CN112057868A - Game model batch processing method and device and electronic equipment - Google Patents

Game model batch processing method and device and electronic equipment Download PDF

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Publication number
CN112057868A
CN112057868A CN202010980940.7A CN202010980940A CN112057868A CN 112057868 A CN112057868 A CN 112057868A CN 202010980940 A CN202010980940 A CN 202010980940A CN 112057868 A CN112057868 A CN 112057868A
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model
game
models
game models
placing
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罗睿
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Netease Hangzhou Network Co Ltd
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Netease Hangzhou Network Co Ltd
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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
    • A63F13/60Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
    • G06T17/00Three dimensional [3D] modelling, e.g. data description of 3D objects
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
    • G06T19/00Manipulating 3D models or images for computer graphics
    • G06T19/20Editing of 3D images, e.g. changing shapes or colours, aligning objects or positioning parts

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  • Physics & Mathematics (AREA)
  • Computer Graphics (AREA)
  • Software Systems (AREA)
  • General Physics & Mathematics (AREA)
  • Theoretical Computer Science (AREA)
  • Multimedia (AREA)
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  • Architecture (AREA)
  • Computer Hardware Design (AREA)
  • General Engineering & Computer Science (AREA)
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Abstract

The application provides a batch processing method and device of a game model and electronic equipment, wherein a graphical user interface of a game engine is displayed through the electronic equipment, and the method comprises the following steps: responding to model acquisition operation aiming at the graphical user interface to obtain a plurality of game models to be batched; responding to the placing operation aiming at the plurality of game models, and determining the model placing forms of the plurality of game models; extracting model resources corresponding to a plurality of game models through a game engine; and according to the model placing forms, carrying out batch processing on the model resources corresponding to the game models to obtain the whole game models corresponding to the model placing forms. According to the method and the device, automatic compound batching operation can be performed on a plurality of game models in the game engine, and the batched integral models can be obtained.

Description

Game model batch processing method and device and electronic equipment
Technical Field
The present application relates to the field of game technologies, and in particular, to a method and an apparatus for batch processing of game models, and an electronic device.
Background
The resource batch processing method of the existing game model comprises the following steps: the method comprises the steps that models are exported to 3Dmax software from a Midia engine, the imported models are manually combined into one model in the 3Dmax software, a plurality of intermediate files such as MAX files or PSD files can be generated in the manual combination process, once one file is wrong, the combination process of the whole model can be influenced, and the resource combination mode is complicated in operation, time-consuming, serious and low in fault tolerance rate.
Disclosure of Invention
The application aims to provide a game model batch processing method, a game model batch processing device and electronic equipment, which can carry out automatic batch combination operation on a plurality of game models to obtain an integrated model after batch combination.
In a first aspect, an embodiment of the present application provides a method for batch processing of a game model, where a graphical user interface of a game engine is displayed by an electronic device, the method including: responding to model acquisition operation aiming at the graphical user interface to obtain a plurality of game models to be batched; responding to the placing operation aiming at the plurality of game models, and determining the model placing forms of the plurality of game models; extracting model resources corresponding to a plurality of game models through a game engine; and according to the model placing forms, carrying out batch processing on the model resources corresponding to the game models to obtain the whole game models corresponding to the model placing forms.
Further, the obtaining a plurality of game models to be batched in response to the model obtaining operation for the graphical user interface includes: and responding to the selection operation and/or the copying operation of the model in the graphical user interface to obtain a plurality of game models to be batched.
Further, the step of determining the model arrangement forms of the plurality of game models in response to the arrangement operation for the plurality of game models includes: and adjusting the position relation of the plurality of game models in response to the dragging operation and/or the rotating operation aiming at the plurality of game models, and determining the model placing shape based on the adjusted plurality of game models.
Further, after the step of determining the model arrangement forms of the plurality of game models, the method further includes: and responding to the saving operation aiming at the model placing form, and saving the model resources respectively corresponding to the plurality of game models of the model placing form.
Further, the step of extracting model resources corresponding to the plurality of game models by the game engine includes: obtaining identifications corresponding to a plurality of game models through a game engine; and searching model resources corresponding to the identifications from a preset database according to the identifications corresponding to the game models respectively.
Further, the model resources include: model files, material balls, maps and model information; the model information includes: LOD level detail, physical collision and UV map.
Further, the UV map includes: UV patterns for mapping batches and UV patterns for baking.
In a second aspect, an embodiment of the present application further provides a device for batch processing of a game model, where a graphical user interface of a game engine is displayed by an electronic device, and the device includes: the model acquisition module is used for responding to model acquisition operation aiming at the graphical user interface to obtain a plurality of game models to be batched; the model form determining module is used for responding to the placing operation aiming at the plurality of game models and determining the model placing forms of the plurality of game models; the model resource extraction module is used for extracting model resources corresponding to a plurality of game models through a game engine; and the model batching module is used for batching the model resources corresponding to the game models according to the model placing forms to obtain the whole game models corresponding to the model placing forms.
In a third aspect, an embodiment of the present application further provides an electronic device, which includes a processor and a memory, where the memory stores computer-executable instructions that can be executed by the processor, and the processor executes the computer-executable instructions to implement the foregoing method.
In a fourth aspect, embodiments of the present application further provide a computer-readable storage medium storing computer-executable instructions that, when invoked and executed by a processor, cause the processor to implement the above-mentioned method.
According to the method for processing the game models in the combined batch, the graphical user interface of the game engine is displayed through the electronic equipment, and then a plurality of game models to be combined and the model placing forms to be displayed after the combination can be determined according to some operations of the graphical user interface; and then extracting model resources corresponding to a plurality of game models through a game engine, and performing batch combination processing on the model resources corresponding to each game model according to the model placing forms to obtain an overall game model corresponding to the model placing forms. According to the method and the device, automatic compound batch processing can be performed on a plurality of game models in the game engine, intermediate files such as MAX files and PSD files do not exist, time and labor are saved, model batch combining efficiency can be improved, and the fault tolerance rate is high.
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In order to more clearly illustrate the detailed description of the present application or the technical solutions in the prior art, the drawings needed to be used in the detailed description of the present application or the prior art description will be briefly introduced below, and it is obvious that the drawings in the following description are some embodiments of the present application, and other drawings can be obtained by those skilled in the art without creative efforts.
FIG. 1 is a flowchart of a batch processing method for a game model according to an embodiment of the present disclosure;
FIG. 2 is a schematic diagram of a game model to be batched according to an embodiment of the present disclosure;
FIG. 3 is a schematic view of a model layout according to an embodiment of the present disclosure;
FIG. 4 is a schematic diagram of an integrated game model after approval according to an embodiment of the present application;
FIG. 5 is a schematic structural diagram of a batch processing apparatus for a game model according to an embodiment of the present disclosure;
fig. 6 is a schematic structural diagram of an electronic device according to an embodiment of the present application.
Detailed Description
The technical solutions of the present application will be described clearly and completely with reference to the following embodiments, and it should be understood that the described embodiments are some, but not all embodiments of the present application. All other embodiments, which can be derived by a person skilled in the art from the embodiments given herein without making any creative effort, shall fall within the protection scope of the present application.
The existing model resource batch processing method and process are tedious and time-consuming. The following description takes the batch of three models of the game model A, B, C as an example: for example, a final batch model D includes 6 sub-models, two models a, three models B and one model C, in three-dimensional software such as 3Dmax, the 6 sub-models are manually batch-manufactured into D, 3-level perspective detail display needs to be readjusted, assuming that each sub-model allows copying, at least 3 levels need to be generated, each level has a perspective detail display file LOD x3, and physical collisions, such as physical collision x6, need to be readjusted. Each sub-model has 3 levels of perspective detail displays (LODx3), each level of perspective detail display requiring a set of FirstUV for charting and a set of SeconddUV for baking. The 18FirstUV distributions for the tiling (FirstUVx6 submodel x3 LOD levels 18FirstUV) and the 18SecondUV distributions for the baking (SecondUVx6 submodel x3 LOD levels 18SecondUV) were readjusted. The process requires adjustment of 3x3+18+18+18 + 63 process files, if 4 different sub-models participate in the batch combination, the number of the process files is 4x3+18+18+24 + 72, and so on, and any one process file has an error, and the final file is also useless, so that the manufacturing is time-consuming and the fault tolerance rate is low.
Based on this, the embodiment of the application provides a method for batch processing of game models, which can perform an automated batch processing flow on a plurality of game models in a game engine, thereby improving the efficiency of batch processing of the models and having a high fault tolerance.
Fig. 1 is a flowchart of a batching method of a game model according to an embodiment of the present application, in which a graphical user interface of a game engine is displayed on an electronic device, where the game engine may be a tournament engine or another game engine. The method comprises the following steps:
and step S102, responding to the model acquisition operation aiming at the graphical user interface to obtain a plurality of game models to be batched.
The graphical user interface displays a plurality of selectable game models, such as houses, props and the like, and the selectable game models are uploaded to an engine in advance by a user and comprise model resources corresponding to the game models, such as model files, material balls, maps and model information. A user may select a game model to be batched according to actual needs, and a specific model obtaining manner may be a copy operation or a selection operation on the same model, and a plurality of game models to be batched may be finally obtained, as shown in fig. 2, three game models A, B, C are selected, and then a is copied once and B is copied twice, and finally 6 game models to be batched are obtained: two a, three B and one C.
Step S104, responding to the placing operation of the plurality of game models, determining the placing forms of the plurality of game models.
The putting operation of the game models can be performed according to the requirements of game scenes and artistic effects, the putting operation can be dragging operation of the game models, or can be manual rotation operation of the game models, and the like, the model putting mode is shown in fig. 3, and the 6 game models are stacked together.
Step S106, extracting model resources corresponding to a plurality of game models through the game engine.
The model resources include: model files, material balls, maps and model information; the model information includes: LOD level detail, physical collision and UV map, wherein the UV map comprises: UV for labeling batch and UV for baking. The mapping refers to a mapping required by the model, and the mapping is provided with color information; the UV map is a map obtained by expanding the surface of the model, and has no color attribute, and in the specific implementation process, the color information on the map is respectively displayed according to the distribution of the UV map, so that the map can be linked to the model.
The model resources can be extracted in various ways, such as directly from a database through a game engine, or automatically through a plug-in configured in the game engine.
And S108, carrying out batch processing on the model resources corresponding to each game model according to the model placing shapes to obtain the whole game model corresponding to the model placing shapes.
The process of the batching process may be automatically completed by the game engine, or may be realized by the game engine calling the configured batching plug-in, and finally, by model resource integration, an overall game model corresponding to the model placement form, that is, a complete game model, corresponding model resources, such as: the model file, the material ball, the map and the model information are processed in batch. As shown in fig. 4, the game model D after the batch is associated with the model arrangement form.
According to the method for processing the game models in the combined batch, the graphical user interface of the game engine is displayed through the electronic equipment, and then a plurality of game models to be combined and the model placing forms to be displayed after the combination can be determined according to some operations of the graphical user interface; and then extracting model resources corresponding to a plurality of game models through a game engine, and performing batch combination processing on the model resources corresponding to each game model according to the model placing forms to obtain an overall game model corresponding to the model placing forms. According to the method and the device, automatic compound batch processing can be performed on a plurality of game models in the game engine, intermediate files such as MAX files and PSD files do not exist, time and labor are saved, model resources do not need to be exported to 3D software, model batch efficiency can be improved, and fault tolerance rate is improved.
In order to make the model arrangement form more conform to the game scene or show better artistic effect, the step of determining the model arrangement form of the plurality of game models in response to the arrangement operation of the plurality of game models may be implemented by:
and adjusting the position relation of the plurality of game models in response to the dragging operation and/or the rotating operation aiming at the plurality of game models, and determining the model placing shape based on the adjusted plurality of game models.
Through multiple operations of the game models to be combined, the position relation of the game models is adjusted, a good artistic effect can be achieved, and the fidelity of a game scene is improved.
After the step of determining the model arrangement forms of the plurality of game models, the method may further include the steps of:
and responding to the saving operation aiming at the model placing form, and saving the model resources respectively corresponding to the plurality of game models of the model placing form.
The method is that the engine files corresponding to the model placing forms are stored, and the engine files comprise model resources corresponding to each game model, such as model files, material balls, maps and model information; the model information includes: LOD level detail, physical collision and UV map, wherein the UV map comprises: UV patterns for mapping batches and UV patterns for baking.
The step of extracting the model resources corresponding to the plurality of game models by the game engine may have two implementation manners:
the first method comprises the following steps: obtaining identifications corresponding to a plurality of game models through a game engine; according to the identification corresponding to each game model, searching the model resource corresponding to each identification from a preset database, such as: model files, material balls, maps, LOD level details, physical bumps, and UV maps.
And the second method comprises the following steps: the game engine is provided with a batching plug-in; calling a batching plug-in to obtain identifiers corresponding to a plurality of game models from a game engine; and searching a model file, a material ball, a map, LOD level details, physical collision and UV (ultraviolet) maps which respectively correspond to the identifications from a preset database according to the identifications respectively corresponding to the game models to obtain model resources respectively corresponding to the game models.
The preset database may be a model database in which a plurality of game models are stored in the engine, or may be an engine file stored in the previous step.
The step of performing batch processing on the model resources corresponding to each game model according to the model placement form also has two implementation modes:
firstly, calling a batching plug-in to respectively carry out batching processing on model resources corresponding to each game model according to the model placing form. The automated batching process is completed by directly calling a plug-in configured in the engine. The plug-in loads material balls, maps, LODs, physical collisions and UV maps corresponding to game models required by combination through identifying engine level files, combines a plurality of game models, and automatically generates correct LOD levels, physical collisions, UV maps for mapping and combination, UV maps for baking and material balls and maps corresponding to the integrated models after combination.
Secondly, checking the resource type of the model resource corresponding to each game model; carrying out batch combination on the model resources with the resource types of material balls or chartlets to obtain first type model resources; taking the model resource with the resource type of the model file or the model information as a target model resource, and carrying out batch combination processing on the target model resource according to the model placing form to obtain a second type of model resource; and determining the whole game model corresponding to the model placing form based on the first type of model resources and the second type of model resources.
The step of obtaining the first type of model resources by batch processing of the model resources with the resource types of material balls or maps can be realized by the following method:
if the resource type is a material ball, overlaying the mapping information in the material ball corresponding to each game model to obtain the batched material balls; if the resource type is a map, placing the maps corresponding to the game models in a rectangular range with a preset size to obtain batched maps; and taking the batched material balls and the batched mapping as first-class model resources.
The model resource with the resource type of the model file or the model information is used as a target model resource, and the target model resource is batched according to the model placing form to obtain a second type of model resource, which can be realized in the following way:
and (3) carrying out batch combination of models: the model, LOD and collision all belong to model files, and are named differently. Examples are: model name 12001_ metal _ box, LOD name LodMesh _12001_ metal _ box. The collision name AutoPhy _ LodMesh _12001_ metal _ box. The LOD naming is that a prefix is added on the basis of model file naming, file names and prefixes are identified in batches, 2 times of combination is carried out, models are combined for the first time, and LOD is combined for the second time. The collision is generated separately on the merged model file.
Pooling of UV plots: the 1 set of UV is the regenerated UV from the layout of the merged map. The 2 sets of UV automatically re-expand and merge the 2 UV's according to the LightmapOffset's rules (all 2U's have no overlap).
According to the method for batch processing of the game models, the graphical user interface is displayed through the game engine of the electronic equipment, the visual intuition and the operation directness are achieved, which game model needs to be directly selected in the engine, and the game model does not need to be exported to other three-dimensional software for modification and production. The efficiency of the batch process can be improved, the workload of manual operation of the conventional batch process can be simplified, the process files generated in the conventional batch process, such as 3x3+18+18+18 in the above example, 63 process files can be reduced while the efficiency and the fault tolerance rate are increased, and the manual operation steps for generating the process files can be reduced. In the time used by the traditional batch manufacturing method, nearly half of the time is saved, and the batch working efficiency is greatly improved.
Based on the foregoing method embodiment, an embodiment of the present application further provides a batching apparatus for game models, which displays a graphical user interface of a game engine through an electronic device, as shown in fig. 5, and the apparatus includes:
a model obtaining module 52, configured to obtain a plurality of game models to be batched in response to a model obtaining operation for the graphical user interface;
a model form determination module 54 configured to determine model placing forms of the plurality of game models in response to placing operations for the plurality of game models;
a model resource extraction module 56, configured to extract, by a game engine, model resources corresponding to a plurality of game models;
and the model batching module 58 is used for batching the model resources corresponding to the game models according to the model placing shapes to obtain the whole game models corresponding to the model placing shapes.
The batch processing device for the game model, provided by the embodiment of the application, can solve the problem of redundant manual operation part in the traditional batch method, and comprises the steps of importing the sub-models into 3D software to manufacture relevant perspective detail display levels, two sets of UV (ultraviolet) distribution, sorting physical collision and the like, so that the workload of original large process files and manual operation is optimized, and the batch efficiency and fault tolerance rate of the model are greatly improved.
In a possible embodiment, the model obtaining module 52 is further configured to obtain a plurality of game models to be batched in response to a selection operation and/or a copy operation for a model in the graphical user interface.
In another possible embodiment, the model shape determining module 54 is further configured to adjust the position relationship of the plurality of game models in response to the drag operation and/or the rotation operation with respect to the plurality of game models, and determine the model pose shape based on the adjusted plurality of game models.
In another possible embodiment, the model form determining module 54 is further configured to, in response to the saving operation for the model placing form, save the model resources corresponding to the plurality of game models of the model placing form.
In another possible implementation, the model resource extraction module 56 is further configured to obtain, by a game engine, identifiers corresponding to a plurality of game models; and searching model resources corresponding to the identifications from a preset database according to the identifications corresponding to the game models respectively.
In another possible embodiment, the model resources include: model files, material balls, maps and model information; the model information includes: LOD level detail, physical collision and UV map.
In another possible embodiment, the UV map comprises: UV patterns for mapping batches and UV patterns for baking.
The implementation principle and the generated technical effect of the batch processing device of the game model provided by the embodiment of the application are the same as those of the embodiment of the method, and for the sake of brief description, the embodiment of the device is not mentioned, and reference may be made to the corresponding content in the embodiment of the method.
An electronic device is further provided in the embodiment of the present application, as shown in fig. 6, which is a schematic structural diagram of the electronic device, where the electronic device includes a processor 61 and a memory 60, the memory 60 stores computer-executable instructions that can be executed by the processor 61, and the processor 61 executes the computer-executable instructions to implement the method.
In the embodiment shown in fig. 6, the electronic device further comprises a bus 62 and a communication interface 63, wherein the processor 61, the communication interface 63 and the memory 60 are connected by the bus 62.
The Memory 60 may include a high-speed Random Access Memory (RAM) and may also include a non-volatile Memory (non-volatile Memory), such as at least one disk Memory. The communication connection between the network element of the system and at least one other network element is realized through at least one communication interface 63 (which may be wired or wireless), and the internet, a wide area network, a local network, a metropolitan area network, and the like can be used. The bus 62 may be an ISA (Industry Standard Architecture) bus, a PCI (Peripheral Component Interconnect) bus, an EISA (Extended Industry Standard Architecture) bus, or the like. The bus 62 may be divided into an address bus, a data bus, a control bus, etc. For ease of illustration, only one double-headed arrow is shown in FIG. 6, but that does not indicate only one bus or one type of bus.
The processor 61 may be an integrated circuit chip having signal processing capabilities. In implementation, the steps of the above method may be performed by integrated logic circuits of hardware or instructions in the form of software in the processor 61. The Processor 61 may be a general-purpose Processor, and includes a Central Processing Unit (CPU), a Network Processor (NP), and the like; the device can also be a Digital Signal Processor (DSP), an Application Specific Integrated Circuit (ASIC), a Field Programmable Gate Array (FPGA) or other Programmable logic device, a discrete Gate or transistor logic device, or a discrete hardware component. A general purpose processor may be a microprocessor or the processor may be any conventional processor or the like. The steps of the method disclosed in connection with the embodiments of the present application may be directly implemented by a hardware decoding processor, or implemented by a combination of hardware and software modules in the decoding processor. The software module may be located in ram, flash memory, rom, prom, or eprom, registers, etc. storage media as is well known in the art. The storage medium is located in the memory, and the processor 61 reads the information in the memory, and completes the steps of the batch processing method of the game model of the foregoing embodiment in combination with the hardware thereof.
Embodiments of the present application further provide a computer-readable storage medium, where computer-executable instructions are stored, and when the computer-executable instructions are called and executed by a processor, the computer-executable instructions cause the processor to implement the method, and specific implementation may refer to the foregoing method embodiments, and is not described herein again.
The method, the apparatus, and the computer program product of the electronic device provided in the embodiments of the present application include a computer-readable storage medium storing a program code, where instructions included in the program code may be used to execute the method described in the foregoing method embodiments, and specific implementation may refer to the method embodiments, and will not be described herein again.
Unless specifically stated otherwise, the relative steps, numerical expressions, and values of the components and steps set forth in these embodiments do not limit the scope of the present application.
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 application or portions thereof that substantially contribute to the prior art may be embodied in the form of a software product stored in a storage medium and including instructions for causing a computer device (which may be a personal computer, a server, or a network device) to execute all or part of the steps of the method according to the embodiments of the present application. And the aforementioned storage medium includes: a U-disk, a removable hard disk, a Read-Only Memory (ROM), a Random Access Memory (RAM), a magnetic disk or an optical disk, and other various media capable of storing program codes.
In the description of the present application, it should be noted that the terms "center", "upper", "lower", "left", "right", "vertical", "horizontal", "inner", "outer", and the like indicate orientations or positional relationships based on the orientations or positional relationships shown in the drawings, and are only for convenience of description and simplicity of description, and do not indicate or imply that the device or element being referred to must have a particular orientation, be constructed and operated in a particular orientation, and thus, should not be construed as limiting the present application. Furthermore, the terms "first," "second," and "third" are used for descriptive purposes only and are not to be construed as indicating or implying relative importance.
Finally, it should be noted that: the above-mentioned embodiments are only specific embodiments of the present application, and are used for illustrating the technical solutions of the present application, but not limiting the same, and the scope of the present application is not limited thereto, and although the present application is described in detail with reference to the foregoing embodiments, those skilled in the art should understand that: any person skilled in the art can modify or easily conceive the technical solutions described in the foregoing embodiments or equivalent substitutes for some technical features within the technical scope disclosed in the present application; such modifications, changes or substitutions do not depart from the spirit and scope of the exemplary embodiments of the present application, and are intended to be covered by the scope of the present application. Therefore, the protection scope of the present application shall be subject to the protection scope of the claims.

Claims (10)

1. A method for pooling a game model by displaying a graphical user interface of a game engine via an electronic device, the method comprising:
responding to the model acquisition operation aiming at the graphical user interface to obtain a plurality of game models to be batched;
responding to the placing operation aiming at the plurality of game models, and determining the model placing forms of the plurality of game models;
extracting model resources corresponding to a plurality of game models through the game engine;
and according to the model placing forms, carrying out batch combination processing on the model resources corresponding to the game models to obtain the whole game models corresponding to the model placing forms.
2. The method of claim 1, wherein obtaining a plurality of game models to be batched in response to a model acquisition operation directed to the graphical user interface comprises:
and responding to the selection operation and/or the copying operation aiming at the model in the graphical user interface to obtain a plurality of game models to be batched.
3. The method of claim 1, wherein the step of determining model arrangement shapes of a plurality of the game models in response to the arrangement operation for the plurality of the game models comprises:
and responding to dragging operation and/or rotating operation aiming at the plurality of game models, adjusting the position relation of the plurality of game models, and determining the model placing form based on the adjusted plurality of game models.
4. The method of claim 1, wherein the step of determining the model pose configuration of the plurality of game models is followed by the step of:
and responding to the saving operation aiming at the model placing form, and saving the model resources corresponding to the plurality of game models of the model placing form respectively.
5. The method of claim 1, wherein the step of extracting, by the game engine, model resources corresponding to a plurality of game models comprises:
obtaining a plurality of identifications corresponding to the game models through the game engine;
and searching model resources corresponding to the identifications from a preset database according to the identifications corresponding to the game models respectively.
6. The method of claim 1, wherein the model resources comprise: model files, material balls, maps and model information; the model information includes: LOD level detail, physical collision and UV map.
7. The method of claim 1, wherein the UV map comprises: UV patterns for mapping batches and UV patterns for baking.
8. An apparatus for pooling gaming models by displaying a graphical user interface of a gaming engine via an electronic device, the apparatus comprising:
the model acquisition module is used for responding to model acquisition operation aiming at the graphical user interface to obtain a plurality of game models to be batched;
the model shape determining module is used for responding to the placing operation aiming at the plurality of game models and determining the model placing shapes of the plurality of game models;
the model resource extraction module is used for extracting model resources corresponding to a plurality of game models through the game engine;
and the model batching module is used for batching the model resources corresponding to the game models according to the model placing forms to obtain the whole game models corresponding to the model placing forms.
9. An electronic device comprising a processor and a memory, the memory storing computer-executable instructions executable by the processor, the processor executing the computer-executable instructions to implement the method of any one of claims 1 to 7.
10. A computer-readable storage medium having computer-executable instructions stored thereon which, when invoked and executed by a processor, cause the processor to implement the method of any of claims 1 to 7.
CN202010980940.7A 2020-09-17 2020-09-17 Game model batch processing method and device and electronic equipment Pending CN112057868A (en)

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