CN114419216A - Information processing method, information processing apparatus, readable storage medium, and electronic apparatus - Google Patents

Information processing method, information processing apparatus, readable storage medium, and electronic apparatus Download PDF

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CN114419216A
CN114419216A CN202111676732.9A CN202111676732A CN114419216A CN 114419216 A CN114419216 A CN 114419216A CN 202111676732 A CN202111676732 A CN 202111676732A CN 114419216 A CN114419216 A CN 114419216A
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target
model
vegetation
sub
vegetation model
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崔萌
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Netease Hangzhou Network Co Ltd
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Netease Hangzhou Network Co Ltd
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    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
    • G06T13/00Animation
    • G06T13/203D [Three Dimensional] animation
    • G06T13/603D [Three Dimensional] animation of natural phenomena, e.g. rain, snow, water or plants
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
    • G06T15/003D [Three Dimensional] image rendering
    • G06T15/005General purpose rendering architectures

Abstract

The invention discloses an information processing method, an information processing device, a readable storage medium and an electronic device. The method comprises the following steps: splitting at least one first sub-vegetation model from the target vegetation model; determining a target point corresponding to each first sub-vegetation model, wherein each first sub-vegetation model is in a motion state around the corresponding target point in a game scene; generating a first target map of the target vegetation model based on the target point of each first sub-vegetation model; the first target map is imported to a target engine to perform a rendering operation. The invention solves the technical problem that the dynamic effect of the vegetation model cannot be realized.

Description

Information processing method, information processing apparatus, readable storage medium, and electronic apparatus
Technical Field
The present invention relates to the field of computers, and in particular, to an information processing method, an information processing apparatus, a readable storage medium, and an electronic apparatus.
Background
At present, in order to realize the blowing effect of plants, the swinging effect of the plants is usually realized by binding skeleton animation, but the workload and the limitation of the method are large; the other method is to realize the regular fluctuation of the plants by utilizing the material distortion without interactivity, and has the technical problem of low efficiency of realizing the dynamic effect of the vegetation model.
Aiming at the technical problem of low efficiency of realizing the dynamic effect of the vegetation model in the related technology, no effective solution is provided at present.
Disclosure of Invention
At least some embodiments of the present invention provide an information processing method, an information processing apparatus, a readable storage medium, and an electronic apparatus, so as to at least solve the technical problem that a dynamic effect of a vegetation model cannot be realized.
In order to achieve the above object, according to one embodiment of the present invention, an information processing method is provided. The method comprises the following steps: splitting at least one first sub-vegetation model from the target vegetation model; determining a target point corresponding to each first sub-vegetation model, wherein each first sub-vegetation model is in a motion state around the corresponding target point in a game scene; generating a first target map of the target vegetation model based on the target point of each first sub-vegetation model; the first target map is imported to a target engine to perform a rendering operation.
Optionally, splitting at least one second sub-vegetation model from the target vegetation model, wherein each second sub-vegetation model is in a static state in the game scene; acquiring attachment information between at least one first sub-vegetation model and at least one second sub-vegetation model, wherein the attachment information is used for representing the attachment relation between the at least one first sub-vegetation model and the at least one second sub-vegetation model; generating a first target map of the target vegetation model based on the target point of each first sub-vegetation model, comprising: and generating a first target map on the target vegetation model based on the attachment information and the target point of each first sub-vegetation model.
Optionally, on the target vegetation model, generating a first target map based on the attachment information and the target point of each first sub-vegetation model, including: when the target vegetation model comprises a real trunk model, a first target map is generated on the target vegetation model based on the attachment information and the target point of each first sub-vegetation model.
Optionally, determining the target point of each first sub-vegetation model comprises: and generating a target point of each first sub-vegetation model based on the real trunk model.
Optionally, on the target vegetation model, generating a first target map based on the attachment information and the target point of each first sub-vegetation model, including: adjusting the position information of the real trunk model according to a target coordinate axis, wherein the target coordinate axis is one coordinate axis in a target coordinate system of a game scene; and generating a first target map on the target vegetation model comprising the adjusted real trunk model based on the attachment information and the target point of each first sub-vegetation model.
Optionally, on the target vegetation model, generating a first target map based on the attachment information and the target point of each first sub-vegetation model, including: when the target vegetation model comprises a reference trunk vegetation model, deleting the reference trunk vegetation model from the target vegetation model, and generating a first target map on the basis of the attachment information and the target point of each first sub-vegetation model on the target vegetation model after the reference trunk vegetation model is deleted, wherein the reference trunk model is a trunk model created for the target vegetation model.
Optionally, determining the target point of each first sub-vegetation model comprises: a target point for each first sub-vegetation model is generated based on the reference stem model.
Optionally, polygons located in the target vegetation model are created as the reference trunk model.
Optionally, the at least one second sub-vegetation model includes a root model of the target vegetation model and a real trunk model, the first sub-vegetation model includes a branch and leaf model of the target vegetation model, the attachment information is used to indicate that the branch and leaf model is attached to the real trunk model, and the real trunk model is attached to the root model.
Optionally, importing the first target map to a target engine to perform a rendering operation, comprising: and importing the first target map into a target engine, and acquiring the wind power parameters in the game scene to execute rendering operation.
Optionally, in the target vegetation model, determining a third sub-vegetation model to be interacted with the virtual game role; determining the color of a transparent channel at the vertex of a third sub-vegetation model, wherein the third sub-vegetation model is obtained by splitting the target vegetation model; generating a second target map based on the color of the transparent channel of the vertex of the third sub-vegetation model; importing a first target map to a target engine to perform rendering operations, comprising: and importing the second target map and the first target map into a target engine to perform the rendering operation.
Optionally, when the target vegetation model includes at least two root models, adjusting axial parameters of real trunk models corresponding to the at least two root models, where the axial parameters are used to determine an area range where the trunk models corresponding to the at least two root models interact with the virtual game character.
Optionally, verifying whether the target point of each first sub-vegetation model is correct or not under a local coordinate system of the game scene; generating a first target map of the target vegetation model based on the target point of each first sub-vegetation model, comprising: a first target map is generated based on the correct target points.
In order to achieve the above object, according to another aspect of the present invention, there is also provided an information processing apparatus, which may include: the splitting unit is used for splitting at least one first sub-vegetation model from the target vegetation model; the determining unit is used for determining a target point corresponding to each first sub-vegetation model, wherein each first sub-vegetation model is in a motion state around the corresponding target point in the game scene; the generating unit is used for generating a first target map of the target vegetation model based on the target point of each first sub-vegetation model; and the import unit is used for importing the first target map into the target engine so as to execute the rendering operation.
In order to achieve the above object, according to another aspect of the present invention, there is also provided a computer-readable storage medium. The computer readable storage medium stores therein a computer program, wherein when the computer program is executed by a processor, the apparatus in which the computer readable storage medium is located is controlled to execute the information processing method according to the embodiment of the present invention.
In order to achieve the above object, according to another aspect of the present invention, there is also provided an electronic device. The electronic device may comprise a memory and a processor, wherein the memory stores a computer program, and the processor is configured to be executed by the processor to execute the computer program to perform the information processing method of the embodiment of the present invention.
In at least some embodiments of the present invention, at least a first sub-vegetation model is split from the target vegetation model; determining a target point corresponding to each first sub-vegetation model, wherein each first sub-vegetation model is in a motion state around the corresponding target point in a game scene; generating a first target map of the target vegetation model based on the target point of each first sub-vegetation model; the first target map is imported to a target engine to perform a rendering operation. That is to say, the method obtains a first sub-vegetation model by carrying out model splitting on a target vegetation model; the target point (anchor point information) of the first sub-vegetation model is set, so that the first sub-vegetation model moves around the target point to render natural and dynamic interactive plants, thereby achieving the technical effect of improving the efficiency of realizing the dynamic effect of the vegetation model and solving the technical problem of low efficiency of realizing the dynamic effect of the vegetation model.
Drawings
The accompanying drawings, which are included to provide a further understanding of the invention and are incorporated in and constitute a part of this application, illustrate embodiment(s) of the invention and together with the description serve to explain the invention without limiting the invention. In the drawings:
fig. 1 is a block diagram of a hardware configuration of a mobile terminal of an information processing method according to an embodiment of the present invention;
FIG. 2 is a flow diagram of a method of information processing according to one embodiment of the invention;
FIG. 3 is a schematic diagram of a plant made according to one of the related art;
FIG. 4 is a diagram of an import model, according to one embodiment of the present invention;
FIG. 5 is a schematic diagram of a model being dragged into an insert according to one embodiment of the invention;
FIG. 6 is a schematic diagram of a selective splitting tool according to one embodiment of the invention;
FIG. 7 is a diagram of selecting a split object according to an embodiment of the invention;
FIG. 8(a) is a diagram illustrating a method for handling a non-stem object according to an embodiment of the present invention;
FIG. 8(b) is a diagram illustrating a method for processing objects with a stem according to an embodiment of the present invention;
FIG. 9(a) is a diagram of creating a selection set according to one embodiment of the invention;
FIG. 9(b) is a schematic diagram of a generate pivot point according to an embodiment of the invention;
FIG. 10(a) is a schematic diagram of a coordinate orientation selection interface in accordance with one embodiment of the present invention;
FIG. 10(b) is a diagram of an anchor point display interface according to one embodiment of the invention;
FIG. 11 is a schematic diagram of an anchor point setup interface in accordance with one embodiment of the present invention;
FIG. 12(a) is a schematic diagram of a set hierarchy relationship interface in accordance with one embodiment of the present invention;
FIG. 12(b) is a schematic diagram of a hierarchical relationship interface in accordance with one embodiment of the present invention;
FIG. 13 is a schematic illustration of a hierarchical relationship bone connection according to one embodiment of the present invention;
FIG. 14 is a schematic representation of a flower attached to stems and leaves according to one embodiment of the present invention;
FIG. 15 is a schematic diagram of a selection model according to one embodiment of the invention;
FIG. 16 is a diagram of a method for implementing a dynamic effect map, according to one embodiment of the present invention;
FIG. 17 is a schematic illustration of a coordinate map according to one embodiment of the invention;
FIG. 18 is a diagram illustrating a calculation of vertex transparent channels, according to one embodiment of the present invention;
FIG. 19 is a schematic illustration of a vertex clear channel color according to one embodiment of the invention;
FIG. 20 is a schematic view of another coordinate map in accordance with one embodiment of the present invention;
FIG. 21(a) is a diagram of an adjusted coordinate map setting interface, in accordance with one embodiment of the present invention;
FIG. 21(b) is a diagram of an adjusted coordinate map, in accordance with one embodiment of the present invention;
FIG. 22 is a schematic diagram of a import map, according to one embodiment of the present invention;
FIG. 23 is a schematic diagram of creating a ball of material according to one embodiment of the invention;
FIG. 24 is a schematic illustration of a imparted material in accordance with one embodiment of the present invention;
FIG. 25(a) is a schematic diagram of a selection map according to one embodiment of the present invention;
FIG. 25(b) is a diagram illustrating various texture parameter settings according to an embodiment of the present invention;
FIG. 26 is a schematic view of a wind parameter set according to an embodiment of the present invention;
FIG. 27 is a diagram of a natural dynamic effect according to one embodiment of the invention;
fig. 28 is a block diagram of an information processing apparatus according to an embodiment of the present invention.
Detailed Description
In order to make the technical solutions of the present invention better understood, 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.
It should be noted that the terms "first," "second," and the like in the description and claims of the present invention and in the drawings described above are used for distinguishing between similar elements and not necessarily for describing a particular sequential or chronological order. It is to be understood that the data so used is interchangeable under appropriate circumstances such that the embodiments of the invention described herein are capable of operation in sequences other than those illustrated or described herein. Furthermore, the terms "comprises," "comprising," and "having," and any variations thereof, are intended to cover a non-exclusive inclusion, such that a process, method, system, article, or apparatus that comprises a list of steps or elements is not necessarily limited to those steps or elements expressly listed, but may include other steps or elements not expressly listed or inherent to such process, method, article, or apparatus.
In accordance with one embodiment of the present invention, there is provided an information processing method, wherein the steps shown in the flowchart of the figure may be executed in a computer system such as a set of computer executable instructions, and wherein, although a logical order is shown in the flowchart, in some cases, the steps shown or described may be executed in an order different from that shown.
The method embodiments may be performed in a mobile terminal, a computer terminal or a similar computing device. Taking the example of the Mobile terminal running on the Mobile terminal, the Mobile terminal may be a terminal device such as a smart phone (e.g., an Android phone, an iOS phone, etc.), a tablet computer, a palm computer, a Mobile Internet Device (MID), a PAD, a game console, etc. Fig. 1 is a block diagram of a hardware configuration of a mobile terminal of an information processing method according to an embodiment of the present invention. As shown in fig. 1, the mobile terminal may include one or more (only one shown in fig. 1) processors 102 (the processors 102 may include, but are not limited to, a Central Processing Unit (CPU), a Graphics Processing Unit (GPU), a Digital Signal Processing (DSP) chip, a Microprocessor (MCU), a programmable logic device (FPGA), a neural Network Processor (NPU), a Tensor Processor (TPU), an Artificial Intelligence (AI) type processor, etc.) and a memory 104 for storing data. Optionally, the mobile terminal may further include a transmission device 106, an input/output device 108, and a display device 110 for communication functions. It will be understood by those skilled in the art that the structure shown in fig. 1 is only an illustration, and does not limit the structure of the mobile terminal. For example, the mobile terminal may also include more or fewer components than shown in FIG. 1, or have a different configuration than shown in FIG. 1.
The memory 104 can be used for storing computer programs, for example, software programs and modules of application software, such as computer programs corresponding to the information processing method in the embodiment of the present invention, and the processor 102 executes various functional applications and data processing by running the computer programs stored in the memory 104, that is, implementing the information processing method described above. The memory 104 may include high speed random access memory, and may also include non-volatile memory, such as one or more magnetic storage devices, flash memory, or other non-volatile solid-state memory. In some examples, the memory 104 may further include memory located remotely from the processor 102, which may be connected to the mobile terminal over a network. Examples of such networks include, but are not limited to, the internet, intranets, local area networks, mobile communication networks, and combinations thereof.
The transmission device 106 is used to receive or transmit data via a network. Specific examples of the network described above may include a wireless network provided by a communication provider of the mobile terminal. In one example, the transmission device 106 includes a Network adapter (NIC) that can be connected to other Network devices through a base station to communicate with the internet. In one example, the transmission device 106 may be a Radio Frequency (RF) module, which is used to communicate with the internet in a wireless manner.
The inputs in the input output Device 108 may come from a plurality of Human Interface Devices (HIDs). For example: keyboard and mouse, game pad, other special game controller (such as steering wheel, fishing rod, dance mat, remote controller, etc.). Some human interface devices may provide output functions in addition to input functions, such as: force feedback and vibration of the gamepad, audio output of the controller, etc.
The display device 110 may be, for example, a head-up display (HUD), a touch screen type Liquid Crystal Display (LCD), and a touch display (also referred to as a "touch screen" or "touch display screen"). The liquid crystal display may enable a user to interact with a user interface of the mobile terminal. In some embodiments, the mobile terminal has a Graphical User Interface (GUI) with which a user can interact by touching finger contacts and/or gestures on a touch-sensitive surface, where the human-machine interaction function optionally includes the following interactions: executable instructions for creating web pages, drawing, word processing, making electronic documents, games, video conferencing, instant messaging, emailing, call interfacing, playing digital video, playing digital music, and/or web browsing, etc., for performing the above-described human-computer interaction functions, are configured/stored in one or more processor-executable computer program products or readable storage media.
An information processing method operating in the mobile terminal is provided in the present embodiment, and fig. 2 is a flowchart of an information processing method according to an embodiment of the present invention. As shown in fig. 2, the method comprises the steps of:
step S202, at least one first sub-vegetation model is split from the target vegetation model.
In the technical solution provided in step S202 of the present invention, a drawn target vegetation model is selected, the target vegetation model is split by using a model splitting tool, and a plurality of first sub-vegetation models are obtained by splitting, where the target vegetation model may be a vegetation model in a game, such as shrubs, trees, and grasses in a game, may include target vegetation models with and without trunks, and may be a vegetation model drawn by using three-dimensional computer graphics software; the plurality of first sub-vegetation models may be integrated into one target vegetation model.
Optionally, the target vegetation model may be split by using a splitting model tool, and the first sub-vegetation model is split.
Step S204, determining a target point corresponding to each first sub-vegetation model, wherein each first sub-vegetation model surrounds the corresponding target point in a motion state in the game scene.
In the technical solution provided in step S204 of the present invention, a drawn target vegetation model is selected, the target vegetation model is split by using a model splitting tool, the split model is split to obtain a plurality of first sub-vegetation models, all the split sub-vegetation models are selected to obtain a plurality of first sub-vegetation models, all the split sub-vegetation models are calculated to obtain a target point corresponding to each first sub-vegetation model, where the target point may also be referred to as an anchor point, each first sub-vegetation model is in a motion state around the corresponding target point in a game scene, and the target point is used to ensure that a holographic image of the target vegetation model can be kept at a placed physical position, that is, the target vegetation model can exist in a texture coordinate (UV coordinate) form.
Optionally, a first sub-vegetation model which is to generate a target point may be selected, a component (create new pivot) which is to generate a new target point is clicked, the first sub-vegetation model is calculated to obtain the target point corresponding to the selected first sub-vegetation model, if an automatic setting error of the target point of the individual first sub-vegetation model exists at this time, manual adjustment may be performed according to an actual situation to achieve the purpose of obtaining a suitable target point, where the target point may be set on a leaf where the patch interpenetrates relatively large leaves.
Step S206, a first target map of the target vegetation model is generated based on the target point of each first sub-vegetation model.
In the technical solution provided in step S206 of the present invention, a drawn target vegetation model is selected, the target vegetation model is split by using a model splitting tool, the split model is split to obtain a plurality of first sub-vegetation models, all the split models are selected to obtain a plurality of first sub-vegetation models, all the split obtained first sub-vegetation models are calculated to obtain a target point of each first sub-vegetation model, and a first target map of the target vegetation model with the target point as a vertex is generated with a position of the target point as the vertex, where the first target map may be used to render and display wind power and an interaction effect of the target vegetation model, and may be a coordinate information map.
Optionally, coordinate information of the first sub-vegetation model target point is calculated, and a first target map is generated according to the coordinate information of the first sub-vegetation model target point, where the first target map may be a coordinate information map.
In step S208, the first target map is imported to the target engine to perform the rendering operation.
In the technical scheme provided by the step S208 of the present invention, coordinate information of the target point of the first sub-vegetation model is calculated, a first target map is generated according to the coordinate information of the target point of the first sub-vegetation model, the first target map is imported to a target engine, a material set according to a requirement is given to the first target map, and the first target map given the material is used for rendering and displaying the target vegetation model, so as to obtain the target vegetation model with wind power and interactive effect.
Through the steps S202 to S208, splitting at least one first sub-vegetation model from the target vegetation model; determining a target point corresponding to each first sub-vegetation model, wherein each first sub-vegetation model is in a motion state around the corresponding target point in a game scene; generating a first target map of the target vegetation model based on the target point of each first sub-vegetation model; the first target map is imported to a target engine to perform a rendering operation. That is to say, the method obtains a first sub-vegetation model by carrying out model splitting on a target vegetation model; the target point (anchor point information) of the first sub-vegetation model is set, so that the first sub-vegetation model moves around the target point to render natural and dynamic interactive plants, thereby achieving the technical effect of improving the efficiency of realizing the dynamic effect of the vegetation model and solving the technical problem of low efficiency of realizing the dynamic effect of the vegetation model.
The above method of this embodiment is further described below.
As an optional implementation manner, at least one second sub-vegetation model is split from the target vegetation model, wherein each second sub-vegetation model is in a static state in the game scene; acquiring attachment information between at least one first sub-vegetation model and at least one second sub-vegetation model, wherein the attachment information is used for representing the attachment relation between the at least one first sub-vegetation model and the at least one second sub-vegetation model; generating a first target map of the target vegetation model based on the target point of each first sub-vegetation model, comprising: and generating a first target map on the target vegetation model based on the attachment information and the target point of each first sub-vegetation model.
In this embodiment, a target vegetation model is split to obtain a plurality of second sub-vegetation models and a plurality of first sub-vegetation models, attachment information between at least one first sub-vegetation model and at least one second sub-vegetation model is obtained, and a first target map is generated on the target vegetation model based on the attachment information and a target point of each first sub-vegetation model, where the first sub-vegetation model may be a model in a dynamic state in a game scene, the second sub-vegetation model may be a model in a static state in the game scene, and the target vegetation model includes the first sub-vegetation model and the second sub-vegetation model; the dependency information may be a hierarchical relationship of model connections, such as: the hierarchical relationship of the trunk, the root system and the leaves is used for establishing a layer-by-layer hierarchical relationship between the first sub-vegetation model and the second sub-vegetation model, and the hierarchical relationship can be set in advance according to requirements.
Optionally, a target vegetation Model is imported into modeling software, a Model splitting tool (Detach Selected Model's Elements) is used for splitting the target vegetation Model to obtain a plurality of dynamic first sub-vegetation models and a plurality of static second sub-vegetation models, establishing a hierarchical relationship layer by layer according to the hierarchy of a trunk, a root system and leaves, connecting a plurality of first sub-vegetation models and a plurality of static second sub-vegetation models by using a selection and link tool (select and link) to obtain attachment information with the hierarchical connection relationship, therefore, the whole target vegetation model can be dragged by moving the trunk, and based on the target point and the obtained attachment information, and processing The target point and The obtained attached information by selecting a component for processing a hierarchical structure (The Selected Object Hierarchy) of The Selected Object to obtain a first target map.
As an optional implementation, on the target vegetation model, generating a first target map based on the attachment information and the target point of each first sub-vegetation model includes: when the target vegetation model comprises a real trunk model, a first target map is generated on the target vegetation model based on the attachment information and the target point of each first sub-vegetation model.
In this embodiment, when The target vegetation model includes a real trunk model, a trunk of The real trunk model is directly used as a reference, coordinates of The real trunk model are adjusted to be in an X-axis direction, coordinates of a target point are zeroed, The real trunk model is Selected, a hierarchical structure (Process The Selected Object Hierarchy) component for processing a Selected Object is Selected based on attached information and The target point of each first sub-vegetation model, and The real trunk model is processed based on The attached information and The target point of each first sub-vegetation model to obtain a first target map, wherein The real trunk model can be a plant model with a trunk, and a hierarchical relationship is established between The first sub-vegetation model and The trunk to obtain a control trunk, so that The target vegetation model can be controlled, that is, The whole tree can be dragged by moving The trunk, and thus operation is more convenient.
Optionally, for a model with a trunk, a trunk model may be directly selected, and the real trunk model is processed by using the target points based on the attachment information and each of the first sub-vegetation models to obtain the first target map.
As an alternative embodiment, determining the target point of each first sub-vegetation model comprises: and generating a target point of each first sub-vegetation model based on the real trunk model.
In this embodiment, a trunk model in a real trunk model is directly used as a reference, coordinates of the trunk model in the real trunk model are adjusted to be X-axis upward, the trunk model in the real trunk model is placed in the middle, an upgrade (update) in a New Pivot point (generation New Pivot Points) component is generated by clicking, a first sub-vegetation model obtained by splitting is selected, a trunk model in the real trunk model, for example, a trunk of a tree, is selected by hooking a mesh, a button for generating the New Pivot point component is clicked, and calculation is started to obtain a target point of the first sub-vegetation model obtained by splitting.
As an optional implementation, on the target vegetation model, generating a first target map based on the attachment information and the target point of each first sub-vegetation model includes: adjusting the position information of the real trunk model according to a target coordinate axis, wherein the target coordinate axis is one coordinate axis in a target coordinate system of a game scene; and generating a first target map on the target vegetation model comprising the adjusted real trunk model based on the attachment information and the target point of each first sub-vegetation model.
In this embodiment, the position information of the real trunk model is adjusted according to one coordinate axis in the target coordinate system of the game scene, and the first target map is generated on the target vegetation model of the adjusted real trunk model based on the attachment information and the target point of each first sub-vegetation model.
Optionally, after obtaining the target point of each first sub-vegetation model, selecting a coordinate system of the target vegetation model as a Local pattern (Local), then checking the obtained target point of each first sub-vegetation model, and adjusting the target point to achieve the purpose of adjusting the target vegetation model by adjusting the target point.
As an optional implementation, on the target vegetation model, generating a first target map based on the attachment information and the target point of each first sub-vegetation model includes: when the target vegetation model comprises a reference trunk vegetation model, deleting the reference trunk vegetation model from the target vegetation model, and generating a first target map on the basis of the attachment information and the target point of each first sub-vegetation model on the target vegetation model after the reference trunk vegetation model is deleted, wherein the reference trunk model is a trunk model created for the target vegetation model.
In this embodiment, for a model without a trunk, a reference trunk model set in a target vegetation model may be used to establish a hierarchical relationship in the target vegetation model by using the reference trunk model set in the target vegetation model to obtain target points of the target vegetation model, the set reference trunk model may be deleted, a full model selection operation may be performed on the target vegetation model with the hierarchical relationship established, a component of a hierarchical structure of a selected object is clicked, and the first target map is generated based on the attachment information and the target points of each of the first sub-vegetation models, where the reference trunk model is a trunk model created for the target vegetation model and may also be referred to as a box (box) model.
As an alternative embodiment, determining the target point of each first sub-vegetation model comprises: a target point for each first sub-vegetation model is generated based on the reference stem model.
In the embodiment, a reference trunk model of a target vegetation model set according to actual conditions is directly used as a reference, the set reference trunk model coordinates are adjusted to be the X axis upwards, the set reference trunk model is placed in the middle, an upgrade button in a new pivot point component is generated by clicking, a first sub-vegetation model obtained by splitting is selected, a reference trunk model set by selecting grid options is selected, a button for generating the new pivot point component is clicked, calculation is started, and a target point of the first sub-vegetation model obtained by splitting is obtained.
As an alternative embodiment, polygons located in the target vegetation model are created as the reference skeleton model.
In this embodiment, the reference skeleton model is placed at the center as a reference object and converted into an editable polygon.
Optionally, in response to that the target vegetation model includes a real trunk model, directly taking a trunk of the real trunk model as a reference, adjusting coordinates of the real trunk model to the X-axis direction, making coordinates of the target point return to zero, and at the same time, converting the reference trunk model into an editable polygon, so that a plug-in can be used to select and process the reference trunk model.
As an optional implementation manner, the at least one second sub-vegetation model includes a root model and a real trunk model of the target vegetation model, the first sub-vegetation model includes a branch and leaf model of the target vegetation model, the attachment information is used for indicating that the branch and leaf model is attached to the real trunk model, and the real trunk model is attached to the root model.
In this embodiment, the second sub-vegetation model comprises a root model, a real trunk model and a branch and leaf model of the target vegetation model, the root model and the real trunk model are in a static state, and the branch and leaf model is in a dynamic state, wherein the real trunk model is attached to the root model, and the branch and leaf model is attached to the real trunk model, that is, leaves are bound to the branches, and all the branches are bound to the trunk.
Optionally, the binding of the branch and leaf model to the real trunk model and the binding of the real trunk model to the root model are implemented using a selection and connection tool (select and link).
As an alternative embodiment, importing the first target map to a target engine to perform a rendering operation includes: and importing the first target map into a target engine, and acquiring the wind power parameters in the game scene to execute rendering operation.
In this embodiment, a high dynamic range image (HDR) mode may be selected, engine picture reading information may be set to import the first target map into the target engine, to specify that a main material is created from a material ball, parameters of the material ball may be set, a wind parameter in a game scene may be obtained, for example, a first layer wind of a grass may be obtained, other layers are all closed, and a rendering operation may be performed on the first target map with the obtained wind parameter, thereby achieving a natural wind effect.
As an optional implementation manner, in the target vegetation model, a third sub-vegetation model to be interacted with the virtual game role is determined, wherein the third sub-vegetation model is obtained by splitting the target vegetation model; determining the color of the transparent channel at the vertex of the third sub-vegetation model; generating a second target map based on the color of the transparent channel of the vertex of the third sub-vegetation model; importing a first target map to a target engine to perform rendering operations, comprising: and importing the second target map and the first target map into a target engine to perform the rendering operation.
In the embodiment, in the target vegetation model, a third sub-vegetation model obtained by splitting the target vegetation model to be interacted with the virtual game role is determined; determining the color of the transparent channel at the vertex of the third sub-vegetation model; generating a second target map based on the color of the transparent channel of the vertex of the third sub-vegetation model; and importing the second target map and the first target map into a target engine to perform rendering operation, wherein the third sub-vegetation model can be leaves in the target vegetation model, and the second target map can be a third set of coordinate information map and used for rendering the third sub-vegetation model.
Optionally, dragging the target vegetation model into a top drawing (PivotPainter. ms) plug-in, entering a selected drawing Object (Per Object pointer) interface, selecting all parts needing to interact with the role, such as a third sub-vegetation model (leaf), inputting a new group in a creation Selection set (Create Selection set) on the interface, then upgrading in a Selection processing Object set (pick your Selection set), adjusting a 3D multiplier (distto piv multiplexer) to 1, checking a transparent channel (Alpha), then clicking and drawing a Current Selection image (Point Current Selection), performing calculation processing on the selected third vegetation model to obtain the color of the transparent channel of the vertex of the third vegetation model, generating a second target map based on the color of the transparent channel of the vertex of the third sub-vegetation model, importing the second target map and the first target map into a target engine, and performing rendering operation on the target vegetation model.
As an optional implementation manner, when the target vegetation model includes at least two root models, axial parameters of real trunk models corresponding to the at least two root models are adjusted, where the axial parameters are used to determine an area range where the trunk models corresponding to the at least two root models interact with the virtual game character.
In this embodiment, for a particular type of model, such as a model with two roots, the axial parameters of the real trunk models corresponding to at least two root models may be adjusted to determine the region range where the trunk models corresponding to at least two root models interact with the virtual game character.
Alternatively, for a particular type of model, such as a model with two roots, the backbones can be independently grouped by one, and then different axial parameters of the parameters are adjusted to control the range, black is not movable and white is interactive, i.e., the model with two roots, clicking on the group to be moved, the group to be moved is white, the other group not to be moved is black, and then the range of movement of the white group is controlled by setting the abscissa parameter of the white group.
As an optional implementation manner, under a local coordinate system of a game scene, verifying whether the target point of each first sub-vegetation model is correct; generating a first target map of the target vegetation model based on the target point of each first sub-vegetation model, comprising: a first target map is generated based on the correct target points.
In the embodiment, under a local coordinate system of a game scene, a local mode component is selected to verify a target point, and whether the target point of each first sub-vegetation model is correct is verified; a first target map of the target vegetation model is generated based on the correct target points of each first sub-vegetation model.
Optionally, the local mode is selected to check whether the target point generated by each first sub-vegetation model is correct, if the anchor point of the individual object is automatically set incorrectly, the target point can be manually moved to a suitable position, and when there are more trees in the first sub-vegetation model, the coordinates need to be at the root of a single component, and a first target map of the target vegetation model is generated based on the correct target point of each first sub-vegetation model.
In this embodiment, at least a first sub-vegetation model is split from the target vegetation model; determining a target point corresponding to each first sub-vegetation model, wherein each first sub-vegetation model is in a motion state around the corresponding target point in a game scene; generating a first target map of the target vegetation model based on the target point of each first sub-vegetation model; the first target map is imported to a target engine to perform a rendering operation. That is to say, the method obtains a first sub-vegetation model by carrying out model splitting on a target vegetation model; the target point (anchor point information) of the first sub-vegetation model is set, so that the first sub-vegetation model moves around the target point to render natural and dynamic interactive plants, thereby achieving the technical effect of improving the efficiency of realizing the dynamic effect of the vegetation model and solving the technical problem of low efficiency of realizing the dynamic effect of the vegetation model.
The technical solutions of the embodiments of the present invention are further described below with reference to preferred embodiments.
The natural dynamic plants with interaction are difficult points of art effect expression, and in the process of realistic game development, the natural dynamic plants are resources with larger quantity and occupied area in a map and are of great importance to the influence of art effect. The traditional model plants have several problems: the static plant model has no dynamic and interactive performance and is not vivid enough; the traditional method for binding the skeleton action needs a large amount of manufacturing time and only can manufacture the circular action, which is not real enough.
Fig. 3 is a schematic diagram of a plant according to a related art, and as shown in fig. 3, the plant in the current game is basically made by using a static model, and sometimes two ways are used for realizing the blowing effect of the plant, one way is to realize the swinging effect of the plant by binding a skeleton animation, and the other way is to realize the regular fluctuation of the plant by using material distortion.
However, the defects of the traditional manufacturing mode are more, the scene is not realistic enough when the static plant model is used for editing the scene natural environment, the interactivity of a player can be greatly weakened, if the animation is bound by using a skeleton mode to realize the swing effect of the plant, on one hand, each plant model needs to be used for making the animation, the workload is very large, the limitation in the aspect of action is also large, 360-degree natural interaction cannot be achieved, the regular fluctuation of the plant is realized by utilizing the material distortion, only the mechanical swing can be realized, the interactivity is not realized, and the swing mode is not natural.
Therefore, in order to make the vegetation model become natural and vivid, shrubs and grass can present the state in the natural environment and have corresponding interaction with players in a credible way in the way of swinging with the wind, the invention provides a natural and dynamic interactive plant implementation scheme, by calculating the vertex information and normal orientation of the plant model, splitting the model to set up the plant anchor point information, setting up the hierarchical relationship, establishing the hierarchical relationship layer by layer according to the hierarchy of the main stem, the stem and the leaf, calculating the transparent channel of the vertex and the target map, thereby realizing the natural wind power effect and the interactive effect in the engine, making the wind blow the natural plant stems, roots and leaves with different swing effects, thereby ensuring the natural plant states of the fixed roots and the main stem, the swing interaction of the branches and leaves, and the like when the plant swings and interacts with the wind, and being capable of distinguishing the roots and the directions of the stems, making the plant naturally interact with the character.
The implementation method of the natural dynamic interactive plant provided by the invention is further introduced in the next step.
First, importing a model and calculating top and bottom information, fig. 4 is a schematic diagram of an imported model according to an embodiment of the present invention, as shown in fig. 4, opening the model in a three-dimensional modeling rendering software (3dsmax), deleting detail levels (lod), zeroing (reset Xform) a model coordinate point, and then resetting the model information, which may include:
a model is imported, fig. 5 is a schematic diagram of dragging the model into a plug-in according to an embodiment of the present invention, as shown in fig. 5, a plug-in (pivotpainter2.ms) of three-dimensional computer graphics software is dragged into, model pivot and rotation information in model vertex data are stored to create a 3D model, and parameters of a target point position (pivot position), three primary colors of material (tex RGB) and a transparent channel (ALPHA) are set after the model is dragged into the plug-in;
secondly, splitting a Model, fig. 6 is a schematic diagram of a selective splitting tool according to an embodiment of the present invention, as shown in fig. 6, selecting a selective Model, splitting the Model, checking and keeping a Custom normal (Slow), clicking a split Model tool (Detach Selected Model's Elements) to split, a general simple Model can be split quickly, and parts that do not need to be dynamic need to be separated independently in Model making, i.e., split and then manually merge parts that need to be merged, and can be merged into a Model as a whole, for example, fig. 7 is a schematic diagram of a selective splitting object according to an embodiment of the present invention, as shown in fig. 7, a root on the upper portion of the lower ball cactus should be movable, and then needs to be split;
alternatively, for plants without and with trunks, there are different requirements, fig. 8(a) is a schematic diagram of a processing method without trunk object according to one embodiment of the present invention, as shown in fig. 8(a), for plants without trunks, a trunk needs to be newly created as a reference object, a box is created and zeroed, fig. 8(b) is a schematic diagram of a processing method with trunk object according to one embodiment of the present invention, as shown in fig. 8(b), for plants with trunks, the trunks can be directly used as reference, the model of the trunks needs to be oriented according to the X-axis direction model, that is, the trunk model coordinates are adjusted to be X-axis direction, it is noted that the reference object must be placed at the middle, the coordinate points are zeroed, and the reference object is converted into an editable polygon, otherwise, the selection cannot be performed by plug-in;
generating model anchor points, fig. 9(a) is a schematic diagram of creating a selection set according to one embodiment of the present invention, as shown in fig. 9(a), selecting all split parts that need to be dynamic, inputting a custom group name in the creation selection set above, fig. 9(b) is a schematic diagram of generating pivot points according to one embodiment of the present invention, as shown in fig. 9(b), clicking an update in generating a new pivot point component will present the just split group, selecting the group name appearing just before in the selection set list, checking grid options, selecting the just created backbone box model, or directly selecting a backbone model, such as a tree trunk, clicking a button of creating an anchor point, starting to calculate, generating the pivot point of a target model, the larger the number of models is, the slower the number of models is, and waiting for calculation, the operation is not needed to be disordered;
adjusting the coordinate orientation, FIG. 10(a) is a schematic diagram of a coordinate orientation selection interface according to one embodiment of the present invention, as shown in fig. 10(a), the coordinate system of the object is checked to Local mode (Local), the anchor point of the object is set, the Local mode is selected, fig. 10(b) is a schematic diagram of an anchor point display interface according to an embodiment of the present invention, as shown in fig. 10(b), checking whether the generated anchor point is correct, fig. 11 is a schematic view of an anchor point placement interface according to one embodiment of the present invention, as shown in fig. 11, where the positive X-axis direction is the direction of a leaf or rhizome, the orientation of a trunk, if the anchor point of a specific object is set incorrectly, the anchor point needs to be moved to a proper position manually, generally, a plurality of trees are needed, and coordinates need to be at the root of a single component.
Optionally, for a patch with a large leaf, fig. 11 is a schematic diagram of another anchor point setting interface according to an embodiment of the present invention, and as shown in fig. 11, the anchor point is needed for all the leaves with a patch with a large leaf penetration, and the wind power of the system is completely the motion of the model itself around the anchor point. Setting the effect of an anchor point decision model, and directly attaching the detached scattered branches to the trunk and combining the branches into a module;
fifth, a hierarchical relationship is set, fig. 12(a) is a schematic diagram of a hierarchical relationship interface according to an embodiment of the present invention, as shown in fig. 12(a), a selecting and connecting component is used to establish a hierarchical relationship between a stem and a root system and a leaf, as shown in fig. 12(a), fig. 12(b) is a schematic diagram of a hierarchical relationship interface according to an embodiment of the present invention, as shown in fig. 12(b), leaves are bound to a model, a cluster of leaves are bound to the stem, all the branches are bound to the stem, fig. 13 is a schematic diagram of a hierarchical relationship skeleton connection according to an embodiment of the present invention, as shown in fig. 13, a skeleton connection diagram of the stem, the stem and the leaf is finally obtained, the whole tree can be dragged by moving the stem, fig. 14 is a schematic diagram of a flower attached to stems and leaves according to an embodiment of the present invention, as shown in fig. 14, in order to obtain the scattered flowers, the scattered flowers can be directly attached to the branches;
sixth, outputting a coordinate information map, where there are different requirements for plants without trunks and plants with trunks, and fig. 15 is a schematic diagram of a trunk-free selection model according to an embodiment of the present invention, where as shown in fig. 15, for a model without trunks, a previous trunk box is deleted first, and then the model is selected completely; directly selecting a trunk model for the model with the trunk;
optionally, an option for processing the hierarchical structure of the selected object is selected, the folder directory to be generated is selected, fig. 16 is a schematic diagram for implementing a dynamic effect map according to one embodiment of the present invention, as shown in fig. 16, and then two generated maps for implementing a dynamic effect of blowing are seen;
FIG. 17 is a schematic diagram of a coordinate map according to one embodiment of the present invention, and as shown in FIG. 17, the model should have a second set of coordinate maps set at this time for rendering the dynamic effect of the plant, generally square and within the UV box.
Seventhly, calculating the color of the transparent channel at the calculated vertex and a third set of UV, wherein the third set of UV is used for rendering and displaying the plant interaction effect, figure 18 is a schematic diagram of a computing vertex transparent channel according to one embodiment of the invention, as shown in fig. 18, the vegetation model is dragged into the top drawing plug-in, into the select drawing object interface, all parts that need to interact with the character, such as leaves, inputting a new group in a creation selection set on an interface, then upgrading the selection processing object set, adjusting a 3D multiplier to 1, checking a transparent channel, selecting all parts needing to interact with roles, thereby obtaining the clear channel color of the vertex, fig. 19 is a schematic diagram of one of the vertex clear channel colors according to one embodiment of the present invention, as shown in fig. 19, the color of the transparent channel is obtained after calculation, and the information can also be confirmed by checking the color;
meanwhile, at this time, the model has been set with a third set of UV, fig. 20 is a schematic view of another coordinate mapping according to an embodiment of the present invention, as shown in fig. 20, the third set of UV is in a square shape and is distributed outside the UV frame;
for a special type of model, such as a model with two roots, fig. 21(a) is a schematic diagram of an interface for adjusting a coordinate mapping according to an embodiment of the present invention, as shown in fig. 21(a), the stems can be independently grouped, and then different axial parameters of the parameters are adjusted to control the range, fig. 21(b) is a schematic diagram of an interface for adjusting a coordinate mapping according to an embodiment of the present invention, as shown in fig. 21(b), black is not movable and white is interactive, that is, models with two roots click on a group to be moved, the group to be moved is white, the other group not to be moved is black, and then the range of movement of the white group is controlled by setting the abscissa parameter of the white group;
eighthly, importing the model into an engine, importing the model into a general model format (FBX format), selecting vertex color substitution (replace in vertex color) in a merged mesh (combemensh), and removing automatic collision, wherein fig. 22 is a schematic diagram of an imported map according to an embodiment of the present invention, and as shown in fig. 22, selecting a high definition mode and importing the map to set engine picture reading information;
FIG. 23 is a schematic diagram of creating a texture ball according to an embodiment of the present invention, as shown in FIG. 23, selecting a suitable texture in an engine according to a project requirement, and designating a main texture to be created from the texture ball, FIG. 24 is a schematic diagram of assigning a texture according to an embodiment of the present invention, as shown in FIG. 24, assigning a derived mapping of a previous step to a set texture, FIG. 25(a) is a schematic diagram of selecting a mapping according to an embodiment of the present invention, as shown in FIG. 25(a), selecting a mapping required to be operated, FIG. 25(b) is a schematic diagram of setting a plurality of texture parameters according to an embodiment of the present invention, as shown in FIG. 25(b), selecting a mapping required to be operated, and setting a texture parameter of a mapping required to be operated according to a design situation, FIG. 26 is a schematic diagram of setting a wind power parameter according to an embodiment of the present invention, as shown in FIG. 26, the grass is typically set to the first level of wind, and the other levels are closed.
Nine, rendering the picture, fig. 27 is a schematic diagram of a natural dynamic effect according to an embodiment of the present invention, and as shown in fig. 27, an object model with natural wind effect and interactive effect is obtained.
According to the invention, the vertex information and the normal direction of the plant model are calculated, the model is split, the plant anchor point information and the hierarchical relationship are set, the hierarchical relationship is established layer by layer according to the levels of stems, roots and leaves, the transparent channel and the grid chartlet of the vertex are calculated, the material is set, the set material is endowed to the grid chartlet, and the material parameter is set, so that the natural and dynamic interactive plant is obtained, the technical effects of realizing the natural wind effect and the interactive effect in the engine are further realized, and the technical problem that the natural wind effect and the interactive effect cannot be realized in the engine is solved.
Through the above description of the embodiments, those skilled in the art can clearly understand that the method according to the above embodiments can be implemented by software plus a necessary general hardware platform, and certainly can also be implemented by hardware, but the former is a better implementation mode in many cases. Based on such understanding, the technical solutions of the present invention may be embodied in the form of a software product, which is stored in a storage medium (e.g., ROM/RAM, magnetic disk, optical disk) and includes instructions for enabling a terminal device (e.g., a mobile phone, a computer, a server, or a network device) to execute the method according to the embodiments of the present invention.
The embodiment of the present invention further provides an information processing apparatus, which is used to implement the foregoing embodiment and preferred embodiments, and the description of the apparatus is omitted here. As used below, the term "unit" may be a combination of software and/or hardware that implements a predetermined function. Although the means described in the embodiments below are preferably implemented in software, an implementation in hardware, or a combination of software and hardware is also possible and contemplated.
Fig. 28 is a block diagram of a structure of an information processing apparatus according to an embodiment of the present invention. As shown in fig. 28, the information processing apparatus 280 may include: a splitting unit 281, a determining unit 282, a generating unit 283 and an importing unit 284.
The splitting unit 281 is configured to split at least one first sub-vegetation model from the target vegetation model.
A determining unit 282, configured to determine a corresponding target point of each first sub-vegetation model, where each first sub-vegetation model is in a moving state around the corresponding target point in the game scene.
A generating unit 283 is configured to generate a first target map of the target vegetation model based on the target point of each first sub-vegetation model.
An importing unit 284, configured to import the first target map into the target engine to perform the rendering operation.
In the information processing apparatus of the embodiment, the splitting unit is used for splitting at least one first sub-vegetation model from the target vegetation model; determining a target point corresponding to each first sub-vegetation model by using a determining unit, wherein each first sub-vegetation model is in a motion state around the corresponding target point in a game scene; generating a first target map of the target vegetation model based on the target point of each first sub-vegetation model by using a generating unit; and importing the first target map into a target engine by using an importing unit so as to execute the rendering operation. That is to say, the method obtains a first sub-vegetation model by carrying out model splitting on a target vegetation model; the target point (anchor point information) of the first sub-vegetation model is set, so that the first sub-vegetation model moves around the target point to render natural and dynamic interactive plants, thereby achieving the technical effect of improving the efficiency of realizing the dynamic effect of the vegetation model and solving the technical problem of low efficiency of realizing the dynamic effect of the vegetation model.
It should be noted that, the above units may be implemented by software or hardware, and for the latter, the following may be implemented, but not limited to: the units are all positioned in the same processor; or, the above units may be located in different processors in any combination.
Embodiments of the present invention also provide a non-volatile storage medium having a computer program stored therein, wherein the computer program is configured to be executed by a processor to perform the data processing method of the embodiments of the present invention.
Alternatively, in the present embodiment, the above-mentioned nonvolatile storage medium may be configured to store a computer program for executing the steps of:
s1, splitting at least one first sub-vegetation model from the target vegetation model;
s2, determining a target point corresponding to each first sub-vegetation model, wherein each first sub-vegetation model is in a motion state around the corresponding target point in a game scene;
s3, generating a first target map of the target vegetation model based on the target point of each first sub-vegetation model;
s4, importing the first target map to a target engine to execute the rendering operation.
Optionally, in this embodiment, the nonvolatile storage medium may include, but is not limited to: various media capable of storing computer programs, such as a usb disk, a Read-Only Memory (ROM), a Random Access Memory (RAM), a removable hard disk, a magnetic disk, or an optical disk.
Embodiments of the present invention also provide an electronic device comprising a memory having a computer program stored therein and a processor arranged to run the computer program to perform the steps of any of the above method embodiments.
Optionally, the electronic apparatus may further include a transmission device and an input/output device, wherein the transmission device is connected to the processor, and the input/output device is connected to the processor.
Optionally, in this embodiment, the processor may be configured to execute the following steps by a computer program:
s1, splitting at least one first sub-vegetation model from the target vegetation model;
s2, determining a target point corresponding to each first sub-vegetation model, wherein each first sub-vegetation model is in a motion state around the corresponding target point in a game scene;
s3, generating a first target map of the target vegetation model based on the target point of each first sub-vegetation model;
s4, importing the first target map to a target engine to execute the rendering operation.
Optionally, the specific examples in this embodiment may refer to the examples described in the above embodiments and optional implementation manners, and this embodiment is not described herein again.
The above-mentioned serial numbers of the embodiments of the present invention are merely for description and do not represent the merits of the embodiments.
In the above embodiments of the present invention, the descriptions of the respective embodiments have respective emphasis, and for parts that are not described in detail in a certain embodiment, reference may be made to related descriptions of other embodiments.
In the embodiments provided in the present application, it should be understood that the disclosed technology can be implemented in other ways. The above-described embodiments of the apparatus are merely illustrative, and for example, the division of the units may be a logical division, and in actual implementation, there may be another division, for example, multiple units or components may be combined or integrated into another system, or some features may be omitted, or not executed. In addition, the shown or discussed mutual coupling or direct coupling or communication connection may be an indirect coupling or communication connection through some interfaces, units or modules, and may be in an electrical or other form.
The units described as separate parts may or may not be physically separate, and parts displayed as units may or may not be physical units, may be located in one place, or may be distributed on a plurality of units. Some or all of the units can be selected according to actual needs to achieve the purpose of the solution of the embodiment.
In addition, functional units in the embodiments of the present invention may be integrated into one processing unit, or each unit may exist alone physically, or two or more units are integrated into one unit. The integrated unit can be realized in a form of hardware, and can also be realized in a form of a software functional unit.
The integrated unit, if implemented in the form of a software functional unit and sold or used as a stand-alone product, may be stored in a computer readable storage medium. Based on such understanding, the technical solution of the present invention may be embodied in the form of a software product, which is stored in a storage medium and includes 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 invention. And the aforementioned storage medium includes: a U-disk, a Read-Only Memory (ROM), a Random Access Memory (RAM), a removable hard disk, a magnetic or optical disk, and other various media capable of storing program codes.
The foregoing is only a preferred embodiment of the present invention, and it should be noted that, for those skilled in the art, various modifications and decorations can be made without departing from the principle of the present invention, and these modifications and decorations should also be regarded as the protection scope of the present invention.

Claims (16)

1. An information processing method characterized by comprising:
splitting at least one first sub-vegetation model from the target vegetation model;
determining a target point corresponding to each first sub-vegetation model, wherein each first sub-vegetation model is in a motion state around the corresponding target point in a game scene;
generating a first target map of the target vegetation model based on the target point of each of the first sub-vegetation models;
and importing the first target map into a target engine to execute a rendering operation.
2. The method of claim 1, further comprising:
splitting at least one second sub-vegetation model from the target vegetation model, wherein each second sub-vegetation model is in a static state in the game scene;
obtaining dependent information between the at least one first sub-vegetation model and the at least one second sub-vegetation model, wherein the dependent information is used for representing dependent relation between the at least one first sub-vegetation model and the at least one second sub-vegetation model;
generating a first target map of the target vegetation model based on the target point of each of the first sub-vegetation models, comprising: and generating the first target map on the target vegetation model based on the attachment information and the target point of each first sub-vegetation model.
3. The method of claim 2, wherein generating the first target map based on the attachment information and the target points of each of the first sub-vegetation models on the target vegetation model comprises:
and when the target vegetation model comprises a real trunk model, generating the first target map on the target vegetation model based on the attachment information and the target point of each first sub-vegetation model.
4. The method of claim 3, wherein determining a target point for each of the first sub-vegetation models comprises:
and generating a target point of each first sub-vegetation model based on the real trunk model.
5. The method of claim 3, wherein generating the first target map based on the attachment information and the target points of each of the first sub-vegetation models on the target vegetation model comprises:
adjusting the position information of the real trunk model according to a target coordinate axis, wherein the target coordinate axis is one coordinate axis in a target coordinate system of the game scene;
generating the first target map based on the attachment information and the target point of each of the first sub-vegetation models on the target vegetation model including the adjusted real trunk model.
6. The method of claim 2, wherein generating the first target map based on the attachment information and the target points of each of the first sub-vegetation models on the target vegetation model comprises:
when the target vegetation model comprises a reference trunk vegetation model, deleting the reference trunk vegetation model from the target vegetation model, and generating the first target map based on the attachment information and the target point of each first sub-vegetation model on the target vegetation model after deleting the reference trunk vegetation model, wherein the reference trunk model is a trunk model created for the target vegetation model.
7. The method of claim 6, wherein determining a target point for each of the first sub-vegetation models comprises: generating a target point for each of the first sub-vegetation models based on the reference trunk model.
8. The method of claim 6, further comprising:
and creating polygons positioned in the target vegetation model as the reference trunk model.
9. The method of claim 2, wherein the at least a second sub-vegetation model comprises a root model and a real trunk model of the target vegetation model, wherein the first sub-vegetation model comprises a foliage model of the target vegetation model, and wherein the attachment information is indicative of attachment of the foliage model to the real trunk model, and wherein the real trunk model is attached to the root model.
10. The method of any of claims 1 to 9, wherein importing the first target map into a target engine to perform rendering operations comprises:
and importing the first target map into a target engine, and acquiring the wind power parameters in the game scene to execute rendering operation.
11. The method according to any one of claims 1 to 9,
the method further comprises the following steps: determining a third sub-vegetation model to be interacted with a virtual game role in the target vegetation model, wherein the third sub-vegetation model is obtained by splitting the target vegetation model;
determining a color of a transparent channel of a vertex of the third sub-vegetation model; generating a second target map based on the color of the transparent channel of the vertex of the third sub-vegetation model;
importing the first target map to a target engine to perform a rendering operation, comprising: importing the second target map and the first target map to the target engine to perform a rendering operation.
12. The method according to any one of claims 1 to 9, further comprising:
when the target vegetation model comprises at least two root models, adjusting axial parameters of real trunk models corresponding to the at least two root models, wherein the axial parameters are used for determining the area range of interaction between the trunk models corresponding to the at least two root models and the virtual game role.
13. The method according to any one of claims 1 to 9,
the method further comprises the following steps:
verifying whether the target point of each first sub-vegetation model is correct or not under the local coordinate system of the game scene;
generating a first target map of the target vegetation model based on the target point of each of the first sub-vegetation models, comprising: and generating the first target map based on the correct target point.
14. An information processing apparatus characterized by comprising:
the splitting unit is used for splitting at least one first sub-vegetation model from the target vegetation model;
the determining unit is used for determining a target point corresponding to each first sub-vegetation model, wherein each first sub-vegetation model is in a motion state around the corresponding target point in a game scene;
a generating unit, configured to generate a first target map of the target vegetation model based on the target point of each of the first sub-vegetation models;
and the importing unit is used for importing the first target map into a target engine so as to execute rendering operation.
15. A computer-readable storage medium, in which a computer program is stored, wherein the computer program is arranged to, when executed by a processor, perform the method of any one of claims 1 to 13.
16. An electronic device comprising a memory and a processor, wherein the memory has stored therein a computer program, and wherein the processor is arranged to execute the computer program to perform the method of any of claims 1 to 13.
CN202111676732.9A 2021-12-31 2021-12-31 Information processing method, information processing apparatus, readable storage medium, and electronic apparatus Pending CN114419216A (en)

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