WO2023016176A1 - 剧情动画播放方法、生成方法、终端、装置及设备 - Google Patents

剧情动画播放方法、生成方法、终端、装置及设备 Download PDF

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Publication number
WO2023016176A1
WO2023016176A1 PCT/CN2022/105377 CN2022105377W WO2023016176A1 WO 2023016176 A1 WO2023016176 A1 WO 2023016176A1 CN 2022105377 W CN2022105377 W CN 2022105377W WO 2023016176 A1 WO2023016176 A1 WO 2023016176A1
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animation
plot
model
target
character
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English (en)
French (fr)
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符传坚
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Beijing Zitiao Network Technology Co Ltd
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Beijing Zitiao Network Technology Co Ltd
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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/52Controlling the output signals based on the game progress involving aspects of the displayed game scene
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/63Methods for processing data by generating or executing the game program for controlling the execution of the game in time

Definitions

  • the present disclosure relates to the technical field of games, in particular, to a plot animation playing method, generating method, terminal, device and equipment.
  • game manufacturers in order to improve the fluency of the game, game manufacturers generally play a plot animation at key nodes of the game plot development or when the scene is switched when connecting the plot development of the game or switching scenes. While making the development of the game plot smoother, it increases the player's sense of immersion.
  • Embodiments of the present disclosure at least provide a plot animation playing method, generating method, terminal, device, and equipment.
  • An embodiment of the present disclosure provides a plot animation playing method, which is applied to a terminal provided with a graphical user interface, the graphical user interface includes at least part of a game scene, and the game scene includes a target virtual character, and the method includes:
  • the preset animation skeleton model in the target plot animation and the game role model of the target virtual character in the target plot animation in the game scene wherein the animation
  • the skeletal model is a pre-built basic skeletal model used to generate plot animations
  • the triggering of the playing of the target plot animation is determined through the following steps, specifically including:
  • the target virtual character enters a preset plot trigger position in the game scene; the target virtual character enters a preset game level; the game process corresponding to the target virtual character reaches a preset time node; the target virtual character The development of the plot in the game reaches a preset plot node; the target virtual character uses the target game prop; the action of the target virtual character in the game matches the preset playback trigger event corresponding to the target plot animation.
  • the preset animation skeleton model in the target plot animation and the target virtual character in the target plot animation are obtained in the game scene.
  • Game character models in including:
  • the animation skeleton model in the target plot animation and the game role model of the target virtual character to be displayed in the game scene in the target plot animation are obtained.
  • each character model structure component copied from the game character model is mounted on the animation skeleton model according to the corresponding mounting anchor point, so as to obtain the target virtual
  • the target animation role model of the character in the target plot animation including:
  • the method further includes:
  • each limb model structural component on the game role model and each appendage model structural component on the game role model determine the limb model structural component and the appendage model Animation effects corresponding to structural components;
  • the animation component and animation mode are configured for the target animation character model.
  • displaying the configured target plot animation including the target virtual character corresponding to the target animation role model specifically includes:
  • An embodiment of the present disclosure also provides a method for generating a plot animation, the method comprising:
  • a plurality of anchor points for mounting model structural components are set for the basic skeleton model to obtain the animated skeleton model of the target plot animation ;
  • the plot action configured for the animation skeleton model is obtained to obtain the target plot animation including the animation character corresponding to the animation skeleton model presenting the plot action.
  • a plurality of anchor points for anchoring model structural components are set for the basic skeleton model , to obtain the animation skeleton model of the target plot animation, specifically including:
  • the character action information file configure the character action into the processed basic skeleton model to obtain the animation skeleton model adapted to the target plot animation.
  • the plot action configured for the animation skeleton model is obtained including the animation character corresponding to the animation skeleton model that presents the plot action
  • the method further includes:
  • An embodiment of the present disclosure also provides a terminal, the terminal is provided with a graphical user interface, the graphical user interface includes at least part of a game scene, the game scene includes a target virtual character, and the terminal includes:
  • a model acquisition module configured to, in response to triggering the playing of the target plot animation, acquire the preset animation skeleton model in the target plot animation and the game role model of the target virtual character in the target plot animation in the game scene , wherein, the animation skeletal model is a pre-built basic skeletal model for generating plot animation;
  • a component copy module configured to determine a plurality of character model structural components to be copied from the game character model based on the preset multiple anchor points in the animation skeleton model and the target character information of the target virtual character ;
  • the component mounting module mounts each character model structure component copied from the game character model on the animation skeleton model according to the corresponding mounting anchor point, and obtains the target virtual character in the target scenario.
  • the target animated character model in the animation is
  • the animation playing module is configured to display the configured target plot animation including the target virtual character corresponding to the target animation role model based on the configured target animation role model.
  • the device further includes a plot trigger confirmation module, and the plot trigger confirmation module is used for:
  • the target virtual character enters a preset plot trigger position in the game scene; the target virtual character enters a preset game level; the game process corresponding to the target virtual character reaches a preset time node; the target virtual character The development of the plot in the game reaches a preset plot node; the target virtual character uses the target game prop; the action of the target virtual character in the game matches the preset playback trigger event corresponding to the target plot animation.
  • model acquisition module is specifically used for:
  • the animation skeleton model in the target plot animation and the game role model of the target virtual character to be displayed in the game scene in the target plot animation are obtained.
  • the component hooking module is specifically used for:
  • the component hooking module is copied to obtain the target animation character model, it is also used for:
  • each limb model structural component on the game role model and each appendage model structural component on the game role model determine the limb model structural component and the appendage model Animation effects corresponding to structural components;
  • the animation component and animation mode are configured for the target animation character model.
  • the animation playback module is specifically used for:
  • An embodiment of the present disclosure also provides a plot animation generating device, the device comprising:
  • a model generation module configured to construct a basic skeleton model adapted to the target plot animation to be generated
  • An attribute processing module configured to close the physical attribute layer and the script attribute layer on the basic skeleton model
  • An anchor point setting module configured to set a plurality of anchor points for the base skeleton model to mount model structural components based on the character information of at least one animated character adapted to the target plot animation, to obtain the Animated skeletal models for target plot animations;
  • the action configuration module is configured to configure the plot action for the animation skeleton model based on the plot information of the target plot animation, and obtain the target plot animation including the animation character corresponding to the animation skeleton model presenting the plot action.
  • the anchor point setting module is specifically used for:
  • the character action information file configure the character action into the processed basic skeleton model to obtain the animation skeleton model adapted to the target plot animation.
  • the plot animation generating device further includes a file saving module, and the file saving module is used for:
  • An embodiment of the present disclosure also provides an electronic device, including: a processor, a memory, and a bus, the memory stores machine-readable instructions executable by the processor, and when the electronic device is running, the processor and the The memory communicates through the bus, and when the machine-readable instructions are executed by the processor, the above-mentioned plot animation playing method and the above-mentioned plot animation generation method are executed, or any one of the above-mentioned plot animation playing method and the above-mentioned plot animation generation method may be performed. steps in the implementation of .
  • An embodiment of the present disclosure also provides a computer-readable storage medium, on which a computer program is stored.
  • the computer program is run by a processor, the above-mentioned plot animation playing method and the above-mentioned plot animation generation method are executed, or the above-mentioned plot animation is executed. Steps in any possible implementation of the animation playing method and the above-mentioned plot animation generation method.
  • the embodiments of the present disclosure provide a plot animation playing method, generating method, terminal, device and equipment.
  • multiple structural components including skeletons and appearances are copied from the game character model in the game scene. , and attach it to the pre-built skeletal model with anchor points in the plot animation according to the corresponding anchor points, and dynamically generate a target animation with the same appearance and bones as the game character model in the plot animation Character model, at this time, based on the target animation character model, the configured plot animation can be played, so that for different game characters, the skeleton model in the animation is always consistent with the appearance of the game character model in the game scene in the plot animation , to improve the playback effect of the plot animation.
  • the plot animation is pre-generated. It only includes the basic skeleton model with the anchor point to complete the plot animation corresponding to the plot animation. It can be used for a variety of different plot animations.
  • the plot animation is played, and there is no need to create new plot animation files for different plot animations, which can effectively improve the efficiency of plot animation production, reduce the workload and production quantity of plot animation production, and help to improve the real-time playback of plot animation.
  • the character is consistent with the character in the real-time game scene.
  • the plot animation is updated, only the basic content is updated, which effectively reduces the amount of modification and workload related to the game character in the plot animation.
  • FIG. 1 shows a flow chart of a method for playing plot animation provided by an embodiment of the present disclosure
  • FIG. 2 shows a schematic diagram of a graphical user interface provided by an embodiment of the present disclosure
  • Fig. 3 shows the overall application flowchart of the plot animation playing method provided by the embodiment of the present disclosure
  • Fig. 4 shows a flow chart of another plot animation playing method provided by an embodiment of the present disclosure
  • FIG. 5 shows a flow chart of a method for generating a plot animation provided by an embodiment of the present disclosure
  • Fig. 6 shows the overall application flowchart of the plot animation generation method provided by the embodiment of the present disclosure
  • FIG. 7 shows one of the schematic diagrams of a terminal provided by an embodiment of the present disclosure
  • FIG. 8 shows a second schematic diagram of a terminal provided by an embodiment of the present disclosure.
  • FIG. 9 shows one of the schematic diagrams of a plot animation generation device provided by an embodiment of the present disclosure.
  • FIG. 10 shows the second schematic diagram of a plot animation generation device provided by an embodiment of the present disclosure
  • Fig. 11 shows a schematic diagram of an electronic device provided by an embodiment of the present disclosure.
  • the corresponding video files are usually prepared in advance according to the needs of the characters in the game and the animation plots, and the plot animations are played through video files.
  • the types of characters , appearance, etc. are often different, such as different genders, different occupations, different weapons configured, etc.
  • using pre-made video files to play plot animations often need to create corresponding plots for each character, each image and other factors Animation, the workload is heavy and the efficiency is low, and the game characters displayed cannot update the plot animation in real time according to the real-time game content, the playback effect is poor, and the update is difficult.
  • the present disclosure provides a plot animation playing method, a plot animation generation method, a terminal, a device, a device, and a storage medium.
  • Based on the animation skeleton model to be played select and copy multiple character model structural components including skeleton and appearance from the game character model in the game scene, and connect the multiple character model structural components according to the corresponding
  • the anchor point is mounted on the animation skeletal model, and the target animation character model whose appearance and skeleton are the same as the game character model is generated in the plot animation.
  • the configured plot animation is played based on the target animation character model, which can be aimed at
  • This plot animation can be used to play a variety of different plot animations, and there is no need to create new plot animation files for different plot animations, which can effectively improve the efficiency of plot animation production, reduce the workload and production quantity of plot animation production, and help It is used to improve the consistency of the characters in the real-time plot animation and the real-time game scene.
  • the execution subject of a method for playing a plot animation provided in an embodiment of the present disclosure is generally a computer with certain computing power equipment, the computer equipment includes, for example: terminal equipment or server or other processing equipment, the terminal equipment can be user equipment (User Equipment, UE), mobile equipment, user terminal, terminal, cellular phone, cordless phone, personal digital assistant (Personal Digital Assistant) Assistant, PDA), handheld devices, computing devices, vehicle-mounted devices, wearable devices, etc.
  • the method for playing the plot animation may be realized by calling a computer-readable instruction stored in a memory by a processor.
  • FIG. 1 it is a flow chart of a method for playing plot animation provided by an embodiment of the present disclosure.
  • the method includes steps S101 to S104, wherein:
  • the method is applied to a terminal provided with a graphical user interface, the graphical user interface includes at least part of a game scene, and the game scene includes a target virtual character.
  • FIG. 2 is a schematic diagram of a graphical user interface provided by an embodiment of the present disclosure.
  • the graphical user interface 200 includes: a game scene 210 and a target virtual character 220 .
  • the terminal may be a portable mobile smart device, or a personal computer terminal.
  • the terminal is a smart phone.
  • the target virtual character 220 may be a character controlled by the user in the game scene 210 .
  • the game scene 210 includes but is not limited to: virtual characters, game background maps, skill special effects, etc., which can be set according to actual needs in the actual application process, and are not specifically limited here.
  • the screen size of the game scene 210 presented on the GUI 200 is the screen size corresponding to the game window when the game is played in window mode, and the area corresponding to the display device of the terminal when the game is played in full screen mode.
  • the playback of the target plot animation is triggered, and the terminal responds to the playback of the target plot animation and starts to play the target plot animation.
  • the plot animation only includes pre-made, reusable animation skeleton models completing the plot in the same game scene. Obtain the game character model corresponding to the target virtual character from the game scene, and obtain the animation skeleton model from the target plot animation.
  • the target plot animation can be an animation screen used to connect or promote the development of the plot and transition the game scene switching process during the game process.
  • the screen shows a certain or some virtual characters of the game to complete
  • the plot content needs to be set by the game company according to the actual needs of the game story background, game character background, etc.
  • the screen is produced by an animator.
  • the animation skeletal model can be a basic skeleton that can complete the plot actions configured on it but does not include any appearance components in the plot animation produced by the animator.
  • the specific display form of the skeleton can be set according to actual needs. Here No specific restrictions are made.
  • the game character model can be a virtual entity that can be controlled by the player in the game scene for the target virtual character in the game, including appearance components and basic skeleton components. Specific settings can be made according to needs, and clothing, weapons, accessories, etc. can be customized according to the player's preferences, and no specific restrictions are set here.
  • the target virtual character can be a game character selected and controlled by the player in the game. The character has corresponding professional information, such as: magician, warrior, gunner, etc., which can be set according to actual needs, and no specific limitation is set here.
  • the target virtual character when it is detected that the target virtual character in the game scene is in one or more of the following situations, it is determined to trigger the playback of the target plot animation: the target virtual character enters the preset The trigger position of the plot; the target virtual character enters the preset game level; the game progress corresponding to the target virtual character reaches the preset time node; the plot development of the target virtual character in the game reaches the preset plot node; The target virtual character uses the target game props; the action of the target virtual character in the game matches the preset playback trigger event corresponding to the target plot animation.
  • the preset plot trigger position, the preset game level, the preset time node, the preset plot node, the target game props, and the preset playback trigger event can all be based on It needs to be set actually, and no specific limitation is set here.
  • the target virtual character selected by the player is a magician, and the corresponding game character model is displayed in the game scene as a female, with long hair, wearing a robe, and holding a magic wand.
  • the player controls the magician in the game scene.
  • To carry out the game process such as completing the tasks set in the game, etc., when entering a preset level that can trigger the game plot, trigger the playback of the target plot animation to transition the game scene and promote the development of the game plot.
  • the The display content of the graphical user interface is triggered to change from the game screen to the screen of the target plot animation.
  • S102 Determine a plurality of character model structural components to be copied from the game character model based on a plurality of anchor points preset in the animation skeleton model and target character information of the target virtual character.
  • the pre-built animation skeletal model is preset with multiple anchor points, on which corresponding limb components, appearance components, clothing components, accessories components, etc. can be attached, according to the anchor points in the animation skeleton point position, the number of articulated anchor points and other factors, determine the reproducible structural components at the corresponding positions of the game character model, and further, according to the target character information of the target virtual character and the plot information of the target plot animation, the reproducible structure The components are further screened to obtain the character model structure components required to complete the plot animation.
  • the animation skeleton model is only a basic model skeleton, compared with the game character model, it does not include details such as appearance, clothing, character gender, and character appearance. To match the game character controlled by the player, it is necessary to add appearance details to the animation skeletal model. Therefore, through the form of component mounting, the relevant components required to complete the plot animation in the game character model are copied and mounted to the corresponding part of the animation skeletal model. Hook on the anchor point to enrich the shape details of the animated skeleton model.
  • the articulated anchor point can be a feature point located on each limb in the animation skeleton model, such as: head, arm, leg, torso, etc., and its setting position and setting quantity can be set according to the actual situation.
  • the target character information may include but not limited to: role occupation, character gender, character age, character skill, character appearance, character appearance, character clothing, character weapon used and so on of the target virtual character in the game.
  • the plot information of the target plot animation may include but not limited to: the target virtual character appearing in the plot animation, the outline of the story in the plot animation, the relationship between multiple target virtual characters in the plot animation, the story occurrence in the plot animation
  • the model structure components may include, but not limited to: body components and accessory components, wherein the accessory components include but not limited to: appearance components, clothing components, accessories components and the like.
  • the target virtual character can have various gorgeous costumes or accessories due to growth, but according to the plot information, for the target virtual character In other words, it is only necessary to present the basic character. For example, the character only needs to wear basic clothing or does not need to wear accessories. Then, according to the plot information, some character model structural components do not need to be copied. Therefore, the copy components can be combined Component copying is carried out for situations indicated by the scenario information.
  • each character model structural component when each character model structural component is mounted on the animation skeleton model according to the corresponding mounting anchor point, it may be realized by covering the coordinates of each character model structural component with the coordinate of the corresponding mounting anchor point, It can also be realized by calculating the offset of the corresponding anchor point to determine the specific coordinate position of each role model structure component that needs to be connected. After determining the coordinate position of each role model structure component, you can use each role model structure The coordinate position of the component determines the sub-anchor point on each character model structure component, so that other components can be attached to each role model structure component.
  • the target animated character model is a physical model of the target virtual character, that is, the target animated role model is a role model that can be directly displayed to the user.
  • the anchor points of the skeleton model pre-built for the magician and the structural components of the character model copied from the generated game character model for example, including the head Limb components such as the head, limbs, torso, and accessory components including black robes, staffs, boots and other clothing and accessories, mount the obtained character model structure components on the corresponding anchor points, and mount them on all
  • the data fusion of each character model structural component is obtained to obtain the target virtual character magician.
  • S104 Based on the configured target animation character model, display the configured target plot animation including the target virtual character corresponding to the target animation role model.
  • the target animated character model with configured image is obtained, the role action configuration and plot configuration are performed on the first animated character, and the target animated character model with configured action, image and corresponding plot is displayed on
  • the target plot animation is displayed, that is, the configured target plot animation including the target virtual character corresponding to the target animation role model is displayed.
  • displaying the configured target plot animation including the target virtual character corresponding to the target animation role model specifically includes:
  • the animation skeletal model is pre-configured with a file for plot action, that is, the character action information file, and when the target plot animation is displayed, it is taken over by means of interception
  • the loading instruction for loading the character action information file according to the loading instruction, obtain the file loading path indicated by the loading instruction, and then according to the file loading path, find the specific storage location of the character action information file, and obtain the Character action information file, analyzing the obtained character action information file, configuring plot actions for the target animation character model according to the parsed content, and loading the target animation character configured with plot actions into the target plot animation , and finally display the target plot animation.
  • the displayed platforms include but are not limited to: wearable smart electronic devices, non-wearable smart terminals and visualization devices.
  • the plot animation is triggered in some way
  • the terminal responds to the trigger operation, loads the file of the plot animation, and then starts to play the plot animation.
  • the terminal Before generating the plot animation character, intercept the function of the plot animation to generate the object, that is, intercept the function of the plot animation to generate the plot animation character, and then judge whether There is a reusable protagonist logo, that is, to judge whether to copy the limbs and appendages of the game animation character.
  • the scenario animation playing method in the process of playing the scenario animation, multiple structural components including skeletons and appearances are copied from the game character model in the game scene, and are linked according to the corresponding
  • the anchor point is attached to the pre-built bone model with the anchor point in the plot animation, and the target animation character model with the same appearance and skeleton as the game character model is dynamically generated in the plot animation.
  • the model can play the configured plot animation, which can be used for different game characters.
  • the skeleton model in the animation is always consistent with the appearance of the game character model in the game scene, and the playback effect of the plot animation is improved.
  • the plot animation is pre-generated, and only includes the basic skeleton model with the anchor point to complete the plot animation corresponding action of the plot animation. It can be played for a variety of different plot animations, and there is no need to target different scenarios.
  • Plot animation Create new plot animation files, which can effectively improve the efficiency of plot animation production, reduce the workload and production quantity of plot animation production, and help improve the consistency between the characters in the plot animation played in real time and the characters in the real-time game scene
  • the plot animation is updated, only the basic content can be updated, effectively reducing the modification amount and workload of the content related to the game characters in the plot animation.
  • FIG. 4 it is a flowchart of another plot animation playing method provided by an embodiment of the present disclosure.
  • the method includes steps S401 to S405, wherein:
  • the target plot animation playback instruction is received, and in response to the playback instruction, before starting to play the target plot animation, first load the preset plot animation file of the target plot animation, so as to prepare for the acquisition of the animation skeleton model described later .
  • the plot animation file may include, but not limited to: data information used to generate the animation skeleton model, a story outline of the plot, a background of the plot, a scene where the plot occurs, relationships between animation characters in the plot, and the like.
  • the animation skeleton model used to generate the magician first obtain the plot animation file containing the data information of the animation skeleton model stored by the magician for generation, such as: the height, weight, measurements, Hair style, skin color, clothing, accessories, skills and more.
  • the analysis data is obtained by analyzing the plot animation file, and the animation skeleton model in the target plot animation is obtained according to the obtained analysis data, and the target virtual character to be displayed in the target plot animation is The game character model in the game scene.
  • the data information used to generate the animated skeleton model of the magician is obtained by parsing the plot animation file containing the data information of the animated skeleton model used for generating, and constructing according to the data information
  • the animation skeleton model of the magician and determine the components needed by the magician animation skeleton model to generate the magician according to the data information, and determine the source of the components - the game role model of the magician in the game scene.
  • S403 Determine a plurality of character model structural components to be copied from the game character model based on the preset multiple anchor points in the animation skeleton model and the target character information of the target virtual character.
  • S405 Based on the configured target animation character model, display the configured target plot animation including the target virtual character corresponding to the target animation role model.
  • step S403 to step S405 can refer to the description of step S402 to step S404, and can achieve the same technical effect and solve the same technical problem, and will not be repeated here.
  • Steps S401 and S402 are only a possible implementation of the above-mentioned step S401, that is, the animation skeleton model and the game character model are obtained by loading a preset plot animation file, but they are not limited thereto. In other implementation manners, the animation skeleton model and the game character model may also be acquired in other ways.
  • each character model structure component copied from the game character model is mounted on the animation skeleton model according to the corresponding mounting anchor point, so as to obtain the target virtual
  • the target animation role model of the character in the target plot animation including:
  • each character model structure component copied from the game character model is mounted on the animation skeleton model according to the corresponding mounting anchor point, and the target virtual character is obtained in the target scenario.
  • the target animation character model in the animation first, determine at least one limb model structural component that will be attached to the animation skeleton model and copied from the game character model, and copy the grid of each limb model structural component Body and mesh material information, and each copied mesh body and mesh material information is attached to the animation skeleton model according to the anchor point on the animation skeleton model, which is about to be copied from the game character model
  • the copied limb model structural component is hooked to the anchor point of the animation skeleton model, and secondly, at least one appendage model structural component copied from the game character model to be hooked on the animation skeleton model is determined , attach each appendage model structure component to the anchor point of the animation skeleton model or the sub-anchor point on the limb model structure component, and finally obtain the target animation character of the target virtual character in the target plot animation Model.
  • the limb model structural components are formed by mesh bodies, and are divided into head model structural components, upper limb model structural components, lower limb model structural components, torso model structural components, etc., including limb mesh bodies and limb parts. submeshes.
  • the mesh body of the limb model structure component is hooked in the slot of the animation skeleton model, that is, it is hooked on the anchor point of the animation skeleton model.
  • the appendage model structural components are divided into weapons, clothing, accessories, wings, tails, etc., when they are mounted, first traverse all the appendage model structural components, and copy all the appendage model structural components, And hook it to the anchor point of the animation skeleton model to ensure the consistency of the plot animation characters and the game animation characters.
  • the method further includes:
  • each limb model structural component on the game role model and each appendage model structural component on the game role model determine the limb model structural component and the appendage model Animation effects corresponding to structural components;
  • the animation component and animation mode are configured for the target animation character model.
  • each model structure component corresponds to the animation effect that needs to be added, for example, let the target animation The character's hair flutters, and then according to the animation effect, determine the animation components and animation modes to be used by each limb model structure component and each appendage model structure component on the game character model, and then find out by intercepting Corresponding to the animation object directed by the action file of the game role model, find the path of the action file according to the path of the animation object, and modify the animation object to the target animation role model, so as to realize the configuration of the animation component and the target animation role model. animation mode.
  • the animation components may include but not limited to: action logic components, physical components and the like.
  • plot actions are configured for the magician to make the magician move, for example, motions are configured for the magician's hair to make the hair flutter and so on.
  • the plot animation playing method adopts the method of loading the preset plot animation file of the target plot animation in response to triggering the playing of the target plot animation, wherein the plot animation file is pre-built for Generate the file generated by the animation skeleton model of the plot animation, based on the plot animation file, obtain the animation skeleton model in the target plot animation, and the target virtual character to be displayed in the target plot animation in the game scene
  • the game role model based on the preset multiple anchor points in the animation skeleton model and the target role information of the target avatar, determine a plurality of role model structural components to be copied from the game role model Mount the structural components of the character model copied from the game character model on the animation skeleton model according to the corresponding anchor point, and obtain the target animation of the target virtual character in the target plot animation
  • the role model based on the configured target animation role model, displays the configured target plot animation including the target virtual character corresponding to the target animation role model.
  • the animation skeleton model in the target plot animation and the game role model of the target avatar in the game scene to be displayed in the target plot animation are obtained according to the plot animation file, which improves the creation of the animation skeleton model.
  • the efficiency of copying multiple structural components including bones and appearance from the game character model in the game scene, and attaching them to the pre-built anchor points in the plot animation according to the corresponding anchor points On the skeletal model, dynamically generate the target animation character model with the same appearance and skeleton as the game character model in the plot animation.
  • the configured plot animation can be played based on the target animation character model, and different game characters can be implemented.
  • the skeletal model in the animation is always kept consistent with the appearance of the game character model in the game scene, and the playback effect of the plot animation is improved.
  • the plot animation is pre-generated and only includes the base with the anchor point
  • the skeletal model completes the plot animation of the corresponding actions of the plot animation, which can be played for a variety of different plot animations.
  • Reduce the workload and quantity of plot animation production and help to improve the consistency between the characters in the real-time plot animation and the real-time game scene.
  • the plot animation is updated, only the basic content can be updated, effectively reducing The amount of modification and workload related to the game characters in the plot animation.
  • FIG. 5 it is a flow chart of a method for generating plot animation provided by an embodiment of the present disclosure.
  • the method includes steps S501 to S504, wherein:
  • S501 Construct a basic skeleton model suitable for the target plot animation to be generated.
  • the physical property layer may include: collision and gravity
  • the script property layer may Including: logic code script, artificial intelligence script, etc.
  • S503 Based on the character information of at least one animated character adapted to the target plot animation, set a plurality of anchor points for mounting model structural components for the basic skeletal model, and obtain the animation of the target plot animation skeleton model.
  • the articulated anchors include parent anchors and child anchors, and each articulated anchor has its own name.
  • multiple anchor points for mounting limbs, clothing, accessories, etc. are set on the obtained basic skeleton model of the magician, and each anchor point are set with a name.
  • the special model is the bone model of the character in the plot animation.
  • the sub-part is to set the anchor point for the bone, remove the physical attribute layer and the script attribute layer, that is, remove the factors that may affect the generation of the plot animation character, and import the constructed bone model into the plot animation
  • a plurality of anchor points for anchoring model structural components are set for the basic skeleton model , to obtain the animation skeleton model of the target plot animation, specifically including:
  • the character action information file configure the character action into the processed basic skeleton model to obtain the animation skeleton model adapted to the target plot animation.
  • the plot action configured for the animation skeleton model is obtained including the animation character corresponding to the animation skeleton model that presents the plot action
  • the method further includes:
  • the writing order of each step does not mean a strict execution order and constitutes any limitation on the implementation process.
  • the specific execution order of each step should be based on its function and possible
  • the inner logic is OK.
  • the plot animation generation method constructs a basic skeleton model adapted to the target plot animation to be generated, closes the physical attribute layer and the script attribute layer on the basic skeleton model, and based on adapting to the target plot animation
  • the character information of at least one animated character in the animation setting a plurality of anchor points for attaching the model structure components for the basic skeleton model, obtaining the animated skeleton model of the target plot animation, based on the plot information of the target plot animation , for the plot action configured for the animation skeleton model, a target plot animation including an animation character corresponding to the animation skeleton model presenting the plot action is obtained.
  • the embodiment of the present disclosure also provides a terminal corresponding to the plot animation playing method. Since the problem-solving principle of the device in the embodiment of the present disclosure is similar to the above-mentioned plot animation playing method in the embodiment of the present disclosure, the implementation of the device Reference can be made to the implementation of the method, and repeated descriptions will not be repeated.
  • FIG. 7 is one of schematic diagrams of a terminal provided by an embodiment of the present disclosure
  • FIG. 8 is a second schematic diagram of a terminal provided by an embodiment of the present disclosure.
  • the terminal 700 provided in this embodiment of the present disclosure includes:
  • the model obtaining module 710 is used to respond to triggering the playing of the target plot animation, and acquire the preset animation skeleton model in the target plot animation and the game role of the target virtual character in the target plot animation in the game scene Model, wherein, the animation skeleton model is a pre-built basic skeleton model for generating plot animation;
  • the component copying module 720 is used to determine multiple character model structures to be copied from the game character model based on the multiple anchor points preset in the animation skeleton model and the target character information of the target virtual character components;
  • the component mounting module 730 mounts the structural components of the character model copied from the game character model on the animation skeleton model according to the corresponding mounting anchor points, and obtains the target virtual character on the target The target animation character model in the plot animation;
  • the animation playing module 740 is configured to display the configured target plot animation including the target virtual character corresponding to the target animation character model based on the configured target animation character model.
  • the device further includes a plot trigger confirmation module 750, and the plot trigger confirmation module 750 is used for:
  • the target virtual character enters a preset plot trigger position in the game scene; the target virtual character enters a preset game level; the game process corresponding to the target virtual character reaches a preset time node; the target virtual character The development of the plot in the game reaches a preset plot node; the target virtual character uses the target game prop; the action of the target virtual character in the game matches the preset playback trigger event corresponding to the target plot animation.
  • model acquisition module 710 is specifically configured to:
  • the animation skeleton model in the target plot animation and the game role model of the target virtual character to be displayed in the game scene in the target plot animation are obtained.
  • the component hooking module 730 is specifically used for:
  • the component hooking module 730 is copied to obtain the target animation character model, it is also used to:
  • each limb model structural component on the game role model and each appendage model structural component on the game role model determine the limb model structural component and the appendage model Animation effects corresponding to structural components;
  • the animation component and animation mode are configured for the target animation character model.
  • the animation playing module 740 displays the configured target plot animation including the target virtual character corresponding to the target animation role model based on the configured target animation character model , specifically for:
  • a terminal provided by an embodiment of the present disclosure copies multiple structural components including skeletons and appearances from the game character model in the game scene during the process of playing the plot animation, and hangs them according to the corresponding anchor points.
  • Connect to the pre-built skeleton model with anchor points in the plot animation and dynamically generate the target animation character model with the same appearance and skeleton as the game character model in the plot animation.
  • configure the configuration based on the target animation character model Playing a good plot animation can realize that for different game characters, in the plot animation, the skeletal model in the animation is always consistent with the appearance of the game character model in the game scene, and the playback effect of the plot animation is improved.
  • the embodiments of the present disclosure also provide a plot animation generation device corresponding to the plot animation generation method. Since the problem-solving principle of the device in the embodiments of the present disclosure is similar to the above-mentioned plot animation animation generation method of the embodiments of the disclosure, Therefore, the implementation of the device can refer to the implementation of the method, and the repetition will not be repeated.
  • FIG. 9 is one of schematic diagrams of a plot animation generation device provided by an embodiment of the present disclosure
  • FIG. 10 is a second schematic diagram of a plot animation generation device provided by an embodiment of the present disclosure.
  • the plot animation generation device 900 provided by the embodiment of the present disclosure includes:
  • a model generation module 910 configured to construct a basic skeleton model adapted to the target plot animation to be generated
  • An attribute processing module 920 configured to close the physical attribute layer and the script attribute layer on the basic skeleton model
  • An anchor point setting module 930 configured to set a plurality of anchor points for the basic skeleton model to mount structural components of the model based on the character information of at least one animated character adapted to the target plot animation, to obtain the Animated skeletal model describing the target plot animation;
  • the action configuration module 940 is configured to configure the plot action for the animation skeletal model based on the plot information of the target plot animation, and obtain the target plot animation including the animation character corresponding to the animation skeleton model presenting the plot action.
  • the anchor point setting module 930 is specifically configured to:
  • the character action information file configure the character action into the processed basic skeleton model to obtain the animation skeleton model adapted to the target plot animation.
  • the plot animation generating device 900 also includes a file saving module 950, and the file saving module 950 is used for:
  • the plot animation generating device constructs a basic skeleton model adapted to the target plot animation to be generated, closes the physical attribute layer and the script attribute layer on the basic skeleton model, and based on adapting to the target plot animation
  • the character information of at least one animated character in the animation setting a plurality of anchor points for attaching the model structure components for the basic skeleton model, obtaining the animated skeleton model of the target plot animation, based on the plot information of the target plot animation , for the plot action configured for the animation skeleton model, a target plot animation including an animation character corresponding to the animation skeleton model presenting the plot action is obtained.
  • an embodiment of the present disclosure also provides an electronic device 1100 , as shown in FIG. 11 , which is provided by the embodiment of the present disclosure.
  • a schematic structural diagram of an electronic device 1100 including:
  • An embodiment of the present disclosure also provides a computer-readable storage medium, on which a computer program is stored, and when the computer program is run by a processor, the method for playing the plot animation or the plot animation described in the above-mentioned method embodiments is executed. The steps to generate the method.
  • the storage medium may be a volatile or non-volatile computer-readable storage medium.
  • An embodiment of the present disclosure also provides a computer program product, the computer program product includes computer instructions, and when the computer instructions are executed by a processor, the method for playing a plot animation or the method for generating a plot animation described in the above method embodiments can be executed.
  • the steps may refer to the foregoing method embodiments, and details are not repeated here.
  • the above-mentioned computer program product may be specifically implemented by means of hardware, software or a combination thereof.
  • the computer program product is embodied as a computer storage medium, and in another optional embodiment, the computer program product is embodied as a software product, such as a software development kit (Software Development Kit, SDK) etc. wait.
  • a software development kit Software Development Kit, SDK
  • the disclosed terminal, electronic equipment, device and method may be implemented in other ways.
  • the device embodiments described above are only illustrative.
  • the division of the units is only a logical function division.
  • multiple units or components can be combined or May be integrated into another system, or some features may be ignored, or not implemented.
  • the mutual coupling or direct coupling or communication connection shown or discussed may be through some communication interfaces, and the indirect coupling or communication connection of devices or units may be in electrical, mechanical or other forms.
  • the units described as separate components may or may not be physically separated, and the components shown as units may or may not be physical units, that is, they may be located in one place, or may be distributed to multiple network units. Part or all of the units can be selected according to actual needs to achieve the purpose of the solution of this embodiment.
  • each functional unit in each embodiment of the present disclosure may be integrated into one processing unit, each unit may exist separately physically, or two or more units may be integrated into one unit.
  • the functions are realized in the form of software function units and sold or used as independent products, they can be stored in a non-volatile computer-readable storage medium executable by a processor.
  • the technical solution of the present disclosure is essentially or the part that contributes to the prior art or the part of the technical solution can be embodied in the form of a software product, and the computer software product is stored in a storage medium, including Several instructions are used to make a computer device (which may be a personal computer, a server, or a network device, etc.) execute all or part of the steps of the methods described in various embodiments of the present disclosure.
  • the aforementioned storage media include: U disk, mobile hard disk, read-only memory (Read-Only Memory, ROM), random access memory (Random Access Memory, RAM), magnetic disk or optical disc and other media that can store program codes. .

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Abstract

一种剧情动画播放方法、生成方法、终端、装置及设备,在触发剧情动画播放后,采用剧情动画中预先构建好的带有挂接锚点的动画骨骼模型并基于所需播放的剧情动画,从游戏场景中的游戏角色模型中选取并拷贝包括有骨骼与外观的多个角色模型结构组件,将多个角色模型结构组件按照对应的挂接锚点挂接在所述动画骨骼模型上,在剧情动画内生成外观、骨骼均与游戏角色模型相同的目标动画角色模型,此时基于目标动画角色模型对配置好的剧情动画进行播放,实现了针对不同的游戏角色,在剧情动画中始终保持动画骨骼模型与游戏场景中的游戏角色模型外观保持一致,提升剧情动画的播放效果,并提升制作剧情动画的效率。

Description

剧情动画播放方法、生成方法、终端、装置及设备
本申请要求于2021年08月11日提交中国专利局、申请号为202110920946.X、申请名称为“剧情动画播放方法、生成方法、终端、装置及设备”的中国专利申请的优先权,其全部内容通过引用结合在本申请中。
技术领域
本公开涉及游戏技术领域,具体而言,涉及一种剧情动画播放方法、生成方法、终端、装置及设备。
背景技术
目前,随着游戏质量的不断提升,为了完善游戏的流畅性,在衔接游戏的剧情发展或者过渡场景切换的情况下,游戏厂商一般在游戏剧情发展的关键节点或者场景切换时播放一段剧情动画,使游戏剧情的发展更流畅的同时,增加玩家的沉浸感。
对于剧情动画的播放,通常是根据游戏内角色以及动画剧情的需要,预先制作好的相应的视频文件,通过视频文件进行剧情动画的播放,但是,在实际游戏中,角色的种类、外形等往往均不同,比如不同性别、不同职业、配置的不同武器等等,采用播放预先制作好的视频文件播放剧情动画,往往需要针对每个角色、每种形象等因素单独制作相应的剧情动画,工作量较大且效率较低,并且展示的游戏角色无法针对实时的游戏内容对剧情动画进行实时更新,播放效果较差,更新难度大。
发明内容
本公开实施例至少提供一种剧情动画播放方法、生成方法、终端、装置及设备。
本公开实施例提供了一种剧情动画播放方法,应用于提供有图形用户界面的终端,所述图形用户界面中包括至少部分游戏场景,所述游戏场景中包括目标虚拟角色,所述方法包括:
响应于触发目标剧情动画的播放,获取预设的所述目标剧情动画中的动画骨骼模型和所述目标剧情动画中的目标虚拟角色在所述游戏场景中的游戏角色模型,其中,所述动画骨骼模型为预先构建的、用于生成剧情动画的基础骨骼模型;
基于所述动画骨骼模型中预设的多个挂接锚点和所述目标虚拟角色的目标角色信息,确定待从所述游戏角色模型上拷贝的多个角色模型结构组件;
将从所述游戏角色模型中拷贝得来的各角色模型结构组件按照对应的挂接锚点挂接在所述动画骨骼模型上,得到所述目标虚拟角色在所述目标剧情动画中的目标动画角色模型;
基于配置好的所述目标动画角色模型,展示配置后的、包括所述目标动画角色模型对应目标虚拟角色的所述目标剧情动画。
一种可选的实施方式中,通过以下步骤确定触发所述目标剧情动画的播放,具体包括:
在检测到所述游戏场景中目标虚拟角色处于以下情形中的一种或者多种时,确定触发所述目标剧情动画的播放:
所述目标虚拟角色在所述游戏场景中进入预设剧情触发位置;所述目标虚拟角色进入预设游戏关卡;所述目标虚拟角色对应的游戏进程达到预设的时间节点;所述目标虚拟角色在游戏中的剧情发展达到预设的剧情节点;所述目标虚拟角色使用目标游戏道具;所述目标虚拟角色在游戏中的动作与所述目标剧情动画对应的预设播放触发事件相匹配。
一种可选的实施方式中,所述响应于触发目标剧情动画的播放,获取预设的所述目标剧情动画中的动画骨骼模型和所述目标剧情动画中的目标虚拟角色在所述游戏场景中的游戏角色模型,包括:
响应于触发目标剧情动画的播放,加载预设的所述目标剧情动画的剧情动画文件,其中,所述剧情动画文件为通过预先构建的、用于生成剧情动画的动画骨骼模型生成的文件;
基于所述剧情动画文件,获取所述目标剧情动画中的所述动画骨骼模型,以及所述目标剧情动画中待展示的目标虚拟角色在所述游戏场景中的游戏角色模型。
一种可选的实施方式中,所述将从所述游戏角色模型中拷贝得来的各角色模型结构组件按照对应的挂接锚点挂接在所述动画骨骼模型上,得到所述目标虚拟角色在所述目标剧情动画中的目标动画角色模型,包括:
针对所述各角色模型结构组件中所述游戏角色模型上的至少一个肢体模型结构组件,从所述游戏角色模型上复制每个肢体模型结构组件的网格体和网格材质信息;
针对所述各角色模型结构组件中所述游戏角色模型上的至少一个附属物模型结构组件,从所述游戏角色模型上复制每个附属物模型结构组件的附属物模型体;
将复制的每个网格体和网格材质信息按照在所述动画骨骼模型上的挂接锚点,挂接到所述动画骨骼模型上;
将复制的每个附属物模型体按照对应的挂接锚点挂接到对应的所述动画骨骼模型上,得到所述目标虚拟角色在所述目标剧情动画中的目标动画角色模型。
一种可选的实施方式中,在拷贝得到所述目标动画角色模型后,所述方法还包括:
针对所述各角色模型结构组件中,所述游戏角色模型上的每个肢体模型结构组件以及所述游戏角色模型上的每个附属物模型结构组件,确定该肢体模型结构组件以及该附属物模型结构组件对应的动画效果;
根据所述动画效果,确定每个肢体模型结构组件以及所述游戏角色模型上的每个附属物模型结构组件对应的动画组件和动画模式;
为所述目标动画角色模型配置所述动画组件和动画模式。
一种可选的实施方式中,所述基于配置好的所述目标动画角色模型,展示配置后的、包括所述目标动画角色模型对应目标虚拟角色的所述目标剧情动画,具体包括:
在展示所述目标剧情动画时,接管用于加载角色动作信息文件的加载指令,其中,所述角色动作信息文件为根据所述目标剧情动画的剧情信息预先为所述动画骨骼模型配置剧情动作的文件;
根据所述加载指令指示的文件加载路径,获取所述角色动作信息文件;
基于所述角色动作信息文件,为得到的所述目标动画角色模型配置目标剧情动作;
展示配置后的、包括呈现有所述目标剧情动作的所述目标动画角色模型对应动画角色的所述目标剧情动画。
本公开实施例还提供了一种剧情动画生成方法,所述方法包括:
构建适配于待生成的目标剧情动画的基础骨骼模型;
关闭所述基础骨骼模型上的物理属性层和脚本属性层;
基于适配于所述目标剧情动画的至少一个动画角色的角色信息,为所述基础骨骼模型设置多个用于挂接模型结构组件的挂接锚点,得到所述目标剧情动画的动画骨骼模型;
基于目标剧情动画的剧情信息,为所述动画骨骼模型配置的剧情动作,得到包括呈现有所述剧情动作的、所述动画骨骼模型对应的动画角色的目标剧情动画。
一种可选的实施方式中,所述基于适配于所述目标剧情动画的至少一个动画角色的角色信息,为所述基础骨骼模型设置多个用于挂接模型结构组件的挂接锚点,得到所述目标剧情动画的动画骨骼模型,具体包括:
基于目标剧情动画的剧情信息,在所述目标剧情动画的时间线上设置至少一个关键帧;
针对每一个所述关键帧,确定为所述动画骨骼模型配置的、在该关键帧处对应的角色动作;
生成与所述角色动作对应的角色动作信息文件;
根据所述角色动作信息文件,将所述角色动作配置到处理后的所述基础骨骼模型中,得到适配于所述目标剧情动画的所述动画骨骼模型。
一种可选的实施方式中,在所述基于目标剧情动画的剧情信息,为所述动画骨骼模型配置的剧情动作,得到包括呈现有所述剧情动作的、所述动画骨骼模型对应的动画角色的目标剧情动画之后,所述方法还包括:
导出所述目标剧情动画对应的剧情动画文件以及角色动作信息文件;
根据预设的剧情动画存储路径,保存所述目标剧情动画文件;
根据预设的动作信息存储路径,保存角色动作信息文件。
本公开实施例还提供一种终端,所述终端上提供有图形用户界面,所述图形用户界面中包括至少部分游戏场景,所述游戏场景中包括目标虚拟角色,所述终端包括:
模型获取模块,用于响应于触发目标剧情动画的播放,获取预设的所述目标剧情动画中的动画骨骼模型和所述目标剧情动画中的目标虚拟角色在所述游戏场景中的游戏角色模型,其中,所述动画骨骼模型为预先构建的、用于生成剧情动画的基础骨骼模型;
组件拷贝模块,用于基于所述动画骨骼模型中预设的多个挂接锚点和所述目标虚拟角色的目标角色信息,确定待从所述游戏角色模型上拷贝的多个角色模型结构组件;
组件挂接模块,将从所述游戏角色模型中拷贝得来的各角色模型结构组件按照对应的挂接锚点挂接在所述动画骨骼模型上,得到所述目标虚拟角色在所述目标剧情动画中的目标动画角色模型;
动画播放模块,用于基于配置好的所述目标动画角色模型,展示配置后的、包括所述目标动画角色模型对应目标虚拟角色的所述目标剧情动画。
一种可选的实施方式中,所述装置还包括剧情触发确认模块,所述剧情触发确认模块用于:
在检测到所述游戏场景中目标虚拟角色处于以下情形中的一种或者多种时,确定触发所述目标剧情动画的播放:
所述目标虚拟角色在所述游戏场景中进入预设剧情触发位置;所述目标虚拟角色进入预设游戏关卡;所述目标虚拟角色对应的游戏进程达到预设的时间节点;所述目标虚拟角色在游戏中的剧情发展达到预设的剧情节点;所述目标虚拟角色使用目标游戏道具;所述目标虚拟角色在游戏中的动作与所述目标剧情动画对应的预设播放触发事件相匹配。
一种可选的实施方式中,所述模型获取模块具体用于:
响应于触发目标剧情动画的播放,加载预设的所述目标剧情动画的剧情动画文件,其中,所述剧情动画文件为通过预先构建的、用于生成剧情动画的动画骨骼模型生成的文件;
基于所述剧情动画文件,获取所述目标剧情动画中的所述动画骨骼模型,以及所述目标剧情动画中待展示的目标虚拟角色在所述游戏场景中的游戏角色模型。
一种可选的实施方式中,所述组件挂接模块具体用于:
针对所述各角色模型结构组件中所述游戏角色模型上的至少一个肢体模型结构组件,从所述游戏角色模型上复制每个肢体模型结构组件的网格体和网格材质信息;
针对所述各角色模型结构组件中所述游戏角色模型上的至少一个附属物模型结构组件,从所述游戏角色模型上复制每个附属物模型结构组件的附属物模型体;
将复制的每个网格体和网格材质信息按照在所述动画骨骼模型上的挂接锚点,挂接到所述动画骨骼模型上;
将复制的每个附属物模型体按照对应的挂接锚点挂接到对应的所述动画骨骼模型上,得到所述目标虚拟角色在所述目标剧情动画中的目标动画角色模型。
一种可选的实施方式中,所述组件挂接模块在拷贝得到所述目标动画角色模型后,还用于:
针对所述各角色模型结构组件中,所述游戏角色模型上的每个肢体模型结构组件以及所述游戏角色模型上的每个附属物模型结构组件,确定该肢体模型结构组件以及该附属物模型结构组件对应的动画效果;
根据所述动画效果,确定每个肢体模型结构组件以及所述游戏角色模型上的每个附属物模型结构组件对应的动画组件和动画模式;
为所述目标动画角色模型配置所述动画组件和动画模式。
一种可选的实施方式中,所述动画播放模块具体用于:
在展示所述目标剧情动画时,接管用于加载角色动作信息文件的加载指令,其中,所述角色动作信息文件为根据所述目标剧情动画的剧情信息预先为所述动画骨骼模型配置剧情动作的文件;
根据所述加载指令指示的文件加载路径,获取所述角色动作信息文件;
基于所述角色动作信息文件,为得到的所述目标动画角色模型配置目标剧情动作;
展示配置后的、包括呈现有所述目标剧情动作的所述目标动画角色模型对应动画角色的所述目标剧情动画。
本公开实施例还提供一种剧情动画生成装置,所述装置包括:
模型生成模块,用于构建适配于待生成的目标剧情动画的基础骨骼模型;
属性处理模块,用于关闭所述基础骨骼模型上的物理属性层和脚本属性层;
锚点设置模块,用于基于适配于所述目标剧情动画的至少一个动画角色的角色信息, 为所述基础骨骼模型设置多个用于挂接模型结构组件的挂接锚点,得到所述目标剧情动画的动画骨骼模型;
动作配置模块,用于基于目标剧情动画的剧情信息,为所述动画骨骼模型配置的剧情动作,得到包括呈现有所述剧情动作的、所述动画骨骼模型对应的动画角色的目标剧情动画。
一种可选的实施方式中,所述锚点设置模块具体用于:
基于目标剧情动画的剧情信息,在所述目标剧情动画的时间线上设置至少一个关键帧;
针对每一个所述关键帧,确定为所述动画骨骼模型配置的、在该关键帧处对应的角色动作;
生成与所述角色动作对应的角色动作信息文件;
根据所述角色动作信息文件,将所述角色动作配置到处理后的所述基础骨骼模型中,得到适配于所述目标剧情动画的所述动画骨骼模型。
一种可选的实施方式中,所述剧情动画生成装置还包括文件保存模块,所述文件保存模块用于:
导出所述目标剧情动画对应的剧情动画文件以及角色动作信息文件;
根据预设的剧情动画存储路径,保存所述目标剧情动画文件;
根据预设的动作信息存储路径,保存角色动作信息文件。
本公开实施例还提供一种电子设备,包括:处理器、存储器和总线,所述存储器存储有所述处理器可执行的机器可读指令,当电子设备运行时,所述处理器与所述存储器之间通过总线通信,所述机器可读指令被所述处理器执行时执行上述剧情动画播放方法以及上述剧情动画生成方法,或上述剧情动画播放方法以及上述剧情动画生成方法中任一种可能的实施方式中的步骤。
本公开实施例还提供一种计算机可读存储介质,该计算机可读存储介质上存储有计算机程序,该计算机程序被处理器运行时执行上述剧情动画播放方法以及上述剧情动画生成方法,或上述剧情动画播放方法以及上述剧情动画生成方法中任一种可能的实施方式中的步骤。
本公开实施例提供的一种剧情动画播放方法、生成方法、终端、装置及设备,在播放剧情动画的过程中,从游戏场景中的游戏角色模型中拷贝包括有骨骼与外观的多个结构组件,并将其按照对应的挂接锚点挂接在剧情动画中预先构建好的带有挂接锚点的骨骼模型上,在剧情动画内动态生成外观、骨骼均与游戏角色模型相同的目标动画角色模型,此时基于目标动画角色模型对配置好的剧情动画进行播放,即可实现针对不同的游戏角色,在剧情动画中始终保持动画中的骨骼模型与游戏场景中的游戏角色模型外观保持一致,提升剧情动画的播放效果,同时该剧情动画为预先生成的,仅包括带有挂接锚点的基础骨骼模型完成剧情动画相应动作的剧情动画,可以针对于多种不同剧情动画均可使用该剧情动画进行播放,无需针对不同的剧情动画制作新的剧情动画文件,可以有效提高制作剧情动画的效率,减少剧情动画制作的工作量和制作数量,并且有助于提高实时播放的剧情动画中的角色与实时游戏场景中的角色一致性,在剧情动画更新时,仅对基础内容更新即可,有效减少剧情动画中游戏角色相关内容的修改量和工作量。
为使本公开的上述目的、特征和优点能更明显易懂,下文特举较佳实施例,并配合所附附图,作详细说明如下。
附图说明
为了更清楚地说明本公开实施例的技术方案,下面将对实施例中所需要使用的附图作简单地介绍,此处的附图被并入说明书中并构成本说明书中的一部分,这些附图示出了符合本公开的实施例,并与说明书一起用于说明本公开的技术方案。应当理解,以下附图仅示出了本公开的某些实施例,因此不应被看作是对范围的限定,对于本领域普通技术人员来讲,在不付出创造性劳动的前提下,还可以根据这些附图获得其他相关的附图。
图1示出了本公开实施例所提供的一种剧情动画播放方法的流程图;
图2示出了本公开实施例所提供的一种图形用户界面的示意;
图3示出了本公开实施例所提供的剧情动画播放方法整体应用流程图;
图4示出了本公开实施例所提供的另一种剧情动画播放方法的流程图;
图5示出了本公开实施例所提供的一种剧情动画生成方法的流程图;
图6示出了本公开实施例所提供的剧情动画生成方法整体应用流程图;
图7示出了本公开实施例所提供的一种终端的示意图之一;
图8示出了本公开实施例所提供的一种终端的示意图之二;
图9示出了本公开实施例所提供的一种剧情动画生成装置的示意图之一;
图10示出了本公开实施例所提供的一种剧情动画生成装置的示意图之二;
图11示出了本公开实施例所提供的一种电子设备的示意图。
具体实施方式
为使本公开实施例的目的、技术方案和优点更加清楚,下面将结合本公开实施例中附图,对本公开实施例中的技术方案进行清楚、完整地描述,显然,所描述的实施例仅仅是本公开一部分实施例,而不是全部的实施例。通常在此处附图中描述和示出的本公开实施例的组件可以以各种不同的配置来布置和设计。因此,以下对在附图中提供的本公开的实施例的详细描述并非旨在限制要求保护的本公开的范围,而是仅仅表示本公开的选定实施例。基于本公开的实施例,本领域技术人员在没有做出创造性劳动的前提下所获得的所有其他实施例,都属于本公开保护的范围。
应注意到:相似的标号和字母在下面的附图中表示类似项,因此,一旦某一项在一个附图中被定义,则在随后的附图中不需要对其进行进一步定义和解释。
本文中术语“和/或”,仅仅是描述一种关联关系,表示可以存在三种关系,例如,A和/或B,可以表示:单独存在A,同时存在A和B,单独存在B这三种情况。另外,本文中术语“至少一种”表示多种中的任意一种或多种中的至少两种的任意组合,例如,包括A、B、C中的至少一种,可以表示包括从A、B和C构成的集合中选择的任意一个或多个元素。
经研究发现,对于剧情动画的播放,通常是根据游戏内角色以及动画剧情的需要,预 先制作好的相应的视频文件,通过视频文件进行剧情动画的播放,但是,在实际游戏中,角色的种类、外形等往往均不同,比如不同性别、不同职业、配置的不同武器等等,采用播放预先制作好的视频文件播放剧情动画,往往需要针对每个角色、每种形象等因素单独制作相应的剧情动画,工作量较大且效率较低,并且展示的游戏角色无法针对实时的游戏内容对剧情动画进行实时更新,播放效果较差,更新难度大。
基于上述研究,本公开提供了一种剧情动画播放方法、剧情动画生成方法、终端、装置、设备及存储介质,在触发剧情动画播放后,采用剧情动画中预先构建好的带有挂接锚点的动画骨骼模型并基于所需播放的剧情动画,从游戏场景中的游戏角色模型中选取并拷贝包括有骨骼与外观的多个角色模型结构组件,将多个角色模型结构组件按照对应的挂接锚点挂接在所述动画骨骼模型上,在剧情动画内生成外观、骨骼均与游戏角色模型相同的目标动画角色模型,此时基于目标动画角色模型对配置好的剧情动画进行播放,可以针对于多种不同剧情动画均可使用该剧情动画进行播放,无需针对不同的剧情动画制作新的剧情动画文件,可以有效提高制作剧情动画的效率,减少剧情动画制作的工作量和制作数量,有助于提高实时播放的剧情动画中的角色与实时游戏场景中的角色一致性。
为便于对本实施例进行理解,首先对本公开实施例所公开的一种剧情动画播放方法进行详细介绍,本公开实施例所提供的一种剧情动画播放方法的执行主体一般为具有一定计算能力的计算机设备,该计算机设备例如包括:终端设备或服务器或其它处理设备,终端设备可以为用户设备(User Equipment,UE)、移动设备、用户终端、终端、蜂窝电话、无绳电话、个人数字助理(Personal Digital Assistant,PDA)、手持设备、计算设备、车载设备、可穿戴设备等。在一些可能的实现方式中,该剧情动画播放方法可以通过处理器调用存储器中存储的计算机可读指令的方式来实现。
参见图1所示,为本公开实施例提供的一种剧情动画播放方法的流程图,所述方法包括步骤S101~S104,其中:
S101:响应于触发目标剧情动画的播放,获取预设的所述目标剧情动画中的动画骨骼模型和所述目标剧情动画中的目标虚拟角色在所述游戏场景中的游戏角色模型,其中,所述动画骨骼模型为预先构建的、用于生成剧情动画的基础骨骼模型。
首先,本方法应用于提供有图形用户界面的终端,所述图形用户界面中包括至少部分游戏场景,所述游戏场景中包括目标虚拟角色。为帮助理解此实施例所提供的方案,参见图2所示,为本公开实施例提供的一种图形用户界面的示意图,所述图形用户界面200包括:游戏场景210以及目标虚拟角色220。
其中,所述终端可以为便携式移动智能设备,也可以为个人计算机终端,示例性的,所述终端为智能手机。所述目标虚拟角色220可以为用户在游戏场景210中控制的角色。所述游戏场景210中包括但不限于:虚拟人物,游戏背景地图,技能特效等,在实际应用过程中可以根据实际需要进行设置,在此不做具体限制。所述游戏场景210在图形用户界面200呈现的画面大小,在以窗口模式进行游戏时为游戏窗口对应的画面大小,在以全屏模式进行游戏时为终端的显示设备对应的面积。
该步骤中,当用户控制游戏场景中的目标虚拟角色进行的游戏进程到达游戏剧情的触发点时,触发目标剧情动画的播放,终端对目标剧情动画的播放进行响应开始播放目标剧 情动画,该目标剧情动画中仅包含预先制作好的、可复用的动画骨骼模型在相同游戏场景中完成剧情的画面。从游戏场景中获取目标虚拟角色对应的游戏角色模型,从目标剧情动画中获取动画骨骼模型。
其中,所述目标剧情动画可以为在游戏进行过程中,用于衔接或推动剧情的发展,过渡游戏场景切换过程的一段动画画面,画面中展示了游戏的某一个或者某些虚拟角色完成所需剧情内容的相应动作,其剧情内容需要游戏公司根据游戏故事背景、游戏角色人物背景等根据实际需要进行设置,在此不做具体限制,其画面由动画师制作完成。所述动画骨骼模型可以为在动画师制作的剧情动画中,可以完成在其上配置的剧情动作但不包括任何外观组件的基础骨架,其骨架的具体展示形式可以根据实际需要进行设置,在此不做具体限制。所述游戏角色模型可以为游戏中的目标虚拟角色在游戏场景中可以被玩家控制的虚拟实体,包括有外观组件以及基础的骨骼组件,其外观可以根据游戏类型、游戏角色职业、游戏角色性别等根据需要进行具体设置,并且可以根据玩家的喜好进行服饰、武器、配饰等进行自定义设置,在此不做具体限制。所述目标虚拟角色可以为玩家在游戏中选择操控的游戏角色,该角色具有相应的职业信息,如:魔法师、战士、枪手等,可以根据实际需要进行设置,在此不做具体限制。
具体的,在检测到所述游戏场景中目标虚拟角色处于以下情形中的一种或者多种时,确定触发所述目标剧情动画的播放:所述目标虚拟角色在所述游戏场景中进入预设剧情触发位置;所述目标虚拟角色进入预设游戏关卡;所述目标虚拟角色对应的游戏进程达到预设的时间节点;所述目标虚拟角色在游戏中的剧情发展达到预设的剧情节点;所述目标虚拟角色使用目标游戏道具;所述目标虚拟角色在游戏中的动作与所述目标剧情动画对应的预设播放触发事件相匹配。
这里,所述预设剧情触发位置、所述预设游戏关卡、所述预设的时间节点、所述预设的剧情节点、所述目标游戏道具以及所述预设播放触发事件等均可根据实际需要进行设置,在此不做具体限制。
示例性的,玩家选取的目标虚拟角色为魔法师,对应的在游戏场景中展示为女性、长发、身穿长袍、手中持有魔法杖的游戏角色模型,玩家控制该魔法师在游戏场景内进行游戏进程,如完成游戏内部设置的任务等,当进入预设的可触发游戏剧情的某一关卡后,触发目标剧情动画的播放以过渡游戏场景并推进游戏的剧情发展,此时终端上的图形用户界面的显示内容被触发由游戏画面变为目标剧情动画的画面。
S102:基于所述动画骨骼模型中预设的多个挂接锚点和所述目标虚拟角色的目标角色信息,确定待从所述游戏角色模型上拷贝的多个角色模型结构组件。
该步骤中,预先构建的动画骨骼模型中预设有多个挂接锚点,其上可以挂接相应的肢体组件、外观组件、服饰组件、配饰组件等等,根据动画骨骼中的挂接锚点位置、挂接锚点数量等因素,在游戏角色模型的对应位置上确定可复制的结构组件,进一步的,根据目标虚拟角色的目标角色信息以及目标剧情动画的剧情信息,对可复制的结构组件进行进一步筛选,得到完成该剧情动画所需要的角色模型结构组件。
这里,由于动画骨骼模型仅仅为一个基础的模型骨架,相较于游戏角色模型,不包含外观、服饰、人物性别、人物样貌等细节,为了使展示给玩家的剧情动画画面中的动画角 色与玩家操控的游戏角色相匹配,需要为动画骨骼模型添加外观细节,因此通过组件挂接的形式,将游戏角色模型中完成剧情动画所需的相关组件进行复制并挂接至动画骨骼模型相对应的挂接锚点上,以丰富动画骨骼模型的外形细节。
其中,所述挂接锚点可以为位于动画骨骼模型中各肢体部位上的特征点,如:头部、手臂、腿部、躯干等,其设置位置以及设置数量可以根据实际情况进行设置,在此不做具体限制。所述目标角色信息可以包括但不限于:目标虚拟角色在游戏中的角色职业、角色性别、角色年龄、角色技能、角色样貌、角色外观、角色服饰、角色所用武器等。所述目标剧情动画的剧情信息可以包括但不限于:在剧情动画中出现的目标虚拟角色、剧情动画中的故事梗概、剧情动画中多个目标虚拟角色之间的关系、剧情动画中的故事发生的时间和地点、剧情动画播放的时机、剧情动画的背景画面等。所述模型结构组件可以包括但不限于:肢体组件和附属物组件,其中,附属物组件包括但不限于:外观组件、服饰组件、配饰组件等。
进一步的,在确定需要拷贝的多个角色模型结构组件时,除了可以考虑所述动画骨骼模型中预设的多个挂接锚点和所述目标虚拟角色的目标角色信息这两个因素,还可以结合所述目标剧情动画的剧情信息,例如在实际游戏中,所述目标虚拟角色由于成长等可以具有各种华丽的服饰或者饰品等,但是根据所述剧情信息,对于所述目标虚拟角色来讲,是需要呈现基础角色即可,例如仅需角色身着基础服饰或者不需要带饰品等,则根据所述剧情信息对于一些角色模型结构组件可以不需要拷贝,因此,在拷贝组件是可以结合所述剧情信息指示的情况进行组件拷贝。
示例性的,在对剧情动画中的魔法师进行创建时,首先获得预先针对魔法师构建的骨骼模型,由于骨骼模型上设置多个可以挂接组件的挂接锚点,通过遍历骨骼模型上的挂接锚点,找到各个需要挂接的锚点,根据魔法师性别女、职业法师、年龄23、身高172cm、三围91cm/64cm/93cm、皮肤白皙、红长头发、穿黑色长袍、黑短靴、手持法杖等信息以及魔法师在圣殿中拜师的剧情,来确定需要在骨骼模型的挂接锚点上需要挂接的肢体组件和附属物组件,其中挂接在魔法师骨骼模型上的肢体组件和附属物组件是从已生成的游戏角色模型上拷贝的。
S103:将从所述游戏角色模型中拷贝得来的各角色模型结构组件按照对应的挂接锚点挂接在所述动画骨骼模型上,得到所述目标虚拟角色在所述目标剧情动画中的目标动画角色模型。
该步骤中,获得从所述游戏角色模型中拷贝得来的各角色模型结构组件,查找所述动画骨骼模型上需要进行挂接组件的挂接锚点,将获取的各角色模型结构组件挂接在需要挂接的挂接锚点上,将所有挂接在所述动画骨骼模型的挂接锚点上的各角色模型结构组件进行融合,进而得到所述目标虚拟角色在所述目标剧情动画中的目标动画角色模型。
其中,在将各角色模型结构组件按照对应的挂接锚点挂接在所述动画骨骼模型上时,可以是通过将各角色模型结构组件的坐标覆盖对应挂接锚点的坐标来实现的,也可以通过计算对应挂接锚点的偏移量来确定需要挂接各角色模型结构组件的具体坐标位置来实现的,在确定了各角色模型结构组件的坐标位置之后,可以通过各角色模型结构组件的坐标位置,确定在各角色模型结构组件上的子锚点,以便在各角色模型结构组件上挂接其他组 件。
其中,所述目标动画角色模型是所述目标虚拟角色的实体模型,即所述目标动画角色模型是可以直接展示给用户的角色模型。
示例性的,在对剧情动画中的魔法师进行创建时,获取针对魔法师预先构建的骨骼模型的挂接锚点以及从已经生成的游戏角色模型中拷贝的各角色模型结构组件,例如包括头部、四肢、躯干等肢体组件和包括黑色长袍、法杖、短靴等服饰和配饰的附属物组件,将获得的各角色模型结构组件挂接在对应的挂接锚点上,将挂接在所有各角色模型结构组件进行数据融合得到目标虚拟角色魔法师。
S104:基于配置好的所述目标动画角色模型,展示配置后的、包括所述目标动画角色模型对应目标虚拟角色的所述目标剧情动画。
该步骤中,获取配置好形象的所述目标动画角色模型,对所述第一动画角色进行角色动作配置以及剧情的配置,将配置好动作、形象以及对应剧情的所述目标动画角色模型展示在目标剧情动画中,并展示所述目标剧情动画,即展示配置后的、包括所述目标动画角色模型对应目标虚拟角色的所述目标剧情动画。
具体的,所述基于配置好的所述目标动画角色模型,展示配置后的、包括所述目标动画角色模型对应目标虚拟角色的所述目标剧情动画,具体包括:
在展示所述目标剧情动画时,接管用于加载角色动作信息文件的加载指令,其中,所述角色动作信息文件为根据所述目标剧情动画的剧情信息预先为所述动画骨骼模型配置剧情动作的文件;
根据所述加载指令指示的文件加载路径,获取所述角色动作信息文件;
基于所述角色动作信息文件,为得到的所述目标动画角色模型配置目标剧情动作;
展示配置后的、包括呈现有所述目标剧情动作的所述目标动画角色模型对应动画角色的所述目标剧情动画。
该步骤中,预先针对所述目标剧情动画的剧情信息对所述动画骨骼模型配置用于剧情动作的文件,即所述角色动作信息文件,在展示所述目标剧情动画时,通过拦截的方式接管用于加载角色动作信息文件的加载指令,根据所述加载指令,获得所述加载指令指示的文件加载路径,进而根据文件加载路径,找到所述角色动作信息文件的具体存储位置,并获取所述角色动作信息文件,解析获得的所述角色动作信息文件,根据解析出的内容,给所述目标动画角色模型配置剧情动作,并将配置了剧情动作的所述目标动画角色加载到目标剧情动画中,最后展示所述目标剧情动画。
其中,在展示所述目标剧情动画时,所展示的平台包括但不仅局限于:可穿戴的智能电子设备、不可穿戴的智能终端以及可视化设备。
示例性的,获得已经创建好的魔法师,同时获取用于配置魔法师的动作的角色动作信息文件,对角色动作文件进行解析之后,按照解析后的信息,为魔法师配置剧情动作,使魔法师在动起来,将配置好的魔法师加载到剧情动画中,播放剧情动画。
针对上述实施例,为了更好的理解,结合图3所提供的剧情动画的播放方法整体应用流程图做进一步说明,如图3所示,当游戏开始运行,在通过某种方式触发了剧情动画播放之后,终端响应触发操作,加载剧情动画的文件,进而开始播放剧情动画,在生成剧情 动画角色之前,拦截剧情动画生成物体的函数,即拦截剧情动画生成剧情动画角色的函数,进而,判断是否有复用主角标识,即判断要不要复制游戏动画角色的肢体部分以及附属物部分,若有,则将游戏动画角色的骨骼Mesh即肢体部分、附加物体即附属物部分复制给剧情动画的骨骼模型,从而完成剧情动画角色的构建,进一步拦截剧情动画播放动作的函数,检测是否有复用主角标识,即判断要不要复制游戏动画角色的动作,若是,则将剧情动画角色的骨骼模型的动作N修改为对应游戏角色骨骼模型的动作X,从而使剧情动画角色做动作X,直到剧情动画播放结束。
本公开实施例提供的一种剧情动画播放方法,在播放剧情动画的过程中,从游戏场景中的游戏角色模型中拷贝包括有骨骼与外观的多个结构组件,并将其按照对应的挂接锚点挂接在剧情动画中预先构建好的带有挂接锚点的骨骼模型上,在剧情动画内动态生成外观、骨骼均与游戏角色模型相同的目标动画角色模型,此时基于目标动画角色模型对配置好的剧情动画进行播放,即可实现针对不同的游戏角色,在剧情动画中始终保持动画中的骨骼模型与游戏场景中的游戏角色模型外观保持一致,提升剧情动画的播放效果,同时该剧情动画为预先生成的,仅包括带有挂接锚点的基础骨骼模型完成剧情动画相应动作的剧情动画,可以针对于多种不同剧情动画均可使用该剧情动画进行播放,无需针对不同的剧情动画制作新的剧情动画文件,可以有效提高制作剧情动画的效率,减少剧情动画制作的工作量和制作数量,并且有助于提高实时播放的剧情动画中的角色与实时游戏场景中的角色一致性,在剧情动画更新时,仅对基础内容更新即可,有效减少剧情动画中游戏角色相关内容的修改量和工作量。
参见图4所示,为本公开实施例提供的另一种剧情动画播放方法的流程图,所述方法包括步骤S401~S405,其中:
S401:响应于触发目标剧情动画的播放,加载预设的所述目标剧情动画的剧情动画文件,其中,所述剧情动画文件为通过预先构建的、用于生成剧情动画的动画骨骼模型生成的文件。
该步骤中,接收到目标剧情动画播放指令,响应播放指令,在开始播放目标剧情动画之前,首先加载预先设置的所述目标剧情动画的剧情动画文件,以为后面所述动画骨骼模型的获取做准备。
其中,所述剧情动画文件可以包括但不仅限于:用于生成所述动画骨骼模型的数据信息、剧情的故事梗概、剧情的背景、剧情发生的场景、剧情中动画角色之间的关系等。
示例性的,在获取用于生成魔法师的动画骨骼模型之前,先获取含有魔法师存储了用于生成的动画骨骼模型的数据信息的剧情动画文件,例如:魔法师的身高、体重、三围、头发样式、皮肤颜色、服饰、配饰、技能等。
S402:基于所述剧情动画文件,获取所述目标剧情动画中的所述动画骨骼模型,以及所述目标剧情动画中待展示的目标虚拟角色在所述游戏场景中的游戏角色模型。
该步骤中,通过解析所述剧情动画文件,得到解析数据,根据得到的解析数据,获得所述目标剧情动画中的所述动画骨骼模型,以及所述目标剧情动画中待展示的目标虚拟角色在所述游戏场景中的游戏角色模型。
示例性的,在获取魔法师的动画骨骼模型之前,通过解析含有用于生成的动画骨骼模 型的数据信息的剧情动画文件,得到用于生成魔法师的动画骨骼模型的数据信息,根据数据信息构建魔法师的动画骨骼模型,并根据数据信息确定魔法师动画骨骼模型生成魔法师所需要的组件,并确定组件的来源——魔法师在游戏场景中的游戏角色模型。
S403:基于所述动画骨骼模型中预设的多个挂接锚点和所述目标虚拟角色的目标角色信息,确定待从所述游戏角色模型上拷贝的多个角色模型结构组件。
S404:将从所述游戏角色模型中拷贝得来的各角色模型结构组件按照对应的挂接锚点挂接在所述动画骨骼模型上,得到所述目标虚拟角色在所述目标剧情动画中的目标动画角色模型。
S405:基于配置好的所述目标动画角色模型,展示配置后的、包括所述目标动画角色模型对应目标虚拟角色的所述目标剧情动画。
其中,步骤S403至步骤S405的描述,可以参照步骤S402至步骤S404的描述,并且可以达到相同的技术效果和解决相同的技术问题,在此不做赘述。步骤S401和步骤S402仅为上述的步骤S401的一种可能的实施方式,即通过加载预设的剧情动画文件来获取所述动画骨骼模型和所述游戏角色模型,但并不局限于此,在其他实施方式中,也可以通过其他方式获取所述动画骨骼模型和所述游戏角色模型。
下面,将结合具体实施方式对上述方案进行说明。
一种可选的实施方式中,所述将从所述游戏角色模型中拷贝得来的各角色模型结构组件按照对应的挂接锚点挂接在所述动画骨骼模型上,得到所述目标虚拟角色在所述目标剧情动画中的目标动画角色模型,包括:
针对所述各角色模型结构组件中所述游戏角色模型上的至少一个肢体模型结构组件,从所述游戏角色模型上复制每个肢体模型结构组件的网格体和网格材质信息;
针对所述各角色模型结构组件中所述游戏角色模型上的至少一个附属物模型结构组件,从所述游戏角色模型上复制每个附属物模型结构组件的附属物模型体;
将复制的每个网格体和网格材质信息按照在所述动画骨骼模型上的挂接锚点,挂接到所述动画骨骼模型上;
将复制的每个附属物模型体按照对应的挂接锚点挂接到对应的所述动画骨骼模型上,得到所述目标虚拟角色在所述目标剧情动画中的目标动画角色模型。
该步骤中,在将从所述游戏角色模型中拷贝得来的各角色模型结构组件按照对应的挂接锚点挂接在所述动画骨骼模型上,得到所述目标虚拟角色在所述目标剧情动画中的目标动画角色模型时,首先,确定要挂接在所述动画骨骼模型上的、从所述游戏角色模型上拷贝的至少一个肢体模型结构组件,复制每个肢体模型结构组件的网格体和网格材质信息,并将复制的每个网格体和网格材质信息按照在所述动画骨骼模型上的挂接锚点,挂接到所述动画骨骼模型上,即将从游戏角色模型复制过来的肢体模型结构组件挂接得到所述动画骨骼模型的锚点上,其次确定要挂接在所述动画骨骼模型上的、从所述游戏角色模型上拷贝的至少一个附属物模型结构组件,将每个附属物模型结构组件挂接在所述动画骨骼模型的锚点或肢体模型结构组件上的子锚点上,最后得到所述目标虚拟角色在所述目标剧情动画中的目标动画角色模型。
其中,所述肢体模型结构组件是由网格体形成的,分为头部模型结构组件、上肢模型 结构组件、下肢模型结构组件、躯干模型结构组件等,包括肢体的网格体以及肢体部件的子网格体。在进行挂接时是将肢体模型结构组件的网格体挂接在动画骨骼模型的插槽中,即挂接在动画骨骼模型的锚点上。
其中,所述附属物模型结构组件分为武器、服饰、配饰、羽翼、尾巴等,在其进行挂接时,首先遍历所有的附属物模型结构组件,将所有的附属物模型结构组件进行复制,并挂接在动画骨骼模型的锚点上,以保证剧情动画角色与游戏动画角色的一致性。
示例性的,在创建剧情动画中的魔法师时,将从游戏场景中魔法师的头部、四肢、躯干、服饰、配饰、武器等都复制下来,并将复制下的部件挂接在魔法师的骨骼模型的锚点上,即将拷贝的部件挂在魔法师基础骨架的插槽上。
一种可选的实施方式中,在拷贝得到所述目标动画角色模型后,所述方法还包括:
针对所述各角色模型结构组件中,所述游戏角色模型上的每个肢体模型结构组件以及所述游戏角色模型上的每个附属物模型结构组件,确定该肢体模型结构组件以及该附属物模型结构组件对应的动画效果;
根据所述动画效果,确定每个肢体模型结构组件以及所述游戏角色模型上的每个附属物模型结构组件对应的动画组件和动画模式;
为所述目标动画角色模型配置所述动画组件和动画模式。
该步骤中,获得目标动画角色后,根据组成所述目标动画角色的所述肢体模型结构组件和所述附属物模型结构组件,来确定各个模型结构组件对应需要添加的动画效果,例如让目标动画角色的头发进行飘动,进而根据所述动画效果,来确定每个肢体模型结构组件以及所述游戏角色模型上的每个附属物模型结构组件所要用到的动画组件和动画模式,进而通过拦截找到对应所述游戏角色模型的动作文件所指引的动画对象,根据动画对象的路径找到动作文件的路径,将动画对象修改为目标动画角色模型,从而实现所述目标动画角色模型配置所述动画组件和动画模式。
其中,所述动画组件可以包括但不仅限于:动作逻辑组件、物理组件等。
示例性的,在制作剧情动画时,在已经创建好剧情动画角色魔法师之后,为魔法师配置剧情动作,使魔法师动起来,例如,为魔法师的头发配置动作,让头发飘动起来等。
本公开实施例提供的剧情动画播放方法,采用响应于触发目标剧情动画的播放,加载预设的所述目标剧情动画的剧情动画文件,其中,所述剧情动画文件为通过预先构建的、用于生成剧情动画的动画骨骼模型生成的文件,基于所述剧情动画文件,获取所述目标剧情动画中的所述动画骨骼模型,以及所述目标剧情动画中待展示的目标虚拟角色在所述游戏场景中的游戏角色模型,基于所述动画骨骼模型中预设的多个挂接锚点和所述目标虚拟角色的目标角色信息,确定待从所述游戏角色模型上拷贝的多个角色模型结构组件将从所述游戏角色模型中拷贝得来的各角色模型结构组件按照对应的挂接锚点挂接在所述动画骨骼模型上,得到所述目标虚拟角色在所述目标剧情动画中的目标动画角色模型,基于配置好的所述目标动画角色模型,展示配置后的、包括所述目标动画角色模型对应目标虚拟角色的所述目标剧情动画。
这样,根据剧情动画文件来获取所述目标剧情动画中的所述动画骨骼模型以及所述目标剧情动画中待展示的目标虚拟角色在所述游戏场景中的游戏角色模型,提高了创建动画 骨骼模型的效率,从游戏场景中的游戏角色模型中拷贝包括有骨骼与外观的多个结构组件,并将其按照对应的挂接锚点挂接在剧情动画中预先构建好的带有挂接锚点的骨骼模型上,在剧情动画内动态生成外观、骨骼均与游戏角色模型相同的目标动画角色模型,此时基于目标动画角色模型对配置好的剧情动画进行播放,即可实现针对不同的游戏角色,在剧情动画中始终保持动画中的骨骼模型与游戏场景中的游戏角色模型外观保持一致,提升剧情动画的播放效果,同时该剧情动画为预先生成的,仅包括带有挂接锚点的基础骨骼模型完成剧情动画相应动作的剧情动画,可以针对于多种不同剧情动画均可使用该剧情动画进行播放,无需针对不同的剧情动画制作新的剧情动画文件,可以有效提高制作剧情动画的效率,减少剧情动画制作的工作量和制作数量,并且有助于提高实时播放的剧情动画中的角色与实时游戏场景中的角色一致性,在剧情动画更新时,仅对基础内容更新即可,有效减少剧情动画中游戏角色相关内容的修改量和工作量。
参见图5所示,为本公开实施例提供的一种剧情动画生成方法的流程图,所述方法包括步骤S501~S504,其中:
S501:构建适配于待生成的目标剧情动画的基础骨骼模型。
S502:关闭所述基础骨骼模型上的物理属性层和脚本属性层。
该步骤中,在构建动画骨骼模型之前,通过数据隐藏关闭所述基础骨骼模型上的物理属性层和脚本属性层,其中,所述物理属性层可以包括:碰撞和重力,所述脚本属性层可以包括:逻辑代码脚本、人工智能脚本等。
示例性的,在构建剧情动画中魔法师的动画骨骼模型之前,将魔法师的基础骨骼模型上的碰撞、重力、逻辑代码脚本或人工智能脚本给关闭掉,以避免影响后续构建魔法师的动画骨骼模型。
S503:基于适配于所述目标剧情动画的至少一个动画角色的角色信息,为所述基础骨骼模型设置多个用于挂接模型结构组件的挂接锚点,得到所述目标剧情动画的动画骨骼模型。
该步骤中,根据所述目标剧情动画中的所有动画角色的角色信息,例如外貌、服饰、配饰等,为所述基础骨骼模型设置多个用于挂接模型结构组件的挂接锚点,进而生成所述目标剧情动画的动画骨骼模型。
其中,所述挂接锚点包括父锚点和子锚点,且每个挂接锚点都有自己的名称。
示例性的,在构建剧情动画中魔法师的动画骨骼模型之前,在获得的魔法师的基础骨骼模型上设置多个用于挂接肢体、服饰、配饰等的挂接锚点,每个锚点都设置有一个名称。
S504:基于目标剧情动画的剧情信息,为所述动画骨骼模型配置的剧情动作,得到包括呈现有所述剧情动作的、所述动画骨骼模型对应的动画角色的目标剧情动画。
针对上述实施例,以便更好的理解以上实施例,结合图6提供的剧情动画生成方法整体应用流程图做进一步说明,如图6所示,在制作剧情动画时,首先要根据规范制作剧情动画专用模型即剧情动画角色骨骼模型,分出子部分即为骨骼设置锚点,去除物理属性层和脚本属性层,即去除可能影响剧情动画角色生成的因素,将构建好的骨骼模型导入剧情动画的编辑器中,为骨骼模型增加动作以及复用标识,以方便后面的剧情动画角色的构建,并导出保存。
下面,将结合具体实施方式对上述方案进行说明。
一种可选的实施方式中,所述基于适配于所述目标剧情动画的至少一个动画角色的角色信息,为所述基础骨骼模型设置多个用于挂接模型结构组件的挂接锚点,得到所述目标剧情动画的动画骨骼模型,具体包括:
基于目标剧情动画的剧情信息,在所述目标剧情动画的时间线上设置至少一个关键帧;
针对每一个所述关键帧,确定为所述动画骨骼模型配置的、在该关键帧处对应的角色动作;
生成与所述角色动作对应的角色动作信息文件;
根据所述角色动作信息文件,将所述角色动作配置到处理后的所述基础骨骼模型中,得到适配于所述目标剧情动画的所述动画骨骼模型。
一种可选的实施方式中,在所述基于目标剧情动画的剧情信息,为所述动画骨骼模型配置的剧情动作,得到包括呈现有所述剧情动作的、所述动画骨骼模型对应的动画角色的目标剧情动画之后,所述方法还包括:
导出所述目标剧情动画对应的剧情动画文件以及角色动作信息文件;
根据预设的剧情动画存储路径,保存所述目标剧情动画文件;
根据预设的动作信息存储路径,保存角色动作信息文件。
本领域技术人员可以理解,在具体实施方式的上述方法中,各步骤的撰写顺序并不意味着严格的执行顺序而对实施过程构成任何限定,各步骤的具体执行顺序应当以其功能和可能的内在逻辑确定。
本公开实施例提供的剧情动画生成方法,构建适配于待生成的目标剧情动画的基础骨骼模型,关闭所述基础骨骼模型上的物理属性层和脚本属性层,基于适配于所述目标剧情动画的至少一个动画角色的角色信息,为所述基础骨骼模型设置多个用于挂接模型结构组件的挂接锚点,得到所述目标剧情动画的动画骨骼模型,基于目标剧情动画的剧情信息,为所述动画骨骼模型配置的剧情动作,得到包括呈现有所述剧情动作的、所述动画骨骼模型对应的动画角色的目标剧情动画。
这样,针对具有相同剧情的不同角色,通过设置基础骨骼模型,并为所述基础骨骼模型设置多个用于挂接模型结构组件的挂接锚点,仅制作一份目标剧情动画即可,可以大大降低制作动画剧情的工作量,并减少剧情动作的文件量。
基于同一发明构思,本公开实施例中还提供了与剧情动画播放方法对应的终端,由于本公开实施例中的装置解决问题的原理与本公开实施例上述剧情动画播放方法相似,因此装置的实施可以参见方法的实施,重复之处不再赘述。
请参阅图7和图8,图7为本公开实施例提供的一种终端的示意图之一,图8为本公开实施例提供的一种终端的示意图之二。如图7中所示,本公开实施例提供的终端700包括:
模型获取模块710,用于响应于触发目标剧情动画的播放,获取预设的所述目标剧情动画中的动画骨骼模型和所述目标剧情动画中的目标虚拟角色在所述游戏场景中的游戏角色模型,其中,所述动画骨骼模型为预先构建的、用于生成剧情动画的基础骨骼模型;
组件拷贝模块720,用于基于所述动画骨骼模型中预设的多个挂接锚点和所述目标虚 拟角色的目标角色信息,确定待从所述游戏角色模型上拷贝的多个角色模型结构组件;
组件挂接模块730,将从所述游戏角色模型中拷贝得来的各角色模型结构组件按照对应的挂接锚点挂接在所述动画骨骼模型上,得到所述目标虚拟角色在所述目标剧情动画中的目标动画角色模型;
动画播放模块740,用于基于配置好的所述目标动画角色模型,展示配置后的、包括所述目标动画角色模型对应目标虚拟角色的所述目标剧情动画。
一种可选的实施方式中,如图8中所示,所述装置还包括剧情触发确认模块750,所述剧情触发确认模块750用于:
在检测到所述游戏场景中目标虚拟角色处于以下情形中的一种或者多种时,确定触发所述目标剧情动画的播放:
所述目标虚拟角色在所述游戏场景中进入预设剧情触发位置;所述目标虚拟角色进入预设游戏关卡;所述目标虚拟角色对应的游戏进程达到预设的时间节点;所述目标虚拟角色在游戏中的剧情发展达到预设的剧情节点;所述目标虚拟角色使用目标游戏道具;所述目标虚拟角色在游戏中的动作与所述目标剧情动画对应的预设播放触发事件相匹配。
一种可选的实施方式中,所述模型获取模块710具体用于:
响应于触发目标剧情动画的播放,加载预设的所述目标剧情动画的剧情动画文件,其中,所述剧情动画文件为通过预先构建的、用于生成剧情动画的动画骨骼模型生成的文件;
基于所述剧情动画文件,获取所述目标剧情动画中的所述动画骨骼模型,以及所述目标剧情动画中待展示的目标虚拟角色在所述游戏场景中的游戏角色模型。
一种可选的实施方式中,所述组件挂接模块730具体用于:
针对所述各角色模型结构组件中所述游戏角色模型上的至少一个肢体模型结构组件,从所述游戏角色模型上复制每个肢体模型结构组件的网格体和网格材质信息;
针对所述各角色模型结构组件中所述游戏角色模型上的至少一个附属物模型结构组件,从所述游戏角色模型上复制每个附属物模型结构组件的附属物模型体;
将复制的每个网格体和网格材质信息按照在所述动画骨骼模型上的挂接锚点,挂接到所述动画骨骼模型上;
将复制的每个附属物模型体按照对应的挂接锚点挂接到对应的所述动画骨骼模型上,得到所述目标虚拟角色在所述目标剧情动画中的目标动画角色模型。
一种可选的实施方式中,所述组件挂接模块730在拷贝得到所述目标动画角色模型后,还用于:
针对所述各角色模型结构组件中,所述游戏角色模型上的每个肢体模型结构组件以及所述游戏角色模型上的每个附属物模型结构组件,确定该肢体模型结构组件以及该附属物模型结构组件对应的动画效果;
根据所述动画效果,确定每个肢体模型结构组件以及所述游戏角色模型上的每个附属物模型结构组件对应的动画组件和动画模式;
为所述目标动画角色模型配置所述动画组件和动画模式。
一种可选的实施方式中,所述动画播放模块740在基于配置好的所述目标动画角色模型,展示配置后的、包括所述目标动画角色模型对应目标虚拟角色的所述目标剧情动画时, 具体用于:
在展示所述目标剧情动画时,接管用于加载角色动作信息文件的加载指令,其中,所述角色动作信息文件为根据所述目标剧情动画的剧情信息预先为所述动画骨骼模型配置剧情动作的文件;
根据所述加载指令指示的文件加载路径,获取所述角色动作信息文件;
基于所述角色动作信息文件,为得到的所述目标动画角色模型配置目标剧情动作;
展示配置后的、包括呈现有所述目标剧情动作的所述目标动画角色模型对应动画角色的所述目标剧情动画。
关于装置中的各模块的处理流程、以及各模块之间的交互流程的描述可以参照上述方法实施例中的相关说明,这里不再详述。
本公开实施例提供的一种终端,在播放剧情动画的过程中,从游戏场景中的游戏角色模型中拷贝包括有骨骼与外观的多个结构组件,并将其按照对应的挂接锚点挂接在剧情动画中预先构建好的带有挂接锚点的骨骼模型上,在剧情动画内动态生成外观、骨骼均与游戏角色模型相同的目标动画角色模型,此时基于目标动画角色模型对配置好的剧情动画进行播放,即可实现针对不同的游戏角色,在剧情动画中始终保持动画中的骨骼模型与游戏场景中的游戏角色模型外观保持一致,提升剧情动画的播放效果。
基于同一发明构思,本公开实施例中还提供了与剧情动画生成方法对应的剧情动画生成装置,由于本公开实施例中的装置解决问题的原理与本公开实施例上述剧情动画动画生成方法相似,因此装置的实施可以参见方法的实施,重复之处不再赘述。
请参阅图9和图10,图9为本公开实施例提供的一种剧情动画生成装置的示意图之一,图10为本公开实施例提供的一种剧情动画生成装置的示意图之二。如图9中所示,本公开实施例提供的剧情动画生成装置900包括:
模型生成模块910,用于构建适配于待生成的目标剧情动画的基础骨骼模型;
属性处理模块920,用于关闭所述基础骨骼模型上的物理属性层和脚本属性层;
锚点设置模块930,用于基于适配于所述目标剧情动画的至少一个动画角色的角色信息,为所述基础骨骼模型设置多个用于挂接模型结构组件的挂接锚点,得到所述目标剧情动画的动画骨骼模型;
动作配置模块940,用于基于目标剧情动画的剧情信息,为所述动画骨骼模型配置的剧情动作,得到包括呈现有所述剧情动作的、所述动画骨骼模型对应的动画角色的目标剧情动画。
一种可选的实施方式中,所述锚点设置模块930具体用于:
基于目标剧情动画的剧情信息,在所述目标剧情动画的时间线上设置至少一个关键帧;
针对每一个所述关键帧,确定为所述动画骨骼模型配置的、在该关键帧处对应的角色动作;
生成与所述角色动作对应的角色动作信息文件;
根据所述角色动作信息文件,将所述角色动作配置到处理后的所述基础骨骼模型中,得到适配于所述目标剧情动画的所述动画骨骼模型。
一种可选的实施方式中,如图10中所示,所述剧情动画生成装置900还包括文件保存 模块950,所述文件保存模块950用于:
导出所述目标剧情动画对应的剧情动画文件以及角色动作信息文件;
根据预设的剧情动画存储路径,保存所述目标剧情动画文件;
根据预设的动作信息存储路径,保存角色动作信息文件。
关于装置中的各模块的处理流程、以及各模块之间的交互流程的描述可以参照上述方法实施例中的相关说明,这里不再详述。
本公开实施例提供的剧情动画生成装置,构建适配于待生成的目标剧情动画的基础骨骼模型,关闭所述基础骨骼模型上的物理属性层和脚本属性层,基于适配于所述目标剧情动画的至少一个动画角色的角色信息,为所述基础骨骼模型设置多个用于挂接模型结构组件的挂接锚点,得到所述目标剧情动画的动画骨骼模型,基于目标剧情动画的剧情信息,为所述动画骨骼模型配置的剧情动作,得到包括呈现有所述剧情动作的、所述动画骨骼模型对应的动画角色的目标剧情动画。
这样,在为剧情动画构建动画角色时,关闭所述基础骨骼模型上的物理属性层和脚本属性层,提高构建动画角色的成功性,为所述基础骨骼模型设置多个用于挂接模型结构组件的挂接锚点,保证了动画角色与游戏角色的一致性。
对应于图1与图4中的剧情动画播放方法,以及图5中的剧情动画生成方法,本公开实施例还提供了一种电子设备1100,如图11所示,为本公开实施例提供的电子设备1100结构示意图,包括:
处理器1110、存储器1120、和总线1130;存储器1120用于存储执行指令,包括内存1121和外部存储器1122;这里的内存1121也称内存储器,用于暂时存放处理器1110中的运算数据,以及与硬盘等外部存储器1122交换的数据,处理器1110通过内存1121与外部存储器1122进行数据交换,当所述电子设备1100运行时,所述处理器1110与所述存储器1120之间通过总线1130通信,使得所述处理器1100执行图1与图4中的剧情动画播放方法的步骤,或者图5中剧情动画生成方法的步骤。
本公开实施例还提供一种计算机可读存储介质,该计算机可读存储介质上存储有计算机程序,该计算机程序被处理器运行时执行上述方法实施例中所述的剧情动画播放方法或剧情动画生成方法的步骤。其中,该存储介质可以是易失性或非易失的计算机可读取存储介质。
本公开实施例还提供一种计算机程序产品,该计算机程序产品包括有计算机指令,所述计算机指令被处理器执行时可以执行上述方法实施例中所述的剧情动画播放方法或剧情动画生成方法的步骤,具体可参见上述方法实施例,在此不再赘述。
其中,上述计算机程序产品可以具体通过硬件、软件或其结合的方式实现。在一个可选实施例中,所述计算机程序产品具体体现为计算机存储介质,在另一个可选实施例中,计算机程序产品具体体现为软件产品,例如软件开发包(Software Development Kit,SDK)等等。
所属领域的技术人员可以清楚地了解到,为描述的方便和简洁,上述描述的终端、电子设备和装置的具体工作过程,可以参考前述方法实施例中的对应过程,在此不再赘述。在本公开所提供的几个实施例中,应该理解到,所揭露的终端、电子设备、装置和方法, 可以通过其它的方式实现。以上所描述的装置实施例仅仅是示意性的,例如,所述单元的划分,仅仅为一种逻辑功能划分,实际实现时可以有另外的划分方式,又例如,多个单元或组件可以结合或者可以集成到另一个系统,或一些特征可以忽略,或不执行。另一点,所显示或讨论的相互之间的耦合或直接耦合或通信连接可以是通过一些通信接口,装置或单元的间接耦合或通信连接,可以是电性,机械或其它的形式。
所述作为分离部件说明的单元可以是或者也可以不是物理上分开的,作为单元显示的部件可以是或者也可以不是物理单元,即可以位于一个地方,或者也可以分布到多个网络单元上。可以根据实际的需要选择其中的部分或者全部单元来实现本实施例方案的目的。
另外,在本公开各个实施例中的各功能单元可以集成在一个处理单元中,也可以是各个单元单独物理存在,也可以两个或两个以上单元集成在一个单元中。
所述功能如果以软件功能单元的形式实现并作为独立的产品销售或使用时,可以存储在一个处理器可执行的非易失的计算机可读取存储介质中。基于这样的理解,本公开的技术方案本质上或者说对现有技术做出贡献的部分或者该技术方案的部分可以以软件产品的形式体现出来,该计算机软件产品存储在一个存储介质中,包括若干指令用以使得一台计算机设备(可以是个人计算机,服务器,或者网络设备等)执行本公开各个实施例所述方法的全部或部分步骤。而前述的存储介质包括:U盘、移动硬盘、只读存储器(Read-Only Memory,ROM)、随机存取存储器(Random Access Memory,RAM)、磁碟或者光盘等各种可以存储程序代码的介质。
最后应说明的是:以上所述实施例,仅为本公开的具体实施方式,用以说明本公开的技术方案,而非对其限制,本公开的保护范围并不局限于此,尽管参照前述实施例对本公开进行了详细的说明,本领域的普通技术人员应当理解:任何熟悉本技术领域的技术人员在本公开揭露的技术范围内,其依然可以对前述实施例所记载的技术方案进行修改或可轻易想到变化,或者对其中部分技术特征进行等同替换;而这些修改、变化或者替换,并不使相应技术方案的本质脱离本公开实施例技术方案的精神和范围,都应涵盖在本公开的保护范围之内。因此,本公开的保护范围应所述以权利要求的保护范围为准。

Claims (13)

  1. 一种剧情动画播放方法,其特征在于,应用于提供有图形用户界面的终端,所述图形用户界面中包括至少部分游戏场景,所述游戏场景中包括目标虚拟角色,所述方法包括:
    响应于触发目标剧情动画的播放,获取预设的所述目标剧情动画中的动画骨骼模型和所述目标剧情动画中的目标虚拟角色在所述游戏场景中的游戏角色模型,其中,所述动画骨骼模型为预先构建的、用于生成剧情动画的基础骨骼模型;
    基于所述动画骨骼模型中预设的多个挂接锚点和所述目标虚拟角色的目标角色信息,确定待从所述游戏角色模型上拷贝的多个角色模型结构组件;
    将从所述游戏角色模型中拷贝得来的各角色模型结构组件按照对应的挂接锚点挂接在所述动画骨骼模型上,得到所述目标虚拟角色在所述目标剧情动画中的目标动画角色模型;
    基于配置好的所述目标动画角色模型,展示配置后的、包括所述目标动画角色模型对应目标虚拟角色的所述目标剧情动画。
  2. 根据权利要求1所述的方法,其特征在于,通过以下步骤确定触发所述目标剧情动画的播放,具体包括:
    在检测到所述游戏场景中目标虚拟角色处于以下情形中的一种或者多种时,确定触发所述目标剧情动画的播放:
    所述目标虚拟角色在所述游戏场景中进入预设剧情触发位置;所述目标虚拟角色进入预设游戏关卡;所述目标虚拟角色对应的游戏进程达到预设的时间节点;所述目标虚拟角色在游戏中的剧情发展达到预设的剧情节点;所述目标虚拟角色使用目标游戏道具;所述目标虚拟角色在游戏中的动作与所述目标剧情动画对应的预设播放触发事件相匹配。
  3. 根据权利要求1所述的方法,其特征在于,所述响应于触发目标剧情动画的播放,获取预设的所述目标剧情动画中的动画骨骼模型和所述目标剧情动画中的目标虚拟角色在所述游戏场景中的游戏角色模型,包括:
    响应于触发目标剧情动画的播放,加载预设的所述目标剧情动画的剧情动画文件,其中,所述剧情动画文件为通过预先构建的、用于生成剧情动画的动画骨骼模型生成的文件;
    基于所述剧情动画文件,获取所述目标剧情动画的所述动画骨骼模型,以及所述目标剧情动画中待展示的目标虚拟角色在所述游戏场景中的游戏角色模型。
  4. 根据权利要求1所述的方法,其特征在于,所述将从所述游戏角色模型中拷贝得来的各角色模型结构组件按照对应的挂接锚点挂接在所述动画骨骼模型上,得到所述目标虚拟角色在所述目标剧情动画中的目标动画角色模型,包括:
    针对所述各角色模型结构组件中所述游戏角色模型上的至少一个肢体模型结构组件,从所述游戏角色模型上复制每个肢体模型结构组件的网格体和网格材质信息;
    将复制的每个所述网格体和所述网格材质信息按照在所述动画骨骼模型上的挂接锚点,挂接到所述动画骨骼模型上;针对所述各角色模型结构组件中所述游戏角色模型上的至少一个附属物模型结构组件,从所述游戏角色模型上复制每个附属物模型结构组件的附属物模型体;
    将复制的每个所述附属物模型体按照对应的挂接锚点挂接到对应的所述动画骨骼模型上,得到所述目标虚拟角色在所述目标剧情动画中的目标动画角色模型。
  5. 根据权利要求4所述的方法,其特征在于,在拷贝得到所述目标动画角色模型后,所述方法还包括:
    针对所述各角色模型结构组件中,所述游戏角色模型上的每个肢体模型结构组件以及所述游戏角色模型上的每个附属物模型结构组件,确定该肢体模型结构组件以及该附属物模型结构组件对应的动画效果;
    根据所述动画效果,确定每个肢体模型结构组件以及所述游戏角色模型上的每个附属物模型结构组件对应的动画组件和动画模式;
    为所述目标动画角色模型配置所述动画组件和所述动画模式。
  6. 根据权利要求1所述的方法,其特征在于,所述基于配置好的所述目标动画角色模型,展示配置后的、包括所述目标动画角色模型对应目标虚拟角色的所述目标剧情动画,具体包括:
    在展示所述目标剧情动画时,接管用于加载角色动作信息文件的加载指令,其中,所述角色动作信息文件为根据所述目标剧情动画的剧情信息预先为所述动画骨骼模型配置剧情动作的文件;
    根据所述加载指令指示的文件加载路径,获取所述角色动作信息文件;
    基于所述角色动作信息文件,为得到的所述目标动画角色模型配置目标剧情动作;
    展示配置后的、包括呈现有所述目标剧情动作的所述目标动画角色模型对应动画角色的所述目标剧情动画。
  7. 一种剧情动画生成方法,其特征在于,所述方法包括:
    构建适配于待生成的目标剧情动画的基础骨骼模型;
    关闭所述基础骨骼模型上的物理属性层和脚本属性层;
    基于适配于所述目标剧情动画的至少一个动画角色的角色信息,为所述基础骨骼模型设置多个用于挂接模型结构组件的挂接锚点,得到所述目标剧情动画的动画骨骼模型;
    基于目标剧情动画的剧情信息,为所述动画骨骼模型配置的剧情动作,得到包括呈现有所述剧情动作的、所述动画骨骼模型对应的动画角色的目标剧情动画。
  8. 根据权利要求7所述的方法,其特征在于,所述基于适配于所述目标剧情动画的至少一个动画角色的角色信息,为所述基础骨骼模型设置多个用于挂接模型结构组件的挂接锚点,得到所述目标剧情动画的动画骨骼模型,具体包括:
    基于目标剧情动画的剧情信息,在所述目标剧情动画的时间线上设置至少一个关键帧;
    针对每一个所述关键帧,确定为所述动画骨骼模型配置的、在该关键帧处对应的角色动作;
    生成与所述角色动作对应的角色动作信息文件;
    根据所述角色动作信息文件,将所述角色动作配置到处理后的所述基础骨骼模型中,得到适配于所述目标剧情动画的所述动画骨骼模型。
  9. 根据权利要求7所述的方法,其特征在于,在所述基于目标剧情动画的剧情信息,为所述动画骨骼模型配置的剧情动作,得到包括呈现有所述剧情动作的、所述动画骨骼模型对应的动画角色的目标剧情动画之后,所述方法还包括:
    导出所述目标剧情动画对应的剧情动画文件以及角色动作信息文件;
    根据预设的剧情动画存储路径,保存所述目标剧情动画文件;
    根据预设的动作信息存储路径,保存角色动作信息文件。
  10. 一种终端,其特征在于,所述终端上提供有图形用户界面,所述图形用户界面中包括至少部分游戏场景,所述游戏场景中包括目标虚拟角色,所述终端包括:
    模型获取模块,用于响应于触发目标剧情动画的播放,获取预设的所述目标剧情动画中的动画骨骼模型和所述目标剧情动画中的目标虚拟角色在所述游戏场景中的游戏角色模型,其中,所述动画骨骼模型为预先构建的、用于生成剧情动画的基础骨骼模型;
    组件拷贝模块,用于基于所述动画骨骼模型中预设的多个挂接锚点和所述目标虚拟角色的目标角色信息,确定待从所述游戏角色模型上拷贝的多个角色模型结构组件;
    组件挂接模块,将从所述游戏角色模型中拷贝得来的各角色模型结构组件按照对应的挂接锚点挂接在所述动画骨骼模型上,得到所述目标虚拟角色在所述目标剧情动画中的目标动画角色模型;
    动画播放模块,用于基于配置好的所述目标动画角色模型,展示配置后的、包括所述目标动画角色模型对应目标虚拟角色的所述目标剧情动画。
  11. 一种剧情动画生成装置,其特征在于,所述装置包括:
    模型生成模块,用于构建适配于待生成的目标剧情动画的基础骨骼模型;
    属性处理模块,用于关闭所述基础骨骼模型上的物理属性层和脚本属性层;
    锚点设置模块,用于基于适配于所述目标剧情动画的至少一个动画角色的角色信息,为所述基础骨骼模型设置多个用于挂接模型结构组件的挂接锚点,得到所述目标剧情动画的动画骨骼模型;
    动作配置模块,用于基于目标剧情动画的剧情信息,为所述动画骨骼模型配置的剧情动作,得到包括呈现有所述剧情动作的、所述动画骨骼模型对应的动画角色的目标剧情动画。
  12. 一种电子设备,其特征在于,包括:处理器、存储器和总线,所述存储器存储有所述处理器可执行的机器可读指令,当电子设备运行时,所述处理器与所述存储器之间通过总线通信,所述机器可读指令被所述处理器执行时执行如权利要求1至6中任一项所述的剧情动画播放方法或权利要求7至9中任一项所述的剧情动画生成方法的步骤。
  13. 一种计算机可读存储介质,其特征在于,该计算机可读存储介质上存储有计算机程序,该计算机程序被处理器运行时执行如权利要求1至6中任一项所述的剧情动画播放方法或权利要求7至9中任一项所述的剧情动画生成方法的步骤。
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