Animation generation method and device, electronic equipment and storage medium
By obtaining the gaze point and camera parameters of the virtual object, calculating the camera parameters of multi-frame animation frames, and controlling the virtual camera to shoot in the virtual scene, solving the problem of stiff transition shooting effect of virtual objects and improving the player's visual experience.
Patent Information
- Application Number
- CN202510563436.X
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2025-04-29
- Publication Date
- 2025-08-19
AI Technical Summary
In the prior art, in the scene where one virtual object is photographed to another virtual object, the transitional shooting effect of the virtual camera is relatively stiff, resulting in a poor visual experience for the player.
By obtaining the object gaze points of the first virtual object and the second virtual object in the virtual scene, the first camera shooting parameters of the virtual camera are determined, and the second camera shooting parameters of the multi-frame animation frame are calculated based on the object gaze points and the first camera parameters, and the virtual camera is controlled to shoot multiple animation frames in the virtual scene to achieve a natural transitional shooting effect.
Improves the animation presentation effect of virtual object transition shooting and improves the player's visual experience.
Smart Images

Figure CN120510253A_ABST
Abstract
Description
Technical Field
[0001] The present disclosure relates to the technical field of animation generation, and in particular to an animation generation method, device, electronic device, and storage medium. Background Art
[0002] Under the tide of the Internet, entertainment projects are becoming more and more important in people's lives. In order to meet the needs of scene effect presentation in some entertainment projects (such as animated movies and games), it is necessary to control the virtual camera of the shooting scene to enable the camera to cooperate with some special camera movement effects.
[0003] Currently, in scenes where the camera switches from shooting one virtual object to shooting another virtual object, the virtual camera is generally manually controlled to move in a straight line from the position where the camera shoots one virtual object to the position where the camera shoots another virtual object. This results in a stiff animation effect when shooting the transition between the two virtual objects, leading to a poor visual experience for players. Summary of the Invention
[0004] The embodiments of the present application provide an animation generation method, device, electronic device, and storage medium, which can make the animation presentation effect of the transition between two virtual objects more natural and enhance the player's visual experience.
[0005] In a first aspect, an embodiment of the present application provides an animation generation method, the method comprising:
[0006] Obtaining object gaze points corresponding to a first virtual object and a second virtual object in a virtual scene, respectively, where the object gaze points are gaze points of a virtual camera when shooting the virtual objects;
[0007] Determining first camera shooting parameters when the virtual camera shoots the corresponding virtual object;
[0008] Determining, based on the object gaze point and the first camera shooting parameters, second camera shooting parameters for a plurality of animation frames to be shot by the virtual camera during a transition shooting process, wherein the transition shooting process is transitioning from shooting the first virtual object to shooting the second virtual object;
[0009] Based on the second camera shooting parameters, the virtual camera is controlled to shoot a plurality of animation frames in the virtual scene to obtain an object transition animation.
[0010] In a second aspect, an embodiment of the present application provides an animation generation device, comprising:
[0011] A gaze point acquisition module is used to acquire object gaze points corresponding to the first virtual object and the second virtual object in the virtual scene, respectively. The object gaze points are gaze points when the virtual camera is shooting the virtual objects.
[0012] A first parameter determination module, configured to determine a first camera shooting parameter when the virtual camera shoots a corresponding virtual object;
[0013] a second parameter determination module for determining, based on the object gaze point and the first camera shooting parameters, second camera shooting parameters for a plurality of animation frames to be shot by the virtual camera during a transition shooting process, wherein the transition shooting process is transitioning from shooting the first virtual object to shooting the second virtual object;
[0014] The shooting module is used to control the virtual camera to shoot multiple animation frames in the virtual scene based on the second camera shooting parameters to obtain the object transition animation.
[0015] In a third aspect, an embodiment of the present application further provides an electronic device, comprising a memory storing a plurality of instructions; a processor loading instructions from the memory to execute the steps of any one of the animation generation methods provided in the embodiment of the present application.
[0016] In a fourth aspect, an embodiment of the present application further provides a computer-readable storage medium, which stores a plurality of instructions suitable for loading by a processor to execute the steps of any animation generation method provided in an embodiment of the present application.
[0017] In a fifth aspect, an embodiment of the present application further provides a computer program product, comprising a computer program or instructions, which, when executed by a processor, implements the steps of any one of the animation generation methods provided in the embodiments of the present application.
[0018] By adopting the solution of the embodiment of the present application, the object gaze points corresponding to the first virtual object and the second virtual object in the virtual scene can be obtained, where the object gaze points are the gaze points of the virtual camera when shooting the virtual objects; first camera shooting parameters of the virtual camera when shooting the corresponding virtual objects can be determined; based on the object gaze points and the first camera shooting parameters, second camera shooting parameters of multiple animation frames to be shot by the virtual camera during the transition shooting process can be determined, where the transition shooting is the transition from shooting the first virtual object to shooting the second virtual object; based on the second camera shooting parameters, the virtual camera can be controlled to shoot multiple animation frames in the virtual scene to obtain an object transition animation, thereby obtaining the second camera shooting parameters of multiple animation frames during the transition shooting process through the object gaze points corresponding to each virtual object, which can be used to control the virtual camera to perform transition shooting, so as to make the animation presentation effect of the transition shooting between the two virtual objects more natural and enhance the player's visual experience. BRIEF DESCRIPTION OF THE DRAWINGS
[0019] In order to more clearly illustrate the technical solutions in the embodiments of the present application, the following briefly introduces the drawings required for use in the description of the embodiments. Obviously, the drawings described below are only some embodiments of the present application. For those skilled in the art, other drawings can be obtained based on these drawings without creative work.
[0020] Figure 1 This is a flow chart of an embodiment of the animation generation method provided in the embodiments of the present application;
[0021] Figure 2 Schematic diagram of the object's gaze point provided in the embodiment of the present application;
[0022] Figure 3 This is a schematic diagram of a scene when the progress of the transition shooting process provided in an embodiment of the present application reaches 10%;
[0023] Figure 4 This is a schematic diagram of a scene when the progress of the transition shooting process provided in an embodiment of the present application reaches 50%;
[0024] Figure 5 This is a schematic diagram of a scene when the progress of the transition shooting process provided in an embodiment of the present application reaches 90%;
[0025] Figure 6 Schematic diagram of the movement trajectory of the virtual camera during the transition shooting process provided in an embodiment of the present application;
[0026] Figure 7 is a structural diagram of an animation generating device provided in an embodiment of the present application;
[0027] Figure 8 It is a structural diagram of the electronic device provided in the embodiment of the present application. DETAILED DESCRIPTION
[0028] The technical solutions in the embodiments of the present application will be clearly and completely described below in conjunction with the drawings in the embodiments of the present application. Obviously, the described embodiments are only a part of the embodiments of the present application, rather than all of the embodiments. Based on the embodiments in the present application, all other embodiments obtained by those skilled in the art without making creative work are within the scope of protection of this application. At the same time, in the description of the embodiments of the present application, the terms "first", "second", etc. are only used to distinguish the descriptions and cannot be understood as indicating or implying relative importance. Thus, the features defined as "first" and "second" may explicitly or implicitly include one or more features. In the description of the embodiments of the present application, the meaning of "multiple" is two or more, unless otherwise clearly and specifically defined.
[0029] Embodiments of the present application provide an animation generation method, device, electronic device, and computer-readable storage medium.
[0030] Specifically, this embodiment will be described from the perspective of an animation generation device. The animation generation device can be integrated into an electronic device. That is, the animation generation method of the embodiment of the present application can be performed by an electronic device. Optionally, the electronic device can include a terminal device. The terminal device can be a mobile phone, tablet computer, smart Bluetooth device, laptop computer, game console, or personal computer (PC).
[0031] The animation generation method provided in the embodiments of the present application can be applied, for example, to an animation generation system. The animation generation system may include a player terminal device and a server. The terminal device may include both receiving and transmitting hardware, i.e., a device having receiving and transmitting hardware capable of performing bidirectional communication over a bidirectional communication link. The player terminal device and the server may communicate bidirectionally via a network.
[0032] Optionally, the server may be a standalone server, or a server network or server cluster consisting of servers, including but not limited to a computer, a network host, a single network server, a set of multiple network servers, or a cloud server consisting of multiple servers. A cloud server is composed of a large number of computers or network servers based on cloud computing.
[0033] The following is a detailed description of each step in conjunction with the accompanying drawings. In this embodiment, the execution subject is a terminal device. It should be noted that the order in which the following embodiments are described does not limit the preferred order of the embodiments. Although the flowcharts illustrate a logical order, in some cases, the steps shown or described may be performed in a different order than that shown in the accompanying drawings.
[0034] The animation generation method of this embodiment obtains the object gaze points corresponding to the first virtual object and the second virtual object in the virtual scene, respectively, where the object gaze points are the gaze points of the virtual camera when shooting the virtual objects; determines the first camera shooting parameters when the virtual camera shoots the corresponding virtual objects; based on the object gaze points and the first camera shooting parameters, determines the second camera shooting parameters of multiple animation frames to be shot by the virtual camera during the transition shooting process, where the transition shooting is the transition from shooting the first virtual object to shooting the second virtual object; based on the second camera shooting parameters, controls the virtual camera to shoot multiple animation frames in the virtual scene to obtain an object transition animation, which can make the animation presentation effect of the transition shooting between the two virtual objects more natural and enhance the player's visual experience.
[0035] Please refer to Figure 1 Taking a terminal as an example, this embodiment provides an animation generation method. The specific process of the animation generation method can be as follows: Step 101 to Step 104, wherein:
[0036] Step 101: Obtain object gaze points corresponding to a first virtual object and a second virtual object in a virtual scene, respectively. The object gaze points are gaze points when a virtual camera is photographing the virtual objects.
[0037] It is understandable that in order to enable the terminal to understand the position that the virtual camera focuses on when shooting the first virtual object and the second virtual object, the terminal can introduce an object gaze point, which can be the gaze point of the virtual camera when shooting the virtual object, that is, it indicates the position that the virtual camera focuses on when shooting the virtual object, so that when the virtual camera transfers the virtual object being shot, it can perform shooting transfer based on the position that the virtual camera focuses on when shooting different virtual objects, so as to ensure that the transition of the picture shot by the virtual camera during the shooting transfer process is more natural, thereby ensuring the player's visual experience.
[0038] For example, Figure 2 As shown, Figure 2 The virtual scene shown includes at least two virtual characters, character A and character B. Camera A is used to film character A, and the subject's gaze point when camera A films character A is point A. Camera B is used to film character B, and the subject's gaze point when camera B films character B is point B. For ease of description, in this example, camera A and camera B are used to film characters A and B, respectively. In actual applications, camera A and camera B can be the same virtual camera.
[0039] It should be noted that the above-mentioned virtual scene is a virtual scene displayed (or provided) when the application is running on a terminal or server. Optionally, the virtual scene can be a simulation environment of the real world, or a semi-simulation and semi-fictitious virtual environment, or a purely fictitious virtual environment. The virtual scene can be any one of a two-dimensional virtual scene, a 2.5-dimensional virtual scene or a three-dimensional virtual scene. The embodiment of the present application does not limit the dimension of the virtual scene. For example, the virtual scene may include the sky, land, ocean, etc., and the land may include environmental elements such as deserts and cities, and the user can control the virtual object to move in the virtual scene.
[0040] It should be noted that the first virtual object and the second virtual object are both virtual objects, and the above-mentioned virtual objects refer to dynamic objects or static objects in the virtual scene. The virtual object can be an object that can be controlled by the user or an object that cannot be controlled by the user. Optionally, the virtual object can be a virtual character, a virtual animal, an animated character, etc. The virtual object can be a virtual image in the virtual scene that is used to represent the user. The virtual scene can include at least one virtual object, and each virtual object has its own shape and volume in the virtual scene, occupying a part of the space in the virtual scene. In one possible implementation, the user can control the virtual object to move in the virtual scene, for example, control the virtual object to run, jump, crawl, etc., and can also control the virtual object to use the skills, virtual props, etc. provided by the application to fight with other game characters.
[0041] In some embodiments, a specific interaction behavior may be performed between the first virtual object and the second virtual object, but no specific interaction behavior may be performed between the first virtual object and the second virtual object.
[0042] In some embodiments, the first virtual object and the second virtual object may both be virtual objects controlled by the current device; or, the first virtual object and the second virtual object may also be virtual objects controlled by different terminals, for example, the first virtual object is a virtual object controlled by the current device, and the second virtual object is a virtual object controlled by other terminal devices.
[0043] The current terminal is a terminal controlled by the current user through the game account, which means that the first virtual object is a virtual object controlled by the current user.
[0044] Among them, the other terminals can be terminals controlled by other users through user accounts, which means that the second virtual object refers to a virtual object controlled by other users. Alternatively, the other terminals can also be game servers, which means that the second virtual object is an NPC character provided by the game server. The specific settings can be made according to needs and are not limited here.
[0045] In some embodiments, the above-mentioned obtaining of the object gaze points corresponding to the first virtual object and the second virtual object in the virtual scene may include: obtaining the initial camera position, camera orientation and initial camera arm length when the above-mentioned virtual camera shoots the above-mentioned first virtual object or the above-mentioned second virtual object respectively; determining the object gaze point corresponding to the above-mentioned first virtual object based on the initial camera position, camera orientation and initial camera arm length corresponding to the above-mentioned first virtual object; determining the object gaze point corresponding to the above-mentioned second virtual object based on the initial camera position, camera orientation and initial camera arm length corresponding to the above-mentioned second virtual object.
[0046] For example, based on Figure 2 In the example shown, the terminal can determine the position of camera A in the virtual scene as the initial camera position corresponding to character A, the orientation between camera A and point A as the camera orientation corresponding to character A, and the distance between camera A and point A as the initial camera arm length corresponding to character A.
[0047] In addition, the terminal can also determine the position of camera B in the virtual scene as the initial camera position corresponding to character B, the orientation between camera B and point B as the camera orientation corresponding to character B, and the distance between camera B and point B as the initial camera arm length corresponding to character B.
[0048] Specifically, the above-mentioned determination of the object gaze point corresponding to the first virtual object based on the initial camera position, camera orientation and initial camera arm length corresponding to the first virtual object may include: determining a first direction vector of the virtual camera toward the object gaze point corresponding to the first virtual object based on the camera orientation corresponding to the first virtual object; determining a first relative position vector between the virtual camera and the object gaze point corresponding to the first virtual object based on the first direction vector and the initial camera arm length corresponding to the first virtual object; determining the object gaze point corresponding to the first virtual object based on the initial camera position corresponding to the first virtual object and the first relative position vector.
[0049] Specifically, the above-mentioned determination of the object gaze point corresponding to the second virtual object based on the initial camera position, camera orientation and initial camera arm length corresponding to the second virtual object may include: determining a second direction vector of the virtual camera toward the object gaze point corresponding to the second virtual object based on the camera orientation corresponding to the second virtual object; determining a second relative position vector between the virtual camera and the object gaze point corresponding to the second virtual object based on the second direction vector and the initial camera arm length corresponding to the second virtual object; and determining the object gaze point corresponding to the second virtual object based on the initial camera position corresponding to the second virtual object and the second relative position vector.
[0050] For example, set the initial camera position camera_location, the direction vector corresponding to the camera orientation to addition_yaw_diretion, the initial camera arm length arm_length, and the object focus point focus_location, that is, focus_location = camera_location - addition_yaw_diretion * arm_length.
[0051] Step 102: Determine first camera shooting parameters when the virtual camera shoots the corresponding virtual object.
[0052] Among them, the above-mentioned first camera shooting parameters are used to indicate the parameters of the virtual camera when shooting the corresponding virtual object in the virtual scene, that is, one first camera shooting parameter is the parameter of the virtual camera when shooting the first virtual object in the virtual scene, and another first camera shooting parameter is the parameter of the virtual camera when shooting the second virtual object in the virtual scene.
[0053] It can be understood that the shooting parameters of the first camera when shooting the first virtual object can be exactly the same as the shooting parameters of the first camera when shooting the second virtual object, or can be completely different, or can be at least partially different. The specific parameters can be determined based on the user's requirements for the scene effect of the corresponding virtual scene, and are not limited here.
[0054] Specifically, the above-mentioned first camera shooting parameters may include camera pose indication parameters to determine the camera pose of the virtual camera based on the camera pose indication parameters. Alternatively, the above-mentioned shooting parameters may also directly include the camera pose of the virtual camera to directly use the camera pose of the virtual camera to control the virtual camera.
[0055] The camera position indication parameters may include but are not limited to the camera rotation angle and the camera arm length.
[0056] The camera rotation angle is used to indicate the shooting posture of the virtual camera when shooting the corresponding virtual object. The camera rotation angle can be an Euler angle, including but not limited to yaw angle, pitch angle, roll angle, etc., and can be set according to needs and is not limited here. For example, the value range of the camera rotation angle can be -180° to 180°, or 0° to 360°.
[0057] Among them, the above-mentioned yaw angle refers to the angle of rotation of the camera around the vertical axis (usually the upward direction of the camera itself), which describes the direction of the camera's left and right rotation; the above-mentioned pitch angle refers to the angle of rotation of the camera around the horizontal axis (usually the left and right direction of the camera), which describes the direction of the camera looking up or down; the above-mentioned roll angle refers to the angle of rotation of the camera around the front-to-back axis (usually the direction of the camera lens), which determines the horizontal tilt of the camera.
[0058] The camera arm length is used to indicate the distance between the virtual camera and the camera gaze point, and the value range of the camera arm length can be a positive rational number.
[0059] Specifically, the above-mentioned determination of the first camera shooting parameters when the virtual camera shoots the corresponding virtual object may include: obtaining a first camera position of the virtual camera when shooting the first virtual object, calculating a first difference based on the first camera position and the object gaze point corresponding to the first virtual object, and using the first difference as the camera arm length corresponding to the first virtual object; and / or, obtaining a second camera position of the virtual camera when shooting the second virtual object, calculating a second difference based on the second camera position and the object gaze point corresponding to the second virtual object, and using the second difference as the camera arm length corresponding to the second virtual object.
[0060] Step 103: Based on the object gaze point and the first camera shooting parameters, determine the second camera shooting parameters of the multiple animation frames to be shot by the virtual camera during the transition shooting process, where the transition shooting is transitioning from shooting for the first virtual object to shooting for the second virtual object.
[0061] It can be understood that by determining the second camera shooting parameters corresponding to different animation frames during the transition shooting process based on the object gaze point and the first camera shooting parameters, it is possible to avoid directly moving the virtual camera in a straight line from the position of shooting the first virtual object to the position of shooting the second virtual object, which would result in a stiff animation effect of the transition shooting between the two virtual objects, and to avoid the situation where the virtual camera passes through the virtual objects when the two virtual objects are face to face or nearly face to face, thereby improving the player's visual experience and avoiding visual discomfort to the player.
[0062] In some embodiments, the second camera shooting parameters include the target viewpoint and camera parameters of the above-mentioned virtual camera. The above-mentioned second camera shooting parameters of the multiple frames of animation frames to be shot by the above-mentioned virtual camera during the transition shooting process based on the above-mentioned object gaze point and the above-mentioned first camera shooting parameters may include: determining the transition process indication parameters of each animation frame; interpolating the above-mentioned object gaze point based on the above-mentioned transition process indication parameters of each animation frame to obtain the target viewpoint corresponding to each animation frame; interpolating the above-mentioned first camera shooting parameters based on the above-mentioned transition process indication parameters of each animation frame to obtain the camera parameters corresponding to each animation frame.
[0063] In this embodiment, by determining the target viewpoints corresponding to the multiple animation frames of the virtual camera during the transition process, the situation in which the animation of the virtual object during the transition process is shot and rendered stiffly is avoided.
[0064] The transition progress indicator parameter is used to indicate the relative progress of the corresponding animation frame during the transition shooting process.
[0065] In this embodiment, since the transition process indication parameter refers to the relative situation between the above-mentioned object gaze points or the above-mentioned first camera shooting parameters, based on the transition process indication parameter, the target viewpoint and camera parameters corresponding to each animation frame can be determined from the corresponding range composed of the object gaze points or the first camera shooting parameters corresponding to the first virtual object and the second virtual object respectively.
[0066] Specifically, the transition progress indication parameter may include a preset ratio coefficient, and the preset ratio coefficient is used to indicate the relative progress of the animation frame during the transition shooting process.
[0067] For example, Figure 3 As shown, in Figure 3 The transition progress indicator parameter may be 10%, to indicate that the content captured by the animation frame is the content when the transition capture process reaches 10%, such as Figure 4 As shown, in Figure 4 The transition progress indicator parameter may be 50%, indicating that the content captured by the animation frame is the content when the transition capture process reaches 50%, such as Figure 5 As shown, in Figure 5 The transition process indication parameter can be 90%, indicating that the content captured by the animation frame is the content when the transition shooting process reaches 90%. For example, the transition process indication parameter can be 100%, indicating that the content captured by the animation frame is the content when the transition shooting process ends, that is, the content when the virtual camera shoots the second virtual object.
[0068] Specifically, the above-mentioned transition process indication parameter may include a value in a parameter value range, and the parameter value range is composed of at least two critical values, each critical value corresponds to an object gaze point or a first camera shooting parameter, that is, the parameter value range matches the position range corresponding to the object gaze point or the parameter range corresponding to the first camera shooting parameter, and the two have a mapping relationship.
[0069] Among them, the above-mentioned target viewpoint is the camera gaze point of the virtual camera, which indicates the position that the virtual camera focuses on when shooting the virtual scene, so as to indicate the content that the virtual camera currently needs to shoot based on the camera gaze point, that is, the content that needs to be presented in the animation frame to be shot.
[0070] It can be understood that since the above-mentioned target viewpoint is determined based on the object gaze point of the first virtual object and the second virtual object, the shooting transition situation can be indicated by the change of the target viewpoint, that is, in the process of transitioning from shooting for the first virtual object to shooting for the second virtual object, the target viewpoint can be used to indicate the picture that needs to be paid attention to in the transition process, that is, the closer the target viewpoint is to the object gaze point corresponding to the second virtual object, the greater the degree of attention to the second virtual object, and thus the proportion of the second virtual object in the captured animation frame will be greater.
[0071] For example, Figures 3 to 5 As shown, Figures 3 to 5 The virtual scene shown includes two object gaze points, namely point A and point B, and a target viewpoint is set between point A and point B. Figure 3 In the virtual scene shown, when the transition shooting process reaches 10%, the target viewpoint is close to point A, indicating that the current focus on character A is greater, that is, the virtual camera begins to transition to character B. Figure 4 In the virtual scene shown, when the transition shooting process reaches 50%, the target viewpoint is at the center of point A and point B, indicating that the current attention to character A and character B is balanced, that is, the transition shooting process of the virtual camera is centered. Figure 5 In the virtual scene shown, when the transition shooting process reaches 90%, the target viewpoint is close to point B, indicating that the current focus on character B is relatively large, that is, the virtual camera is about to completely shoot character B.
[0072] Specifically, the above-mentioned object gaze point is interpolated based on the above-mentioned transition process indication parameters of each animation frame to obtain the target viewpoint corresponding to each animation frame, including: based on the above-mentioned transition process indication parameters of each animation frame, taking values within the position range corresponding to the above-mentioned object gaze point to obtain the target viewpoint corresponding to each animation frame.
[0073] Exemplarily, based on the above-mentioned transition process indication parameter of an animation frame, taking values within the position range corresponding to the above-mentioned object gaze point to obtain a target viewpoint corresponding to an animation frame can include: determining a position difference vector between at least two object gaze points; determining the product between the position difference vector and the transition process indication parameter; and determining the target viewpoint corresponding to an animation frame based on the object gaze point and the product.
[0074] For example, based on Figure 2 In the example shown, if the position of point A is set to location_a and the position of point B is set to location_b, the position difference vector diretion can be obtained by calculating the difference between location_a and location_b.
[0075] Then, by setting the transition process indication parameter to focus_point, the position of the target viewpoint focus_location can be calculated, that is, focus_location=location_a+diretion*focus_point.
[0076] In some embodiments, the camera parameters in the second camera shooting parameters are used to indicate parameters of the virtual camera when shooting the virtual scene during the transition shooting process.
[0077] It is understandable that, since the camera parameters corresponding to the multiple animation frames are obtained based on the first camera shooting parameters corresponding to the first virtual object and the second virtual object, the camera parameters corresponding to the multiple animation frames are not the same.
[0078] Specifically, the above-mentioned camera parameters may include camera pose indication parameters to determine the camera pose of the virtual camera based on the camera pose indication parameters, or the above-mentioned shooting parameters may directly include the camera pose of the virtual camera to directly use the camera pose of the virtual camera to control the virtual camera.
[0079] The camera position indication parameters may include but are not limited to the camera rotation angle and the camera arm length.
[0080] The camera rotation angle is used to indicate the shooting posture of the virtual camera when shooting the virtual scene during the transition shooting process. The camera rotation angle can be an Euler angle, including but not limited to yaw angle, pitch angle, roll angle, etc., and can be set according to needs and is not limited here. For example, the value range of the camera rotation angle can be -180° to 180°, or 0° to 360°.
[0081] Among them, the above-mentioned yaw angle refers to the angle of rotation of the camera around the vertical axis (usually the upward direction of the camera itself), which describes the direction of the camera's left and right rotation; the above-mentioned pitch angle refers to the angle of rotation of the camera around the horizontal axis (usually the left and right direction of the camera), which describes the direction of the camera looking up or down; the above-mentioned roll angle refers to the angle of rotation of the camera around the front-to-back axis (usually the direction of the camera lens), which determines the horizontal tilt of the camera.
[0082] The camera arm length is used to indicate the distance between the virtual camera and the target viewpoint, and the value range of the camera arm length can be a positive rational number.
[0083] In some embodiments, the above-mentioned camera posture indication parameters include the camera arm length, and the above-mentioned transition process indication parameters based on each animation frame interpolate the above-mentioned first camera shooting parameters to obtain the camera parameters corresponding to each animation frame, which may include: based on the above-mentioned transition process indication parameters of each animation frame, interpolating the arm length value range corresponding to the above-mentioned first camera shooting parameters to obtain the camera arm length corresponding to each animation frame.
[0084] For example, if the camera arm length in the first camera shooting parameter corresponding to the first virtual object is 50m, and the camera arm length in the first camera shooting parameter corresponding to the second virtual object is 100m, then the arm length corresponding to the above first camera shooting parameter has a value range of 50m to 100m.
[0085] It can be understood that since the camera arm length corresponding to each animation frame is determined based on the arm length value range corresponding to the first camera shooting parameter, the shooting transition can be indicated by the change in the camera arm length, that is, in the process of transitioning from shooting for the first virtual object to shooting for the second virtual object, the closer the virtual camera is to the second virtual object, the closer the camera arm length corresponding to the animation frame is to the camera arm length corresponding to the second virtual object, thereby making the shooting transition in the captured animation frame more natural.
[0086] For example, Figures 3 to 5 As shown, in Figure 3 In the virtual scene shown, when the transition shooting process reaches 10%, the camera arm length corresponding to the animation frame is close to the camera arm length corresponding to character A, indicating that the virtual camera begins to transition shooting towards character B. Figure 4 In the virtual scene shown, when the transition shooting process reaches 50%, the camera arm length corresponding to the animation frame is the median between the camera arm length corresponding to character A and the camera arm length corresponding to character B. Figure 5 In the virtual scene shown, when the transition shooting process reaches 90%, the camera arm length corresponding to the animation frame is close to the camera arm length corresponding to character B, that is, the virtual camera is about to shoot character B completely.
[0087] In some embodiments, the above-mentioned camera posture indication parameters include the camera rotation angle, and the above-mentioned transition process indication parameters based on each animation frame interpolate the above-mentioned first camera shooting parameters to obtain the camera parameters corresponding to each animation frame, which may include: based on the above-mentioned transition process indication parameters of each animation frame, interpolating the angle value range corresponding to the above-mentioned first camera shooting parameters to obtain the camera rotation angle corresponding to each animation frame.
[0088] For example, if the camera rotation angle in the first camera shooting parameter corresponding to the first virtual object is -180°, and the camera rotation angle in the first camera shooting parameter corresponding to the second virtual object is 180°, then the angle value range corresponding to the above first camera shooting parameter is -180° to 180°.
[0089] It can be understood that since the camera rotation angle corresponding to each animation frame is determined based on the angle value range corresponding to the first camera shooting parameter, the shooting transition can be indicated by the change in the camera rotation angle, that is, in the process of transitioning from shooting for the first virtual object to shooting for the second virtual object, the closer the virtual camera is to the second virtual object, the closer the camera rotation angle corresponding to the animation frame is to the camera rotation angle corresponding to the second virtual object, thereby making the shooting transition in the captured animation frame more natural.
[0090] For example, Figures 3 to 5 As shown, in Figure 3 In the virtual scene shown, when the transition shooting process reaches 10%, the camera rotation angle corresponding to the animation frame is close to the camera rotation angle corresponding to character A, indicating that the virtual camera begins to transition shooting towards character B. Figure 4 In the virtual scene shown, when the transition shooting process reaches 50%, the camera rotation angle corresponding to the animation frame is the median between the camera rotation angle corresponding to character A and the camera rotation angle corresponding to character B. Figure 5 In the virtual scene shown, when the transition shooting process reaches 90%, the camera rotation angle corresponding to the animation frame is close to the camera rotation angle corresponding to character B, that is, the virtual camera is about to shoot character B completely.
[0091] Step 104 : Based on the second camera shooting parameters, control the virtual camera to shoot multiple animation frames in the virtual scene to obtain an object transition animation.
[0092] In this embodiment, the second camera shooting parameters corresponding to the plurality of animation frames are used to show the changes in the shooting parameters during the camera shooting transition process, such as the change in the gaze point, so as to control the movement trajectory of the virtual camera during the transition shooting process to be smoother. Figure 6 As shown, Figure 6 The figure shows the poses of the virtual camera corresponding to different animation frames during the transition shooting process. It can be seen that by controlling the virtual camera based on the shooting parameters of the second camera, the movement trajectory of the virtual camera during the transition shooting process can be smoother.
[0093] In some embodiments, based on the above-mentioned second camera shooting parameters, controlling the above-mentioned virtual camera to shoot multiple animation frames in the above-mentioned virtual scene to obtain the object transition animation may include: based on the above-mentioned target viewpoint and the above-mentioned camera parameters corresponding to each animation frame, controlling the virtual camera to shoot corresponding animation frames in the above-mentioned virtual scene to obtain the object transition animation.
[0094] Specifically, the above-mentioned camera parameters include camera posture indication parameters. The above-mentioned control of the virtual camera to shoot the corresponding animation frames in the above-mentioned virtual scene based on the above-mentioned target viewpoint and the above-mentioned camera parameters corresponding to each animation frame may include: determining the camera posture corresponding to each animation frame based on the above-mentioned target viewpoint and the above-mentioned camera posture indication parameters corresponding to each animation frame; and controlling the virtual camera to shoot the corresponding animation frame in the above-mentioned virtual scene based on the above-mentioned camera posture corresponding to each animation frame.
[0095] Among them, the above-mentioned camera posture is used to indicate the position and / or posture of the virtual camera when shooting the virtual scene. The camera posture can be used to control the virtual camera to maintain the corresponding position and posture when shooting, so as to capture the content that meets the expectations.
[0096] It can be understood that the above-mentioned camera posture is obtained based on the camera gaze point. Therefore, when the virtual camera is controlled based on the camera posture, the virtual camera can shoot the above-mentioned virtual scene toward the above-mentioned camera gaze point.
[0097] Specifically, the above-mentioned camera pose indication parameters include a camera rotation angle and a camera arm length. The above-mentioned determination of the camera pose corresponding to each animation frame based on the above-mentioned target viewpoint and the above-mentioned camera pose indication parameters corresponding to each animation frame may include: determining the direction vector of the above-mentioned virtual camera toward the above-mentioned target viewpoint based on the above-mentioned camera rotation angle and the above-mentioned target viewpoint; determining the relative position vector between the above-mentioned virtual camera and the above-mentioned target viewpoint based on the above-mentioned direction vector and the above-mentioned camera arm length; and determining the camera pose of the above-mentioned virtual camera based on the above-mentioned target viewpoint and the above-mentioned relative position vector.
[0098] For example, if the camera rotation angle is set to arm_rotation_blend, the target viewpoint can be used as a starting point, and arm_rotation_blend can be converted into a direction vector arm_direction_blend of the virtual camera toward the target viewpoint.
[0099] Then, set the camera arm length to arm_length_blend and the position of the target viewpoint to focus_point_blend, and the camera pose of the above virtual camera can be calculated, that is, focus_point_blend-arm_direction_blend*arm_length_blend.
[0100] From the above content, it can be seen that by obtaining the object gaze points corresponding to the first virtual object and the second virtual object in the virtual scene respectively, the above object gaze points are the gaze points of the virtual camera when shooting the virtual objects; the first camera shooting parameters of the above virtual camera when shooting the corresponding virtual objects are determined; based on the above object gaze points and the above first camera shooting parameters, the second camera shooting parameters of the multiple frames of animation frames to be shot by the above virtual camera during the transition shooting process are determined, and the above transition shooting is the transition from shooting for the first virtual object to shooting for the second virtual object; based on the above second camera shooting parameters, the above virtual camera is controlled to shoot multiple animation frames in the above virtual scene to obtain the object transition animation, so as to obtain the second camera shooting parameters of the multiple frames of animation frames in the transition shooting process through the object gaze points corresponding to each virtual object, which are used to control the virtual camera to perform transition shooting, so as to make the animation presentation effect of the transition shooting between the two virtual objects more natural and enhance the player's visual experience.
[0101] This embodiment also provides an animation generating device, which can be integrated into a terminal device. Figure 7 As shown, the animation generating device may include:
[0102] A gaze point acquisition module 701 is configured to acquire the object gaze points corresponding to the first virtual object and the second virtual object in the virtual scene, respectively. The object gaze points are the gaze points of the virtual camera when shooting the virtual objects.
[0103] A first parameter determination module 702 is used to determine a first camera shooting parameter when the virtual camera shoots the corresponding virtual object;
[0104] A second parameter determination module 703 is configured to determine, based on the object gaze point and the first camera shooting parameters, second camera shooting parameters for a plurality of animation frames to be shot by the virtual camera during a transition shooting process, wherein the transition shooting process is transitioning from shooting the first virtual object to shooting the second virtual object;
[0105] The shooting module 704 is used to control the virtual camera to shoot multiple animation frames in the virtual scene based on the second camera shooting parameters to obtain the object transition animation.
[0106] In some embodiments, the second camera shooting parameters include the target viewpoint and camera parameters of the virtual camera. The second parameter determination module 703 is specifically configured to:
[0107] Determine the transition process indication parameters of each animation frame;
[0108] interpolating the object gaze point based on the transition progress indication parameters of each animation frame to obtain a target viewpoint corresponding to each animation frame;
[0109] Based on the transition progress indication parameters of each animation frame, the first camera shooting parameters are interpolated to obtain camera parameters corresponding to each animation frame.
[0110] In some embodiments, the camera module 704 is specifically configured to:
[0111] Based on the target viewpoint and the camera parameters corresponding to each animation frame, the virtual camera is controlled to shoot the corresponding animation frame in the virtual scene to obtain the object transition animation.
[0112] In some embodiments, the camera parameters include camera posture indication parameters, and the shooting module 704 is specifically configured to:
[0113] Determine the camera pose corresponding to each animation frame based on the target viewpoint and the camera pose indication parameters corresponding to each animation frame;
[0114] Based on the camera poses corresponding to the animation frames, the virtual cameras are controlled to shoot the corresponding animation frames in the virtual scenes.
[0115] In some embodiments, the camera pose indication parameter includes the camera arm length, and the second parameter determination module 703 is specifically configured to:
[0116] Based on the transition process indication parameter of each animation frame, the arm length value range corresponding to the first camera shooting parameter is interpolated to obtain the camera arm length corresponding to each animation frame.
[0117] In some embodiments, the camera pose indication parameter includes a camera rotation angle, and the second parameter determination module 703 is specifically configured to:
[0118] Based on the transition process indication parameter of each animation frame, the angle value range corresponding to the first camera shooting parameter is interpolated to obtain the camera rotation angle corresponding to each animation frame.
[0119] In some embodiments, the gaze point acquisition module 701 is specifically configured to:
[0120] Obtaining an initial camera position, camera orientation, and initial camera arm length when the virtual camera photographs the first virtual object or the second virtual object respectively;
[0121] Determining an object gaze point corresponding to the first virtual object based on an initial camera position, a camera orientation, and an initial camera arm length corresponding to the first virtual object;
[0122] Based on the initial camera position, camera orientation, and initial camera arm length corresponding to the second virtual object, an object gaze point corresponding to the second virtual object is determined.
[0123] From the above content, it can be seen that by obtaining the object gaze points corresponding to the first virtual object and the second virtual object in the virtual scene respectively, the above object gaze points are the gaze points of the virtual camera when shooting the virtual objects; the first camera shooting parameters of the above virtual camera when shooting the corresponding virtual objects are determined; based on the above object gaze points and the above first camera shooting parameters, the second camera shooting parameters of the multiple frames of animation frames to be shot by the above virtual camera during the transition shooting process are determined, and the above transition shooting is the transition from shooting for the first virtual object to shooting for the second virtual object; based on the above second camera shooting parameters, the above virtual camera is controlled to shoot multiple animation frames in the above virtual scene to obtain the object transition animation, so as to obtain the second camera shooting parameters of the multiple frames of animation frames in the transition shooting process through the object gaze points corresponding to each virtual object, which are used to control the virtual camera to perform transition shooting, so as to make the animation presentation effect of the transition shooting between the two virtual objects more natural and enhance the player's visual experience.
[0124] Accordingly, an embodiment of the present application further provides an electronic device, which may be a terminal, such as a smartphone, a tablet computer, a laptop computer, a touch screen, a game console, a personal computer (PC), a personal digital assistant (PDA), or the like. Alternatively, the electronic device may be a server.
[0125] like Figure 8 As shown, Figure 8 Schematic diagram of the structure of an electronic device provided in an embodiment of the present application. The electronic device 800 includes a processor 801 having one or more processing cores, a memory 802 having one or more computer-readable storage media, and a computer program stored in the memory 802 and executable on the processor. The processor 801 is electrically connected to the memory 802. It will be understood by those skilled in the art that the electronic device structure shown in the figure does not constitute a limitation of the electronic device, and may include more or fewer components than shown, or combine certain components, or arrange the components differently.
[0126] The processor 801 is the control center of the electronic device 800. It connects the various parts of the entire electronic device 800 using various interfaces and lines. By running or loading software programs and / or units stored in the memory 802 and calling data stored in the memory 802, it executes various functions of the electronic device 800 and processes data, thereby monitoring the entire electronic device 800. The processor 801 can be a central processing unit (CPU), a graphics processing unit (GPU), a network processor (NP), etc., and can implement or execute the various methods, steps, and logic blocks disclosed in the embodiments of this application.
[0127] In the embodiment of the present application, the processor 801 in the electronic device 800 loads instructions corresponding to one or more application processes into the memory 802 according to the following steps, and the processor 801 runs the application stored in the memory 802 to implement various functions, such as:
[0128] Obtaining object gaze points corresponding to a first virtual object and a second virtual object in a virtual scene, respectively, where the object gaze points are gaze points of a virtual camera when shooting the virtual objects;
[0129] Determining first camera shooting parameters when the virtual camera shoots the corresponding virtual object;
[0130] Determining, based on the object gaze point and the first camera shooting parameters, second camera shooting parameters for a plurality of animation frames to be shot by the virtual camera during a transition shooting process, wherein the transition shooting process is transitioning from shooting the first virtual object to shooting the second virtual object;
[0131] Based on the second camera shooting parameters, the virtual camera is controlled to shoot a plurality of animation frames in the virtual scene to obtain an object transition animation.
[0132] Therefore, the electronic device 800 provided by this embodiment can bring the following technical effects: it makes the animation presentation effect of the transition shooting between two virtual objects more natural, thereby improving the player's visual experience.
[0133] The specific implementation of the above operations can be found in the previous embodiments and will not be repeated here.
[0134] Optional, such as Figure 8 As shown, the electronic device 800 further includes: a touch screen 803, a radio frequency circuit 804, an audio circuit 805, an input unit 806, and a power supply 807. Among them, the processor 801 is electrically connected to the touch screen 803, the radio frequency circuit 804, the audio circuit 805, the input unit 806, and the power supply 807 respectively. Those skilled in the art will understand that Figure 8 The electronic device structure shown in the figure does not constitute a limitation to the electronic device, and may include more or fewer components than shown in the figure, or combine certain components, or arrange the components differently.
[0135] The touch display screen 803 can be used for displaying a graphical user interface and receiving an operation instruction generated by the user acting on the graphical user interface. The touch display screen 803 can include a display panel and a touch panel. Among them, the display panel can be used for displaying information input by the user or information provided to the user and various graphical user interfaces of the electronic device, and these graphical user interfaces can be composed of graphics, text, icons, videos and any combination thereof. Optionally, the display panel can be configured in the form of a liquid crystal display (LCD), an organic light emitting diode (OLED, Organic Light-Emitting Diode) or the like. The touch panel can be used for collecting the user's touch operation on or near it (such as the user uses any suitable object or accessory such as a finger, a stylus on the touch panel or near the touch panel) and generates corresponding operation instructions, and the operation instructions execute corresponding programs. Optionally, the touch panel may include two parts: a touch detection device and a touch controller. Among them, the touch detection device detects the user's touch direction, detects the signal brought by the touch operation, and transmits the signal to the touch controller; the touch controller receives the touch information from the touch detection device, converts it into the touch point coordinates, and then sends it to the processor 801, and can receive the command sent by the processor 801 and execute it. The touch panel can cover the display panel. When the touch panel detects a touch operation on or near it, it is transmitted to the processor 801 to determine the type of touch event, and then the processor 801 provides a corresponding visual output on the display panel according to the type of touch event. In an embodiment of the present application, the touch panel and the display panel can be integrated into the touch display screen 803 to realize the input and output functions. However, in some embodiments, the touch panel and the touch panel can be used as two independent components to realize the input and output functions. That is, the touch display screen 803 can also be used as part of the input unit 806 to realize the input function.
[0136] The radio frequency circuit 804 may be used to transmit and receive radio frequency signals, so as to establish wireless communication with a network device or other electronic devices through wireless communication, and to transmit and receive signals with the network device or other electronic devices.
[0137] The audio circuit 805 can be used to provide an audio interface between the user and the electronic device through a speaker and microphone. The audio circuit 805 can convert the received audio data into an electrical signal and transmit it to the speaker, which then converts it into a sound signal for output. On the other hand, the microphone converts the collected sound signal into an electrical signal, which is received by the audio circuit 805 and converted into audio data. The audio data is then output to the processor 801 for processing, and then sent to another electronic device through the radio frequency circuit 804, or the audio data is output to the memory 802 for further processing. The audio circuit 805 may also include an earphone jack to provide communication between external headphones and the electronic device.
[0138] The input unit 806 may be configured to receive input digital, character information, or user feature information (such as fingerprint, iris, or facial information), and to generate keyboard, mouse, joystick, optical, or trackball signal input related to user settings and function control.
[0139] Power supply 807 is used to supply power to various components of electronic device 800. Optionally, power supply 807 can be logically connected to processor 801 via a power management system, thereby enabling the power management system to manage charging, discharging, and power consumption. Power supply 807 can also include one or more DC or AC power supplies, a recharging system, a power failure detection circuit, a power converter or inverter, a power status indicator, and other arbitrary components.
[0140] although Figure 8 Not shown in the figure, the electronic device 800 may further include a camera, a sensor, a wireless fidelity module, a Bluetooth module, etc., which will not be described in detail here.
[0141] In the above embodiments, the description of each embodiment has its own focus. For parts that are not described in detail in a certain embodiment, reference can be made to the relevant descriptions of other embodiments.
[0142] Those skilled in the art will appreciate that all or part of the steps in the various methods of the above embodiments may be accomplished by instructions, or by controlling related hardware through instructions. The instructions may be stored in a computer-readable storage medium and loaded and executed by a processor.
[0143] To this end, an embodiment of the present application provides a computer-readable storage medium storing a plurality of computer programs, which can be loaded by a processor to execute any of the animation generation methods provided in the embodiments of the present application. The computer program can execute the following steps of the animation generation method:
[0144] Obtaining object gaze points corresponding to a first virtual object and a second virtual object in a virtual scene, respectively, where the object gaze points are gaze points of a virtual camera when shooting the virtual objects;
[0145] Determining first camera shooting parameters when the virtual camera shoots the corresponding virtual object;
[0146] Determining, based on the object gaze point and the first camera shooting parameters, second camera shooting parameters for a plurality of animation frames to be shot by the virtual camera during a transition shooting process, wherein the transition shooting process is transitioning from shooting the first virtual object to shooting the second virtual object;
[0147] Based on the second camera shooting parameters, the virtual camera is controlled to shoot a plurality of animation frames in the virtual scene to obtain an object transition animation.
[0148] It can be seen that the computer program can be loaded by the processor to execute any animation generation method provided in the embodiments of the present application, thereby bringing the following technical effects: making the animation presentation effect of the transition shooting between two virtual objects more natural and enhancing the player's visual experience.
[0149] The specific implementation of the above operations can be found in the previous embodiments and will not be repeated here.
[0150] The computer-readable storage medium may include a read-only memory (ROM), a random access memory (RAM), a magnetic disk or an optical disk, etc.
[0151] Since the computer program stored in the computer-readable storage medium can execute any animation generation method provided in the embodiments of the present application, the beneficial effects that can be achieved by any animation generation method provided in the embodiments of the present application can be achieved. Please refer to the previous embodiments for details and will not be repeated here.
[0152] According to one aspect of the present application, a computer program product or computer program is also provided, the computer program product or computer program including computer instructions stored in a computer-readable storage medium. A processor of an electronic device reads the computer instructions from the computer-readable storage medium and executes the computer instructions, causing the electronic device to perform the methods provided in various optional implementations of the above embodiments.
[0153] In the above-described embodiments of the animation generation device, computer-readable storage medium, electronic device, and computer program product, the descriptions of each embodiment have different focuses. For portions not described in detail in a particular embodiment, reference can be made to the relevant descriptions of other embodiments. Those skilled in the art will clearly understand that, for the sake of convenience and brevity, the specific working processes and beneficial effects of the above-described animation generation device, computer-readable storage medium, computer program product, electronic device, and their corresponding units can be referred to in the description of the animation generation method in the above embodiments, and the details will not be repeated here.
[0154] The above is a detailed introduction to an animation generation method, device, electronic device, computer-readable storage medium and computer program product provided in the embodiments of the present application. Specific examples are used herein to illustrate the principles and implementation methods of the present application. The description of the above embodiments is only used to help understand the method of the present application and its core idea; at the same time, for technical personnel in this field, based on the ideas of the present application, there will be changes in the specific implementation methods and application scope. In summary, the content of this specification should not be understood as a limitation on the present application.
Claims
1. An animation generation method, characterized in that: The method comprises: Obtaining object gaze points corresponding to a first virtual object and a second virtual object in a virtual scene, respectively, where the object gaze points are gaze points of a virtual camera when shooting the virtual objects; Determining a first camera shooting parameter when the virtual camera shoots the corresponding virtual object; determining, based on the object gaze point and the first camera shooting parameters, second camera shooting parameters for a plurality of animation frames to be shot by the virtual camera during a transition shooting process, wherein the transition shooting is transitioning from shooting for the first virtual object to shooting for the second virtual object; Based on the second camera shooting parameters, the virtual camera is controlled to shoot multiple animation frames in the virtual scene to obtain an object transition animation.
2. The animation generation method according to claim 1, wherein: The second camera shooting parameters include a target viewpoint and camera parameters of the virtual camera, and determining the second camera shooting parameters of a plurality of animation frames to be shot by the virtual camera during the transition shooting process based on the object gaze point and the first camera shooting parameters includes: Determine the transition process indication parameters of each animation frame; interpolating the object gaze point based on the transition process indication parameter of each animation frame to obtain a target viewpoint corresponding to each animation frame; Based on the transition process indication parameter of each animation frame, the first camera shooting parameter is interpolated to obtain the camera parameter corresponding to each animation frame.
3. The animation generation method according to claim 2, wherein: The step of controlling the virtual camera to shoot a plurality of animation frames in the virtual scene based on the second camera shooting parameters to obtain an object transition animation includes: Based on the target viewpoint and the camera parameters corresponding to each animation frame, the virtual camera is controlled to shoot the corresponding animation frame in the virtual scene to obtain the object transition animation.
4. The animation generation method according to claim 3, wherein: The camera parameters include camera pose indication parameters, and the control of the virtual camera to shoot the corresponding animation frame in the virtual scene based on the target viewpoint and the camera parameters corresponding to each animation frame includes: Determining the camera pose corresponding to each animation frame based on the target viewpoint and the camera pose indication parameter corresponding to each animation frame; Based on the camera pose corresponding to each animation frame, the virtual camera is controlled to shoot the corresponding animation frame in the virtual scene.
5. The animation generation method according to claim 4, wherein: The camera pose indication parameter includes a camera arm length. The first camera shooting parameter is interpolated based on the transition process indication parameter of each animation frame to obtain the camera parameters corresponding to each animation frame, including: Based on the transition process indication parameter of each animation frame, the arm length value range corresponding to the first camera shooting parameter is interpolated to obtain the camera arm length corresponding to each animation frame.
6. The animation generation method according to claim 4, wherein: The camera pose indication parameter includes a camera rotation angle, and the transition process indication parameter based on each animation frame is interpolated on the first camera shooting parameter to obtain the camera parameters corresponding to each animation frame, including: Based on the transition process indication parameter of each animation frame, the angle value range corresponding to the first camera shooting parameter is interpolated to obtain the camera rotation angle corresponding to each animation frame.
7. The animation generation method according to any one of claims 1 to 6, characterized in that: The obtaining of object gaze points corresponding to the first virtual object and the second virtual object in the virtual scene respectively includes: Obtaining an initial camera position, camera orientation, and initial camera arm length when the virtual camera photographs the first virtual object or the second virtual object respectively; determining an object gaze point corresponding to the first virtual object based on an initial camera position, a camera orientation, and an initial camera arm length corresponding to the first virtual object; An object gaze point corresponding to the second virtual object is determined based on an initial camera position, a camera orientation, and an initial camera arm length corresponding to the second virtual object.
8. An animation generating device, characterized in that: The device comprises: A gaze point acquisition module is used to acquire object gaze points corresponding to the first virtual object and the second virtual object in the virtual scene, respectively, where the object gaze points are gaze points when the virtual camera is shooting the virtual objects; A first parameter determination module, configured to determine a first camera shooting parameter when the virtual camera shoots a corresponding virtual object; a second parameter determination module, configured to determine, based on the object gaze point and the first camera shooting parameters, second camera shooting parameters for a plurality of animation frames to be shot by the virtual camera during a transition shooting process, wherein the transition shooting is transitioning from shooting for the first virtual object to shooting for the second virtual object; The shooting module is used to control the virtual camera to shoot multiple animation frames in the virtual scene based on the shooting parameters of the second camera to obtain object transition animation.
9. An electronic device, characterized in that: The system comprises a processor and a memory, wherein the memory stores a plurality of instructions; the processor loads instructions from the memory to execute the steps of the animation generation method according to any one of claims 1 to 7.
10. A computer-readable storage medium, characterized in that The computer-readable storage medium stores a plurality of instructions, and the instructions are suitable for being loaded by a processor to execute the steps of the animation generation method according to any one of claims 1 to 7.