CN113546415B - Scenario animation playing method, scenario animation generating method, terminal, device and equipment - Google Patents

Scenario animation playing method, scenario animation generating method, terminal, device and equipment Download PDF

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Publication number
CN113546415B
CN113546415B CN202110920946.XA CN202110920946A CN113546415B CN 113546415 B CN113546415 B CN 113546415B CN 202110920946 A CN202110920946 A CN 202110920946A CN 113546415 B CN113546415 B CN 113546415B
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animation
scenario
model
target
character
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CN113546415A (en
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符传坚
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Beijing Zitiao Network Technology Co Ltd
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Beijing Zitiao Network Technology Co Ltd
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Priority to PCT/CN2022/105377 priority patent/WO2023016176A1/en
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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/52Controlling the output signals based on the game progress involving aspects of the displayed game scene
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/63Methods for processing data by generating or executing the game program for controlling the execution of the game in time

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Processing Or Creating Images (AREA)

Abstract

After the scenario animation is triggered to be played, a pre-built animation skeleton model with hanging anchor points in the scenario animation is adopted, a plurality of role model structure components comprising skeletons and appearances are selected and copied from game role models in a game scene based on the scenario animation to be played, the plurality of role model structure components are hung on the animation skeleton model according to the corresponding hanging anchor points, the target animation role models with the appearances and skeletons identical to those of the game role models are generated in the scenario animation, at the moment, the configured scenario animation is played based on the target animation role models, so that the consistency of the appearance of the animation skeleton model and the game role model in the game scene is maintained for different game roles all the time in the scenario animation, the playing effect of the scenario animation is improved, and the efficiency of making the scenario animation is improved.

Description

Scenario animation playing method, scenario animation generating method, terminal, device and equipment
Technical Field
The disclosure relates to the technical field of games, in particular to a scenario animation playing method, a scenario animation generating method, a terminal, a device and equipment.
Background
At present, with the continuous improvement of game quality, in order to perfect the fluency of a game, a game manufacturer generally plays a section of scenario animation when key nodes of the development of the game scenario or the scene is switched under the condition of linking the development of the scenario or the transition scene of the game, so that the development of the game scenario is smoother, and meanwhile, the immersion of a player is increased.
For the playing of scenario animation, the corresponding video files are usually prefabricated according to the needs of roles and animation scenarios in the game, and the scenario animation is played through the video files, however, in actual games, the types, the shapes and the like of the roles are often different, such as different sexes, different professions, different configured weapons and the like, the scenario animation is played by adopting the video files prefabricated by playing, the corresponding scenario animation is often required to be independently manufactured for each role, each image and other factors, the workload is large, the efficiency is low, the displayed game roles cannot update the scenario animation in real time according to real-time game content, the playing effect is poor, and the updating difficulty is high.
Disclosure of Invention
The embodiment of the disclosure at least provides a scenario animation playing method, a scenario animation generating terminal, a scenario animation device and scenario animation equipment.
The embodiment of the disclosure provides a scenario animation playing method, which is applied to a terminal provided with a graphical user interface, wherein the graphical user interface comprises at least part of game scenes, the game scenes comprise target virtual characters, and the method comprises the following steps:
responding to the triggering of the playing of a target scenario animation, and acquiring an animation skeleton model in the target scenario animation and a game role model of a target virtual role in the target scenario animation in the game scene, wherein the animation skeleton model is a pre-constructed basic skeleton model for generating the scenario animation;
determining a plurality of character model structure components to be copied from the game character model based on a plurality of hanging anchors preset in the animation skeleton model and target character information of the target virtual character;
each character model structure component copied from the game character model is hung on the animation skeleton model according to a corresponding hanging anchor point, so that a target animation character model of the target virtual character in the target scenario animation is obtained;
and displaying the configured target scenario animation comprising the target virtual role corresponding to the target animation role model based on the configured target animation role model.
In an optional implementation manner, the method for determining triggering the playing of the target scenario animation specifically comprises the following steps:
upon detecting that a target virtual character in the game scene is in one or more of the following conditions, determining to trigger playing of the target scenario animation:
the target virtual character enters a preset scenario triggering position in the game scene; the target virtual character enters a preset game level; the game process corresponding to the target virtual character reaches a preset time node; the scenario development of the target virtual character in the game reaches a preset scenario node; the target virtual character uses a target game prop; and the action of the target virtual character in the game is matched with a preset play trigger event corresponding to the target scenario animation.
In an optional implementation manner, the responding to triggering of playing of the target scenario animation, obtaining a preset animation skeleton model in the target scenario animation and a preset game role model of a target virtual role in the target scenario animation in the game scene, includes:
loading a scenario animation file of a preset target scenario animation in response to triggering the playing of the target scenario animation, wherein the scenario animation file is a file generated through a pre-constructed animation skeleton model for generating the scenario animation;
And acquiring the animation skeleton model in the target scenario animation and a game role model of a target virtual role to be displayed in the target scenario animation in the game scene based on the scenario animation file.
In an alternative embodiment, the hooking each character model structural component copied from the game character model to the animation skeleton model according to the corresponding hooking anchor point to obtain a target animation character model of the target virtual character in the target scenario animation, including:
copying mesh body and mesh material information of each limb model structural component from the game character model for at least one limb model structural component on the game character model in the character model structural components;
copying an adjunct model body of each adjunct model structural component from the game character model for at least one adjunct model structural component on the game character model in the character model structural components;
each copied grid body and grid material information is hung on the animation skeleton model according to a hanging anchor point on the animation skeleton model;
And hooking each copied accessory model body to the corresponding animation skeleton model according to the corresponding hooking anchor point to obtain a target animation role model of the target virtual role in the target scenario animation.
In an alternative embodiment, after copying the target animated character model, the method further comprises:
determining, for each of the character model structural components, each limb model structural component on the game character model and each appendage model structural component on the game character model, an animation effect corresponding to the limb model structural component and the appendage model structural component;
determining an animation component and an animation mode corresponding to each limb model structural component and each accessory model structural component on the game role model according to the animation effect;
the animation component and animation mode are configured for the target animated character model.
In an optional implementation manner, the displaying the configured target scenario animation including the target virtual character corresponding to the target animation character model based on the configured target animation character model specifically includes:
Taking over a loading instruction for loading a character action information file when the target scenario animation is displayed, wherein the character action information file is a file for configuring scenario actions for the animation skeleton model in advance according to scenario information of the target scenario animation;
acquiring the role action information file according to the file loading path indicated by the loading instruction;
configuring a target scenario action for the obtained target animation character model based on the character action information file;
and displaying the configured target scenario animation of the corresponding animation character of the target animation character model which comprises the target scenario action.
The embodiment of the disclosure also provides a scenario animation generation method, which comprises the following steps:
constructing a basic skeleton model which is suitable for a target scenario animation to be generated;
closing a physical attribute layer and a script attribute layer on the basic skeleton model;
setting a plurality of hanging anchor points for hanging a model structure component for the basic skeleton model based on character information of at least one animation character adapted to the target scenario animation, so as to obtain an animation skeleton model of the target scenario animation;
And obtaining the target scenario animation comprising the animation roles corresponding to the animation skeleton model and presenting the scenario actions for the scenario actions configured for the animation skeleton model based on the scenario information of the target scenario animation.
In an optional implementation manner, the setting, for the basic skeleton model, a plurality of hanging anchor points for hanging a model structural component based on character information of at least one animation character adapted to the target scenario animation, so as to obtain an animation skeleton model of the target scenario animation specifically includes:
setting at least one key frame on a time line of a target scenario animation based on scenario information of the target scenario animation;
for each key frame, determining a corresponding role action configured for the animation skeleton model at the key frame;
generating a character action information file corresponding to the character action;
and according to the character action information file, configuring the character action into the processed basic skeleton model to obtain the animation skeleton model which is adapted to the target scenario animation.
In an optional implementation manner, after the scenario information based on the target scenario animation is scenario action configured for the animation skeleton model, to obtain a target scenario animation including an animation character corresponding to the animation skeleton model in which the scenario action is displayed, the method further includes:
A scenario animation file corresponding to the target scenario animation is exported, and a role action information file is exported;
according to a preset scenario animation storage path, storing the target scenario animation file;
and storing the role motion information file according to a preset motion information storage path.
The embodiment of the disclosure also provides a terminal, the terminal is provided with a graphical user interface, the graphical user interface comprises at least part of game scenes, the game scenes comprise target virtual characters, and the terminal comprises:
the model acquisition module is used for responding to the triggering of the playing of the target scenario animation, and acquiring an animation skeleton model in the preset target scenario animation and a game role model of a target virtual role in the target scenario animation in the game scene, wherein the animation skeleton model is a pre-constructed basic skeleton model used for generating the scenario animation;
the component copying module is used for determining a plurality of character model structural components to be copied from the game character model based on a plurality of hanging anchor points preset in the animation skeleton model and target character information of the target virtual character;
the component hooking module is used for hooking each character model structure component copied from the game character model on the animation skeleton model according to a corresponding hooking anchor point to obtain a target animation character model of the target virtual character in the target scenario animation;
And the animation playing module is used for displaying the configured target scenario animation comprising the target virtual role corresponding to the target animation role model based on the configured target animation role model.
In an alternative embodiment, the apparatus further includes a scenario trigger confirmation module, where the scenario trigger confirmation module is configured to:
upon detecting that a target virtual character in the game scene is in one or more of the following conditions, determining to trigger playing of the target scenario animation:
the target virtual character enters a preset scenario triggering position in the game scene; the target virtual character enters a preset game level; the game process corresponding to the target virtual character reaches a preset time node; the scenario development of the target virtual character in the game reaches a preset scenario node; the target virtual character uses a target game prop; and the action of the target virtual character in the game is matched with a preset play trigger event corresponding to the target scenario animation.
In an alternative embodiment, the model acquisition module is specifically configured to:
loading a scenario animation file of a preset target scenario animation in response to triggering the playing of the target scenario animation, wherein the scenario animation file is a file generated through a pre-constructed animation skeleton model for generating the scenario animation;
And acquiring the animation skeleton model in the target scenario animation and a game role model of a target virtual role to be displayed in the target scenario animation in the game scene based on the scenario animation file.
In an alternative embodiment, the component hooking module is specifically configured to:
copying mesh body and mesh material information of each limb model structural component from the game character model for at least one limb model structural component on the game character model in the character model structural components;
copying an adjunct model body of each adjunct model structural component from the game character model for at least one adjunct model structural component on the game character model in the character model structural components;
each copied grid body and grid material information is hung on the animation skeleton model according to a hanging anchor point on the animation skeleton model;
and hooking each copied accessory model body to the corresponding animation skeleton model according to the corresponding hooking anchor point to obtain a target animation role model of the target virtual role in the target scenario animation.
In an alternative embodiment, the component hooking module is further configured to, after copying the target animated character model:
determining, for each of the character model structural components, each limb model structural component on the game character model and each appendage model structural component on the game character model, an animation effect corresponding to the limb model structural component and the appendage model structural component;
determining an animation component and an animation mode corresponding to each limb model structural component and each accessory model structural component on the game role model according to the animation effect;
the animation component and animation mode are configured for the target animated character model.
In an alternative embodiment, the animation playing module is specifically configured to:
taking over a loading instruction for loading a character action information file when the target scenario animation is displayed, wherein the character action information file is a file for configuring scenario actions for the animation skeleton model in advance according to scenario information of the target scenario animation;
acquiring the role action information file according to the file loading path indicated by the loading instruction;
Configuring a target scenario action for the obtained target animation character model based on the character action information file;
and displaying the configured target scenario animation of the corresponding animation character of the target animation character model which comprises the target scenario action.
The embodiment of the disclosure also provides a scenario animation generation device, which comprises:
the model generation module is used for constructing a basic skeleton model which is adapted to the target scenario animation to be generated;
the attribute processing module is used for closing a physical attribute layer and a script attribute layer on the basic skeleton model;
the anchor point setting module is used for setting a plurality of hanging anchor points for hanging a model structure component for the basic skeleton model based on the character information of at least one animation character adapted to the target scenario animation, so as to obtain an animation skeleton model of the target scenario animation;
and the action configuration module is used for obtaining the target scenario animation comprising the animation roles corresponding to the animation skeleton model and displaying the scenario actions for the scenario actions configured for the animation skeleton model based on the scenario information of the target scenario animation.
In an optional implementation manner, the anchor point setting module is specifically configured to:
Setting at least one key frame on a time line of a target scenario animation based on scenario information of the target scenario animation;
for each key frame, determining a corresponding role action configured for the animation skeleton model at the key frame;
generating a character action information file corresponding to the character action;
and according to the character action information file, configuring the character action into the processed basic skeleton model to obtain the animation skeleton model which is adapted to the target scenario animation.
In an optional embodiment, the scenario animation generation device further includes a file storage module, where the file storage module is configured to:
a scenario animation file corresponding to the target scenario animation is exported, and a role action information file is exported;
according to a preset scenario animation storage path, storing the target scenario animation file;
and storing the role motion information file according to a preset motion information storage path.
The embodiment of the disclosure also provides an electronic device, including: the system comprises a processor, a memory and a bus, wherein the memory stores machine-readable instructions executable by the processor, when the electronic device runs, the processor and the memory are communicated through the bus, and the machine-readable instructions are executed by the processor to execute the scenario animation playing method and the scenario animation generating method or the steps in any possible implementation mode of the scenario animation playing method and the scenario animation generating method.
The embodiments of the present disclosure also provide a computer-readable storage medium having a computer program stored thereon, which when executed by a processor performs the scenario animation playing method and the scenario animation generating method, or the steps in any possible implementation of the scenario animation playing method and the scenario animation generating method.
According to the scenario animation playing method, the generating method, the terminal, the device and the equipment, in the process of playing scenario animation, a plurality of structural components including bones and appearances are copied from game role models in game scenes, the structural components are hung on a pre-built bone model with hanging anchor points in the scenario animation according to corresponding hanging anchor points, target animation role models with the same appearance and bones as the game role models are dynamically generated in the scenario animation, the configured scenario animation is played based on the target animation role models, the situation animation can be played aiming at different game roles, the bone models in the animation are always kept consistent with the game role models in the game scenes in the scenario animation, the playing effect of the scenario animation is improved, meanwhile, the scenario animation is a scenario animation which is generated in advance and only comprises the corresponding action of the scenario animation, the scenario animation can be played by using the base bone model with the hanging anchor points in the scenario animation, new scenario animation files can be manufactured aiming at different scenario animation, the efficiency of the scenario animation is improved, the number of the scenario animation can be updated in the scenario animation is improved, the number is improved, and the relevant scenario content can be updated in real-time, and the number of the scenario animation can be updated in real-time.
The foregoing objects, features and advantages of the disclosure will be more readily apparent from the following detailed description of the preferred embodiments taken in conjunction with the accompanying drawings.
Drawings
In order to more clearly illustrate the technical solutions of the embodiments of the present disclosure, the drawings required for the embodiments are briefly described below, which are incorporated in and constitute a part of the specification, these drawings showing embodiments consistent with the present disclosure and together with the description serve to illustrate the technical solutions of the present disclosure. It is to be understood that the following drawings illustrate only certain embodiments of the present disclosure and are therefore not to be considered limiting of its scope, for the person of ordinary skill in the art may admit to other equally relevant drawings without inventive effort.
Fig. 1 shows a flowchart of a scenario animation playing method provided by an embodiment of the present disclosure;
FIG. 2 shows a schematic illustration of a graphical user interface provided by an embodiment of the present disclosure;
fig. 3 shows an overall application flowchart of a scenario animation playing method provided by an embodiment of the present disclosure;
FIG. 4 is a flowchart of another scenario animation playing method provided by an embodiment of the present disclosure;
FIG. 5 illustrates a flow chart of a scenario animation generation method provided by an embodiment of the present disclosure;
FIG. 6 shows an overall application flowchart of a scenario animation generation method provided by an embodiment of the present disclosure;
FIG. 7 illustrates one of the schematic diagrams of a terminal provided by embodiments of the present disclosure;
FIG. 8 shows a second schematic diagram of a terminal provided by an embodiment of the present disclosure;
fig. 9 shows one of schematic diagrams of a scenario animation generation apparatus provided by an embodiment of the present disclosure;
FIG. 10 illustrates a second schematic diagram of a scenario animation generation apparatus provided by an embodiment of the present disclosure;
fig. 11 shows a schematic diagram of an electronic device provided by an embodiment of the disclosure.
Detailed Description
For the purposes of making the objects, technical solutions and advantages of the embodiments of the present disclosure more apparent, the technical solutions in the embodiments of the present disclosure will be clearly and completely described below with reference to the drawings in the embodiments of the present disclosure, and it is apparent that the described embodiments are only some embodiments of the present disclosure, but not all embodiments. The components of the embodiments of the present disclosure, which are generally described and illustrated in the figures herein, may be arranged and designed in a wide variety of different configurations. Thus, the following detailed description of the embodiments of the present disclosure provided in the accompanying drawings is not intended to limit the scope of the disclosure, as claimed, but is merely representative of selected embodiments of the disclosure. All other embodiments, which can be made by those skilled in the art based on the embodiments of this disclosure without making any inventive effort, are intended to be within the scope of this disclosure.
It should be noted that: like reference numerals and letters denote like items in the following figures, and thus once an item is defined in one figure, no further definition or explanation thereof is necessary in the following figures.
The term "and/or" is used herein to describe only one relationship, meaning that there may be three relationships, e.g., a and/or B, which may mean: a exists alone, A and B exist together, and B exists alone. In addition, the term "at least one" herein means any one of a plurality or any combination of at least two of a plurality, for example, including at least one of A, B, C, and may mean including any one or more elements selected from the group consisting of A, B and C.
According to research, for playing scenario animation, corresponding video files are usually prefabricated according to the needs of roles and animation scenarios in a game, and the scenario animation is played through the video files, however, in an actual game, the types, the shapes and the like of the roles are often different, such as different sexes, different professions, different weapons configured and the like, the scenario animation is played by adopting the video files prefabricated by playing, the corresponding scenario animation is often required to be independently manufactured according to factors such as each role, each image and the like, the workload is large, the efficiency is low, the displayed game roles cannot update the scenario animation in real time according to real-time game content, the playing effect is poor, and the updating difficulty is high.
Based on the above-mentioned research, the present disclosure provides a scenario animation playing method, a scenario animation generating method, a terminal, a device, and a storage medium, after scenario animation playing is triggered, an animation skeleton model with a hanging anchor point is pre-built in scenario animation, and based on scenario animation to be played, a plurality of role model structure components including skeletons and appearances are selected and copied from game role models in a game scene, the plurality of role model structure components are hung on the animation skeleton model according to corresponding hanging anchor points, a target animation role model with the same appearance and skeleton as the game role model is generated in the scenario animation, at this time, the configured scenario animation can be played based on the target animation role model, so that new scenario animation files can be created for different scenario animations, the efficiency of creating scenario animations can be effectively improved, the workload and the number of creating scenario animations can be reduced, and the consistency of real-time characters in the real-time playing scenario animations can be improved.
For the convenience of understanding the present embodiment, first, a detailed description will be given of a scenario animation playing method disclosed in the embodiments of the present disclosure, where an execution main body of the scenario animation playing method provided in the embodiments of the present disclosure is generally a computer device having a certain computing capability, where the computer device includes, for example: the terminal device, or server or other processing device, may be a User Equipment (UE), mobile device, user terminal, cellular telephone, cordless telephone, personal digital assistant (Personal Digital Assistant, PDA), handheld device, computing device, vehicle mounted device, wearable device, etc. In some possible implementations, the scenario animation playing method may be implemented by a processor invoking computer readable instructions stored in a memory.
Referring to fig. 1, a flowchart of a scenario animation playing method according to an embodiment of the present disclosure is shown, where the method includes steps S101 to S104, where:
s101: and responding to the triggering of the playing of the target scenario animation, and acquiring an animation skeleton model in the preset target scenario animation and a game role model of a target virtual role in the target scenario animation in the game scene, wherein the animation skeleton model is a pre-constructed basic skeleton model for generating the scenario animation.
First, the method is applied to a terminal provided with a graphical user interface, wherein the graphical user interface comprises at least part of game scenes, and the game scenes comprise target virtual characters. To assist in understanding the solution provided by this embodiment, referring to fig. 2, a schematic diagram of a graphical user interface provided by an embodiment of the disclosure is provided, where the graphical user interface 200 includes: a game scene 210, and a target virtual character 220.
The terminal may be a portable mobile intelligent device or a personal computer terminal, and the terminal is an intelligent mobile phone. The target virtual character 220 may be a character controlled by a user in the game scene 210. The game scene 210 includes, but is not limited to: virtual characters, game background maps, skill special effects and the like can be set according to actual needs in the actual application process, and the method is not particularly limited. The screen size of the game scene 210 presented on the graphical user interface 200 is the screen size corresponding to the game window when playing in the window mode, and is the area corresponding to the display device of the terminal when playing in the full screen mode.
In the step, when a game progress of a target virtual character in a game scene is controlled by a user to reach a trigger point of a game scenario, playing of a target scenario animation is triggered, a terminal responds to playing of the target scenario animation to start playing the target scenario animation, and the target scenario animation only comprises a picture of completing the scenario in the same game scene of a prefabricated and reusable animation skeleton model. And obtaining a game role model corresponding to the target virtual role from the game scene, and obtaining an animation skeleton model from the target scenario animation.
The target scenario animation can be an animation picture used for linking or promoting the development of the scenario in the game process, and transiting the game scene switching process, wherein a certain virtual character or certain virtual characters of the game are shown in the picture to complete the corresponding action of the required scenario content, the scenario content of the scenario content is required to be set by a game company according to the actual requirements, such as game story backgrounds, game character backgrounds and the like, and the picture is manufactured and completed by an animator without specific limitation. The animation skeleton model may be a basic skeleton which can complete scenario actions configured thereon in scenario animation produced by an animator but does not include any appearance components, and a specific display form of the skeleton may be set according to actual needs, which is not particularly limited herein. The game role model may be a virtual entity in which a target virtual role in a game may be controlled by a player in a game scene, and includes an appearance component and a basic skeleton component, where the appearance may be specifically set according to a game type, a game role occupation, a game role gender, etc., and may be custom set according to a preference of the player, where no specific limitation is made. The target virtual character may be a game character that is selected by a player to play in a game, where the character has corresponding occupation information, such as: the magic warrior, gunman, etc. can be set according to actual needs, and are not particularly limited herein.
Specifically, when detecting that the target virtual character in the game scene is in one or more of the following situations, determining to trigger playing of the target scenario animation: the target virtual character enters a preset scenario triggering position in the game scene; the target virtual character enters a preset game level; the game process corresponding to the target virtual character reaches a preset time node; the scenario development of the target virtual character in the game reaches a preset scenario node; the target virtual character uses a target game prop; and the action of the target virtual character in the game is matched with a preset play trigger event corresponding to the target scenario animation.
Here, the preset scenario triggering position, the preset game level, the preset time node, the preset scenario node, the target game item, the preset play triggering event, and the like may be set according to actual needs, and are not limited herein.
The game device comprises a game scene, a game user interface, a game screen and a display screen, wherein the game scene is characterized in that a target virtual character selected by a player is a magic man, the corresponding game character model is displayed as a female, a long hair, a user wears a gown and a magic wand is held in the hand in the game scene, the player controls the magic man to perform a game process in the game scene, such as completing a task set in the game, and the like, when a certain preset level capable of triggering the game scenario is entered, the playing of the target scenario animation is triggered to transition the game scene and advance the scenario development of the game, and at the moment, the display content of the graphical user interface on the terminal is triggered to be changed from the game screen to the screen of the target scenario animation.
S102: and determining a plurality of character model structure components to be copied from the game character model based on a plurality of hanging anchors preset in the animation skeleton model and target character information of the target virtual character.
In the step, a plurality of hanging anchor points are preset in a pre-constructed animation skeleton model, corresponding limb components, appearance components, clothes components, accessory components and the like can be hung on the hanging anchor points, the number of the hanging anchor points and the like in the animation skeleton, a replicable structural component is determined at a corresponding position of a game role model according to the hanging anchor point positions, the number of the hanging anchor points and the like in the animation skeleton, and further, the replicable structural component is further screened according to target role information of a target virtual role and scenario information of a target scenario animation, so that the role model structural component required for completing the scenario animation is obtained.
Here, because the animated skeleton model is only a basic model skeleton, and does not include details such as appearance, clothes, sex, and appearance of figures, compared with the animated skeleton model, in order to match the animated characters in the scenario animated pictures shown to the player with the game characters operated by the player, the appearance details need to be added to the animated skeleton model, so that the relevant components required for completing the scenario animation in the game character model are copied and hung on the corresponding hanging anchor points of the animated skeleton model through the component hanging form, so as to enrich the appearance details of the animated skeleton model.
The hooking anchor points may be feature points located on each limb portion in the animated skeleton model, for example: the setting positions and the setting number of the head, arms, legs, trunk, etc. may be set according to actual conditions, and are not particularly limited herein. The target role information may include, but is not limited to: character occupation of a target virtual character in a game, character gender, character age, character skills, character appearance, character clothing, weapons for the character, and the like. The scenario information of the target scenario animation may include, but is not limited to: the target virtual character appearing in the scenario animation, the story outline in the scenario animation, the relationship between the plurality of target virtual characters in the scenario animation, the time and place of occurrence of the story in the scenario animation, the timing of playing the scenario animation, the background picture of the scenario animation, and the like. The model structural components may include, but are not limited to: a limb assembly and an appendage assembly, wherein the appendage assembly includes, but is not limited to: appearance components, apparel components, accessory components, and the like.
Further, when determining a plurality of character model structural components to be copied, in addition to two factors of a plurality of hanging anchors preset in the animation skeleton model and target character information of the target virtual character, scenario information of the target scenario animation can be combined, for example, in an actual game, the target virtual character can have various gorgeous clothes or ornaments due to growth and the like, but according to the scenario information, a basic character needs to be presented for the target virtual character, for example, only the character needs to be in contact with the basic clothes or does not need to be carried with ornaments, and according to the scenario information, some character model structural components need not to be copied, so that component copying can be performed under the condition that the scenario information indicates that the copying component is combined.
For example, when a magical engineer in a scenario animation is created, firstly, a bone model which is constructed for the magical engineer in advance is obtained, and as a plurality of hanging anchor points capable of hanging components are arranged on the bone model, each anchor point which needs to be hung is found by traversing the hanging anchor points on the bone model, according to information such as gender girl, professional magical, age 23, height 172cm, 91cm/64cm/93cm of the three-dimensional, fair skin, red long hair, black-wearing gown, black bootie, hand-held cane and the like of the magical engineer in the holy palace, the limb components and the accessory components which need to be hung on the hanging anchor points of the bone model are determined, wherein the limb components and the accessory components which are hung on the magical bone model are copied from the generated game character model.
S103: and hanging each character model structure component copied from the game character model on the animation skeleton model according to the corresponding hanging anchor point to obtain a target animation character model of the target virtual character in the target scenario animation.
In the step, each character model structural component copied from the game character model is obtained, a hanging anchor point of the hanging component required to be carried out on the animation skeleton model is searched, each obtained character model structural component is hung on the hanging anchor point required to be hung, all the character model structural components hung on the hanging anchor point of the animation skeleton model are fused, and then the target animation character model of the target virtual character in the target scenario animation is obtained.
When each character model structural component is hung on the animation skeleton model according to the corresponding hanging anchor point, the method can be realized by covering the coordinates of each character model structural component with the coordinates of the corresponding hanging anchor point, or can be realized by calculating the offset of the corresponding hanging anchor point to determine the specific coordinate position of each character model structural component to be hung, and after the coordinate position of each character model structural component is determined, the sub-anchor point on each character model structural component can be determined through the coordinate position of each character model structural component so as to hang other components on each character model structural component.
Wherein the target animated character model is a physical model of the target virtual character, i.e., the target animated character model is a character model that can be directly presented to a user.
For example, when a magic man in a scenario animation is created, a hooking anchor point of a bone model pre-constructed for the magic man and each character model structural component copied from an already-generated game character model, for example, limb components including a head, limbs, a trunk and the like and accessory components including clothes and accessories such as black gowns, a cane, a bootie and the like, are acquired, each acquired character model structural component is hooked on a corresponding hooking anchor point, and data fusion is performed on all the character model structural components to acquire the target virtual character magic man.
S104: and displaying the configured target scenario animation comprising the target virtual role corresponding to the target animation role model based on the configured target animation role model.
In the step, the target animation character model with the configured image is obtained, character action configuration and scenario configuration are carried out on the first animation character, the target animation character model with the configured action, image and corresponding scenario is displayed in target scenario animation, and the target scenario animation is displayed, namely the target scenario animation which comprises the target virtual character corresponding to the target animation character model after configuration is displayed.
Specifically, the displaying, based on the configured target animation role model, the configured target scenario animation including the target virtual role corresponding to the target animation role model specifically includes:
taking over a loading instruction for loading a character action information file when the target scenario animation is displayed, wherein the character action information file is a file for configuring scenario actions for the animation skeleton model in advance according to scenario information of the target scenario animation;
Acquiring the role action information file according to the file loading path indicated by the loading instruction;
configuring a target scenario action for the obtained target animation character model based on the character action information file;
and displaying the configured target scenario animation of the corresponding animation character of the target animation character model which comprises the target scenario action.
In the step, a file for scenario action, namely the character action information file, is configured for the scenario information of the target scenario animation in advance, when the target scenario animation is displayed, a loading instruction for loading the character action information file is taken over in an interception mode, a file loading path indicated by the loading instruction is obtained according to the loading instruction, further, a specific storage position of the character action information file is found according to the file loading path, the character action information file is obtained, the obtained character action information file is analyzed, scenario action is configured for the target animation character model according to analyzed content, the target animation character with the scenario action is loaded into the target scenario animation, and finally the target scenario animation is displayed.
Wherein, when the target scenario animation is displayed, the displayed platform comprises but is not limited to: wearable intelligent electronic device, non-wearable intelligent terminal and visualization device.
The method includes the steps of obtaining a created magical, obtaining a character action information file for configuring actions of the magical, analyzing the character action file, configuring scenario actions for the magical according to analyzed information, enabling the magical to move, loading the configured magical into scenario animation, and playing the scenario animation.
For better understanding, in order to further explain the overall application flowchart of the scenario animation playing method provided in connection with fig. 3, as shown in fig. 3, when the game starts to run, after the scenario animation playing is triggered in a certain way, the terminal responds to the triggering operation, loads the file of the scenario animation to start playing the scenario animation, before the scenario animation role is generated, the function of the scenario animation generating object is intercepted, that is, the function of the scenario animation generating object is intercepted, further, whether the multiplexing main angle identifier is judged, that is, whether the limb part and the accessory part of the game animation role are to be copied is judged, if yes, the skeleton Mesh of the game animation role, that is, the limb part and the accessory part are copied to the skeleton model of the scenario animation, so that the construction of the scenario animation role is completed, the function of the scenario animation playing action is further intercepted, whether the multiplexing main angle identifier is detected, that is, the action of the game animation role is not to be copied is judged, if yes, the action N of the skeleton model of the scenario animation role is modified to be the action corresponding to the skeleton model of the game role is made until the scenario animation role is played, and if yes, the scenario animation action is ended.
In the scenario animation playing method provided by the embodiment of the disclosure, in the process of playing scenario animation, a plurality of structural components comprising bones and appearances are copied from game role models in a game scene, and are hung on a pre-constructed bone model with hanging anchor points according to corresponding hanging anchor points, the target animation role models with the same appearance and bones as the game role models are dynamically generated in the scenario animation, at the moment, the configured scenario animation is played based on the target animation role models, so that the playing effect of the scenario animation aiming at different game roles can be realized, the bone models in the animation are always kept consistent with the appearance of the game role models in the game scene in the scenario animation, the scenario animation is a scenario animation which is generated in advance and only comprises a basic bone model with hanging anchor points, the scenario animation is played in advance, new scenario animation files can be effectively generated aiming at various different scenario animations, the efficiency of the scenario animation can be effectively improved, the number of the scenario animation is reduced, the number of the scenario animation is updated in real-time, and the number of the relevant scenario animation is updated in the scenario animation is reduced, and the number of relevant scenario animation is updated in real-time.
Referring to fig. 4, a flowchart of another scenario animation playing method according to an embodiment of the present disclosure is shown, where the method includes steps S401 to S404, where:
s401: and loading a scenario animation file of a preset target scenario animation in response to triggering the playing of the target scenario animation, wherein the scenario animation file is a file generated through a pre-constructed animation skeleton model for generating the scenario animation.
In the step, a target scenario animation playing instruction is received, and a scenario animation file of a preset target scenario animation is loaded to prepare for acquiring an animation skeleton model.
Wherein, the scenario animation file may include, but is not limited to: data information for generating the animation skeletal model, story outline of a scenario, background of the scenario, scene in which the scenario occurs, relationship between animation characters in the scenario, and the like.
Illustratively, prior to acquiring an animated skeletal model for generating a magical, a scenario animation file containing data information of the magical storing the animated skeletal model for generation is acquired, for example: the magic artist's height, weight, girth, hair style, skin color, apparel, accessories, skills, and the like.
S402: and acquiring the animation skeleton model in the target scenario animation and a game role model of a target virtual role to be displayed in the target scenario animation in the game scene based on the scenario animation file.
In the step, analyzing the scenario animation file to obtain analysis data, and obtaining the animation skeleton model in the target scenario animation and the game role model of the target virtual role to be displayed in the target scenario animation in the game scene according to the obtained analysis data.
Illustratively, before acquiring the animation skeleton model of the magical, obtaining data information for generating the animation skeleton model of the magical by analyzing a scenario animation file containing the data information for generating the animation skeleton model, constructing the animation skeleton model of the magical according to the data information, determining components required by the magical animation skeleton model for generating the magical according to the data information, and determining sources of the components, namely a game role model of the magical in a game scene.
S403: and determining a plurality of character model structure components to be copied from the game character model based on a plurality of hanging anchors preset in the animation skeleton model and target character information of the target virtual character.
S404: and hanging each character model structure component copied from the game character model on the animation skeleton model according to the corresponding hanging anchor point to obtain a target animation character model of the target virtual character in the target scenario animation.
S405: and displaying the configured target scenario animation comprising the target virtual role corresponding to the target animation role model based on the configured target animation role model.
The descriptions of step S403 to step S405 may refer to the descriptions of step S402 to step S404, and may achieve the same technical effects and solve the same technical problems, which are not described herein. Step S401 and step S402 are only one possible implementation of the above-mentioned step S401, that is, the animated skeleton model and the game character model are obtained by loading a preset scenario animation file, but are not limited thereto, and in other implementations, the animated skeleton model and the game character model may be obtained in other manners.
The above-described aspects will be described below with reference to specific embodiments.
In an alternative embodiment, the hooking each character model structural component copied from the game character model to the animation skeleton model according to the corresponding hooking anchor point to obtain a target animation character model of the target virtual character in the target scenario animation, including:
Copying mesh body and mesh material information of each limb model structural component from the game character model for at least one limb model structural component on the game character model in the character model structural components;
copying an adjunct model body of each adjunct model structural component from the game character model for at least one adjunct model structural component on the game character model in the character model structural components;
each copied grid body and grid material information is hung on the animation skeleton model according to a hanging anchor point on the animation skeleton model;
and hooking each copied accessory model body to the corresponding animation skeleton model according to the corresponding hooking anchor point to obtain a target animation role model of the target virtual role in the target scenario animation.
When each character model structural component copied from the game character model is hung on the animation skeleton model according to a corresponding hanging anchor point to obtain a target animation character model of the target virtual character in the target scenario animation, firstly, at least one limb model structural component to be hung on the animation skeleton model and copied from the game character model is determined, grid body and grid material information of each limb model structural component is copied, each copied grid body and grid material information is hung on the animation skeleton model according to the hanging anchor point on the animation skeleton model, namely, the limb model structural component copied from the game character model is hung on an anchor point of the animation skeleton model, secondly, at least one accessory model structural component to be hung on the animation skeleton model and copied from the game character model is determined, each accessory model structural component is hung on the anchor point of the animation skeleton model or a sub-body of the limb model structural component, and finally the target animation character model in the target scenario animation is obtained.
The limb model structure component is formed by grids and is divided into a head model structure component, an upper limb model structure component, a lower limb model structure component, a trunk model structure component and the like, and comprises a limb grid body and a sub-grid body of a limb component. When the hanging is carried out, the grid body of the limb model structural component is hung in the slot of the animation skeleton model, namely, is hung on the anchor point of the animation skeleton model.
When the accessory model structure components are hung, all the accessory model structure components are traversed at first, all the accessory model structure components are copied and hung on anchor points of an animation skeleton model, so that consistency of a scenario animation role and a game animation role is guaranteed.
Illustratively, when a magical in a scenario animation is created, the head, limbs, trunk, clothing, accessories, weapons, etc. of the magical in the play scene are copied, and the copied parts are hung on anchor points of the skeleton model of the magical, i.e. the copied parts are hung on slots of the basic skeleton of the magical.
In an alternative embodiment, after copying the target animated character model, the method further comprises:
Determining, for each of the character model structural components, each limb model structural component on the game character model and each appendage model structural component on the game character model, an animation effect corresponding to the limb model structural component and the appendage model structural component;
determining an animation component and an animation mode corresponding to each limb model structural component and each accessory model structural component on the game role model according to the animation effect;
the animation component and animation mode are configured for the target animated character model.
In the step, after a target animation role is obtained, according to the limb model structural components and the accessory model structural components which form the target animation role, determining animation effects which need to be added corresponding to all model structural components, for example, enabling hairs of the target animation role to fly, further determining animation components and animation modes which are required to be used by each limb model structural component and each accessory model structural component on the game role model according to the animation effects, further, intercepting and finding an animation object guided by an action file corresponding to the game role model, finding a path of the action file according to a path of the animation object, and modifying the animation object into the target animation role model, thereby realizing that the target animation role model configures the animation components and the animation modes.
Wherein the animation component may include, but is not limited to: action logic components, physical components, etc.
Illustratively, when a scenario animation is produced, after the scenario animation character magical engineer has been created, scenario actions are configured for the magical engineer to move, for example, actions are configured for the magical engineer's hair, the hair is made to fly, and so on.
According to the scenario animation playing method provided by the embodiment of the disclosure, a scenario animation file of a preset target scenario animation is loaded in response to triggering of playing of the target scenario animation, wherein the scenario animation file is a file generated through a pre-built animation skeleton model for generating the scenario animation, the animation skeleton model in the target scenario animation is obtained based on the scenario animation file, a game role model of a target virtual role to be displayed in the target scenario animation in the game scene is obtained based on the scenario animation file, a plurality of hanging anchors preset in the animation skeleton model and target role information of the target virtual role are determined, a plurality of role model structure components to be copied from the game role model are hung on the animation skeleton model according to corresponding hanging anchors, and the target role model of the target virtual role in the target scenario animation is obtained based on the configured target role model, and the target virtual role model of the target scenario animation including the target virtual role is displayed after configuration.
In this way, the skeleton model of the target scenario in the target scenario animation and the game role model of the target virtual role to be displayed in the target scenario in the game scene are obtained according to the scenario animation file, the efficiency of creating the skeleton model of the animation is improved, a plurality of structural components comprising skeletons and appearances are copied from the game role model in the game scene, the skeleton model with the hanging anchor points is hung on the skeleton model with the hanging anchor points which is built in advance in the scenario animation according to the corresponding hanging anchor points, the target animation role model with the appearance and the skeletons which are the same as the game role model is dynamically generated in the scenario animation, at the moment, the configured scenario animation is played based on the target animation role model, the situation can be played for different game roles, the skeleton model in the scenario animation is always kept consistent with the game role model in the game scene, the playing effect of the scenario animation is improved, the animation which is generated in advance only comprises the basic skeleton model with the hanging anchor points, the corresponding action of the animation is finished, the situation of the animation can be played in various different situations, the quantity of the animation can be effectively updated in real time, the quantity of the situation can be effectively improved, the quantity of the relevant situations can be effectively updated in the scenario animation can be effectively, and the quantity of the situation can be effectively updated in real time, and the quantity of the situation can be effectively played in the context, and the situation is improved, and the content of the situation is effectively is played.
Referring to fig. 5, a flowchart of a scenario animation generation method according to an embodiment of the present disclosure is shown, where the method includes steps S501 to S504, where:
s501: and constructing a basic skeleton model which is suitable for the target scenario animation to be generated.
S502: closing the physical attribute layer and the script attribute layer on the basic skeleton model.
In this step, before constructing the animated skeleton model, closing the physical attribute layer and the script attribute layer on the basic skeleton model through data hiding, wherein the physical attribute layer may include: collision and gravity, the script attribute layer may include: logic code scripts, artificial intelligence scripts, and the like.
Illustratively, before the animation skeleton model of the magical in the scenario animation is built, the collision, gravity, logic code script or artificial intelligence script on the basic skeleton model of the magical is closed, so that the influence on the subsequent building of the animation skeleton model of the magical is avoided.
S503: and setting a plurality of hanging anchor points for hanging the model structure component for the basic skeleton model based on the character information of at least one animation character adapted to the target scenario animation, so as to obtain the animation skeleton model of the target scenario animation.
In the step, according to the role information, such as appearance, clothes, accessories, and the like, of all the animation roles in the target scenario animation, a plurality of hanging anchor points for hanging the model structure components are set for the basic skeleton model, so that an animation skeleton model of the target scenario animation is generated.
The hanging anchor points comprise a father anchor point and a son anchor point, and each hanging anchor point has own name.
Illustratively, before constructing an animation bone model of a magical in a scenario animation, a plurality of hanging anchor points for hanging limbs, clothes, accessories and the like are arranged on an obtained basic bone model of the magical, and each anchor point is provided with a name.
S504: and obtaining the target scenario animation comprising the animation roles corresponding to the animation skeleton model and presenting the scenario actions for the scenario actions configured for the animation skeleton model based on the scenario information of the target scenario animation.
For better understanding of the above embodiments, the overall application flowchart of the scenario animation generation method provided in connection with fig. 6 is further described, as shown in fig. 6, when a scenario animation is generated, a scenario animation dedicated model, that is, a scenario animation role skeleton model, is first manufactured according to specifications, a sub-part is provided with anchor points for the skeleton, a physical attribute layer and a script attribute layer are removed, that is, factors possibly influencing the scenario animation role generation are removed, the built skeleton model is imported into a scenario animation editor, actions and multiplexing identifiers are added to the skeleton model, so that the construction of the following scenario animation roles is facilitated, and the scenario animation roles are exported and stored.
The above-described aspects will be described below with reference to specific embodiments.
In an optional implementation manner, the setting, for the basic skeleton model, a plurality of hanging anchor points for hanging a model structural component based on character information of at least one animation character adapted to the target scenario animation, so as to obtain an animation skeleton model of the target scenario animation specifically includes:
setting at least one key frame on a time line of a target scenario animation based on scenario information of the target scenario animation;
for each key frame, determining a corresponding role action configured for the animation skeleton model at the key frame;
generating a character action information file corresponding to the character action;
and according to the character action information file, configuring the character action into the processed basic skeleton model to obtain the animation skeleton model which is adapted to the target scenario animation.
In an optional implementation manner, after the scenario information based on the target scenario animation is scenario action configured for the animation skeleton model, to obtain a target scenario animation including an animation character corresponding to the animation skeleton model in which the scenario action is displayed, the method further includes:
A scenario animation file corresponding to the target scenario animation is exported, and a role action information file is exported;
according to a preset scenario animation storage path, storing the target scenario animation file;
and storing the role motion information file according to a preset motion information storage path.
It will be appreciated by those skilled in the art that in the above-described method of the specific embodiments, the written order of steps is not meant to imply a strict order of execution but rather should be construed according to the function and possibly inherent logic of the steps.
According to the scenario animation generation method provided by the embodiment of the disclosure, a basic skeleton model which is adapted to a target scenario animation to be generated is constructed, a physical attribute layer and a script attribute layer on the basic skeleton model are closed, a plurality of hanging anchors for hanging model structure components are arranged for the basic skeleton model based on character information of at least one animation character which is adapted to the target scenario animation, so that an animation skeleton model of the target scenario animation is obtained, scenario actions configured for the animation skeleton model based on the scenario information of the target scenario animation are obtained, and the target scenario animation comprising the animation characters corresponding to the animation skeleton model, wherein the scenario actions are presented.
Therefore, aiming at different roles with the same scenario, only one target scenario animation is manufactured by setting a basic skeleton model and setting a plurality of hanging anchor points for hanging the model structure components for the basic skeleton model, so that the workload of manufacturing the animation scenario can be greatly reduced, and the file quantity of scenario actions is reduced.
Based on the same inventive concept, the embodiment of the disclosure further provides a terminal corresponding to the scenario animation playing method, and since the principle of the device in the embodiment of the disclosure for solving the problem is similar to that of the scenario animation playing method in the embodiment of the disclosure, the implementation of the device can refer to the implementation of the method, and the repetition is omitted.
Referring to fig. 7 and 8, fig. 7 is one of schematic diagrams of a terminal according to an embodiment of the disclosure, and fig. 8 is the second of schematic diagrams of a terminal according to an embodiment of the disclosure. As shown in fig. 7, a terminal 700 provided by an embodiment of the present disclosure includes:
the model obtaining module 710 is configured to obtain, in response to triggering a playing of a target scenario animation, an animation skeleton model in the target scenario animation and a game role model of a target virtual role in the target scenario animation in the game scene, where the animation skeleton model is a pre-constructed basic skeleton model for generating the scenario animation;
A component copying module 720, configured to determine a plurality of character model structural components to be copied from the game character model based on a plurality of hooking anchors preset in the animated skeleton model and target character information of the target virtual character;
component hooking module 730, configured to hook each character model structural component copied from the game character model onto the animation skeleton model according to a corresponding hooking anchor point, so as to obtain a target animation character model of the target virtual character in the target scenario animation;
and the animation playing module 740 is configured to display the configured target scenario animation including the target virtual character corresponding to the target animation character model based on the configured target animation character model.
In an alternative embodiment, as shown in fig. 8, the apparatus further includes a scenario trigger confirmation module 750, where the scenario trigger confirmation module 750 is configured to:
upon detecting that a target virtual character in the game scene is in one or more of the following conditions, determining to trigger playing of the target scenario animation:
the target virtual character enters a preset scenario triggering position in the game scene; the target virtual character enters a preset game level; the game process corresponding to the target virtual character reaches a preset time node; the scenario development of the target virtual character in the game reaches a preset scenario node; the target virtual character uses a target game prop; and the action of the target virtual character in the game is matched with a preset play trigger event corresponding to the target scenario animation.
In an alternative embodiment, the model obtaining module 710 is specifically configured to:
loading a scenario animation file of a preset target scenario animation in response to triggering the playing of the target scenario animation, wherein the scenario animation file is a file generated through a pre-constructed animation skeleton model for generating the scenario animation;
and acquiring the animation skeleton model in the target scenario animation and a game role model of a target virtual role to be displayed in the target scenario animation in the game scene based on the scenario animation file.
In an alternative embodiment, the component hooking module 730 is specifically configured to:
copying mesh body and mesh material information of each limb model structural component from the game character model for at least one limb model structural component on the game character model in the character model structural components;
copying an adjunct model body of each adjunct model structural component from the game character model for at least one adjunct model structural component on the game character model in the character model structural components;
each copied grid body and grid material information is hung on the animation skeleton model according to a hanging anchor point on the animation skeleton model;
And hooking each copied accessory model body to the corresponding animation skeleton model according to the corresponding hooking anchor point to obtain a target animation role model of the target virtual role in the target scenario animation.
In an alternative embodiment, the component hooking module 730 is further configured to, after copying the target animated character model:
determining, for each of the character model structural components, each limb model structural component on the game character model and each appendage model structural component on the game character model, an animation effect corresponding to the limb model structural component and the appendage model structural component;
determining an animation component and an animation mode corresponding to each limb model structural component and each accessory model structural component on the game role model according to the animation effect;
the animation component and animation mode are configured for the target animated character model.
In an alternative embodiment, the animation playing module 740 is specifically configured to, when displaying the configured target scenario animation including the target virtual character corresponding to the target animated character model based on the configured target animated character model:
Taking over a loading instruction for loading a character action information file when the target scenario animation is displayed, wherein the character action information file is a file for configuring scenario actions for the animation skeleton model in advance according to scenario information of the target scenario animation;
acquiring the role action information file according to the file loading path indicated by the loading instruction;
configuring a target scenario action for the obtained target animation character model based on the character action information file;
and displaying the configured target scenario animation of the corresponding animation character of the target animation character model which comprises the target scenario action.
The process flow of each module in the apparatus and the interaction flow between the modules may be described with reference to the related descriptions in the above method embodiments, which are not described in detail herein.
In the process of playing the scenario animation, the terminal provided by the embodiment of the disclosure copies a plurality of structural components comprising bones and appearances from the game role model in the game scene, and is hung on the pre-constructed bone model with the hanging anchor points in the scenario animation according to the corresponding hanging anchor points, so that the target animation role model with the same appearance and bones as the game role model is dynamically generated in the scenario animation, and the configured scenario animation is played based on the target animation role model, so that the situation animation can be played for different game roles, the bone model in the animation is always kept consistent with the appearance of the game role model in the game scene in the scenario animation, and the playing effect of the scenario animation is improved.
Based on the same inventive concept, the embodiment of the disclosure further provides a scenario animation generation device corresponding to the scenario animation generation method, and since the principle of solving the problem by the device in the embodiment of the disclosure is similar to that of the scenario animation generation method in the embodiment of the disclosure, the implementation of the device can refer to the implementation of the method, and the repetition is omitted.
Referring to fig. 9 and 10, fig. 9 is a schematic diagram of a scenario animation generation device according to an embodiment of the disclosure, and fig. 10 is a schematic diagram of a scenario animation generation device according to an embodiment of the disclosure. As shown in fig. 9, a scenario animation generation apparatus 900 provided by an embodiment of the present disclosure includes:
the model generation module 910 is configured to construct a basic skeleton model adapted to a target scenario animation to be generated;
the attribute processing module 920 is configured to close the physical attribute layer and the script attribute layer on the basic skeleton model;
an anchor point setting module 930, configured to set a plurality of hanging anchor points for hanging a model structure component for the basic skeleton model based on character information of at least one animation character adapted to the target scenario animation, so as to obtain an animation skeleton model of the target scenario animation;
And the action configuration module 940 is configured to obtain a scenario animation including an animation character corresponding to the animation skeleton model, in which the scenario action is displayed, for the scenario action configured for the animation skeleton model based on scenario information of the target scenario animation.
In an alternative embodiment, the anchor point setting module 930 is specifically configured to:
setting at least one key frame on a time line of a target scenario animation based on scenario information of the target scenario animation;
for each key frame, determining a corresponding role action configured for the animation skeleton model at the key frame;
generating a character action information file corresponding to the character action;
and according to the character action information file, configuring the character action into the processed basic skeleton model to obtain the animation skeleton model which is adapted to the target scenario animation.
In an alternative embodiment, as shown in fig. 10, the scenario animation generation apparatus 900 further includes a file storage module 950, where the file storage module 950 is configured to:
a scenario animation file corresponding to the target scenario animation is exported, and a role action information file is exported;
According to a preset scenario animation storage path, storing the target scenario animation file;
and storing the role motion information file according to a preset motion information storage path.
The process flow of each module in the apparatus and the interaction flow between the modules may be described with reference to the related descriptions in the above method embodiments, which are not described in detail herein.
According to the scenario animation generation device provided by the embodiment of the disclosure, a basic skeleton model which is adapted to a target scenario animation to be generated is constructed, a physical attribute layer and a script attribute layer on the basic skeleton model are closed, a plurality of hanging anchors for hanging model structure components are arranged for the basic skeleton model based on character information of at least one animation character which is adapted to the target scenario animation, so that an animation skeleton model of the target scenario animation is obtained, scenario actions configured for the animation skeleton model based on the scenario information of the target scenario animation are obtained, and the target scenario animation comprising the animation characters corresponding to the animation skeleton model, wherein the scenario actions are presented.
Therefore, when the animation roles are constructed for the scenario animation, the physical attribute layer and the script attribute layer on the basic skeleton model are closed, the success of constructing the animation roles is improved, a plurality of hanging anchor points for hanging the model structure components are arranged for the basic skeleton model, and the consistency of the animation roles and the game roles is ensured.
Corresponding to the scenario animation playing method in fig. 1 and fig. 4 and the scenario animation generating method in fig. 5, the embodiment of the disclosure further provides an electronic device 1100, as shown in fig. 11, which is a schematic structural diagram of the electronic device 1100 provided by the embodiment of the disclosure, including:
a processor 1110, a memory 1120, and a bus 1130; the memory 1120 is used for storing execution instructions, including a memory 1121 and an external memory 1122; the memory 1121 is also referred to as an internal memory, and is used for temporarily storing operation data in the processor 1110 and data exchanged with the external memory 1122 such as a hard disk, and the processor 1110 exchanges data with the external memory 1122 through the memory 1121, and when the electronic device 1100 is operated, the processor 1110 and the memory 1120 communicate with each other through the bus 1130, so that the processor 1100 executes steps of the scenario animation playing method in fig. 1 and 4 or steps of the scenario animation generating method in fig. 5.
The embodiments of the present disclosure also provide a computer-readable storage medium having stored thereon a computer program which, when executed by a processor, performs the steps of the scenario animation playing method or scenario animation generating method described in the above method embodiments. Wherein the storage medium may be a volatile or nonvolatile computer readable storage medium.
The embodiments of the present disclosure further provide a computer program product, where the computer program product includes computer instructions, where the computer instructions, when executed by a processor, may perform the steps of the scenario animation playing method or the scenario animation generating method described in the foregoing method embodiments, and specifically, reference may be made to the foregoing method embodiments, which are not described herein again.
Wherein the above-mentioned computer program product may be realized in particular by means of hardware, software or a combination thereof. In an alternative embodiment, the computer program product is embodied as a computer storage medium, and in another alternative embodiment, the computer program product is embodied as a software product, such as a software development kit (Software Development Kit, SDK), or the like.
It will be clearly understood by those skilled in the art that, for convenience and brevity of description, specific working processes of the terminal, the electronic device and the apparatus described above may refer to corresponding processes in the foregoing method embodiments, which are not described herein again. In several embodiments provided in the present disclosure, it should be understood that the disclosed terminal, electronic device, apparatus, and method may be implemented in other manners. The above-described apparatus embodiments are merely illustrative, for example, the division of the units is merely a logical function division, and there may be other manners of division in actual implementation, and for example, multiple units or components may be combined or integrated into another system, or some features may be omitted, or not performed. Alternatively, the coupling or direct coupling or communication connection shown or discussed with each other may be through some communication interface, device or unit indirect coupling or communication connection, which may be in electrical, mechanical or other form.
The units described as separate units may or may not be physically separate, and units shown as units may or may not be physical units, may be located in one place, or may be distributed on a plurality of network units. Some or all of the units may be selected according to actual needs to achieve the purpose of the solution of this embodiment.
In addition, each functional unit in each embodiment of the present disclosure may be integrated in one processing unit, or each unit may exist alone physically, or two or more units may be integrated in one unit.
The functions, if implemented in the form of software functional units and sold or used as a stand-alone product, may be stored in a non-volatile computer readable storage medium executable by a processor. Based on such understanding, the technical solution of the present disclosure may be embodied in essence or a part contributing to the prior art or a part of the technical solution, or in the form of a software product stored in a storage medium, including several instructions to cause a computer device (which may be a personal computer, a server, or a network device, etc.) to perform all or part of the steps of the method described in the embodiments of the present disclosure. And the aforementioned storage medium includes: a U-disk, a removable hard disk, a Read-Only Memory (ROM), a random access Memory (Random Access Memory, RAM), a magnetic disk, or an optical disk, or other various media capable of storing program codes.
Finally, it should be noted that: the foregoing examples are merely specific embodiments of the present disclosure, and are not intended to limit the scope of the disclosure, but the present disclosure is not limited thereto, and those skilled in the art will appreciate that while the foregoing examples are described in detail, it is not limited to the disclosure: any person skilled in the art, within the technical scope of the disclosure of the present disclosure, may modify or easily conceive changes to the technical solutions described in the foregoing embodiments, or make equivalent substitutions for some of the technical features thereof; such modifications, changes or substitutions do not depart from the spirit and scope of the technical solutions of the embodiments of the disclosure, and are intended to be included within the scope of the present disclosure. Therefore, the protection scope of the present disclosure shall be subject to the protection scope of the claims.

Claims (13)

1. A scenario animation playing method, applied to a terminal provided with a graphical user interface, wherein the graphical user interface includes at least part of a game scene, and the game scene includes a target virtual character, the method includes:
In response to triggering the playing of a target scenario animation, acquiring an animation skeleton model in the target scenario animation and a game role model of a target virtual role in the target scenario animation in the game scene, wherein the animation skeleton model is a pre-constructed basic skeleton model for generating the scenario animation, the game scene is a real-time game scene, and the game role model is a generated game role model;
determining a plurality of character model structure components to be copied from the game character model based on a plurality of hanging anchors preset in the animation skeleton model and target character information of the target virtual character;
each character model structure component copied from the game character model is hung on the animation skeleton model according to a corresponding hanging anchor point, so that a target animation character model of the target virtual character in the target scenario animation is obtained;
and displaying the configured target scenario animation comprising the target virtual role corresponding to the target animation role model based on the configured target animation role model.
2. The method according to claim 1, characterized in that triggering the playing of the target scenario animation is determined by the following steps:
Upon detecting that a target virtual character in the game scene is in one or more of the following conditions, determining to trigger playing of the target scenario animation:
the target virtual character enters a preset scenario triggering position in the game scene; the target virtual character enters a preset game level; the game process corresponding to the target virtual character reaches a preset time node; the scenario development of the target virtual character in the game reaches a preset scenario node; the target virtual character uses a target game prop; and the action of the target virtual character in the game is matched with a preset play trigger event corresponding to the target scenario animation.
3. The method of claim 1, wherein the acquiring, in response to triggering the playing of the target scenario animation, the animation skeleton model in the preset target scenario animation and the game character model of the target virtual character in the target scenario animation in the game scene comprises:
loading a scenario animation file of a preset target scenario animation in response to triggering the playing of the target scenario animation, wherein the scenario animation file is a file generated through a pre-constructed animation skeleton model for generating the scenario animation;
And acquiring the animation skeleton model in the target scenario animation and a game role model of a target virtual role to be displayed in the target scenario animation in the game scene based on the scenario animation file.
4. The method of claim 1, wherein the hooking each character model structure component copied from the game character model to the animated skeletal model according to the corresponding hooking anchor to obtain a target animated character model of the target virtual character in the target scenario animation, comprising:
copying mesh body and mesh material information of each limb model structural component from the game character model for at least one limb model structural component on the game character model in the character model structural components;
copying an adjunct model body of each adjunct model structural component from the game character model for at least one adjunct model structural component on the game character model in the character model structural components;
each copied grid body and grid material information is hung on the animation skeleton model according to a hanging anchor point on the animation skeleton model;
And hooking each copied accessory model body to the corresponding animation skeleton model according to the corresponding hooking anchor point to obtain a target animation role model of the target virtual role in the target scenario animation.
5. The method of claim 4, wherein after copying the target animated character model, the method further comprises:
determining, for each of the character model structural components, each limb model structural component on the game character model and each appendage model structural component on the game character model, an animation effect corresponding to the limb model structural component and the appendage model structural component;
determining an animation component and an animation mode corresponding to each limb model structural component and each accessory model structural component on the game role model according to the animation effect;
the animation component and animation mode are configured for the target animated character model.
6. The method according to claim 1, wherein the displaying the configured target scenario animation including the target virtual character corresponding to the target animated character model based on the configured target animated character model specifically includes:
Taking over a loading instruction for loading a character action information file when the target scenario animation is displayed, wherein the character action information file is a file for configuring scenario actions for the animation skeleton model in advance according to scenario information of the target scenario animation;
acquiring the role action information file according to the file loading path indicated by the loading instruction;
configuring a target scenario action for the obtained target animation character model based on the character action information file;
and displaying the configured target scenario animation of the corresponding animation character of the target animation character model which comprises the target scenario action.
7. A scenario animation generation method, the method comprising:
constructing a basic skeleton model which is suitable for a target scenario animation to be generated;
closing a physical attribute layer and a script attribute layer on the basic skeleton model;
setting a plurality of hanging anchor points for hanging a model structure component for the basic skeleton model based on character information of at least one animation character adapted to the target scenario animation to obtain an animation skeleton model of the target scenario animation, wherein the model structure component is copied from a generated game character model in a real-time game scene;
And obtaining the target scenario animation comprising the animation roles corresponding to the animation skeleton model and presenting the scenario actions for the scenario actions configured for the animation skeleton model based on the scenario information of the target scenario animation.
8. The method according to claim 7, wherein setting a plurality of hooking anchors for hooking a model structure component for the basic skeleton model based on character information of at least one animation character adapted to the target scenario animation, to obtain an animation skeleton model of the target scenario animation, specifically comprises:
setting at least one key frame on a time line of a target scenario animation based on scenario information of the target scenario animation;
for each key frame, determining a corresponding role action configured for the animation skeleton model at the key frame;
generating a character action information file corresponding to the character action;
and according to the character action information file, configuring the character action into the processed basic skeleton model to obtain the animation skeleton model which is adapted to the target scenario animation.
9. The method of claim 7, wherein after obtaining the scenario motion configured for the animated skeletal model based on scenario information of the target scenario motion, the target scenario motion including the animated character corresponding to the animated skeletal model in which the scenario motion is presented, the method further comprises:
A scenario animation file corresponding to the target scenario animation is exported, and a role action information file is exported;
according to a preset scenario animation storage path, storing the target scenario animation file;
and storing the role motion information file according to a preset motion information storage path.
10. A terminal having a graphical user interface provided thereon, the graphical user interface including at least a portion of a game scene including a target virtual character therein, the terminal comprising:
the model acquisition module is used for responding to the triggering of the playing of the target scenario animation, acquiring an animation skeleton model in the preset target scenario animation and a game role model of a target virtual role in the target scenario animation in the game scene, wherein the animation skeleton model is a pre-constructed basic skeleton model used for generating the scenario animation, the game scene is a real-time game scene, and the game role model is a generated game role model;
the component copying module is used for determining a plurality of character model structural components to be copied from the game character model based on a plurality of hanging anchor points preset in the animation skeleton model and target character information of the target virtual character;
The component hooking module is used for hooking each character model structure component copied from the game character model on the animation skeleton model according to a corresponding hooking anchor point to obtain a target animation character model of the target virtual character in the target scenario animation;
and the animation playing module is used for displaying the configured target scenario animation comprising the target virtual role corresponding to the target animation role model based on the configured target animation role model.
11. A scenario animation generation apparatus, the apparatus comprising:
the model generation module is used for constructing a basic skeleton model which is adapted to the target scenario animation to be generated;
the attribute processing module is used for closing a physical attribute layer and a script attribute layer on the basic skeleton model;
the anchor point setting module is used for setting a plurality of hanging anchor points for hanging a model structure component for the basic skeleton model based on character information of at least one animation character adapted to the target scenario animation to obtain an animation skeleton model of the target scenario animation, wherein the model structure component is copied from a generated game character model in a real-time game scene;
And the action configuration module is used for obtaining the target scenario animation comprising the animation roles corresponding to the animation skeleton model and displaying the scenario actions for the scenario actions configured for the animation skeleton model based on the scenario information of the target scenario animation.
12. An electronic device, comprising: a processor, a memory and a bus, the memory storing machine readable instructions executable by the processor, the processor and the memory in communication over the bus when the electronic device is running, the machine readable instructions when executed by the processor performing the steps of the scenario animation playing method of any one of claims 1 to 6 or the scenario animation generating method of any one of claims 7 to 9.
13. A computer-readable storage medium, having stored thereon a computer program which, when executed by a processor, performs the steps of the scenario animation playing method according to any one of claims 1 to 6 or the scenario animation generating method according to any one of claims 7 to 9.
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