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Randomly topologically structured virtual role driving method based on skeleton

A virtual character and topology technology, applied in animation production, 3D image processing, image data processing, etc., can solve the problems of memory space consumption, information redundancy, and failure to meet the storage requirements for the coexistence of multiple virtual characters in the skeletal system, etc. Achieve the effects of improving computing efficiency, reducing space occupation, and saving storage space

Inactive Publication Date: 2006-12-27
XIAOSHAN IND RES INST
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AI Technical Summary

Problems solved by technology

However, in large-scale virtual environments, such as troop drills, the skeleton system or skin texture information is usually the same, which will lead to information redundancy and consume a large amount of memory space
[0014] Finally, the storage of virtual characters in the disk lacks a unified and complete format
Some current storage formats cannot meet the storage requirements for the skeletal system of any topology and the coexistence of multiple virtual characters

Method used

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  • Randomly topologically structured virtual role driving method based on skeleton
  • Randomly topologically structured virtual role driving method based on skeleton
  • Randomly topologically structured virtual role driving method based on skeleton

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Embodiment Construction

[0051] The present invention will be described in detail below with reference to the accompanying drawings and specific embodiments.

[0052] The driving method of the skeleton-based arbitrary topology virtual character of the present invention comprises the following steps:

[0053] Step 10, obtaining relevant information of the virtual character. Virtual roles can be logically divided into three parts, such as figure 2 As shown, they are: skeletal system, skin texture information and motion data. The skeletal system is a kind of static information, which determines the basic characteristics such as the shape and size of the virtual character. Giving different motion data to the skeletal system can drive the bones to achieve different motion postures, and the movement of the bones will change the skin texture information, and the skeletal system , skin texture information, and motion data can drive virtual characters. In order to realize the driving of the virtual charact...

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Abstract

The invention relates to a method for driving any topology virtual angle base on skeleton, which comprises: (1), classifying the information relative to the virtual angle into three kinds; (2), defining the disk storage format of said information; (3), based on real demand, fixing the virtual angle; (4), loading skeleton system; (5), loading skin pattern information; when loading, based on the name of each module in the skin pattern, building the relationship projected to the skeleton; (6), loading motion data to judge if the dimensions of freedom degree and the dimensions of skeleton system are same; (7), extracting the altitude at one time from the motion data; (8), calculating positive motion technique, to calculating the transform matrix of each skeleton local coordinate system relative to the globe coordinate system; (9), using the transform matrix between the skeleton local coordinate system and the globe coordinate system in the step (8) to calculate the coordinate at the top of skin; (10), romancing.

Description

technical field [0001] The present invention relates to a driving method of a virtual character, in particular, to a driving method of a virtual character with arbitrary topological structure based on bones. Background technique [0002] The generation of virtual character animation is a hot issue, which is widely used in virtual reality and games and other fields. There are usually two methods for generating 3D virtual character animation: one is vertex animation, and the other is skeletal animation. The vertex animation method directly performs deformation on the basis of the virtual character model, that is, directly changes the position of the virtual character's skin vertex in each frame to achieve the effect of animation. This method is intuitive and simple, but it is quite time-consuming and cumbersome if you want to perform some overall deformation on the object or if there are many vertices in the model that need to be moved. [0003] Compared with vertex animatio...

Claims

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Application Information

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Patent Type & Authority Applications(China)
IPC IPC(8): G06T15/10G06T15/00G06T13/40
Inventor 王兆其李淳芃朱登明夏时洪
Owner XIAOSHAN IND RES INST
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