CN112206524A - Information processing method and device for picking up virtual article in UE4 engine - Google Patents

Information processing method and device for picking up virtual article in UE4 engine Download PDF

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Publication number
CN112206524A
CN112206524A CN202010976615.3A CN202010976615A CN112206524A CN 112206524 A CN112206524 A CN 112206524A CN 202010976615 A CN202010976615 A CN 202010976615A CN 112206524 A CN112206524 A CN 112206524A
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China
Prior art keywords
hand
player
engine
virtual item
function
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CN202010976615.3A
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CN112206524B (en
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夏露辉
许秋子
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Shenzhen Realis Multimedia Technology Co Ltd
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Shenzhen Realis Multimedia Technology Co Ltd
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Priority to CN202010976615.3A priority Critical patent/CN112206524B/en
Priority to CN202210337765.9A priority patent/CN114712857A/en
Publication of CN112206524A publication Critical patent/CN112206524A/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
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/56Computing the motion of game characters with respect to other game characters, game objects or elements of the game scene, e.g. for simulating the behaviour of a group of virtual soldiers or for path finding
    • 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
    • A63F2300/80Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
    • A63F2300/8082Virtual reality

Abstract

The invention relates to an information processing method, an information processing device, a computer device and a storage medium, wherein the method comprises the following steps: creating a left-hand skeletal model and a right-hand skeletal model on a virtual item of the UE4 engine; adding a first slot at a first wrist node of a left-hand skeleton model, and adding a second slot at a second wrist node of a right-hand skeleton model; when a player picks up a virtual item by using a left hand, a first slot is introduced into an AttachToComponent function, a pick-up event output player calling a UE4 engine picks up the virtual item by using the left hand, and a SetVisability function calling a UE4 engine hides the left hand of the player and displays a left-hand skeleton model; when the player picks up the virtual item with the right hand, transfer the second slot into the AttachToComponent function, export the pick event invoking the UE4 engine the player picks up the virtual item with the right hand, hide the player's right hand and display the right hand skeletal model invoking the SetVisability function of the UE4 engine. The above approach can make the player's hand more conformable to objects when picking up objects in the virtual environment of the UE4 engine.

Description

Information processing method and device for picking up virtual article in UE4 engine
Technical Field
The present invention relates to the field of virtual reality technologies, and in particular, to an information processing method and apparatus, a computer device, and a storage medium.
Background
The UE4 is a 3A-level time game engine developed by Epic game company in America, has a strong rendering effect, adopts a physical material system, and is one of favorite engines of developers. The UE4 picture effect completely reaches the 3A game level, and the illumination and physical rendering effect is strong. The UE4 blueprint system allows game plans to edit code as well, and the various official plugins are complete, so that developers do not need to build third-party plugins and worry about compatible interface problems. More importantly, the UE4 provides good support for the handle, VR controller for virtual reality gaming.
In the application of virtual reality, a hand is often needed to pick up an Actor (object) in a game scene, and if the position of the Actor Attach in a hand is adjusted simply by adjusting a Socket of a hand skeleton when the Actor is picked up, a help penetrating performance that the Actor cannot be completely attached to the hand occurs.
Disclosure of Invention
The invention aims to overcome the defects of the prior art and provides an information processing method, an information processing device, a computer device and a storage medium for picking up virtual items in a UE4 engine, which can enable hands of players to be more fit with objects when the objects are picked up in a virtual environment of a UE4 engine.
In order to solve at least one technical problem, an embodiment of the present invention provides an information processing method for picking up a virtual item in a UE4 engine, where the method includes:
creating a left-hand skeletal model and a right-hand skeletal model on a virtual item of the UE4 engine;
adding a first slot at a first wrist node of the left-hand skeleton model and adding a second slot at a second wrist node of the right-hand skeleton model;
when a player picks up the virtual item with a left hand, transferring the first slot into an AttachToComponent function, calling a pick event of a UE4 engine to output that the player picks up the virtual item with the left hand, calling a SetVisability function of a UE4 engine to hide the left hand of the player and display the left hand skeletal model;
when the player picks up the virtual item with the right hand, the second slot is transferred into the AttachToComponent function, a pick-up event invoking the UE4 engine outputs that the player picks up the virtual item with the right hand, a SetVisability function invoking the UE4 engine hides the right hand of the player and displays the right hand skeletal model.
In one embodiment, after the invoking the setvisiability function of the UE4 engine hides the left hand of the player and displays the left hand skeletal model, the method further comprises:
when a player drops the virtual item, a drop event invoking the UE4 engine outputs that the player dropped the virtual item with the left hand, a SetVisability function invoking the UE4 engine displays the left hand of the player and hides the left hand skeletal model.
In one embodiment, after the invoking the SetVisability function of the UE4 engine hides the right hand of the player and displays the right-hand bone model, the method further comprises:
when the player drops the virtual item, a drop event invoking the UE4 engine outputs that the player dropped the virtual item with the right hand, and a SetVisability function invoking the UE4 engine displays the right hand of the player and hides the right hand bone model.
In one embodiment, after the invoking the setvisiability function of the UE4 engine hides the left hand of the player and displays the left hand skeletal model, the method further comprises:
creating a first Boolean-type variable, wherein the first Boolean-type variable is used for adjusting the position relation between the left hand and the virtual article;
if the output value of the first Boolean type variable is true, displaying the left hand of the player and the left hand skeleton model.
In one embodiment, after said displaying said left hand of said player and said left hand skeletal model, further comprising:
when a player is running, the position and rotation of the first slot are adjusted so that the left hand of the player and the left hand skeletal model coincide.
In one embodiment, after the invoking the SetVisability function of the UE4 engine hides the right hand of the player and displays the right-hand bone model, the method further comprises:
creating a second Boolean type variable, wherein the second Boolean type variable is used for adjusting the position relation between the right hand and the virtual article;
displaying the right hand and the right hand skeleton model of the player if the output value of the first Boolean type variable is true.
In one embodiment, after the displaying the right hand of the player and the right hand bone model, the method further comprises:
when a player is running, the position and rotation of the second slot are adjusted so that the right hand of the player and the right hand bone model coincide.
The application also provides an information processing device for picking up virtual items in the UE4 engine, which comprises:
a creation module to create a left-hand skeletal model and a right-hand skeletal model on a virtual item of the UE4 engine;
the adding module is used for adding a first slot at a first wrist node of the left-hand skeleton model and adding a second slot at a second wrist node of the right-hand skeleton model;
a first pick module for transferring the first slot into an attachtomomponent function when a player picks up the virtual item with a left hand, calling a pick event of a UE4 engine to output that the player picks up the virtual item with the left hand, calling a setvision function of a UE4 engine to hide the left hand of the player and display the left hand skeletal model;
a second pick module for transferring the second slot into an AttachToComponent function when the player picks up the virtual item with a right hand, calling a pick event of the UE4 engine to output that the player picks up the virtual item with the right hand, calling a SetVisability function of the UE4 engine to hide the right hand of the player and display the right hand bone model.
In addition, an embodiment of the present invention further provides a computer device, including: the system comprises a memory, a processor and an application program stored on the memory and capable of running on the processor, wherein the processor realizes the steps of the method of any embodiment when executing the application program.
In addition, an embodiment of the present invention further provides a computer-readable storage medium, on which an application program is stored, and when the application program is executed by a processor, the steps of any one of the above-mentioned embodiments of the method are implemented.
In an embodiment of the invention, by implementing the above method, a left-hand skeleton model and a right-hand skeleton model are created on a virtual item of the UE4 engine; adding a first slot at a first wrist node of the left-hand skeleton model and adding a second slot at a second wrist node of the right-hand skeleton model; when a player picks up the virtual item with a left hand, transferring the first slot into an AttachToComponent function, calling a pick event of a UE4 engine to output that the player picks up the virtual item with the left hand, calling a SetVisability function of a UE4 engine to hide the left hand of the player and display the left hand skeletal model; when the player picks up the virtual item with the right hand, the second slot is transferred into the AttachToComponent function, a pick-up event invoking the UE4 engine outputs that the player picks up the virtual item with the right hand, a SetVisability function invoking the UE4 engine hides the right hand of the player and displays the right hand skeletal model. Therefore, whether the player picks up the virtual object by using the left hand or the right hand, the perfect fit between the left-hand skeleton model or the right-hand skeleton model and the virtual object can be displayed, and the fit between the hand of the player and the virtual object is visually realized.
Drawings
Fig. 1 is a schematic flowchart of an information processing method for picking up a virtual item in a UE4 engine according to an embodiment of the present invention;
FIG. 2 is a schematic structural diagram of a virtual article and a left-hand skeleton model or a right-hand skeleton model according to an embodiment of the invention;
fig. 3 is a schematic structural diagram of an information processing apparatus for picking up a virtual item in an engine of UE4 according to an embodiment of the present invention;
fig. 4 is a schematic structural composition diagram of a computer device in the embodiment of the present invention.
Detailed Description
The technical solutions in the embodiments of the present invention will be clearly and completely described below with reference to the drawings in the embodiments of the present invention, and it is obvious that the described embodiments are only a part of the embodiments of the present invention, and not all of the embodiments. 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 invention.
An embodiment of the present invention provides an information processing method for picking up a virtual item in a UE4 engine, and as shown in fig. 1, the information processing method for picking up a virtual item in a UE4 engine includes the following steps:
s102, a left-hand skeletal model and a right-hand skeletal model are created on a virtual item of the UE4 engine.
In the present embodiment, virtual items are created on the UE4 engine, while a left-hand skeletal model and a right-hand skeletal model are created. Specifically, the virtual item being picked up is an Actor. Two static models were created on Actor, a left-hand (lefthand) and a right-hand (righthand) bone model. The left-hand (lefthand) and right-hand (righthand) skeletal models may be skeletal models of poses of hands created by art to which the virtual item fits perfectly. For example, as shown in FIG. 2, the virtual object being picked is a claw hammer, and art is required to create a skeletal model of the pose of the hand holding the claw hammer, which is then translated into a static model by the developer at the UE 4. Meanwhile, the positions of the leftHandMesh and the rightHandMesh are adjusted, so that the left-right hand-free laser can be perfectly attached to the Actor.
And S104, adding a first slot to a first wrist node of the left-hand skeleton model, and adding a second slot to a second wrist node of the right-hand skeleton model.
In this embodiment, a first slot is added to the first wrist node of the left-hand bone model and a second slot is added to the second wrist node of the right-hand bone model. Specifically, sockets are added to wrist nodes (wrist _1) and (wrist _ r) of skeletal models of the left and right hands of the player, respectively. The Socket is as follows: a point is placed at a certain part of an object, the point can follow the object to move, the point is the socket, then another object attach is added to the socket point of the object, and the other object can follow the object to move. The first slot and the second slot are named Socket _ l and Socket _ r, respectively.
S106, when the player picks up the virtual item by using the left hand, the first slot is transferred into an AttachToComponent function, a pick-up event of the UE4 engine is called to output that the player picks up the virtual item by using the left hand, and a SetVisability function of the UE4 engine is called to hide the left hand of the player and display the left hand skeleton model.
In this embodiment, when the player picks up a virtual item, the attachtomomponent function of the UE4 engine is called, and a Socket on the hand of the corresponding virtual item to be picked up is introduced into the function. Specifically, when a virtual item needs to be picked, a pick event (OnPickupEvent) is called, parameters are transmitted, and a bone model (HandMesh) of a picked hand is determined to be a left-hand bone model and enumeration of the left hand. According to the two parameters, a SetVisability function of the UE4 engine is called, the true left hand of the player is hidden, and a corresponding fake left hand which perfectly fits with the virtual article Actor is displayed, namely a left hand skeleton model is displayed. Therefore, the left hand of the player can be visually attached to the virtual object.
In an embodiment, after S106, the method further includes: creating a first Boolean-type variable, wherein the first Boolean-type variable is used for adjusting the position relation between the left hand and the virtual article; if the output value of the first Boolean type variable is true, displaying the left hand of the player and the left hand skeleton model.
Preferably, after displaying the left hand of the player and the left hand skeleton model, the method further comprises: when a player is running, the position and rotation of the first slot are adjusted so that the left hand of the player and the left hand skeletal model coincide.
Specifically, a pool variable isadijusstsocket is created to adjust the position relationship between the virtual object and the left hand, and if the value is true, the player can display both the true left hand and the false left hand on the object when picking up the virtual object, namely the left-hand skeleton model. Then, during operation, the position and the rotation of the first slot are adjusted to enable the left hand skeleton model on the real left hand and the left hand skeleton model on the virtual article to be approximately superposed, and the effect at the moment is that when the virtual article is picked up, the positions and the rotations of the false left hand and the real left hand on the virtual article are consistent, namely the virtual article and the real left hand are perfectly fitted. At this time, if the true left hand of the player is hidden, the player does not feel a feeling of wearing the upper at all, so the IsAdjust socket is set to false at this time, and the operation is carried out again, so that the effect that the virtual object is perfectly attached to the left hand during picking can be obtained.
In an embodiment, after S106, the method further includes: when a player drops the virtual item, a drop event invoking the UE4 engine outputs that the player dropped the virtual item with the left hand, a SetVisability function invoking the UE4 engine displays the left hand of the player and hides the left hand skeletal model.
Specifically, when a player puts down a virtual object, a drop event (OndropEvent) is also called, the left-hand skeleton model and the left-hand enumeration parameters are also required to be introduced, the true left hand of the player is displayed by calling a setvision function of the UE4 engine, and the corresponding false left hand perfectly fitting the Actor is hidden, that is, the left-hand skeleton model is hidden. Therefore, the visual effect of the player when putting down the virtual object is improved by displaying the mode that the real left hand hides the left hand skeleton model.
S108, when the player picks up the virtual item by using a right hand, the second slot is transferred into an AttachToComponent function, a pick-up event of the UE4 engine is called to output that the player picks up the virtual item by using the right hand, and a SetVisability function of the UE4 engine is called to hide the right hand of the player and display the right hand skeleton model.
In this embodiment, when the player picks up a virtual item, the attachtomomponent function of the UE4 engine is called, and a Socket on the hand of the corresponding virtual item to be picked up is introduced into the function. Specifically, when a virtual item needs to be picked, a pick event (OnPickupEvent) is called, parameters are transmitted, and a bone model (HandMesh) of a picked hand is determined as a right-hand bone model and enumeration of the right hand. According to the two parameters, a SetVisability function of the UE4 engine is called, the true right hand of the player is hidden, and a corresponding fake right hand which perfectly fits with the virtual article Actor is displayed, namely a right-hand skeleton model is displayed. Therefore, the left hand of the player can be visually attached to the virtual object.
In an embodiment, after S108, the method further includes: creating a second Boolean type variable, wherein the second Boolean type variable is used for adjusting the position relation between the right hand and the virtual article; displaying the right hand and the right hand skeleton model of the player if the output value of the first Boolean type variable is true.
Preferably, after the displaying the right hand of the player and the right hand bone model, the method further comprises: when a player is running, the position and rotation of the second slot are adjusted so that the right hand of the player and the right hand bone model coincide.
Specifically, a pool variable isadijusstsocket is created for adjusting the position relationship between the virtual item and the right hand, and if the value is true, the player can display both the true right hand and the fake right hand on the virtual item, i.e. the right-hand skeleton model, when picking up the virtual item. Then, during operation, the position and the rotation of the second slot are adjusted to enable the right hand skeleton models on the real right hand and the virtual object to be approximately superposed, and the effect at the time is that when the virtual object is picked up, the positions and the rotations of the false right hand and the real right hand on the virtual object are consistent, namely the virtual object and the real right hand are perfectly fitted. At this time, if the true right hand of the player is hidden, the player does not feel a feeling of wearing the upper at all, so the IsAdjustsocket is set to false at this time, and the player operates again, so that the effect that the virtual object is perfectly attached to the right hand during picking can be obtained.
In an embodiment, after S108, the method further includes: when the player drops the virtual item, a drop event invoking the UE4 engine outputs that the player dropped the virtual item with the right hand, and a SetVisability function invoking the UE4 engine displays the right hand of the player and hides the right hand bone model.
Specifically, when the player drops the virtual object, a drop event (OndropEvent) is also called, the right-hand skeleton model and the enumeration parameters of the right hand are also required to be introduced, the true right hand of the player is displayed by calling a setvision function of the UE4 engine, and the corresponding fake right hand perfectly fitting the Actor is hidden, that is, the right-hand skeleton model is hidden. Thus, the visual effect of the player when dropping the virtual item is enhanced by displaying the right-hand skeletal model hidden by the true right hand.
By implementing the above method, left and right hand skeletal models are created on a virtual item of the UE4 engine; adding a first slot at a first wrist node of the left-hand skeleton model and adding a second slot at a second wrist node of the right-hand skeleton model; when a player picks up the virtual item with a left hand, transferring the first slot into an AttachToComponent function, calling a pick event of a UE4 engine to output that the player picks up the virtual item with the left hand, calling a SetVisability function of a UE4 engine to hide the left hand of the player and display the left hand skeletal model; when the player picks up the virtual item with the right hand, the second slot is transferred into the AttachToComponent function, a pick-up event invoking the UE4 engine outputs that the player picks up the virtual item with the right hand, a SetVisability function invoking the UE4 engine hides the right hand of the player and displays the right hand skeletal model. Therefore, whether the player picks up the virtual object by using the left hand or the right hand, the perfect fit between the left-hand skeleton model or the right-hand skeleton model and the virtual object can be displayed, and the fit between the hand of the player and the virtual object is visually realized.
In one embodiment, the invention also provides an information processing device for picking up the virtual item in the UE4 engine. As shown in fig. 3, the apparatus includes:
a creation module 12 for creating a left-hand skeletal model and a right-hand skeletal model on a virtual item of the UE4 engine;
an adding module 14, configured to add a first slot at a first wrist node of the left-hand skeleton model and a second slot at a second wrist node of the right-hand skeleton model;
a first pick module 16 for transferring the first slot into an attachtomomponent function when a player picks up the virtual item with a left hand, calling a pick event of a UE4 engine to output that the player picks up the virtual item with the left hand, calling a setvision function of a UE4 engine to hide the left hand of the player and display the left hand skeletal model;
a second pick module 18, configured to transfer the second slot into an attachtomomponent function when the player picks up the virtual item with a right hand, call a pick event of the UE4 engine to output that the player picks up the virtual item with the right hand, call a setvision function of the UE4 engine to hide the right hand of the player and display the right-hand bone model.
For specific limitations of an information processing apparatus for picking up a virtual article in the UE4 engine, reference may be made to the above limitations on an information processing method for picking up a virtual article in the UE4 engine, which are not described herein again. The various modules in the information processing device of the UE4 engine for picking up virtual items described above may be implemented in whole or in part by software, hardware, and combinations thereof. The modules can be embedded in a hardware form or independent from a processor in the computer device, and can also be stored in a memory in the computer device in a software form, so that the processor can call and execute operations corresponding to the modules.
The computer-readable storage medium stores an application program, and the application program, when executed by a processor, implements an information processing method for picking up a virtual item in a UE4 engine according to any one of the above embodiments. The computer-readable storage medium includes, but is not limited to, any type of disk including floppy disks, hard disks, optical disks, CD-ROMs, and magneto-optical disks, ROMs (Read-Only memories), RAMs (Random AcceSS memories), EPROMs (EraSable Programmable Read-Only memories), EEPROMs (Electrically EraSable Programmable Read-Only memories), flash memories, magnetic cards, or optical cards. That is, a storage device includes any medium that stores or transmits information in a form readable by a device (e.g., a computer, a cellular phone), and may be a read-only memory, a magnetic or optical disk, or the like.
The embodiment of the present invention further provides a computer application program, which runs on a computer, and the computer application program is configured to execute an information processing method for picking up a virtual item in a UE4 engine according to any one of the above embodiments.
Fig. 4 is a schematic structural diagram of a computer device in the embodiment of the present invention.
An embodiment of the present invention further provides a computer device, as shown in fig. 4. The computer device comprises a processor 402, a memory 403, an input unit 404, and a display unit 405. Those skilled in the art will appreciate that the device configuration means shown in fig. 4 do not constitute a limitation of all devices and may include more or less components than those shown, or some components in combination. The memory 403 may be used to store the application 401 and various functional modules, and the processor 402 executes the application 401 stored in the memory 403, thereby performing various functional applications of the device and data processing. The memory may be internal or external memory, or include both internal and external memory. The memory may comprise read-only memory (ROM), Programmable ROM (PROM), Electrically Programmable ROM (EPROM), Electrically Erasable Programmable ROM (EEPROM), flash memory, or random access memory. The external memory may include a hard disk, a floppy disk, a ZIP disk, a usb-disk, a magnetic tape, etc. The disclosed memory includes, but is not limited to, these types of memory. The disclosed memory is by way of example only and not by way of limitation.
The input unit 404 is used for receiving input of signals and receiving keywords input by a user. The input unit 404 may include a touch panel and other input devices. The touch panel can collect touch operations of a user on or near the touch panel (for example, operations of the user on or near the touch panel by using any suitable object or accessory such as a finger, a stylus and the like) and drive the corresponding connecting device according to a preset program; other input devices may include, but are not limited to, one or more of a physical keyboard, function keys (e.g., play control keys, switch keys, etc.), a trackball, a mouse, a joystick, and the like. The display unit 405 may be used to display information input by a user or information provided to the user and various menus of the terminal device. The display unit 405 may take the form of a liquid crystal display, an organic light emitting diode, or the like. The processor 402 is a control center of the terminal device, connects various parts of the entire device using various interfaces and lines, and performs various functions and processes data by running or executing software programs and/or modules stored in the memory 403 and calling data stored in the memory.
As one embodiment, the computer device includes: one or more processors 402, a memory 403, one or more applications 401, wherein the one or more applications 401 are stored in the memory 403 and configured to be executed by the one or more processors 402, the one or more applications 401 being configured to perform an information processing method of picking up a virtual item in a UE4 engine in any of the above embodiments.
In addition, the above detailed description is provided for an information processing method, an apparatus, a computer device, and a storage medium for picking up a virtual item in a UE4 engine according to an embodiment of the present invention, and a specific example should be used herein to explain the principle and the embodiment of the present invention, and the above description of the embodiment is only used to help understanding the method and the core idea of the present invention; meanwhile, for a person skilled in the art, according to the idea of the present invention, there may be variations in the specific embodiments and the application scope, and in summary, the content of the present specification should not be construed as a limitation to the present invention.

Claims (10)

1. An information processing method for picking up virtual items in a UE4 engine, characterized in that the method comprises the following steps:
creating a left-hand skeletal model and a right-hand skeletal model on a virtual item of the UE4 engine;
adding a first slot at a first wrist node of the left-hand skeleton model and adding a second slot at a second wrist node of the right-hand skeleton model;
when a player picks up the virtual item with a left hand, transferring the first slot into an AttachToComponent function, calling a pick event of a UE4 engine to output that the player picks up the virtual item with the left hand, calling a SetVisability function of a UE4 engine to hide the left hand of the player and display the left hand skeletal model;
when the player picks up the virtual item with the right hand, the second slot is transferred into the AttachToComponent function, a pick-up event invoking the UE4 engine outputs that the player picks up the virtual item with the right hand, a SetVisability function invoking the UE4 engine hides the right hand of the player and displays the right hand skeletal model.
2. The method of claim 1, wherein after the invoking the setvisiability function of the UE4 engine hides the left hand of the player and displays the left hand skeletal model, further comprising:
when a player drops the virtual item, a drop event invoking the UE4 engine outputs that the player dropped the virtual item with the left hand, a SetVisability function invoking the UE4 engine displays the left hand of the player and hides the left hand skeletal model.
3. The method of claim 1, wherein after the invoking the setvisiability function of the UE4 engine hides the right hand of the player and displays the right hand bone model, further comprising:
when the player drops the virtual item, a drop event invoking the UE4 engine outputs that the player dropped the virtual item with the right hand, and a SetVisability function invoking the UE4 engine displays the right hand of the player and hides the right hand bone model.
4. The method of claim 1, wherein after the invoking the setvisiability function of the UE4 engine hides the left hand of the player and displays the left hand skeletal model, further comprising:
creating a first Boolean-type variable, wherein the first Boolean-type variable is used for adjusting the position relation between the left hand and the virtual article;
if the output value of the first Boolean type variable is true, displaying the left hand of the player and the left hand skeleton model.
5. The method of claim 4, wherein after said displaying said left hand of said player and said left hand skeletal model, further comprising:
when a player is running, the position and rotation of the first slot are adjusted so that the left hand of the player and the left hand skeletal model coincide.
6. The method of claim 1, wherein after the invoking the setvisiability function of the UE4 engine hides the right hand of the player and displays the right hand bone model, further comprising:
creating a second Boolean type variable, wherein the second Boolean type variable is used for adjusting the position relation between the right hand and the virtual article;
displaying the right hand and the right hand skeleton model of the player if the output value of the first Boolean type variable is true.
7. A method as recited in claim 6, wherein subsequent to the displaying the right hand of the player and the right hand bone model, further comprising:
when a player is running, the position and rotation of the second slot are adjusted so that the right hand of the player and the right hand bone model coincide.
8. An information processing apparatus in a UE4 engine for picking up virtual items, the apparatus comprising:
a creation module to create a left-hand skeletal model and a right-hand skeletal model on a virtual item of the UE4 engine;
the adding module is used for adding a first slot at a first wrist node of the left-hand skeleton model and adding a second slot at a second wrist node of the right-hand skeleton model;
a first pick module for transferring the first slot into an attachtomomponent function when a player picks up the virtual item with a left hand, calling a pick event of a UE4 engine to output that the player picks up the virtual item with the left hand, calling a setvision function of a UE4 engine to hide the left hand of the player and display the left hand skeletal model;
a second pick module for transferring the second slot into an AttachToComponent function when the player picks up the virtual item with a right hand, calling a pick event of the UE4 engine to output that the player picks up the virtual item with the right hand, calling a SetVisability function of the UE4 engine to hide the right hand of the player and display the right hand bone model.
9. A computer device comprising a memory, a processor and an application program stored on the memory and executable on the processor, wherein the steps of the method of any one of claims 1 to 7 are implemented when the application program is executed by the processor.
10. A computer-readable storage medium, on which an application program is stored, which when executed by a processor implements the steps of the method of any one of claims 1 to 7.
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