Rendering method, device and equipment of attachment model and readable storage medium

By setting up skeletal chains and patch models for the attached models in racing games, and calculating the amount of bone rotation based on the movement speed to render the attached models, the problem of uncontrollable dynamic effects was solved, improving the user experience and optimizing rendering performance.

CN121505124APending Publication Date: 2026-02-10NETEASE (HANGZHOU) NETWORK CO LTD
View PDF 0 Cites 0 Cited by

Patent Information

Application Number
CN202511670055.8
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-11-13
Publication Date
2026-02-10

AI Technical Summary

Technical Problem

In racing games, the uncontrollable dynamic effects of attached models, such as ribbons, caused by cartilage editing, affect the user's visual experience, especially when the car is accelerating or decelerating, the attached models may drift forward or droop and obstruct the view.

Method used

By attaching multiple bone chains and surface models to the target object, the bone rotation is determined in response to the target object's movement speed. The bone rotation is iteratively calculated to render the attached model, thus avoiding uncontrollable drifting effects.

Benefits of technology

It achieves controllable dynamic effects of the attached model during the movement of the target object, improves the user's gaming experience, simplifies rendering calculations, and optimizes performance consumption.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure CN121505124A_ABST
    Figure CN121505124A_ABST
Patent Text Reader

Abstract

The invention discloses an attachment model rendering method, device and equipment and a readable storage medium, and the method comprises the steps: determining a to-be-rendered initial attachment model and a target object to which the initial attachment model is attached, and the initial attachment model comprises a skeleton chain formed by connecting a plurality of skeletons in sequence and a patch model associated with the skeleton chain; in response to the movement of the target object in the virtual scene, sequentially determining the rotation amount of each skeleton in the skeleton chain based on the movement speed of the target object; and based on the rotation amount of each skeleton, rendering the patch model to obtain a rendered target attachment model. According to the scheme provided by the embodiment of the invention, while the rendering effect that the attachment model moves along with the target object is realized, the uncontrollable fluttering effect occurring when the attachment model is rendered based on a real physical engine is avoided, and the game experience of a user is effectively improved.
Need to check novelty before this filing date? Find Prior Art

Description

Technical Field

[0001] This application relates to the field of model rendering technology, specifically to a rendering method, apparatus, device, and readable storage medium for an attached model. Background Technology

[0002] In the creation of motion effects for traditional attached models, such as hair, ribbons, or other objects that change with the target, this purpose is often achieved by setting up cartilage on the skeleton. For example, after creating a skeletal model of the target object using a Digital Content Creation (DCC) tool, attachments can be added to the target object through the cartilage editing function node, thereby rendering a dynamic effect based on physical effects, where the attachments change with the user's actions on the target object.

[0003] However, in some scenarios, such as racing games, when it is necessary to configure attached models such as special effects, lighting effects, and ribbons to improve the performance of the car, the attached models may exhibit uncontrollable dynamic effects during the game. For example, the acceleration or deceleration of the car in the game will cause the attached models to have uncontrollable dynamic drifting effects, which will affect the user's visual experience to some extent. Summary of the Invention

[0004] This application provides a rendering method, apparatus, device, and readable storage medium for attached models, aiming to partially solve the uncontrollable dynamic effects of attached models, thereby improving the performance of attached models following target objects in some scenarios.

[0005] Firstly, this application provides a rendering method for an attached model, comprising: Determine the initial attachment model to be rendered and the target object to which the initial attachment model is attached. The initial attachment model includes a bone chain consisting of multiple bones connected in sequence and a patch model associated with the bone chain. In response to the movement of the target object within the virtual scene, the rotation amount of each bone in the skeletal chain is determined sequentially based on the movement speed of the target object; Based on the rotation of each bone in the initial attachment model, the patch model is rendered to obtain the rendered target attachment model.

[0006] Secondly, this application provides a rendering apparatus for an attached model, comprising: The determination module is used to determine the initial attachment model to be rendered and the target object to which the initial attachment model is attached. The initial attachment model includes a bone chain consisting of multiple bones connected in sequence and a patch model associated with the bone chain. A configuration module is used to respond to the movement of the target object in the virtual scene and determine the rotation amount of each bone in the skeletal chain in sequence based on the movement speed of the target object; The rendering module is used to render the patch model based on the rotation amount of each bone in the initial attachment model to obtain the rendered target attachment model.

[0007] Thirdly, this application provides a computer device, the computer device comprising: One or more processors; Memory; and One or more applications, wherein the one or more applications are stored in the memory and configured to be executed by the processor to implement the rendering method of the attached model as described in any of the preceding claims.

[0008] Fourthly, this application provides a computer-readable storage medium having a computer program stored thereon, the computer program being loaded by a processor to implement the rendering method of the attached model described in any of the preceding claims.

[0009] A computer-readable storage medium is also provided, on which a computer program is stored, which is loaded by a processor to perform the steps in any of the above-described methods or design schemes.

[0010] The attached model rendering method provided in this application attaches a bone chain consisting of multiple bones connected sequentially, along with a surface associated with the bone chain, to a target object. In response to the target object's movement within the virtual scene, the rotation amount of each bone in the bone chain is determined sequentially based on the target object's movement speed. The surface model is then rendered based on the rotation amount of each bone, resulting in a rendered target attached model. The solution provided in this application achieves a rendering effect where the attached model follows the target object's movement, while avoiding the uncontrollable drifting effect that occurs when the attached model is rendered using a realistic physics engine, effectively improving the user's gaming experience. Attached Figure Description

[0011] To more clearly illustrate the technical solutions in the embodiments of this application, the accompanying drawings used in the description of the embodiments will be briefly introduced below. Obviously, the accompanying drawings described below are only some embodiments of this application. For those skilled in the art, other drawings can be obtained based on these drawings without creative effort.

[0012] Figure 1 A flowchart illustrating the steps of a rendering method for an attached model provided in an embodiment of this application; Figure 2This is a schematic diagram illustrating the effect of an attachment model being attached to a target object, as provided in an embodiment of this application. Figure 3 A flowchart illustrating the steps for determining the rotation amount of a bone based on the object's movement speed, provided in an embodiment of this application; Figure 4 This is a schematic diagram illustrating the effect of a mapping curve between rotation amount and movement speed provided in an embodiment of this application; Figure 5 This is a schematic diagram of another step in rendering an attachment model provided in an embodiment of this application; Figure 6 A schematic diagram of the structure of a rendering device for an attached model provided in an embodiment of this application; Figure 7 This is a schematic diagram of the structure of a computer device provided in an embodiment of this application. Detailed Implementation

[0013] The technical solutions of the embodiments of this application will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of this application, and not all embodiments. Based on the embodiments of this application, all other embodiments obtained by those skilled in the art without creative effort are within the scope of protection of this application.

[0014] The use of "applies to" or "configured to" in this application implies open and inclusive language, which does not exclude the applicability to or configuration to devices performing additional tasks or steps. Additionally, the use of "based on" implies openness and inclusivity, because processes, steps, calculations, or other actions "based on" one or more of the stated conditions or values ​​may in practice be based on additional conditions or values ​​beyond those stated.

[0015] In this application, the term "exemplary" is used to mean "used as an example, illustration, or description." Any embodiment described as "exemplary" in this application is not necessarily to be construed as being more preferred or advantageous than other embodiments. The following description is provided to enable any person skilled in the art to make and use this application. Details are set forth in the following description for purposes of explanation. It should be understood that those skilled in the art will recognize that this application can be made without using these specific details. In other instances, well-known structures and processes are not described in detail to avoid obscuring the description of this application with unnecessary detail. Therefore, this application is not intended to be limited to the embodiments shown, but is consistent with the broadest scope of the principles and features disclosed in this application.

[0016] To clearly understand the application scenarios of the attached model rendering method provided in this application, the relevant background of the attached model rendering method provided in this application will first be explained. Specifically, an attached model is a type of object model that changes with the target, such as common human hair, ribbons, etc. It is usually created by creating a skeletal model of the target object through digital content creation tools, and then adding attachments to the target object through the cartilage editing function node, thereby rendering the attachments following the target object based on specific physical effects, such as the dynamic effects of hair or ribbons on clothing blowing or fluttering as the person moves.

[0017] However, in some scenarios, such as racing games, to enhance the performance of the car, attachment models such as special effects, lighting effects, and ribbons are often added. But when adding cartilage to the car's skeletal model using cartilage editing to represent these attachment models, the auxiliary models may exhibit uncontrollable dynamic effects during gameplay due to the physics simulation. This is especially true during acceleration and deceleration at high speeds, which can inevitably cause the attachment models to drift forward or droop and adhere to the rear of the car. This can obstruct the user's view, such as the track, thus affecting the gaming experience.

[0018] To address the aforementioned technical problems, this application provides a rendering method, apparatus, device, and readable storage medium for attached models. While avoiding the uncontrollable drifting effect that occurs when the attached model is rendered using a realistic physics engine, it achieves a rendering effect where the attached model follows the target object's movement. In other words, the attached model rendering method provided by this application solves the defect that, in a special scenario such as a high-speed moving target object, the physical representation effect based on cartilage affects the performance of the attached model. It provides a controllable and relatively simplified rendering optimization method for simulating physics. Specifically, for ease of understanding, specific embodiments will be described below.

[0019] Please see Figure 1 , Figure 1 This application provides a flowchart illustrating the steps of a rendering method for an attached model, which is mainly used for rendering a type of attached model attached to a specific target object in a virtual scene. Specifically, it includes: S110, determine the initial attachment model to be rendered and the target object to which the initial attachment model is attached.

[0020] In this embodiment, the initial attached model to be rendered typically refers to a virtual model of an attached object created in a virtual scene and attached to a specific target object. Specifically, considering that the attached model rendering method provided in this application is specifically designed to solve the problem of uncontrollable performance of the attached model in scenes with high-speed movement of the target object, the target object provided in this embodiment is typically a virtual object exhibiting high-speed movement behavior in a virtual scene. The attached object attached to this target object often needs to exhibit a specific, controllable dynamic floating effect while moving with the target object. For example, in one possible implementation, the target object can be a virtual race car in a racing game, and the attached object to the target object can be a light effect, special effect, ribbon, or other object that can move at high speed with the virtual race car and render specific performance effects, such as exhibiting different degrees of drifting effects as the target object accelerates or decelerates, without causing uncontrollable forward drifting or drooping due to the target object's acceleration or deceleration, thus affecting the user's vision. Of course, in addition to the above-mentioned racing scene, other attached models to the target object, such as sailboats or bullets, can also use the attached model rendering method provided in this application to achieve controllable rendering of the attached model when it is necessary to avoid uncontrollable dynamic effects caused by the realistic physical effects of cartilage in high-speed movement scenes. This application does not limit this.

[0021] Specifically, in the embodiments of this application, the attachment model attached to the target object typically includes a skeletal chain composed of multiple bones connected sequentially. Furthermore, to represent the material effect of the attached object, the attachment model also includes a patch model associated with the skeletal chain. For a clearer understanding of the above, please refer to [link to relevant documentation]. Figure 2 , Figure 2 This is a schematic diagram illustrating the effect of an attachment model attached to a target object, as provided in an embodiment of this application. Details are as follows.

[0022] In this embodiment, the target object 210 exists specifically in the form of a racing car model, while the attached model 220 can be a ribbon attached to the tail wing of the racing car. Specifically, the attached model 220 is configured to consist of multiple skeletons 221 and a surface model (not shown in the figure, generally attached to the skeleton).

[0023] To facilitate understanding of the individual bones in the skeletal chain, in this embodiment, the bones will be described sequentially according to the order in which they are connected. Specifically, the first bone is the first bone directly attached to the target object in the skeletal chain, i.e., the bone at the beginning of the chain. The second bone is the bone sequentially connected to the first bone, i.e., the second bone. The third bone is the bone sequentially connected to the second bone, i.e., the third bone, and so on, until the end of the skeletal chain is reached, i.e., the last bone furthest from the target object.

[0024] The relationship between the patch model and the skeletal chain in the initial attachment model usually refers to the binding weights of each bone in the skeletal chain to the patch model. Specifically, the binding weights indicate the degree of influence the patch model receives from the bones, thereby determining the degree of deformation of the patch model during the rendering process to indicate the final rendering effect.

[0025] Of course, it should be noted that, in order to achieve the rendering effect of the attached model in the virtual scene, in one embodiment of this application, the initial attached model needs to be pre-created and bound to a specific target object. Based on this, the initial attached model often needs to be configured as a sub-object controlled by the target object's target controller; that is, the rendering of the initial attached model is achieved through the control of the target object in the virtual scene. For example, in a possible implementation, taking a racing game as an example, the attached model, such as a ribbon, can be configured as a controller controlled by the racing car, specifically, it can be controlled by the controller of the racing car's tail wing, thereby achieving a following effect on the racing car.

[0026] S120, in response to the movement of the target object in the virtual scene, the rotation amount of each bone in the skeletal chain is determined sequentially based on the movement speed of the target object.

[0027] In one embodiment of this application, when entering the game, and controlling the movement of the target object within the virtual scene in response to the target user's game operations—for example, controlling the racing behavior of a virtual race car on a virtual track in response to the target user's acceleration, deceleration, or steering—each bone in the skeletal chain of the attached model is controlled by the target object's movement speed, thereby adjusting its rotation amount sequentially to instruct the attached model to exhibit a specific deformation effect. Specifically, the rotation amount here can be the rotation angle of each bone relative to a specific axis in a specific plane, or it can be the rotation angle of each bone relative to the previous bone. This embodiment of the application does not limit the reference benchmark for the rotation amount of each bone; it can be the same reference benchmark or different reference benchmarks can be set for each bone. Furthermore, to avoid uncontrollable rendering effects in the attached model, in some embodiments of this application, the same or different rotation amount thresholds can be set for these bones, such as a maximum allowed rotation amount, thereby further improving the final rendering effect of the attached model.

[0028] Furthermore, to enable the attached model to simulate physical effects more realistically and diversely while avoiding uncontrollable rendering performance, and to simplify the computational load required for rendering (i.e., optimize rendering performance), one embodiment of this application provides a method for setting the rotation of the first bone in the skeletal chain based on the movement speed of the target object, thereby further determining the rotation of the next connected bone based on the rotation of each bone. For details, please refer to [link to relevant documentation]. Figure 3 , Figure 3 This application provides a flowchart illustrating steps for determining bone rotation based on object movement speed, specifically including steps S310-S330: S310, determine the rotation amount of the first bone in the skeletal chain based on the moving speed of the target object.

[0029] In one embodiment of this application, as described above, the first bone is the first bone of the initial attachment model attached to the target object, that is, the bone at the beginning of the bone chain that is in contact with the target object. Since the performance of the target object directly affects the rendering performance of this bone, in one embodiment of this application, the rotation amount of the first bone in the bone chain is determined based on the target object's movement speed. For example, in one possible implementation, a curve mapping relationship can be established between the target object's movement speed and the rotation amount of the first bone in the bone chain. The movement speed and the rotation amount of the first bone can be positively correlated; that is, as the target object's movement speed increases, the first bone exhibits a higher rotation effect, thereby rendering a larger amplitude effect, such as a more undulating ribbon on a vehicle's rear wing.

[0030] Of course, considering that the attachment model rendering method provided in this application is particularly suitable for rendering attachment models of highly moving target objects, and that it is necessary to suppress uncontrollable performance effects of the attachment model, therefore, in one embodiment of this application, the attachment model rendering method provided in this application needs to be activated when the target object's movement speed reaches a certain level. Furthermore, as the target object's movement speed increases and reaches a given maximum speed threshold, the rotation amount of the first bone will also reach its maximum value and will no longer increase, thereby avoiding uncontrollable performance effects. In other words, in one embodiment of this application, the rotation amount of the first bone is set based on the target object's movement speed and the set maximum and minimum movement speeds. That is, in one embodiment, determining the rotation amount of the first bone in the bone chain based on the target object's movement speed includes: In response to the target object's moving speed being less than a first moving speed, a preset first rotation amount is used as the rotation amount of the first bone in the skeletal chain; In response to the target object's moving speed being greater than the second moving speed, a preset second rotation amount is used as the rotation amount of the first bone in the skeletal chain; In response to the target object's movement speed being between the first movement speed and the second movement speed, the target rotation amount associated with the movement speed is used as the rotation amount of the first bone in the skeletal chain based on a preset mapping curve.

[0031] In this embodiment, the first moving speed can be understood as the minimum speed set for the target object. If the target object does not reach the first moving speed, that is, the moving speed is less than the first moving speed, a given minimum first rotation amount will be used as the rotation amount of the first bone in the skeletal chain. In particular, the first rotation amount can be 0, that is, if the target object does not reach the first moving speed, the rotation amount of the first bone is 0, or if the target object does not reach the first moving speed, the physical performance effect of the attachment model can be simulated based on conventional cartilage control methods.

[0032] Furthermore, the second movement speed can be understood as the maximum speed set for the target object. When the target object's movement speed has reached or exceeded the second movement speed, the preset second rotation amount can be used as the rotation amount of the first bone. This second rotation amount can be considered the maximum rotation amount of the first bone, thus preventing excessive deformation of the first bone from causing uncontrollable rendering effects on the attached model. For example, in one possible implementation, the second rotation amount could be 180°, preventing the first bone from excessively rotating to a forward-leaning state and obstructing the user's view. Of course, based on the actual performance of the virtual scene, the second rotation amount can also be set to other values ​​that will not render uncontrollable effects, and this application embodiment does not impose any limitations on this.

[0033] Based on this, when the target object's movement speed is between the first movement speed and the second movement speed, the target rotation amount associated with the movement speed will be used as the rotation amount of the first bone in the skeletal chain based on a preset mapping curve. Specifically, in one embodiment, the mapping curve can be obtained by interpolating the first rotation amount at the first movement speed and the second rotation amount at the second movement speed. Of course, the mapping curve can also be determined based on a given curve model. For example, in one possible implementation, the mapping curve can be an S-shaped growth curve. Of course, the mapping curve can also be other types of curves, and this application embodiment does not limit this.

[0034] Specifically, for a better understanding of the mapping curve between the rotation of the first bone and the movement speed of the target object in the embodiments of this application, please refer to... Figure 4 , Figure 4 The following is a detailed illustration of the effect of a mapping curve between rotation amount and movement speed provided in an embodiment of this application.

[0035] In this embodiment, when the target object's movement speed is below v1, the rotation of the first bone is 0°. At this time, the rendering of the attached model can be achieved based on the conventional cartilage control method. When the target object's movement speed reaches v1, in order to avoid uncontrollable rendering effects of the attached model, the rendering method of the attached model provided in this application will be started, and an initial rotation amount will be set for the first bone. The rotation amount of each subsequent bone will be determined in turn until the final rendering of the model is completed. As the target object's movement speed gradually increases, the rotation amount of the first bone gradually increases, so that the final attached model presents a larger amplitude performance effect. When the target object's movement speed reaches v2, the rotation amount of the first bone will no longer increase further.

[0036] Of course, it's understandable that rendering the target attached model often requires showcasing its animation effects, i.e., rendering the attached model's appearance at multiple moments (corresponding to multiple frames in a game). This means that the rotation of the first bone in the skeletal chain is determined based on the target object's movement speed. This rotation can be calculated iteratively; after determining the rotation of the first bone in the first frame, subsequent rotations are iteratively calculated based on the rotation of the first bone in the previous frame and the rotation determined by the movement speed. For example, in one possible implementation, the final rotation of the first bone can be configured as a weighted sum of the rotation determined by the movement speed and the rotation of the previous frame, using a given weighting coefficient. Specifically, the update formula for the first bone's rotation tail_rot_1 is as follows: tail_rot_1′=(RotBase*0.3+tail_rot_1)*α RotBase is the rotation amount determined based on the target object's movement speed, and it is updated in real time based on the target object's movement speed. tail_rot_1′ and tail_rot_1 represent the actual rotation amount of the first bone before and after each frame update, respectively. Through iterative calculation based on the above formula, the result of each iteration is the actual rotation amount of the first bone used when rendering the attached model in each frame. α is an adjustment factor configured based on actual needs.

[0037] S320, determine the rotation amount of the (i+1)th bone based on the rotation amount of the i-th bone in the skeletal chain.

[0038] After calculating the rotation of the first bone in the skeletal chain using the aforementioned scheme, to simulate more realistic physical effects based on simplified calculations, the rotation of each subsequent bone in the chain is determined based on the rotation of the preceding bone. It can be understood that the value of 'i' here ranges from 1 to (total number of bones in the chain - 1). That is, the rotation of the second bone is determined based on the rotation of the first bone, the rotation of the third bone is determined based on the rotation of the second bone, and so on, until the rotation of the last bone in the chain is determined based on the rotation of the second-to-last bone.

[0039] Specifically, similar to the iterative calculation of the rotation of the first bone to calculate the bone rotation in multiple frames and thus render the attachment model in multiple frames, in some embodiments of this application, the rotation of the (i+1)th bone is also calculated iteratively based on the rotation of the i-th bone in the bone chain. Specifically, that is, at the first moment of rendering the attachment model (the first frame of animation), a random rotation is set for the i-th bone as the initial rotation, thereby determining the rotation of the (i+1)th bone in the next moment based on the rotation of the i-th bone in the bone chain at that moment and the initial rotation of the (i+1)th bone in the bone chain at that moment. In other words, in one embodiment, determining the rotation of the (i+1)th bone based on the rotation of the i-th bone in the bone chain includes: The rotation amount of the (i+1)th bone in the skeletal chain at the second moment is determined based on the rotation amount of the i-th bone in the skeletal chain at the first moment and the rotation amount of the (i+1)th bone in the skeletal chain at the first moment. The rotation amount of the (i+1)th bone at time j+1 is determined based on the rotation amount of the i-th bone in the skeletal chain at time j+1 and the rotation amount of the (i+1)th bone in the skeletal chain at time j.

[0040] In this embodiment, an initial rotation amount is randomly generated for each bone chain at the first moment. In subsequent iterative calculations, the updated rotation amount of the current bone is determined by a weighted calculation based on the rotation amount of the previous bone and the rotation amount of the current bone at the previous moment. It can be understood that in the above scheme, the value of i is as described above, while the value of j is 1, until the rendering of the attached model is no longer required. Specifically, the update formula for the rotation amount tail_rot_(i+1) of the (i+1)th bone is as follows: tail_rot_(i+1)′=(tail_rot_i)′*0.3+tail_rot_(i+1))*β Here, tail_rot_(i+1)′ and tail_rot_(i+1) are the rotation amounts of the (i+1)th bone before and after the update, and (tail_rot_i)′ is the rotation amount of the ith bone. β is the adjustment factor corresponding to α.

[0041] Specifically, to facilitate understanding of the complete process for calculating the rotation of bones in a skeletal chain provided in the embodiments of this application, the following will be described in conjunction with specific embodiments.

[0042] Specifically, once the target object's movement speed within the virtual scene reaches a certain speed, the rendering scheme provided in this application is activated. At this point, the rotation amount of the first bone in the first frame is determined based on the target object's movement speed. Simultaneously, an initial rotation amount is randomly initialized for each subsequent bone. Based on this, for each subsequent frame—for example, the second frame—the rotation amount of the first bone is obtained by weighting the rotation amount determined by the target object's movement speed in the second frame with the rotation amount of the first bone in the first frame using the aforementioned formula. Similarly, the rotation amount of the second bone is obtained by weighting the rotation amount of the first bone with the rotation amount of the second bone in the first frame, and so on, thus determining the rotation amount of each bone in the second frame. As the game progresses, in the third, fourth, and subsequent frames, the rotation amount of each bone in the attached model is determined based on the aforementioned scheme, and these rotation amounts determine the rendering performance of the attached model in each frame.

[0043] Furthermore, by using the aforementioned solution, the initial rotation amount of each bone can be randomly generated within the first frame, which can diversify the performance of the attached model. That is, the initial rotation amount is different each time, and it will also affect the rendering effect of the model in subsequent iterative calculations.

[0044] The implementation scheme for determining the rotation amount of the skeleton to render the attached model provided by the embodiments of this application can achieve the effect of physical simulation rendering with simplified calculations, and also avoids the uncontrollable performance effects that occur in the real physical rendering process, which affect the user's visual experience. That is, this application provides a simplified and controllable physical simulation rendering scheme, which effectively meets the need to avoid uncontrollable rendering effects in high-speed object movement scenes, and also optimizes rendering performance consumption to a certain extent.

[0045] Of course, to better represent the physical performance of the attachment model, considering that different materials or types of attachments often have different floating effects, in some embodiments of this application, to better simulate the performance of these materials, the rotation amount of each bone can be adjusted by a first control coefficient used to indicate the softness or hardness of the initial attachment model. For example, in one possible implementation, the first control coefficient can be understood as the parameter α or β used to adjust the bone rotation amount in the aforementioned formula. That is, determining the rotation amount of each bone in the bone chain based on the moving speed of the target object includes: The initial rotation of each bone in the skeletal chain is determined sequentially based on the moving speed of the target object. The initial rotation of each bone in the skeletal chain is adjusted according to a preset first control coefficient to obtain the adjusted rotation of each bone in the skeletal chain. The first control coefficient is configured to indicate the softness or hardness of the initial attachment model.

[0046] The scheme for determining the initial rotation of each bone in the skeletal chain based on movement speed can be found in the aforementioned embodiments, and will not be repeated here. Building upon this, in this embodiment, the initial rotation of each bone in the skeletal chain will be further adjusted according to a preset first control coefficient to obtain the adjusted rotation of each bone. For example, in one possible implementation, the first control coefficient can generally be set to 1. The softer the material of the attached model, the higher the drift amplitude of the attached model, so the first control coefficient can be set slightly higher than 1; conversely, the first control coefficient can be set slightly lower than 1. This embodiment does not limit the configuration of the first control coefficient, which indicates the initial softness or hardness of the attached model, based on its material.

[0047] S130, based on the rotation amount of each bone in the initial attachment model, the patch model is rendered to obtain the rendered target attachment model.

[0048] Based on the rotation amount of each bone in the attached model determined by the aforementioned scheme, and combined with the binding weights of the different bones bound to the patch model, the patch model can be rendered based on the degree of influence of each bone after rotation, thus ultimately presenting a target attached model with specific performance effects.

[0049] Specifically, through the aforementioned iterative calculation process, the rotation amount of each bone in the skeletal chain at different times can be determined. Based on the rotation amount of each bone at a unified target time, the face model is rendered to obtain the target attached model at the target time as the rendering result of that frame. In this way, based on the multi-frame models rendered at multiple times, animation effects that match the movement of the target object in the virtual scene can be generated. For example, the flowing effect of ribbons, or the light effects or special effects that gradually distort as the speed of the race car increases, etc., will not be elaborated on in the embodiments of this application.

[0050] Furthermore, in some embodiments of this application, the skeletal chain of the attached model specifically includes a type of target bone. This target bone is configured with a second control coefficient to indicate its size information; that is, the target bone's size information, particularly its length along a specific axis, can be adjusted by adjusting the second control coefficient. Considering that in virtual games, there often exists a type of virtual event that triggers a close-up shot, requiring adjustment of the virtual camera's perspective within the virtual scene to specifically represent the target object, the size information of the target bone can be simultaneously adjusted based on the second control coefficient to better achieve the desired performance effect of the attached model. For details, please refer to [link to relevant documentation]. Figure 5 , Figure 5 This is a schematic diagram of another rendering attachment model provided in an embodiment of this application, specifically including steps S510~S520: S510, in response to the change in the viewpoint of the virtual camera in the virtual scene, the second control coefficient of the target skeleton is adjusted to adjust the size information of the target skeleton.

[0051] In some embodiments of this application, the perspective of the virtual camera within the virtual scene can be understood as the user's perspective when viewing the virtual scene during a virtual game. Changes in the virtual camera's perspective often indicate a specific triggering event in the virtual game, indicating a close-up of the target object. For example, when a user controls a virtual race car to perform a "perfect drift corner" event on a virtual track, or controls the virtual race car to overtake other virtual race cars on the virtual track, in order to improve the user's gaming experience, the controller often configures and adjusts the virtual camera's perspective to provide the user with a close-up of the "race car." In this scenario, to further enhance the user's gaming experience, the controller also simultaneously adjusts the second control coefficient of the target skeleton to adjust the size information of the target skeleton. Specifically, for example, at least a portion of the target skeleton can be lengthened to achieve a magnification effect on the attached object.

[0052] S520, based on the rotation amount of each bone in the initial attachment model and the adjusted size information of the target bone, the patch model is rendered to obtain the rendered target attachment model.

[0053] Building upon the aforementioned foundation, based on the rotation of each bone in the initial attached model and the adjusted size information of the target bone, when rendering the face model, the attached model can be further magnified while triggering in-game special effects shots, such as the visual experience brought to the user by ribbons or light effects, thereby further enhancing the game experience.

[0054] In particular, in some embodiments of this application, the target bone may include all the bones in the bone chain, but in order to avoid excessive deformation of the bones leading to uncontrollable performance of the attached model, the target bone usually includes at least one bone at the end of the bone chain, for example, it may be one or two bones at the very end.

[0055] The attached model rendering method provided in this application attaches a bone chain consisting of multiple bones connected sequentially, along with a surface associated with the bone chain, to a target object. In response to the target object's movement within the virtual scene, the rotation amount of each bone in the bone chain is determined sequentially based on the target object's movement speed. The surface model is then rendered based on the rotation amount of each bone, resulting in a rendered target attached model. The solution provided in this application achieves a rendering effect where the attached model follows the target object's movement, while avoiding the uncontrollable drifting effect that occurs when the attached model is rendered using a realistic physics engine, effectively improving the user's gaming experience.

[0056] To better implement the rendering method for the attached model provided in the embodiments of this application, based on the rendering method for the attached model provided in the embodiments of this application, the embodiments of this application also provide a rendering apparatus for the attached model, such as... Figure 6 As shown, the rendering device for the attached model includes: The determination module 610 is used to determine the initial attachment model to be rendered and the target object to which the initial attachment model is attached. The initial attachment model includes a bone chain consisting of multiple bones connected in sequence and a patch model associated with the bone chain. The configuration module 620 is used to respond to the movement of the target object in the virtual scene and determine the rotation amount of each bone in the skeletal chain in sequence based on the movement speed of the target object; The rendering module 630 is used to render the patch model based on the rotation amount of each bone in the initial attachment model to obtain the rendered target attachment model.

[0057] In some embodiments of this application, the configuration module 620 is further configured to determine the rotation amount of the first bone in the skeletal chain based on the moving speed of the target object, wherein the first bone is the first bone to which the initial attachment model is attached to the target object; and The rotation amount of the (i+1)th bone is determined based on the rotation amount of the i-th bone in the skeletal chain, wherein the (i+1)th bone is the next bone in the skeletal chain that connects to the i-th bone.

[0058] In some embodiments of this application, the configuration module 620 is further configured to, in response to the target object’s moving speed being less than a first moving speed, use a preset first rotation amount as the rotation amount of the first bone in the skeletal chain; In response to the target object's moving speed being greater than the second moving speed, a preset second rotation amount is used as the rotation amount of the first bone in the skeletal chain; In response to the target object's movement speed being between the first movement speed and the second movement speed, the target rotation amount associated with the movement speed is used as the rotation amount of the first bone in the skeletal chain based on a preset mapping curve.

[0059] In some embodiments of this application, the configuration module 620 is further configured to determine the rotation amount of the (i+1)th bone in the skeletal chain at a second time based on the rotation amount of the i-th bone in the skeletal chain at a first time and the rotation amount of the (i+1)th bone in the skeletal chain at a first time. The rotation amount of the (i+1)th bone at time j+1 is determined based on the rotation amount of the i-th bone in the skeletal chain at time j+1 and the rotation amount of the (i+1)th bone in the skeletal chain at time j.

[0060] In some embodiments of this application, the rendering module 630 is further configured to render the patch model based on the rotation amount of each bone in the initial attachment model, to obtain a rendered attachment model, including: Based on the rotation amount of each bone in the initial attachment model at the same target time, the patch model is rendered to obtain the target attachment model at the target time. Animation effects of the target attachment model are generated based on the target attachment model rendered at multiple time points.

[0061] In some embodiments of this application, the configuration module 620 is further configured to determine the initial rotation amount of each bone in the skeletal chain based on the moving speed of the target object; The initial rotation of each bone in the skeletal chain is adjusted according to a preset first control coefficient to obtain the adjusted rotation of each bone in the skeletal chain. The first control coefficient is configured to indicate the softness or hardness of the initial attachment model.

[0062] In some embodiments of this application, the rendering module 630 is further configured to adjust the second control coefficient of the target bone in response to changes in the viewpoint of the virtual camera in the virtual scene, so as to adjust the size information of the target bone; Based on the rotation amount of each bone in the initial attachment model and the adjusted size information of the target bone, the patch model is rendered to obtain the rendered target attachment model.

[0063] Specific limitations regarding the rendering apparatus for attached models can be found in the limitations on the rendering method for attached models described above, and will not be repeated here. Each module in the aforementioned rendering apparatus for attached models can be implemented entirely or partially through software, hardware, or a combination thereof. These modules can be embedded in or independent of the processor in a computer device in hardware form, or stored in the memory of a computer device in software form, so that the processor can call and execute the corresponding operations of each module. In this embodiment, a target object is attached with a skeletal chain consisting of multiple bones connected sequentially, along with a facet associated with that chain. In response to the target object's movement within the virtual scene, the rotation of each bone in the skeletal chain is determined sequentially based on the target object's movement speed. The facet model is then rendered based on the rotation of each bone, resulting in a rendered target attached model. The solution provided in this embodiment achieves a rendering effect where the attached model follows the target object's movement, while avoiding the uncontrollable drifting effect that occurs when the attached model is rendered using a realistic physics engine, effectively improving the user's gaming experience.

[0064] In some embodiments of this application, the rendering method for the attached model can be implemented as a computer program, which can be implemented in, for example... Figure 7 It runs on the computer device shown. The computer device's memory can store the various program modules that make up the rendering apparatus of the attached model, for example, Figure 6 The shown modules are the determination module 610, the configuration module 620, and the rendering module 630. The computer program comprised of these modules causes the processor to execute the steps in the rendering methods for the attached models of the various embodiments of this application described in this specification.

[0065] For example, Figure 7 The computer device shown can be used as follows Figure 6 The determination module 610 in the rendering apparatus for the attached model shown executes step S210. The computer device can execute step S220 via the configuration module 620. The computer device can execute step S230 via the rendering module 630. The computer device includes a processor, memory, and a network interface connected via a system bus. The processor of the computer device provides computing and control capabilities. The memory of the computer device includes a non-volatile storage medium and internal memory. The non-volatile storage medium stores an operating system and computer programs. The internal memory provides an environment for the operation of the operating system and computer programs in the non-volatile storage medium. The network interface of the computer device is used to communicate with external computer devices via a network connection. When the computer program is executed by the processor, it implements a method for rendering an attached model.

[0066] Those skilled in the art will understand that Figure 7 The structure shown is merely a block diagram of a portion of the structure related to the present application and does not constitute a limitation on the computer device to which the present application is applied. Specific computer devices may include more or fewer components than those shown in the figure, or combine certain components, or have different component arrangements.

[0067] In some embodiments of this application, a computer device is provided, including one or more processors; memory; and one or more application programs, wherein the one or more application programs are stored in the memory and configured to be executed by the processor to perform the following steps: Determine the initial attachment model to be rendered and the target object to which the initial attachment model is attached. The initial attachment model includes a bone chain consisting of multiple bones connected in sequence and a patch model associated with the bone chain. In response to the movement of the target object within the virtual scene, the rotation amount of each bone in the skeletal chain is determined sequentially based on the movement speed of the target object; Based on the rotation of each bone in the initial attachment model, the patch model is rendered to obtain the rendered target attachment model.

[0068] In some embodiments of this application, a computer-readable storage medium is provided, storing a computer program that is loaded by a processor, causing the processor to perform the following steps: Determine the initial attachment model to be rendered and the target object to which the initial attachment model is attached. The initial attachment model includes a bone chain consisting of multiple bones connected in sequence and a patch model associated with the bone chain. In response to the movement of the target object within the virtual scene, the rotation amount of each bone in the skeletal chain is determined sequentially based on the movement speed of the target object; Based on the rotation of each bone in the initial attachment model, the patch model is rendered to obtain the rendered target attachment model.

[0069] Those skilled in the art will understand that all or part of the processes in the methods of the above embodiments can be implemented by a computer program instructing related hardware. The computer program can be stored in a non-volatile computer-readable storage medium, and when executed, it can include the processes of the embodiments of the methods described above. Any references to memory, storage, databases, or other media used in the embodiments provided in this application can include at least one of non-volatile and volatile memory. Non-volatile memory can include read-only memory (ROM), magnetic tape, floppy disk, flash memory, or optical storage, etc. Volatile memory can include random access memory (RAM) or external cache memory. By way of illustration and not limitation, RAM can be in various forms, such as static random access memory (SRAM) or dynamic random access memory (DRAM), etc.

[0070] The technical features of the above embodiments can be combined in any way. For the sake of brevity, not all possible combinations of the technical features in the above embodiments are described. However, as long as there is no contradiction in the combination of these technical features, they should be considered to be within the scope of this specification.

[0071] The above provides a detailed description of the rendering method, apparatus, device, and readable storage medium for an attached model provided in the embodiments of this application. Specific examples have been used to illustrate the principles and implementation methods of the present invention. The description of the above embodiments is only for the purpose of helping to understand the method and core ideas of the present invention. At the same time, for those skilled in the art, there will be changes in the specific implementation methods and application scope based on the ideas of the present invention. Therefore, the content of this specification should not be construed as a limitation of the present invention.

Claims

1. A rendering method for an attached model, characterized in that, include: Determine the initial attachment model to be rendered and the target object to which the initial attachment model is attached. The initial attachment model includes a bone chain consisting of multiple bones connected in sequence and a patch model associated with the bone chain. In response to the movement of the target object within the virtual scene, the rotation amount of each bone in the skeletal chain is determined sequentially based on the movement speed of the target object; Based on the rotation of each bone in the initial attachment model, the patch model is rendered to obtain the rendered target attachment model.

2. The rendering method according to claim 1, characterized in that, The step of determining the rotation of each bone in the skeletal chain sequentially based on the moving speed of the target object includes: The rotation of the first bone in the skeletal chain is determined based on the movement speed of the target object, wherein the first bone is the first bone to which the initial attachment model is attached to the target object; and The rotation amount of the (i+1)th bone is determined based on the rotation amount of the i-th bone in the skeletal chain, wherein the (i+1)th bone is the next bone in the skeletal chain that connects to the i-th bone.

3. The rendering method according to claim 2, characterized in that, Determining the rotation of the first bone in the skeletal chain based on the moving speed of the target object includes: In response to the target object's movement speed being less than a first movement speed, a preset first rotation amount is used as the rotation amount of the first bone in the skeletal chain; In response to the target object's moving speed being greater than the second moving speed, a preset second rotation amount is used as the rotation amount of the first bone in the skeletal chain; In response to the target object's movement speed being between the first movement speed and the second movement speed, the target rotation amount associated with the movement speed is used as the rotation amount of the first bone in the skeletal chain based on a preset mapping curve.

4. The rendering method according to claim 2, characterized in that, Determining the rotation amount of the (i+1)th bone based on the rotation amount of the i-th bone in the skeletal chain includes: The rotation amount of the (i+1)th bone in the skeletal chain at the second moment is determined based on the rotation amount of the i-th bone in the skeletal chain at the first moment and the rotation amount of the (i+1)th bone in the skeletal chain at the first moment. The rotation amount of the (i+1)th bone at time j+1 is determined based on the rotation amount of the i-th bone in the skeletal chain at time j+1 and the rotation amount of the (i+1)th bone in the skeletal chain at time j.

5. The rendering method according to claim 4, characterized in that, The process of rendering the patch model based on the rotation of each bone in the initial attachment model to obtain the rendered attachment model includes: Based on the rotation amount of each bone in the initial attachment model at the same target time, the patch model is rendered to obtain the target attachment model at the target time. Animation effects of the target attachment model are generated based on the target attachment model rendered at multiple time points.

6. The rendering method according to claim 1, characterized in that, The step of determining the rotation of each bone in the skeletal chain sequentially based on the moving speed of the target object includes: The initial rotation of each bone in the skeletal chain is determined sequentially based on the moving speed of the target object. The initial rotation of each bone in the skeletal chain is adjusted according to a preset first control coefficient to obtain the adjusted rotation of each bone in the skeletal chain. The first control coefficient is configured to indicate the softness or hardness of the initial attachment model.

7. The rendering method according to claim 1, characterized in that, The skeletal chain further includes at least one target bone; the target bone is configured with a second control coefficient for indicating size information of the target bone; the method further includes: In response to changes in the viewing angle of the virtual camera within the virtual scene, the second control coefficient of the target skeleton is adjusted to adjust the size information of the target skeleton; Based on the rotation of each bone in the initial attachment model, the patch model is rendered to obtain the rendered target attachment model, including: Based on the rotation amount of each bone in the initial attachment model and the adjusted size information of the target bone, the patch model is rendered to obtain the rendered target attachment model.

8. The rendering method according to claim 7, characterized in that, The target skeleton includes at least one bone located at the tail end of the skeletal chain.

9. The rendering method according to any one of claims 1 to 8, characterized in that, The method further includes: The initial attachment model is configured as a sub-object controlled by the target controller of the target object.

10. A rendering apparatus for an attached model, characterized in that, include: The determination module is used to determine the initial attachment model to be rendered and the target object to which the initial attachment model is attached. The initial attachment model includes a bone chain consisting of multiple bones connected in sequence and a patch model associated with the bone chain. A configuration module is used to respond to the movement of the target object in the virtual scene and determine the rotation amount of each bone in the skeletal chain in sequence based on the movement speed of the target object; The rendering module is used to render the patch model based on the rotation amount of each bone in the initial attachment model to obtain the rendered target attachment model.

11. A computer device, characterized in that, The computer device includes: One or more processors; Memory; and One or more applications, wherein the one or more applications are stored in the memory and configured to be executed by the processor to implement the rendering method of the attached model as described in any one of claims 1 to 9.

12. A computer-readable storage medium, characterized in that, It stores a computer program, which is loaded by a processor to execute the rendering method of the attached model as described in any one of claims 1 to 9.