Design system and method for human dynamic bone

A design system and design method technology, applied in the design system field of dynamic skeleton of characters, can solve the problems of occupation, high system resources, and time-consuming production.

Inactive Publication Date: 2016-09-28
ZHUHAI KINGSOFT ONLINE GAME TECH CO LTD +1
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  • Summary
  • Abstract
  • Description
  • Claims
  • Application Information

AI Technical Summary

Problems solved by technology

[0004] (1) Each new set of characters has to go through the process of adding bone skinning and making bone animation. The time-consuming process is proportional to the number of bones. The higher-definition model has more bones, and the production time is very large.
Basically, 300 bones plus the time for adjustment and testing will take about three days for an experienced animator;
[0005] (2) The clothes and hair on the characters need to be adjusted by the animator according to the real character's movements. If there is no real person for reference, he will also refer to other game character movements and related videos. Different clothes will have different performances due to different materials. The difference is that it takes a lot of time to call out the clothes and hair of different characters
[0007] (1) The low model is about 3,000 faces, and t

Method used

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  • Design system and method for human dynamic bone
  • Design system and method for human dynamic bone
  • Design system and method for human dynamic bone

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Embodiment Construction

[0026] In order to make the object, technical solution and advantages of the present invention clearer, the present invention will be described in detail below in conjunction with the accompanying drawings and specific embodiments. The system and method for designing a character's dynamic skeleton in the present invention are applicable to the development of stand-alone games, mobile games, web games and other games.

[0027] image 3 Shown is a flowchart according to an embodiment of the invention. The specific implementation is as follows (1)~(4):

[0028] (1) In the program, each bone is used as the basic unit for simulation. The number of bone nodes in each bone corresponds to the number of nodes in the program. The more nodes there are, the more realistic the simulation will be. First of all, the program needs to work with the artist to determine roughly how many bones are needed, and how many bone nodes are used for simulation. The artist determines the grid relationsh...

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Abstract

The invention discloses a design system for a human dynamic bone, comprising an initialization module, a node generation module, a bone constraint module and a collision constraint module, wherein the initialization module is used for initializing model data; the node generation module is used for generating and storing bone node data; the bone constraint module is used for performing regular constraint on a node in the change process; and the collision constraint module is used for performing regular constraint on a bone model in collision. The invention further discloses a design method for a human dynamic bone, comprising the steps of: initializing model data; generating and storing bone node data; performing regular constraint on a node in the change process; and performing regular constraint on a bone model in collision. The system and the method have the advantages of greatly shortening the time required for adjusting lattice vertex parameters by adopting a bone animation or a fabric system in the old scheme, physically simulating the motion and relevant constraints of fabrics and hair more truly and vividly, and efficiently processing the collision inside a fabric and between the fabric and other object.

Description

technical field [0001] The invention relates to a system and method for designing dynamic skeletons of characters, belonging to the field of computer game development. Background technique [0002] Moderate to severe game characters in 3D games often need cloth and hair simulation to better express the characters, and the detailed performance of movements can make the characters lifelike and more attractive to players. [0003] Generally, when dealing with character animation, the game directly adopts the technology of skeletal animation or the technology of physical simulation of cloth system. The basic flow chart of the technology using skeletal animation is as follows: figure 1 ,pass figure 1 From the flowchart, it can be seen that there are defects in the skeletal animation scheme as shown in (1) and (2), including: [0004] (1) Every new set of characters has to go through the process of adding bone skinning and making bone animation. The time-consuming process is pr...

Claims

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Application Information

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IPC IPC(8): G06T13/40
CPCG06T13/40
Inventor 陈镇秋陈汉辉李茂刘玲卢歆翮
Owner ZHUHAI KINGSOFT ONLINE GAME TECH CO LTD
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