CN100428279C - An animation implementation method and animation drawing system - Google Patents
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Abstract
本发明提供了一种动画的实现方法及动画绘制系统,属于游戏技术领域,采用所述的动画绘制系统,采用如下步骤:将动画造型进行拆分,得到图素,设置图素标识符,并将拆分得到的多个图素整合到一张图中进行保存;将图素进行拼接形成帧,并为每帧设置在动画中的播放序列号,将每帧的图素信息及每一帧在动画中的播放序列号作为动画数据进行保存;将所述动画数据加载到内存中并绘制动画。该方法使得图片资源得以最大限度的重用,减少了游戏占用空间,为手持设备中游戏品质的提升创造了条件。
The invention provides a method for realizing animation and an animation drawing system, which belong to the technical field of games. The animation drawing system adopts the following steps: splitting the animation shape, obtaining pixels, setting pixel identifiers, and Integrate multiple split pixels into one image for saving; stitch the pixels to form frames, and set the playback sequence number in the animation for each frame, and store the pixel information of each frame and each frame in the animation The playback sequence number in is saved as animation data; the animation data is loaded into memory and the animation is drawn. This method enables the maximum reuse of image resources, reduces the space occupied by the game, and creates conditions for the improvement of the game quality in the handheld device.
Description
技术领域 technical field
本发明属于游戏技术领域,尤其涉及一种手持设备游戏中动画的实现方法和系统。The invention belongs to the technical field of games, and in particular relates to a method and system for realizing animation in games of a handheld device.
背景技术 Background technique
随着手机产业的发展,在手机的增值服务中,手机游戏占有越来越重要的地位,同时,用户对手机游戏的品质要求也越来越高。但是,手机的容量限制一直是影响手机游戏效果发挥的重要瓶颈,其中图片资源占据了绝大部分空间。如果能够通过某种手段降低图片的容量占用,就能给游戏提供更大的发挥空间,提升游戏品质。所以,尽可能降低手机游戏中图片所占用的容量是非常必要的。With the development of the mobile phone industry, mobile games play an increasingly important role in the value-added services of mobile phones. At the same time, users have higher and higher requirements for the quality of mobile games. However, the capacity limitation of mobile phones has always been an important bottleneck affecting the performance of mobile games, in which picture resources occupy most of the space. If the capacity of the picture can be reduced by some means, it will provide more room for the game to play and improve the quality of the game. Therefore, it is very necessary to reduce the capacity occupied by pictures in mobile games as much as possible.
动画本质上是将一系列静态帧按照一定速率进行顺序绘制后得到的动态效果。在手机游戏中,帧的绘制是使用设备平台提供的API(ApplicationProgramming Interface,应用编程接口),将一张图片绘制在屏幕上。而动画绘制是在游戏主循环中,通过控制帧的绘制速率不断进行重绘,产生动态效果的过程。Animation is essentially a dynamic effect obtained by sequentially drawing a series of static frames at a certain rate. In mobile games, frame drawing is to use the API (Application Programming Interface) provided by the device platform to draw a picture on the screen. The animation drawing is the process of continuously redrawing by controlling the drawing rate of the frame in the main loop of the game to produce a dynamic effect.
目前通常采用的绘制方法是按时序进行顺序绘制。采用这种方法,对于复杂的人物动画,就需要为每一帧人物动画单独绘制一幅完整的图片,比如一个人物行走的连续动画部分至少需要4帧才能达到最基本的效果。而事实上各个图片之间差别很小,比如,对于人物行走时帧与帧之间的差别仅仅是手脚部分,而人物整体并未有大的变化,所以,重复绘制图片的相同部分就造成了图片占有空间的浪费,降低了图片对容量资源的利用效率。The currently commonly used drawing method is sequential drawing in time series. Using this method, for complex character animation, it is necessary to draw a complete picture for each frame of character animation. For example, the continuous animation part of a character walking needs at least 4 frames to achieve the most basic effect. In fact, the difference between each picture is very small. For example, the difference between the frame and the frame is only the hands and feet when the character is walking, and the character as a whole has not changed greatly. Therefore, repeatedly drawing the same part of the picture will cause The waste of space occupied by pictures reduces the utilization efficiency of pictures for capacity resources.
发明内容 Contents of the invention
本发明的主要目的是提供一种动画的实现方法和系统,以提高动画图片对容量资源的利用效率。The main purpose of the present invention is to provide a method and system for realizing animation so as to improve the utilization efficiency of animation pictures for capacity resources.
为实现发明目的,本发明提供了一种动画实现方法,该方法包括步骤:For realizing the purpose of the invention, the present invention provides a kind of animation realization method, and this method comprises steps:
将动画造型进行拆分,得到图素,设置图素标识符,并将拆分得到的多个图素整合到一张图中进行保存;Split the animation shape, get the pixel, set the pixel identifier, and integrate the split multiple pixels into one image for saving;
将图素进行拼接形成帧,并为每帧设置在动画中的播放序列号,将每帧的图素信息及每一帧在动画中的播放序列号作为动画数据进行保存;Splicing the pixels to form a frame, and setting the playback sequence number in the animation for each frame, saving the pixel information of each frame and the playback sequence number of each frame in the animation as animation data;
将所述动画数据加载到内存中并绘制动画。Load said animation data into memory and draw the animation.
其中,所述一张图中保存的至少是一段动画中的全部图素。Wherein, at least one picture stores all the pixels in a period of animation.
其中,所述动画造型为角色造型、道具造型或背景物体造型。Wherein, the animation modeling is character modeling, prop modeling or background object modeling.
其中,所述帧的图素信息包括:图素标识符、图素在该帧中的位置。Wherein, the pixel information of the frame includes: a pixel identifier and a position of the pixel in the frame.
其中,所述的绘制动画的步骤具体为:Wherein, the described steps of drawing animation are specifically:
根据动画标识符,获取该动画的播放序列,遍历该播放序列,每一个游戏循环获取一个播放序列号;According to the animation identifier, obtain the play sequence of the animation, traverse the play sequence, and obtain a play sequence number for each game loop;
根据播放序列号,获取当前帧的图素信息;Obtain the pixel information of the current frame according to the playback sequence number;
根据所述图素信息中的图素标识符,获取该图素,并根据图素在当前帧中的位置进行绘制。Acquire the pixel according to the pixel identifier in the pixel information, and draw according to the position of the pixel in the current frame.
为实现发明目的,本发明提供了一种动画绘制系统,该系统包括:动画编辑单元、动画存储单元、动画播放单元,其中:In order to realize the purpose of the invention, the present invention provides a kind of animation drawing system, and this system comprises: animation editing unit, animation storage unit, animation playback unit, wherein:
动画编辑单元,将动画造型拆分成图素,设置图素ID,将拆分得到的多个图素整合到一张图中并保存到动画存储单元,从动画存储单元中获取图素并拼接形成帧,为该帧设置播放序列号,并将帧的图素信息及该帧的播放序列号作为动画数据存储到动画存储单元;The animation editing unit splits the animation shape into pixels, sets the ID of the pixels, integrates the split pixels into one picture and saves them in the animation storage unit, obtains the pixels from the animation storage unit and stitches them together to form a frame , set the playback sequence number for the frame, and store the pixel information of the frame and the playback sequence number of the frame as animation data in the animation storage unit;
动画存储单元,存储由多个图素整合得到的图、图素ID、动画数据;An animation storage unit, which stores the graph, pixel ID, and animation data obtained by integrating multiple pixels;
动画播放单元,从动画存储单元中获取动画数据加载到内存中并进行动画绘制。The animation playback unit obtains animation data from the animation storage unit and loads them into memory for animation drawing.
其中,所述的多个图素至少为一段动画中的全部图素。Wherein, the plurality of pixels are at least all pixels in an animation.
其中,所述的动画造型为角色造型、道具造型或背景物体造型。Wherein, the animation modeling is character modeling, prop modeling or background object modeling.
其中,所述的帧的图素信息包括:图素标识符、图素在该帧中的位置。Wherein, the pixel information of the frame includes: a pixel identifier and a position of the pixel in the frame.
可见,通过将动画造型拆分成图素,进行拼接形成帧,根据帧的图素信息及播放序列号,即可完成动画的绘制。由于所保存的是图素,而不是一系列差别不大的帧,使得大量的图素可以重用,在很大程度上降低了动画所占用的资源,提高了资源的利用效率,为提升游戏品质创造了空间。It can be seen that by splitting the animation shape into pixels and splicing them to form frames, the drawing of the animation can be completed according to the pixel information of the frames and the playback sequence number. Since what is saved are pixels instead of a series of frames with little difference, a large number of pixels can be reused, which greatly reduces the resources occupied by animation, improves the utilization efficiency of resources, and improves the game quality. Space is created.
将拆分得到的多个图素整合到一张图上进行保存又进一步降低了图片所占用的空间,避免对多个图片资源的读取,节约读取时间,从而提升了游戏品质。Integrating multiple split pixels into one image for storage further reduces the space occupied by the image, avoids reading multiple image resources, saves reading time, and thus improves the game quality.
图片的编辑工作由美术人员完成,程序人员只需要实现动画播放单元,并直接加载由动画编辑单元生成的动画数据即可,从而降低了游戏制作的工作量。The editing work of the pictures is done by the artists, and the programmers only need to implement the animation playback unit and directly load the animation data generated by the animation editing unit, thus reducing the workload of game production.
附图说明 Description of drawings
图1为本发明一实施例的流程图;Fig. 1 is a flowchart of an embodiment of the present invention;
图2为本发明另一实施例的流程图;Fig. 2 is a flowchart of another embodiment of the present invention;
图3为本发明的系统结构图。Fig. 3 is a system structure diagram of the present invention.
具体实施方式 Detailed ways
本发明为一种动画的实现方法和系统,其核心思想为:通过提取动画造型的共有部分成为部件,将各个部件通过拼接进行组合,即可实现与原来动画完全相同的显示效果,同时大大缩减了图片的占用容量。The present invention is a method and system for realizing animation, and its core idea is: by extracting the common parts of the animation modeling into components, and combining each component through splicing, the display effect exactly the same as that of the original animation can be realized, and at the same time, the animation can be greatly reduced. The occupied capacity of the picture is reduced.
为使本发明的目的、技术方案及优点更加清楚明白,以下参照附图并举实施例,对本发明进一步详细说明。In order to make the object, technical solution and advantages of the present invention clearer, the present invention will be further described in detail below with reference to the accompanying drawings and examples.
参照图1,说明本发明的实现方法。Referring to Fig. 1, the realization method of the present invention is illustrated.
步骤11:将一个动画造型进行拆分。例如将一个人物造型拆分为头、四肢、躯干等。Step 11: Split an animation shape. For example, split a character shape into head, limbs, torso, etc.
步骤12:获取拆分后的该动画造型的各个部分在所有动画中的所有帧中的所有动作形态作为图素。Step 12: Acquire all motion shapes in all frames of all animations of each part of the split animation shape as pixels.
步骤13:将图素进行唯一保存,每个图素有一个唯一的ID(Identifier,标识符)进行标识。Step 13: uniquely store the pixels, each pixel has a unique ID (Identifier, identifier) for identification.
步骤14:将图素进行拼接,形成一张帧,并为每帧设置在一段动画中的播放序列号,将每帧中的图素信息以及每一帧在动画中的播放序列号作为动画数据进行保存。Step 14: Stitch the pixels to form a frame, and set the playback sequence number in an animation for each frame, and use the pixel information in each frame and the playback sequence number of each frame in the animation as animation data to save.
动画数据由静态帧数据和播放序列数据组成,这两部分共同组成了一段动画。Animation data consists of static frame data and playback sequence data, and these two parts together form an animation.
其中,静态帧数据是存储一帧图片中图素信息的数据文件,每一张静态帧数据包括这一帧所引用的图素ID和图素在该帧中与原点的相对位置坐标,这样便保存了一张静态帧中所包含的图素的全部信息。例如,帧1的数据为[图素1-X-Y][图素2-X-Y][图素3-X-Y],其中,X,Y为各个图素在帧1中与原点的相对位置坐标。Among them, the static frame data is a data file that stores pixel information in a frame of pictures, and each piece of static frame data includes the pixel ID referenced by this frame and the relative position coordinates of the pixel in the frame and the origin, so that All the information of the pixels contained in a static frame is saved. For example, the data of frame 1 is [Pixel 1-X-Y] [Pixel 2-X-Y] [Pixel 3-X-Y], where X, Y are the relative position coordinates of each pixel in frame 1 to the origin.
通常一段完整的动画都需要若干静态帧按照某种顺序,组成一段序列来播放才能算是一段动画,所以播放序列的本质是一系列静态帧的编号,如1,2,3,2,3......的形式。Usually a complete animation requires several static frames to be played in a sequence in a certain order, so it can be regarded as an animation, so the essence of the playback sequence is a series of static frame numbers, such as 1, 2, 3, 2, 3.. ....form.
步骤15:将动画数据加载到内存中并绘制。Step 15: Load animation data into memory and draw.
游戏中动画的绘制流程具体为:The animation drawing process in the game is as follows:
步骤151:根据动画编号,获取该动画的播放序列,遍历该播放序列,每一个游戏循环获取一个播放序列号。Step 151: Obtain the play sequence of the animation according to the animation number, traverse the play sequence, and obtain a play sequence number for each game cycle.
步骤152:根据播放序列号,获取当前帧的图素信息数据。Step 152: Obtain the pixel information data of the current frame according to the playback sequence number.
步骤153:根据图素ID,获取该图素,并根据该图素在当前帧中的位置,进行绘制。Step 153: Obtain the pixel according to the pixel ID, and draw according to the position of the pixel in the current frame.
步骤154:绘制完所有图素后,当前帧显示完成,进行下一个游戏循环。Step 154: After all the pixels are drawn, the display of the current frame is completed, and the next game loop is performed.
在上述实施例中,每个图素单独存储会占用较多的资源,且读取多个图片资源会增加读取时间。如果将多个图素整合到一张图中则可以使图片占用空间相对减少,可以进一步节约图片资源空间,加快读取图片的速度,从而提升游戏品质。我们将保存多个图素的图片称为“整合图”。以下为采用该方法绘制动画的方法,参照图2。In the above-mentioned embodiments, storing each pixel separately will occupy more resources, and reading multiple image resources will increase the reading time. If multiple pixels are integrated into one image, the space occupied by the image can be relatively reduced, which can further save image resource space, speed up the reading of images, and improve the game quality. We refer to pictures that hold multiple pixels as "integrated pictures". The following is the method of drawing animation using this method, refer to Figure 2.
步骤21:在游戏美术设计的过程中,将动画造型进行拆分。动画造型可为各种角色造型、道具造型、背景物体造型等。Step 21: In the process of game art design, split animation modeling. Animation modeling can be various character modeling, prop modeling, background object modeling and so on.
步骤22:获取拆分后的该动画造型的各个部分在所有动画中的所有帧中的所有形态,称之为图素。Step 22: Obtain all shapes of each part of the divided animation shape in all frames of all animations, which are called pixels.
步骤23:将多个图素保存在一张整合图中。一个游戏中可以有多张整合图。Step 23: Save multiple pixels in an integrated map. There can be multiple integration maps in a game.
步骤24:保存整合图中每一个图素的ID,以及该图素在整合图中的位置信息。Step 24: Save the ID of each pixel in the integrated graph and the position information of the pixel in the integrated graph.
步骤25:将整合图中图素进行拼接,形成帧,并为每帧设置一个在动画中的播放序列号,将每帧中的图素信息以及每一帧在动画中的播放序列号作为动画数据进行保存。Step 25: Splicing the pixels in the integrated picture to form frames, and setting a playback sequence number in the animation for each frame, using the pixel information in each frame and the playback sequence number of each frame in the animation as animation The data is saved.
步骤26:将动画数据加载到内存中并绘制。Step 26: Load animation data into memory and draw.
在游戏中动画的绘制流程具体为:The animation drawing process in the game is as follows:
步骤261:根据动画编号,获取该动画的播放序列,遍历该播放序列,每一个游戏循环获取一个播放序列号。Step 261: Obtain the play sequence of the animation according to the animation number, traverse the play sequence, and obtain a play sequence number for each game cycle.
步骤262:根据播放序列号,获取当前帧的图素信息数据。Step 262: Obtain the pixel information data of the current frame according to the playback sequence number.
步骤263:根据图素ID,获取该图素在整合图中的位置,从而获取该图素,并根据该图素在当前帧中的位置,进行绘制。Step 263: Obtain the position of the pixel in the integrated graph according to the pixel ID, thereby obtaining the pixel, and draw according to the position of the pixel in the current frame.
步骤264:绘制完所有图素后,当前帧显示完成,进行下一个游戏循环。Step 264: After all the pixels are drawn, the display of the current frame is completed, and the next game loop is performed.
如果能够在绘图时考虑图片的相似性,还可以使图片获得更充分的重用。例如,在所设计的游戏中,有两个角色,这两个角色有某些部分是一样的,例如,这两个角色的头部完全相同,这时,针对这两个角色的头部,不需要分别保留两个图素,只需要保留一个图素即可。If you can consider the similarity of pictures when drawing, you can also make pictures more fully reused. For example, in the designed game, there are two characters, some parts of the two characters are the same, for example, the heads of the two characters are exactly the same, at this time, for the heads of the two characters, There is no need to reserve two pixels separately, only one pixel needs to be reserved.
在上述实施例中,未对一段动画中的图素的来源加以限制,问题是,如果每一段动画中的图素可以引自于任意一张整合图,势必会造成大量的引用定位信息。例如:一段动画中,其中一张静态帧包含3个图素,这3个图素分别引自于“整合图1”、“整合图2”和“整合图3”,在保存静态帧图素信息数据时需要为每一个图素保存它们所在整合图的信息,在本例中所保存的静态帧的数据即为:[整合图1-图素1-X-Y][整合图2-图素2-X-Y][整合图3-图素3-X-Y]。In the above embodiments, the source of the pixels in a segment of animation is not restricted. The problem is that if the pixels in each segment of animation can be referenced from any integrated graph, it will inevitably result in a large amount of reference location information. For example: in an animation, one of the static frames contains 3 pixels, and these 3 pixels are respectively referenced from "integrated image 1", "integrated image 2" and "integrated image 3". After saving the static frame pixels When information data, it is necessary to save the information of the integrated image for each pixel. In this example, the data of the saved static frame is: [integrated image 1-pixel 1-X-Y][integrated image 2-pixel 2 -X-Y] [Integrated Figure 3-Pixel 3-X-Y].
为了节省数据量并简化静态帧与整合图的引用关系,在进行图素整合时,将一段动画中所有静态帧的全部图素整合到一张整合图,这样就保证了在一段动画中不必为每一个图素保存它所在的整合图ID,上述静态帧图素信息数据变为[图素1-X-Y][图素2-X-Y][图素3-X-Y]的形式,相应地,在进行绘制时,根据动画编号,即可获得该动画所引用的整合图编号,然后按照动画的播放序列获取每一帧的图素数据信息,根据图素在当前帧中的位置进行绘制,具体流程与上述两实施例中动画具体的绘制流程相同,不再详述。In order to save data and simplify the reference relationship between static frames and integrated graphs, when integrating pixels, all the pixels of all static frames in an animation are integrated into an integrated graph, which ensures that there is no need to Each pixel saves the integrated image ID where it is located, and the above static frame pixel information data becomes [Picture 1-X-Y] [Picture 2-X-Y] [Picture 3-X-Y], correspondingly, in the process When drawing, according to the animation number, you can obtain the number of the integrated map referenced by the animation, and then obtain the pixel data information of each frame according to the animation playback sequence, and draw according to the position of the pixel in the current frame. The specific process is the same as The specific drawing process of the animation in the above two embodiments is the same and will not be described in detail.
采用这种方法,在图素较多的时候能够节省一定的容量,并且这种图素的归纳方式也是易于管理的。With this method, a certain amount of capacity can be saved when there are many pixels, and the inductive method of the pixels is also easy to manage.
不过,不宜将一个游戏中的所有动画的所有图素保存在一张图上,因为这样会使图片过大,而由于手机等手持设备的能力所限,将使加载时间过长,反而影响游戏品质。However, it is not advisable to save all the pixels of all animations in a game on one image, because this will make the image too large, and due to the limited capabilities of handheld devices such as mobile phones, it will make the loading time too long, which will affect the game instead. quality.
本发明还提供了一种动画绘制系统,如图3所示,该系统包括:动画编辑单元31、动画存储单元32、动画播放单元33,其中:The present invention also provides a kind of animation drawing system, as shown in Figure 3, this system comprises: animation editing unit 31, animation storage unit 32, animation playback unit 33, wherein:
动画编辑单元31,将动画造型拆分成图素并保存到动画存储单元32,从动画存储单元32中获取图素并拼接形成帧,为该帧设置播放序列号,并将帧的图素信息及该帧的播放序列号作为动画数据存储到动画存储单元32;The animation editing unit 31 splits the animation modeling into pixels and saves them to the animation storage unit 32, obtains the pixels from the animation storage unit 32 and splices them to form a frame, sets the playback sequence number for the frame, and stores the pixel information of the frame And the playback sequence number of this frame is stored in animation storage unit 32 as animation data;
动画存储单元32,存储图素、图素ID、动画数据;An animation storage unit 32 stores picture elements, picture element IDs, and animation data;
动画播放单元33,从动画存储单元32中获取动画数据加载到内存中并进行动画绘制。The animation playback unit 33 acquires animation data from the animation storage unit 32 and loads them into the internal memory to perform animation drawing.
为了进一步降低游戏图片的容量,减少图片读取时间,可以首先将多个图素整合到一张图中进行保存,此时所述的动画编辑单元还用于将拆分得到的多个图素整合到一张图上并保存在动画存储单元,所述动画存储单元保存的图素以整合图的形式存在。所述动画存储单元还保存整合图ID以及每一个图素在整合图中的位置信息。此时,所述静态帧的图素信息数据包括整合图ID、图素ID、图素在当前帧中的位置信息。In order to further reduce the capacity of the game picture and reduce the time to read the picture, multiple pixels can be integrated into one picture for storage. At this time, the animation editing unit is also used to integrate the divided multiple pixels into A graph is stored in the animation storage unit, and the pixels stored in the animation storage unit exist in the form of an integrated graph. The animation storage unit also saves the integrated image ID and the position information of each pixel in the integrated image. At this time, the pixel information data of the static frame includes the integrated image ID, the pixel ID, and the position information of the pixel in the current frame.
为了节省数据量并简化静态帧与整合图的引用关系,所述用于组成一段动画的所有图素来源于一张整合图,从而保证了在一段动画的绘制中不必为每一个图素保存它所在的整合图ID。此时,所述静态帧的图素信息数据仅仅包括图素ID以及图素在当前帧中的位置信息。In order to save the amount of data and simplify the reference relationship between the static frame and the integrated graph, all the pixels used to form an animation come from an integrated graph, thus ensuring that it is not necessary to save it for each pixel in the drawing of an animation The integration map ID where it is located. At this time, the pixel information data of the static frame only includes the pixel ID and the position information of the pixel in the current frame.
不过,一张整合图上不宜保存保存一个游戏中的所有动画的所有图素,因为这样会使图片过大,而由于手机等手持设备的能力所限,将使加载时间过长,反而影响游戏品质。However, it is not suitable to save all the pixels of all animations in a game on one integrated map, because this will make the picture too large, and due to the limited capabilities of mobile phones and other handheld devices, it will make the loading time too long, which will affect the game instead quality.
以上对本发明所提供的一种动画的实现方法及动画绘制系统进行了详细的介绍,本文中应用了具体个例对本发明的原理及实施方式进行了阐述,以上实施例的说明只是用于帮助理解本发明的核心思想;同时,对于本领域的一般技术人员,依据本发明的思想,在具体实施方式及应用范围上均会有改变之处。综上所述,本说明书内容不应理解为对本发明的限制。The implementation method and animation drawing system of a kind of animation provided by the present invention have been introduced in detail above. In this paper, specific examples are used to illustrate the principle and implementation of the present invention. The description of the above embodiments is only used to help understanding The core idea of the present invention; at the same time, for those of ordinary skill in the art, according to the idea of the present invention, there will be changes in the specific implementation and application scope. In summary, the contents of this specification should not be construed as limiting the present invention.
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