CN109727302B - Skeleton creation method, device, electronic equipment and storage medium - Google Patents

Skeleton creation method, device, electronic equipment and storage medium Download PDF

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CN109727302B
CN109727302B CN201811624487.5A CN201811624487A CN109727302B CN 109727302 B CN109727302 B CN 109727302B CN 201811624487 A CN201811624487 A CN 201811624487A CN 109727302 B CN109727302 B CN 109727302B
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face
skeleton
expression
initial point
point
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CN109727302A (en
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乔磊
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Netease Hangzhou Network Co Ltd
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Netease Hangzhou Network Co Ltd
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Abstract

The application provides a bone creation method, a device, an electronic device and a storage medium, wherein the method comprises the following steps: creating a face initial point on each position point for the animation model according to the preset position points; generating expression bones according to the initial points of the faces; and creating control nodes corresponding to each facial initial point on the expression skeleton according to the facial initial points to obtain an animation object provided with the facial skeleton, wherein the control nodes are used for driving the expression skeleton to move, and different control nodes have linkage relations. The number of the expression skeletons of the created animation objects is small, the fluency of the game is not affected, and the performance of the game and the terminal can be improved; the facial expression skeleton system of the animation model can be quickly created, the manual one-to-one creation of skeletons and the manual matching of control relations among skeletons are not needed, the time required for obtaining the animation object provided with the facial skeletons is less, and the design cost of the animation object can be reduced.

Description

Skeleton creation method, device, electronic equipment and storage medium
Technical Field
The present disclosure relates to the field of game technologies, and in particular, to a skeleton creation method, a device, an electronic device, and a storage medium.
Background
With the development of the electronic entertainment industry, games are popular with more and more users, and three-dimensional (3D) animation objects are arranged in the games. As users' demands for gaming experiences become higher, facial expressions are set for animated objects.
In the prior art, when a facial skeleton needs to be set for an animation object, an expression binding tool of BonyFace can be adopted. Firstly, generating points and lines; then, the point lines are matched with the model of the animation object, and further facial bones are generated to generate an expression system. The movement of the facial bones is realized to drive the animation object to embody the facial expression.
However, in the prior art, the number of facial bones generated by the expression binding tool of BonyFace is large, so that the smoothness of the game is affected, the flow of the game is low, and the performance of the game and the terminal is further affected. In addition, the BonyFace tool is suitable for creating the model of the animation object for the film and television animation, because the film and television animation only needs to render video and does not need to output the model, when the BonyFace tool is used for creating the face skeleton for the animation object, the BonyFace tool can further perform special treatment on the model of the animation object, and then the model is changed; however, the need to output the model of the animation object in the game is undesirable, so that the animation object of the game obtained by using the BonyFace tool is not suitable for application in the game.
Disclosure of Invention
The application provides a skeleton creation method, a skeleton creation device, electronic equipment and a storage medium, which are used for solving the problems that in the prior art, the game has lower flow and the performance of the game and a terminal is lower; the animated objects of the game obtained using the BonyFace tool are not suitable for application to the problem in the game.
In a first aspect, embodiments of the present application provide a bone creation method, including:
creating a face initial point on each position point for the animation object according to the preset position points;
generating expression bones according to the initial points of the faces;
and creating control nodes corresponding to each facial initial point on the expression skeleton according to the facial initial points to obtain an animation object provided with the facial skeleton, wherein the control nodes are used for driving the expression skeleton to move, and different control nodes have a linkage relation.
Further, the creating a face initial point on each position point for the animation object according to the preset position point includes:
receiving a creation instruction, and acquiring the position points according to the creation instruction, wherein each position point forms the outline of the expression skeleton of the animation object;
A facial initial point is generated at each of the location points.
Further, the animation object has a mirror relationship between a face initial point on one half of the faces and a face initial point on the other half of the faces;
after creating the initial point of the face on each position point for the animation object according to the preset position point, the method further comprises:
and receiving a first moving instruction, moving a face initial point indicated by the first moving instruction according to the first moving instruction, and moving a face initial point on the other half of the faces with a mirror image relationship with the face initial point indicated by the first moving instruction according to the mirror image relationship.
Further, there is a connection relationship between different face initial points; generating an expression skeleton from the face initial point, comprising:
and connecting the initial points of the faces with the connection relationship to obtain each expression skeleton.
Further, after generating the expression skeleton from the face initial point, it further includes:
receiving a second moving instruction, and moving a face initial point indicated by the second moving instruction according to the second moving instruction to obtain a face initial point after the movement is adjusted;
And receiving a trigger instruction, and moving the position of the expression skeleton passing through the initial point of the moved face according to the trigger instruction so as to match the expression skeleton with the initial point of the face.
Further, creating a control node corresponding to each of the face initial points on the expressive bone according to the face initial points, comprising:
generating at least two control nodes corresponding to each face initial point at the position represented by each face initial point, wherein the at least two control nodes corresponding to each face initial point have a linkage relation, and the control nodes on the expression skeleton with the connection relation have a linkage relation;
and generating a total control point for the animation object, wherein the total control point is used for driving all control nodes on the initial points of the face to move so as to drive the expression skeleton to move.
Further, after creating control nodes corresponding to each of the face initial points on the expression skeleton according to the face initial points, obtaining an animation object provided with the face skeleton, the method further comprises:
creating an eye gaze controller for each eyeball of the animated object;
And associating the eye gaze controller of each eyeball with the expression skeleton corresponding to each eyeball.
In a second aspect, embodiments of the present application provide a bone creation device, comprising:
a first creating unit, configured to create, for an animation object, a face initial point on each of preset position points;
a generation unit for generating an expression skeleton according to the face initial point;
and the second creation unit is used for creating control nodes corresponding to each facial initial point on the expression skeleton according to the facial initial points to obtain an animation object provided with the facial skeleton, wherein the control nodes are used for driving the expression skeleton to move, and different control nodes have a linkage relation.
Further, the first creation unit includes:
the first receiving module is used for receiving the creation instruction;
the acquisition module is used for acquiring the position points according to the creation instruction, wherein each position point forms the outline of the expression skeleton of the animation object;
and the first generation module is used for generating a face initial point at each position point.
Further, the animation object has a mirror relationship between a face initial point on one half of the faces and a face initial point on the other half of the faces; the device further comprises:
A first receiving unit, configured to receive a first movement instruction after the first creating unit creates a face initial point on each of the position points for an animation object according to a preset position point;
and the first moving unit is used for moving the face initial point indicated by the first moving instruction according to the first moving instruction and moving the face initial point on the other half of faces with the mirror image relationship with the face initial point indicated by the first moving instruction according to the mirror image relationship.
Further, there is a connection relationship between different face initial points; the generating unit is specifically configured to:
and connecting the initial points of the faces with the connection relationship to obtain each expression skeleton.
Further, the apparatus further comprises:
a second receiving unit for receiving a second movement instruction after the generating unit generates the expression skeleton according to the face initial point;
the second moving unit is used for moving the face initial point indicated by the second moving instruction according to the second moving instruction to obtain the adjusted face initial point;
the third receiving unit is used for receiving the trigger instruction;
And a third moving unit for moving the position of the expression skeleton passing through the moved facial initial point according to the trigger instruction so as to match the expression skeleton with the facial initial point.
Further, the second creation unit includes:
the second generation module is used for generating at least two control nodes corresponding to each face initial point at the position represented by each face initial point, wherein the at least two control nodes corresponding to each face initial point have a linkage relation, and the control nodes on the expression skeleton with the connection relation have the linkage relation;
and the third generation module is used for generating a total control point for the animation object, wherein the total control point is used for driving all control nodes on the initial points of the face to move so as to drive the expression skeleton to move.
Further, the apparatus further comprises:
a third creation unit for creating an eye gaze controller of each eyeball of the animation object provided with the face skeleton before the second creation unit obtains the animation object;
and the association unit is used for associating the eye gaze controller of each eyeball with the expression skeleton corresponding to each eyeball.
In a third aspect, an embodiment of the present application provides an electronic device, including: the device comprises a memory and a processor, wherein executable instructions of the processor are stored in the memory; wherein the processor is configured to perform the method of any of the first aspects via execution of the executable instructions.
In a fourth aspect, embodiments of the present application provide a computer-readable storage medium, on which a computer program is stored, which program, when executed by a processor, implements the method according to any of the first aspects.
The application provides a skeleton creation method, a skeleton creation device, an electronic device and a storage medium, wherein a face initial point on each position point is created for an animation object according to a preset position point; generating expression bones according to the initial points of the faces; and creating control nodes corresponding to each facial initial point on the expression skeleton according to the facial initial points to obtain an animation object provided with the facial skeleton, wherein the control nodes are used for driving the expression skeleton to move, and different control nodes have linkage relations. Therefore, the facial initial points are automatically created for the animation objects according to the preset position points, and expression bones can be automatically generated due to the positions and the connection relations of the facial initial points; then creating a control node corresponding to each of the face starting points; the creation process of the expression skeleton is simple and easy to operate, and the skeleton can be quickly created for the animation object. The number of the expression skeletons of the animation objects created by the embodiment of the application is small, the fluency of the game is not affected, and the performance of the game and the terminal can be improved; in addition, by adopting the skeleton creation process of the embodiment of the application, the expression skeleton of the animation object can be quickly created, the control relationship between the skeleton creation and the manual matching skeleton is not needed to be manually created one by one, the time required for obtaining the animation object provided with the face skeleton is less, and the design cost of the animation object can be reduced; in addition, as different control nodes have linkage relations, the control nodes can drive related expression bones to move, so that the linkage effect of facial movement can be well restored, various expressions can be obtained, and the user experience of a user in the game process is improved; the model of the animation object is not changed when the facial skeleton is created for the animation object, and the obtained model of the animation object is suitable for being applied to games.
Drawings
In order to more clearly illustrate the embodiments of the present application or the technical solutions in the prior art, a brief description will be given below of the drawings that are needed in the embodiments or the prior art descriptions, it being obvious that the drawings in the following description are some embodiments of the present application, and that other drawings may be obtained according to these drawings without inventive effort to a person skilled in the art.
FIG. 1 is a flow chart of a bone creation method provided in an embodiment of the present application;
FIG. 2 is a schematic diagram of an operation interface according to an embodiment of the present disclosure;
FIG. 3 is a diagram of a model of bone creation provided in an embodiment of the present application;
FIG. 4 is a second model diagram of bone creation provided by an embodiment of the present application;
FIG. 5 is a third model diagram of bone creation provided by an embodiment of the present application;
FIG. 6 is a flow chart of another bone creation method provided by embodiments of the present application;
FIG. 7 is a third model diagram of bone creation provided by an embodiment of the present application;
fig. 8 is a schematic diagram of an expression skeleton provided in an embodiment of the present application;
fig. 9 is a schematic diagram two of an expression skeleton provided in an embodiment of the present application;
fig. 10 is a schematic diagram III of an expression skeleton provided in an embodiment of the present application;
FIG. 11 is a fourth model diagram of bone creation provided by an embodiment of the present application;
fig. 12 is a schematic structural view of a bone creation device according to an embodiment of the present application;
FIG. 13 is a schematic view of another bone creation device according to an embodiment of the present application;
fig. 14 is a schematic structural diagram of an electronic device according to an embodiment of the present application.
Specific embodiments thereof have been shown by way of example in the drawings and will herein be described in more detail. These drawings and the written description are not intended to limit the scope of the inventive concepts in any way, but to illustrate the concepts of the present application to those skilled in the art by reference to specific embodiments.
Detailed Description
For the purposes of making the objects, technical solutions and advantages of the embodiments of the present application more clear, the technical solutions of the embodiments of the present application will be clearly and completely described below with reference to the drawings in the embodiments of the present application, and it is apparent that the described embodiments are some embodiments of the present application, but not all embodiments. All other embodiments, which can be made by one of ordinary skill in the art without undue burden from the present disclosure, are within the scope of the present disclosure.
The terms "first," "second," "third," "fourth" and the like in the description and in the claims of this application and in the above-described figures, if any, are used for distinguishing between similar objects and not necessarily for describing a particular sequential or chronological order. It is to be understood that the data so used may be interchanged where appropriate such that embodiments of the present application described herein may be capable of operation in sequences other than those illustrated or described herein, for example. Furthermore, the terms "comprises," "comprising," and "having," and any variations thereof, are intended to cover a non-exclusive inclusion, such that a process, method, system, article, or apparatus that comprises a list of steps or elements is not necessarily limited to those steps or elements expressly listed but may include other steps or elements not expressly listed or inherent to such process, method, article, or apparatus.
The technical scheme of the present application is described in detail below with specific examples. The following embodiments may be combined with each other, and some embodiments may not be repeated for the same or similar concepts or processes.
As users' demands for gaming experiences become higher, facial expressions are set for animated objects. Thus, the animation object is not a single stiff facial expression any more, and a vivid expression animation can be set for the animation object; the vivid expression animation can greatly improve the quality of the game and cater to the higher aesthetic feeling and experience of the game of the player. For example, a pinching face expression may be set for an animated object of a game.
Previously, the game animation production process was different from the movie animation production process; in the movie animation, an animation binding operator can bind the skeletal expressions of the roles for the animation objects, so that the effects of vivid body language and facial expression are achieved; in the game animation production process, the action is mainly reflected on the physical work of the animation object, and in consideration of cost time and performance, the action is not required to be added to the expression of the animation object at too much energy cost.
In the prior art, when facial expressions are set for animation objects of a game, an expression binding tool BonyFace can be adopted to complete the design of the facial expressions. However, in the prior art, an animation binding operator is required to design each skeleton for the face of the animation object, and then the skeletons are bound with the face of the animation object one by one, so that the animation object completes facial expression; therefore, more bones are required to be set for the animation objects, so that the fluency of the game can be influenced, and the performances of the game and the terminal can be further influenced; moreover, since animation binders are required to design bones and control relationships one by one, a lot of time is required to be consumed, and the design cost of each animation object is high.
The skeleton creation method, the skeleton creation device, the electronic equipment and the storage medium can enable the quantity of expression skeletons to be small, the fluency of a game cannot be affected, and the performance of the game and the terminal can be improved; the expression skeleton of the animation object can be quickly created, the time is less, and the design cost of the animation object can be reduced.
The following describes the technical solutions of the present application and how the technical solutions of the present application solve the above technical problems in detail with specific embodiments. The following embodiments may be combined with each other, and the same or similar concepts or processes may not be described in detail in some embodiments. Embodiments of the present application will be described below with reference to the accompanying drawings.
Fig. 1 is a flowchart of a bone creation method according to an embodiment of the present application, as shown in fig. 1, the method in this embodiment may include:
s101, creating a face initial point on each position point for the animation object according to the preset position point.
Optionally, step S101 specifically includes: receiving a creation instruction, and acquiring position points according to the creation instruction, wherein each position point forms the outline of the expression skeleton of the animation object; a face starting point is generated at each location point.
In this embodiment, the execution body of the embodiment of the present application may be a terminal, or a server, or a bone creation apparatus or device, or other apparatus or device that may execute the method provided in the present application.
Firstly, configuring a plurality of preset position points for an animation object; so that one face starting point can be created at each location point so that one location point matches one face starting point.
Specifically, a skeleton creation tool is provided, and an operation interface is provided, fig. 2 is a schematic diagram of an operation interface provided in an embodiment of the present application, and as shown in fig. 2, an operation field may be displayed on the operation interface, where options "create initial point", "create skeleton", "create controller", "create linkage", "select link skeleton" and so on are provided. The user may select "create initial point"; and then the creation instruction sent by the user can be received; the outline of the expression skeleton is preset, and a plurality of position points are arranged on the outline, so that the outline can be obtained according to the creation instruction, and a plurality of position points are obtained.
Then, at each position point, a face initial point is generated.
For example, fig. 3 is a model diagram of skeleton creation provided in an embodiment of the present application, and as shown in fig. 3, a plurality of face initial points are generated for a face.
For example, 4 face starting points are generated for each eyebrow of the animation object, 4 face starting points are generated for each eye of the animation object, 4 face starting points are generated for the nose of the animation object, and 10 face starting points are generated for each half face of the animation object.
If the number of bones to be generated is larger, the preset position points are larger, and the generated initial points of the face are larger.
S102, generating expression bones according to the initial points of the faces.
Optionally, step S102 specifically includes: the different initial points of the face have a connection relation; and connecting the initial points of the faces with the connection relationship to obtain each expression skeleton.
In this embodiment, since the face initial points have a connection relationship, the face initial points having the connection relationship can be connected, and each expression skeleton can be obtained.
For example, according to the operation interface of fig. 2, the user may select "create skeleton"; then, fig. 4 is a second model diagram created by the skeleton provided in the embodiment of the present application, and as shown in fig. 4, each expression skeleton is generated according to the connection relationship of the initial points of the faces of the animation objects.
For example, after obtaining the face initial point, the face initial point is configured with numbers, and the numbers have a connection relationship, for example, the face initial point 1 is connected with the face initial point 2, and the face initial point 2 is connected with the face initial point 3 and the face initial point 4 respectively; furthermore, the facial initial point 1 and the facial initial point 2 can be connected to obtain the expression skeleton 1; the facial initial point 2 can be connected with the facial initial point 3 to obtain the expression skeleton 2; the facial initial point 2 can be connected with the facial initial point 4 to obtain the expression skeleton 3.
S103, creating control nodes corresponding to each facial initial point on the expression skeleton according to the facial initial points to obtain an animation object provided with the facial skeleton, wherein the control nodes are used for driving the expression skeleton to move, and different control nodes have linkage relations.
In this embodiment, one face initial point corresponds to one control node, so that the control node corresponding to each face initial point can be created on the expression skeleton. In order to enable the expression bones to move, when the control nodes are established, the control nodes are preconfigured with linkage relations, and then the control nodes can drive the related expression bones to move; thus, the face skeleton is automatically configured for the model of the animation object.
For example, according to the operation interface of fig. 2, the user may select "create controller"; then, fig. 5 is a model diagram three of skeleton creation provided in the embodiment of the present application, and as shown in fig. 5, control nodes corresponding to each face initial point are created on the expressive skeleton.
After the expression skeleton is obtained, skeleton covering and rendering treatment can be carried out on the animation object according to each expression skeleton and each control node on the expression skeleton, so that the animation object after the skeleton covering can be obtained.
In the embodiment, a face initial point on each position point is created for an animation object according to a preset position point; generating expression bones according to the initial points of the faces; and creating control nodes corresponding to each facial initial point on the expression skeleton according to the facial initial points to obtain an animation object provided with the facial skeleton, wherein the control nodes are used for driving the expression skeleton to move, and different control nodes have linkage relations. Therefore, the facial initial points are automatically created for the animation objects according to the preset position points, and expression bones can be automatically generated due to the positions and the connection relations of the facial initial points; then creating a control node corresponding to each of the face starting points; the creation process of the expression skeleton is simple and easy to operate, and the skeleton can be quickly created for the animation object. The number of the expression skeletons of the animation objects created by the embodiment of the application is small, the fluency of the game is not affected, and the performance of the game and the terminal can be improved; in addition, by adopting the skeleton creation process of the embodiment of the application, the expression skeleton of the animation object can be quickly created, the control relationship between the skeleton creation and the manual matching skeleton is not needed to be manually created one by one, the time required for obtaining the animation object provided with the face skeleton is less, and the design cost of the animation object can be reduced; in addition, as different control nodes have linkage relations, the control nodes can drive related expression bones to move, so that the linkage effect of facial movement can be well restored, various expressions can be obtained, and the user experience of a user in the game process is improved; the model of the animation object is not changed when the facial skeleton is created for the animation object, and the obtained model of the animation object is suitable for being applied to games.
Fig. 6 is a flowchart of another bone creation method according to an embodiment of the present application, as shown in fig. 6, the method in this embodiment may include:
s201, creating a face initial point on each position point for the animation object according to the preset position points.
In this embodiment, the execution body of the embodiment of the present application may be a terminal, or a server, or a bone creation apparatus or device, or other apparatus or device that may execute the method provided in the present application.
This step can be referred to as step S101 in fig. 1, and will not be described in detail.
S202, a mirror image relationship exists between a face initial point on one half of the faces of the animation objects and a face initial point on the other half of the faces; and receiving a first moving instruction, moving the face initial point indicated by the first moving instruction according to the first moving instruction, and moving the face initial point on the other half of the faces with mirror image relation with the face initial point indicated by the first moving instruction according to the mirror image relation.
In this embodiment, an option of "moving an initial point" may be displayed; after the user selects this option, the user selects the face initial point that needs to be moved.
So that a first movement instruction indicating a face initial point to be moved can be received; and then moving the face initial point to be moved according to the first moving instruction to obtain the moved face initial point.
Since the left and right faces of the face have mirror image relationship when each position point is preset, the obtained face initial points have mirror image relationship, that is, the face initial point on one half of the face of the animation object has mirror image relationship with the face initial point on the other half of the face.
So that the corresponding mirror image relationship of the face initial points moves in real time as the face initial points on half of the face are moved. And further, the matching of the left face and the right face can be completed rapidly.
S203, generating expression bones according to the initial points of the faces.
In this embodiment, the step may refer to step S102 in fig. 1, which is not described in detail.
S204, receiving a second movement instruction, and moving the face initial point indicated by the second movement instruction according to the second movement instruction to obtain the face initial point after the movement adjustment.
In this embodiment, after the expression skeleton is created, the facial initial point may be further moved to match the model of the animation object, so as to adjust the position of the expression skeleton, so that the expression skeleton is matched with the model of the animation object.
The user selects a face initial point that needs to be moved. And further receives a second movement instruction sent by the user. Then, the face initial point indicated by the second movement instruction is moved according to the second movement instruction.
S205, receiving a trigger instruction, and moving the position of the expression skeleton passing through the initial point of the moved face according to the trigger instruction so as to match the expression skeleton with the initial point of the face.
In this embodiment, after the initial points of the face are connected, the expression skeleton is obtained; so that the expressive bone moves along with the facial initiation point after it is moved. Specifically, after moving the face initial point, the user can click on the option of "move skeleton"; then, a trigger instruction sent by the user is received, and then the position of the expression skeleton is automatically moved so that the positions of the expression skeleton and the initial point of the face are matched. Thereby realizing the position of the expression skeleton moving past the moving facial initial point according to the moving facial initial point.
S206, creating control nodes corresponding to each facial initial point on the expression skeleton according to the facial initial points, wherein the control nodes are used for driving the expression skeleton to move, and different control nodes have linkage relations.
Optionally, S206 specifically includes:
generating at least two control nodes corresponding to each face initial point at the position represented by each face initial point, wherein the at least two control nodes corresponding to each face initial point have a linkage relation, and the control nodes on the expression skeleton with the connection relation have a linkage relation; and generating a total control point for the animation object, wherein the total control point is used for driving all control nodes on the initial points of the face to move so as to drive the expression skeleton to move.
In this embodiment, in order to make the movement between bones meet the expression requirement, the linkage relationship between the control nodes may be preconfigured. Specifically, at least two control nodes are generated for each face starting point, the two control nodes of each face starting point having a linkage relationship therebetween.
For example, the face initial point 1 is set at the right end of the expression skeleton 1, and the face initial point 1 is set at the left end of the expression skeleton 2, so that the face initial point 1 is the joint point between the expression skeleton 1 and the expression skeleton 2; a control node a and a control node b are configured for the initial point 1 of the face, the control node a can drive the control node b to move, and the control node a and the control node b can drive the expression skeleton 1 and the expression skeleton 2 to move.
For another example, a face initial point 1 is provided at the right end of the expression skeleton 1, and the face initial point 1 is provided at the left end of the expression skeleton 2, so that the face initial point 1 is an articulation point between the expression skeleton 1 and the expression skeleton 2; control node a and control node b are configured for the initial point 1 of the face, the control node a can drive the control node b to move, the control node b can drive the control node a to move, and the control node a and the control node b can drive the expression skeleton 1 and the expression skeleton 2 to move.
Moreover, as the expression bones have a connection relationship, the control nodes on the expression bones with the connection relationship also have a linkage relationship. For example, since the interconnected expression bones have the nodes therebetween, movement of the control node on the node will drive the interconnected expression bones to move. For another example, the relationship between the connected expression bones is relatively close, so that when one of the expression bones moves, the rest of the connected expression bones also move; for example, the expression skeleton 1 is connected with the expression skeleton 2, the expression skeleton 2 is connected with the expression skeleton 3, the expression skeleton 3 is connected with the expression skeleton 4, and when the expression skeleton 3 moves, the expression skeleton 1, the expression skeleton 2 and the expression skeleton 4 all move in different amplitudes.
In addition, a total control point can be generated for the animation object, so that when the total control point moves, the total control point can drive all expression bones to move. For example, the user may select the option "select link skeleton" in fig. 2, fig. 7 is a model diagram three created by the skeleton provided in the embodiment of the present application, as shown in fig. 7, and then the user sets a total control point for the animation object, where the total control point is located at the lowest point on the chin of the animation object shown in fig. 7.
For example, 3 controllers, respectively, a first controller, a second controller, and a third controller, may be generated at one facial initial point of the eyebrow of the animation object; the first controller is used for driving the second controller and the third controller to move, the second controller is used for driving the third controller to move, the third controller drives the second controller to move by English, and each controller is used for driving the expression skeleton passing through the initial point of the face to move. All the expression bones on one eyebrow have a connection relation, so that a fourth controller is generated for all the expression bones on one eyebrow, and the fourth controller is used for driving all the second controllers on the expression bones with the connection relation to move. And generating a fifth controller for the animation object, wherein the fifth controller is used for driving all the first controllers to move so as to drive all the expression bones to move. Fig. 8 is a schematic diagram of an expression skeleton provided in an embodiment of the present application, as shown in fig. 8, the expression skeleton is provided for eyes, eyebrows, nose, chin, and the like, and a controller is provided on the expression skeleton.
Aiming at the requirements of different facial shapes and different precision, the positions and the numbers of the initial points of the configured faces are different, so that the positions and the numbers of the expression bones are different. For example, fig. 9 is a schematic diagram two of expression skeleton provided in the embodiment of the present application, as shown in fig. 9, when the accuracy requirement is low, the number of facial initial points is less, and the number of expression skeleton is less; fig. 10 is a schematic diagram three of expression skeleton provided in the embodiment of the present application, as shown in fig. 10, when the accuracy requirement is higher, the number of facial initial points is more, and the number of expression skeleton is more.
Since the facial initial point can be adjusted, the facial initial point can be deleted and added, and further the expression skeleton can be added and increased. Moreover, the linkage relation between the control nodes can be added and deleted, so that the linkage relation between the expression bones can be added and deleted; the linkage relation between certain control nodes is adjusted, so that the control nodes which do not have linkage relation with the control nodes are not affected. For example, the expression skeleton is divided into eyebrows, eyes, nose, mouth and the like, the above parts are mutually independent, and if the linkage relation between the controllers on the eyebrows is deleted, the linkage relation of other parts is not affected.
S207, creating an eye gaze controller of each eyeball of the animation object; and associating the eye gaze controller of each eyeball with the expression skeleton corresponding to each eyeball.
In this embodiment, a gaze controller may also be created for the eyes of each eyeball of the animation object, so that there is an association between the gaze controller and the eyeball. Because the expression skeleton corresponding to the eyeball is automatically generated for the eyeball, the eye gaze controller of each eyeball can be automatically associated with the expression skeleton corresponding to each eyeball.
For example, fig. 11 is a model diagram four of bone creation provided in the embodiment of the present application, and as shown in fig. 11, a gaze controller L is created for the left eyeball, and a gaze controller R is created for the right eyeball.
According to the embodiment, the facial initial points are automatically created for the animation objects according to the preset position points, and the expression bones can be automatically generated due to the positions and the connection relations of the facial initial points; then creating a control node corresponding to each of the face starting points; the creation process of the expression skeleton is simple and easy to operate, and the skeleton can be quickly created for the animation object. The number of the expression skeletons of the animation objects created by the embodiment of the application is small, the fluency of the game is not affected, and the performance of the game and the terminal can be improved; in addition, by adopting the skeleton creation process of the embodiment of the application, the expression skeleton of the animation object can be quickly created, the control relationship between the skeleton creation and the manual matching skeleton is not needed to be manually created one by one, the time required for obtaining the animation object provided with the face skeleton is less, and the design cost of the animation object can be reduced; in addition, as different control nodes have linkage relations, the control nodes can drive related expression bones to move, so that the linkage effect of facial movement can be well restored, various expressions can be obtained, and the user experience of a user in the game process is improved; the model of the animation object is not changed when the facial skeleton is created for the animation object, and the obtained model of the animation object is suitable for being applied to games. In addition, the position of the initial point of the face can be adjusted, so that the position of the expression skeleton corresponding to the initial point of the face is adjusted, and the quick adjustment of the expression skeleton can be realized; the eye gaze controller can be configured for the eyeball, so that the eyeball can flexibly move.
Fig. 12 is a schematic structural diagram of a bone creation device according to an embodiment of the present application, and as shown in fig. 12, the device according to the embodiment may include:
the first creating unit 31 is configured to create a face initial point on each position point for the animation object according to a preset position point.
A generating unit 32 for generating an expression skeleton from the face initial point.
The second creating unit 33 is configured to create, on the expression skeleton, a control node corresponding to each of the facial initial points according to the facial initial points, to obtain an animation object provided with the facial skeleton, where the control nodes are used to drive the expression skeleton to move, and there is a linkage relationship between different control nodes.
The bone creation device of this embodiment may execute the technical scheme in the method shown in fig. 1, and the specific implementation process and technical principle thereof refer to the related description in the method shown in fig. 1, which is not repeated here.
According to the embodiment, the facial initial points are automatically created for the animation objects according to the preset position points, and the expression bones can be automatically generated due to the positions and the connection relations of the facial initial points; then creating a control node corresponding to each of the face starting points; the creation process of the expression skeleton is simple and easy to operate, and the skeleton can be quickly created for the animation object. The number of the expression skeletons of the animation objects created by the embodiment of the application is small, the fluency of the game is not affected, and the performance of the game and the terminal can be improved; in addition, by adopting the skeleton creation process of the embodiment of the application, the expression skeleton of the animation object can be quickly created, the control relationship between the skeleton creation and the manual matching skeleton is not needed to be manually created one by one, the time required for obtaining the animation object provided with the face skeleton is less, and the design cost of the animation object can be reduced; in addition, as different control nodes have linkage relations, the control nodes can drive related expression bones to move, so that the linkage effect of facial movement can be well restored, various expressions can be obtained, and the user experience of a user in the game process is improved; the model of the animation object is not changed when the facial skeleton is created for the animation object, and the obtained model of the animation object is suitable for being applied to games.
Fig. 13 is a schematic structural diagram of another bone creation device according to the embodiment of the present application, as shown in fig. 13, on the basis of the embodiment shown in fig. 12, a first creation unit 31 of the device according to the embodiment includes:
the first receiving module 311 is configured to receive a creation instruction.
The obtaining module 312 is configured to obtain location points according to the creation instruction, where each location point forms a contour of an expression skeleton of the animation object.
A first generation module 313 for generating a face initial point at each position point.
The face initial points on one half of the faces of the animated object have a mirror image relationship with the face initial points on the other half of the faces; the device provided by the embodiment of the application further comprises:
the first receiving unit 41 is configured to receive a first movement instruction after the first creating unit 31 creates a face initial point at each position point for the animation object according to a preset position point.
The first moving unit 42 is configured to move the face initial point indicated by the first moving instruction according to the first moving instruction, and move the face initial point on the other half of the faces having the mirror relationship with the face initial point indicated by the first moving instruction according to the mirror relationship.
The different initial points of the face have a connection relation; the generating unit 32 is specifically configured to: and connecting the initial points of the faces with the connection relationship to obtain each expression skeleton.
The device provided by the embodiment of the application further comprises:
the second receiving unit 43 is configured to receive a second movement instruction after the generating unit 32 generates the expression skeleton according to the face initial point.
The second moving unit 44 is configured to move the face initial point indicated by the second moving instruction according to the second moving instruction, and obtain the face initial point after the movement.
The third receiving unit 45 is configured to receive the trigger instruction.
And a third moving unit 46 for moving the position of the expression bone passing through the moved facial initial point according to the trigger instruction so as to match the expression bone and the facial initial point.
The second creation unit 33 includes:
the second generating module 331 is configured to generate, at a position represented by each face initial point, at least two control nodes corresponding to each face initial point, where at least two control nodes corresponding to each face initial point have a linkage relationship, and control nodes on the expression skeleton having a connection relationship have a linkage relationship.
The third generating module 332 is configured to generate a total control point for the animation object, where the total control point is configured to drive the control nodes on all the initial points of the face to move so as to drive the expression skeleton to move.
The device provided by the embodiment of the application further comprises:
a third creating unit 47 for creating an eye gaze controller of each eyeball of the animation object before the second creating unit 33 obtains the animation object provided with the face skeleton;
and the association unit 48 is used for associating the eye gaze controller of each eyeball with the expression skeleton corresponding to each eyeball.
The bone creation device of this embodiment may execute the technical scheme in the method shown in fig. 6, and the specific implementation process and technical principle thereof refer to the related description in the method shown in fig. 6, which is not repeated here.
According to the embodiment, the facial initial points are automatically created for the animation objects according to the preset position points, and the expression bones can be automatically generated due to the positions and the connection relations of the facial initial points; then creating a control node corresponding to each of the face starting points; the creation process of the expression skeleton is simple and easy to operate, and the skeleton can be quickly created for the animation object. The number of the expression skeletons of the animation objects created by the embodiment of the application is small, the fluency of the game is not affected, and the performance of the game and the terminal can be improved; in addition, by adopting the skeleton creation process of the embodiment of the application, the expression skeleton of the animation object can be quickly created, the control relationship between the skeleton creation and the manual matching skeleton is not needed to be manually created one by one, the time required for obtaining the animation object provided with the face skeleton is less, and the design cost of the animation object can be reduced; in addition, as different control nodes have linkage relations, the control nodes can drive related expression bones to move, so that the linkage effect of facial movement can be well restored, various expressions can be obtained, and the user experience of a user in the game process is improved; the model of the animation object is not changed when the facial skeleton is created for the animation object, and the obtained model of the animation object is suitable for being applied to games. In addition, the position of the initial point of the face can be adjusted, so that the position of the expression skeleton corresponding to the initial point of the face is adjusted, and the quick adjustment of the expression skeleton can be realized; the eye gaze controller can be configured for the eyeball, so that the eyeball can flexibly move.
Fig. 14 is a schematic structural diagram of an electronic device provided in the embodiment of the present application, as shown in fig. 14, an electronic device 50 of the embodiment may include: a processor 51 and a memory 52.
A memory 52 for storing a computer program (e.g., application programs, functional modules, etc. that implement the methods described above), computer instructions, etc.;
the computer programs, computer instructions, etc. described above may be stored in one or more of the memories 42 in partitions. And the above-described computer programs, computer instructions, data, etc. may be called by the processor 51.
A processor 51 for executing a computer program stored in a memory 52 for implementing the steps of the method according to the above-mentioned embodiment.
Reference may be made in particular to the description of the embodiments of the method described above.
The processor 51 and the memory 52 may be separate structures or may be integrated structures integrated together. When the processor 51 and the memory 52 are separate structures, the memory 52 and the processor 51 may be coupled by a bus 53.
The electronic device of the present embodiment may execute the technical solutions in the methods shown in fig. 1 and fig. 6, and specific implementation processes and technical principles thereof are described in the methods shown in fig. 1 and fig. 6, which are not described herein.
In addition, the embodiment of the application further provides a computer-readable storage medium, in which computer-executable instructions are stored, when the at least one processor of the user equipment executes the computer-executable instructions, the user equipment performs the above possible methods.
Among them, computer-readable media include computer storage media and communication media including any medium that facilitates transfer of a computer program from one place to another. A storage media may be any available media that can be accessed by a general purpose or special purpose computer. An exemplary storage medium is coupled to the processor such the processor can read information from, and write information to, the storage medium. In the alternative, the storage medium may be integral to the processor. The processor and the storage medium may reside in an ASIC. In addition, the ASIC may reside in a user device. The processor and the storage medium may reside as discrete components in a communication device.
Those of ordinary skill in the art will appreciate that: all or part of the steps for implementing the method embodiments described above may be performed by hardware associated with program instructions. The foregoing program may be stored in a computer readable storage medium. The program, when executed, performs steps including the method embodiments described above; and the aforementioned storage medium includes: various media that can store program code, such as ROM, RAM, magnetic or optical disks.
The present application also provides a program product comprising a computer program stored in a readable storage medium, from which the computer program can be read by at least one processor of a server, the at least one processor executing the computer program causing the server to implement the method of any one of the embodiments of the present application described above.
Those of ordinary skill in the art will appreciate that: all or part of the steps for implementing the method embodiments described above may be performed by hardware associated with program instructions. The foregoing program may be stored in a computer readable storage medium. The program, when executed, performs steps including the method embodiments described above; and the aforementioned storage medium includes: various media that can store program code, such as ROM, RAM, magnetic or optical disks.
Finally, it should be noted that: the above embodiments are only for illustrating the technical solution of the present application, and not for limiting the same; although the present application has been described in detail with reference to the foregoing embodiments, it should be understood by those of ordinary skill in the art that: the technical scheme described in the foregoing embodiments can be modified or some or all of the technical features thereof can be replaced by equivalents; such modifications and substitutions do not depart from the spirit of the corresponding technical solutions from the scope of the technical solutions of the embodiments of the present application.

Claims (8)

1. A bone creation method, comprising:
creating a face initial point on each position point for an animation object according to the preset position point; the different initial points of the face have a connection relation;
generating expression bones according to the initial points of the faces;
creating control nodes corresponding to each facial initial point on the expression skeleton according to the facial initial points to obtain an animation object provided with the facial skeleton, wherein the control nodes are used for driving the expression skeleton to move, and different control nodes have a linkage relation;
the step of creating a face initial point on each position point for the animation object according to the preset position point comprises the following steps:
receiving a creation instruction, and acquiring the position points according to the creation instruction, wherein each position point forms the outline of the expression skeleton of the animation object;
generating a face initial point at each of the location points;
generating an expression skeleton from the face initial point, comprising:
and connecting the initial points of the faces with the connection relationship to obtain each expression skeleton.
2. The method of claim 1, wherein the animation object has a mirror relationship between a facial initial point on one half of the faces and a facial initial point on the other half of the faces;
After creating the initial point of the face on each position point for the animation object according to the preset position point, the method further comprises:
and receiving a first moving instruction, moving a face initial point indicated by the first moving instruction according to the first moving instruction, and moving a face initial point on the other half of the faces with a mirror image relationship with the face initial point indicated by the first moving instruction according to the mirror image relationship.
3. The method of claim 1, further comprising, after generating an expressive bone from the facial initiation point:
receiving a second moving instruction, and moving a face initial point indicated by the second moving instruction according to the second moving instruction to obtain a face initial point after the movement is adjusted;
and receiving a trigger instruction, and moving the position of the expression skeleton passing through the initial point of the moved face according to the trigger instruction so as to match the expression skeleton with the initial point of the face.
4. A method according to any one of claims 1-3, characterized in that creating control nodes corresponding to each of the facial initial points on the expressive skeleton from the facial initial points comprises:
Generating at least two control nodes corresponding to each face initial point at the position represented by each face initial point, wherein the at least two control nodes corresponding to each face initial point have a linkage relation, and the control nodes on the expression skeleton with the connection relation have a linkage relation;
and generating a total control point for the animation object, wherein the total control point is used for driving all control nodes on the initial points of the face to move so as to drive the expression skeleton to move.
5. A method according to any one of claims 1-3, characterized in that after creating control nodes corresponding to each of the face initial points on the expression skeleton from the face initial points, obtaining an animated object provided with a face skeleton, further comprises:
creating an eye gaze controller for each eyeball of the animated object;
and associating the eye gaze controller of each eyeball with the expression skeleton corresponding to each eyeball.
6. A bone creation device, comprising:
a first creating unit, configured to create, for an animation object, a face initial point on each of preset position points; the different initial points of the face have a connection relation;
A generation unit for generating an expression skeleton according to the face initial point;
the second creation unit is used for creating control nodes corresponding to each facial initial point on the expression skeleton according to the facial initial points to obtain an animation object provided with the facial skeleton, wherein the control nodes are used for driving the expression skeleton to move, and different control nodes have a linkage relation;
the first creation unit includes:
the first receiving module is used for receiving the creation instruction;
the acquisition module is used for acquiring the position points according to the creation instruction, wherein each position point forms the outline of the expression skeleton of the animation object;
a first generation module for generating a face initial point at each of the location points;
the generating unit is specifically configured to:
and connecting the initial points of the faces with the connection relationship to obtain each expression skeleton.
7. An electronic device, comprising: the device comprises a memory and a processor, wherein executable instructions of the processor are stored in the memory; wherein the processor is configured to perform the method of any one of claims 1-5 via execution of the executable instructions.
8. A computer readable storage medium, on which a computer program is stored, characterized in that the program, when being executed by a processor, implements the method of any of claims 1-5.
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