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Implementation method of skinned skeletal animation

An implementation method and skeleton technology, applied in animation production, image data processing, instruments, etc., can solve the problems of large animation file space, weak animation adaptability, inflexibility, etc., and achieve realistic effects, quick creation, and less memory space Effect

Active Publication Date: 2014-09-03
WUXI FANTIAN INFORMATION TECH
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  • Summary
  • Abstract
  • Description
  • Claims
  • Application Information

AI Technical Summary

Problems solved by technology

The space occupied by the joint animation file is relatively small, and many complex animation effects can be realized; but its disadvantages are also obvious. One is that the character model is a hierarchical model. To obtain the position of a certain part relative to the world coordinate system, it must be obtained from The root node starts to traverse all the ancestor nodes of this node. The more critical problem is that there are often obvious seams at different joints, which will seriously affect the realism of the model.
The character in the vertex animation is composed of a complete mesh model, which makes the character look more realistic, and there will be no seam problems. The amount of calculation to obtain the position of the mesh vertices of the model in the world coordinate system is also very small. But its disadvantage is that the adaptability of the animation is very weak and inflexible, and because the key frame needs to store all the vertex information of the mesh model, the space occupied by the animation file is particularly large

Method used

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  • Implementation method of skinned skeletal animation
  • Implementation method of skinned skeletal animation
  • Implementation method of skinned skeletal animation

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Embodiment Construction

[0024] The present invention will be further described below in conjunction with drawings and embodiments. It should be understood that the specific embodiments described here are only used to explain the present invention, but not to limit the present invention. In addition, it should be noted that, for the convenience of description, only parts related to the present invention are shown in the drawings but not all content.

[0025] Please refer to figure 1 as shown, figure 1 It is a flow chart of a method for realizing skeletal skin animation provided by an embodiment of the present invention.

[0026] The implementation method of skeleton skin animation in this embodiment specifically includes the following steps:

[0027] Step S101, creating a skeleton model and a mesh skin model constituting the character model. Wherein, the bone model is composed of several bones organized in a certain level, and the level of the bones describes the structure of the character. The m...

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Abstract

The invention discloses an implementation method of skinned skeletal animation. The implementation method comprises the following steps: A, constructing a skeleton model and a skinned mesh model which constitute a role model; B, determining a skeleton which influences the mesh vertexes on the skinned mesh model, and determining the influence weight according to a geometrical relationship and a physical relationship between the skeleton and the vertexes; C, carrying out calculus of interpolation between each two adjacent key frames according to a key frame sequence of skeleton movement, which is stored in a role model file, and determining new position and new orientation of each skeleton at certain moment; and D, calculating new position and new orientation of each vertex under a world coordinate system according to skeleton index and corresponding influence weight which influence each vertex and are stored in each vertex on the skinned mesh model, and thus achieving skinned skeleton animation. According to the implementation method disclosed by the invention, the joint problem in skeletal animation is solved, the effect is real and vivid, and is more flexible compared with that of vertex animation, and little memory space is occupied while a favorable animation effect is finished; the skinned skeletal animation can be constructed more easily and rapidly.

Description

technical field [0001] The invention relates to the technical field of computer graphics, in particular to a method for realizing skeleton skin animation. Background technique [0002] At present, real-time animation technologies mainly include joint animation and vertex animation (ie, key frame animation). The space occupied by the joint animation file is relatively small, and many complex animation effects can be realized; but its disadvantages are also obvious. One is that the character model is a hierarchical model. To obtain the position of a certain part relative to the world coordinate system, it must be obtained from The root node starts to traverse all the ancestor nodes of this node. The more critical problem is that there are often obvious seams at different joints, which will seriously affect the realism of the model. The character in the vertex animation is composed of a complete mesh model, which makes the character look more realistic, and there will be no se...

Claims

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Application Information

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Patent Type & Authority Applications(China)
IPC IPC(8): G06T13/40
Inventor 张翼
Owner WUXI FANTIAN INFORMATION TECH
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