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116 results about "Skeletal animation" patented technology

Skeletal animation is a technique in computer animation in which a character (or other articulated object) is represented in two parts: a surface representation used to draw the character (called skin or mesh) and a hierarchical set of interconnected bones (called the skeleton or rig) used to animate (pose and keyframe) the mesh. While this technique is often used to animate humans or more generally for organic modeling, it only serves to make the animation process more intuitive, and the same technique can be used to control the deformation of any object—such as a door, a spoon, a building, or a galaxy. When the animated object is more general than, for example, a humanoid character, the set of bones may not be hierarchical or interconnected, but it just represents a higher level description of the motion of the part of mesh or skin it is influencing.

Implementation method of skinned skeletal animation

ActiveCN104021584AOvercoming seam problemsRealistic effectAnimationJoint problemMathematical Calculus
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.
Owner:WUXI FANTIAN INFORMATION TECH

Method and apparatus for synthetizing animations in videos in real time

InactiveCN105338369AReal-time compositingMeet the needs of video visual communicationAnimationSelective content distributionAnimationVirtual camera
The embodiment of the invention discloses a method and apparatus for synthetizing animations in videos in real time. The method and apparatus are applied to videos which are acquired in real time. The method includes the following steps that: action data and action coordinates which are acquired in real time by action capture equipment as well as face data and face coordinates which are acquired in real time by face capture equipment are obtained, and a skeleton model and a face model are generated in a target region in a virtual area; a virtual camera keeps synchronous with a main camera, so that skeleton animations which are generated by the skeleton model in the virtual area according to the action data and face animations generated according to the face data are obtained; the skeleton animations and the face animations of the face model are extracted from a rendering engine, and synthetic video data can be obtained through the animation data of the skeleton animations and the face animations which are synthetized in real time by a 3D coordinate system in video data, and the synthetic video data are outputted in real time. With the method and apparatus of the invention adopted, the animations can be synthetized in the videos in real time, and existing video visual communication requirements can be satisfied.
Owner:BEIJING SEVEN DIMENSION VISION TECH CO

Face pinching editing and animation additional fusion method and system

InactiveCN107633542AReduce workloadPlay facial expressions and animations are natural and lifelikeAnimationAnimationWorkload
The invention discloses a face pinching editing and animation additional fusion method and system. The method comprises the following steps that: reading data in the initial configuration file of a face; according to the above data, setting a bone animation parameter; and according to the bone animation parameter, carrying out bone deformation. Through various operations of the bone animation, different faces can be adaptively pinched on the basis of a standard face model. The method can be realized only one standard face model and one set of bone animation, the size of a software installationpackage and a workload in an animation manufacture process are greatly reduced, in addition, different face pinching requirements can be met, and an expression animation can be vividly and naturallyplayed. The face pinching editing and animation additional fusion method and system can be widely applied to the field of games.
Owner:ZHUHAI KINGSOFT ONLINE GAME TECH CO LTD +1

Animation generation method, device and system and terminal

ActiveCN107180444ASolve the problem of displaying on the same screenAvoid performance costSubstation equipmentAnimationAnimationComputer terminal
The invention discloses an animation generation method, device and system and a terminal. According to the invention, the rendering efficiency in running is improved through generating a static mesh of an animation model in advance, performance consumption brought about by dynamic skeletal animation is avoided, the rendering efficiency is improved, the performance on the mobile phone can be significantly improved especially when a lot of models of the same kind are used in a scene, and a problem of blocking caused by excessive skeletal animation models is solved. On the basis of the existing scheme, the static mesh is utilized to replace a skinned mesh on the skeletal animation model in running while fast editing of artists and animators is ensured to be facilitated, so that a lot of skeleton updating and skin calculation time is saved, the rendering efficiency is improved, and thus a problem of displaying a large number of animation models in one screen is solved.
Owner:TENCENT TECH (SHENZHEN) CO LTD

Dance music recording and demonstrating method based on three-dimensional posture recognition

The invention discloses a dance music recording and demonstrating method based on three-dimensional posture recognition, and the method comprises the steps: taking an automatic interpretation processof a human body posture and a dance music as an entry point, converting the motion information of a human body into three-dimensional space coordinate information through the automatic recognition ofthe human body posture in a video image, and storing and recording the three-dimensional space coordinate information in a manner of interpreting the human body posture into the dance music. The method comprises the following specific steps: acquiring two-dimensional posture information of a human body from a video image, and projecting the two-dimensional posture information to a three-dimensional space; modeling the three-dimensional information by using skeletal animation, and displaying the posture and action information of the human body in a vivid and considerable manner; decoding the three-dimensional information into corresponding Laplace musical notation symbols, and automatically generating a musical notation to be stored and recorded; interpreting the action information of the human body from the read dance music and visually displaying the action information in a three-dimensional animation form.
Owner:BEIHANG UNIV

3D game skeleton processing system and processing method thereof

ActiveCN107213638AEnhance and enrich natural expressive effectsReduce workloadVideo gamesPhysics engineAnimation
The invention comprises a 3D game skeleton processing system and a processing method thereof. The system is used for collecting and exporting intermediate format data from one or more specified three-dimensional modeling tools; performing splicing of a skeletal model; conducting real-time calculation on skeletal data by using multi-line buffering rotation; conducting integration processing on physical skeletal and non-physical skeletal animations by accessing a physical engine; conducting calculation and drawing processing of a skeletal skin animation with a GPU. The 3D game skeleton processing system and the processing method thereof have the advantages that the adaptability is high; meanwhile, the workload of animation production is reduced; the skeletal animation effect can be higher-standard; the performance capabilities of a skeletal system are better improved to obtain infinite appearance performances with finite resources.
Owner:ZHUHAI KINGSOFT ONLINE GAME TECH CO LTD +1

Skeleton animation driving method and device, and storage medium

ActiveCN111383309ANo additional work requiredReduce occupancyAnimationAnimationSoftware engineering
The embodiment of the invention discloses a skeletal animation driving method. The method comprises the steps of when skeletal animation needs to be driven, obtaining a target posture of a main driving skeleton, determining the weights of the key postures of the affiliated skeletons corresponding to the main driving skeleton under different key postures, enabling the weights to reflect contribution values of the different key postures of the affiliated skeletons to deformation of the target posture driving role model, and fusing the key postures of the affiliated skeletons according to the weights to obtain incremental postures of the affiliated skeletons. Due to the fact that the key postures of the affiliated skeletons enable the deformation of the role model to meet the preset requirements under the key postures of the corresponding main driving skeletons, the target role model obtained by driving the role model to deform according to the incremental postures meets the preset requirements. The method does not need to make a new role model, does not need to increase the workload of a modeler, and reduces the complexity of a production process. Compared with a newly-added role model, the additional data volume brought by the affiliated skeleton can be ignored, the occupation amount of the storage space is greatly reduced, and the software operation experience is improved.
Owner:TENCENT TECH (SHENZHEN) CO LTD

Motion capture data presentation method and device based on multi-Kinect and UE4

InactiveCN108572731AImplement motion captureSkeleton structure is not limitedInput/output for user-computer interactionCharacter and pattern recognitionHuman bodyGraphics
The invention relates to the field of computer graphic processing and provides a motion capture data presentation method and device based on multi-Kinect and UE4. The invention aims to solve the problems that a capture range is limited and a model skeleton structure and articulation point quantity are limited in animation display of motion capture data of kinect. The specific implementation mode of the method comprises the following steps: receiving skeleton data captured by a plurality of pieces of kinect, and calibrating human body skeleton data according to a preset coordinate transformation matrix to acquire coordinate data of each piece of human body skeleton data under a reference coordinate system to serve as reference skeleton data; performing weighted average processing to acquirean average skeleton of a person; transforming the average skeleton into role model data corresponding to a role model in a UE4 graphic program through a preset mapping relationship; according to theangle model data, using a UE4 engine to perform skeleton animation exhibition. The capture range is enlarged in the human body skeleton animation exhibition process; the skeleton structure and the articulation point quantity of a 3D model in the UE4 are not limited.
Owner:INST OF AUTOMATION CHINESE ACAD OF SCI

System and method for generating physiological restriction of skeletal joints of cartoon characters

ActiveCN102054288AGood effectReduce animation dataAnimationExtensibilityAnimation
The invention relates to a system and method for generating physiological restriction of skeletal joints of cartoon characters. The system comprises a skeletal animation producing module, a skeletal animation screening module, a skeletal animation analyzing module and a skeletal joint restricting database, wherein the skeletal animation producing module is used for producing each animation and generating a skeletal animation library; the skeletal animation screening module is used for screening animation in the skeletal animation library to form a selective skeletal animation library; the skeletal animation analyzing module is used for traversing the selective skeletal animation library, incrementally adding the range of activity of each joint and generating the restricted data of each joint; and the skeletal joint restricting database is used for recording the restriction information of each skeletal joint. The method has the following beneficial effects: (1) the method has the characteristic of automation; an action library responding to the body type can be generated in the presence of sufficient skeletal animation libraries (the condition is easy to satisfy for many companies with many animation industries) without manual intervention; and (2) the method has the characteristics of extensibility and incremental improvement; as the skeletal animation entering into the library has more action types and better quality, the generated restriction of skeletal joints is more comprehensive and the effect is better.
Owner:ZHUHAI KINGSOFT ONLINE GAME TECH CO LTD +1

Skeletal animation key frame compression method and device

The invention discloses a skeletal animation key frame compression method, which comprises the following steps of: reading the content of an animation file, and generating a skeletal node tree of eachthree-dimensional model in the animation file;counting the number of the indirect progenies of each node, and sorting the nodes of the skeleton node tree from large to small according to the number of the indirect progenies of each node to form a skeleton node sequence; distributing corresponding error thresholds for the nodes in the skeleton node sequence from front to back according to a sequence from small to large; and comparing the error threshold value corresponding to each node with the distance between the animation frame and the skeleton parameter corresponding to each node in the adjacent front and back frames so as to retain or remove the nodes in the animation frame to form a compressed animation file. The invention further discloses a corresponding skeletal animation key frame compression device. The method and the device have the beneficial effects that the key frame density of the tail end skeleton nodes is specifically compressed, so that the distribution cost of gamesoftware or video animations and the like is reduced on the premise of ensuring the overall quality of the animations.
Owner:ZHUHAI KINGSOFT ONLINE GAME TECH CO LTD +1

Skeletal skin animation realization method and device

The invention provides a skeletal skin animation realization method and device. The skeletal skin animation realization method comprises the steps of building a skeletal model of a target object, andsetting at least two bones in the skeletal model; configuring a vertex weight table for each root skeleton to obtain at least two vertex weight tables, the vertex weight table of each root skeleton comprising vertex information of vertexes in a skin network corresponding to the skeletal model, and each vertex information comprising vertex identifiers of the vertexes and influence weights of the root skeletons on the vertexes; acquiring skeletal animation data stored in the model file of the target object, and determining an actual position of each vertex in the skin network in a world coordinate system based on the skeletal animation data and the at least two vertex weight tables; and rendering the target object based on the actual position of each vertex in the skin network in the world coordinate system to obtain a skeletal skin animation of the target object. Therefore, the actions of different parts of the target object can be flexibly adjusted.
Owner:ZHUHAI KINGSOFT ONLINE GAME TECH CO LTD
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