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Animation processing method and device, computer storage medium and electronic equipment

An animation processing and animation technology, applied in the field of games, can solve problems such as inability to use across engines, few expansion interfaces, and weak flexibility, and achieve the effect of flexible and controllable fusion animation and improved versatility

Pending Publication Date: 2021-01-01
NETEASE (HANGZHOU) NETWORK CO LTD
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  • Summary
  • Abstract
  • Description
  • Claims
  • Application Information

AI Technical Summary

Problems solved by technology

However, on the one hand, the animation editing and debugging functions provided by the engine are often only applicable to the engine itself and cannot be used across engines, so the versatility is poor; on the other hand, the animation debugging functions of the engine itself are usually relatively fixed, and due to the There are few external expansion interfaces, resulting in low flexibility, which is not conducive to users' customization to increase or adjust related functions of animation fusion

Method used

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  • Animation processing method and device, computer storage medium and electronic equipment
  • Animation processing method and device, computer storage medium and electronic equipment
  • Animation processing method and device, computer storage medium and electronic equipment

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Embodiment Construction

[0036]Example embodiments will now be described more fully with reference to the accompanying drawings. Example embodiments may, however, be embodied in many forms and should not be construed as limited to the examples set forth herein; rather, these embodiments are provided so that this disclosure will be thorough and complete and will fully convey the concept of example embodiments to those skilled in the art. The described features, structures, or characteristics may be combined in any suitable manner in one or more embodiments. In the following description, numerous specific details are provided in order to give a thorough understanding of embodiments of the present disclosure. However, those skilled in the art will appreciate that the technical solutions of the present disclosure may be practiced without one or more of the specific details being omitted, or other methods, components, devices, steps, etc. may be adopted. In other instances, well-known technical solutions...

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PUM

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Abstract

The invention relates to the technical field of games, and provides an animation processing method, an animation processing device, a computer storage medium and electronic equipment, and the animation processing method comprises the steps: building communication connection with an editing end; receiving fusion configuration information sent by the editing end, the fusion configuration informationcomprising at least two animation names corresponding to the at least two animation segments, and fusion parameters for performing fusion processing on the at least two animation segments; and calling at least two animation segments according to the at least two animation names, and performing fusion processing on the at least two animation segments according to the fusion parameters. According to the animation processing method, the game end and the editing end are decoupled, the animation processing method is suitable for all games needing animation fusion debugging, the animation processing method can be combined with a specific animation engine interface, the actual effect of animation fusion in the games is truly reflected, and the convenience and quality of animation fusion are improved.

Description

technical field [0001] The present disclosure relates to the technical field of games, and in particular to an animation processing method, an animation processing device, a computer storage medium and electronic equipment. Background technique [0002] Today, with the continuous development of computer technology, network technology and electronic technology, animation has been widely used in many fields. The skeleton of a game character is composed of multiple bones, which are organized in a tree form. Each bone records the translation, rotation, and scaling relative to the parent node, so the overall pose of the character depends on the pose of each bone. In the game, the animation contains the key frame data of the character's skeleton for a period of time, and the animation can be used to drive the change of the character's motion posture during runtime. Animation fusion in games generally refers to the transition process when a character switches between two actions. ...

Claims

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Application Information

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Patent Type & Authority Applications(China)
IPC IPC(8): A63F13/52A63F13/60
CPCA63F13/52A63F13/60A63F2300/308
Inventor 李文松周靖人
Owner NETEASE (HANGZHOU) NETWORK CO LTD
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