Action control method and related apparatus

HK40079464BActive Publication Date: 2026-09-04TENCENT TECHNOLOGY (SHENZHEN) CO LTD
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Patent Information

Application Number
HK42023069083
Authority / Receiving Office
HK · HK
Patent Type
Patents
Current Assignee / Owner
Filing Date
2023-02-27
Publication Date
2026-09-04
Estimated Expiration
2041-06-29

AI Technical Summary

Technical Problem

In game development, the same game object's movements require different displacement parameters to be manually set in different game scenes, which consumes a lot of time and effort, affecting development efficiency and the player's gaming experience.

Method used

By acquiring the trigger operation of the target action, the standard displacement parameters of the action type are determined, and the starting and ending reference parameters are automatically adjusted based on the actual starting and ending positions to generate the actual displacement parameters and control the controlled object to perform the action.

Benefits of technology

It reduces the number of times manual parameter settings are required, improves game development efficiency, and enhances the realism of game object movements in different scenarios and the player's gaming experience.

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Abstract

The embodiment of the application discloses a motion control method and related device, and the processing device can make the controlled object start to perform a target motion from an actual starting position while fitting the moving characteristics of the marked displacement parameter based on a starting reference parameter; and can make the controlled object reach the actual ending position while fitting the moving characteristics of the marked displacement parameter based on an ending reference parameter. The actual displacement parameter determined in this way can reflect the moving characteristics of the standard displacement parameter while making the controlled object meet the actual starting and ending positions, so that only one set of standard displacement parameters is needed, and different displacement parameters do not need to be set manually for different actual starting and ending positions, thereby reducing the consumption of manpower and improving the motion control efficiency.
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Description

Technical Field

[0001] This application relates to the field of game technology, and in particular to a motion control method and related apparatus. Background Technology

[0002] The realism of the actions of game objects is one of the important factors affecting the player's gaming experience. For example, in shooting games, a more realistic aiming and scope-in ​​action can give players a more realistic sense of immersion in shooting.

[0003] In this context, the same action of a game object may correspond to different starting and ending positions in different game scenarios. Therefore, in order to improve the player's gaming experience, related technologies require manually setting the corresponding displacement parameters for the game object to complete the game action for different game scenarios. This requires a lot of manpower and effort, resulting in low game development efficiency. Summary of the Invention

[0004] To address the aforementioned technical problems, this application provides an action control method. The processing device can automatically adjust to different start and end positions of the target action during actual execution, eliminating the need for multiple manual parameter settings, saving significant time and effort, and improving game development efficiency.

[0005] The embodiments of this application disclose the following technical solutions:

[0006] In a first aspect, embodiments of this application disclose an action control method, the method comprising:

[0007] Obtain the trigger operation for the target action, which is used to change the controlled object from a first posture to a second posture;

[0008] Determine the standard displacement parameter corresponding to the action type of the target action. The standard displacement parameter is used to identify the movement mode of the controlled object from the default starting position corresponding to the first posture to the default ending position corresponding to the second posture.

[0009] The actual starting position of the controlled object corresponding to the first posture and the actual ending position corresponding to the second posture are determined based on the target action.

[0010] Based on the actual starting position, the actual ending position, and the standard displacement parameters, the starting reference parameters and the ending reference parameters are determined. The starting reference parameters are used to identify the movement mode required by the controlled object when performing the target action based on the standard displacement parameters with the actual starting position as the reference. The ending reference parameters are used to identify the movement mode required by the controlled object when performing the target action based on the standard displacement parameters with the actual ending position as the reference.

[0011] The actual displacement parameters are determined by the starting reference parameters and the ending reference parameters, and the controlled object is controlled to perform the target action based on the actual displacement parameters.

[0012] Secondly, embodiments of this application provide an action control device, the device comprising an acquisition unit, a first determination unit, a second determination unit, a third determination unit, and a first control unit:

[0013] The acquisition unit is used to acquire the trigger operation for the target action, which is used to change the controlled object from a first posture to a second posture.

[0014] The first determining unit is used to determine the standard displacement parameter corresponding to the action type of the target action. The standard displacement parameter is used to identify the movement mode of the controlled object from the default starting position corresponding to the first posture to the default ending position corresponding to the second posture.

[0015] The second determining unit is used to determine the actual starting position of the controlled object corresponding to the first posture and the actual ending position corresponding to the second posture based on the target action;

[0016] The third determining unit is used to determine a starting reference parameter and an ending reference parameter based on the actual starting position, the actual ending position, and the standard displacement parameter. The starting reference parameter is used to identify the movement mode required by the controlled object when performing the target action based on the standard displacement parameter with the actual starting position as the reference. The ending reference parameter is used to identify the movement mode required by the controlled object when performing the target action based on the standard displacement parameter with the actual ending position as the reference.

[0017] The first control unit is used to determine the actual displacement parameters through the starting reference parameters and the ending reference parameters, and to control the controlled object to perform the target action based on the actual displacement parameters.

[0018] Thirdly, embodiments of this application disclose a computer device, the device including a processor and a memory:

[0019] The memory is used to store program code and transmit the program code to the processor;

[0020] The processor is used to execute the motion control method described in any one of the first aspects according to the instructions in the program code.

[0021] Fourthly, embodiments of this application disclose a computer-readable storage medium for storing a computer program for executing the motion control method described in any one of the first aspects.

[0022] As can be seen from the above technical solution, after obtaining the trigger operation for the target action, the standard displacement parameters corresponding to the action type of the target action can be determined. This target action is used to transform the controlled object from a first posture to a second posture, and the standard displacement parameters are used to identify the movement method of the controlled object from the default starting position corresponding to the first posture to the default ending position corresponding to the second posture. To achieve action control for different actual situations based on a set of standard displacement parameters corresponding to this action type, the actual starting position of the controlled object corresponding to the first posture and the actual ending position corresponding to the second posture can be determined first based on the target action. Then, based on the actual starting position, the actual ending position, and the standard displacement parameters, the starting reference parameter and the ending reference parameter are determined. The starting reference parameter is used to identify the movement method required by the controlled object when performing the target action with the actual starting position as the reference, and the ending reference parameter is used to identify the movement method required by the controlled object when performing the target action with the actual ending position as the reference. When controlling the controlled object, the actual displacement parameters can be determined through the starting reference parameters and the ending reference parameters, and the controlled object can be controlled to perform the target action based on these actual displacement parameters. Based on this initial reference parameter, the controlled object can perform the target action while conforming to the movement characteristics of the marked displacement parameter from its actual starting position. Similarly, based on this ending reference parameter, the controlled object can reach its actual ending position while conforming to the movement characteristics of the marked displacement parameter. The actual displacement parameters determined in this way not only reflect the movement characteristics of the standard displacement parameters but also ensure that the controlled object meets the actual starting and ending positions. Therefore, only one set of standard displacement parameters needs to be set, eliminating the need for manual setting of different displacement parameters for different actual starting and ending positions, reducing manpower consumption and improving motion control efficiency. Furthermore, since the actual displacement parameters obtained through this method can conform to the movement characteristics corresponding to the standard displacement parameters to a certain extent, a more realistic and reasonable movement pattern can be set using the standard displacement parameters. This allows the controlled object's actual movement in various game scenarios to have a high degree of realism and rationality, improving the player's gaming experience. Attached Figure Description

[0023] To more clearly illustrate the technical solutions in the embodiments of this application or the prior art, the drawings used in the description of the embodiments or the prior art will be briefly introduced below. Obviously, the drawings described below are only some embodiments of this application. For those skilled in the art, other drawings can be obtained based on these drawings without creative effort.

[0024] Figure 1 A schematic diagram illustrating a motion control method in a practical application scenario provided by an embodiment of this application;

[0025] Figure 2 A flowchart of an action control method provided in an embodiment of this application;

[0026] Figure 3 A schematic diagram of an action control method provided in an embodiment of this application;

[0027] Figure 4 A schematic diagram of an action control method provided in an embodiment of this application;

[0028] Figure 5 A schematic diagram of an action control method provided in an embodiment of this application;

[0029] Figure 6 A schematic diagram of an action control method provided in an embodiment of this application;

[0030] Figure 7 A schematic diagram of an action control method provided in an embodiment of this application;

[0031] Figure 8 A schematic diagram of an action control method provided in an embodiment of this application;

[0032] Figure 9 A flowchart illustrating configuration in a practical application scenario provided by an embodiment of this application;

[0033] Figure 10 A schematic diagram illustrating a motion control method in a practical application scenario provided by an embodiment of this application;

[0034] Figure 11 A configuration page provided for an embodiment of this application;

[0035] Figure 12 A schematic diagram illustrating the execution of a scope-opening and aiming action, provided as an embodiment of this application;

[0036] Figure 13 A structural block diagram of a motion control device provided in an embodiment of this application;

[0037] Figure 14A structural diagram of a computer device provided in an embodiment of this application;

[0038] Figure 15 This is a structural diagram of a server provided in an embodiment of this application. Detailed Implementation

[0039] The embodiments of this application will now be described with reference to the accompanying drawings.

[0040] Gaming is a popular form of entertainment in people's daily lives, and players' demands for game quality are increasing daily. Among these demands, the realism of the movements of game objects is a key factor in determining game quality, and the level of realism directly affects the player's gaming experience.

[0041] Typically, a game includes multiple game objects and their corresponding actions. These actions allow the game object to switch between two different postures by changing parameters such as its position. Since games may contain various complex scenes, the same action of a game object might correspond to different starting and ending positions in different scenes. In related technologies, to make the actions of game objects more realistic, game developers need to set different displacement parameters for different starting and ending positions of the same action. This allows the game object to accurately move from the starting position to the ending position when performing the action, requiring developers to spend a significant amount of time and effort setting and adjusting these parameters.

[0042] To address the aforementioned technical problems, this application provides an action control method. The processing device can automatically adjust the target action based on the standard displacement parameters corresponding to the action type of the target action, targeting different start and end positions during the actual execution process. This enables the controlled object to accurately move from the actual start position to the actual end position based on the standard displacement parameters, eliminating the need for multiple manual parameter settings, saving significant time and effort, and improving game development efficiency.

[0043] Understandably, this method can be applied to processing devices capable of motion control, such as terminal devices or servers with motion control functions. This method can be executed independently by a terminal device or server, or it can be applied in network scenarios where a terminal device and a server communicate, executing in cooperation. The terminal device can be a computer, mobile phone, or similar device. The server can be an application server or a web server; in actual deployment, this server can be a standalone server or a cluster server.

[0044] To facilitate understanding of the technical solutions provided in the embodiments of this application, the following will introduce an action control method provided in the embodiments of this application in conjunction with a practical application scenario.

[0045] See Figure 1 , Figure 1 This diagram illustrates a motion control method in a practical application scenario provided by an embodiment of this application. In this scenario, the processing device can be a terminal device 101 used to develop a shooting game, such as a computer device. The target motion is the aiming motion in the shooting game, and the controlled object is the gun-holding hand. The first posture is the gun-holding posture, and the second posture is the aiming posture. This motion can change the gun-holding hand from the gun-holding posture shown in the diagram to the aiming posture. The motion type corresponding to the aiming posture is the aiming type.

[0046] like Figure 1 As shown in the game interface, this shooting game is a first-person perspective game. In first-person perspective, the player's viewpoint is closer to the controlled object in the game, thus the player's sense of immersion is stronger compared to shooting games with other perspectives. The changes in the controlled object's position can be perceived by the player in more detail and clearly. At this time, the rationality and realism of the controlled object's movement in the game will also have a significant impact on the player's game experience. For example, whether the movement of the gun grip is realistic can directly affect the player's sense of immersion in the first-person perspective game, and may even affect the player's control experience in the game.

[0047] Therefore, to improve the player's gaming experience, during game operation, the terminal device 101 can acquire a trigger operation for the scope-in ​​aiming action. This trigger operation instructs the terminal device 101 to control the weapon grip to perform the action. To determine how to control the weapon grip to perform the scope-in ​​aiming action, the terminal device 101 can determine the standard displacement parameter corresponding to the scope type. This standard displacement parameter identifies the movement method of the weapon grip from the default starting position corresponding to the weapon holding posture to the default ending position corresponding to the scope-in ​​aiming posture.

[0048] Because the actual starting position of the gun handle in a gun-holding posture and the actual ending position in the scope-aim posture may differ depending on the type of firearm being held or the aiming device equipped on the firearm, the terminal device 101 can first determine the actual starting position of the gun handle corresponding to the gun-holding posture and the actual ending position corresponding to the scope-aim posture based on the scope-aim action. Based on the actual starting position, the actual ending position, and the standard displacement parameter, the terminal device 101 can determine the starting reference parameter and the ending reference parameter. The starting reference parameter identifies the movement required by the gun handle when performing the scope-aim action with the actual starting position as the reference, and the ending reference parameter identifies the movement required by the gun handle when performing the scope-aim action with the actual ending position as the reference. Therefore, through the starting reference parameter, the terminal device 101 can know how to make the movement of the gun handle conform to the movement pattern indicated by the standard displacement parameter, based on accurately starting the movement from the actual starting position; through the ending reference parameter, the terminal device 101 can know how to make the movement of the gun handle conform to the movement pattern indicated by the standard displacement parameter, based on accurately reaching the actual ending position.

[0049] The terminal device can determine the actual displacement parameters based on the starting and ending reference parameters, and control the weapon grip to perform the aiming action based on these actual displacement parameters. This ensures that the weapon grip accurately starts and ends at the actual starting position, and that its movement conforms to the reasonable movement pattern indicated by the standard displacement parameters. Therefore, only one standard displacement parameter setting is needed for this action type to achieve reasonable and realistic action control for different game scenarios, reducing manpower and time consumption and improving game development efficiency. In first-person perspective games, players can clearly perceive the reasonable and realistic movement pattern of the weapon grip when performing the aiming action, thereby enhancing the player's immersion in the aiming action and creating a more realistic aiming experience.

[0050] Next, with reference to the accompanying drawings, a motion control method provided by an embodiment of this application will be described.

[0051] See Figure 2 , Figure 2 A flowchart of an action control method provided in this application embodiment, the method including:

[0052] S201: Obtain the trigger operation for the target action.

[0053] The target action can be any action with displacement change performed by the controlled object, and the touch operation is the operation used to trigger the target action. The controlled object refers to an object that can be controlled by the processing device. In the game, the controlled object can correspond to different action postures, and the processing device can switch the controlled object between different action postures through corresponding actions. For example, the target action can be used to change the controlled object from a first posture to a second posture.

[0054] For example, in shooting games, the controlled object can be holding a gun or a hand, and its first posture can be... Figure 1 The gun-holding postures shown can be categorized into two types: the first is the aiming posture, and the second is the aiming posture. In the gun-holding posture, the weapon grip is positioned relatively far from the character's head, such as at waist level. In the aiming posture, the weapon grip is positioned closer to the character's head, allowing the character to aim through the scope mounted on the weapon. This aiming action allows the user to switch from the gun-holding posture to the aiming posture.

[0055] S202: Determine the standard displacement parameters corresponding to the action type of the target action.

[0056] Understandably, in different game scenarios, the same type of action may correspond to different starting and ending positions. For example, when the type of gun held by the gunholder is different or the sights mounted on the gun are different, in order to reflect the realism of the game, the gun-holding posture and the aiming posture can correspond to different starting or ending positions.

[0057] To enable controlled objects to move accurately between different starting and ending positions, thus providing a good gaming experience for players, the processing device needs to accurately determine the displacement parameters for different starting and ending positions, and use these displacement parameters to control the movement of the controlled object. However, when the starting and ending positions are highly diverse, manually setting the parameters for each different set of starting and ending positions would consume a lot of manpower and effort, seriously delaying the game's development efficiency.

[0058] In order to reduce the time and effort required for manual parameter setting while accurately controlling the movement of the controlled object, in this embodiment of the application, the processing device can set the same standard displacement parameter for actions of the same action type, and automatically determine the displacement parameters corresponding to actions with different start and end positions under the action type based on the standard displacement parameter. Thus, the setting of action displacement parameters in multiple situations can be completed by setting the parameters only once for the action type.

[0059] After receiving the trigger operation, the processing device can determine the standard displacement parameters corresponding to the action type of the target action. These standard displacement parameters are used to identify the movement method of the controlled object from the default starting position corresponding to the first posture to the default ending position corresponding to the second posture. This movement method is a more reasonable and realistic movement method for the controlled object to complete this action type. For example, through these standard displacement parameters, it is possible to identify accelerated movement from rest to motion, decelerated movement from motion to rest, and jitter caused by inertia during movement in a simulated real-world scenario, thereby improving the realism of the executed action.

[0060] In one possible implementation, the actual displacement parameter may include the object position of the controlled object during the execution of the target action. This object position is in the same position dimension as the default start position and the default end position. The movement mode of the controlled object during the execution of the target action is identified by the change in the object position.

[0061] For example, the corresponding position of the controlled object, the default start position, and the default end position can be in the same position coordinate system. By using the coordinate points of the controlled object with a temporal sequence included in the actual displacement parameter, the movement mode of the controlled object during the execution of the target action can be identified.

[0062] S203: Determine the actual starting position of the controlled object corresponding to the first posture and the actual ending position corresponding to the second posture based on the target action.

[0063] In order for the controlled object to accurately execute the target action, the processing device also needs to determine the actual starting position of the controlled object corresponding to the first posture and the actual ending position of the controlled object corresponding to the second posture based on the target action. The actual starting position refers to the starting position of the controlled object when executing the target action, and the actual ending position refers to the ending position of the controlled object when executing the target action.

[0064] S204: Determine the starting reference parameters and ending reference parameters based on the actual starting position, actual ending position, and standard displacement parameters.

[0065] Based on the actual starting and ending positions, the processing device can determine the starting and ending positions of the controlled object when performing the target action under actual conditions. Based on the standard displacement parameters, the processing device can determine a more reasonable movement mode for the controlled object when performing the target action. Based on this, the processing device can determine the starting reference parameters and ending reference parameters. The starting reference parameters are used to identify the movement mode required by the controlled object when performing the target action based on the standard displacement parameters and the actual starting position. That is, based on the starting reference parameters, the controlled object is controlled to move in a manner that conforms to the movement mode identified by the standard displacement parameters while ensuring that it starts from the actual starting position. The ending reference parameters are used to identify the movement mode required by the controlled object when performing the target action based on the standard displacement parameters and the actual ending position. That is, based on the ending reference parameters, the controlled object is controlled to move in a manner that conforms to the movement mode identified by the standard displacement parameters while ensuring that it reaches the actual ending position.

[0066] like Figure 3 As shown, Figure 3 The curve in the figure can represent the movement curve of the controlled object when performing an action. As can be seen from the figure, based on the starting reference parameter, the controlled object can be controlled to move from the actual starting position to the movement curve similar to the movement curve identified by the standard displacement parameter; based on the ending reference parameter, the controlled object can be controlled to move to the actual ending position to the movement curve similar to the movement curve identified by the standard displacement parameter.

[0067] The methods for identifying the movement mode using starting and ending reference parameters can include various approaches. For example, in one possible implementation, the starting reference parameter can include multiple object positions based on the actual starting position. By combining these multiple object positions and their temporal relationships, a movement mode based on the actual starting position and moving according to standard displacement parameters can be identified. Similarly, the ending reference parameter can include multiple object positions based on the actual ending position. By combining these multiple object positions and their temporal relationships, a movement mode based on the actual ending position and moving according to standard displacement parameters can be identified.

[0068] Alternatively, in another possible implementation, the starting reference parameter may include multiple position changes relative to the actual starting position. These position changes reflect the positional changes between the controlled object's position at each moment during the execution of the target action and the actual starting position. Based on these multiple position changes, the temporal relationship between them, and the actual starting position, the processing device can determine the controlled object's position at each moment during the execution of the target action, thereby determining the movement method for controlling the controlled object to move based on the actual starting position. Similarly, based on the multiple position changes included in the ending reference parameter, the temporal relationship between them, and the actual ending position, the processing device can determine the controlled object's position at each moment during the execution of the target action, thereby determining the movement method for controlling the controlled object to move based on the actual ending position.

[0069] S205: Determine the actual displacement parameters by using the initial reference parameters and the ending reference parameters, and control the controlled object to perform the target action based on the actual displacement parameters.

[0070] By combining the initial and final reference parameters, the processing device can analyze how, when controlling the controlled object to execute a target action, it moves in a manner consistent with the movement pattern indicated by the standard displacement parameters, based on triggering from the actual starting position and reaching the actual ending position. Based on this, the processing device can determine the actual displacement parameters using the initial and final reference parameters. These actual displacement parameters can be used to identify the movement pattern of the controlled object from the actual starting position to the actual ending position, and this movement pattern can conform to the movement pattern indicated by the standard displacement parameters. The processing device can control the controlled object to execute the target action based on these actual displacement parameters. This ensures that the target action has accurate starting and ending positions. Furthermore, since the standard displacement parameters can identify a relatively realistic and reasonable movement pattern of the controlled object, by using actual displacement parameters that conform to the movement characteristics indicated by the standard displacement parameters, the target action can correspond to a more reasonable movement pattern, improving the realism of the target action. For example, it can conform to the standard displacement parameters' description of an accelerated movement from rest to motion followed by a decelerated movement from motion to rest. Figure 4 As shown, the actual displacement parameter can identify a new movement curve with the actual starting position and the actual ending position as the endpoints, and the curve characteristics are consistent with the curve characteristics identified by the standard displacement parameter.

[0071] As can be seen from the above technical solution, in order to achieve motion control for different actual situations based on a set of standard displacement parameters corresponding to the motion type, when controlling the controlled object, the actual displacement parameters can be determined through the starting reference parameter and the ending reference parameter, and the controlled object can be controlled to execute the target motion based on the actual displacement parameters. Based on the starting reference parameter, the controlled object can perform the target motion while conforming to the movement characteristics of the marked displacement parameter from the actual starting position; based on the ending reference parameter, the controlled object can reach the actual ending position while conforming to the movement characteristics of the marked displacement parameter. The actual displacement parameters determined in this way can reflect the movement characteristics of the standard displacement parameters while ensuring that the controlled object meets the actual starting and ending positions. Therefore, only one set of standard displacement parameters needs to be set, eliminating the need for manual setting of different displacement parameters for different actual starting and ending positions, reducing manpower consumption and improving motion control efficiency. At the same time, since the actual displacement parameters obtained in this way can match the movement characteristics corresponding to the standard displacement parameters to a certain extent, a more realistic and reasonable movement mode can be set by the standard displacement parameters, so that the actual movement mode of the controlled object in various game scenarios can have a high degree of realism and rationality, thus improving the player's gaming experience.

[0072] It is understandable that, in addition to fusing the displacement parameters of the controlled object, other parameters such as the offset and rotation of the controlled object can also be reasonably fused using the above method, which is not limited here.

[0073] In one possible implementation, when determining the starting and ending reference parameters, the processing device can first determine the starting and ending displacement parameters corresponding to the standard displacement parameters. The starting displacement parameter is used to identify the movement mode of the controlled object corresponding to the marked displacement parameter, with the default starting position as the reference. The ending displacement parameter is used to identify the movement mode of the controlled object corresponding to the standard displacement parameter, with the default ending position as the reference. That is, after obtaining the default starting position and the starting displacement parameter, the controlled object can be moved to the default ending position in the movement mode identified by the standard displacement parameter; after obtaining the default ending position and the ending displacement parameter, the starting position corresponding to the movement mode identified by the standard displacement parameter to the default ending position is the default starting position.

[0074] Therefore, based on the initial displacement parameter, the processing device can determine how to control the controlled object to move according to the movement pattern indicated by the standard displacement parameter based on the initial position; based on the final displacement parameter, the processing device can determine how to control the controlled object to move according to the movement pattern based on the final position. Thus, the processing device can determine the initial reference parameter based on the actual initial position and the initial displacement parameter, and determine the final reference parameter based on the actual final position and the final displacement parameter. This allows the initial reference parameter to identify the movement pattern required by the controlled object when performing the target action based on the standard displacement parameter and using the actual initial position as a reference, and the final reference parameter to identify the movement pattern required by the controlled object when performing the target action based on the standard displacement parameter and using the actual final position as a reference.

[0075] like Figure 5 As shown, in the 7 animation frames corresponding to the target action, the heights of the controlled object are [1, 2.5, 2.7, 2.6, 2.5, 2.7, 5]. Using the default starting position height of 1 as a reference, the determined starting displacement parameters for that height can be [0, +1.5, +1.7, +1.6, +1.5, +1.7, +4]. Using the default ending position height of 5 as a reference, the determined ending displacement parameters for that height can be [-4, -2.5, -2.3, -2.4, -2.5, -2.3, 0]. Therefore, based on the actual starting position height and these starting displacement parameters, and the actual ending position height and these ending displacement parameters, the processing device can control the controlled object to move according to a height change pattern that conforms to the standard displacement parameters.

[0076] Understandably, in a game, the actions of game objects are represented by corresponding animations composed of animation frames. The positions of the controlled object in each animation frame can be combined to form the movement pattern of the controlled object during the action. Based on this, in one possible implementation, the processing device can determine the position of the controlled object in each animation frame before determining the actual displacement parameters.

[0077] In this implementation, the target action corresponds to N animation frames. The processing device can determine the first displacement parameter corresponding to the starting reference parameter and the second displacement parameter corresponding to the ending reference parameter of the i-th animation frame. The first displacement parameter can identify the object position in the i-th animation frame when displacement is performed based on the standard displacement parameter with the actual starting position as the reference. The second displacement parameter can identify the object position in the i-th animation frame when displacement is performed based on the standard displacement parameter with the actual ending position as the reference.

[0078] The processing device can determine the single-frame displacement parameter corresponding to the i-th animation frame based on the first and second displacement parameters. This single-frame displacement parameter is used to identify the position of the controlled object in the i-th animation frame. Based on the single-frame displacement parameters corresponding to the N animation frames, the processing device can determine the position change of the controlled object in the N animation frames, thereby determining the actual displacement parameter. This actual displacement parameter can identify the movement mode of the controlled object when performing the target action. Since the object position in each frame is determined by combining the starting reference parameter and the ending reference parameter, the object position can conform to the movement characteristics of the movement mode identified by the standard displacement parameter while satisfying the requirement of starting from the actual starting position and reaching the actual ending position. Therefore, the actual displacement parameter composed of the object position can identify a more reasonable movement mode from the actual starting position to the actual ending position.

[0079] Because the actual start and end positions may differ from the default start and end positions, performing the target action based solely on the start reference parameters may result in the controlled object failing to reach the actual end position when transitioning to the second posture, while performing the target action based solely on the end reference parameters may result in the controlled object not being in the actual start position in the first posture. Therefore, only by appropriately combining the start and end reference parameters can the controlled object accurately move from the actual start position to the actual end position when performing the target action.

[0080] In one possible implementation, the processing device can combine the starting reference parameter and the ending reference parameter by setting weights. The processing device can determine a first weight parameter and a second weight parameter corresponding to the i-th animation frame. The first weight parameter identifies the degree of influence of the first displacement parameter on the object's position, and the second weight parameter identifies the degree of influence of the second displacement parameter on the object's position. Using these weight parameters, the processing device can reasonably set the degree of influence of the starting and ending reference parameters on the object's position in the i-th animation frame. Based on the first displacement parameter, the first weight parameter, the second displacement parameter, and the second weight parameter, the processing device can determine the single-frame displacement parameter corresponding to the i-th animation frame. This allows the object position identified by the single-frame displacement parameter to reasonably combine the movement modes identified by the two reference parameters, thereby enabling the determined actual displacement parameter to be used to reasonably control the controlled object to complete the target action.

[0081] Since the target action can be accurately executed from the actual starting position based on the initial reference parameter, and accurately reached the actual ending position when executing the target action based on the ending reference parameter, in one possible implementation, to make the processing device more accurate and natural when executing the target action, the processing device can set the first weight parameter to be inversely correlated with the value of i, and the second weight parameter to be positively correlated with the value of i. In the initial stage of the controlled object executing the target action, the first weight parameter is larger and the second weight parameter is smaller, allowing the controlled object to move primarily based on the initial reference parameter. This enables the controlled object to accurately start from the actual starting position while conforming to the movement characteristics of the movement pattern indicated by the standard displacement parameter in the initial stage. In the final stage of the controlled object executing the target action, the first weight parameter is smaller and the second weight parameter is larger, allowing the controlled object to move primarily based on the ending reference parameter. This enables the controlled object to accurately reach the actual ending position while conforming to the movement characteristics of the movement pattern indicated by the standard displacement parameter in the final stage.

[0082] For example, such as Figure 6 As shown, Figure 6 The diagram illustrates a weight curve set in a real-world application scenario. When the target action begins, the first weight parameter is set to 1 and the second weight parameter is set to 0. The controlled object moves entirely based on the initial reference parameter, thus ensuring that the controlled object starts from the actual starting position. When the target action ends, the first weight parameter decreases to 0 and the second weight parameter increases to 1, thus ensuring that the controlled object accurately reaches the actual ending position.

[0083] Through the methods described above, the processing device can control the movement of the controlled object when performing the target action in a relatively reasonable way, while meeting the actual start and end positions, thereby improving the realism of the target action. Furthermore, the processing device can further enhance the realism of the controlled object's actions through other means, improving the player's gaming experience.

[0084] For example, a controlled object in a game typically has a corresponding posture, which refers to the posture displayed by the controlled object in the game. For instance, when the controlled object is a gun-wielding hand, the corresponding posture may include the rotation angle and offset angle of the gun-wielding hand; when the controlled object is a gun, the corresponding posture may include the muzzle deflection angle and the grip orientation of the gun. To make the posture of the controlled object more realistic and reasonable during the execution of the target action, in one possible implementation, the processing device can adjust the posture of the controlled object accordingly based on the progress of the controlled object in performing the target action.

[0085] In this implementation, the target action corresponds to N animation frames. The processing device can first determine the position of the controlled object in the i-th animation frame of the N frames based on the actual displacement parameters, then determine the posture adjustment parameters corresponding to the object position, and adjust the posture of the controlled object in the i-th animation frame based on the posture adjustment parameters, so that the posture of the controlled object in each animation frame can fit the corresponding object position in the animation frame, giving the player a more realistic and reasonable visual experience.

[0086] For example, when the controlled object is a gun-holding grip, a gun being held can be attached to the grip, and the gun's posture will change as the grip's posture changes. To improve the realism of the target's movements, the processing device can adjust the gun-holding grip's posture in each animation frame corresponding to the target's movement to make the gun's posture more consistent with the grip's position. This avoids abnormal gun displacement and unreasonable gripping methods, ensuring that the posture of both the gun-holding grip and the held gun can change appropriately as the grip moves.

[0087] It is understood that the motion control method provided in this application can be applied to various game scenarios in various games. In different game scenarios, the processing device can also enrich and adjust the actions of the controlled object accordingly to improve the realism of the actions. For example, in one possible game scenario, the controlled object can be holding a gun. If the first posture is a gun-holding posture, then the target action can be a scope-aiming action, and the second posture can be a scope-aiming posture; if the first posture is a scope-aiming posture, then the target action can be a scope-off holding action, and the second posture can be a gun-holding posture.

[0088] In one possible implementation, if the first posture is a gun-holding posture and the second posture is an aiming posture (i.e., the target action is an aiming action), to improve the realism of the action, the processing device can control the gun grip to shake according to a preset shaking pattern when the gun grip changes from the gun-holding posture to the aiming posture. This simulates the effect of the gun grip shaking due to the weight and inertia of the gun. The preset shaking pattern can be adjusted based on factors such as the type of gun and the strength of the game character to which the gun grip belongs; for example, heavier guns will shake more, but this is not limited here.

[0089] Similar to the gun-holding hand and the gun being held mentioned above, some virtual items in the game have a relationship with the controlled object, meaning that the virtual item will move along with the controlled object when the controlled object performs certain actions.

[0090] Understandably, in real-world situations, factors related to a moving object can affect its movements. For example, when carrying a heavy object, the hand's movement speed will decrease accordingly. Therefore, in game scenarios, to make the controlled object's movements more realistic, the processing device can further integrate virtual props associated with the controlled object to adjust its movements.

[0091] In one possible implementation, the processing device can set different action execution durations for different virtual props associated with the controlled object. When controlling the controlled object, it can determine the virtual props associated with the controlled object when performing the target action, determine the action execution duration required to perform the target action based on the virtual props, and then control the controlled object to perform the target action within the action execution duration based on the actual displacement parameters. This allows the passive object to be given different action execution durations based on different associated virtual props, thereby improving the diversity and realism of action changes.

[0092] For example, when the controlled object is a gun-holding hand, the virtual prop associated with the controlled object can be the gun being held. The processing device can set different action execution durations for guns with different weight attributes. Before controlling the gun-holding hand to perform the scope-opening aiming action, the processing device can first determine the corresponding action execution duration based on the gun being held by the gun-holding hand, and then control the gun-holding hand to perform the scope-opening aiming action within the action execution duration based on the actual displacement parameters. This can simulate the situation in reality where the movement speed of the hand is different when holding guns of different weights, thus improving the realism of the game.

[0093] In addition to setting specific durations for actions corresponding to different virtual props, the processing device can further refine the action details of the controlled object performing the target action based on real-world conditions to enhance the realism of the action. Understandably, when the controlled object is in the first posture of the target action, it can be in a stationary state, not yet moving. Therefore, when the controlled object begins to perform the target action, it is a process from stationary to moving, and the movement speed should be a process from slow to fast. Similarly, when the controlled object is in the second posture, it can also be in a stationary state, having completed its movement. Therefore, when the controlled object finishes performing the target action, it is a process from moving to stationary, and the movement speed should be a process from fast to slow.

[0094] Based on this, in one possible implementation, the processing device can set the controlled object's movement speed to first increase from slow to fast, and then decrease from fast to slow when performing the target action, to simulate the actual movement speed. The standard displacement parameters can include the controlled object's position corresponding to multiple animation frames for the action type. The action type can include a start action phase and an end action phase. The start action phase refers to the initial stage of executing the action of this type, and the end action phase refers to the final stage. In the multiple animation frames corresponding to the start action phase, the difference in the controlled object's position between adjacent frames is positively correlated with the frame number; that is, the larger the frame number, the faster the controlled object moves, thus simulating the acceleration process from stillness to motion. In the multiple animation frames corresponding to the end action phase, the difference in the controlled object's position between adjacent frames is inversely correlated with the frame number; that is, the larger the frame number, the slower the controlled object moves, thus simulating the deceleration process from motion to stillness.

[0095] Furthermore, in games, controlled objects typically have corresponding object skeletons used to control their actions within the game. Therefore, in one possible implementation, the controlled object can include at least one object skeleton, and the processing device can control the controlled object to perform a target action based on actual displacement parameters by controlling this object skeleton, thereby improving the precision of motion control. Figure 6 As shown, when the controlled object is a gun-holding hand, the gun-holding hand can correspond to 6 object skeletons of the palm and five fingers. The processing device can accurately realize relatively complex target actions by controlling these 6 object skeletons.

[0096] Besides controlling the movement of a controlled object by manipulating its skeleton, the posture of the controlled object can also be adjusted based on its skeleton. For example... Figure 7 and Figure 8 As shown, Figure 7 This diagram illustrates curves used to adjust the bone offset corresponding to the weapon grip. Solid lines represent the bone offset along the X / Y axes, and dashed lines represent the bone offset along the Z axis. The X-axis controls the left-right offset, the Y-axis controls the forward-backward offset, and the Z-axis controls the up-down offset. Figure 7 It can be seen that during the aiming action, the offset of the X / Y axis is 0, and the offset of the Z axis is negative first and then increases to 0. That is, during the aiming action, the gun grip will move the gun downward first and then quickly lift it upward.

[0097] Figure 8This diagram illustrates curves used to adjust the rotation of the skeleton corresponding to the weapon grip. Solid lines represent the rotation of the skeleton along the X / Z axes, while dashed lines represent the rotation along the Y axis. The X-axis controls the rotation of the skeleton in the pitch angle, the Y-axis controls the rotation in the roll angle, and the Z-axis controls the offset of the skeleton in the yaw direction. Figure 8 It can be seen that the rotation of the object's skeleton on the X / Z axes remains 0, and only the Y axis has a negative value. This allows the weapon being held to rotate slightly to the right during the middle phase of the aiming action, simulating the actual weapon holding effect and increasing the realism of the game.

[0098] To facilitate understanding of the technical solutions provided in this application, the following section will introduce an action control method provided in an embodiment of this application, in conjunction with a practical application scenario.

[0099] In this practical application scenario, the processing device can be a computer used to develop and run a shooting game. The controlled object is a gun-wielding hand, and the target action is the aiming action. The first posture is the gun-holding posture, and the second posture is the aiming down sight (ADS) posture.

[0100] Before executing the aiming action, the computer can configure the relevant parameters required for the action based on the actual game scenario. See also Figure 9 , Figure 9 The flowchart provided in this application embodiment illustrates a configuration process in a practical application scenario. After starting to configure animation resources, the following steps may be included:

[0101] S901: Animation of opening shot type actions produced by art production.

[0102] Art professionals can create a standard animation for shot-opening actions, which corresponds to standard displacement parameters.

[0103] S902: Develop and replicate animation resources.

[0104] S903: An animation resource configured as an interpolated animation based on a gun-wielding pose.

[0105] The processing device can determine the corresponding initial displacement parameters based on standard displacement parameters. These initial displacement parameters can be interpolated animations based on the gun-holding posture. These interpolated animations are used to indicate the difference between the position of the controlled object in each frame and the position of the controlled object in the gun-holding posture.

[0106] S904: Configure to the interpolation bar based on gun holding posture.

[0107] S905: An animation resource is configured as an interpolated animation based on the aiming posture.

[0108] The processing device can determine the corresponding end displacement parameter based on the standard displacement parameter. This end displacement parameter can be an interpolated animation based on ADS, which is used to indicate the difference between the position of the controlled object in each frame and the position of the controlled object under ADS.

[0109] S906: Configure to the interpolation bar based on aiming posture.

[0110] S907: Check in the game to see if it meets expectations.

[0111] The computer can run a trial run in the game based on the configured parameters to check if the action effects meet expectations. If they do, the animation resource configuration is complete. If not, it will jump to S908.

[0112] S908: Modify the fusion weight curve and offset rotation configuration curve.

[0113] The fusion weight curve is used to adjust the influence of the initial and final reference parameters on the object's position, while the offset rotation configuration curve is used to adjust the grip posture of the weapon during the aiming action. Personnel can continuously modify the curve parameters via computer until the desired effect is achieved.

[0114] After configuration, during actual gameplay, the computer's action control for the actual game scene is as follows: Figure 10 As shown, after obtaining the trigger action of the player pressing the scope button, the following steps can be included:

[0115] S1001: Determines whether the aiming action has been completed based on the time.

[0116] The computer can determine whether the aiming action has been completed and which animation frame has been executed based on the time elapsed during the aiming action.

[0117] S1002: Determine the weight parameters based on the current time.

[0118] The computer can read the two weight parameters corresponding to the animation frame in the fusion weight curve. The first weight parameter is used to identify the degree of influence of the first displacement parameter on the object's position, and the second weight parameter is used to identify the degree of influence of the second displacement parameter on the object's position.

[0119] S1003: Update the starting baseline parameters.

[0120] The computer can determine the initial reference parameters based on the actual starting position and initial displacement parameters.

[0121] S1004: Determine the first displacement parameter.

[0122] Based on this initial reference parameter, the computer can determine the first displacement parameter corresponding to that animation frame.

[0123] S1005: Update the end baseline parameters.

[0124] The computer can determine the end reference parameters based on the actual end position and end displacement parameters.

[0125] S1006: Determine the second displacement parameter.

[0126] Based on this ending reference parameter, the computer can determine the second displacement parameter corresponding to that animation frame.

[0127] S1007: The first displacement parameter and the second displacement parameter are fused based on weights.

[0128] S1008: Based on the current time, read the rotation and offset from the rotation offset configuration curve and add them to the object's bone.

[0129] The computer can read the parameters on the rotation offset configuration curve to fine-tune the grip posture of the gun, making the posture more realistic and reasonable.

[0130] S1009: Outputs the gun-holding hand gesture for the current animation frame.

[0131] S1010: Add the time spent in this frame to the current time.

[0132] If the computer determines that the current time meets the execution time of the aiming action, then it confirms that the aiming action has been completed.

[0133] like Figure 11 As shown, Figure 11 This is a configuration page where the zoom in animation based on the gun-holding posture corresponds to the initial displacement parameter, the zoom in animation based on the ADS posture corresponds to the final displacement parameter, the zoom in animation fusion weight curve (Curve Zoomin Time) is used to determine the first weight parameter and the second weight parameter, and the zoom in offset configuration curve (Curve Zoomin Offset) and zoom in rotation configuration curve (Curve ZoomIn Rotation) are used to determine the posture adjustment parameters for adjusting the gun-holding posture.

[0134] like Figure 12 As shown, Figure 12This is a schematic diagram of performing a scope-in ​​aiming action. The computer can determine the weapon zoom time as the action execution duration based on the type of weapon being held, and obtain parameters such as weapon zoom animation rate, zooming alpha, and zooming branch start. It can also determine zoom in SeqGrip Based Additive and zoom in Seq ADS Based Additive for scope-in ​​actions based on the weapon holding posture.

[0135] exist Figure 12 The box above uses a spatial mesh node (ApplyMeshSpaceAdditive). The actual starting position (Base) input is the position of the weapon grip in the actual game scene. The interpolation animation is also based on the interpolation animation of the weapon grip, thus determining the animation representing the starting reference parameters; Figure 12 The box below also uses a spatial grid node. The actual ending position is the position of the weapon grip in the ADS posture in the actual game scene. The interpolation animation is also based on the ADS posture interpolation animation, thus determining the animation representing the ending reference parameters. According to the fusion weight parameters configured in the aforementioned process, the computer can reasonably fuse the two animations to obtain the final movement mode of the weapon grip.

[0136] In addition to the methods mentioned above, since interpolation animation itself involves the offset and rotation of bones in three dimensions, the actual ending position can be reached at the end of the interpolation animation by adjusting the amplitude of the interpolation animation playback.

[0137] Based on the motion control method provided in the above embodiments, this application provides a motion control device, see [link to relevant documentation]. Figure 13 , Figure 13 This application provides a structural block diagram of a motion control device 1300, which includes an acquisition unit 1301, a first determination unit 1302, a second determination unit 1303, a third determination unit 1304, and a first control unit 1305.

[0138] The acquisition unit 1301 is used to acquire a trigger operation for a target action, wherein the target action is used to change the controlled object from a first posture to a second posture;

[0139] The first determining unit 1302 is used to determine the standard displacement parameter corresponding to the action type of the target action. The standard displacement parameter is used to identify the movement mode of the controlled object from the default starting position corresponding to the first posture to the default ending position corresponding to the second posture.

[0140] The second determining unit 1303 is used to determine the actual starting position of the controlled object corresponding to the first posture and the actual ending position corresponding to the second posture based on the target action.

[0141] The third determining unit 1304 is used to determine a starting reference parameter and an ending reference parameter based on the actual starting position, the actual ending position, and the standard displacement parameter. The starting reference parameter is used to identify the movement mode required by the controlled object when performing the target action based on the standard displacement parameter with the actual starting position as the reference. The ending reference parameter is used to identify the movement mode required by the controlled object when performing the target action based on the standard displacement parameter with the actual ending position as the reference.

[0142] The first control unit 1305 is used to determine the actual displacement parameters through the starting reference parameters and the ending reference parameters, and to control the controlled object to perform the target action based on the actual displacement parameters.

[0143] In one possible implementation, the third determining unit 1304 is specifically used for:

[0144] Determine the starting displacement parameter and the ending displacement parameter corresponding to the standard displacement parameter. The starting displacement parameter is used to identify the movement mode of the controlled object corresponding to the standard displacement parameter with the default starting position as the reference. The ending displacement parameter is used to identify the movement mode of the controlled object corresponding to the standard displacement parameter with the default ending position as the reference.

[0145] The starting reference parameter is determined based on the actual starting position and the starting displacement parameter, and the ending reference parameter is determined based on the actual ending position and the ending displacement parameter.

[0146] In one possible implementation, the target action corresponds to N animation frames, and the first control unit 1305 is specifically used for:

[0147] Determine the first displacement parameter corresponding to the i-th animation frame in the starting reference parameters and the second displacement parameter corresponding to the ending reference parameters;

[0148] Based on the first displacement parameter and the second displacement parameter, the single-frame displacement parameter corresponding to the i-th animation frame is determined, and the single-frame displacement parameter is used to identify the object position of the controlled object in the i-th animation frame.

[0149] The actual displacement parameters are determined based on the single-frame displacement parameters corresponding to the N animation frames.

[0150] In one possible implementation, the first control unit 1305 is specifically used for:

[0151] Determine the first weight parameter and the second weight parameter corresponding to the i-th animation frame. The first weight parameter is used to identify the degree of influence of the first displacement parameter on the object position, and the second weight parameter is used to identify the degree of influence of the second displacement parameter on the object position.

[0152] Based on the first displacement parameter, the first weight parameter, the second displacement parameter, and the second weight parameter, the single-frame displacement parameter corresponding to the i-th animation frame is determined.

[0153] In one possible implementation, the first weight parameter is inversely correlated with the value of i, and the second weight parameter is positively correlated with the value of i.

[0154] In one possible implementation, the target action corresponds to N animation frames, and the device 1300 further includes a fourth determining unit, a fifth determining unit, and an adjustment unit:

[0155] The fourth determining unit is used to determine the position of the controlled object in the i-th animation frame of the N-frame animation based on the actual displacement parameters.

[0156] The fifth determining unit is used to determine the posture adjustment parameters corresponding to the position of the object;

[0157] An adjustment unit is used to adjust the posture of the controlled object in the i-th animation frame based on the posture adjustment parameters.

[0158] In one possible implementation, the controlled object is a gun-holding hand; if the first posture is a gun-holding posture, then the second posture is a scope-aiming posture.

[0159] If the first posture is the aiming posture, then the second posture is the gun-holding posture.

[0160] In one possible implementation, if the first posture is a gun-holding posture and the second posture is a scope-aiming posture, the device 1300 further includes a second control unit:

[0161] The second control unit is used to control the firearm grip to shake in a preset shaking mode when the firearm grip changes from the holding posture to the aiming posture.

[0162] In one possible implementation, the device 1300 further includes a sixth determining unit and a seventh determining unit:

[0163] The sixth determining unit is used to determine the virtual props associated with the controlled object when the target action is performed;

[0164] The seventh determining unit is used to determine the action execution time required to perform the target action based on the virtual prop;

[0165] The first control unit 1305 is specifically used for:

[0166] Based on the actual displacement parameters, the controlled object is controlled to perform the target action within the action execution duration.

[0167] In one possible implementation, the standard displacement parameters include the positions of the controlled object corresponding to the multiple animation frames of the action type.

[0168] The action type includes a start action phase and an end action phase. In the multi-frame animation frames corresponding to the start action phase, the difference in the position of the controlled object between adjacent frames is positively correlated with the number of frames. In the multi-frame animation frames corresponding to the end action phase, the difference in the position of the controlled object between adjacent frames is negatively correlated with the number of frames.

[0169] In one possible implementation, the controlled object includes at least one object skeleton, and the first control unit 1305 is specifically used for:

[0170] Based on the actual displacement parameters, the controlled object is controlled to perform the target action by controlling the object skeleton.

[0171] This application also provides a computer device, which will be described below with reference to the accompanying drawings. Please refer to... Figure 14 As shown in the figure, this application provides a device, which can also be a terminal device. The terminal device can be any smart terminal, including mobile phones, tablets, personal digital assistants (PDAs), point-of-sale (POS) terminals, in-vehicle computers, etc. Taking a mobile phone as an example:

[0172] Figure 14 This diagram illustrates a partial structural representation of a mobile phone related to the terminal device provided in this embodiment. (Reference) Figure 14The mobile phone includes components such as: a radio frequency (RF) circuit 710, a memory 720, an input unit 730, a display unit 740, a sensor 750, an audio circuit 760, a wireless Fidelity (WiFi) module 770, a processor 780, and a power supply 790. Those skilled in the art will understand that... Figure 14 The mobile phone structure shown does not constitute a limitation on the mobile phone and may include more or fewer components than shown, or combine certain components, or have different component arrangements.

[0173] The following is combined Figure 14 A detailed introduction to each component of a mobile phone:

[0174] RF circuit 710 can be used for receiving and transmitting signals during information transmission or calls. Specifically, it receives downlink information from the base station and processes it with processor 780; additionally, it transmits uplink data to the base station. Typically, RF circuit 710 includes, but is not limited to, an antenna, at least one amplifier, a transceiver, a coupler, a low-noise amplifier (LNA), and a duplexer. Furthermore, RF circuit 710 can also communicate wirelessly with networks and other devices. The aforementioned wireless communication can use any communication standard or protocol, including but not limited to Global System for Mobile Communications (GSM), General Packet Radio Service (GPRS), Code Division Multiple Access (CDMA), Wideband Code Division Multiple Access (WCDMA), Long Term Evolution (LTE), email, and Short Messaging Service (SMS).

[0175] The memory 720 can be used to store software programs and modules. The processor 780 executes various mobile phone functions and data processing by running the software programs and modules stored in the memory 720. The memory 720 may mainly include a program storage area and a data storage area. The program storage area may store the operating system, at least one application program required for a function (such as sound playback function, image playback function, etc.), etc.; the data storage area may store data created according to the use of the mobile phone (such as audio data, phonebook, etc.). In addition, the memory 720 may include high-speed random access memory, and may also include non-volatile memory, such as at least one disk storage device, flash memory device, or other volatile solid-state storage device.

[0176] The input unit 730 can be used to receive input numerical or character information, and to generate key signal inputs related to user settings and function control of the mobile phone. Specifically, the input unit 730 may include a touch panel 731 and other input devices 732. The touch panel 731, also known as a touch screen, can collect touch operations performed by the user on or near it (such as operations performed by the user using a finger, stylus, or any suitable object or accessory on or near the touch panel 731), and drive the corresponding connected devices according to a pre-set program. Optionally, the touch panel 731 may include two parts: a touch detection device and a touch controller. The touch detection device detects the user's touch position and the signal generated by the touch operation, and transmits the signal to the touch controller; the touch controller receives touch information from the touch detection device, converts it into touch point coordinates, and sends it to the processor 780, and can also receive and execute commands sent by the processor 780. In addition, the touch panel 731 can be implemented using various types such as resistive, capacitive, infrared, and surface acoustic wave. In addition to the touch panel 731, the input unit 730 may also include other input devices 732. Specifically, other input devices 732 may include, but are not limited to, one or more of the following: physical keyboard, function keys (such as volume control buttons, power buttons, etc.), trackball, mouse, joystick, etc.

[0177] The display unit 740 can be used to display information input by the user or information provided to the user, as well as various menus of the mobile phone. The display unit 740 may include a display panel 741, which may optionally be configured as a Liquid Crystal Display (LCD), Organic Light-Emitting Diode (OLED), or similar display panel. Further, a touch panel 731 may cover the display panel 741. When the touch panel 731 detects a touch operation on or near it, it transmits the information to the processor 780 to determine the type of touch event. Subsequently, the processor 780 provides corresponding visual output on the display panel 741 based on the type of touch event. Although in Figure 14 In this embodiment, the touch panel 731 and the display panel 741 are two separate components to realize the input and output functions of the mobile phone. However, in some embodiments, the touch panel 731 and the display panel 741 can be integrated to realize the input and output functions of the mobile phone.

[0178] The mobile phone may also include at least one sensor 750, such as a light sensor, a motion sensor, and other sensors. Specifically, the light sensor may include an ambient light sensor and a proximity sensor. The ambient light sensor can adjust the brightness of the display panel 741 according to the ambient light level, and the proximity sensor can turn off the display panel 741 and / or the backlight when the phone is moved to the ear. As a type of motion sensor, an accelerometer sensor can detect the magnitude of acceleration in various directions (generally three axes). When stationary, it can detect the magnitude and direction of gravity and can be used for applications that recognize the phone's posture (such as landscape / portrait switching, related games, magnetometer posture calibration), vibration recognition-related functions (such as pedometer, taps), etc. Other sensors that may be configured in the mobile phone, such as gyroscopes, barometers, hygrometers, thermometers, and infrared sensors, will not be described in detail here.

[0179] Audio circuit 760, speaker 761, and microphone 762 provide an audio interface between the user and the mobile phone. Audio circuit 760 converts received audio data into electrical signals and transmits them to speaker 761, where speaker 761 converts them into sound signals for output. On the other hand, microphone 762 converts collected sound signals into electrical signals, which are received by audio circuit 760, converted into audio data, and then processed by processor 780 before being transmitted via RF circuit 710 to, for example, another mobile phone, or the audio data can be output to memory 720 for further processing.

[0180] WiFi is a short-range wireless transmission technology. Through the WiFi module 770, mobile phones can help users send and receive emails, browse web pages, and access streaming media, providing users with wireless broadband internet access. Although Figure 14 The WiFi module 770 is shown, but it is understood that it is not an essential component of a mobile phone and can be omitted as needed without changing the essence of the invention.

[0181] The processor 780 is the control center of the mobile phone, connecting various parts of the phone through various interfaces and lines. It executes various functions and processes data by running or executing software programs and / or modules stored in the memory 720, and by calling data stored in the memory 720. Optionally, the processor 780 may include one or more processing units; preferably, the processor 780 may integrate an application processor and a modem processor, wherein the application processor mainly handles the operating system, user interface, and applications, and the modem processor mainly handles wireless communication. It is understood that the modem processor may not be integrated into the processor 780.

[0182] The mobile phone also includes a power supply 790 (such as a battery) that supplies power to various components. Preferably, the power supply can be logically connected to the processor 780 through a power management system, thereby enabling functions such as charging, discharging, and power consumption management through the power management system.

[0183] Although not shown, mobile phones may also include a camera, Bluetooth module, etc., which will not be described in detail here.

[0184] In this embodiment, the processor 780 included in the terminal device also has the following functions:

[0185] Obtain the trigger operation for the target action, which is used to change the controlled object from a first posture to a second posture;

[0186] Determine the standard displacement parameter corresponding to the action type of the target action. The standard displacement parameter is used to identify the movement mode of the controlled object from the default starting position corresponding to the first posture to the default ending position corresponding to the second posture.

[0187] The actual starting position of the controlled object corresponding to the first posture and the actual ending position corresponding to the second posture are determined based on the target action.

[0188] Based on the actual starting position, the actual ending position, and the standard displacement parameters, the starting reference parameters and the ending reference parameters are determined. The starting reference parameters are used to identify the movement mode required by the controlled object when performing the target action based on the standard displacement parameters with the actual starting position as the reference. The ending reference parameters are used to identify the movement mode required by the controlled object when performing the target action based on the standard displacement parameters with the actual ending position as the reference.

[0189] The actual displacement parameters are determined by the starting reference parameters and the ending reference parameters, and the controlled object is controlled to perform the target action based on the actual displacement parameters.

[0190] This application also provides a server; please refer to [link / reference]. Figure 15 As shown, Figure 15 This is a structural diagram of a server 800 provided in an embodiment of this application. The server 800 can vary significantly due to different configurations or performance. It may include one or more central processing units (CPUs) 822 (e.g., one or more processors) and a memory 832, and one or more storage media 830 (e.g., one or more mass storage devices) for storing application programs 842 or data 844. The memory 832 and storage media 830 can be temporary or persistent storage. The program stored in the storage media 830 may include one or more modules (not shown in the diagram), each module including a series of instruction operations on the server. Furthermore, the central processing unit 822 may be configured to communicate with the storage media 830 and execute the series of instruction operations in the storage media 830 on the server 800.

[0191] Server 800 may also include one or more power supplies 826, one or more wired or wireless network interfaces 850, one or more input / output interfaces 858, and / or one or more operating systems 841, such as Windows Server. TM Mac OS X TM Unix TM Linux TM FreeBSD TM etc.

[0192] The steps performed by the server in the above embodiments can be based on Figure 15 The server structure shown.

[0193] This application also provides a computer-readable storage medium for storing a computer program that executes any one of the action control methods described in the foregoing embodiments.

[0194] Those skilled in the art will understand that all or part of the steps of the above method embodiments can be implemented by hardware related to program instructions. The aforementioned program can be stored in a computer-readable storage medium. When the program is executed, it performs the steps of the above method embodiments. The aforementioned storage medium can be at least one of the following media: read-only memory (ROM), RAM, magnetic disk or optical disk, and other media that can store program code.

[0195] It should be noted that the various embodiments in this specification are described in a progressive manner, and the same or similar parts between the various embodiments can be referred to mutually. Each embodiment focuses on describing the differences from other embodiments. In particular, for the device and system embodiments, since they are basically similar to the method embodiments, the description is relatively simple, and the relevant parts can be referred to the description of the method embodiments. The device and system embodiments described above are merely illustrative. The units described as separate components may or may not be physically separate, and the components shown as units may or may not be physical units, that is, they may be located in one place or distributed across multiple network units. Some or all of the modules can be selected to achieve the purpose of the solution in this embodiment according to actual needs. Those skilled in the art can understand and implement this without creative effort.

[0196] The above description is merely one specific embodiment of this application, but the scope of protection of this application is not limited thereto. Any variations or substitutions that can be easily conceived by those skilled in the art within the technical scope disclosed in this application should be included within the scope of protection of this application. Therefore, the scope of protection of this application should be determined by the scope of the claims.

Claims

1. A motion control method, characterized in that, The method includes: Obtain the trigger operation for the target action, which is used to change the controlled object from a first posture to a second posture; Determine the standard displacement parameter corresponding to the action type of the target action. The standard displacement parameter is used to identify the movement mode of the controlled object from the default starting position corresponding to the first posture to the default ending position corresponding to the second posture. The actual starting position of the controlled object corresponding to the first posture and the actual ending position corresponding to the second posture are determined based on the target action. Based on the actual starting position, the actual ending position, and the standard displacement parameters, starting reference parameters and ending reference parameters are determined. The starting reference parameters are used to identify the movement mode required for the controlled object to move from the actual starting position to the target action based on the standard displacement parameters. The ending reference parameters are used to identify the movement mode required for the controlled object to move to the actual ending position based on the standard displacement parameters. The actual displacement parameters are determined by the starting reference parameters and the ending reference parameters, and the controlled object is controlled to perform the target action based on the actual displacement parameters.

2. The method according to claim 1, characterized in that, The target action corresponds to N animation frames, and determining the actual displacement parameters using the starting reference parameter and the ending reference parameter includes: Determine the first displacement parameter corresponding to the i-th animation frame in the starting reference parameters and the second displacement parameter corresponding to the ending reference parameters; Based on the first displacement parameter and the second displacement parameter, the single-frame displacement parameter corresponding to the i-th animation frame is determined, and the single-frame displacement parameter is used to identify the object position of the controlled object in the i-th animation frame. The actual displacement parameters are determined based on the single-frame displacement parameters corresponding to the N animation frames.

3. The method according to claim 2, characterized in that, The step of determining the single-frame displacement parameter corresponding to the i-th animation frame based on the first displacement parameter and the second displacement parameter includes: Determine the first weight parameter and the second weight parameter corresponding to the i-th animation frame. The first weight parameter is used to identify the degree of influence of the first displacement parameter on the object position, and the second weight parameter is used to identify the degree of influence of the second displacement parameter on the object position. Based on the first displacement parameter, the first weight parameter, the second displacement parameter, and the second weight parameter, the single-frame displacement parameter corresponding to the i-th animation frame is determined.

4. The method according to claim 3, characterized in that, The first weight parameter is inversely correlated with the value of i, and the second weight parameter is positively correlated with the value of i.

5. The method according to claim 1, characterized in that, The target action corresponds to N animation frames, and the method further includes: Based on the actual displacement parameters, determine the position of the controlled object corresponding to the i-th animation frame in the N animation frames; Determine the posture adjustment parameters corresponding to the position of the object; The pose of the controlled object in the i-th animation frame is adjusted based on the pose adjustment parameters.

6. The method according to claim 1, characterized in that, The controlled object is a gun-holding hand. If the first posture is a gun-holding posture, then the second posture is a scope-aiming posture. If the first posture is the aiming posture, then the second posture is the gun-holding posture.

7. The method according to claim 6, characterized in that, If the first posture is a gun-holding posture and the second posture is a scope-aiming posture, the method further includes: When the weapon grip changes from the holding posture to the aiming posture, the weapon grip is controlled to shake according to a preset shaking pattern.

8. The method according to claim 1, characterized in that, The method further includes: Determine the virtual props associated with the controlled object when the target action is performed; The execution time required to perform the target action is determined based on the virtual props; The method of controlling the controlled object to perform the target action based on the actual displacement parameters includes: Based on the actual displacement parameters, the controlled object is controlled to perform the target action within the action execution duration.

9. The method according to claim 1, characterized in that, The standard displacement parameters include the positions of the controlled object corresponding to the multiple animation frames of the action type; The action type includes a start action phase and an end action phase. In the multi-frame animation frames corresponding to the start action phase, the difference in the position of the controlled object between adjacent frames is positively correlated with the number of frames. In the multi-frame animation frames corresponding to the end action phase, the difference in the position of the controlled object between adjacent frames is negatively correlated with the number of frames.

10. The method according to claim 1, characterized in that, The controlled object includes at least one object skeleton, and controlling the controlled object to perform the target action based on the actual displacement parameters includes: Based on the actual displacement parameters, the controlled object is controlled to perform the target action by controlling the object skeleton.

11. The method according to claim 1, characterized in that, The determination of the starting reference parameters and ending reference parameters based on the actual starting position, the actual ending position, and the standard displacement parameters includes: Determine the starting displacement parameter and ending displacement parameter corresponding to the standard displacement parameter. The starting displacement parameter is used to identify the movement mode of the controlled object corresponding to the standard displacement parameter with the default starting position as the reference. The ending displacement parameter is used to identify the movement mode of the controlled object corresponding to the standard displacement parameter with the default ending position as the reference. When the controlled object is controlled to move to the default ending position, the corresponding starting position is the default starting position. The starting reference parameter is determined based on the actual starting position and the starting displacement parameter, and the ending reference parameter is determined based on the actual ending position and the ending displacement parameter.

12. A motion control device, characterized in that, The device includes an acquisition unit, a first determination unit, a second determination unit, a third determination unit, and a first control unit: The acquisition unit is used to acquire the trigger operation for the target action, which is used to change the controlled object from a first posture to a second posture. The first determining unit is used to determine the standard displacement parameter corresponding to the action type of the target action. The standard displacement parameter is used to identify the movement mode of the controlled object from the default starting position corresponding to the first posture to the default ending position corresponding to the second posture. The second determining unit is used to determine the actual starting position of the controlled object corresponding to the first posture and the actual ending position corresponding to the second posture based on the target action; The third determining unit is used to determine a starting reference parameter and an ending reference parameter based on the actual starting position, the actual ending position, and the standard displacement parameter. The starting reference parameter is used to identify the movement mode required for the controlled object to move from the actual starting position to the target action based on the standard displacement parameter when the controlled object is controlled to move to the actual ending position based on the standard displacement parameter. The first control unit is used to determine the actual displacement parameters through the starting reference parameters and the ending reference parameters, and to control the controlled object to perform the target action based on the actual displacement parameters.

13. The apparatus according to claim 12, characterized in that, The target action corresponds to N animation frames, and the first control unit is specifically used for: Determine the first displacement parameter corresponding to the i-th animation frame in the starting reference parameters and the second displacement parameter corresponding to the ending reference parameters; Based on the first displacement parameter and the second displacement parameter, the single-frame displacement parameter corresponding to the i-th animation frame is determined, and the single-frame displacement parameter is used to identify the object position of the controlled object in the i-th animation frame. The actual displacement parameters are determined based on the single-frame displacement parameters corresponding to the N animation frames.

14. A computer device, characterized in that, The device includes a processor and a memory: The memory is used to store program code and transmit the program code to the processor; The processor is used to execute the motion control method according to any one of claims 1-11 according to the instructions in the program code.

15. A computer-readable storage medium, characterized in that, The computer-readable storage medium is used to store a computer program for executing the motion control method according to any one of claims 1-11.