CN104183000B - Full-automatic multi-source heterogeneous motion redirecting method of quasi-man character - Google Patents
Full-automatic multi-source heterogeneous motion redirecting method of quasi-man character Download PDFInfo
- Publication number
- CN104183000B CN104183000B CN201410399330.2A CN201410399330A CN104183000B CN 104183000 B CN104183000 B CN 104183000B CN 201410399330 A CN201410399330 A CN 201410399330A CN 104183000 B CN104183000 B CN 104183000B
- Authority
- CN
- China
- Prior art keywords
- bone
- source
- target
- bounding box
- normalized
- Prior art date
- Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
- Active
Links
- 230000033001 locomotion Effects 0.000 title claims abstract description 111
- 238000000034 method Methods 0.000 title claims abstract description 44
- 210000000988 bone and bone Anatomy 0.000 claims abstract description 343
- 238000013507 mapping Methods 0.000 claims abstract description 38
- 210000000707 wrist Anatomy 0.000 claims abstract description 24
- 210000003423 ankle Anatomy 0.000 claims abstract description 22
- 238000012545 processing Methods 0.000 claims abstract description 15
- 230000004927 fusion Effects 0.000 claims abstract description 9
- 238000012546 transfer Methods 0.000 claims description 9
- 238000010606 normalization Methods 0.000 abstract description 5
- 238000010586 diagram Methods 0.000 description 22
- 210000000038 chest Anatomy 0.000 description 20
- 210000003128 head Anatomy 0.000 description 17
- 230000009471 action Effects 0.000 description 10
- 230000008569 process Effects 0.000 description 5
- 210000004247 hand Anatomy 0.000 description 4
- 210000002683 foot Anatomy 0.000 description 3
- 230000037361 pathway Effects 0.000 description 3
- 238000011160 research Methods 0.000 description 3
- 230000007547 defect Effects 0.000 description 2
- 238000013461 design Methods 0.000 description 2
- 230000035772 mutation Effects 0.000 description 2
- 230000009466 transformation Effects 0.000 description 2
- 238000000844 transformation Methods 0.000 description 2
- 240000005587 Opuntia microdasys Species 0.000 description 1
- 235000015966 Pleurocybella porrigens Nutrition 0.000 description 1
- 230000005540 biological transmission Effects 0.000 description 1
- 238000006073 displacement reaction Methods 0.000 description 1
- 210000005069 ears Anatomy 0.000 description 1
- 238000002474 experimental method Methods 0.000 description 1
- 238000000605 extraction Methods 0.000 description 1
- 210000001331 nose Anatomy 0.000 description 1
- 230000008439 repair process Effects 0.000 description 1
- 210000000115 thoracic cavity Anatomy 0.000 description 1
- 230000007704 transition Effects 0.000 description 1
- 230000000007 visual effect Effects 0.000 description 1
Landscapes
- Processing Or Creating Images (AREA)
Abstract
Description
技术领域technical field
本发明涉及计算机动画技术领域,尤其涉及的是一种类人角色全自动多源异构运动重定向方法。The invention relates to the technical field of computer animation, in particular to a fully automatic multi-source heterogeneous motion redirection method for a humanoid character.
背景技术Background technique
运动重定向是以人类骨骼动画为主要研究对象,旨在将源角色的运动转移到目标角色上,并保持其运动在视觉和约束上的特征。其中若源骨骼和目标骨骼拓扑结构相同,而只是骨骼长度不同,则称为同构重定向;而源骨骼和目标骨骼如果拓扑结构不同,则称为异构重定向。对于同构角色,由于拓扑结构相同,运动可以方便地逐关节被转移,而异构重定向才是难点所在。Motion redirection takes human skeletal animation as the main research object, and aims to transfer the motion of the source character to the target character while maintaining the visual and constraint characteristics of its motion. Among them, if the topology of the source bone and the target bone are the same, but only the length of the bone is different, it is called isomorphic redirection; if the topology of the source bone and the target bone is different, it is called heterogeneous redirection. For isomorphic characters, motion can be easily transferred joint by joint due to the same topology, while heterogeneous reorientation is where the difficulty lies.
异构重定向的主要流程包含了源骨骼与目标骨骼的关节点映射、运动数据的转移和特征修复。关节点映射的目的在于,对源角色和目标角色的关节点建立一对一或一对多的映射关系,其技术要点在于映射策略的效率和效果;而运动数据转移过程中,目标角色的每个节点将继承其映射节点的运动信息,其技术要点在于数据的继承策略和骨骼标定姿态差异的处理;特征修复中,主要研究源角色的某个整体或局部特征在目标角色上的复现,其技术要点在于特征提取和特征修复。The main process of heterogeneous retargeting includes joint point mapping of source bones and target bones, transfer of motion data, and feature repair. The purpose of joint point mapping is to establish a one-to-one or one-to-many mapping relationship between the joint points of the source character and the target character. Each node will inherit the motion information of its mapping node, and its technical points lie in the data inheritance strategy and the processing of the difference in the pose of the skeleton calibration; in feature restoration, it mainly studies the reproduction of a certain overall or partial feature of the source character on the target character, The key points of its technology are feature extraction and feature restoration.
现有的骨骼关节点匹配方法主要以用户手动匹配为主,例如知名动画制作软件motion builder,在处理运动重定向时,允许用户手动建立源骨骼和目标骨骼间的映射图,而后依据该映射关系转移运动数据。而在研究领域,自动重定向一直是研究的难点之一,形成了如需要人工对源和目标骨骼进行语义标定的半自动重定向方法、通过中间骨架对异构骨骼数据进行转移、以及通过自动根节点并将骨骼划分为根到末端节点的多个分支来进行逐个匹配。The existing skeletal joint point matching methods mainly rely on manual matching by users. For example, the well-known animation production software motion builder allows users to manually establish a mapping between the source bone and the target bone when processing motion redirection, and then based on the mapping relationship Transfer exercise data. In the field of research, automatic redirection has always been one of the difficulties in research. Semi-automatic redirection methods that require manual semantic calibration of source and target bones, transfer of heterogeneous bone data through intermediate skeletons, and automatic rooting node and divide the bone into multiple branches from the root to the end node to match one by one.
对于类人动画角色来说、一般设计上由于美工的创造力,角色骨骼也多种多样,并且会出现大耳朵、长鼻子、翅膀、尾巴、三折腿等等自然界其他生物而非人类具有的特征。因此对于这些角色,语义方法需要人工识别关键节点,显然无法针对多样的角色达到实时重定向;中间骨架方法一定程度上依赖于中间骨架的设计,如果中间过于简单则大量节点无法匹配,而如果骨架冗余则很可能出现匹配错位;自动提取的根节点也因为骨骼的局部复杂度会有较大的误差。因此以上方法并没有一种可以兼顾类人动画角色的特征,从而无法实现大量的自动重定向。For humanoid animation characters, due to the creativity of artists in general design, the character bones are also diverse, and there will be big ears, long noses, wings, tails, three-fold legs, etc. that other creatures in nature do not have. feature. Therefore, for these roles, the semantic method needs to manually identify the key nodes, which obviously cannot achieve real-time redirection for various roles; the intermediate skeleton method depends to a certain extent on the design of the intermediate skeleton, if the middle is too simple, a large number of nodes cannot be matched, and if the skeleton Redundancy is likely to cause matching misplacement; the automatically extracted root node will also have a large error due to the local complexity of the skeleton. Therefore, none of the above methods can take into account the characteristics of humanoid animation characters, so that a large number of automatic redirections cannot be realized.
因此,现有技术还有待于改进和发展。Therefore, the prior art still needs to be improved and developed.
发明内容Contents of the invention
本发明要解决的技术问题在于,针对现有技术的上述缺陷,提供一种类人角色全自动多源异构运动重定向方法,可有效解决现有技术中并没有可以兼顾类人动画角色的特征,从而实现大量的自动重定向的缺陷。The technical problem to be solved by the present invention is to provide a fully automatic multi-source heterogeneous motion redirection method for humanoid characters in view of the above-mentioned defects of the prior art, which can effectively solve the problem that the prior art does not take into account the characteristics of humanoid animation characters , so as to achieve a large number of automatic redirection defects.
本发明解决技术问题所采用的技术方案如下:The technical solution adopted by the present invention to solve technical problems is as follows:
一种类人角色全自动多源异构运动重定向方法,其中,所述方法包括步骤:A fully automatic multi-source heterogeneous motion redirection method for a humanoid character, wherein the method includes the steps of:
A、根据目标骨骼的关节点拓扑结构特征确定中间骨骼,并将所述中间骨骼、所述目标骨骼及源骨骼进行归一化对齐处理;A. Determine the intermediate bone according to the topological structure characteristics of the joint points of the target bone, and perform normalized alignment processing on the intermediate bone, the target bone and the source bone;
B、对经过归一化对齐处理的中间骨骼、目标骨骼及源骨骼进行简化处理,将简化后的目标骨骼和简化后的源骨骼分别与简化后的中间骨骼进行髋、胸和叶子节点匹配,并根据简化匹配结果将经过归一化对齐处理的目标骨骼和源骨骼分别与中间骨骼进行手腕和脚踝的匹配;B. Simplify the normalized and aligned intermediate bones, target bones, and source bones, and match the simplified target bones and source bones with the simplified intermediate bones for hip, chest, and leaf nodes respectively. And according to the simplified matching results, match the normalized and aligned target bones and source bones with the intermediate bones for wrist and ankle respectively;
C、对所述目标骨骼和所述源骨骼分别进行语义信息附加,并根据选定的匹配策略,进行源骨骼到目标骨骼的节点映射处理;C. Add semantic information to the target bone and the source bone, and perform node mapping from the source bone to the target bone according to the selected matching strategy;
D、将所述源骨骼的节点运动数据传递至所述目标骨骼的节点,所述目标骨骼根据所述源骨骼的节点运动数据还原运动轨迹,并进行多源运动的融合。D. Transfer the node motion data of the source bone to the node of the target bone, and the target bone restores the motion trajectory according to the node motion data of the source bone, and performs multi-source motion fusion.
所述类人角色全自动多源异构运动重定向方法,其中,所述步骤A具体包括:The fully automatic multi-source heterogeneous motion redirection method for humanoid characters, wherein the step A specifically includes:
A1、根据目标骨骼中的关节点的拓扑结构特征确定中间骨骼;A1. Determine the intermediate bone according to the topological structure characteristics of the joint points in the target bone;
A2、将所述中间骨骼缩放并置于长宽均为单位长度、高度与宽度进行同比例缩放的第一包围盒中,得到归一化中间骨骼;将所述目标骨骼缩放并置于长宽均为单位长度、高度与宽度进行同比例缩放的第二包围盒中,得到归一化目标骨骼;将源骨骼缩放并置于长宽均为单位长度、高度与宽度进行同比例缩放的第三包围盒中,得到归一化源骨骼;A2. Scale and place the intermediate bone in the first bounding box whose length and width are unit lengths, and scale the height and width in the same proportion to obtain a normalized intermediate bone; scale and place the target bone in length and width In the second bounding box with unit length, height and width scaled in the same proportion, the normalized target bone is obtained; the source bone is scaled and placed in the third bounding box whose length and width are unit length, height and width scaled in the same proportion In the bounding box, the normalized source bone is obtained;
A3、将所述第一包围盒、第二包围盒及所述第三包围盒都置于空间直角坐标系中,并使所述第一包围盒的底面、第二包围盒的底面及所述第三包围盒的底面均与xoz平面对齐,使所述第一包围盒的右侧面、第二包围盒的右侧面及所述第三包围盒的右侧面均与yoz平面对齐,使所述第三包围盒的前面、第二包围盒的前面及所述第三包围盒的前面均与xoy平面对齐。A3. Place the first bounding box, the second bounding box, and the third bounding box in a space Cartesian coordinate system, and make the bottom surface of the first bounding box, the bottom surface of the second bounding box, and the The bottom surfaces of the third bounding box are all aligned with the xoz plane, so that the right side of the first bounding box, the right side of the second bounding box, and the right side of the third bounding box are all aligned with the yoz plane, so that The front of the third bounding box, the front of the second bounding box, and the front of the third bounding box are all aligned with the xoy plane.
所述类人角色全自动多源异构运动重定向方法,其中,所述步骤B具体包括:The fully automatic multi-source heterogeneous motion redirection method for humanoid characters, wherein the step B specifically includes:
B1、将所述归一化中间骨骼、所述归一化目标骨骼和所述归一化源骨骼中所有度为2的节点及其两条邻边删除,再添加一条边连接两个相邻点,直至只剩下度为1的叶子节点和度大于2的分叉节点,得到简化中间骨骼、简化目标骨骼和简化源骨骼;B1. Delete all nodes with a degree of 2 and their two adjacent edges in the normalized intermediate bone, the normalized target bone, and the normalized source bone, and add another edge to connect the two adjacent edges points until only leaf nodes with degree 1 and fork nodes with degree greater than 2 are left to obtain simplified intermediate bones, simplified target bones and simplified source bones;
B2、根据连通约束总代价最小的匹配算法,将简化目标骨骼和简化源骨骼分别与简化中间骨骼进行髋、胸和叶子节点匹配;B2. According to the matching algorithm with the minimum total cost of connectivity constraints, the simplified target bone and the simplified source bone are respectively matched with the simplified intermediate bone for hip, chest and leaf nodes;
B3、将归一化目标骨骼和归一化源骨骼分别与归一化中间骨骼进行手腕和脚踝的匹配。B3. Match the normalized target bone and the normalized source bone with the normalized intermediate bone for wrist and ankle respectively.
所述类人角色全自动多源异构运动重定向方法,其中,所述步骤B3中所述归一化源骨骼中的所有节点被映射一次。In the fully automatic multi-source heterogeneous motion redirection method for a humanoid character, all nodes in the normalized source skeleton in the step B3 are mapped once.
所述类人角色全自动多源异构运动重定向方法,其中,所述中间骨骼为标准动捕角色骨骼、最简中间骨骼或扩展了尾巴翅膀的中间骨骼。In the fully automatic multi-source heterogeneous motion redirection method for humanoid characters, the intermediate skeleton is a standard motion capture character skeleton, the simplest intermediate skeleton, or an intermediate skeleton with tail wings extended.
所述类人角色全自动多源异构运动重定向方法,其中,所述中间骨骼为可扩展的中间骨骼。In the fully automatic multi-source heterogeneous motion redirection method for humanoid characters, the intermediate skeleton is an expandable intermediate skeleton.
本发明所提供的一种类人角色全自动多源异构运动重定向方法,方法包括:根据目标骨骼的关节点拓扑结构特征确定中间骨骼,并将所述中间骨骼、所述目标骨骼及源骨骼进行归一化对齐处理;对经过归一化对齐处理的中间骨骼、目标骨骼及源骨骼进行简化处理,将简化后的目标骨骼和简化后的源骨骼分别与简化后的中间骨骼进行髋、胸和叶子节点匹配,并根据简化匹配结果将经过归一化对齐处理的目标骨骼和源骨骼分别与中间骨骼进行手腕和脚踝的匹配;对所述目标骨骼和所述源骨骼分别进行语义信息附加,并根据选定的匹配策略,进行源骨骼到目标骨骼的节点映射处理;将所述源骨骼的节点运动数据传递至所述目标骨骼的节点,所述目标骨骼根据所述源骨骼的节点运动数据还原运动轨迹,并进行多源运动的融合。本发明提供了一种兼顾类人动画角色的特征,实现大量的自动重定向的方法,有效的整合了多源运动。A fully automatic multi-source heterogeneous motion redirection method for a humanoid character provided by the present invention, the method includes: determining an intermediate bone according to the topological structure characteristics of the joint points of the target bone, and combining the intermediate bone, the target bone, and the source bone Perform normalized alignment processing; simplify the intermediate bones, target bones, and source bones that have undergone normalized alignment processing, and compare the simplified target bones and simplified source bones with the simplified intermediate bones respectively. Match the leaf node, and match the normalized and aligned target bone and source bone with the middle bone respectively for the wrist and ankle according to the simplified matching result; add semantic information to the target bone and the source bone respectively, And according to the selected matching strategy, perform the node mapping process from the source bone to the target bone; transfer the node motion data of the source bone to the node of the target bone, and the target bone is based on the node motion data of the source bone Restore the motion trajectory and perform multi-source motion fusion. The invention provides a method for realizing a large amount of automatic redirection while taking into account the characteristics of humanoid animation characters, and effectively integrates multi-source motions.
附图说明Description of drawings
图1是本发明所述类人角色全自动多源异构运动重定向方法较佳实施例的流程图。Fig. 1 is a flow chart of a preferred embodiment of a fully automatic multi-source heterogeneous motion redirection method for a humanoid character according to the present invention.
图2是发明所述类人角色全自动多源异构运动重定向方法中归一化对齐处理的具体流程图。Fig. 2 is a specific flow chart of normalization alignment processing in the fully automatic multi-source heterogeneous motion redirection method for humanoid characters described in the invention.
图3a、图3b、图3c分别是本发明中标准动捕角色骨骼、最简中间骨骼和扩展了尾巴翅膀的中间骨骼的示意图。Figure 3a, Figure 3b, and Figure 3c are schematic diagrams of the standard motion capture character skeleton, the simplest intermediate skeleton, and the intermediate skeleton with tail wings extended in the present invention, respectively.
图4是发明所述类人角色全自动多源异构运动重定向方法中骨骼归一化的示意图。Fig. 4 is a schematic diagram of bone normalization in the fully automatic multi-source heterogeneous motion redirection method for humanoid characters described in the invention.
图5本发明所述类人角色全自动多源异构运动重定向方法中简化及匹配处理的具体流程图。Fig. 5 is a specific flow chart of simplification and matching processing in the fully automatic multi-source heterogeneous motion redirection method for humanoid characters according to the present invention.
图6是本发明中骨骼语义标记示意图。Fig. 6 is a schematic diagram of skeleton semantic markup in the present invention.
图7a、图7b分别为源骨骼和目标骨骼拓扑结构示意图,图7c为源骨骼头部和目标骨骼头部的映射匹配示意图,图7d为源骨骼右手臂和目标骨骼右手臂的映射匹配示意图,图7e为源骨骼右手指和目标骨骼右手指的映射匹配示意图,图7f为源骨骼脊柱和目标骨骼脊柱的映射匹配示意图,图7g为源骨骼右腿和目标骨骼右腿的映射匹配示意图,图7h为源骨骼右脚趾和目标骨骼右脚趾的映射匹配示意图,图7i为源骨骼尾巴和目标骨骼尾巴的映射匹配示意图。Figure 7a and Figure 7b are schematic diagrams of the source bone and target bone topology respectively, Figure 7c is a schematic diagram of mapping matching between the head of the source bone and the head of the target bone, Figure 7d is a schematic diagram of mapping matching between the right arm of the source bone and the right arm of the target bone, Figure 7e is a schematic diagram of mapping and matching between the right finger of the source bone and the right finger of the target bone, Figure 7f is a schematic diagram of mapping and matching between the spine of the source bone and the spine of the target bone, and Figure 7g is a schematic diagram of the mapping and matching of the right leg of the source bone and the right leg of the target bone, Fig. 7h is a schematic diagram of mapping matching between the right toe of the source bone and the right toe of the target bone, and FIG. 7i is a schematic diagram of mapping matching between the tail of the source bone and the tail of the target bone.
图8是本发明所述类人角色全自动多源异构运动重定向系统较佳实施例的结构框图。Fig. 8 is a structural block diagram of a preferred embodiment of a fully automatic multi-source heterogeneous motion redirection system for humanoid characters according to the present invention.
具体实施方式detailed description
为使本发明的目的、技术方案及优点更加清楚、明确,以下参照附图并举实施例对本发明进一步详细说明。应当理解,此处所描述的具体实施例仅仅用以解释本发明,并不用于限定本发明。In order to make the object, technical solution and advantages of the present invention more clear and definite, the present invention will be further described in detail below with reference to the accompanying drawings and examples. It should be understood that the specific embodiments described here are only used to explain the present invention, not to limit the present invention.
请参见图1,图1是本发明所述类人角色全自动多源异构运动重定向方法较佳实施例的流程图。如图1所示,所述类人角色全自动多源异构运动重定向方法,包括以下步骤:Please refer to FIG. 1 . FIG. 1 is a flowchart of a preferred embodiment of a fully automatic multi-source heterogeneous motion redirection method for a humanoid character according to the present invention. As shown in Figure 1, the fully automatic multi-source heterogeneous motion redirection method of the humanoid character comprises the following steps:
步骤S100、根据目标骨骼的关节点拓扑结构特征确定中间骨骼,并将所述中间骨骼、所述目标骨骼及源骨骼进行归一化对齐处理。Step S100: Determine an intermediate bone according to the topological structure characteristics of joint points of the target bone, and perform normalized alignment processing on the intermediate bone, the target bone, and the source bone.
本发明的实施例中,先从存储有多个运动角色的运动库中,选取一带有运动动作的骨骼作为源骨骼,再选取一无运动动作的骨骼作为目标骨骼。然后根据目标骨骼的关节点拓扑结构特征确定中间骨骼,并将源骨骼、中间骨骼及目标骨骼都进行归一化和对齐处理,以中间骨骼作为源骨骼与目标骨骼进行匹配的中介。通过选取一中间骨骼作为两者匹配的媒介,使得匹配更精准。In the embodiment of the present invention, firstly, a bone with motion action is selected as a source bone from a motion library storing a plurality of motion characters, and then a bone without motion motion is selected as a target bone. Then, the intermediate bone is determined according to the topological structure characteristics of the joint points of the target bone, and the source bone, intermediate bone and target bone are normalized and aligned, and the intermediate bone is used as an intermediary for matching the source bone and the target bone. By selecting an intermediate bone as the medium for matching the two, the matching is more accurate.
步骤S200、对经过归一化对齐处理的中间骨骼、目标骨骼及源骨骼进行简化处理,将简化后的目标骨骼和简化后的源骨骼分别与简化后的中间骨骼进行髋、胸和叶子节点匹配,并将经过归一化对齐处理的目标骨骼和源骨骼分别与中间骨骼进行手腕和脚踝的匹配。Step S200: Simplify the normalized and aligned intermediate bones, target bones, and source bones, and match the simplified target bones and the simplified source bones with the simplified intermediate bones for hip, chest, and leaf nodes respectively , and match the normalized and aligned target bone and source bone with the intermediate bone for wrist and ankle respectively.
在步骤S100中将源骨骼、中间骨骼及目标骨骼都进行归一化和对齐处理后,并不能直接进行匹配。而是先对经过归一化对齐处理的中间骨骼、目标骨骼及源骨骼进行简化处理,简化后再将源骨骼和目标骨骼分别与中间骨骼进行髋、胸和叶子节点匹配,并根据简化匹配结果在只经过归一化对齐处理的目标骨骼和源骨骼分别与中间骨骼进行手腕和脚踝的匹配。After the source bone, the intermediate bone and the target bone are all normalized and aligned in step S100, they cannot be directly matched. Instead, the normalized alignment-processed intermediate bones, target bones, and source bones are simplified first, and then the source bones and target bones are matched with the intermediate bones at the hip, chest, and leaf nodes respectively, and according to the simplified matching results The target bone and source bone that have only undergone normalized alignment are matched with the intermediate bone for wrist and ankle respectively.
步骤S300、对所述目标骨骼和所述源骨骼分别进行语义信息附加,并根据选定的匹配策略,进行源骨骼到目标骨骼的节点映射处理。Step S300 , add semantic information to the target bone and the source bone, and perform node mapping from the source bone to the target bone according to the selected matching strategy.
步骤S400、将所述源骨骼的节点运动数据传递至所述目标骨骼的节点,所述目标骨骼根据所述源骨骼的节点运动数据还原运动轨迹,并进行多源运动的融合。Step S400, transfer the node motion data of the source bone to the node of the target bone, and the target bone restores the motion track according to the node motion data of the source bone, and performs multi-source motion fusion.
进一步地实施例,如图2所示,所述步骤S100中归一化对齐处理具体包括:As a further embodiment, as shown in FIG. 2 , the normalized alignment processing in step S100 specifically includes:
步骤S101、根据目标骨骼中的关节点的拓扑结构特征确定中间骨骼。Step S101. Determine an intermediate bone according to the topological structure characteristics of the joint points in the target bone.
中间骨骼选取的标准在于需要覆盖目标骨骼尽量多的分叉节点,并确保这些节点的匹配。本发明的实施例中虽然使用中间骨骼,但实验证明中间骨骼在只参与前两层骨骼匹配的情况下,只需要具备基本的语义结构即可得到很好的效果。因此绝大部分情况下可以选择标准动捕角色骨骼作为中间骨骼(包含髋、胸、两个手腕、两个脚踝共六个可能分叉的节点),同样,如果角色需要对非正常肢体(如天使的翅膀等)进行语义描述,可以适当增加对应节点。具体实施时,如图3a-3c所示,所述中间骨骼可选择从如图3a所示标准动捕角色骨骼、如图3b所示最简中间骨骼或如图3c所示扩展了尾巴翅膀的中间骨骼中选取一种作为中间骨骼。所述中间骨骼并不局限于上述三种中间骨骼,是一种可扩展的中间骨骼。中间骨骼并不要求确定唯一的结构,而是可以根据源和目标骨骼的形态进行扩展,增加适应性。The criteria for selecting the intermediate bone is to cover as many forked nodes as possible of the target bone and ensure that these nodes match. Although the intermediate skeleton is used in the embodiment of the present invention, experiments have proved that the intermediate skeleton only needs to have a basic semantic structure to obtain good results when it only participates in the matching of the first two layers of skeletons. Therefore, in most cases, you can choose the standard motion capture character skeleton as the intermediate skeleton (including six possible bifurcated nodes including hip, chest, two wrists, and two ankles). Angel's wings, etc.) for semantic description, the corresponding nodes can be added appropriately. During specific implementation, as shown in Figures 3a-3c, the intermediate skeleton can be selected from the standard motion capture character skeleton as shown in Figure 3a, the simplest intermediate skeleton as shown in Figure 3b, or the extended tail and wings as shown in Figure 3c Select one of the middle bones as the middle bone. The intermediate skeleton is not limited to the above three intermediate skeletons, and is an expandable intermediate skeleton. The intermediate bone does not require a unique structure, but can be expanded according to the shape of the source and target bones to increase adaptability.
步骤S102、将所述中间骨骼缩放并置于长宽均为单位长度、高度与宽度进行同比例缩放的第一包围盒中,得到归一化中间骨骼;将所述目标骨骼缩放并置于长宽均为单位长度、高度与宽度进行同比例缩放的第二包围盒中,得到归一化目标骨骼;将源骨骼缩放并置于长宽均为单位长度、高度与宽度进行同比例缩放的第三包围盒中,得到归一化源骨骼。Step S102. Scale and place the intermediate bone in the first bounding box whose length and width are both unit lengths, and whose height and width are scaled in the same proportion to obtain a normalized intermediate bone; scale and place the target bone in a long In the second bounding box whose width is unit length, height and width are scaled in the same proportion, the normalized target bone is obtained; the source bone is scaled and placed in the second bounding box whose length and width are unit length, height and width are scaled in the same proportion In the three bounding boxes, the normalized source bones are obtained.
待匹配的角色本身千奇百怪,尺寸上也大小不一,会对节点匹配造成很大的影响。首先需要对所有角色进行归一化对齐。如图4所示,其为本发明所述类人角色全自动多源异构运动重定向方法中骨骼归一化的示意图。首先规定所有角色头顶指向y轴正方向,面向z轴正方向;其次将所有角色缩放,使其在x轴和y轴方向上的包围盒宽度为单位1,z轴方向与y轴进行同比例缩放。在步骤S102中,将所述中间骨骼、所述目标骨骼和所述源骨骼分别进行归一化处理,使其处于同一尺寸级别上,更利于节点匹配。The characters to be matched are all kinds of strange and different in size, which will have a great impact on node matching. All characters need to be normalized and aligned first. As shown in FIG. 4 , it is a schematic diagram of bone normalization in the fully automatic multi-source heterogeneous motion redirection method for a humanoid character according to the present invention. Firstly, it is stipulated that the top of the head of all characters points to the positive direction of the y-axis and faces the positive direction of the z-axis; secondly, all characters are scaled so that the width of the bounding box in the direction of the x-axis and y-axis is 1, and the direction of the z-axis is in the same proportion as the y-axis zoom. In step S102, the intermediate bone, the target bone and the source bone are respectively normalized so that they are at the same size level, which is more conducive to node matching.
步骤S103、将所述第一包围盒、第二包围盒及所述第三包围盒都置于空间直角坐标系中,并使所述第一包围盒的底面、第二包围盒的底面及所述第三包围盒的底面均与xoz平面对齐,使所述第一包围盒的右侧面、第二包围盒的右侧面及所述第三包围盒的右侧面均与yoz平面对齐,使所述第三包围盒的前面、第二包围盒的前面及所述第三包围盒的前面均与xoy平面对齐。Step S103, placing the first bounding box, the second bounding box, and the third bounding box in the spatial rectangular coordinate system, and making the bottom surface of the first bounding box, the bottom surface of the second bounding box, and the bottom surface of the third bounding box The bottom surface of the third bounding box is all aligned with the xoz plane, so that the right side of the first bounding box, the right side of the second bounding box, and the right side of the third bounding box are all aligned with the yoz plane, Align the front of the third bounding box, the front of the second bounding box, and the third bounding box with the xoy plane.
进一步地实施例,如图5所示,所述步骤S200简化及匹配处理具体包括:In a further embodiment, as shown in FIG. 5, the simplification and matching processing in step S200 specifically includes:
步骤S201、将所述归一化中间骨骼、所述归一化目标骨骼和所述归一化源骨骼中所有度为2的节点及其两条邻边删除,再添加一条边连接两个相邻点,直至只剩下度为1的叶子节点和度大于2的分叉节点,得到简化中间骨骼、简化目标骨骼和简化源骨骼。Step S201, delete all nodes with degree 2 and their two adjacent edges in the normalized intermediate bone, the normalized target bone and the normalized source bone, and add an edge to connect the two Neighboring nodes until there are only leaf nodes with a degree of 1 and fork nodes with a degree greater than 2, and the simplified intermediate bone, simplified target bone and simplified source bone are obtained.
对于简化中间骨骼的每一个节点,都在简化的待匹配角色(源骨骼或是目标骨骼)中为其指定位移的映射节点,不同节点的映射节点不能相同。For each node of the simplified intermediate bone, the mapping node of the displacement is specified in the simplified character to be matched (source bone or target bone), and the mapping nodes of different nodes cannot be the same.
步骤S202、根据连通约束总代价最小的匹配算法,将简化目标骨骼和简化源骨骼分别与简化中间骨骼进行髋、胸和叶子节点匹配。Step S202 , according to the matching algorithm with the minimum total cost of connectivity constraints, the simplified target bone and the simplified source bone are respectively matched with the simplified intermediate bone at the hip, chest and leaf nodes.
对于简化的中间骨骼中所有的相邻节点对,在映射到待匹配骨骼后,连接其映射节点对的通路中如果包含了其他被映射的节点,则认为其不满足该连通约束,则剔除该方案;For all adjacent node pairs in the simplified intermediate bone, after mapping to the bone to be matched, if other mapped nodes are included in the path connecting the mapped node pair, it is considered that it does not satisfy the connectivity constraint, and the node is removed. plan;
其次,对于满足连通约束的映射方案,计算所有节点与其映射节点的欧式距离并求和,作为该方案的总代价(距离)。Second, for a mapping scheme that satisfies connectivity constraints, calculate the Euclidean distances between all nodes and their mapping nodes and sum them up as the total cost (distance) of the scheme.
选取满足连通约束且总代价最小的匹配,确定待匹配骨骼的髋和胸节点。同时可以获取一组叶子节点的匹配关系,用于指导下一步。Select the match that satisfies the connectivity constraints and the minimum total cost, and determine the hip and thoracic nodes of the bones to be matched. At the same time, the matching relationship of a group of leaf nodes can be obtained to guide the next step.
步骤S203、将归一化目标骨骼和归一化源骨骼分别与归一化中间骨骼进行手腕和脚踝的匹配。Step S203 , matching the normalized target bone and the normalized source bone with the normalized intermediate bone for wrist and ankle respectively.
本发明的实施例中,除了对行髋、胸和叶子节点进行匹配,还需对手腕和脚踝节点进行匹配。此步骤中的匹配是在未简化的所述归一化中间骨骼、所述归一化目标骨骼和所述归一化源骨骼之间进行匹配。In the embodiment of the present invention, in addition to matching the hip, chest and leaf nodes, it is also necessary to match the wrist and ankle nodes. The matching in this step is to match between the unsimplified normalized intermediate bone, the normalized target bone and the normalized source bone.
以左手为例:根据步骤S202中得到的映射关系,找到中间骨骼左手叶子节点的映射节点。查找以待匹配骨架胸节点的子节点为根的所有子树,如果该子树包含上述映射节点,则认为这是左手子树,将左手子树中根节点到每个叶子节点的通路作为一条路径,对于每一条路径的每个节点,计算距离函数如下:长度比例,即根节点到该节点的路径长度与路径总长度的比值;区域比例,即节点到邻节点的路径长度和与路径总长度的比值;度,即节点的度。对三个值进行加权平均,权值为(2,1,1),而后在所有结果中选择与中间节点的左手手腕距离最小的点作为待匹配角色的左手手腕。右手手腕同理计算,左腿和右腿亦同理计算,区别为左右腿子树的根节点从髋节点的子节点中选取。Take the left hand as an example: according to the mapping relationship obtained in step S202, find the mapping node of the left-hand leaf node of the middle bone. Find all subtrees rooted at the child node of the skeleton chest node to be matched. If the subtree contains the above mapping node, it is considered as a left-hand subtree, and the path from the root node to each leaf node in the left-hand subtree is regarded as a path , for each node of each path, calculate the distance function as follows: length ratio, that is, the ratio of the length of the path from the root node to the node to the total length of the path; area ratio, that is, the sum of the path length from the node to the adjacent node and the total length of the path The ratio of ; degree, that is, the degree of the node. The weighted average of the three values is carried out, and the weight is (2,1,1), and then the point with the smallest distance from the left wrist of the middle node is selected among all the results as the left wrist of the character to be matched. The right wrist is calculated in the same way, and the left leg and right leg are also calculated in the same way, the difference is that the root node of the left and right leg subtrees is selected from the child nodes of the hip node.
进一步地实施例,如图6所示,其为本发明中骨骼语义标记示意图,在所述步骤S300中,对所述目标骨骼和所述源骨骼分别进行语义信息附加时,并不是在简化后的目标骨骼和简化后的源骨骼上进行语义信息附加,而是在步骤S200中进行髋、胸和叶子节点匹配以及手腕和脚踝的匹配后,确定了源骨骼和目标骨骼的上述关键节点后,根据一预设的骨骼语义标记规则,进行如下顺序的标记整理:As a further embodiment, as shown in FIG. 6 , which is a schematic diagram of bone semantic markup in the present invention, in the step S300, when adding semantic information to the target bone and the source bone, it is not simplified Semantic information is attached to the target bone and the simplified source bone, but in step S200 after matching the hip, chest and leaf nodes and the matching of the wrist and ankle, after determining the above key nodes of the source bone and the target bone, According to a preset bone semantic tagging rule, the following sequence of tagging is performed:
左/右手指:以左/右腕的每个子节点为根节点的每一棵子树就是一根手指,依据其叶子节点的z轴坐标递减排序为手指一,二,三…;如图6所示,以右手腕2100为根节点的子树上的右手指一2110、右手指二2120和右手指三2130左手指,以及以左手腕2200为根节点的子树上的左手指一2210、左手指二2220和左手指三2230;Left/right fingers: Each subtree with each child node of the left/right wrist as the root node is a finger, and the z-axis coordinates of its leaf nodes are sorted into fingers one, two, three...; as shown in Figure 6 , the right finger one 2110 , right finger two 2120 and right finger three 2130 left fingers on the subtree with the right wrist 2100 as the root node, and the left finger one 2210 and left finger on the subtree with the left wrist 2200 as the root node Two 2220 and left finger three 2230;
左/右手臂:胸节点到左/右腕节点通路上的所有节点(不包括胸、手腕);如图6所示,以胸1000到右手腕2100通路上所有节点为右臂2300,以胸1000到左手腕2200通路上所有节点为左臂2400;Left/right arm: all nodes on the pathway from the chest node to the left/right wrist node (excluding the chest and wrist); All nodes on the path to left wrist 2200 are left arm 2400;
头:以胸节点未被标记的子节点为根的每一棵子树即为一个头,依据其叶子节点到胸节点的水平距离递增排序为头一,二,三…;如图6所示,以胸1000未被标记的子节点为根的每一颗子树分别标记为头一1100,头二1200及头三1300,其中头一1100的叶子节点到胸1000的水平距离最短,头二1200次之,头三1300最大;Head: Each subtree rooted at the unmarked sub-node of the chest node is a head, and it is sorted as head one, two, three... according to the horizontal distance from its leaf node to the chest node; as shown in Figure 6, Each subtree rooted at the unmarked child node of chest 1000 is marked as head 1 1100, head 2 1200 and head 3 1300, among which the horizontal distance from the leaf node of head 1100 to chest 1000 is the shortest, and head 2 1200 Second, the first three are 1300 the largest;
左/右脚趾:以左/右踝的每个子节点为根节点的每一棵子树就是一根脚趾,依据其叶子节点到髋的x轴距离递增排序为脚趾一,二,三…;如图6所示,以右脚踝4100为根节点的子树上的右脚趾一4110和右脚趾二4120,以及以左脚踝4200为根节点的子树上的左脚趾一4210和左脚趾二4220;Left/right toe: Each subtree with each child node of the left/right ankle as the root node is a toe, and it is sorted as toe one, two, three... according to the increasing distance from the leaf node to the hip on the x-axis; as shown in the figure 6, the right toe one 4110 and the right toe two 4120 on the subtree with the right ankle 4100 as the root node, and the left toe one 4210 and the left toe two 4220 on the subtree with the left ankle 4200 as the root node;
左/右腿:髋节点到左/右踝节点通路上的所有节点(不包括髋、脚踝);如图6所示,以髋3000到右脚踝4100通路上所有节点为右腿3100,以髋3000到左脚踝4200通路上所有节点为左腿3200;Left/right leg: all nodes on the pathway from hip node to left/right ankle node (not including hip and ankle); as shown in Figure 6, all nodes on the pathway from hip 3000 to right ankle All nodes on the path from 3000 to left ankle 4200 are left leg 3200;
脊柱:以髋节点的子节点为根,胸节点为叶子的路径;如图6所示,以髋3000的子节点为根,以胸1000为叶子的路径为脊柱1400;Spine: the path with the child node of the hip node as the root and the chest node as the leaf; as shown in Figure 6, the path with the child node of the hip 3000 as the root and the leaf of the chest 1000 is the spine 1400;
尾巴:以髋节点未被标记的子节点为根的每棵子树即为一条尾巴,依据其最长叶子节点到髋节点的水平距离递增排序为尾一,二,三…;如图6所示,以髋3000未被标记的子节点为根的每一颗子树分别标记为尾一3010,尾二3020及尾三3030,其中尾一3010的叶子节点到髋3000的水平距离最短,尾二3020次之,尾三3030最大;Tail: Each subtree rooted at the unmarked child node of the hip node is a tail, which is sorted according to the increasing horizontal distance from the longest leaf node to the hip node as tail 1, 2, 3...; as shown in Figure 6 , each subtree rooted at the unmarked child node of Hip 3000 is marked as Tail 1 3010, Tail 2 3020 and Tail 3 3030, among which the horizontal distance from the leaf node of Tail 1 3010 to Hip 3000 is the shortest, and Tail 2 3020 is the second, and the last three is 3030 the largest;
其他附件:所有未标记节点均继承其父节点的语义,如需要支持翅膀等特殊语义,可以通过扩展中间骨骼进行语义标记。Other attachments: All unmarked nodes inherit the semantics of their parent nodes. If you need to support special semantics such as wings, you can extend the middle bone for semantic marking.
所述步骤S300中进行源骨骼到目标骨骼的节点映射处理时所根据的匹配策略包括中值1-1匹配策略、中值1-n匹配策略、最邻近末端匹配策略和序号匹配策略,其中:In the step S300, the matching strategy used for the node mapping process from the source bone to the target bone includes a median 1-1 matching strategy, a median 1-n matching strategy, a nearest-end matching strategy and a serial number matching strategy, wherein:
中值1-1匹配策略为选定源角色和目标角色上处于中值(可以是空间位置,平面投影位置或是坐标轴数值的中值,通常使用后者)的两个分支进行匹配,适用于头、尾的情况;The median 1-1 matching strategy is to match the two branches of the selected source character and the target character at the median (it can be the spatial position, the plane projection position or the median value of the coordinate axis value, the latter is usually used), applicable In the case of head and tail;
中值1-n匹配策略为选定源角色上处于中值的分支与目标角色的n个分支匹配,适用于头、尾的情况;The median 1-n matching strategy is to match the branch at the median of the selected source role with the n branches of the target role, which is applicable to the case of head and tail;
最邻近末端匹配策略为对于目标角色所有分支,取其叶子节点最接近的源角色分支匹配,适用于头、尾、臂、手、腿、脚等多种情况;The nearest-end matching strategy is to match all branches of the target character with the closest source character branch of its leaf node, which is applicable to many situations such as head, tail, arm, hand, leg, foot, etc.;
序号匹配策略为当m≥n时,将目标骨骼的n个分支与源骨骼的前n个分支依序号匹配;当m<n时,将目标骨骼的前m个分支与源骨骼的m个分支依序号匹配,并将目标骨骼的第m+1到n个分支与源骨骼的第m个分支匹配。该策略适用于头、尾、臂、手、腿、脚等多种情况。The serial number matching strategy is when m≥n, match the n branches of the target bone with the first n branches of the source bone; when m<n, match the first m branches of the target bone with the m branches of the source bone Match in order, and match the m+1th to nth branches of the target bone with the mth branch of the source bone. This strategy is suitable for many situations such as head, tail, arm, hand, leg, foot and so on.
一般对于头选取中值1-1匹配,尾选取中值1-n匹配,其他部位选取序号匹配,而最邻近末端匹配作为语意不明确时的补充方法使用。此外还可以追加其他策略。对选择的匹配分支对,采用与单链相同的映射策略。Generally, the median 1-1 matching is selected for the head, the median 1-n matching is selected for the tail, and the sequence number is selected for other parts to match, and the nearest end matching is used as a supplementary method when the semantics are unclear. In addition, other strategies can be appended. For selected matching branch pairs, the same mapping strategy as for single chains is used.
在步骤S300中,根据上述匹配原则匹配目标骨骼与源骨骼的示意图如图7a-7i所示,其中图7a和图7b分别为源骨骼和目标骨骼拓扑结构示意图,图7c为源骨骼头部和目标骨骼头部的映射匹配示意图,图7d为源骨骼右手臂和目标骨骼右手臂的映射匹配示意图,图7e为源骨骼右手指和目标骨骼右手指的映射匹配示意图,图7f为源骨骼脊柱和目标骨骼脊柱的映射匹配示意图,图7g为源骨骼右腿和目标骨骼右腿的映射匹配示意图,图7h为源骨骼右脚趾和目标骨骼右脚趾的映射匹配示意图,图7i为源骨骼尾巴和目标骨骼尾巴的映射匹配示意图。In step S300, the schematic diagrams of matching the target bone and the source bone according to the above matching principle are shown in Fig. Schematic diagram of the mapping and matching of the head of the target bone. Figure 7d is a schematic diagram of the mapping and matching of the right arm of the source bone and the right arm of the target bone. Figure 7e is a schematic diagram of the mapping and matching of the right finger of the source bone and the right finger of the target bone. Schematic diagram of the mapping and matching of the spine of the target bone. Figure 7g is a schematic diagram of the mapping and matching of the right leg of the source bone and the right leg of the target bone. Figure 7h is a schematic diagram of the mapping and matching of the right toe of the source bone and the right toe of the target bone. Schematic diagram of the mapping and matching of the skeletal tail.
进一步地实施例,在所述步骤S400中处理N T A三种pose手臂造成的运动差,对于手臂和手指的节点,需要将每一根骨骼在标定姿势下旋转到与源角色对应骨骼相同的姿态下,转移动作后,再旋转回原位置处理其子节点,其他关节转角直接逐帧转移给目标角色。其中N-pose指的是直立、双手自然垂下的姿态,T-pose指的是直立、双手侧向水平张开的姿态,A-pose指的是直立、双手侧张开与躯干夹45度左右的姿态。As a further embodiment, in the step S400, the movement difference caused by the arms of the three poses of N T A is processed. For the nodes of the arms and fingers, each bone needs to be rotated to the same pose as the corresponding bone of the source character in the calibrated pose , after the action is transferred, it is rotated back to the original position to process its child nodes, and the other joint corners are directly transferred to the target character frame by frame. Among them, N-pose refers to the posture of standing upright with hands hanging down naturally, T-pose refers to the posture of standing upright with hands sideways and horizontally opened, and A-pose refers to standing upright with hands open sideways and the trunk at about 45 degrees attitude.
在步骤S400中,所述目标骨骼根据所述源骨骼的节点运动数据还原运动轨迹时先记录源动作的根节点和左右脚轨迹;再根据源与目标骨骼的髋节点离地高度比例缩放轨迹;最后将缩放后的轨迹作为目标骨骼的强制轨迹,计算IK(Inverse Kinematic,即反向运动学),获得新的腿部运动。In step S400, when the target bone restores the motion track according to the node motion data of the source bone, first record the root node of the source action and the left and right foot tracks; then scale the track according to the height of the hip nodes of the source and target bones; Finally, the scaled trajectory is used as the mandatory trajectory of the target bone, and IK (Inverse Kinematic, that is, inverse kinematics) is calculated to obtain a new leg movement.
同时,在步骤S400中进行多源运动的融合时,采用交叉策略、组合策略或变异策略中的一种,其中:At the same time, when performing multi-source motion fusion in step S400, one of the cross strategy, combination strategy or mutation strategy is adopted, wherein:
交叉策略是指对目标角色的骨骼进行区域划分,每个区域的动作来源于不同的源角色,从而组合成为新的运动。例如源角色A没有翅膀和尾巴,源角色B有翅膀而源角色C有尾巴,这时对于一个同时拥有翅膀和尾巴的目标角色T,可以从A中获取躯干动作、B中获取翅膀动作、C中获取尾巴动作;又如对于一个下蹲射击的源运动A和一个跑动的源运动B,可以各取上下半身运动,合成跑动射击的目标运动T。The crossover strategy refers to the division of the bones of the target character into regions, and the actions of each region come from different source characters, thus combining them into new motions. For example, source character A has no wings and a tail, source character B has wings and source character C has a tail. At this time, for a target character T that has both wings and a tail, you can get the body movement from A, the wing movement from B, and C For example, for a source movement A of squatting and shooting and a source movement B of running, the upper and lower body movements can be obtained respectively, and the target movement T of running and shooting can be synthesized.
变异策略是指对源运动增加微妙的扰动,使得目标角色具有新的运动特征。例如对原来普通的行走动作增加一个后仰姿势,生成后仰行走的运动;又如通过增加原有跑步动作的双手摆动幅度,生成一种欢乐的行走动作。The mutation strategy refers to adding subtle perturbations to the source motion so that the target character has new motion characteristics. For example, adding a backward posture to the original ordinary walking action generates a backward walking movement; another example is to generate a joyful walking action by increasing the swinging range of the hands in the original running action.
组合策略是指用多个源运动拼接形成一套新的目标角色动作。例如对于一个跑步,和一个投篮的动作,通过拼接并计算中间过渡,生成一个跑动→投篮的动作序列。Combination strategy refers to splicing multiple source motions to form a new set of target character motions. For example, for a running and a shooting action, by splicing and calculating the intermediate transition, an action sequence of running→shooting is generated.
步骤S100-步骤S400均可以全自动完成,其中中间骨架和匹配策略可以手动也可以自动设定。假设运动库具有N个运动角色,其中包含了m个有运动骨骼,有s套运动,n个无运动骨骼。完成所述类人角色全自动多源异构运动重定向后,运动库每个角色将均具有s个动作,成为具有N*s个运动片段的角色运动库,打通了异构角色多源重定向的关键环节。此后通过每个角色自身上进行多源运动融合,融合的运动经过重定向又可以作用于其余的角色,从而实现运动库几何等级的扩张。Step S100 - step S400 can be completed automatically, wherein the intermediate skeleton and matching strategy can be set manually or automatically. Assume that the motion library has N motion characters, including m motion bones, s motions, and n non-motion bones. After completing the fully automatic multi-source heterogeneous motion redirection of the humanoid characters, each character in the motion library will have s actions and become a character motion library with N*s motion clips, opening up the multi-source relocation of heterogeneous characters. A key aspect of orientation. After that, multi-source motion fusion is performed on each character itself, and the fused motion can be applied to the rest of the characters after redirection, thereby realizing the expansion of the geometric level of the motion library.
基于上述实施例,本发明还提供一种类人角色全自动多源异构运动重定向系统,如图8所示,所述类人角色全自动多源异构运动重定向系统包括:Based on the above embodiments, the present invention also provides a fully automatic multi-source heterogeneous motion redirection system for humanoid characters, as shown in FIG. 8 , the fully automatic multi-source heterogeneous motion redirection system for humanoid characters includes:
归一对齐模块100,用于根据目标骨骼的关节点拓扑结构特征确定中间骨骼,并将所述中间骨骼、所述目标骨骼及源骨骼进行归一化对齐处理;具体如上所述。The normalized alignment module 100 is configured to determine an intermediate bone according to the topological structure characteristics of the joint points of the target bone, and perform normalized alignment processing on the intermediate bone, the target bone and the source bone; the details are as described above.
中间匹配模块200,用于对经过归一化对齐处理的中间骨骼、目标骨骼及源骨骼进行简化处理,将简化后的目标骨骼和简化后的源骨骼分别与简化后的中间骨骼进行髋、胸和叶子节点匹配,并将经过归一化对齐处理的目标骨骼和源骨骼分别与中间骨骼进行手腕和脚踝的匹配;具体如上所述。The intermediate matching module 200 is used to simplify the normalized and aligned intermediate bones, target bones, and source bones, and compare the simplified target bones and the simplified source bones with the simplified intermediate bones for hip and chest Match the leaf nodes, and match the normalized and aligned target bones and source bones with the intermediate bones for wrist and ankle respectively; the details are as described above.
映射匹配模块300,用于对所述目标骨骼和所述源骨骼分别进行语义信息附加,并根据选定的匹配策略,进行源骨骼到目标骨骼的节点映射处理;具体如上所述。The mapping and matching module 300 is configured to add semantic information to the target bone and the source bone, and perform node mapping from the source bone to the target bone according to the selected matching strategy; the details are as described above.
运动传递模块400,用于将所述源骨骼的节点运动数据传递至所述目标骨骼的节点,所述目标骨骼根据所述源骨骼的节点运动数据还原运动轨迹,并进行多源运动的融合;具体如上所述。The motion transmission module 400 is configured to transmit the node motion data of the source bone to the node of the target bone, and the target bone restores the motion track according to the node motion data of the source bone, and performs multi-source motion fusion; Specifically as above.
进一步地实施例,在所述类人角色全自动多源异构运动重定向系统中,所述归一对齐模块100具体包括:As a further embodiment, in the fully automatic multi-source heterogeneous motion redirection system for humanoid characters, the normalized alignment module 100 specifically includes:
中间骨骼确定单元,用于根据目标骨骼中的关节点的拓扑结构特征确定中间骨骼;具体如上所述。The intermediate bone determination unit is configured to determine the intermediate bone according to the topological structure characteristics of the joint points in the target bone; the details are as described above.
归一化单元,用于将所述中间骨骼缩放并置于长宽均为单位长度、高度与宽度进行同比例缩放的第一包围盒中,得到归一化中间骨骼;将所述目标骨骼缩放并置于长宽均为单位长度、高度与宽度进行同比例缩放的第二包围盒中,得到归一化目标骨骼;将源骨骼缩放并置于长宽均为单位长度、高度与宽度进行同比例缩放的第三包围盒中,得到归一化源骨骼;具体如上所述。A normalization unit is used to scale the intermediate bone and place it in the first bounding box whose length and width are unit lengths, and whose height and width are scaled in the same proportion to obtain a normalized intermediate bone; scale the target bone And put it in the second bounding box whose length and width are both unit length, and the height and width are scaled in the same proportion to get the normalized target bone; scale and place the source bone in which the length and width are unit length, and the height and width are scaled at the same time In the scaled third bounding box, the normalized source bone is obtained; the details are as described above.
对齐单元,用于将所述第一包围盒、第二包围盒及所述第三包围盒都置于空间直角坐标系中,并使所述第一包围盒的底面、第二包围盒的底面及所述第三包围盒的底面均与xoz平面对齐,使所述第一包围盒的右侧面、第二包围盒的右侧面及所述第三包围盒的右侧面均与yoz平面对齐,使所述第三包围盒的前面、第二包围盒的前面及所述第三包围盒的前面均与xoy平面对齐;具体如上所述。an alignment unit, configured to place the first bounding box, the second bounding box, and the third bounding box in a space Cartesian coordinate system, and make the bottom surface of the first bounding box and the bottom surface of the second bounding box and the bottom surface of the third bounding box are all aligned with the xoz plane, so that the right side of the first bounding box, the right side of the second bounding box and the right side of the third bounding box are all aligned with the yoz plane Aligning, so that the front of the third bounding box, the front of the second bounding box, and the front of the third bounding box are all aligned with the xoy plane; specifically as described above.
进一步地实施例,在所述类人角色全自动多源异构运动重定向系统中,所述中间匹配模块200具体包括:As a further embodiment, in the fully automatic multi-source heterogeneous motion redirection system for humanoid characters, the intermediate matching module 200 specifically includes:
简化单元,用于将所述归一化中间骨骼、所述归一化目标骨骼和所述归一化源骨骼中所有度为2的节点及其两条邻边删除,再添加一条边连接两个相邻点,直至只剩下度为1的叶子节点和度大于2的分叉节点,得到简化中间骨骼、简化目标骨骼和简化源骨骼;具体如上所述。A simplified unit is used to delete all nodes with a degree of 2 and their two adjacent edges in the normalized intermediate bone, the normalized target bone, and the normalized source bone, and add another edge to connect the two adjacent points until only leaf nodes with degree 1 and fork nodes with degree greater than 2 are left to obtain simplified intermediate bones, simplified target bones and simplified source bones; the details are as described above.
第一匹配单元,用于根据连通约束总代价最小的匹配算法,将简化目标骨骼和简化源骨骼分别与简化中间骨骼进行髋、胸和叶子节点匹配;具体如上所述。The first matching unit is used to match the simplified target bone and the simplified source bone with the simplified intermediate bone respectively for hip, chest and leaf nodes according to the matching algorithm with the minimum total cost of connectivity constraints; the details are as described above.
第二匹配单元,用于将归一化目标骨骼和归一化源骨骼分别与归一化中间骨骼进行手腕和脚踝的匹配;具体如上所述。The second matching unit is used to match the normalized target bone and the normalized source bone with the normalized intermediate bone for wrist and ankle respectively; the details are as described above.
进一步地实施例,在所述类人角色全自动多源异构运动重定向系统中,所述第二匹配单元中所述归一化源骨骼中的所有节点被映射一次;具体如上所述。As a further embodiment, in the fully automatic multi-source heterogeneous motion redirection system for humanoid characters, all nodes in the normalized source skeleton in the second matching unit are mapped once; specifically as described above.
进一步地实施例,在所述类人角色全自动多源异构运动重定向系统中,所述中间骨骼为标准动捕角色骨骼、最简中间骨骼或扩展了尾巴翅膀的中间骨骼;具体如上所述。As a further embodiment, in the fully automatic multi-source heterogeneous motion redirection system for humanoid characters, the intermediate skeleton is a standard motion-capture character skeleton, the simplest intermediate skeleton, or an intermediate skeleton with tail wings extended; specifically as described above stated.
综上所述,本发明所提供的一种类人角色全自动多源异构运动重定向方法,方法包括:根据目标骨骼的关节点拓扑结构特征确定中间骨骼,并将所述中间骨骼、所述目标骨骼及源骨骼进行归一化对齐处理;对经过归一化对齐处理的中间骨骼、目标骨骼及源骨骼进行简化处理,将简化后的目标骨骼和简化后的源骨骼分别与简化后的中间骨骼进行髋、胸和叶子节点匹配,并将经过归一化对齐处理的目标骨骼和源骨骼分别与中间骨骼进行手腕和脚踝的匹配;对所述目标骨骼和所述源骨骼分别进行语义信息附加,并根据选定的匹配策略,进行源骨骼到目标骨骼的节点映射处理;将所述源骨骼的节点运动数据传递至所述目标骨骼的节点,所述目标骨骼根据所述源骨骼的节点运动数据还原运动轨迹,并进行多源运动的融合。本发明提供了一种兼顾类人动画角色的特征,实现大量的自动重定向的方法,有效的整合了多源运动。To sum up, the present invention provides a fully automatic multi-source heterogeneous motion redirection method for a humanoid character, the method includes: determining an intermediate bone according to the topological structure characteristics of the joint points of the target bone, and combining the intermediate bone, the The target bone and the source bone are normalized and aligned; the normalized and aligned intermediate bone, the target bone and the source bone are simplified, and the simplified target bone and the simplified source bone are respectively compared with the simplified intermediate bone. Match the hip, chest and leaf nodes of the bones, and match the normalized and aligned target bones and source bones with the intermediate bones for wrist and ankle respectively; add semantic information to the target bones and the source bones respectively , and according to the selected matching strategy, perform the node mapping process from the source bone to the target bone; transfer the node movement data of the source bone to the node of the target bone, and the target bone moves according to the node movement of the source bone The data restores the motion trajectory and performs multi-source motion fusion. The invention provides a method for realizing a large amount of automatic redirection while taking into account the characteristics of humanoid animation characters, and effectively integrates multi-source motions.
应当理解的是,本发明的应用不限于上述的举例,对本领域普通技术人员来说,可以根据上述说明加以改进或变换,所有这些改进和变换都应属于本发明所附权利要求的保护范围。It should be understood that the application of the present invention is not limited to the above examples, and those skilled in the art can make improvements or transformations according to the above descriptions, and all these improvements and transformations should belong to the protection scope of the appended claims of the present invention.
Claims (5)
Priority Applications (1)
| Application Number | Priority Date | Filing Date | Title |
|---|---|---|---|
| CN201410399330.2A CN104183000B (en) | 2014-08-14 | 2014-08-14 | Full-automatic multi-source heterogeneous motion redirecting method of quasi-man character |
Applications Claiming Priority (1)
| Application Number | Priority Date | Filing Date | Title |
|---|---|---|---|
| CN201410399330.2A CN104183000B (en) | 2014-08-14 | 2014-08-14 | Full-automatic multi-source heterogeneous motion redirecting method of quasi-man character |
Publications (2)
| Publication Number | Publication Date |
|---|---|
| CN104183000A CN104183000A (en) | 2014-12-03 |
| CN104183000B true CN104183000B (en) | 2017-04-19 |
Family
ID=51964016
Family Applications (1)
| Application Number | Title | Priority Date | Filing Date |
|---|---|---|---|
| CN201410399330.2A Active CN104183000B (en) | 2014-08-14 | 2014-08-14 | Full-automatic multi-source heterogeneous motion redirecting method of quasi-man character |
Country Status (1)
| Country | Link |
|---|---|
| CN (1) | CN104183000B (en) |
Families Citing this family (15)
| Publication number | Priority date | Publication date | Assignee | Title |
|---|---|---|---|---|
| CN107633542A (en) * | 2016-07-19 | 2018-01-26 | 珠海金山网络游戏科技有限公司 | One kind pinches face editor and animation fusion method and system |
| CN107274467A (en) * | 2017-06-29 | 2017-10-20 | 厦门游亨世纪科技有限公司 | A kind of model animation interlock method based on Unity3D |
| CN107424203A (en) * | 2017-08-02 | 2017-12-01 | 湖南大学 | The motion retargeting method and device being combined based on Displacement mapping method and Jacobian matrix algorithm |
| CN109887070A (en) * | 2019-01-10 | 2019-06-14 | 珠海金山网络游戏科技有限公司 | A kind of virtual face's production method and device |
| CN110264551B (en) * | 2019-06-20 | 2022-10-11 | 合肥工业大学 | Motion redirection method and system |
| CN112164129A (en) * | 2020-09-02 | 2021-01-01 | 北京电影学院 | No-pairing action migration method based on deep convolutional network |
| CN112233211B (en) * | 2020-11-03 | 2024-04-09 | 网易(杭州)网络有限公司 | Animation production method, device, storage medium and computer equipment |
| CN112686974B (en) * | 2020-12-31 | 2024-11-12 | 珠海金山数字网络科技有限公司 | Animation trajectory scaling method and device |
| CN112927331B (en) * | 2021-03-31 | 2023-09-22 | 腾讯科技(深圳)有限公司 | Character model animation generation method and device, storage medium and electronic equipment |
| CN113313794B (en) * | 2021-05-19 | 2022-11-08 | 深圳市慧鲤科技有限公司 | Animation migration method and device, equipment and storage medium |
| CN113592987B (en) * | 2021-07-15 | 2025-04-11 | 深圳市慧鲤科技有限公司 | Skeleton mapping method, device, equipment, and storage medium |
| CN115239859A (en) * | 2022-08-10 | 2022-10-25 | 广州虎牙科技有限公司 | Animation migration method and system and animation processing equipment |
| CN116012497B (en) * | 2023-03-29 | 2023-05-30 | 腾讯科技(深圳)有限公司 | Animation redirection method, device, equipment and medium |
| CN117037275A (en) * | 2023-08-14 | 2023-11-10 | 清华大学 | Semantic-preserving digital human hand action redirection method, device and equipment |
| CN117710468B (en) * | 2024-02-06 | 2024-05-17 | 天度(厦门)科技股份有限公司 | Gesture redirection method, device, equipment and medium based on joint grid deformation |
Citations (4)
| Publication number | Priority date | Publication date | Assignee | Title |
|---|---|---|---|---|
| CN102693549A (en) * | 2011-03-25 | 2012-09-26 | 上海日浦信息技术有限公司 | Three-dimensional visualization method of virtual crowd motion |
| CN102708582A (en) * | 2012-05-08 | 2012-10-03 | 电子科技大学 | Character movement redirecting method for heterogeneous topology |
| CN103530897A (en) * | 2013-09-30 | 2014-01-22 | 华为软件技术有限公司 | Movement redirection processing method and device |
| WO2014051584A1 (en) * | 2012-09-27 | 2014-04-03 | Empire Technology Development, Llc | Character model animation using stored recordings of player movement interface data |
Family Cites Families (1)
| Publication number | Priority date | Publication date | Assignee | Title |
|---|---|---|---|---|
| US20060139355A1 (en) * | 2004-12-27 | 2006-06-29 | Seyoon Tak | Physically based motion retargeting filter |
-
2014
- 2014-08-14 CN CN201410399330.2A patent/CN104183000B/en active Active
Patent Citations (4)
| Publication number | Priority date | Publication date | Assignee | Title |
|---|---|---|---|---|
| CN102693549A (en) * | 2011-03-25 | 2012-09-26 | 上海日浦信息技术有限公司 | Three-dimensional visualization method of virtual crowd motion |
| CN102708582A (en) * | 2012-05-08 | 2012-10-03 | 电子科技大学 | Character movement redirecting method for heterogeneous topology |
| WO2014051584A1 (en) * | 2012-09-27 | 2014-04-03 | Empire Technology Development, Llc | Character model animation using stored recordings of player movement interface data |
| CN103530897A (en) * | 2013-09-30 | 2014-01-22 | 华为软件技术有限公司 | Movement redirection processing method and device |
Non-Patent Citations (1)
| Title |
|---|
| "基于时空约束的运动编辑和运动重定向";罗忠祥等;《计算机辅助设计与图形学学报》;20021231;第14卷(第12期);1146-1151 * |
Also Published As
| Publication number | Publication date |
|---|---|
| CN104183000A (en) | 2014-12-03 |
Similar Documents
| Publication | Publication Date | Title |
|---|---|---|
| CN104183000B (en) | Full-automatic multi-source heterogeneous motion redirecting method of quasi-man character | |
| CN110020611B (en) | A multi-person motion capture method based on 3D hypothesis space clustering | |
| CN105843223B (en) | A kind of mobile robot three-dimensional based on space bag of words builds figure and barrier-avoiding method | |
| CN103530897B (en) | Movement redirection processing method and device | |
| CN110084304A (en) | A kind of object detection method based on generated data collection | |
| CN101533528B (en) | Optical motion capture data processing method based on module piecewise linear model | |
| CN111724459B (en) | Method and system for redirecting movement of heterogeneous human bones | |
| TW202247104A (en) | Animation migration method and equipment and computer-readable storage medium | |
| CN111844007A (en) | Method and device for obstacle avoidance path planning for pollination robot manipulator | |
| CN110264551B (en) | Motion redirection method and system | |
| CN101241601B (en) | A method for estimating joint center parameters based on graphic processing | |
| CN117894072A (en) | A method and system for hand detection and three-dimensional posture estimation based on diffusion model | |
| CN115781666A (en) | A control method for a robot whole-body imitation system | |
| CN115187920B (en) | Mobile robot-oriented large-range semantic map construction method | |
| CN102682473A (en) | Virtual clothing real-time physical modeling method | |
| CN116612235A (en) | Multi-view geometric unmanned aerial vehicle image three-dimensional reconstruction method and storage medium | |
| CN101533527A (en) | Optical motion capture data processing method based on space-time search data processing | |
| CN119458332A (en) | A high-precision object pose estimation and fine manipulation method based on visual-tactile fusion | |
| CN113012268A (en) | Method, system, device and medium for dynamic motion of static pedestrian image | |
| CN117726654A (en) | Point cloud-based 6-DOF human-machine collaborative posture planning and human-like interactive motion generation method | |
| Ogawara et al. | Grasp recognition using a 3D articulated model and infrared images | |
| CN108564618B (en) | Method and device for hand geometric motion reconstruction based on multi-voxel blocks | |
| CN114494341B (en) | Real-time completion method for optical motion capture mark points fused with space-time constraint | |
| TWI534739B (en) | Method for reconstructing occluded skeletons | |
| Fernandez et al. | Perspective Chapter: Advanced Environment Modelling |
Legal Events
| Date | Code | Title | Description |
|---|---|---|---|
| C06 | Publication | ||
| PB01 | Publication | ||
| C10 | Entry into substantive examination | ||
| SE01 | Entry into force of request for substantive examination | ||
| GR01 | Patent grant | ||
| GR01 | Patent grant | ||
| TR01 | Transfer of patent right |
Effective date of registration: 20220401 Address after: 230000 c3-101 / 103 / 104 / 105 / 106, phase I, innovation industrial park, No. 800, Wangjiang West Road, high tech Zone, Hefei, Anhui Patentee after: HEFEI YAOAN TECHNOLOGY CO.,LTD. Address before: Tunxi road in Baohe District of Hefei city of Anhui Province, No. 193 230009 Patentee before: Hefei University of Technology |
|
| TR01 | Transfer of patent right |