on the step B covering information for obtaining triangle
Heart coordinate;D. the mesh update of agent model grid and additional model grid is carried out.
2. the method for Skeletal Skinned Animation surface mesh additional model according to claim 1, it is characterised in that this method
Also include:Described step A, B, C processing procedure are completed by a graphic editor, and the processing procedure of the step D uses three-dimensional
Animation engine performs processing.
3. the method for Skeletal Skinned Animation surface mesh additional model according to claim 1, it is characterised in that this method
Also include:The step A can also carry out Skeletal Skinned by traveling through all triangular facets of adsorbed target grid to all summits
Animation deformation calculation, the triangle constituted with final calculation result asks friendship with ray, obtains triangle.
4. the method for Skeletal Skinned Animation surface mesh additional model according to claim 1, it is characterised in that this method
Also include:For the grid based on covering, the step A can also use the interface for calling tree-dimensional animation engine to produce irregularly
Collision body, intersecting triangles are obtained using physical engine.
5. the method for Skeletal Skinned Animation surface mesh additional model according to claim 1, it is characterised in that the step
Rapid A also includes:Intersected using a ray with the agent model region for needing to carry out additional model, further ray is held
Row asks friendship, obtains the original tangent line, original normal and home position coordinate of intersecting triangles.
6. the method for Skeletal Skinned Animation surface mesh additional model according to claim 1, it is characterised in that the step
Rapid B also includes:So the covering information of record triangular apex includes bone index, bone weight, home position, original normal
And original tangent line.
7. the method for the Skeletal Skinned Animation surface mesh additional model according to claim 1 or 6, it is characterised in that institute
Stating step D also includes:S41, carries out Skeletal Skinned calculating to Atria summit respectively, obtains three groups of three vertex correspondences
Position, normal and tangent line after covering deformation;S42, is calculated based on the step S42 and obtains three groups of result of calculations and correspondingly
A barycentric coodinates, by three groups of result of calculations be based on itself bone priority aggregation be one group;S43, according to target normal and mesh
Mark tangent line tries to achieve the 3rd vector with multiplication cross;S44, by a coordinate points and three orthogonal vectors, forms a three-dimensional
Rectangular coordinate system;S45, the three-dimensional cartesian coordinate system obtained based on the step S44 applies extra to the additional model of adsorbate
Local coordinate skew, local rotation obtain the additional result of final agent model and additional model.
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CN108122266A (en) * | 2017-12-20 | 2018-06-05 | 成都卓杭网络科技股份有限公司 | A kind of method, apparatus and storage medium for caching skeleton cartoon and rendering texture |
CN108520684A (en) * | 2018-04-09 | 2018-09-11 | 天津慧医谷科技有限公司 | It is a kind of that exercising method and exercise system are described based on three-dimensional Chinese medicine passages through which vital energy circulates |
CN108564599A (en) * | 2018-04-08 | 2018-09-21 | 广东省智能制造研究所 | A kind of human motion speed estimation method |
CN109215125A (en) * | 2018-08-02 | 2019-01-15 | 苏州蜗牛数字科技股份有限公司 | A kind of method of cube model rigid skin |
CN109785448A (en) * | 2018-12-06 | 2019-05-21 | 广州西山居世游网络科技有限公司 | A kind of method of threedimensional model surface accessory stamp |
CN109816792A (en) * | 2019-02-02 | 2019-05-28 | 珠海金山网络游戏科技有限公司 | Localization method and device in a kind of three-dimensional scenic |
CN109903384A (en) * | 2019-04-16 | 2019-06-18 | 珠海金山网络游戏科技有限公司 | A kind of method and device, calculating equipment and the storage medium of model setting |
US10600230B2 (en) | 2018-08-10 | 2020-03-24 | Sheng-Yen Lin | Mesh rendering system, mesh rendering method and non-transitory computer readable medium |
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CN108520684A (en) * | 2018-04-09 | 2018-09-11 | 天津慧医谷科技有限公司 | It is a kind of that exercising method and exercise system are described based on three-dimensional Chinese medicine passages through which vital energy circulates |
CN109215125A (en) * | 2018-08-02 | 2019-01-15 | 苏州蜗牛数字科技股份有限公司 | A kind of method of cube model rigid skin |
US10600230B2 (en) | 2018-08-10 | 2020-03-24 | Sheng-Yen Lin | Mesh rendering system, mesh rendering method and non-transitory computer readable medium |
CN109785448A (en) * | 2018-12-06 | 2019-05-21 | 广州西山居世游网络科技有限公司 | A kind of method of threedimensional model surface accessory stamp |
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CN109816792A (en) * | 2019-02-02 | 2019-05-28 | 珠海金山网络游戏科技有限公司 | Localization method and device in a kind of three-dimensional scenic |
CN109903384A (en) * | 2019-04-16 | 2019-06-18 | 珠海金山网络游戏科技有限公司 | A kind of method and device, calculating equipment and the storage medium of model setting |
CN109903384B (en) * | 2019-04-16 | 2023-12-26 | 珠海金山数字网络科技有限公司 | Model setting method and device, computing equipment and storage medium |
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