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SYSTEMS AND METHODS FOR COMPUTER ANIMATION USING AN ORDER OF OPERATIONS DEFORMATION ENGINE

机译:使用操作顺序变形引擎的计算机动画的系统和方法

摘要

A method for computer animation includes receiving, by a processor executing a multi-platform deformation engine system in association with a third-party game engine system, an input file that includes an asset geometry, where the asset geometry defines an asset mesh structure, where the asset geometry may exclude an internal support frame, and where logic for custom deformation steps may be included, altogether in a fashion portable and made to produce consistent results across multiple different software and/or hardware platform environments and/or across real-time and/or offline scenarios. The method also includes applying at least one deformer to the asset mesh structure, where the at least one deformer includes a plurality of user-selectable deformer channels, and where each deformer channel is associated with at least a portion of the asset mesh structure and configured to adjust a visual appearance of the associated portion of the asset mesh structure. The method also includes receiving a customizable order of operations for evaluation of at least a subset of the plurality of deformer channels, the order of operations specifying an order in which each deformer channel of the subset is to be evaluated in real-time during animation of the asset geometry.
机译:用于计算机动画的方法包括通过与第三方游戏引擎系统相关联的处理器的处理器接收,该输入文件包括资产几何形状,其中资产几何定义了资产网结构,其中资产几何可以排除内部支撑帧,并且可以包括在时尚便携式中的定制变形步骤的逻辑,并在多个不同的软件和/或硬件平台环境中和/或跨实时产生一致的结果/或离线方案。该方法还包括将至少一个变形器应用于资产网结构,其中所述至少一个变形器包括多个用户可选择的变形器通道,并且其中每个变形器通道与所述资产网结构的至少一部分相关联并且配置调整资产网格结构的相关部分的视觉外观。该方法还包括接收可自定义的操作顺序,用于评估多个变形器信道的至少一个子集,操作顺序指定在动画期间实时地在实时评估子集的每个变形器通道的顺序资产几何形状。

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