Display method, device, computer equipment, computer readable storage medium and computer program product

By acquiring and updating the deformable tissue position and parameters of virtual objects in real time, the problem of the realism and real-time nature of muscle changes during character movement is solved, achieving efficient and realistic virtual object display.

CN122368273APending Publication Date: 2026-07-10TENCENT TECHNOLOGY (SHENZHEN) CO LTD
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Patent Information

Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
TENCENT TECHNOLOGY (SHENZHEN) CO LTD
Filing Date
2025-01-09
Publication Date
2026-07-10

AI Technical Summary

Technical Problem

Existing technologies lack dynamic response when displaying character movement, resulting in unrealistic and poor real-time display of muscle changes, limited applicability, and high investment costs.

Method used

By acquiring reference information of the deformable tissue of a virtual object in a preset posture, its starting and ending positions are determined in real time, and the motion structure model is updated using deformation parameters to achieve realistic muscle deformation display.

Benefits of technology

It improves the realism and real-time performance of virtual object display, simplifies the display process, reduces costs, and adapts to the display needs of different virtual objects.

✦ Generated by Eureka AI based on patent content.

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Abstract

This application provides a display method, apparatus, computer device, computer-readable storage medium, and computer program product. The method includes: acquiring first reference information for each deformable component of a virtual object in a preset posture; during the movement of the virtual object, acquiring a first starting position and a first ending position for each deformable component; determining a first deformation parameter for the deformable component based on the first reference information, the first starting position, and the first ending position; updating the motion structure model of the virtual object using each of the first deformation parameters to obtain a deformed motion structure model; and displaying the virtual object based on the deformed motion structure model. This application improves the realism of virtual object display.
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Description

Technical Field

[0001] This application relates to the field of computer graphics technology, and more particularly to a display method, apparatus, computer device, computer-readable storage medium, and computer program product. Background Technology

[0002] To enhance the realism and expressiveness of characters when displaying them, technologies such as light detection, facial capture and expression animation, motion capture and dynamics simulation are used to improve the display effect.

[0003] In related technologies, if the character is in motion, either the changes in the character's muscles are not considered, resulting in a lack of dynamic response; or the predicted muscle display effect is determined based on offline data, which results in a complex prediction process and poor real-time display and low display realism. Summary of the Invention

[0004] This application provides a display method, apparatus, computer device, computer-readable storage medium, and computer program product that can improve the realism of virtual object display.

[0005] The technical solution of this application embodiment is implemented as follows:

[0006] This application provides a display method, the method comprising:

[0007] Obtain the first reference information of each deformable tissue of the virtual object in a preset posture;

[0008] During the movement of the virtual object, for each deformable tissue, the first starting position and the first ending position of the deformable tissue are obtained;

[0009] Based on the first reference information of the deformable structure, the first starting position, and the first ending position, the first deformation parameter of the deformable structure is determined.

[0010] The motion structure model of the virtual object is updated using each of the first deformation parameters to obtain the deformed motion structure model.

[0011] The virtual object is displayed based on the deformed motion structure model.

[0012] This application provides a display device, the device comprising:

[0013] The first acquisition module is used to acquire the first reference information of each deformable tissue of the virtual object in a preset posture.

[0014] The second acquisition module is used to acquire, during the movement of the virtual object, the first starting position and the first ending position of each deformable tissue.

[0015] The first determining module is used to determine the first deformation parameter of the deformable structure based on the first reference information, the first starting position, and the first ending position of the deformable structure.

[0016] The update module is used to update the motion structure model of the virtual object using each of the first deformation parameters to obtain the deformed motion structure model.

[0017] The first display module is used to display the virtual object based on the deformed motion structure model.

[0018] This application provides a computer device, including:

[0019] Memory is used to store executable instructions for a computer;

[0020] The processor, when executing computer-executable instructions stored in the memory, implements the display method provided in the embodiments of this application.

[0021] This application provides a computer-readable storage medium storing computer-executable instructions, which, when executed by a processor, implement the display method provided in this application.

[0022] This application provides a computer program product, including a computer program or computer executable instructions, which, when executed by a processor, implements the display method provided in this application.

[0023] The embodiments of this application have the following beneficial effects:

[0024] In this embodiment, during the movement of the virtual object, the first starting position and the first ending position of each deformable tissue are acquired in real time. Based on the first reference information, the first starting position, and the first ending position of the deformable tissue, the first deformation parameter of the deformable tissue is determined in real time. This first deformation parameter can realistically reflect the deformation of the deformable tissue during movement. Next, the motion structure model of the virtual object is updated in real time using the first deformation parameter to obtain a deformed motion structure model. Real-time updates improve the accuracy of the deformed motion structure model and ensure it reflects the true deformation of the deformable tissue. Finally, the virtual object is rendered and displayed based on the deformed motion structure model. Because the deformed motion model reflects the true deformation of the deformable tissue, the rendered virtual object presents a realistic deformable tissue, thus improving the realism of the virtual object display. Furthermore, since the first deformation parameter is determined in real time, the real-time performance of the display is improved. Different first reference information can be obtained for different virtual objects without changing the motion structure model, simplifying the display process and improving display efficiency. Attached Figure Description

[0025] Figure 1 This is a schematic diagram of a network architecture of the display system 100 provided in an embodiment of this application;

[0026] Figure 2 This is a schematic diagram of the structure of the terminal 400 provided in the embodiments of this application;

[0027] Figure 3 This is a schematic flowchart of a display method provided in an embodiment of this application;

[0028] Figure 4 This is a flowchart illustrating the process of determining resource files according to an embodiment of this application;

[0029] Figure 5 This is a schematic diagram of a first selection interface provided in an embodiment of this application;

[0030] Figure 6 This is a first display schematic diagram of the global preview interface provided in the embodiments of this application;

[0031] Figure 7 This is a schematic flowchart illustrating the determination of the first deformation parameter provided in an embodiment of this application;

[0032] Figure 8 This is a schematic diagram of a process for updating the motion structure model provided in an embodiment of this application;

[0033] Figure 9This is a schematic diagram of a process for determining the information of the second vertex provided in an embodiment of this application;

[0034] Figure 10 This is a second display schematic diagram of the global preview interface provided in the embodiments of this application;

[0035] Figure 11 This is a schematic diagram of a tool interaction page provided in an embodiment of this application;

[0036] Figure 12A This is a schematic diagram showing an object with a pectoral muscle contraction effect provided in an embodiment of this application;

[0037] Figure 12B This is a schematic diagram showing an object without pectoral muscle contraction effect in related technologies;

[0038] Figure 13A This is a schematic diagram showing an object with a pectoral muscle stretching effect provided in an embodiment of this application;

[0039] Figure 13B This is a schematic diagram showing an object without a pectoral muscle stretching effect in related technologies;

[0040] Figure 14 This is a schematic diagram of the first framework structure for data conversion provided in the embodiments of this application;

[0041] Figure 15 This is a schematic diagram of the second framework structure for data conversion provided in the embodiments of this application;

[0042] Figure 16 This is a schematic diagram of the framework structure of the muscle rendering method provided in the embodiments of this application.

[0043] It should be noted that the terms "first" and "second" are used only to distinguish different options and do not represent the degree of superiority or inferiority of the options or their priority in the implementation process. Detailed Implementation

[0044] To make the objectives, technical solutions, and advantages of this application clearer, the application will be further described in detail below with reference to the accompanying drawings. The described embodiments should not be regarded as limitations on this application. All other embodiments obtained by those skilled in the art without creative effort are within the scope of protection of this application.

[0045] In the following description, references are made to “some embodiments,” which describe a subset of all possible embodiments. However, it is understood that “some embodiments” may be the same subset or different subsets of all possible embodiments and may be combined with each other without conflict.

[0046] In the following description, the terms "first, second, third" are used merely to distinguish similar objects and do not represent a specific ordering of objects. It is understood that "first, second, third" may be interchanged in a specific order or sequence where permitted, so that the embodiments of this application described herein can be implemented in an order other than that illustrated or described herein.

[0047] In this application embodiment, the terms "module" or "unit" refer to a computer program or part of a computer program that has a predetermined function and works with other related parts to achieve a predetermined goal, and can be implemented wholly or partially using software, hardware (such as processing circuitry or memory), or a combination thereof. Similarly, a processor (or multiple processors or memory) can be used to implement one or more modules or units. Furthermore, each module or unit can be part of an overall module or unit that includes the functionality of that module or unit.

[0048] Unless otherwise defined, all technical and scientific terms used in the embodiments of this application have the same meaning as commonly understood by one of ordinary skill in the art. The terminology used in the embodiments of this application is for the purpose of describing the embodiments of this application only and is not intended to limit this application.

[0049] In the implementation of this application, the collection and processing of relevant data should strictly comply with the requirements of relevant laws and regulations, obtain the informed consent or separate consent of the personal information subject, and carry out subsequent data use and processing within the scope of laws and regulations and the authorization of the personal information subject.

[0050] Before providing a further detailed description of the embodiments of this application, the nouns and terms involved in the embodiments of this application will be explained, and the nouns and terms involved in the embodiments of this application shall be interpreted as follows.

[0051] 1) Deformable tissue refers to the deformable body parts of a virtual object. These deformable body parts can be deformed through simulation technology to simulate the dynamic changes of a real organism. For example, deformable tissue can be tissues such as muscles, fat, and skin of a virtual object. In the embodiments of this application, deformable tissue refers to the muscles of a virtual object.

[0052] 2) Structure-of-motion (SOM) models, typically used in fields such as computer animation, virtual reality, and game development, are technical models used to capture and reproduce the motion of real-world objects or organisms. These models create a mathematical or physical model that can simulate specific movements by recording and analyzing motion data.

[0053] The motion structure model first captures real-world motion using motion capture (MOCAP) technology. This typically involves real-world objects wearing special tagged clothing or equipment, which are detected and recorded by a series of cameras during movement. The captured motion data is analyzed to determine the object's position, orientation, and trajectory. This data usually includes joint angles, changes in body part position, etc. Based on the captured data, a mathematical model can be created that simulates and reproduces the recorded motion. This mathematical model is usually combined with the character's skeletal and muscular system to make the animation more natural. In the motion structure model, the character's body is typically simplified into a framework composed of bones and joints. These bones and joints are designed according to the structure of real biological organisms to simulate realistic movement. By applying the captured data to this model, the captured movements can be reproduced for animation production.

[0054] In the embodiments of this application, the motion structure model can be a skeletal mesh model.

[0055] Vertex information in a motion structure model refers to the data related to the basic units that make up a 3D model. In computer graphics, a 3D model is composed of a large number of vertices, each containing the position information of a point in space, and may also include additional information such as normals, texture coordinates, color, and bone weights.

[0056] 3) Unreal Engine (UE) is a highly advanced game development tool and a widely used commercial-grade 3D graphics rendering engine. It provides game developers with a complete set of tools and functions to support the design, development, testing, and deployment of games.

[0057] Game engines are characterized by powerful graphics capabilities, flexible programming languages, a rich ecosystem, cross-platform support, advanced physics and animation systems, and a wide range of application scenarios.

[0058] 4) Control Rig: A system for controlling the movement of a character's skeleton. It contains a set of controllers and nodes that can be used to create and edit animations in Unreal Engine.

[0059] In the fields of game development and animation production, control binding usually refers to a system and tools used to create and control the animation of virtual characters.

[0060] 5) Skeleton Mesh is a resource type used in Unreal Engine to represent 3D models with skeletal animation.

[0061] In 3D modeling and game development, a skeletal mesh refers to a mesh structure containing bones and joints, used to support and drive the animation of 3D characters. A skeletal mesh typically consists of a series of interconnected bones, each with one or more associated vertices, which together form the outer mesh of the virtual character.

[0062] 6) Data tables are a feature in Unreal Engine used to store and manage game data. Data tables are typically used to store static, structured data, such as character attributes, item information, and level data.

[0063] In computer science and databases, a data table is a data structure organized in a tabular format. A data table consists of rows and columns, where each row represents a record and each column represents a field within that record. In programming languages ​​and database management systems, data tables are commonly used to store and manipulate structured data.

[0064] 7) Animation Blueprints are a special type of blueprint in Unreal Engine, specifically designed to handle the animation logic of characters and objects. Animation Blueprints allow users to create and control animation state machines, blend spaces, animation curves, and more through a visual node editor, enabling complex animation behaviors and interactive effects.

[0065] Animation Blueprints allow developers to visually create and control the animation logic of virtual characters or objects. Animation Blueprints are part of the Unreal Engine Blueprint system, which is a programming interface based on VisualNodes. Animation Blueprints enable developers to create game logic, interactive features, animations, and more without writing code.

[0066] 8) Levels are a fundamental concept in game development. A level represents an independent scene or area in a game. Levels typically include elements such as terrain, buildings, props, and characters, as well as the game logic and interactive functions related to these elements.

[0067] Level design is a crucial aspect of game design. Levels must consider not only the game's entertainment value and challenge, but also the player experience and the overall gameplay flow. During game development, level designers utilize various tools and techniques to construct levels, including using game engine editors to design environments, place enemies, and set triggers and animations.

[0068] 9) Digital Content Creation (DCC) refers to the process of creating and editing content in various forms using digital technologies and software tools. This content can include two-dimensional and three-dimensional graphics, animation, audio, video, text, interactive applications, etc. DCC is widely used in many fields, including entertainment, game development, film production, advertising, education, scientific research, and architectural visualization.

[0069] In this embodiment of the application, DCC refers to the software used to create art assets in the game production process.

[0070] To better understand the display method provided in the embodiments of this application, the display methods in related technologies and the existing technical problems will be explained first.

[0071] In the gaming industry, there is no solution for simulating virtual muscle objects. In the film and television industry, offline assets are typically used, lacking real-time capabilities and therefore unsuitable for runtime game scenarios. In practice, it's necessary to combine offline assets to achieve dynamic muscle effects in the engine. For example, simulation software is used to simulate muscle behavior, resulting in a static model; then, machine learning is used to train based on existing muscle data, establishing a mapping between the static muscle simulation data and runtime keyframe skeletal animation. An additional rendering pass is added to interpolate between the two, ultimately producing the simulated muscle effect for digital content creation within the engine.

[0072] The related technologies rely heavily on offline assets, requiring muscle modeling in simulation software before simulating the dynamic effects of muscles at different angles of each joint. Therefore, they heavily depend on extensive pre-production art work and demand high levels of software proficiency from artists. Furthermore, muscle modeling is based on a specific character form, meaning this pre-production work cannot be reused for other character forms. The static data from the initial muscle simulations is then used for machine learning training, involving complex processes such as parameter tuning, modification of existing rendering and animation workflows. Additionally, the final effect presented in the engine will contain errors, making it impossible to synchronously display the assets and engine effects in digital content creation, thus increasing costs.

[0073] Based on the above-mentioned related technologies, it can be seen that the determination of related technologies includes at least the following: first, the process is complex, the real-time performance is poor, and the authenticity is low; second, the scope of application is small and the investment cost is high.

[0074] This application provides a display method, apparatus, computer device, computer-readable storage medium, and computer program product, which can improve the realism of virtual object display. The exemplary application of the computer device provided in this application is described below. The computer device provided in this application can be implemented as various types of terminals such as laptops, tablets, desktop computers, set-top boxes, smartphones, smart speakers, smartwatches, smart TVs, vehicle terminals, robots, drones, medical devices, and smart wearable devices. It can also be implemented as a server, or a combination of both. The exemplary application of the computer device as a terminal will be described below.

[0075] See Figure 1 , Figure 1 This is a schematic diagram of the network architecture of the display system 100 provided in the embodiment of this application. In order to support a display application, the server 200 connects to the terminal 400 through the network 300. The network 300 can be a wide area network or a local area network, or a combination of the two.

[0076] Taking a game scenario as an example, terminal 400 is used to receive game operation instructions and obtain the first reference information of each deformable component of the virtual object in a preset posture. Terminal 400 is also used to generate a display request for the virtual object in the game during the movement of the virtual object and send the display request to server 200. Server 200 is used to determine the first starting position and the first ending position of each deformable component based on the display request and return the first starting position and the first ending position of each deformable component to terminal 400. Terminal 400 determines the first deformation parameter corresponding to each deformable component based on the first reference information, the first starting position and the first ending position of each deformable component. It updates the motion structure model of the virtual object using each first deformation parameter to obtain the deformed motion structure model. The virtual object is displayed based on the deformed motion structure model.

[0077] In this embodiment, the terminal 400 acquires the first starting position and first ending position of each deformable tissue in real time during the movement of the virtual object. Based on the first reference information, first starting position, and first ending position of the deformable tissue, it determines the first deformation parameter of the deformable tissue in real time. This first deformation parameter can realistically reflect the deformation of the deformable tissue during the movement. Next, the motion structure model of the virtual object is updated in real time using the first deformation parameter to obtain a deformed motion structure model. Real-time updates improve the accuracy of the deformed motion structure model and ensure it reflects the true deformation of the deformable tissue. Finally, the virtual object is rendered and displayed based on the deformed motion structure model. Since the deformed motion model reflects the true deformation of the deformable tissue, the rendered virtual object presents a realistic deformable tissue, thus improving the realism of the display. Furthermore, since the first deformation parameter is determined in real time, the real-time performance of the display is improved. Different first reference information can be acquired for different virtual objects without changing the motion structure model, simplifying the display process and improving display efficiency.

[0078] In some embodiments, server 200 can be a standalone physical server, a server cluster or distributed system composed of multiple physical servers, or a cloud server providing basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communication, middleware services, domain name services, security services, content delivery networks (CDNs), and big data and artificial intelligence platforms. The terminal and server can be connected directly or indirectly via wired or wireless communication, and this embodiment does not impose any restrictions.

[0079] See Figure 2 , Figure 2 This is a schematic diagram of the structure of the terminal 400 provided in the embodiment of this application. Figure 2 The terminal 400 shown includes at least one processor 410, a memory 450, at least one network interface 420, and a user interface 430. The various components in the terminal 400 are coupled together via a bus system 440. It is understood that the bus system 440 is used to implement communication between these components. In addition to a data bus, the bus system 440 also includes a power bus, a control bus, and a status signal bus. However, for clarity, ... Figure 2 The general labeled all buses as Bus System 440.

[0080] The processor 410 can be an integrated circuit chip with signal processing capabilities, such as a general-purpose processor, a digital signal processor (DSP), or other programmable logic devices, discrete gate or transistor logic devices, discrete hardware components, etc. The general-purpose processor can be a microprocessor or any conventional processor, etc.

[0081] User interface 430 includes one or more output devices 431 that enable the presentation of media content, including one or more speakers and / or one or more visual displays. User interface 430 also includes one or more input devices 432, including user interface components that facilitate user input, such as a keyboard, mouse, microphone, touch screen display, camera, other input buttons and controls.

[0082] The memory 450 may be removable, non-removable, or a combination thereof. Exemplary hardware devices include solid-state storage, hard disk drives, optical disk drives, etc. The memory 450 may optionally include one or more storage devices physically located away from the processor 410.

[0083] The memory 450 may include volatile memory or non-volatile memory, or both. The non-volatile memory may be read-only memory (ROM), and the volatile memory may be random access memory (RAM). The memory 450 described in this application embodiment is intended to include any suitable type of memory.

[0084] In some embodiments, memory 450 is capable of storing data to support various operations, examples of which include programs, modules, and data structures or subsets or supersets thereof, as illustrated below.

[0085] Operating system 451 includes system programs for handling various basic system services and performing hardware-related tasks, such as the framework layer, core library layer, driver layer, etc., for implementing various basic business functions and handling hardware-based tasks;

[0086] The network communication module 452 is used to reach other electronic devices via one or more (wired or wireless) network interfaces 420, exemplary network interfaces 420 including: Bluetooth, WiFi, and Universal Serial Bus (USB), etc.

[0087] Presentation module 453 is configured to enable the presentation of information (e.g., a user interface for operating peripheral devices and displaying content and information) via one or more output devices 431 (e.g., a display screen, a speaker, etc.) associated with user interface 430;

[0088] The input processing module 454 is used to detect and translate one or more user inputs or interactions from one or more input devices 432.

[0089] In some embodiments, the apparatus provided in this application can be implemented in software. Figure 2 A display device 455 stored in memory 450 is shown. This device can be software in the form of programs and plug-ins, and includes the following software modules: a first acquisition module 4551, a second acquisition module 4552, a first determination module 4553, an update module 4554, and a first display module 4555. These modules are logically connected and can therefore be arbitrarily combined or further separated according to their implemented functions. The functions of each module will be described below.

[0090] In other embodiments, the apparatus provided in this application can be implemented in hardware. For example, the apparatus provided in this application can be a processor in the form of a hardware decoding processor, which is programmed to execute the display method provided in this application. For example, the processor in the form of a hardware decoding processor can be one or more application-specific integrated circuits (ASICs), DSPs, programmable logic devices (PLDs), complex programmable logic devices (CPLDs), field-programmable gate arrays (FPGAs), or other electronic components.

[0091] In some embodiments, the terminal can implement the display method provided in this application by running various computer-executable instructions or computer programs. For example, computer-executable instructions can be microprogram-level commands, machine instructions, or software instructions. Computer programs can be native programs or software modules in an operating system; they can be native applications (APPs), i.e., programs that need to be installed in the operating system to run, such as movie apps and game apps; or they can be applets that can be embedded in any APP, i.e., programs that only need to be downloaded to a browser environment to run. In summary, the aforementioned computer-executable instructions can be any form of instruction, and the aforementioned computer programs can be any form of application, module, or plugin.

[0092] The display method provided in this application will be described in conjunction with exemplary applications and implementations of the terminal provided in the embodiments of this application.

[0093] The display method provided in the embodiments of this application will be described below. As mentioned above, the computer device implementing the display method of the embodiments of this application can be a terminal. Therefore, the executing entity of each step will not be described again below.

[0094] It should be noted that the examples of display methods described below use virtual characters in games as examples. Those skilled in the art, based on their understanding of the following description, can apply the display methods provided in this application to the display processing of objects in other types, including virtual reality, augmented reality, and video. This application can also be applied to various scenarios, including but not limited to games, autonomous driving, robot navigation, virtual reality, augmented reality, industrial automation, drones, and security.

[0095] See Figure 3 , Figure 3 This is a flowchart illustrating a display method provided in an embodiment of this application, which will be combined with... Figure 3 The steps shown illustrate the display method provided in the embodiments of this application. Figure 3 The execution entity is the terminal.

[0096] In step S101, the first reference information of each deformable tissue of the virtual object in a preset posture is obtained.

[0097] In some embodiments, a virtual object can be a virtual character in a game, or an object in virtual reality, augmented reality, film and video, etc. For example, a virtual object can be a player character, meaning a character controlled by a player, such as a virtual hunter in game A; it can also be a non-player character, meaning a character controlled by artificial intelligence, such as a virtual villager in game A; or it can be a player-defined character, such as a virtual resident.

[0098] In some embodiments, the preset posture can be a pre-set posture. Taking a virtual character as an example, the preset posture can be a posture in which the virtual character stands with its feet together and its arms hang down at a 45-degree angle. The preset posture can also be a posture in which the virtual character stands with its feet together and its arms close to its torso.

[0099] In some embodiments, deformable tissue is a component of a virtual character. This deformable tissue can deform in appearance during the movement of the virtual object. For example, the deformable tissue can be the muscles, skin, fat, etc. of the virtual object.

[0100] In some embodiments, the first reference information of a deformable tissue may refer to the visual information presented by the deformable tissue in a preset posture. The first reference information may include a reference starting position, a reference ending position, and a reference amplitude. Taking a muscle as an example, the reference starting position may be the location of the bone on one side of the muscle, the reference ending position may be the location of the bone on the other side of the muscle, and the reference amplitude may be the amplitude of the highest point of the muscle bulge. For example, the reference starting position of the pectoral muscle may be the location of the axillary bone, the reference ending position of the pectoral muscle may be the location of the lower pectoral bone, and the reference amplitude of the pectoral muscle may be the amplitude of the highest point of the pectoral muscle bulge.

[0101] In some embodiments, first reference information for each deformable organization can be obtained from the resource file of the virtual object. Therefore, before performing step S101 above, the resource file of the virtual object must be determined first. The resource file includes first reference information for each deformable organization in the virtual object. See also... Figure 4 The resource file of the virtual object can be determined through the following steps S001 to S006, which are explained in detail below.

[0102] In step S001, the first configuration file is obtained.

[0103] In this embodiment, the first configuration file includes second reference information for each deformable organization in the virtual object, and the second reference information is in a first format. In some embodiments, the first configuration file is a configuration file obtained through digital content creation (DCC), wherein the second reference information of the deformable organization may refer to the visual information presented by the deformable organization in a preset posture. The data format of the second reference information is the first format. For example, the first format may be a 3D exchange format, such as .fbx, or it may be a geometric data format, such as .obj.

[0104] In some embodiments, the storage path of the first configuration file can be obtained, and then the first configuration file can be obtained based on the storage path.

[0105] In step S002, the first configuration file is converted to a second configuration file.

[0106] In this embodiment, the second configuration file includes first reference information for each deformable organization in the virtual object, and the first reference information is in a second format. The second format is different from the first format described above. For example, the second format can be a data table, such as .uasset; the second format can also be a plain text format, such as .csv; or the second format can be a lightweight data exchange format, such as .json.

[0107] In some embodiments, the above format conversion can be achieved by reading and writing scripts. Taking the first format as .fbx and the second format as .uasset as an example, the implementation of the above format conversion may include: setting the export parameters of the export function, such as setting the skeleton, motion animation, materials, etc.; exporting the first configuration file, i.e., exporting the .fbx file, using the export function; then, configuring the game engine environment, enabling the script, and loading the .fbx file through the game engine's import module (e.g., unreal.AssetTools); then, configuring the motion structure model, motion animation, and material parameters; finally, converting the .fbx file to a .uasset file based on the script, thereby obtaining the second configuration file that the game engine can process.

[0108] In step S003, the second configuration file is stored.

[0109] In some embodiments, the second configuration file may be stored in a preset default storage path or in a custom storage path. This application embodiment does not limit the method of storing the second configuration file.

[0110] In step S004, in response to the resource creation instruction for the virtual object, a first selection interface is displayed.

[0111] In this embodiment of the application, the first selection interface includes a plurality of first entry controls for selecting files. Figure 5 This is a schematic diagram of a first selection interface provided in an embodiment of this application. See also... Figure 5 The first selection interface 501 includes multiple first entry controls 5011. The first selection interface is used to select the resource file of the virtual object.

[0112] In some embodiments, the resource creation instruction can be at least one of the following: a touch instruction, a voice instruction, a gesture instruction, or a posture instruction. For example, if the resource creation instruction is a touch instruction, it can be a click operation on the creation control; if it is a voice instruction, it can be the voice command "Create resource"; if it is a gesture instruction, it can be raising a hand; if it is a posture instruction, it can be nodding. Upon receiving the resource creation instruction, the following is displayed: Figure 5 The first selection screen in the program is 501.

[0113] In step S005, in response to a trigger operation on the first entry control, at least one first candidate identifier is displayed.

[0114] In some embodiments, the triggering operation may be a single click, a long press, or a double click on the first entry control.

[0115] In some embodiments, taking a click operation on the first entry control as an example, see further. Figure 5 Clicking one of the first entry controls 5011 will display at least one first candidate identifier 5012. The first candidate identifier 5012 is a file identifier, and the number of these first candidate identifiers can be 1, 2, 5, etc. Figure 5 This example uses a first candidate identifier of 1.

[0116] In step S006, when at least one of the first candidate identifiers includes the file identifier of the second configuration file, in response to the selection operation for the file identifier of the second configuration file, the second configuration file is determined as a resource file of the virtual object.

[0117] In this embodiment of the application, the resource file includes first reference information for each deformable organization in the virtual object.

[0118] In some embodiments, similar to the touch operations described above, the selection operation can be a single click, a long press, or a double click on a file identifier. Taking a double click as an example, when a double click on the file identifier of the second configuration file is received, the second configuration file is identified as a resource file of the virtual object.

[0119] In some embodiments, since the first reference information in the second configuration file is in the second format, and the second configuration file is determined to be a resource file of a virtual object, the resource file can be considered to be a file in the second format.

[0120] In some embodiments, when the file identifier of the second configuration file is not included among at least one candidate identifier, in response to the selection operation for at least one candidate identifier, the configuration file corresponding to the selected candidate identifier is determined as the resource file of the virtual object. To ensure that the resource file is a file of the second format, the file identifier of the second format file can be displayed in the first display interface, that is, at least one candidate identifier is the file identifier of the second format file.

[0121] Through steps S001 to S006, the format of the first configuration file (first format) is converted to a second format (second configuration file) that is more suitable for the game engine's requirements. This facilitates subsequent processing and reading, reduces format compatibility issues, and improves data interoperability across systems and tools. It also ensures that the first reference information of the virtual object can be directly processed by the game engine or software. Furthermore, since the first selection interface provides multiple first entry controls, users can easily select files from different paths, reducing the complexity of resource searching and providing an intuitive resource management method. This reduces the tedium of user operations and enhances the visibility and operability of resource files. Based on user-triggered operations, candidate identifiers (such as file names and paths) are dynamically displayed and automatically bound to the configuration of the virtual object based on the selection. This avoids the tediousness of manually configuring file paths and names, reducing human error. It also enables real-time configuration and dynamic response, allowing users to quickly preview and adjust the resources of the virtual object. Because the second configuration file stores the first reference information for each deformable tissue, the resources of virtual objects have detailed descriptions at the organizational level. This supports hierarchical management of complex virtual objects (such as separate storage of muscles, bones, skin, etc.) and improves the precision during rendering or physical calculations, facilitating more realistic visual and interactive effects. Furthermore, when a user selects a file identifier (such as the second configuration file), it is automatically bound to the resource file of the virtual object, reducing manual steps, improving work efficiency, lowering the error rate, and making the configuration of virtual objects more efficient and intuitive.

[0122] In some embodiments, after step S006 above, the following may also be performed: configuring model resources of the motion structure model based on resource files, wherein the model resources include at least one of the following: control resources, information resources, and blueprint resources; and displaying at least one of the following controls in the global preview interface of the virtual object: a second entry control for control resources, a third entry control for information resources, and a fourth entry control for blueprint resources.

[0123] In some embodiments, the above-mentioned implementation process of "configuring model resources of motion structure model based on resource file" can be as follows: loading the skeletal network in the motion structure model and setting the skinning and bone hierarchy relationship; then, creating an animation blueprint and defining the skeletal animation logic; then, loading the resource file and dynamically binding the resource file with the skeletal network to achieve real-time updates of the skeletal network after binding.

[0124] In some embodiments, control assets can be control rig assets. Control assets are used by animators and designers to create and control complex character animations. They provide a way to build and control the character skeleton, as well as create custom animation controllers. For character control, control assets offer an intuitive way to control different parts of the character, such as the body, arms, and legs, making it easier for animators to fine-tune the character. Through control assets, users can create custom animation controllers that can be used to influence the character's pose, movements, and expressions. Furthermore, control assets are tightly integrated with the game engine's animation blueprint system, allowing animators to directly use and control control assets within the blueprint. Control assets also support parametric animation, allowing animators to change animation effects in real time by adjusting parameters without having to recreate the animation. Meanwhile, control assets include advanced features such as character space control, rotational limits, and inverse kinematics (IK) control.

[0125] In some embodiments, control assets are characterized by interactive editing, reusability, and flexibility. Interactive editing means that animators can edit control assets in real-time within the game engine's (UE) editor and instantly see the animation effects. Reusability means that control assets can be reused across multiple projects and characters, improving workflow efficiency. Flexibility means that control assets are suitable for various types of characters and animation needs.

[0126] In some embodiments, information resources can be assets in game engine (UE) data table format. Information resources are used to store and retrieve datasets, typically configuration data used in game development, such as game level information, virtual opponent attributes, item attributes, etc. Information resources allow developers to organize data in tabular form, which can be read and used by the game engine at runtime.

[0127] In some embodiments, the data structure of an information resource can consist of rows and columns, similar to a table in a comma-separated values ​​(CSV) file. Each row represents a data record, and each column represents a field within that record. Regarding the data type of the information resource, it can store various data types, including integers, floating-point numbers, strings, booleans, and enumeration types. As for the data organization of the data structure, developers can define the column types and structure of the information resource to suit specific data needs. For example, a resource storing virtual opponent attributes could include, for instance, "health points," "attack power," and "defense power."

[0128] In some embodiments, information resources are typically imported and exported in comma-separated values ​​(CSV) format, facilitating data editing by external programs such as Excel. Within the game engine (UE), information resources can be accessed via Blueprints or code. Developers can write functions to query and retrieve information resources for use in game logic and decision-making. Furthermore, the UE's Blueprint system allows developers to interact directly with information resources through the Blueprint interface without writing code. Additionally, information resources support multiple languages, enabling developers to create different information resources for different language versions, thus localizing game content.

[0129] In some embodiments, information resources are used in game configuration scenarios, level design scenarios, and character attribute configuration scenarios. In the game configuration scenario, various configuration data for the game are stored, such as game difficulty and player starting health. In the level design scenario, the positions and attributes of elements such as enemies, items, and obstacles in the level are defined. In the character attribute configuration scenario, attributes of different characters or virtual objects are defined, such as attack power, defense power, and skills. Information resources in a game engine (UX) provide a comprehensive and flexible way to manage and use large amounts of data, and are a commonly used resource type in game development.

[0130] In some embodiments, a blueprint resource can be an animation blueprint. A blueprint is a visual scripting system for a game engine (UE) that allows developers to create game logic and animations by dragging and dropping connected nodes.

[0131] In some embodiments, Blueprint assets are used to define and manage the animation states of characters or other objects and the transitions between states. This can include animation states such as walking, running, jumping, and attacking. Blueprint assets also allow for the real-time blending of multiple animations through animation blending nodes, enabling smooth transitions and complex action combinations. Blueprint assets control the playback of animations through parameters (such as speed, direction, intensity, etc.), allowing for dynamic changes in animation effects based on game conditions. Blueprint assets are also used to apply animations to the skeletons of 3D models, allowing individual bones in the 3D model to move according to the instructions of the animation.

[0132] In some embodiments, blueprint resources feature visual editing, interactive preview, blueprint integration, high performance, and strong scalability. Visual editing means that animators and designers can intuitively create and edit animation blueprints within the game engine (UX) editor without writing code. Interactive preview means that animation blueprints support interactive previews, allowing developers to view animation effects in real time. Blueprint integration means that animation blueprints can be seamlessly integrated with other blueprint resources (such as game logic, game engine design, etc.). High performance means that the game engine (UX) optimizes the performance of animation blueprints, ensuring efficient execution of animations at runtime. Scalability means that animation blueprints support custom nodes and functions, allowing developers to extend the functionality of the animation system as needed.

[0133] In some embodiments, Blueprint assets make animation creation more flexible and efficient within a game engine (UX). Blueprint assets provide game developers with a powerful tool to create rich character animations and game actions. With Blueprint assets, developers can implement complex animation logic and control without delving into the underlying code.

[0134] In some embodiments, Figure 6 This is a schematic diagram of a global preview interface provided in an embodiment of this application, such as... Figure 6 As shown, the global preview interface 601 displays a second entry control 6011 for control resources, a third entry control 6012 for information resources, and a fourth entry control 6013 for blueprint resources. The global preview interface 601 can also display a fifth entry control 6014 for motion structure models.

[0135] In this embodiment of the application, by displaying at least one of the second entry control, the third entry control, and the fourth entry control in the global preview interface, an entry point for accessing the corresponding resource can be provided based on the displayed entry control, which not only enriches the interface display but also improves the efficiency of resource access.

[0136] In some embodiments, after displaying at least one of the second entry control, the third entry control, and the fourth entry control, at least one of the following may also be performed: in response to a trigger operation on the second entry control, displaying a first preview interface and displaying control parameters in the control resource, and an adjustment control for the control parameters, the adjustment control being used to trigger an adjustment to the control parameters; in response to a trigger operation on the third entry control, displaying a second preview interface and displaying first reference information in the second preview interface; in response to a trigger operation on the fourth entry control, displaying a third preview interface and displaying an animation blueprint of the virtual object in the third preview interface.

[0137] In some embodiments, similar to the triggering operation for the first entry control described above, the triggering operation for the second entry control can be a single click, a long press, or a double click. Taking a single click on the second entry control as an example, after clicking the second entry control, a first preview interface can be displayed. This first preview interface may also include multiple adjustment controls. For example, after receiving a single click on adjustment control 1, a parameter editing interface can be displayed in a pop-up window. Updated control parameters are received based on the parameter editing interface, and finally, the control resources are updated using the updated control parameters, thereby achieving the update of the control resources.

[0138] In some embodiments, similar to the triggering operation for the first entry control described above, the triggering operation for the third entry control can be a single click, a long press, or a double click. Taking a single click on the third entry control as an example, after clicking the third entry control, a second preview interface can be displayed, and the first reference information can be displayed in the second preview interface, thereby facilitating the reading and editing of the first reference information.

[0139] Similar to the triggering operation for the first entry control described above, the triggering operation for the fourth entry control can be a single click, a long press, or a double click. Taking a single click on the fourth entry control as an example, clicking the fourth entry control will display a third preview interface, where an animation blueprint will play.

[0140] This application embodiment can display control parameters and adjustment controls in a first preview interface, and adjust the control parameters through the adjustment controls, thereby improving the flexibility of updating control resources. It can also display first reference information in a second preview interface, thus supporting the reading and editing of the first reference information and improving the efficiency of processing the first reference information. Finally, a third preview interface enables quick and convenient playback of animation blueprints.

[0141] See also Figure 3 The following will continue with step S101 from the previous text.

[0142] In step S102, during the movement of the virtual object, for each deformable tissue, the first starting position and the first ending position of the deformable tissue are obtained.

[0143] In some embodiments, the first starting position of the deformable tissue refers to the starting position of the deformable tissue after the virtual object performs an action; the first ending position of the deformable tissue refers to the ending position of the deformable tissue after the virtual object performs an action. Continuing with the above example, taking a muscle as an example, the first starting position can be the location of the upper bone of the muscle after the virtual object performs an action, and the reference ending position can be the location of the lower bone of the muscle after the virtual object performs an action.

[0144] In some embodiments, since the first starting position and the first ending position can be the skeletal positions of a virtual object corresponding to deformable tissue, they can be accessed and obtained through animation blueprints in the game engine (UE). Skeletal data, such as the transformation matrix of the skeleton, can also be obtained through the skeletal animation component of the game engine (UE), and the first starting position and the first ending position can be determined in real time based on the transformation matrix. If the motion of the virtual object is driven by a physics engine, the first starting position and the first ending position can also be obtained through the physics engine.

[0145] In step S103, the first deformation parameters of the deformable structure are determined based on the first reference information, the first starting position, and the first ending position of the deformable structure.

[0146] In some embodiments, a reference distance may be determined based on first reference information, a first distance may be determined based on a first starting position and a first ending position, and finally a first deformation parameter may be determined based on the reference distance and the first distance.

[0147] In some embodiments, the first reference information includes a reference start position and a reference end position; based on this, see [reference]. Figure 7 The above step S103 can be achieved through the following steps S1031 to S1034, which will be explained in detail below.

[0148] In step S103 1, the reference distance between the reference starting position and the reference ending position of the deformable structure is determined.

[0149] In some embodiments, following the example above, the reference starting position can be the location of the bone on one side of the muscle, which can be considered as the location of the starting line segment, that is, the reference starting position can include multiple starting coordinates; while the reference ending position can be the location of the bone on the other side of the muscle, which can be considered as the location of the ending line segment, that is, the reference ending position can include multiple ending coordinates.

[0150] In some embodiments, the second distance between each starting coordinate and each ending coordinate can be used as a reference distance, the largest second distance can be used as a reference distance, the smallest second distance can be used as a reference distance, and the average value of each second distance can be used as a reference distance.

[0151] In some embodiments, a third distance between any starting coordinate and any ending coordinate may also be determined as a reference distance.

[0152] In some embodiments, the starting coordinates of the first midpoint in the starting line segment and the ending coordinates of the second midpoint in the ending line segment can be obtained first, then the fourth distance between the starting coordinates of the first midpoint and the ending coordinates of the second midpoint can be determined, and finally the fourth distance can be determined as the reference distance.

[0153] In step S1032, a first distance between the first starting position and the first ending position is determined.

[0154] In some embodiments, the implementation process of step S1032 is similar to that of step S1031. Therefore, the implementation process of step S1032 can refer to the implementation process of step S1031. In this embodiment, step S1032 can use the same distance determination method as step S1031.

[0155] In step S1033, the distance ratio between the reference distance and the first distance is determined.

[0156] As an example, assuming the reference distance is 1 and the first distance is 2, then 0.5 is determined as the distance ratio.

[0157] In step S1034, the first deformation parameter is determined based on the distance ratio.

[0158] In some embodiments, the distance ratio can be directly determined as the first deformation parameter; alternatively, the product of the distance ratio and a preset coefficient can be determined as the first deformation parameter. The preset coefficient is a value set in advance based on experience; for example, the preset coefficient can be 1.5, 2, 3, etc.

[0159] In some embodiments, when the first reference information further includes a reference amplitude and a reference direction, the implementation process of step S1034 above can also be as follows: the product of the distance ratio and the reference amplitude is determined as the deformed amplitude; and the first deformation parameter is determined based on the deformed amplitude and the reference direction.

[0160] In some embodiments, the reference amplitude can refer to the deformation amplitude value at the location of maximum deformation of the deformable structure. The reference direction can be a direction pre-specified for the deformable structure. For example, the reference direction of deformable structure 1 is inward, that is, the reference direction represents a direction from the outside to the virtual object; the reference direction of deformable structure 2 is outward, that is, the reference direction represents a direction from the virtual object to the outside. The reference directions of different deformable structures can be the same or different.

[0161] In some embodiments, following the example above, assuming a distance ratio of 0.5, a reference amplitude of 1 cm, and a reference direction of inward, 0.5 cm is determined as the amplitude after deformation, and the inward contraction of 0.5 cm is determined as the first deformation parameter.

[0162] In determining the first deformation parameter, the distance ratio, reference amplitude, and reference direction are taken into account. Since the reference amplitude and reference direction are deformation standards or deformation reference information, the accuracy and rationality of the first deformation parameter can be improved based on the reference amplitude and reference direction.

[0163] Through steps S1031 to S1034, the deformation amplitude is determined by the ratio of the reference distance to the actual first distance. This accurately reflects the actual deformation degree of deformable tissue under motion or external force, providing a high-precision basis for deformation calculation and thus accurately capturing the deformation effect. By using the reference distance as a benchmark, it ensures that the deformation calculation maintains a consistent proportion and effect regardless of the size of the moving structure model, thereby unifying the deformation scale. Reducing deformation to a single ratio calculation (distance ratio) simplifies the complex geometric calculation process, making deformation processing efficient and fast. Only the starting and ending positions need to be referenced, eliminating the need for additional detailed data, reducing storage and computational costs. By dynamically changing the actual distance, deformation parameters are adjusted in real time, allowing the moving structure model to automatically adapt to the corresponding deformation effect under different motion states. Whether it's extension, bending, or twisting, the degree of deformation can be reflected by the distance ratio, meeting various complex deformation requirements and thus applicable to complex motion scenarios. This method relies on first reference information and dynamic parameter calculation, and is applicable to different types of deformable tissues (such as muscle, skin, fat, etc.). By precisely determining the magnitude of deformation, the morphological changes of deformable tissues such as muscles and skin can be simulated more realistically, enhancing the visual expressiveness of virtual characters. Combined with real-time first deformation parameters, the dynamic effects of virtual characters (such as muscle bulging and skin stretching) are smoother and more realistic. Based on this, the method of determining the first deformation parameters based on first reference information and a real first distance provides an efficient, accurate, and universal solution applicable to the dynamic deformation, physical simulation, and visual performance optimization of virtual characters.

[0164] See also Figure 3 The following explanation will continue from step S103 above.

[0165] In step S104, the motion structure model of the virtual object is updated using each first deformation parameter to obtain the deformed motion structure model.

[0166] In some embodiments, the motion structure model of a virtual object refers to the basic structure used in computer graphics or game engines to simulate and control the movement and posture changes of virtual characters. The motion structure model is mainly used to define the skeleton, joints, and mesh deformation logic of virtual objects, and is the core technology for realizing the dynamic behavior of virtual objects.

[0167] In some embodiments, the motion structure model of a virtual object may consist of skeletons, skeleton meshes, joints, skinning weights, animation data, kinetic constraints, muscle systems, control bindings, etc.

[0168] In some embodiments, skeletons can be the core components of a motion structure model, similar to the skeleton of a real organism, used to support and control the shape and movement of virtual objects. Skeletons drive the movement of virtual objects by defining a skeleton hierarchy (such as parent-child relationships) and transformation attributes (position, rotation, scaling). Skeletons are typically organized hierarchically, with each skeleton node corresponding to a set of transformation parameters. Skeletons can be bound to weights to influence mesh vertices.

[0169] In some embodiments, a skeleton mesh can refer to a mesh model bound to bones, which is the geometry used for actual rendering and includes the vertices, faces, and their binding relationships to the bones of an object. Each vertex of the skeleton mesh is bound to one or more bones, and the influence of the bones on that vertex is determined by weights. The skeleton mesh is used to represent changes in the shape of an object.

[0170] In some embodiments, a joint can refer to the connection point between bones, defining the degrees of freedom of movement (such as rotation and translation). Joints determine the range and direction of bone movement. Joints are used to achieve complex movements, such as bending and rotation.

[0171] In some embodiments, skinning weights can refer to the degree of influence each bone has on a mesh vertex. Skinning weights determine the final position of a vertex through linear interpolation. The sum of the skinning weights is typically 1.

[0172] In some embodiments, animation data can be a predefined sequence of skeletal transformations used to achieve specific actions (such as walking or jumping). Animation data includes keyframes and interpolation information. Animation data can be driven by animation blueprints or real-time computation.

[0173] In some embodiments, kinetic constraints can be used to simulate limitations on physical effects (such as the range of rotation of a joint). Kinetic constraints can be used to achieve dynamic effects on deformable tissues such as muscles, skin, and fat, and can increase physical realism.

[0174] In some embodiments, a muscle system can be used to simulate the contraction, stretching, and deformation of a character's muscles. The muscle system is driven by skeletal transformations, thereby enhancing the visual effects.

[0175] In some embodiments, control rigging can be used to control the deformation logic of bones and meshes in animation production or real-time environments. Control rigging allows for direct manipulation of bone transformations through a visual interface. Control rigging can also be used to simplify the implementation of complex movements.

[0176] The motion structure model of virtual objects is the foundation for the movement and deformation of virtual characters. It consists of major components such as skeletons, skeletal meshes, joints, and binding weights. Combined with animation data, physical constraints, and advanced muscle systems, it can realize complex movement behaviors and realistic effects of characters in virtual environments.

[0177] In some embodiments, updating the motion structure model refers to updating the first vertex information of the vertices in the motion structure model. In the motion structure model, a vertex is a basic geometric unit that makes up the model. Each vertex represents a point on the mesh surface and has attributes such as position, normal, and UV coordinates, used to define the shape and texture mapping of the mesh. The position of a vertex can refer to its coordinates in three-dimensional space, typically represented as (x, y, z); the weight of a vertex can be used to represent the binding relationship between the vertex and the deformable tissue, and the weight value of each vertex determines the degree of influence of the deformable tissue on that vertex.

[0178] In some embodiments, see Figure 8 The above step S104 can be achieved through the following steps S1041 to S1043, which will be explained in detail below.

[0179] In step S1041, the first vertex information of each vertex in the motion structure model is obtained.

[0180] In some embodiments, game engine scripting interfaces (such as Python or Blueprints for Unreal Engine) can be used to obtain first vertex information, which may include vertex coordinates and vertex weights, where vertex weights refer to the degree of influence of the target deformable tissue on the vertex.

[0181] In step S1042, the second vertex information of each vertex is determined based on each first deformation parameter and the first vertex information of each vertex.

[0182] In some embodiments, the above step S1042 can be implemented as follows: for each vertex, obtain the target deformable tissue corresponding to the vertex; based on the first vertex information and the first deformation parameter of the target deformable tissue, determine the second vertex information of the vertex.

[0183] In some embodiments, a target deformable organization refers to a deformable organization that can influence the vertex. The target organization identifier for each vertex can be obtained from a preset mapping table, and the deformable organization indicated by the target organization identifier is then determined as the target deformable organization. The preset mapping table stores the organization identifier of the deformable organization corresponding to each vertex.

[0184] In determining the second vertex information of each vertex, each vertex is updated individually. Each vertex is updated independently based on its corresponding target deformable organization and the first deformation parameter, ensuring the accuracy of the deformation result. The vertex deformation is dynamically consistent with the bound target deformable organization, avoiding the loss of detail due to global deformation. By updating vertex by vertex, multi-directional and multi-level deformation of each vertex can be flexibly handled. If the target deformable organization or the first deformation parameter changes, the vertex position can be updated immediately to adapt to dynamic deformation requirements. Furthermore, for each vertex, the first deformation parameter of its target deformable organization is directly obtained, avoiding processing of irrelevant vertices or other deformable organizations, thereby improving computational efficiency. And only the vertices related to deformation need to be updated, without recalculating the entire mesh model, thus optimizing real-time rendering performance.

[0185] See Figure 9 In some embodiments, the above-mentioned "determining the second vertex information of the vertex based on the first vertex information and the first deformation parameter of the target deformable tissue" can be achieved through the following steps S421 to S425, which are described in detail below.

[0186] In step S421, it is determined whether the number of target deformable tissues is at least two.

[0187] In some embodiments, if the number of target deformable tissues is at least two, indicating that at least two deformable tissues affect the vertex, then proceed to step S422; and if the number of target deformable tissues is one, indicating that one deformable tissue affects the vertex, then proceed to step S425.

[0188] In step S422, the weight of each target deformable tissue is obtained.

[0189] When a vertex corresponds to at least two target deformable organizations, it indicates that at least two deformable organizations influence that vertex, meaning that multiple deformable organizations jointly influence that vertex. For each vertex, a preset mapping table also stores the weight corresponding to each target organization identifier; that is, the preset mapping table also stores the weight of each target deformable organization. Based on this, the weight of each target deformable organization can be obtained from the preset mapping table. In this embodiment, the sum of the weights of each target deformable organization can be 1.

[0190] In step S423, the weights and first deformation parameters corresponding to each target deformable tissue are weighted and summed to obtain the comprehensive deformation parameters.

[0191] In some embodiments, for example, assuming the weight of target deformable structure 1 is 0.3 and the first deformation parameter of target deformable structure 1 is 0.5; the weight of target deformable structure 2 is 0.2 and the first deformation parameter of target deformable structure 1 is 0.6; the weight of target deformable structure 3 is 0.5 and the first deformation parameter of target deformable structure 1 is 0.7, then 0.62 is determined as the comprehensive deformation parameter.

[0192] In other embodiments, the first deformation parameter may also be a matrix, and based on this, the determined comprehensive deformation parameter is also a matrix.

[0193] In step S424, based on the comprehensive deformation parameters and the first vertex information, the second vertex information is determined, and the process ends.

[0194] In some embodiments, taking the first vertex information as the vertex coordinates as an example, continuing the example above, assuming the comprehensive deformation parameter is 0.62 and the first vertex information is (2, 1.5, 6), then (1.24, 0.93, 3.72) is determined as the second vertex information of the vertex.

[0195] In step S425, the product of the first vertex information and the first deformation parameter of the target deformable tissue is determined as the second vertex information of the vertex.

[0196] When the number of target deformable tissues corresponding to a vertex is one, it indicates that there is a deformable tissue affecting the vertex. In this case, the product of the first vertex information and the first deformation parameter of the target deformable tissue is directly determined as the second vertex information of the vertex.

[0197] In some embodiments, taking the first vertex information as the vertex coordinates as an example, continuing the example above, assuming the first deformation parameter of the target deformable tissue is 0.5 and the first vertex information is (2, 1.5, 6), then (1, 0.75, 3) is determined as the second vertex information of the vertex.

[0198] Through steps S421 to S425, by considering the number and weights of the target deformable tissues, the contribution of each deformable tissue to the final vertex position can be refined. A weighted summation method ensures that the deformation effects of multiple tissues are proportionally combined, avoiding distortion caused by the deformation of a single tissue, thus achieving precise control over vertex deformation. It supports the joint influence of at least two deformable tissues on a vertex, which is particularly important when simulating complex muscle, skin, or physical deformations; and the flexible weighting mechanism can dynamically adjust the influence of each deformable tissue to adapt to various animation needs, thereby supporting complex deformations of multiple tissues. Furthermore, when there is only one target deformable tissue, the new vertex position is determined directly using deformation parameters and initial vertex information, reducing computational complexity and improving efficiency. This is very practical in simple deformation scenarios. In summary, regardless of the number of target deformable tissues, the entire process is based on a unified computational framework; different deformation effects can be achieved simply by dynamically adjusting deformation parameters and weights, thereby improving the system's scalability and adaptability. Considering that comprehensive deformation parameters can accurately simulate the dynamic effects of interactions between multiple tissues, such as the traction and support forces between muscles, it is possible to significantly enhance the visual realism and animation expressiveness of virtual characters and flexibly adapt to various deformation scenarios.

[0199] See also Figure 8 The following explanation will continue from step S1042 above.

[0200] In step S1043, the second vertex information of each vertex is used to construct the deformed motion structure model.

[0201] In some embodiments, the second vertex information can be written into the vertex buffer of the motion structure model, replacing the first vertex information. The vertex buffer stores the position and attributes of each vertex to describe the geometry of the motion structure model. Based on this, the first vertex information of the motion structure model is updated with the second vertex information, thereby obtaining the deformed motion structure model.

[0202] Through steps S1041 to S1043, different types of deformations (such as muscle bulge, skin compression, and elastic tissue stretching) are flexibly adapted using the first deformation parameters of each target deformable tissue. It also supports multiple deformable tissues (such as muscles, skin, and soft tissue) affecting the same vertex, achieving rich deformation effects. The second vertex information of each vertex is used to construct the deformed motion structure model in real time, suitable for dynamic scenes requiring rapid response (such as the movements of virtual characters in games). Based on this, the updated second vertex information is directly passed to the rendering pipeline, achieving real-time display of the deformation effect without offline preprocessing. Independent updates of each vertex ensure precise and accurate deformation effects, avoiding the loss of details that may occur with global updates. Vertex positions are calculated using the first deformation parameters and weighted calculations, ensuring that the deformation is consistent with actual motion physics, resulting in a more natural appearance. Updating the vertex information of the motion structure model directly based on the first deformation parameters eliminates the need to store multiple versions of the model shape, saving storage resources. Furthermore, the update process only affects the vertices affected by the deformation; unaffected parts do not need to be recalculated, improving efficiency. In this way, the motion structure model can be dynamically and accurately updated based on the first deformation parameter, meeting the needs of real-time rendering and complex deformation. This ensures that the visual representation of virtual objects is consistent with the physical properties of their motion, while also providing the possibility of expansion and optimization.

[0203] See also Figure 3 The following will continue with step S104 from the previous text.

[0204] In step S105, a virtual object is displayed based on the deformed motion structure model.

[0205] In some embodiments, the rendering pipeline corresponding to the deformed motion structure model can be obtained, and the deformed motion structure model can be shading processed using the rendering pipeline to obtain a virtual object image, and the virtual object image can be displayed, thereby realizing the display of the virtual object.

[0206] Through steps S101 to S105, the first starting position and first ending position of each deformable tissue are acquired in real time during the movement of the virtual object. Based on the first reference information, first starting position, and first ending position of the deformable tissue, the first deformation parameter of the deformable tissue is determined in real time. This first deformation parameter can realistically reflect the deformation of the deformable tissue during movement. Next, the motion structure model of the virtual object is updated in real time using the first deformation parameter to obtain a deformed motion structure model. Real-time updates improve the accuracy of the deformed motion structure model and ensure it reflects the true deformation of the deformable tissue. Finally, the virtual object is rendered and displayed based on the deformed motion structure model. Because the deformed motion model reflects the true deformation of the deformable tissue, the rendered virtual object presents a realistic deformable tissue, thus improving the realism of the display. Furthermore, since the first deformation parameter is determined in real time, the real-time performance of the display is improved. Different first reference information can be obtained for different virtual objects without changing the motion structure model, simplifying the display process and improving display efficiency.

[0207] In some embodiments, after step S006 or step S105, the resource file of the virtual object may be updated. The update process may be as follows: in response to a resource update instruction for the virtual object, a second selection interface is displayed, the second selection interface including a plurality of sixth entry controls for selecting files; in response to a trigger operation for the sixth entry control, at least one second candidate identifier is displayed; in response to a selection operation for at least one second candidate identifier, the configuration file corresponding to the selected second candidate identifier is determined as the resource file of the virtual object.

[0208] In some embodiments, such as Figure 10 As shown, by clicking the fifth entry control 6014 of the motion structure model in the global preview interface 601, the resource update control 6015 can be displayed in the global preview interface 601. When a trigger operation is received for the resource update control 6015, it is determined that a resource update instruction for the virtual object has been received.

[0209] In some embodiments, the second selection interface is similar to the first selection interface described above, and the second selection interface is used to update the resource files of the virtual object. The triggering operation for the sixth entry control is similar to the triggering operation for the first entry control described above, and the triggering operation can be a single click, a long press, or a double click operation for the sixth entry control.

[0210] In some embodiments, the selection operation for at least one second candidate identifier can be a single click, a long press, or a double click on the second candidate identifier. Taking a double click as an example, when a double click on a second candidate identifier is received, the configuration file corresponding to the selected second candidate identifier is determined as the resource file of the virtual object, thereby updating the resource file.

[0211] By receiving a resource update command, a second selection interface can be triggered and displayed. The sixth entry control is then displayed on the second selection interface. Finally, the resource file of the virtual object is updated by triggering the sixth entry control, thereby achieving a fast update of the resource file. Since the update process involves triggering operations on the control and selecting operations on the identifier, this simplifies the update process, improves update efficiency, and ultimately ensures the timeliness of the resource file.

[0212] The following will describe an exemplary application of the embodiments of this application in a real-world application scenario.

[0213] This application provides a display method that, based on the control rigging of a game engine (UE), enables real-time muscle effects during game execution. Device users simply need to right-click the Skeleton Mesh resource entry control and select the rigging data pre-exported from Digital Content Creation (DCC) to automatically create muscle control rigging and animation blueprints in the UE and automatically configure them onto the Skeleton Mesh. Based on this, running the level allows direct preview of the current model's real-time motion-driven muscle effects; it enables rapid implementation of dynamic and realistic muscle effects in the UE without relying on large amounts of data; and it supports all characters with pre-bound data. Here, muscles correspond to deformable tissues in other embodiments, the skeletal mesh corresponds to motion structure models in other embodiments, and characters correspond to virtual objects in other embodiments.

[0214] In some embodiments, to achieve a more realistic muscle simulation effect without relying on a large workload for artists, the display method provided in this application can be an interactive and user-friendly solution that allows real-time viewing of muscle effects within the game engine (UE), achieving the goal of "what you see is what you get." By right-clicking the SkeletonMesh resource entry control in the game engine (UE) and then selecting existing binding data, the logic for generating control rigging to drive the skeleton can be automatically generated based on that binding data, thus reproducing the binding logic of Digital Content Creation (DCC). Simultaneously, animation blueprints can be automatically configured to establish the driving relationship between normal actions and muscle bindings. This allows viewing the muscle driving effects of characters in common action states such as walking and jumping while the game engine is running. Furthermore, all SkeletonMeshes can share skeleton assets. By automatically switching the corresponding muscle binding data based on the current SkeletonMesh at runtime, the muscle effects of different characters can be freely switched. All of the above processes are based on existing engine workflows, requiring no additional modifications and not affecting other modules. This solves the problem of high investment and low return, as well as the problem of complex processes within the engine. The binding data corresponds to the first reference information in other embodiments.

[0215] The application scenarios of this application include project development and debugging scenarios and project launch and operation scenarios.

[0216] In some embodiments, for project development and debugging scenarios, during the project development and debugging process, artists can use the display method to import muscle rigging data of Digital Content Creation (DCC) with one click, enter the game engine to view the final driving effect, compare the effect of Digital Content Creation (DCC) with the final real-time effect in the game, facilitate the adjustment of rigging, and also adjust the driving of animation blueprints during game runtime.

[0217] In some embodiments, for the scenario of project launch and operation, the display method provided in this application supports one-click import and binding data. At the same time, the background also performs logical processing on the animation driver, so that the real-time muscle effect can be seen at runtime, which can enhance the immersion of the game.

[0218] In some embodiments, see Figure 11 , Figure 11This is a schematic diagram of a tool interaction page provided in an embodiment of this application. The tool interaction page 601 includes a fifth entry control 6014 for a skeletal mesh model and a Create Muscle control 1102. After selecting the fifth entry control 6014 of the skeletal mesh model and right-clicking it, an "Import Muscle Data" button will be displayed, which is equivalent to displaying the Create Muscle control 1102. Then, clicking the Create Muscle control 1102 will... Figure 5 As shown, a first selection interface 501 will pop up. This first selection interface can be considered as a file box for selecting data files. Select the muscle binding data exported from Digital Content Creation (DCC) for the corresponding Skeleton Mesh, that is, select the first candidate identifier 5012. The first candidate identifier 5012 is a file identifier.

[0219] In some embodiments, after selecting muscle rigging data, the muscle-driven logic is automatically configured, and the corresponding animation blueprint for the object is also configured. Three assets are generated: the first is an asset converted from the rigging data into a game engine (UE) data table format, used for data reading and switching; the second is a control rig asset used for skeletal logic control; and the third is an animation blueprint, used to configure the driving relationship between character actions and the control rig asset, which is configured onto the skeleton mesh as a post-processing animation blueprint. Based on this, artists do not need to perform additional operations on the above three assets and can achieve direct preview. The game engine (UE) data table format asset corresponds to the information resources in other embodiments, the control rig asset corresponds to the control resources in other embodiments, and the animation blueprint corresponds to the blueprint resources in other embodiments.

[0220] In some embodiments, the muscle-driven effects generated by the selected SkeletonMesh can be viewed in the editor or at runtime.

[0221] Figure 12A This is a schematic diagram showing an object with a pectoral muscle contraction effect provided in an embodiment of this application. Figure 12B This is a schematic diagram showing an object without pectoral muscle contraction in related technologies. From Figure 12A As can be seen, the display method provided in this application embodiment can add muscle contraction effects to the torso animation, thereby improving the display effect; from Figure 12BIt can be seen that the display methods of the relevant technologies can only display the torso animation effect and cannot reflect the muscle contraction effect, which can easily lead to clipping and stiff animation performance.

[0222] Figure 13A This is a schematic diagram showing an object with a pectoral muscle stretching effect provided in an embodiment of this application. Figure 13B This is a schematic diagram showing an object without a pectoral muscle stretching effect in related technologies. From Figure 13A As can be seen, the display method provided in this application embodiment can add muscle stretching effects to the torso animation, thereby improving the display effect; from Figure 13B It can be seen that by using the display methods of related technologies, only the torso animation effect can be displayed, but the muscle stretching effect cannot be reflected, which easily leads to clipping and stiff animation performance.

[0223] In some embodiments, for a skeleton mesh that has already been configured with muscle data, see [link to documentation]. Figure 10 Select the fifth entry control 6014 of the skeleton mesh model. Right-clicking the fifth entry control 6014 will display the resource update control 6015, which is used to update data. Next, select and right-click the resource update control 6015. It will automatically find and update the configured data. The corresponding control rig and animation blueprint will also read the corresponding data at runtime, thus achieving data updates. The resource update control 6015 provides an interface for updating data.

[0224] Figure 14 This is a schematic diagram of the first framework structure for data conversion provided in this application embodiment. It converts Maya data into the game engine (UE) project using a lightweight data exchange (JSON) format, facilitating reading and editing in the next stage. See also... Figure 14 The data table is obtained by reading and writing scripts; then a custom structure is defined to obtain data that the game engine (UE) can recognize.

[0225] Figure 15 This is a schematic diagram of the second framework structure for data conversion provided in the embodiments of this application. See also: Figure 15This involves transferring Digital Content Creation (DCC) data into the game engine and transforming it into data that can be intuitively used and updated in real time within the game engine through a series of conversion processes. The conversion process includes: First, converting the muscle and skeleton position information derived from DCC into a data table format within the game engine (UX) using JSON, allowing the UX to read and modify this data; Second, the Muscle Control Rigging (Muscle CR) module reads the data table and generates muscle and skeleton driving logic, i.e., generating control rig; Third, using the Blueprint utility class, the control rig is obtained, an animation blueprint is generated, and configured onto the corresponding bone mesh as a post-processing animation blueprint to drive the bones, enabling animations played in game mode, where the animation blueprint drives muscle and skeleton deformation.

[0226] In some embodiments, taking the representation of a single muscle module in a game engine (UE) as an example, Figure 16 This is a schematic diagram of the framework structure of the muscle rendering method provided in the embodiments of this application. See also... Figure 16 First, the torso skeleton's bones 1601 and 1602 are driven by the motion system's animation or procedural animation during runtime. Second, using the real-time transformation data of the torso skeleton, the corresponding displacement transformation of the muscle joint located in the middle of the torso skeleton is determined through restoration binding logic, thereby driving the muscle joint. In this embodiment, the driving logic is transferred to the game engine, considering whether runtime constraint logic will affect each other, thus simplifying the complex constraint logic between controllers in Digital Content Creation (DCC). The transformation information of the bones is directly constrained and calculated in the control rig. Finally, the muscle joint data is updated using the configured post-processing animation blueprint and reflected on the model vertices through existing skinning information. The position of bone 1601 can be the starting position of the muscle, i.e., the first starting position; the position of bone 1602 can be the ending position of the muscle, i.e., the first ending position.

[0227] This application provides a display method that enables real-time muscle transformation in games, reducing the workload of artists and achieving real-time muscle deformation effects within the game engine. Furthermore, the game engine provides user-friendly tools for automatic data conversion and logic configuration, achieving a WYSIWYG (What You See Is What You Get) approach, thus facilitating alignment between Digital Content Creation (DCC) and engine performance.

[0228] It is understood that in the embodiments of this application, data related to first reference information, first starting position, first ending position, first vertex information, first configuration file, etc. are involved, and the collection, use and processing of such data need to comply with relevant laws, regulations and standards.

[0229] The following description continues to illustrate the exemplary structure of the display device 455 provided in the embodiments of this application as a software module. In some embodiments, such as Figure 2 As shown, the software module stored in the display device 455 in the memory 450 may include:

[0230] The first acquisition module 4551 is used to acquire first reference information of each deformable tissue of the virtual object in a preset posture; the second acquisition module 4552 is used to acquire the first starting position and the first ending position of each deformable tissue during the movement of the virtual object; the first determination module 4553 is used to determine the first deformation parameter of the deformable tissue based on the first reference information, the first starting position and the first ending position; the update module 4554 is used to update the motion structure model of the virtual object using each of the first deformation parameters to obtain the deformed motion structure model; and the first display module 4555 is used to display the virtual object based on the deformed motion structure model.

[0231] In some embodiments, the first reference information includes a reference start position and a reference end position, and the first determining module 4553 is further configured to: determine a reference distance between the reference start position and the reference end position of the deformable organization; determine a first distance between the first start position and the first end position; determine a distance ratio between the reference distance and the first distance; and determine the first deformation parameter based on the distance ratio.

[0232] In some embodiments, the first determining module 4553 is further configured to: determine the deformed amplitude by multiplying the distance ratio by the reference amplitude; and determine the first deformation parameter based on the deformed amplitude and the reference direction.

[0233] In some embodiments, the updating module 4554 is further configured to: obtain first vertex information for each vertex in the motion structure model; determine second vertex information for each vertex based on each first deformation parameter and the first vertex information for each vertex; and construct the deformed motion structure model using the second vertex information for each vertex.

[0234] In some embodiments, the updating module 4554 is further configured to: for each vertex, obtain the target deformable tissue corresponding to the vertex; and determine the second vertex information of the vertex based on the first vertex information and the first deformation parameter of the target deformable tissue.

[0235] In some embodiments, the updating module 4554 is further configured to: when the number of target deformable tissues is at least two, obtain the weight of each target deformable tissue; perform a weighted summation of the weight and the first deformation parameter corresponding to each target deformable tissue to obtain a comprehensive deformation parameter; and determine the second vertex information of the vertex based on the comprehensive deformation parameter and the first vertex information.

[0236] In some embodiments, the updating module 4554 is further configured to: when the number of the target deformable tissue is one, determine the product of the first vertex information and the first deformation parameter of the target deformable tissue as the second vertex information of the vertex.

[0237] In some embodiments, the software module stored in the display device 455 of the memory 450 further includes:

[0238] The second acquisition module is used to acquire a first configuration file, the first configuration file including second reference information for each deformable organization in the virtual object, the second reference information being in a first format; the conversion module is used to convert the format of the first configuration file to obtain a second configuration file, the second configuration file including first reference information for each deformable organization in the virtual object, the first reference information being in a second format; the storage module is used to store the second configuration file.

[0239] In some embodiments, the software module stored in the display device 455 of the memory 450 further includes:

[0240] A first response module is configured to display a first selection interface in response to a resource creation instruction for the virtual object, the first selection interface including a plurality of first entry controls for selecting files; a second response module is configured to display at least one first candidate identifier in response to a trigger operation of the first entry controls; a third response module is configured to determine the second configuration file as a resource file of the virtual object in response to a selection operation of the file identifier of the second configuration file when at least one first candidate identifier includes the file identifier of the second configuration file, the resource file being used to store first reference information of each deformable organization in the virtual object.

[0241] In some embodiments, the software module stored in the display device 455 of the memory 450 further includes:

[0242] A configuration module is used to configure the model resources of the motion structure model based on the resource file, wherein the model resources include at least one of the following: control resources, information resources, and blueprint resources; a second display module is used to display at least one of the following controls on the global preview interface of the virtual object: a second entry control for the control resources, a third entry control for the information resources, and a fourth entry control for the blueprint resources.

[0243] In some embodiments, the software module stored in the display device 455 of the memory 450 further includes at least one of the following modules:

[0244] The fourth response module is used to respond to a trigger operation on the second entry control by displaying a first preview interface, and displaying control parameters in the control resource and adjustment controls for the control parameters in the first preview interface, the adjustment controls being used to trigger adjustments to the control parameters; the fifth response module is used to respond to a trigger operation on the third entry control by displaying a second preview interface, and displaying the first reference information in the second preview interface; the sixth response module is used to respond to a trigger operation on the fourth entry control by displaying a third preview interface, and displaying the animation blueprint of the virtual object in the third preview interface.

[0245] In some embodiments, the software module stored in the display device 455 of the memory 450 further includes:

[0246] The seventh response module is used to display a second selection interface in response to a resource update instruction for the virtual object, the second selection interface including a plurality of sixth entry controls for selecting files; the eighth response module is used to display at least one second candidate identifier in response to a trigger operation for the sixth entry control; the ninth response module is used to determine the configuration file corresponding to the selected second candidate identifier as the resource file of the virtual object in response to a selection operation for at least one second candidate identifier.

[0247] This application provides a computer program product or computer program that includes computer-executable instructions stored in a computer-readable storage medium. A processor of a computer device reads the computer-executable instructions from the computer-readable storage medium and executes the computer-executable instructions, causing the computer device to perform the display method described above in this application.

[0248] This application provides a computer-readable storage medium storing computer-executable instructions. When these computer-executable instructions are executed by a processor, they cause the processor to execute the display method provided in this application, for example... Figure 3 The display method is shown.

[0249] In some embodiments, the computer-readable storage medium may be a memory such as FRAM, ROM, PROM, EPROM, EEPROM, flash memory, magnetic surface memory, optical disk, or CD-ROM; or it may be a variety of devices including one or any combination of the above-mentioned memories.

[0250] In some embodiments, computer-executable instructions may take the form of programs, software, software modules, scripts, or code, written in any form of programming language (including compiled or interpreted languages, or declarative or procedural languages), and may be deployed in any form, including as stand-alone programs or as modules, components, subroutines, or other units suitable for use in a computing environment.

[0251] As an example, computer-executable instructions may, but do not necessarily, correspond to files in a file system. They may be stored as part of a file that holds other programs or data, for example, in one or more scripts in a Hyper Text Markup Language (HTML) document, in a single file dedicated to the program in question, or in multiple co-located files (e.g., files that store one or more modules, subroutines, or code sections).

[0252] As an example, computer-executable instructions can be deployed to execute on a single computing device, or on multiple computing devices located in one location, or on multiple computing devices distributed across multiple locations and interconnected via a communication network.

[0253] The above description is merely an embodiment of this application and is not intended to limit the scope of protection of this application. Any modifications, equivalent substitutions, and improvements made within the spirit and scope of this application are included within the scope of protection of this application.

Claims

1. A display method, characterized in that, The method includes: Obtain the first reference information of each deformable tissue of the virtual object in a preset posture; During the movement of the virtual object, for each deformable tissue, the first starting position and the first ending position of the deformable tissue are obtained; Based on the first reference information of the deformable structure, the first starting position, and the first ending position, the first deformation parameter of the deformable structure is determined. The motion structure model of the virtual object is updated using each of the first deformation parameters to obtain the deformed motion structure model. The virtual object is displayed based on the deformed motion structure model.

2. The method according to claim 1, characterized in that, The first reference information includes a reference start position and a reference end position. Determining the first deformation parameter of the deformable microstructure based on the first reference information, the first start position, and the first end position includes: Determine the reference distance between the reference starting position and the reference ending position of the deformable structure; Determine the first distance between the first starting position and the first ending position; Determine the distance ratio between the reference distance and the first distance; The first deformation parameter is determined based on the distance ratio.

3. The method according to claim 2, characterized in that, The first reference information also includes a reference amplitude and a reference direction, and determining the first deformation parameter based on the distance ratio includes: The product of the distance ratio and the reference amplitude is determined as the deformed amplitude; The first deformation parameter is determined based on the deformation amplitude and the reference direction.

4. The method according to claim 1, characterized in that, The step of updating the motion structure model of the virtual object using each of the first deformation parameters to obtain the deformed motion structure model includes: Obtain the first vertex information of each vertex in the motion structure model; Based on each of the first deformation parameters and the first vertex information of each vertex, the second vertex information of each vertex is determined; The deformed motion structure model is constructed using the second vertex information of each vertex.

5. The method according to claim 4, characterized in that, The step of determining the second vertex information of each vertex based on each of the first deformation parameters and the first vertex information of each vertex includes: For each vertex, obtain the target deformable tissue corresponding to the vertex; Based on the first vertex information and the first deformation parameter of the target deformable tissue, the second vertex information of the vertex is determined.

6. The method according to claim 5, characterized in that, The step of determining the second vertex information of the vertex based on the first vertex information and the first deformation parameter of the target deformable tissue includes: When the number of the target deformable tissues is at least two, obtain the weight of each target deformable tissue; The weights and first deformation parameters corresponding to each of the target deformable structures are weighted and summed to obtain the comprehensive deformation parameters. Based on the comprehensive deformation parameters and the first vertex information, the second vertex information of the vertex is determined.

7. The method according to claim 6, characterized in that, The method further includes: When the number of the target deformable tissues is one, the product of the first vertex information and the first deformation parameter of the target deformable tissue is determined as the second vertex information of the vertex.

8. The method according to any one of claims 1 to 7, characterized in that, Before obtaining the first reference information of each deformable tissue of the virtual object in a preset posture, the method further includes: Obtain a first configuration file, the first configuration file including second reference information for each deformable organization in the virtual object, the second reference information being in a first format; The first configuration file is converted to obtain a second configuration file. The second configuration file includes first reference information for each deformable organization in the virtual object. The first reference information is in a second format. Store the second configuration file.

9. The method according to claim 8, characterized in that, After storing the second configuration file, the method further includes: In response to a resource creation instruction for the virtual object, a first selection interface is displayed, the first selection interface including a plurality of first entry controls for selecting files; In response to a trigger operation on the first entry control, at least one first candidate identifier is displayed; When at least one of the first candidate identifiers includes the file identifier of the second configuration file, in response to the selection operation for the file identifier of the second configuration file, the second configuration file is determined as the resource file of the virtual object, the resource file being used to store first reference information for each deformable organization in the virtual object.

10. The method according to claim 9, characterized in that, After determining the second configuration file as the resource file of the virtual object, the method further includes: The model resources of the motion structure model are configured based on the resource file, and the model resources include at least one of the following: control resources, information resources, and blueprint resources; The global preview interface of the virtual object displays at least one of the following controls: the second entry control for the control resource, the third entry control for the information resource, and the fourth entry control for the blueprint resource.

11. The method according to claim 10, characterized in that, The method further includes performing at least one of the following: In response to a trigger operation on the second entry control, a first preview interface is displayed, and the control parameters in the control resource and an adjustment control for the control parameters are displayed in the first preview interface. The adjustment control is used to trigger an adjustment to the control parameters. In response to a trigger operation on the third entry control, a second preview interface is displayed, and the first reference information is displayed in the second preview interface; In response to a trigger operation on the fourth entry control, a third preview interface is displayed, and the animation blueprint of the virtual object is displayed in the third preview interface.

12. The method according to any one of claims 9 to 11, characterized in that, After determining the second configuration file as the resource file of the virtual object, the method further includes: In response to a resource update command for the virtual object, a second selection interface is displayed, which includes multiple sixth entry controls for selecting files; In response to a trigger operation on the sixth entry control, at least one second candidate identifier is displayed; In response to a selection operation for at least one of the second candidate identifiers, the configuration file corresponding to the selected second candidate identifier is determined as the resource file of the virtual object.

13. A display device, characterized in that, The device includes: The first acquisition module is used to acquire the first reference information of each deformable tissue of the virtual object in a preset posture. The second acquisition module is used to acquire, during the movement of the virtual object, the first starting position and the first ending position of each deformable tissue. The first determining module is used to determine the first deformation parameter of the deformable structure based on the first reference information, the first starting position, and the first ending position of the deformable structure. The update module is used to update the motion structure model of the virtual object using each of the first deformation parameters to obtain the deformed motion structure model. The first display module is used to display the virtual object based on the deformed motion structure model.

14. A computer device, characterized in that, The computer device includes: Memory is used to store executable instructions for a computer; A processor, when executing computer-executable instructions stored in the memory, implements the display method according to any one of claims 1 to 12.

15. A computer-readable storage medium storing computer-executable instructions, characterized in that, When the computer-executable instructions are executed by the processor, they implement the display method according to any one of claims 1 to 12.

16. A computer program product comprising a computer program or computer-executable instructions, characterized in that, When the computer program or computer-executable instructions are executed by a processor, the display method according to any one of claims 1 to 12 is implemented.