WO2020220602A1 - 动作生成方法、装置、电子设备和计算机可读介质 - Google Patents
动作生成方法、装置、电子设备和计算机可读介质 Download PDFInfo
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- WO2020220602A1 WO2020220602A1 PCT/CN2019/112332 CN2019112332W WO2020220602A1 WO 2020220602 A1 WO2020220602 A1 WO 2020220602A1 CN 2019112332 W CN2019112332 W CN 2019112332W WO 2020220602 A1 WO2020220602 A1 WO 2020220602A1
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/55—Controlling game characters or game objects based on the game progress
- A63F13/57—Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game
- A63F13/577—Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game using determination of contact between game characters or objects, e.g. to avoid collision between virtual racing cars
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/55—Controlling game characters or game objects based on the game progress
- A63F13/56—Computing 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
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/55—Controlling game characters or game objects based on the game progress
- A63F13/58—Controlling game characters or game objects based on the game progress by computing conditions of game characters, e.g. stamina, strength, motivation or energy level
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/80—Special adaptations for executing a specific game genre or game mode
- A63F13/822—Strategy games; Role-playing games
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/80—Special adaptations for executing a specific game genre or game mode
- A63F13/833—Hand-to-hand fighting, e.g. martial arts competition
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/60—Methods for processing data by generating or executing the game program
- A63F2300/65—Methods for processing data by generating or executing the game program for computing the condition of a game character
Definitions
- the embodiments of the present application relate to the field of computer technology, and specifically relate to an action generation method, device, electronic device, and computer-readable medium.
- the existing method usually designs one or more hit actions when designing the basic actions of the virtual object, and presents one of the hit actions every time the virtual character is hit.
- this method requires a large number of attack actions to be made in advance, resulting in a large amount of resource usage.
- the embodiments of the present application propose an action generation method, device, electronic device, and computer readable medium to solve the technical problem of requiring a large amount of resources in the prior art.
- an embodiment of the present application provides an action generation method, the method includes: detecting the attacked part of the virtual object under attack in the game scene; reading from a preset table corresponding to the above-mentioned attacked part The motion parameters of the bones, wherein the motion parameters include the angular range of the bone shaking and the coordinate axis referenced by the bone shaking; load the motion parameters, and control the motion of the bones of the virtual object according to the motion parameters to form a Click action.
- the aforementioned motion parameter further includes at least one of the following: duration of bone shaking, and interval time of bone shaking.
- the aforementioned table also records the first angle range correction coefficient when the aforementioned virtual object is attacked by a designated attack tool.
- the aforementioned method further includes: determining whether the aforementioned virtual object is attacked by an attack tool Is the above-mentioned designated attack tool; if yes, update the angle range of the bone shake to the product of the angle range of the bone shake and the first angle range correction coefficient.
- the aforementioned table also records the first duration correction coefficient when the aforementioned virtual object is attacked by a designated attack tool.
- the aforementioned method further includes: determining whether the aforementioned virtual object is attacked by an attack tool It is the above-mentioned designated attack tool; if so, the duration of the bone shaking is updated to the product of the duration of the bone shaking and the first duration correction coefficient.
- the above table also records the second angle range correction coefficient when the virtual object is hit at a short distance or a long distance.
- the above method further includes: determining the impact of the virtual object. Whether the hit distance is less than the first preset threshold, or whether the hit distance is greater than the second preset threshold; if the hit distance is less than the first preset threshold, or the hit distance is greater than the second preset threshold, Then the angle range of the bone shake is updated to the product of the angle range of the bone shake and the second angle range correction coefficient.
- the above table also records the second duration correction coefficient when the virtual object is hit at close or long distance.
- the above method further includes: determining the impact of the virtual object. Whether the hit distance is less than the first preset threshold, or whether the hit distance is greater than the second preset threshold; if the hit distance is less than the first preset threshold, or the hit distance is greater than the second preset threshold, Then, the duration of the bone shaking is updated as the product of the duration and the second duration correction coefficient.
- the above table also records a flag for indicating whether the virtual character is shaken after being hit during the death calculation period, wherein the death calculation period is a preset duration from the moment of death of the virtual character; and The method further includes: determining whether the virtual character is dead; if so, reading the identifier in the table; in response to determining that the identifier indicates that the virtual character does not shake after being attacked during the death calculation period, stopping the attacking action.
- an embodiment of the present application provides an action generation device, which includes: a detection unit configured to detect the attacked part of a virtual object under attack in a game scene; and a reading unit configured to select In the table, read the motion parameters of the bones corresponding to the above-mentioned hit part, where the above-mentioned motion parameters include the angular range of the bone shake and the coordinate axis referenced by the bone shake; the generating unit is configured to load the The motion parameter controls the motion of the bone of the virtual object according to the motion parameter to form a hit action.
- the aforementioned motion parameter further includes at least one of the following: duration of bone shaking, and interval time of bone shaking.
- the above table also records a first angle range correction coefficient when the virtual object is attacked by a designated attack tool
- the above device further includes: a first determining unit configured to determine an attack tool that attacks the virtual object Whether it is the aforementioned designated attack tool; the first update unit is configured to update the angle range of the bone shake to the angle range of the bone shake and the first angle when the attack tool that attacks the virtual object is the specified attack tool The product of the range correction factor.
- the above table also records a first duration correction coefficient when the virtual object is attacked by a designated attack tool
- the above device further includes: a second determining unit configured to determine an attack tool that attacks the virtual object Whether it is the aforementioned designated attack tool; the second update unit is configured to update the duration of the bone shaking to the duration of the bone shaking and the first duration if the attack tool that attacks the virtual object is the designated attack tool The product of the time correction factor.
- the above table also records the second angle range correction coefficient of the virtual object when the virtual object is hit at a close distance or a long distance.
- the above device further includes: a third determining unit configured to determine the value of the virtual object. Whether the hit distance is less than the first preset threshold, or whether the hit distance is greater than the second preset threshold; the third update unit is configured to if the hit distance is less than the first preset threshold, or the hit If the distance is greater than the second preset threshold, the angle range of the bone shake is updated to the product of the angle range of the bone shake and the second angle range correction coefficient.
- the above table also records a second duration correction coefficient when the virtual object is hit at a close distance or a long distance
- the above device further includes: a fourth determining unit configured to determine the value of the virtual object Whether the hit distance is less than a first preset threshold, or whether the hit distance is greater than a second preset threshold; the fourth update unit is configured to if the hit distance is less than the first preset threshold, or the hit If the distance is greater than the second preset threshold, the duration of the bone shaking is updated to the product of the duration and the second duration correction coefficient.
- the above table also records a flag for indicating whether the virtual character is shaken after being hit during the death calculation period, wherein the death calculation period is a preset duration from the moment of death of the virtual character; and
- the device further includes: a fifth determining unit configured to determine whether the virtual character is dead; an identification reading unit configured to read the identification in the table if the virtual character is dead; a stopping unit configured to respond to the determination
- the above-mentioned mark instructs the above-mentioned virtual character not to shake after being attacked during the death calculation period, and to stop the above-mentioned attacking action.
- an embodiment of the present application provides an electronic device, including: one or more processors; a storage device, on which one or more programs are stored, when one or more programs are used by one or more processors Execution enables one or more processors to implement the method of any one of the above-mentioned first aspects.
- an embodiment of the present application provides a computer-readable medium on which a computer program is stored, and when the program is executed by a processor, the method as in any one of the embodiments in the first aspect is implemented.
- the action generation method, device, electronic device, and computer-readable medium provided by the embodiments of the application detect the attacked part of the virtual object under attack in the game scene, and then read the attacked part from the preset table. Corresponding to the motion parameters of the bones, the above motion parameters are finally loaded, and the motion of the bones of the virtual object is controlled according to the motion parameters to form a hit action.
- This embodiment of the application can control different bones in the reference coordinate system according to the hit position Move within a preset angle range, so that multiple sets of hit actions can be generated by reading the motion parameters in the table, without the need to make and store a large number of hit actions in advance, which saves resources and enriches the game The performance of the attack.
- Fig. 1 is a flowchart of an embodiment of an action generation method according to the present application
- FIG. 2 is a flowchart of another embodiment of the action generation method according to the present application.
- Fig. 3 is a schematic structural diagram of an embodiment of an action generating device according to the present application.
- Fig. 4 is a schematic structural diagram of a computer system suitable for implementing an electronic device according to an embodiment of the present application.
- FIG. 1 shows a process 100 of an embodiment of an action generation method according to the present application.
- the action generation method includes the following steps:
- Step 101 Detect the attacked part of the virtual object under attack in the game scene.
- the execution subject of the action generation method may have a game application installed. Users can use the above-mentioned execution subject to experience the game.
- multiple virtual objects can usually be displayed, and the multiple virtual objects can attack each other.
- the above-mentioned execution subject may record the motion data (for example, orientation, attack angle, distance, etc.) of each virtual object.
- the action data such as orientation, angle, etc.
- the attacker's movement data such as angle, orientation, attack angle, etc.
- Step 102 From a preset table, read the motion parameters of the bones corresponding to the hit part, where the motion parameters include the angle range of the bone shaking and the coordinate axis referenced by the bone shaking.
- each virtual object may have a corresponding model.
- Each model can include multiple bones.
- the above-mentioned execution subject can determine the bone where the hit part is located or the bone closest to the hit part, thereby determining the bone corresponding to the hit part. It should be noted that the bone corresponding to the hit part can be one It can also be multiple.
- a form (such as an excel form, etc.) preset and filled by a technician may be stored in the above-mentioned execution subject.
- the above table may store the motion parameters of multiple bones of multiple virtual characters. After determining the bone corresponding to the hit part, the execution body can read the motion parameters of the bone from the table.
- each virtual character can correspond to a row in the above table.
- Each virtual character can have a different identification (for example, it can be represented by a string such as a serial number and a name).
- the above-mentioned execution subject may first search for the identifier of the virtual character currently under attack from the table, thereby determining the row corresponding to the virtual character. Then, the motion parameters of the bone corresponding to the hit part can be found from the determined row.
- the motion parameter may be a parameter for indicating the motion of the bone.
- it may include, but is not limited to, the angular range of bone shaking and the coordinate axis referenced by bone shaking.
- the rotation direction and angle of the bone movement of the virtual object can be controlled.
- the aforementioned motion parameter may also include other information, for example, it may include but not limited to at least one of the following: duration of bone shaking, and interval time of bone shaking.
- duration of bone shaking the total duration of the bone movement of the virtual object can be controlled based on the duration of bone shaking, and the interval between two consecutive bone shaking can be controlled based on the interval time of bone shaking.
- the movement of the bones of the virtual object can be controlled based on various movement parameters, thereby helping to present a natural and dynamic impact effect.
- any one or more of the following may be recorded in the above table: the type number of each virtual character in the multiple virtual characters ( For example, the type number "12" indicates that the type of virtual object is bear, and the type number "13” indicates that the type of virtual object is wolf), the name of each virtual object, the path of the virtual object's model, the role number of the virtual object, and remarks, etc. .
- the above table also records the first angle range correction coefficient when the virtual object is attacked by the designated attack tool.
- the method further includes:
- the above table also records the first duration correction coefficient when the virtual object is attacked by the designated attack tool.
- the method further includes:
- a designated attack tool can be set for each virtual object in advance, so as to generate attack actions of different degrees.
- the table may also record the first angle range correction coefficient and/or the first duration correction coefficient when each virtual object is attacked by the designated attack tool.
- the first angle range correction coefficient can be used to correct the angle range when the virtual object is attacked by the specified attack tool.
- the first duration correction coefficient may be used to correct the duration when the virtual object is attacked by the specified attack tool.
- the execution subject may determine whether the attack tool used to attack the attacked virtual object is a designated attack tool. If yes, the angle range can be updated to the product of the current angle range and the first angle range correction coefficient, and/or the duration can be updated to the product of the current duration and the first duration correction coefficient, so as to compare the read movement The parameters are updated.
- the above table also records the second angle range correction coefficient when the virtual object is hit at a short distance or a long distance.
- the method further includes:
- the angle range of the bone shake is updated to the product of the angle range of the bone shake and the second angle range correction coefficient.
- the above table may also record the second angle range correction coefficient and/or the second duration correction when each virtual object is hit at a close distance or a long distance. coefficient.
- the second angle range correction coefficient may be used to correct the angle range when the virtual object is hit at a close distance or a long distance.
- the second duration correction coefficient may be used to correct the duration when the virtual object is hit at a close distance or a long distance.
- the execution subject may determine whether the hit distance of the virtual object is less than a first preset threshold, or determine whether the hit distance of the virtual object is greater than a first preset threshold. If it is determined that the hitting distance of the virtual object is less than the first preset threshold, it can be determined that the virtual object is hit at a close range.
- the above-mentioned angular range may be updated to the product of the current angular range and the above-mentioned second angular range correction coefficient, and/or the above-mentioned duration may be updated to the product of the current duration and the above-mentioned second duration correction coefficient.
- the above-mentioned angular range may be updated to the product of the current angular range and the above-mentioned second angular range correction coefficient, and/or the above-mentioned duration may be updated to the product of the current duration and the above-mentioned second duration correction coefficient.
- the second angle range correction factor may be different when hit at close range and when hit at long range
- the second duration correction factor may be different when hit at close range and when hit at long range.
- Step 103 Load the motion parameters, and control the motion of the bones of the virtual object according to the motion parameters to form a hit action.
- the execution subject may load the motion parameters in the table, and control the motion of the bones of the virtual object according to the motion parameters to form a hit action.
- the above-mentioned hit action may be an action generated based on the above-mentioned motion parameter.
- the motion parameters may include the above-mentioned angular range of the bone shaking and the coordinate axis referenced by the bone shaking. Therefore, after loading the above-mentioned angle range and the above-mentioned coordinate axis, the above-mentioned execution subject may first control the above-mentioned bones to randomly shake along the coordinate axis within the above-mentioned shaking range to generate a hit action.
- the above table may also record an identifier for indicating whether the above virtual character shakes after being hit during the death calculation period.
- the aforementioned death calculation period is a preset duration from the moment of death of the aforementioned virtual character.
- the execution subject can determine whether the virtual character is dead (for example, if the number of times of attacks reaches a preset number of times, the virtual character can be considered dead).
- the identifier in the table can be read.
- the hit action can be stopped.
- the method provided by the foregoing embodiment of the present application detects the attacked part of the virtual object under attack in the game scene, and then reads the motion parameters of the bone corresponding to the attacked part from a preset table, and finally loads The aforementioned motion parameters are used to control the movement of the aforementioned bones of the virtual object according to the aforementioned movement parameters to form a hit action.
- the embodiment of the present application can control different bones to move within a preset angle range in the reference coordinate system according to the hit position, thereby Multiple sets of hit actions can be generated by reading the motion parameters in the table. There is no need to make and store a large number of hit actions in advance, which saves resources and enriches the hit performance in the game.
- technicians can set the motion parameters of different virtual objects when they are hit at different bones only by filling in the form, reducing labor costs.
- the attacked actions in the game scene can be enriched, and the action performance effect is improved.
- the virtual character can show the reaction after being attacked without affecting other behaviors of the virtual character, such as when the monster is running and receiving the attack.
- you can do angle processing on the abdomen bones, chest bones, and head bones, but it will not affect the other basic movements of the monster, so the attack effect is more vivid and natural, and the game experience is improved.
- FIG. 2 shows a process 200 of another embodiment of an action generation method.
- the flow 200 of the action generation method includes the following steps:
- Step 201 Detect the attacked part of the virtual object under attack in the game scene.
- the execution body of the action generation method detects the attacked part of the virtual object that is attacked in the game scene.
- Step 202 Read the motion parameters of the bone corresponding to the hit part from the preset table.
- each virtual object may have a corresponding model.
- Each model can include multiple bones.
- the above-mentioned execution subject can determine the bone where the hit part is located or the bone closest to the hit part, thereby determining the bone corresponding to the hit part.
- the above-mentioned executive body may store a form preset and filled out by a technician.
- the above table may store the motion parameters of multiple bones of multiple virtual characters. After determining the bone corresponding to the hit part, the execution subject may read the motion parameters of the bone from the table.
- the aforementioned motion parameters may include the angular range of the bone shaking, the duration of the bone shaking, the interval time of the bone shaking, the coordinate axis referenced by the bone shaking, and the like.
- the above table also includes but is not limited to at least one of the following: the type number of the virtual object, the name of the virtual object, and the path where the model of the virtual object is located.
- the above-mentioned preset table may be as shown in Table 1 below:
- the degree of attack is usually different. Therefore, only by presenting different attacked actions can it be closer to the real scene.
- a designated attack tool can be set for each virtual object in advance, so as to generate different levels of attacked actions.
- the table may also record the first angle range correction coefficient and/or the first duration correction coefficient when each virtual object is attacked by the designated attack tool.
- the aforementioned preset table may also contain the content shown in Table 2 below:
- Designated attack tools First angle range correction factor First duration correction factor 1001 1002 1.5 0.2 1.8 0.5 1003 1.5 2.0
- first angle range correction coefficient corresponding to each designated attack tool can be separated by a space.
- the first duration correction coefficient corresponding to each designated attack tool can also be separated by spaces.
- Table 2 the sequence of the values in the "first angle range correction coefficient" column and the "first duration correction coefficient” column corresponds to the order of the designated attack tools. For the designated attack tool "1001”, its corresponding first angle range correction coefficient is "1.5”, and its corresponding first duration correction coefficient is "1.8". For the designated attack tool "1002”, its corresponding first angle range correction coefficient is "0.2”, and its corresponding first duration correction coefficient is "0.5".
- first angle range correction coefficient may be used to correct the angle range when the virtual object is attacked by the specified attack tool.
- the first duration correction coefficient may be used to correct the duration when the virtual object is attacked by the specified attack tool. It should be noted that the above table can also record information such as the name or number of the designated attack tool.
- the first angle range correction coefficient may be set to a number that can reduce the angle range
- the first duration time correction coefficient may be set to a number that can reduce the duration time
- the first angle range correction coefficient may be set to a number that can correct the angle range to zero
- the first duration time correction coefficient may be set to a number that can correct the duration time to zero.
- the above table may also record the second angle range correction coefficient and/or the second duration correction coefficient when each virtual object is hit at a close distance or a long distance.
- the second angle range correction coefficient may be used to correct the angle range when the virtual object is hit at a close distance or a long distance.
- the second duration correction coefficient may be used to correct the duration when the virtual object is hit at a close distance or a long distance.
- the above-mentioned preset table may also contain the content shown in Table 3 below:
- Second angle range correction factor Second duration correction factor 1.2 1.6 0.5 0.8
- the second angle range correction coefficient and the second duration correction coefficient when attacked at close range can be set to a number greater than 1. .
- the second angle range correction factor and the second duration correction factor when being hit at a long distance can be set to be less than The number of 1.
- Table 3 "1.2" in the "Second Angle Range Correction Coefficient” column can indicate the second angle range correction coefficient when a virtual character is hit at close range; in the "Second Duration Correction Coefficient” column The "1.6" can indicate the second angle range correction coefficient when the virtual character is hit at close range.
- Step 203 Determine whether the attack tool used to attack the virtual object is a designated attack tool.
- the execution subject can record in real time the attack tool used by each virtual object in the game scene, so that it can be determined whether the attack tool used to attack the attacked virtual object is a designated attack tool.
- Step 204 in response to determining that the attack tool attacking the virtual object is the designated attack tool, update the angle range to the product of the angle range and the first angle range correction coefficient, and/or update the duration to the duration and the first duration The product of the correction factor.
- the execution subject may update the angle range to the product of the angle range and the first angle range correction coefficient, and/or update the duration Is the product of the duration and the first duration correction factor.
- Step 205 Determine whether the hit distance of the virtual object is less than a first preset threshold, or whether the hit distance is greater than a second preset threshold.
- the above-mentioned execution subject may determine whether the hit distance of the virtual object is less than a first preset threshold, or whether the hit distance is greater than a second preset threshold.
- the first preset threshold and the second preset threshold may be preset as needed, and the specific values are not limited here.
- Step 206 If the hit distance is less than the first preset threshold or the hit distance is greater than the second preset threshold, update the angle range of the bone shake to the product of the angle range and the second angle range correction coefficient, and/or change the bone
- the duration of the jitter is updated as the product of the duration and the second duration correction coefficient.
- the execution subject in response to determining that the hit distance of the virtual object is less than the first preset threshold, may determine that the virtual object was hit at a close distance, and may update the angle range to the angle range determined in step 204 The product of the aforementioned second angle range correction coefficient, and/or the duration is updated to the product of the duration determined in step 204 and the second duration correction coefficient.
- the execution subject in response to determining that the hit distance of the virtual object is greater than a second preset threshold, the execution subject may determine that the virtual object is hit at a long distance, and may update the angle range to the angle range determined in step 204 and the second preset threshold. The product of the angle range correction factor, and/or the duration is updated to the product of the duration determined in step 204 and the second duration correction factor.
- the second angle range correction coefficient when hit at close range may be different from the second angle range correction coefficient when hit at long distance.
- the second duration correction factor when being hit at close range may be different from the second duration correction factor when being hit at a long distance.
- Step 207 Load the above motion parameters, and control the motion of the bones of the virtual object according to the motion parameters to form a hit action.
- the execution subject may load the motion parameters in the table, load the motion parameters, and control the motion of the bones of the virtual object according to the motion parameters to form a hit action.
- the flow 200 of the action generation method in this embodiment involves the step of correcting the motion parameters. Therefore, the solution described in this embodiment can modify the motion parameters for the designated attack tool and modify the motion parameters for the close-range attack, thereby further enriching the attack action and presenting the attack effect more vividly and naturally.
- this application provides an embodiment of an action generation device.
- the device embodiment corresponds to the method embodiment shown in FIG. Used in various electronic devices.
- the action generating device 300 in this embodiment includes: a detection unit 301 configured to detect the attacked part of a virtual object under attack in a game scene; and a reading unit 302 configured to select from a preset In the table, read the motion parameters of the bones corresponding to the hit part, where the motion parameters include the angular range of the bone shaking and the coordinate axis referenced by the bone shaking; the generating unit 303 is It is configured to load the motion parameter, and control the motion of the bone of the virtual object according to the motion parameter to form a hit action.
- the aforementioned motion parameter further includes at least one of the following: duration of bone shaking, and interval time of bone shaking.
- the above table also records the first angle range correction coefficient when the above virtual object is attacked by a designated attack tool
- the above device further includes: a first determining unit configured to determine Whether the attack tool attacking the virtual object is the designated attack tool; the first update unit is configured to update the angle range of the bone jitter to that of the bone jitter when the attack tool attacking the virtual object is the designated attack tool The product of the angle range and the first angle range correction coefficient.
- the aforementioned table also records the first duration correction coefficient when the aforementioned virtual object is attacked by a designated attack tool
- the aforementioned device further includes: a second determining unit configured to determine Whether the attack tool used to attack the virtual object is the specified attack tool; the second update unit is configured to update the duration of the bone shaking to that of the bone shaking if the attack tool attacking the virtual object is the specified attack tool The product of the duration and the first duration correction coefficient.
- the above table also records the second angle range correction coefficient when the virtual object is hit at a short distance or a long distance
- the above device further includes: a third determining unit, Is configured to determine whether the hit distance of the virtual object is less than a first preset threshold, or whether the hit distance is greater than a second preset threshold; the third update unit is configured to determine if the hit distance is less than the first preset Threshold value, or if the hit distance is greater than the second preset threshold value, the angle range of the bone shake is updated to the product of the angle range of the bone shake and the second angle range correction coefficient.
- the above table also records the second duration correction coefficient when the above virtual object is hit at a close or long distance.
- the above device further includes: a fourth determining unit, Is configured to determine whether the hit distance of the virtual object is less than a first preset threshold, or whether the hit distance is greater than a second preset threshold; the fourth update unit is configured to determine whether the hit distance is less than the first preset threshold Threshold value, or, if the hit distance is greater than the second preset threshold value, the duration of the bone shaking is updated to the product of the duration and the second duration correction coefficient.
- the above table also records a flag indicating whether the virtual character is shaken after being hit during the death calculation period, where the death calculation period is from the moment the virtual character died.
- the above device further includes: a fifth determining unit configured to determine whether the virtual character is dead; an identification reading unit configured to read the identification in the table if the virtual character dies; stopping unit And configured to stop the attacking action in response to determining that the flag indicates that the virtual character does not shake after being attacked during the death calculation period.
- the device provided in the above-mentioned embodiment of the present application detects the attacked part of the virtual object under attack in the game scene, and then reads the motion parameters of the bone corresponding to the above-mentioned attacked part from a preset table, and finally loads The above motion parameters generate the hit action of the virtual object at the bone, and present the hit action in the game scene, so that the hit action can be generated by reading the motion parameters in the table, without prior Create and store a large number of attacked actions, saving resources.
- technicians can set the motion parameters of different virtual objects when they are hit at different bones only by filling in the form, reducing labor costs.
- the attacked actions in the game scene can be enriched, and the action performance effect is improved.
- the attack action is only generated at the bones corresponding to the attacked part, the virtual character can show the reaction after being attacked without affecting other behaviors of the virtual character, so it is more vivid and natural. Shows the effect of being hit.
- FIG. 4 shows a schematic structural diagram of a computer system 400 suitable for implementing an electronic device according to an embodiment of the present application.
- the electronic device shown in FIG. 4 is only an example, and should not bring any limitation to the functions and scope of use of the embodiments of the present application.
- the computer system 400 includes a central processing unit (CPU) 401, which can follow a program stored in a read-only memory (ROM) 402 or a program loaded from a storage part 408 into a random access memory (RAM) 403 And perform various appropriate actions and processing.
- the RAM 403 also stores various programs and data required for the operation of the system 400.
- the CPU 401, ROM 402, and RAM 403 are connected to each other through a bus 404.
- An input/output (I/O) interface 405 is also connected to the bus 404.
- the following components are connected to the I/O interface 405: an input part 406 including a keyboard, a mouse, etc.; an output part 407 including a liquid crystal display (LCD), etc., and a speaker, etc.; a storage part 408 including a hard disk, etc.; The communication part 409 of a network interface card such as a modem.
- the communication section 409 performs communication processing via a network such as the Internet.
- the driver 410 is also connected to the I/O interface 405 as needed.
- a removable medium 411 such as a magnetic disk, an optical disk, a magneto-optical disk, a semiconductor memory, etc., is installed on the drive 410 as required, so that the computer program read therefrom is installed into the storage section 408 as required.
- the process described above with reference to the flowchart can be implemented as a computer software program.
- the embodiments of the present disclosure include a computer program product, which includes a computer program carried on a computer-readable medium, and the computer program contains program code for executing the method shown in the flowchart.
- the computer program may be downloaded and installed from the network through the communication part 409, and/or installed from the removable medium 411.
- the computer program is executed by the central processing unit (CPU) 401, the above-mentioned functions defined in the method of the present application are executed.
- the computer-readable medium described in this application may be a computer-readable signal medium or a computer-readable storage medium or any combination of the two.
- the computer-readable storage medium may be, for example, but not limited to, an electric, magnetic, optical, electromagnetic, infrared, or semiconductor system, apparatus, or device, or any combination of the above. More specific examples of computer-readable storage media may include, but are not limited to: electrical connections with one or more wires, portable computer disks, hard disks, random access memory (RAM), read-only memory (ROM), erasable Programmable read only memory (EPROM or flash memory), optical fiber, portable compact disk read only memory (CD-ROM), optical storage device, magnetic storage device, or any suitable combination of the above.
- the computer-readable storage medium may be any tangible medium that contains or stores a program, and the program may be used by or in combination with an instruction execution system, apparatus, or device.
- a computer-readable signal medium may include a data signal propagated in a baseband or as a part of a carrier wave, and a computer-readable program code is carried therein.
- This propagated data signal can take many forms, including but not limited to electromagnetic signals, optical signals, or any suitable combination of the foregoing.
- the computer-readable signal medium may also be any computer-readable medium other than the computer-readable storage medium.
- the computer-readable medium may send, propagate, or transmit the program for use by or in combination with the instruction execution system, apparatus, or device .
- the program code contained on the computer-readable medium can be transmitted by any suitable medium, including but not limited to: wireless, wire, optical cable, RF, etc., or any suitable combination of the above.
- each block in the flowchart or block diagram may represent a module, program segment, or part of code, and the module, program segment, or part of code includes one or more for realizing the specified logical function Executable instructions.
- the functions marked in the block may also occur in a different order from the order marked in the drawings. For example, two blocks shown in succession can actually be executed substantially in parallel, or they can sometimes be executed in the reverse order, depending on the functions involved.
- each block in the block diagram and/or flowchart, and the combination of the blocks in the block diagram and/or flowchart can be implemented by a dedicated hardware-based system that performs the specified functions or operations Or it can be realized by a combination of dedicated hardware and computer instructions.
- the units involved in the embodiments described in the present application can be implemented in software or hardware.
- the described units can also be arranged in the processor, where the names of these units do not constitute a limitation on the unit itself under certain circumstances.
- the present application also provides a computer-readable medium, which may be included in the device described in the above-mentioned embodiments; or it may exist alone without being assembled into the device.
- the above-mentioned computer-readable medium carries one or more programs.
- the device detects the attacked part of the virtual object under attack in the game scene; from the preset table , Read the motion parameter of the bone corresponding to the hit part; load the motion parameter in the table, generate the hit action of the virtual object at the bone, and present the hit action in the game scene.
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Abstract
一种动作生成方法、装置、电子设备和计算机可读介质。该方法包括:检测游戏场景中受到攻击的虚拟对象的受击部位(101);从预设的表格中,读取与该受击部位相对应的骨骼的运动参数(102);加载该运动参数,根据该运动参数控制该虚拟对象的该骨骼的运动,以形成受击动作(103)。该实施方式节省了资源,同时丰富了游戏中的受击表现。
Description
本申请要求于2019年4月30日提交至中国国家知识产权局、申请号为201910364235.1、发明名称为“动作生成方法、装置、电子设备和计算机可读介质”的专利申请的优先权,其全部内容通过引用结合在本公开中。
本申请实施例涉及计算机技术领域,具体涉及动作生成方法、装置、电子设备和计算机可读介质。
在游戏场景中,若虚拟对象受到攻击,通常需要生成受击动作来呈现出被攻击后的效果。
现有的方式,通常是在设计虚拟对象的基础动作时,设计出一个或多个受击动作,在虚拟角色每次受击后呈现其中一个受击动作。然而,由于在不同情况下受击需表现出不同的受击动作,因而这种方式需要预先制作大量的受击动作,导致资源的使用量较大。
发明内容
本申请实施例提出了动作生成方法、装置、电子设备和计算机可读介质,以解决现有技术中需要较大资源量的技术问题。
第一方面,本申请实施例提供了一种动作生成方法,该方法包括:检测游戏场景中受到攻击的虚拟对象的受击部位;从预设的表格中,读取与上述受击部位相对应的骨骼的运动参数,其中,上述运动参数包括上述骨骼抖动的角度范围和上述骨骼抖动所参照的坐标轴;加载上述运动参数,根据上述运动参数控制上述虚拟对象的上述骨骼的运动,以形成受击动作。
在一些实施例中,上述运动参数还包括以下至少一项:骨骼抖动的持续时间、骨骼抖动的间隔时间。
在一些实施例中,上述表格中还记录有上述虚拟对象受到指定攻击工具攻击时的第一角度范围修正系数,上述加载上述运动参数之前,上 述方法还包括:确定攻击上述虚拟对象的攻击工具是否为上述指定攻击工具;若是,将上述骨骼抖动的角度范围更新为上述骨骼抖动的角度范围与上述第一角度范围修正系数的乘积。
在一些实施例中,上述表格中还记录有上述虚拟对象受到指定攻击工具攻击时的第一持续时间修正系数,上述加载上述运动参数之前,上述方法还包括:确定攻击上述虚拟对象的攻击工具是否为上述指定攻击工具;若是,将上述骨骼抖动的持续时间更新为上述骨骼抖动的持续时间与上述第一持续时间修正系数的乘积。
在一些实施例中,上述表格中还记录有上述虚拟对象在近距离或远距离受击时的第二角度范围修正系数,上述加载上述运动参数之前,上述方法还包括:确定上述虚拟对象的受击距离是否小于第一预设阈值,或上述受击距离是否大于第二预设阈值;若上述受击距离小于上述第一预设阈值,或,上述受击距离大于上述第二预设阈值,则将上述骨骼抖动的角度范围更新为上述骨骼抖动的角度范围与上述第二角度范围修正系数的乘积。
在一些实施例中,上述表格中还记录有上述虚拟对象在近距离或远距离受击时的第二持续时间修正系数,上述加载上述运动参数之前,上述方法还包括:确定上述虚拟对象的受击距离是否小于第一预设阈值,或上述受击距离是否大于第二预设阈值;若上述受击距离小于上述第一预设阈值,或,上述受击距离大于上述第二预设阈值,则将上述骨骼抖动的持续时间更新为上述持续时间与上述第二持续时间修正系数的乘积。
在一些实施例中,上述表格中还记录有用于指示上述虚拟角色在死亡运算期受击后是否抖动的标识,其中,上述死亡运算期为从上述虚拟角色死亡时刻起的预设时长;以及上述方法还包括:确定上述虚拟角色是否死亡;若是,读取上述表格中的上述标识;响应于确定上述标识指示上述虚拟角色在死亡运算期受击后不抖动,停止上述受击动作。
第二方面,本申请实施例提供了一种动作生成装置,该装置包括:检测单元,被配置成检测游戏场景中受到攻击的虚拟对象的受击部位; 读取单元,被配置成从预设的表格中,读取与上述受击部位相对应的骨骼的运动参数,其中,上述运动参数包括上述骨骼抖动的角度范围和上述骨骼抖动所参照的坐标轴;生成单元,被配置成加载所述运动参数,根据所述运动参数控制所述虚拟对象的所述骨骼的运动,以形成受击动作。
在一些实施例中,上述运动参数还包括以下至少一项:骨骼抖动的持续时间、骨骼抖动的间隔时间。
在一些实施例中,上述表格中还记录有上述虚拟对象受到指定攻击工具攻击时的第一角度范围修正系数,上述装置还包括:第一确定单元,被配置成确定攻击上述虚拟对象的攻击工具是否为上述指定攻击工具;第一更新单元,被配置成若攻击上述虚拟对象的攻击工具为上述指定攻击工具时,将上述骨骼抖动的角度范围更新为上述骨骼抖动的角度范围与上述第一角度范围修正系数的乘积。
在一些实施例中,上述表格中还记录有上述虚拟对象受到指定攻击工具攻击时的第一持续时间修正系数,上述装置还包括:第二确定单元,被配置成确定攻击上述虚拟对象的攻击工具是否为上述指定攻击工具;第二更新单元,被配置成若攻击上述虚拟对象的攻击工具为上述指定攻击工具时,将上述骨骼抖动的持续时间更新为上述骨骼抖动的持续时间与上述第一持续时间修正系数的乘积。
在一些实施例中,上述表格中还记录有上述虚拟对象在近距离或远距离受击时的第二角度范围修正系数,上述装置还包括:第三确定单元,被配置成确定上述虚拟对象的受击距离是否小于第一预设阈值,或上述受击距离是否大于第二预设阈值;第三更新单元,被配置成若上述受击距离小于上述第一预设阈值,或,上述受击距离大于上述第二预设阈值,则将上述骨骼抖动的角度范围更新为上述骨骼抖动的角度范围与上述第二角度范围修正系数的乘积。
在一些实施例中,上述表格中还记录有上述虚拟对象在近距离或远距离受击时的第二持续时间修正系数,上述装置还包括:第四确定单元,被配置成确定上述虚拟对象的受击距离是否小于第一预设阈值,或上述 受击距离是否大于第二预设阈值;第四更新单元,被配置成若上述受击距离小于上述第一预设阈值,或,上述受击距离大于上述第二预设阈值,则将上述骨骼抖动的持续时间更新为上述持续时间与上述第二持续时间修正系数的乘积。
在一些实施例中,上述表格中还记录有用于指示上述虚拟角色在死亡运算期受击后是否抖动的标识,其中,上述死亡运算期为从上述虚拟角色死亡时刻起的预设时长;以及上述装置还包括:第五确定单元,被配置成确定上述虚拟角色是否死亡;标识读取单元,被配置成若虚拟角色死亡,读取上述表格中的上述标识;停止单元,被配置成响应于确定上述标识指示上述虚拟角色在死亡运算期受击后不抖动,停止上述受击动作。
第三方面,本申请实施例提供了一种电子设备,包括:一个或多个处理器;存储装置,其上存储有一个或多个程序,当一个或多个程序被一个或多个处理器执行,使得一个或多个处理器实现如上述第一方面中任一实施例的方法。
第四方面,本申请实施例提供了一种计算机可读介质,其上存储有计算机程序,该程序被处理器执行时实现如上述第一方面中任一实施例的方法。
本申请实施例提供的动作生成方法、装置、电子设备和计算机可读介质,通过检测游戏场景中受到攻击的虚拟对象的受击部位,而后从预设的表格中,读取与上述受击部位相对应的骨骼的运动参数,最后加载上述运动参数,根据上述运动参数控制上述虚拟对象的上述骨骼的运动,以形成受击动作,本申请实施例可以根据受击部位控制不同骨骼在参照坐标系在预设的角度范围内运动,从而可以通过读取表格中的运动参数的方式来生成多套受击动作,不需要预先制作和存储大量的受击动作,节省了资源,同时丰富了游戏中的受击表现。
通过阅读参照以下附图所作的对非限制性实施例所作的详细描述,本申请的其它特征、目的和优点将会变得更明显:
图1是根据本申请的动作生成方法的一个实施例的流程图;
图2是根据本申请的动作生成方法的又一个实施例的流程图;
图3是根据本申请的动作生成装置的一个实施例的结构示意图;
图4是适于用来实现本申请实施例的电子设备的计算机系统的结构示意图。
下面结合附图和实施例对本申请作进一步的详细说明。可以理解的是,此处所描述的具体实施例仅仅用于解释相关发明,而非对该发明的限定。另外还需要说明的是,为了便于描述,附图中仅示出了与有关发明相关的部分。
需要说明的是,在不冲突的情况下,本申请中的实施例及实施例中的特征可以相互组合。下面将参考附图并结合实施例来详细说明本申请。
请参考图1,其示出了根据本申请的动作生成方法的一个实施例的流程100。该动作生成方法,包括以下步骤:
步骤101,检测游戏场景中受到攻击的虚拟对象的受击部位。
在本实施例中,动作生成方法的执行主体(例如笔记本电脑、台式机等电子设备)中可以安装有游戏类应用。用户可以利用上述执行主体进行游戏体验。
在游戏场景中,通常可以展现多个虚拟对象,上述多个虚拟对象之间可以相互攻击。上述执行主体可以记录各个虚拟对象的动作数据(例如朝向、攻击角度、距离等)。当检测到某个虚拟对象受到攻击(可以简称为受击)后,通过对该虚拟对象的动作数据(例如朝向、角度等)以及攻击者的动作数据(例如角度、朝向、攻击角度等)进行计算,即可确定出受到攻击的虚拟对象的受击部位。
步骤102,从预设的表格中,读取与受击部位相对应的骨骼的运动参数,其中,运动参数包括骨骼抖动的角度范围和骨骼抖动所参照的坐标轴。
在本实施例中,每一个虚拟对象可以具有一个相对应的模型。各个模型可以包括多个骨骼。上述执行主体可以确定受击部位所在的骨骼或 者与受击部位距离最近的骨骼,由此确定出与受击部位相对应的骨骼,需要说明的是,与受击部位相对应的骨骼可以为一个也可以为多个。此外,上述执行主体中可以存储有技术人员预先设置并填写的表格(例如excel表格等)。上述表格中可以存储有多个虚拟角色的多个骨骼的运动参数。上述执行主体在确定出受击部位对应的骨骼后,可以从上述表格中,读取该骨骼的运动参数。
作为示例,每一个虚拟角色可以对应上述表格中的一行。各个虚拟角色可以具有不同的标识(例如可以用编号、名称等字符串表示)。上述执行主体可以首先从该表格中查找当前受击的虚拟角色的标识,从而确定该虚拟角色对应的行。而后,可以将从所确定出的行中,查找出受击部位对应的骨骼的运动参数。
此处,运动参数可以是用于指示骨骼的运动的参数。例如,可以包括但不限于骨骼抖动的角度范围和骨骼抖动所参照的坐标轴。通过上述角度范围和上述坐标轴,可以控制虚拟对象的骨骼运动的旋转方向和角度。
可选的,上述运动参数还可以包含其他信息,例如,可以包括但不限于以下至少一项:骨骼抖动的持续时间、骨骼抖动的间隔时间。此处,基于骨骼抖动的持续时间可以控制虚拟对象的骨骼运动的总时长,基于骨骼抖动的间隔时间可以控制骨骼两次连续的抖动之间的间隔时长。由此,可以基于各项运动参数控制上述虚拟对象的骨骼的运动,从而有助于呈现出生动自然的受击效果。
可选的,上述表格中除记录有多个虚拟角色的多个骨骼的运动参数之外,还可以记录有以下任意一项或多项:上述多个虚拟角色中的各虚拟角色的类型编号(例如类型编号“12”指示虚拟对象的类型为熊,类型编号“13”指示虚拟对象的类型为狼)、各虚拟对象的名称、虚拟对象的模型所在路径、虚拟对象的角色编号以及备注信息等。
进一步的,上述表格中还记录有虚拟对象受到指定攻击工具攻击时的第一角度范围修正系数,在加载运动参数之前,本方法还包括:
确定攻击虚拟对象的攻击工具是否为指定攻击工具;
若是,将骨骼抖动的角度范围更新为骨骼抖动的角度范围与第一角度范围修正系数的乘积。
进一步的,上述表格中还记录有虚拟对象受到指定攻击工具攻击时的第一持续时间修正系数,在加载运动参数之前,本方法还包括:
确定攻击虚拟对象的攻击工具是否为指定攻击工具;
若是,将骨骼抖动的持续时间更新为骨骼抖动的持续时间与第一持续时间修正系数的乘积。
需要说明的是,对于某一个虚拟对象,使用不同的攻击工具对该虚拟对象进行攻击时,通常受击程度不同,因而,呈现不同受击的动作,才能更贴近真实场景。由此,在本实施例的一些可选的实现方式中,可以预先为各个虚拟对象设定指定攻击工具,以便生成不同程度的受击动作。此处,表格中还可以记录有各个虚拟对象受到指定攻击工具攻击时的第一角度范围修正系数和/或第一持续时间修正系数。其中,上述第一角度范围修正系数可以用于在虚拟对象受到上述指定攻击工具攻击时对上述角度范围进行修正。上述第一持续时间修正系数可以用于在虚拟对象受到上述指定攻击工具攻击时对上述持续时间进行修正。
在本实施例的一些可选的实现方式中,上述执行主体可以确定攻击上述受击的虚拟对象的攻击工具是否为指定攻击工具。若是,可以将角度范围更新为当前角度范围与第一角度范围修正系数的乘积,和/或,将持续时间更新为当前持续时间与第一持续时间修正系数的乘积,从而对所读取的运动参数进行更新。
进一步的,上述表格中还记录有虚拟对象在近距离或远距离受击时的第二角度范围修正系数,在加载运动参数之前,本方法还包括:
确定虚拟对象的受击距离是否小于第一预设阈值,或受击距离是否大于第二预设阈值;
若受击距离小于第一预设阈值,或,受击距离大于第二预设阈值,则将骨骼抖动的角度范围更新为骨骼抖动的角度范围与第二角度范围修正系数的乘积。
此外,需要说明的是,对于某一个虚拟对象,在不同的距离攻击该 虚拟对象时,通常受击程度不同,因而,呈现不同受击的动作,才能更贴近真实场景。由此,在本实施例的一些可选的实现方式中,上述表格中还可以记录有各个虚拟对象在近距离或远距离受击时的第二角度范围修正系数和/或第二持续时间修正系数。其中,上述第二角度范围修正系数可以用于在上述虚拟对象近距离或远距离受击时对上述角度范围进行修正。上述第二持续时间修正系数可以用于在上述虚拟对象近距离或远距离受击时对上述持续时间进行修正。
在本实施例的一些可选的实现方式中,上述执行主体可以确定上述虚拟对象的受击距离是否小于第一预设阈值,或确定上述虚拟对象的受击距离是否大于第一预设阈值。若确定上述虚拟对象的受击距离小于第一预设阈值,可以确定上述虚拟对象近距离受击。此时,可以将上述角度范围更新为当前角度范围与上述第二角度范围修正系数的乘积,和/或,将上述持续时间更新为当前持续时间与上述第二持续时间修正系数的乘积。同理,若确定上述虚拟对象的受击距离大于第二预设阈值,可以确定上述虚拟对象远距离受击。此时,可以将上述角度范围更新为当前角度范围与上述第二角度范围修正系数的乘积,和/或,将上述持续时间更新为当前持续时间与上述第二持续时间修正系数的乘积。
需要说明的是,在近距离受击与在远距离受击时的第二角度范围修正系数可以不同,以及,在近距离受击与在远距离受击时的第二持续时间修正系数可以不同。
步骤103,加载运动参数,根据运动参数控制虚拟对象的骨骼的运动,以形成受击动作。
在本实施例中,上述执行主体可以加载表格中的运动参数,根据上述运动参数控制上述虚拟对象的上述骨骼的运动,以形成受击动作。此处,上述受击动作可以是基于上述运动参数所生成的动作。
具体地,由于运动参数可以包含上述骨骼抖动的角度范围和骨骼抖动所参照的坐标轴。因此,上述执行主体在加载上述角度范围和上述坐标轴后,可以首先控制上述骨骼沿着坐标轴在上述抖动范围内随机抖动,以生成受击动作。
在本实施例的一些可选的实现方式中,上述表格中还可以记录有用于指示上述虚拟角色在死亡运算期受击后是否抖动的标识。其中,上述死亡运算期为从上述虚拟角色死亡时刻起的预设时长。此时,上述执行主体可以确定上述虚拟角色是否死亡(例如被攻击次数打到预设次数,即可认为该虚拟角色已死亡)。响应于确定上述虚拟角色已死亡,可以读取上述表格中的上述标识。响应于确定上述标识指示上述虚拟角色在死亡运算期受击后不抖动(例如上述标识为“1”),可以停止受击动作。
需要说明的是,在上述实现方式中,响应于确定上述标识指示上述虚拟角色在死亡运算期受击后抖动,则可以在上述死亡运算期内检测到上述虚拟对象受击后,继续呈现受击动作。实践中,通常重型虚拟对象(例如体积大于预设值的虚拟对象)或者主角(即用户所操控的虚拟对象)在死亡计算期受击后可以不呈现有受击动作,其他虚拟对象在死亡计算期受击后可以呈现有受击动作。
本申请的上述实施例提供的方法,通过检测游戏场景中受到攻击的虚拟对象的受击部位,而后从预设的表格中,读取与上述受击部位相对应的骨骼的运动参数,最后加载上述运动参数,根据上述运动参数控制上述虚拟对象的上述骨骼的运动,以形成受击动作,本申请实施例可以根据受击部位控制不同骨骼在参照坐标系在预设的角度范围内运动,从而可以通过读取表格中的运动参数的方式来生成多套受击动作,不需要预先制作和存储大量的受击动作,节省了资源,同时丰富了游戏中的受击表现。
另外,技术人员仅通过表格填写的方式,即可设定不同虚拟对象在不同骨骼处受击时的运动参数,减少了人力成本。
此外,由于不需要预先进行大量受击动作和制作和存储,因而,在计算资源一定的情况下,可以丰富游戏场景下的受击动作,提升了动作表现效果。
与此同时,由于仅在受击部位对应的骨骼处产生了受击动作,因此既可以使虚拟角色呈现出受击后的反应,又不影响到虚拟角色的其他行为动作,比如在怪物奔跑受击时,可以对腹部骨骼、胸部骨骼、头部骨 骼做角度处理,但是并不会影响怪物的其它基本动作,因而更加生动自然地呈现了受击效果,提高了游戏体验。
进一步参考图2,其示出了动作生成方法的又一个实施例的流程200。该动作生成方法的流程200,包括以下步骤:
步骤201,检测游戏场景中受到攻击的虚拟对象的受击部位。
在本实施例中,动作生成方法的执行主体(例如笔记本电脑、台式机等电子设备)检测游戏场景中受到攻击的虚拟对象的受击部位。
步骤202,从预设的表格中,读取与受击部位相对应的骨骼的运动参数。
在本实施例中,每一个虚拟对象可以具有一个相对应的模型。各个模型中可以包括多个骨骼。上述执行主体可以确定受击部位所在的骨骼或者与受击部位距离最近的骨骼,由此确定出与受击部位相对应的骨骼。上述执行主体中可以存储有技术人员预先设置并填写的表格。上述表格中可以存储有多个虚拟角色的多个骨骼的运动参数。上述执行主体在确定出上述受击部位对应的骨骼后,可以从上述表格中,读取与上述骨骼的运动参数。此处,上述运动参数可以包括骨骼抖动的角度范围、骨骼抖动的持续时间、骨骼抖动的间隔时间、骨骼抖动所参照的坐标轴等。此外,上述表格中还包括但不限于以下至少一项:上述虚拟对象的类型编号、上述虚拟对象的名称、上述虚拟对象的模型所在路径。
作为示例,上述预设的表格可以如下表1所示:
表1
在上述示例的表1中,“骨骼名称”列中的“Spine”可以表示脊柱骨骼,“Head”可以表示头部骨骼。“角度范围”列中每行的两个数值用于表示骨骼抖动的角度的范围。例如,角度范围为“15,30”时,表示骨骼抖动的角度范 围在15度至30度之间。“坐标轴”若未填写,则可以表示随机旋转。
需要说明的是,对于某一个虚拟对象,使用不同的攻击工具对该虚拟对象进行攻击时,通常受击程度不同,因而,呈现不同受击的动作,才能更贴近真实场景。由此,可以预先为各个虚拟对象设定指定攻击工具,以便生成不同程度的受击动作。此处,表格中还可以记录有各个虚拟对象受到指定攻击工具攻击时的第一角度范围修正系数和/或第一持续时间修正系数。例如,上述预设的表格还可以包含如下表2所示的内容:
表2
| 指定攻击工具 | 第一角度范围修正系数 | 第一持续时间修正系数 |
| 1001 1002 | 1.5 0.2 | 1.8 0.5 |
| 1003 | 1.5 | 2.0 |
在表2中,“指定攻击工具”列中的“1001”、“1002”、“1003”可以指示不同的指定攻击工具。当某一个虚拟对象具有多个指定攻击工具时,可以在表格中用空格分隔。例如表2中的:“1001 1002”。
同理,当某虚拟对象具有多个指定攻击工具时,不同的指定攻击工具可以对应有不同的第一角度范围修正系数以及不同的第一持续时间修正系数。此时,各指定攻击工具对应的第一角度范围修正系数可以以空格分隔。各指定攻击工具对应的第一持续时间修正系数也可以以空格分隔。如表2所示,“第一角度范围修正系数”列及“第一持续时间修正系数”列中的数值的顺序与指定攻击工具的次序相对应。对于指定攻击工具“1001”,其对应的第一角度范围修正系数为“1.5”,其对应的第一持续时间修正系数为“1.8”。对于指定攻击工具“1002”,其对应的第一角度范围修正系数为“0.2”,其对应的第一持续时间修正系数为“0.5”。
需要说明的是,上述第一角度范围修正系数可以用于在虚拟对象受到上述指定攻击工具攻击时对上述角度范围进行修正。上述第一持续时间修正系数可以用于在虚拟对象受到上述指定攻击工具攻击时对上述持续时间进行修正。需要说明的是,上述表格中还可以记录有指定攻击工具的名称或编号等信息。
作为示例,重型虚拟对象在受到轻量级攻击工具攻击时,通常比收 到其他攻击工具攻击时的受击程度更小。因此,可以将轻量级攻击工具作为重型虚拟对象的指定攻击工具。此时,可以将第一角度范围修正系数设定为能够使角度范围减小的数,以及,可以将第一持续时间修正系数设定为能够使持续时间减小的数。
作为又一示例,防火型的虚拟对象在喷火器等攻击工具攻击时,则通常不受到影响。因此,可以将喷火器等攻击工具作为防火型的虚拟对象的指定攻击工具。此时,可以将第一角度范围修正系数设定为能够使角度范围修正为0的数,以及,可以将第一持续时间修正系数设定为能够使持续时间修正为0的数。
需要说明的是,对于某一个虚拟对象,在不同的距离攻击该虚拟对象时,通常受击程度不同,因而,呈现不同受击的动作,才能更贴近真实场景。由此,在本实施例中,上述表格中还可以记录有各个虚拟对象在近距离或者远距离受击时的第二角度范围修正系数和/或第二持续时间修正系数。其中,上述第二角度范围修正系数可以用于在上述虚拟对象近距离或远距离受击时对上述角度范围进行修正。上述第二持续时间修正系数可以用于在上述虚拟对象近距离或远距离受击时对上述持续时间进行修正。例如,上述预设的表格还可以包含如下表3所示的内容:
表3
| 第二角度范围修正系数 | 第二持续时间修正系数 |
| 1.2 | 1.6 |
| 0.5 | 0.8 |
由于虚拟角色在近距离受击时通常动作更为明显、持续时间更长,因而,在近距离受击时的第二角度范围修正系数和第二持续时间修正系数可以设定为大于1的数。同理,由于虚拟角色在远距离受击时通常动作较不明显、持续时间更短,因而,在远距离受击时的第二角度范围修正系数和第二持续时间修正系数可以设定为小于1的数。如表3所示,“第二角度范围修正系数”列中的“1.2”可以表示某一虚拟角色在近距离受击时的第二角度范围修正系数;“第二持续时间修正系数”列中的“1.6”可以表示该虚拟角色在近距离受击时的第二角度范围修正系数。“第二角度范围修 正系数”列中的“0.5”可以表示另一虚拟角色在远距离受击时的第二角度范围修正系数;“第二持续时间修正系数”列中的“0.8”可以表示该虚拟角色在远距离受击时的第二角度范围修正系数。
步骤203,确定攻击上述虚拟对象的攻击工具是否为指定攻击工具。
在本实施例中,上述执行主体可以实时记录游戏场景中各虚拟对象所使用的攻击工具,从而,可以确定攻击上述受击的虚拟对象的攻击工具是否为指定攻击工具。
步骤204,响应于确定攻击虚拟对象的攻击工具为指定攻击工具,将角度范围更新为角度范围与第一角度范围修正系数的乘积,和/或,将持续时间更新为持续时间与第一持续时间修正系数的乘积。
在本实施例中,响应于确定攻击上述虚拟对象的攻击工具为指定攻击工具,上述执行主体可以将角度范围更新为角度范围与第一角度范围修正系数的乘积,和/或,将持续时间更新为持续时间与第一持续时间修正系数的乘积。
步骤205,确定上述虚拟对象的受击距离是否小于第一预设阈值,或受击距离是否大于第二预设阈值。
在本实施例中,上述执行主体可以确定虚拟对象的受击距离是否小于第一预设阈值,或上述受击距离是否大于第二预设阈值。此处,第一预设阈值、第二预设阈值可以根据需要预先设定,具体数值此处不作限定。
步骤206,若受击距离小于第一预设阈值或受击距离大于第二预设阈值,将骨骼抖动的角度范围更新为角度范围与第二角度范围修正系数的乘积,和/或,将骨骼抖动的持续时间更新为持续时间与第二持续时间修正系数的乘积。
在本实施例中,响应于确定上述虚拟对象的受击距离小于第一预设阈值,上述执行主体可以确定上述虚拟对象近距离受击,并可以将角度范围更新为步骤204所确定的角度范围与上述第二角度范围修正系数的乘积,和/或,将持续时间更新为步骤204所确定的持续时间与第二持续时间修正系数的乘积。或者,响应于确定上述虚拟对象的受击距离大于 第二预设阈值,上述执行主体可以确定上述虚拟对象远距离受击,并可以将角度范围更新为步骤204所确定的角度范围与上述第二角度范围修正系数的乘积,和/或,将持续时间更新为步骤204所确定的持续时间与第二持续时间修正系数的乘积。
需要说明的是,在近距离受击时的第二角度范围修正系数与在远距离受击时的第二角度范围修正系数可以不同。在近距离受击时的第二持续时间修正系数与在远距离受击时的第二持续时间修正系数可以不同。
步骤207,加载上述运动参数,根据上述运动参数控制上述虚拟对象的上述骨骼的运动,以形成受击动作。
在本实施例中,上述执行主体可以加载表格中的运动参数,加载上述运动参数,根据上述运动参数控制上述虚拟对象的上述骨骼的运动,以形成受击动作。
从图2中可以看出,与图1对应的实施例相比,本实施例中的动作生成方法的流程200涉及了对运动参数进行修正的步骤。由此,本实施例描述的方案可以针对指定攻击工具对运动参数进行修正,以及针对近距离受击对运动参数进行修正,从而进一步丰富了受击动作,更加生动自然地呈现了受击效果。
进一步参考图3,作为对上述各图所示方法的实现,本申请提供了一种动作生成装置的一个实施例,该装置实施例与图1所示的方法实施例相对应,该装置具体可以应用于各种电子设备中。
如图3所示,本实施例所述的动作生成装置300包括:检测单元301,被配置成检测游戏场景中受到攻击的虚拟对象的受击部位;读取单元302,被配置成从预设的表格中,读取与所述受击部位相对应的骨骼的运动参数,其中,所述运动参数包括所述骨骼抖动的角度范围和所述骨骼抖动所参照的坐标轴;生成单元303,被配置成加载所述运动参数,根据所述运动参数控制所述虚拟对象的所述骨骼的运动,以形成的受击动作。
在本实施例的一些可选的实现方式中,上述运动参数还包括以下至少一项:骨骼抖动的持续时间、骨骼抖动的间隔时间。
在本实施例的一些可选的实现方式中,上述表格中还记录有上述虚 拟对象受到指定攻击工具攻击时的第一角度范围修正系数,上述装置还包括:第一确定单元,被配置成确定攻击上述虚拟对象的攻击工具是否为上述指定攻击工具;第一更新单元,被配置成若攻击上述虚拟对象的攻击工具为上述指定攻击工具时,将上述骨骼抖动的角度范围更新为上述骨骼抖动的角度范围与上述第一角度范围修正系数的乘积。
在本实施例的一些可选的实现方式中,上述表格中还记录有上述虚拟对象受到指定攻击工具攻击时的第一持续时间修正系数,上述装置还包括:第二确定单元,被配置成确定攻击上述虚拟对象的攻击工具是否为上述指定攻击工具;第二更新单元,被配置成若攻击上述虚拟对象的攻击工具为上述指定攻击工具时,将上述骨骼抖动的持续时间更新为上述骨骼抖动的持续时间与上述第一持续时间修正系数的乘积。
在本实施例的一些可选的实现方式中,上述表格中还记录有上述虚拟对象在近距离或远距离受击时的第二角度范围修正系数,上述装置还包括:第三确定单元,被配置成确定上述虚拟对象的受击距离是否小于第一预设阈值,或上述受击距离是否大于第二预设阈值;第三更新单元,被配置成若上述受击距离小于上述第一预设阈值,或,上述受击距离大于上述第二预设阈值,则将上述骨骼抖动的角度范围更新为上述骨骼抖动的角度范围与上述第二角度范围修正系数的乘积。
在本实施例的一些可选的实现方式中,上述表格中还记录有上述虚拟对象在近距离或远距离受击时的第二持续时间修正系数,上述装置还包括:第四确定单元,被配置成确定上述虚拟对象的受击距离是否小于第一预设阈值,或上述受击距离是否大于第二预设阈值;第四更新单元,被配置成若上述受击距离小于上述第一预设阈值,或,上述受击距离大于上述第二预设阈值,则将上述骨骼抖动的持续时间更新为上述持续时间与上述第二持续时间修正系数的乘积。
在本实施例的一些可选的实现方式中,上述表格中还记录有用于指示上述虚拟角色在死亡运算期受击后是否抖动的标识,其中,上述死亡运算期为从上述虚拟角色死亡时刻起的预设时长;以及上述装置还包括:第五确定单元,被配置成确定上述虚拟角色是否死亡;标识读取单元, 被配置成若虚拟角色死亡,读取上述表格中的上述标识;停止单元,被配置成响应于确定上述标识指示上述虚拟角色在死亡运算期受击后不抖动,停止上述受击动作。
本申请的上述实施例提供的装置,通过检测游戏场景中受到攻击的虚拟对象的受击部位,而后从预设的表格中,读取与上述受击部位相对应的骨骼的运动参数,最后加载上述运动参数,生成上述虚拟对象在上述骨骼处的受击动作,并在上述游戏场景中呈现上述受击动作,从而可以通过读取表格中的运动参数的方式来生成受击动作,不需要预先制作和存储大量的受击动作,节省了资源。另外,技术人员仅通过表格填写的方式,即可设定不同虚拟对象在不同骨骼处受击时的运动参数,减少了人力成本。此外,由于不需要预先进行大量受击动作和制作和存储,因而,在计算资源一定的情况下,可以丰富游戏场景下的受击动作,提升了动作表现效果。与此同时,由于仅在受击部位对应的骨骼处产生了受击动作,因此既可以使虚拟角色呈现出受击后的反应,又不影响到虚拟角色的其他行为动作,因而更加生动自然地呈现了受击效果。
下面参考图4,其示出了适于用来实现本申请实施例的电子设备的计算机系统400的结构示意图。图4示出的电子设备仅仅是一个示例,不应对本申请实施例的功能和使用范围带来任何限制。
如图4所示,计算机系统400包括中央处理单元(CPU)401,其可以根据存储在只读存储器(ROM)402中的程序或者从存储部分408加载到随机访问存储器(RAM)403中的程序而执行各种适当的动作和处理。在RAM 403中,还存储有系统400操作所需的各种程序和数据。CPU 401、ROM 402以及RAM 403通过总线404彼此相连。输入/输出(I/O)接口405也连接至总线404。
以下部件连接至I/O接口405:包括键盘、鼠标等的输入部分406;包括诸如液晶显示器(LCD)等以及扬声器等的输出部分407;包括硬盘等的存储部分408;以及包括诸如LAN卡、调制解调器等的网络接口卡的通信部分409。通信部分409经由诸如因特网的网络执行通信处理。驱动器410也根据需要连接至I/O接口405。可拆卸介质411,诸如磁盘、 光盘、磁光盘、半导体存储器等等,根据需要安装在驱动器410上,以便于从其上读出的计算机程序根据需要被安装入存储部分408。
特别地,根据本公开的实施例,上文参考流程图描述的过程可以被实现为计算机软件程序。例如,本公开的实施例包括一种计算机程序产品,其包括承载在计算机可读介质上的计算机程序,该计算机程序包含用于执行流程图所示的方法的程序代码。在这样的实施例中,该计算机程序可以通过通信部分409从网络上被下载和安装,和/或从可拆卸介质411被安装。在该计算机程序被中央处理单元(CPU)401执行时,执行本申请的方法中限定的上述功能。需要说明的是,本申请所述的计算机可读介质可以是计算机可读信号介质或者计算机可读存储介质或者是上述两者的任意组合。计算机可读存储介质例如可以是——但不限于——电、磁、光、电磁、红外线、或半导体的系统、装置或器件,或者任意以上的组合。计算机可读存储介质的更具体的例子可以包括但不限于:具有一个或多个导线的电连接、便携式计算机磁盘、硬盘、随机访问存储器(RAM)、只读存储器(ROM)、可擦式可编程只读存储器(EPROM或闪存)、光纤、便携式紧凑磁盘只读存储器(CD-ROM)、光存储器件、磁存储器件、或者上述的任意合适的组合。在本申请中,计算机可读存储介质可以是任何包含或存储程序的有形介质,该程序可以被指令执行系统、装置或者器件使用或者与其结合使用。而在本申请中,计算机可读的信号介质可以包括在基带中或者作为载波一部分传播的数据信号,其中承载了计算机可读的程序代码。这种传播的数据信号可以采用多种形式,包括但不限于电磁信号、光信号或上述的任意合适的组合。计算机可读的信号介质还可以是计算机可读存储介质以外的任何计算机可读介质,该计算机可读介质可以发送、传播或者传输用于由指令执行系统、装置或者器件使用或者与其结合使用的程序。计算机可读介质上包含的程序代码可以用任何适当的介质传输,包括但不限于:无线、电线、光缆、RF等等,或者上述的任意合适的组合。
附图中的流程图和框图,图示了按照本申请各种实施例的系统、方法和计算机程序产品的可能实现的体系架构、功能和操作。在这点上, 流程图或框图中的每个方框可以代表一个模块、程序段、或代码的一部分,该模块、程序段、或代码的一部分包含一个或多个用于实现规定的逻辑功能的可执行指令。也应当注意,在有些作为替换的实现中,方框中所标注的功能也可以以不同于附图中所标注的顺序发生。例如,两个接连地表示的方框实际上可以基本并行地执行,它们有时也可以按相反的顺序执行,这依所涉及的功能而定。也要注意的是,框图和/或流程图中的每个方框、以及框图和/或流程图中的方框的组合,可以用执行规定的功能或操作的专用的基于硬件的系统来实现,或者可以用专用硬件与计算机指令的组合来实现。
描述于本申请实施例中所涉及到的单元可以通过软件的方式实现,也可以通过硬件的方式来实现。所描述的单元也可以设置在处理器中,其中,这些单元的名称在某种情况下并不构成对该单元本身的限定。
作为另一方面,本申请还提供了一种计算机可读介质,该计算机可读介质可以是上述实施例中描述的装置中所包含的;也可以是单独存在,而未装配入该装置中。上述计算机可读介质承载有一个或者多个程序,当上述一个或者多个程序被该装置执行时,使得该装置:检测游戏场景中受到攻击的虚拟对象的受击部位;从预设的表格中,读取与该受击部位相对应的骨骼的运动参数;加载该表格中的该运动参数,生成该虚拟对象在该骨骼处的受击动作,并在该游戏场景中呈现该受击动作。
以上描述仅为本申请的较佳实施例以及对所运用技术原理的说明。本领域技术人员应当理解,本申请中所涉及的发明范围,并不限于上述技术特征的特定组合而成的技术方案,同时也应涵盖在不脱离上述发明构思的情况下,由上述技术特征或其等同特征进行任意组合而形成的其它技术方案。例如上述特征与本申请中公开的(但不限于)具有类似功能的技术特征进行互相替换而形成的技术方案。
Claims (10)
- 一种动作生成方法,所述方法包括:检测游戏场景中受到攻击的虚拟对象的受击部位;从预设的表格中,读取与所述受击部位相对应的骨骼的运动参数,其中,所述运动参数包括所述骨骼抖动的角度范围和所述骨骼抖动所参照的坐标轴;加载所述运动参数,根据所述运动参数控制所述虚拟对象的所述骨骼的运动,以形成受击动作。
- 根据权利要求1所述的动作生成方法,其中,所述运动参数还包括以下至少一项:骨骼抖动的持续时间、骨骼抖动的间隔时间。
- 根据权利要求1所述的动作生成方法,其中,所述表格中还记录有所述虚拟对象受到指定攻击工具攻击时的第一角度范围修正系数,所述加载所述运动参数之前,所述方法还包括:确定攻击所述虚拟对象的攻击工具是否为所述指定攻击工具;若是,将所述骨骼抖动的角度范围更新为所述骨骼抖动的角度范围与所述第一角度范围修正系数的乘积。
- 根据权利要求2所述的动作生成方法,其中,所述表格中还记录有所述虚拟对象受到指定攻击工具攻击时的第一持续时间修正系数,所述加载所述运动参数之前,所述方法还包括:确定攻击所述虚拟对象的攻击工具是否为所述指定攻击工具;若是,将所述骨骼抖动的持续时间更新为所述骨骼抖动的持续时间与所述第一持续时间修正系数的乘积。
- 根据权利要求1所述的动作生成方法,其中,所述表格中还记录有所述虚拟对象在近距离或远距离受击时的第二角度范围修正系数,所述加载所述运动参数之前,所述方法还包括:确定所述虚拟对象的受击距离是否小于第一预设阈值,或所述受击距离是否大于第二预设阈值;若所述受击距离小于所述第一预设阈值,或,所述受击距离大于所述第二预设阈值,则将所述骨骼抖动的角度范围更新为所述述骨骼抖动的角度范围与所述第二角度范围修正系数的乘积。
- 根据权利要求2所述的动作生成方法,其中,所述表格中还记录有所述虚拟对象在近距离或远距离受击时的第二持续时间修正系数,所述加载所述运动参数之前,所述方法还包括:确定所述虚拟对象的受击距离是否小于第一预设阈值,或所述受击距离是否大于第二预设阈值;若所述受击距离小于所述第一预设阈值,或,所述受击距离大于所述第二预设阈值,则将所述骨骼抖动的持续时间更新为所述持续时间与所述第二持续时间修正系数的乘积。
- 根据权利要求1所述的动作生成方法,其中,所述表格中还记录有用于指示所述虚拟角色在死亡运算期受击后是否抖动的标识,其中,所述死亡运算期为从所述虚拟角色死亡时刻起的预设时长;以及所述方法还包括:确定所述虚拟角色是否死亡;若是,读取所述表格中的所述标识;响应于确定所述标识指示所述虚拟角色在死亡运算期受击后不抖动,停止所述受击动作。
- 一种动作生成装置,所述装置包括:检测单元,被配置成检测游戏场景中受到攻击的虚拟对象的受击部位;读取单元,被配置成从预设的表格中,读取与所述受击部位相对应的骨骼的运动参数,其中,所述运动参数包括所述骨骼抖动的角度范围和所述骨骼抖动所参照的坐标轴;生成单元,被配置成加载所述运动参数,根据所述运动参数控制所述虚拟对象的所述骨骼的运动,以形成受击动作。
- 一种电子设备,包括:一个或多个处理器;存储装置,其上存储有一个或多个程序,当所述一个或多个程序被所述一个或多个处理器执行,使得所述一个或多个处理器实现如权利要求1-7中任一所述的方法。
- 一种计算机可读介质,其上存储有计算机程序,该程序被处理器执行时实现如权利要求1-7中任一所述的方法。
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| CN110075523B (zh) | 2020-04-17 |
| US20220193550A1 (en) | 2022-06-23 |
| CN110075523A (zh) | 2019-08-02 |
| US11980815B2 (en) | 2024-05-14 |
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