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Skinning method and device for virtual characters and electronic equipment

A virtual character and skinning technology, applied in game-related fields, can solve problems such as being unable to cope with character models and increasing the workload of art and manual personnel

Active Publication Date: 2019-07-09
NETEASE (HANGZHOU) NETWORK CO LTD
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  • Summary
  • Abstract
  • Description
  • Claims
  • Application Information

AI Technical Summary

Problems solved by technology

[0007] Embodiments of the present invention provide a method and device for skinning a virtual character, and an electronic device to at least solve the problem in the related art that, when skinning a virtual object, it is impossible to cope with complex character models, resulting in the need for a large amount of manual art. Auxiliary, technical issues that increase the workload of art and manual personnel

Method used

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  • Skinning method and device for virtual characters and electronic equipment
  • Skinning method and device for virtual characters and electronic equipment
  • Skinning method and device for virtual characters and electronic equipment

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Embodiment Construction

[0036] In order to enable those skilled in the art to better understand the solutions of the present invention, the following will clearly and completely describe the technical solutions in the embodiments of the present invention in conjunction with the drawings in the embodiments of the present invention. Obviously, the described embodiments are only It is an embodiment of a part of the present invention, but not all embodiments. Based on the embodiments of the present invention, all other embodiments obtained by persons of ordinary skill in the art without making creative efforts shall fall within the protection scope of the present invention.

[0037] It should be noted that the terms "first" and "second" in the description and claims of the present invention and the above drawings are used to distinguish similar objects, but not necessarily used to describe a specific sequence or sequence. It is to be understood that the data so used are interchangeable under appropriate ...

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Abstract

The invention discloses a skinning method and device for virtual characters and electronic equipment The method comprises the steps of loading a three-dimensional model of a virtual character and skeleton data corresponding to the virtual character, wherein the three-dimensional model corresponds to grid data of a plurality of vertexes of the virtual character, and the skeleton data corresponds todata of a plurality of joint points; determining vertex characteristics of each vertex in the grid data and distance characteristics from each vertex in the bone data to each joint point; fitting vertex features and distance features to obtain binding features of all vertexes of the virtual character, the binding features being used for determining binding weights of all joint points and the vertexes; and performing skinning operation on the virtual character by using the binding weight, and binding the three-dimensional model to the skeleton of the virtual character.

Description

technical field [0001] The present invention relates to the technical field related to games, in particular, to a method and device for skinning a virtual character, and electronic equipment. Background technique [0002] In related technologies, for game development, creating game characters is an important process. In game character creation, 3D model animation plays a very important role. The basic principle is to let the position of each vertex in the model evolve over time. Change, in 3D model animation, involves a branching path that is skeletal skinning animation. As the name suggests, skeletal skinning animation consists of two parts: bone and skin. Usually, in the process of creating an animated character, an animation artist first creates a model, that is, creates a character model, then adds bones to the model and makes bone animations, and finally binds the character model to the bones. In this way, when the bone level After the change, the new model grid verte...

Claims

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Application Information

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Patent Type & Authority Applications(China)
IPC IPC(8): G06T13/40G06T7/33
CPCG06T13/40G06T7/33
Inventor 刘丽娟唐迪袁燚范长杰
Owner NETEASE (HANGZHOU) NETWORK CO LTD
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