3D character generation method based skin template
专利摘要:
PURPOSE: A method for creating three-dimensional characters using a skin template is provided to reduce the working hours by automatically controlling the sizes of standard skin templates according to set figures and realizing soft movement. CONSTITUTION: Operational information of human is expressed in figures to manufacture movement of bones(S10-S11). A human body is manufactured into a three-dimensional shape formed of several polygons to manufacture standard skin templates(S12). Weight is granted to the polygon of each skin to realize soft movement as if it were the real human body(S13). The mean area of the whole polygons is calculated to change the whole shape of skin, and the sizes of the human body are set in figures(S14). A head is selected from the standard skin templates and the head is attached to the bones after adjusting the size of the head(S15). A body is selected from the standard skin templates and the body is attached to the bones after adjusting the size of the body(S16). Arms and fingers are selected from the standard skin templates, and the arms and fingers are attached to the bones after adjusting the size of the arms and fingers(S17). Legs are selected from the standard skin templates, and the legs are attached to the bones after adjusting the size of the legs(S18). It is judged whether a character is to be corrected(S19). If so, the weights and the sizes of the standard skin templates are corrected to complete a more accurate character(S20). If not, the completed character is executed in a game engine to test operations of the character(S21). 公开号:KR20030086675A 申请号:KR1020020024793 申请日:2002-05-06 公开日:2003-11-12 发明作者:허현민 申请人:(주)닥스닥; IPC主号:
专利说明:
3D character generation method based on skin template {3D character generation method based skin template} [7] The present invention relates to a character generation method, and more particularly, a plurality of standard skin templates are automatically adjusted in size according to a set value and attached to a bone, and a working time by realizing a smooth movement like a human body by a given weight. The present invention relates to a three-dimensional character generation method using a skin template that can shorten the speed and more efficiently produce a character required for a three-dimensional game. [8] In general, character animation is one of the most important parts of the three-dimensional game, and the current method of the character animation (Skeleton animation) technology is the most common. [9] The scarlet animation technique is a technique that numerically expresses the movement of a character bone and attaches the character's skin to the bone so that the skin moves together when the bone moves. Character). [10] Conventionally, a motion capture is used to produce bone movement, and then the designer uses a 3D modeling tool such as 3D MAX to skin the bone, and the designer models the skin of the character. To complete the character. [11] However, in order to attach the model created above to the bone, various tools are used. All the tools can be completely attached to the bone after manual and repetitive work. Inappropriate attaching to this bone has a problem in that it is inconvenient to produce the character required for the 3D game because the modeling tool needs to repeat the modification work again. [12] The present invention has been made in view of the above-described problems, and its object is to classify the human body into several skins such as arms, legs, torso, head and so on in one-to-one correspondence with the bones constituting the human body in three dimensions. After creating your standard skin template, you can weight each of the skins in this standard skin template and numerically set your height, gas circumference, waist circumference, leg length, etc. to modify the overall appearance of the skin. The standard skin template can be attached to the bone more efficiently, to reduce the production time of the character required for the three-dimensional game, and to improve the work efficiency. [1] 1 is a block diagram illustrating a system for executing a 3D character generation method using a skin template according to an embodiment of the present invention. [2] 2 is a flowchart illustrating a 3D character generation method using a skin template according to an embodiment of the present invention. [3] * Description of the symbols for the main parts of the drawings * [4] 10: input device 20: motion capture device [5] 30: computer 40: monitor [6] 50: output device [13] The configuration of the present invention for achieving the above object is made as follows. [14] A first step of digitizing human motion information to produce bone movement; [15] Standard skins that can be reused by classifying the human body into several parts such as arms, legs, torso, head, etc. to correspond one-to-one with the bones that make up the human body, and by producing the human body in three dimensions consisting of several polygons A second step of producing a template; [16] A third step of when the bones move, the skins expand and contract to give weight to the polygons of each skin in order to achieve a smooth movement as if the human body; [17] Calculate the average area of all the polygons that make up the skin so that the overall shape of the skin can be transformed so that individual polygons can be reduced or enlarged to within 10% of the average area. A fourth step of setting the numerical value and the like; [18] A fifth step of selecting a head expressed from the neck to the end of the standard skin template and reducing / enlarging the size of the head to fit the bone; [19] Selecting a top and bottom of the body from the standard skin template, and reducing and expanding the sizes of the top and bottom of the body to fit the bones; [20] A seventh step of selecting upper and lower fingers of the left and right arms and upper and lower arms of the left and right arms in the standard skin template, and reducing and enlarging the size of the arm to fit the bone; [21] The eighth step of selecting the instep of the left and right legs, the upper and lower legs in the standard skin template, and to reduce the size of the leg to fit to the bone. [22] Hereinafter, exemplary embodiments of the present invention will be described in detail with reference to the accompanying drawings. [23] 1 is a conceptual diagram illustrating a system for executing a 3D character generation method using a skin template according to an embodiment of the present invention. [24] Referring to FIG. 1, the execution apparatus of the 3D character generation method using the skin template of the present invention includes an input device 10 such as a mouse and a keyboard, a motion capture device 20 for collecting motion information of a person, and the input. A computer 30 for executing the three-dimensional character generation method program of the present invention by a signal input from a device and a motion capture device, a monitor 40 for displaying the execution result of the computer on a screen, and an output of a printer or the like. It is composed of devices 50, and these devices are general and thus detailed description thereof will be omitted. [25] 2 is a flowchart illustrating a 3D character generation method using a skin template according to an embodiment of the present invention. [26] Referring to Figure 2, when the three-dimensional character generation method program is executed, by analyzing the signal input from the motion capture device to extract the motion information of the person (S10), the extracted motion information of the person so as to digitize the bone Produce a movement (S11). [27] Subsequently, the human body is classified into several parts such as arms, legs, torso, and head so as to correspond to the bones constituting the human body in a one-to-one correspondence. Produce a standard skin template that can be reused by producing in three dimensions consisting of (S12) [28] For example, the human body is divided into four parts divided into arms, legs, torso, head, etc., and a total of 19 skin templates are preferably produced as shown in Table 1, and the more polygons displayed on the screen, the more It slows down the speed, so it's a good idea to create a skin template with an appropriate number of polygons, depending on the speed of the game. [29] TABLE 1 [30] Body partsamount armUpper finger, lower finger, back of hand, upper arm, lower arm5 left and right each (10 total) BridgeInstep, lower leg (calf), upper leg (thigh)3 each (6 pieces in total) bodyLower torso (below belly), Upper torso (from belly to bottom of neck)2 headHead (from neck to head)One [31] Subsequently, when the bone moves, the skin expands and contracts to give weight to the polygons (three-dimensional position points constituting the polygons exactly) of each skin to realize smooth movement as if the human body (S13). [32] For example, a weight of 1 polygon moves the same as a bone, a polygon of 0 does not move as the bone moves, and a polygon of 0.5 moves only half the distance or angle the bone has moved. [33] In addition, the average area of all the polygons that make up the skin can be calculated to deform the overall shape of the skin, so that the individual polygons are reduced or enlarged to within 10% of the average area. The length of the legs and the like are set numerically (S14). [34] Subsequently, in the standard skin template consisting of a total of 19 heads, the head is expressed from the neck to the end of the head, and the size of the head is reduced and enlarged and attached to the bone (S15). [35] Subsequently, the upper and lower trunks are selected from the standard skin template, and the size of the upper and lower trunks is reduced and enlarged to fit the bones (S16). [36] Subsequently, the upper and lower fingers of the left and right arms, the back of the hand, and the upper / lower arms of the left and right arms are selected from the standard skin template, and the size of the arm is reduced / expanded and attached to the bone (S17). [37] In addition, the instep of the left and right legs, the upper and lower legs of the standard skin template is selected, and the size of the leg is reduced / expanded and attached to the bone (S18). [38] Therefore, the weight is predefined when the standard skin template is generated, and a total of 19 standard skin templates are automatically adjusted according to a set value, so that the 3D character can be implemented more effectively in a short time. [39] Thereafter, when the character is completed by attaching a standard skin template to the skeleton, it is determined whether there is a part to be modified in the completed character (S19). [40] At this time, if it is determined that there is a part to be modified in the character, a more precise character is completed by modifying the weight, size, etc. of the standard skin template (S20). [41] For example, the modifications can be largely divided into weight and size corrections, the weights can be modified manually for precise depiction of the character, and the size cannot be reduced or enlarged with an error within 10% to produce the desired shape. In this case, you can add polygons automatically to change the shape you want. [42] However, if it is determined that there is no part to be modified in the completed character, the completed character is executed in the game engine to test the operation of the character (S21). [43] As described above, the present invention automatically adjusts the size of a plurality of standard skin templates according to a set value and attaches it to a bone, and shortens work time by realizing a smooth movement like a human body by a given weight. You can create the characters you need for a three-dimensional game.
权利要求:
Claims (1) [1" claim-type="Currently amended] A first step of digitizing human motion information to produce bone movement; Standard skins that can be reused by classifying the human body into several parts such as arms, legs, torso, head, etc. to correspond one-to-one with the bones that make up the human body, and by producing the human body in three dimensions consisting of several polygons A second step of producing a template; A third step of when the bones move, the skins expand and contract to give weight to the polygons of each skin in order to achieve a smooth movement as if the human body; Calculate the average area of all the polygons that make up the skin so that the overall shape of the skin can be transformed so that individual polygons can be reduced or enlarged to within 10% of the average area. A fourth step of setting the numerical value and the like; A fifth step of selecting a head expressed from the neck to the end of the standard skin template and reducing / enlarging the size of the head to fit the bone; Selecting a top and bottom of the body from the standard skin template, and reducing and expanding the sizes of the top and bottom of the body to fit the bones; A seventh step of selecting upper and lower fingers of the left and right arms and upper and lower arms of the left and right arms in the standard skin template, and reducing and enlarging the size of the arm to fit the bone; The method of generating a three-dimensional character using a skin template, comprising the eighth step of selecting the instep of the left and right legs, the upper and lower legs of the standard skin template, and to reduce the size of the leg to fit to the bone.
类似技术:
公开号 | 公开日 | 专利标题 US5731821A|1998-03-24|Computer user interface for step-driven character animation Lewis et al.2000|Pose space deformation: a unified approach to shape interpolation and skeleton-driven deformation US7515155B2|2009-04-07|Statistical dynamic modeling method and apparatus US7324873B2|2008-01-29|Offline teaching apparatus for robot Kara et al.2007|Sketch-based 3D-shape creation for industrial styling design JP3179474B2|2001-06-25|Computer graphic display method and information processing apparatus JP4489825B2|2010-06-23|Gesture input system, method and program JP4503312B2|2010-07-14|Knit garment wearing simulation method and apparatus, and program thereof JP3796658B2|2006-07-12|Analysis model creation device Delingette et al.1994|Craniofacial surgery simulation testbed Ijiri et al.2005|Floral diagrams and inflorescences: interactive flower modeling using botanical structural constraints McDonnell et al.2001|Virtual clay: A real-time sculpting system with haptic toolkits JP4272621B2|2009-06-03|Skeletal fitting based on human body measurements US6310619B1|2001-10-30|Virtual reality, tissue-specific body model having user-variable tissue-specific attributes and a system and method for implementing the same US5912675A|1999-06-15|System and method using bounding volumes for assigning vertices of envelopes to skeleton elements in an animation system US20140114620A1|2014-04-24|Methods, systems, and media for interactive garment modeling and editing US20040227760A1|2004-11-18|Statistical dynamic collisions method and apparatus Maestri2006|Digital character animation 3 US7872654B2|2011-01-18|Animating hair using pose controllers US7580574B2|2009-08-25|User interface method and apparatus, and computer program US9727040B2|2017-08-08|Method and apparatus for automatically generating trim lines for cranial remodeling devices CN106203506A|2016-12-07|A kind of pedestrian detection method based on degree of depth learning art EP2302581A1|2011-03-30|Finger shape estimating device, and finger shape estimating method and program KR100914218B1|2009-08-26|System and method for calculating loft surfaces using ?d scan data US7570264B2|2009-08-04|Rig baking
同族专利:
公开号 | 公开日
引用文献:
公开号 | 申请日 | 公开日 | 申请人 | 专利标题
法律状态:
2002-05-06|Application filed by (주)닥스닥 2002-05-06|Priority to KR1020020024793A 2003-11-12|Publication of KR20030086675A
优先权:
[返回顶部]
申请号 | 申请日 | 专利标题 KR1020020024793A|KR20030086675A|2002-05-06|2002-05-06|3D character generation method based skin template| 相关专利
Sulfonates, polymers, resist compositions and patterning process
Washing machine
Washing machine
Device for fixture finishing and tension adjusting of membrane
Structure for Equipping Band in a Plane Cathode Ray Tube
Process for preparation of 7 alpha-carboxyl 9, 11-epoxy steroids and intermediates useful therein an
国家/地区
|