Animation switching method, device and equipment and storage medium
A technology of animation and switching instructions, which is applied in the fields of equipment, storage media, devices, and animation switching methods, and can solve problems such as poor display effect and untimely animation response, and achieve the effect of improving the display effect
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Embodiment 1
[0030] Figure 1 It is a flowchart of an animation switching method provided by the first embodiment of the present invention. This embodiment can be applied to the situation when the animation is switched in response to the monitored animation switching instruction. The method can be executed by an animation switching device, which can be implemented by software and / or hardware. For example, the animation switching device can be configured in a computer device. such as Figure 1 As shown, the method includes:
[0031] S110. In response to the detected animation switching instruction, the target action identifier included in the animation switching instruction is obtained.
[0032] In this embodiment, there are many ways to generate the trigger of the animation switching instruction. Optionally, the animation switching instruction can be triggered by the active operation of the user, or it can be generated by the passive triggering of the game characters. Among them, the user's act...
Embodiment 2
[0058] Figure 2 It is a flowchart of an animation switching method provided by the second embodiment of the present invention. This embodiment is further optimized on the basis of the above embodiments. such as Figure 2 As shown, the method includes:
[0059] S210, obtaining at least one original action identifier, and obtaining the basic animation corresponding to the original action identifier and the mirror animation corresponding to the original action identifier for each original action identifier.
[0060] In this embodiment, the role is embodied as a persona, and the animation and action interval of each action of the persona are embodied. Considering that the movement posture of the characters is basically displayed by the posture of the legs, the animation corresponding to each action can be generated based on the posture of the legs. Optionally, the action identifier can be the identifier that uniquely represents the action of the character, such as jumping, walking, st...
Embodiment 3
[0072]This embodiment provides a preferred embodiment based on the above embodiments. In this embodiment, the role is embodied as a persona. At present, there are only one-way animations for terminal games on the market. For example, there is only one step for the left foot or the right foot in the walking animation, and one animation instruction only corresponds to the animation switching delay or unnatural problem caused by one animation performance. Specifically, because in the prior art, each action animation only has one-way animation, when the animation instruction is continuously input, only the same animation can be repeatedly played. If the instruction "Walk" is input continuously, the animation will show the constant "step on the left foot". When two animations are connected, there is only one-way animation, which can't give consideration to timeliness and animation performance. For example, if the character is in the animation state of "walking" and his left foot is in ...
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