Information Processing Method, Processing Device, Readable Storage Medium, and Electronic Device
By generating script files in the animation files of the virtual object and merging them into other files, and modifying bone information automatically, solving the problem of low efficiency in modifying bone information in the virtual object, and achieving efficient bone information updates.
Patent Information
- Application Number
- CN202111321610.8
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2021-11-09
- Publication Date
- 2025-08-01
- Estimated Expiration
- 2041-11-09
AI Technical Summary
In the prior art, the modification of the bone information of virtual objects is inefficient, especially when a large number of virtual objects and animation files are in the game. Traditional methods are time-consuming and labor-intensive and difficult to achieve batch processing.
By obtaining the original bone information in the first animation file and modifying it, a script file is generated, merged into other animation files to match the target bone information, and the script file is used to automatically modify the bone information of the virtual object.
It realizes rapid modification of virtual object bone information, improves modification efficiency, simplifies batch processing process, and reduces manual intervention time.
Smart Images

Figure CN113902837B_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to the field of computers, and in particular, to an information processing method, a processing device, a readable storage medium, and an electronic device. Background Art
[0002] Currently, in order to better use the animation retargeting technology, it is necessary to standardize the bone information of existing animation files. For example, modify or check the bone link relationship and naming of existing animation files; when iteratively upgrading the game effect or changing the project requirements, it is also necessary to modify the bone information batch by batch.
[0003] In the related art, manual renaming of each bone in each animation file and the use of a bone link tree to modify and query the bone links are adopted. However, generally, there are nearly 150 actions for game virtual object actions, and adding maximized streamers, there are more than 300 bones for just one virtual object. If traditional processing methods are used, such as outsourcing for skinning by sending wrapper actions or manually changing the streamer names, it is time-consuming and laborious, and there is a problem of low efficiency in modifying the bone information of virtual objects.
[0004] Aiming at the problem of low efficiency in modifying the bone information of virtual objects in the prior art, no effective solution has been proposed yet. Summary of the Invention
[0005] At least some embodiments of the present invention provide an information processing method, a processing device, a readable storage medium, and an electronic device to at least solve the technical problem of low efficiency in modifying the bone information of virtual objects.
[0006] To achieve the above object, according to one embodiment of the present invention, a method for processing game data is provided. The method may include: determining a first animation file among a plurality of animation files of a virtual object, where each animation file is used to generate an action of the virtual object in a game scene; obtaining first original bone information of the virtual object in the first animation file, and modifying the first original bone information to obtain first target bone information of the virtual object; generating a script file based on the first target bone information, where the script file includes target instructions for modifying bones based on the first target bone information; merging the script file into each of at least one second animation file, where each second animation file is an animation file other than the first animation file among the plurality of animation files, so as to modify the second original bone information of the virtual object in each second animation file to second target bone information that matches the first target bone information based on the script file.
[0007] Optionally, the script file includes first differential bone information between first target bone information and first original bone information. Modifying the second original bone information of the virtual object in each second animation file to second target bone information that matches the first target bone information based on the script file includes: determining that each second animation file matches the first animation file, and then determining second differential bone information that matches the first differential bone information; modifying the second original bone information of the virtual object in each second animation file based on the second differential bone information to obtain second target bone information that matches the first target bone information.
[0008] Optionally, determining second differential bone information that matches the first differential bone information includes: determining second differential bone information that matches the first differential bone information based on the matching information that each second animation file matches the first animation file.
[0009] Optionally, merging the script file into each second animation file of at least one second animation file includes: in response to a target instruction, transmitting the first differential bone information in the script file to each second animation file; or in response to a target instruction, associating the first differential bone information in the script file with each second animation file.
[0010] Optionally, the method further includes: determining a target address; generating the script file from the first target bone information, including: generating the script file from the first target bone information at the target address; merging the script file into each second animation file, including: merging the script file from the target address into each second animation file.
[0011] Optionally, the method further includes: determining a first target bone of the virtual object to be modified; obtaining the first original bone information of the virtual object in the first animation file, including: obtaining the first original bone name information of the first target bone in the first animation file; modifying the first original bone information to obtain the first target bone information of the virtual object, including: modifying the first original bone name information to obtain the first target bone name information of the first target bone; modifying the second original bone information of the virtual object in each second animation file to second target bone information that matches the first target bone information based on the script file, including: modifying the second original bone name information of the first target bone in each second animation file to second target bone name information that matches the first target bone name information based on the script file.
[0012] Optionally, the method further includes: determining a second target bone of the virtual object to be modified; obtaining first original bone information of the virtual object in the first animation file, including: obtaining first original bone link information of the second target bone in the first animation file; modifying the first original bone information to obtain first target bone information of the virtual object, including: modifying the first original bone link information to obtain first target bone link information of the second target bone; based on the script file, modifying the second original bone information of the virtual object in each second animation file to second target bone information that matches the first target bone information, including: based on the script file, modifying the second original bone link information of the second target bone in each second animation file to second target bone link information that matches the first target bone link information.
[0013] Optionally, the method further includes: checking the second original bone information of the virtual object in the second animation file based on the first target bone information to obtain a check result.
[0014] Optionally, checking the second original bone information of the virtual object in the second animation file based on the first target bone information to obtain a check result includes: determining that the first target bone information does not match the second original bone information of the virtual object in the second animation file, then determining that the second original bone information of the virtual object in the second animation file is abnormal, and allowing the second original bone information of the virtual object in each second animation file to be modified to second target bone information that matches the first target bone information.
[0015] To achieve the above object, according to another aspect of the present invention, there is also provided an information processing device. The device may include: a determination unit, configured to determine a first animation file among a plurality of animation files of a virtual object, where each animation file is used to generate an action of the virtual object in a game scene; a modification unit, configured to obtain first original bone information of the virtual object in the first animation file and modify the first original bone information to obtain first target bone information of the virtual object; a generation unit, configured to generate a script file from the first target bone information, where the script file includes target instructions for bone modification based on the first target bone information; a processing unit, configured to merge the script file into each of at least one second animation file, where the at least one second animation file is an animation file other than the first animation file among the plurality of animation files, so as to modify the second original bone information of the virtual object in each second animation file to second target bone information that matches the first target bone information.
[0016] To achieve the above object, according to another aspect of the present invention, there is also provided a computer-readable storage medium. A computer program is stored in the computer-readable storage medium. When the computer program is run by a processor, it controls the device where the computer-readable storage medium is located to execute the information processing method of the embodiment of the present invention.
[0017] To achieve the above object, according to another aspect of the present invention, there is also provided an electronic device. The electronic device may include a memory and a processor. It is characterized in that a computer program is stored in the memory, and the processor is configured to run the computer program by the processor to execute the information processing method of the embodiment of the present invention.
[0018] In at least some embodiments of the present invention, among multiple animation files of a virtual object, a first animation file is determined, where each animation file is used to generate an action of the virtual object in a game scene; first original bone information of the virtual object is obtained in the first animation file, and the first original bone information is modified to obtain first target bone information of the virtual object; the first target bone information is generated into a script file, where the script file includes target instructions for modifying bones based on the first target bone information; the script file is merged into each of at least one second animation file, and each second animation file is used to modify the second original bone information of the virtual object in each second animation file to second target bone information that matches the first target bone information, where at least one second animation file is an animation file other than the first animation file among the multiple animation files. That is to say, the present application obtains the first original bone information in the first animation file, obtains the first target bone information by modifying the first original bone information, obtains a script file based on the instructions modified based on the first target bone information, and runs the script file into each of at least one second animation file. Based on the script file, the second original bone information of the virtual object in each second animation file is modified to second target bone information that matches the first target bone information, thereby quickly modifying the bone information in each animation file of the second animation file, and further solving the technical problem of low efficiency in modifying the bone information of the virtual object, and achieving the technical effect of improving the efficiency of modifying the bone information of the virtual object. BRIEF DESCRIPTION OF THE DRAWINGS
[0019] The drawings described herein are used to provide a further understanding of the present invention, and constitute a part of this application. The schematic embodiments of the present invention and their descriptions are used to explain the present invention and do not constitute an improper limitation of the present invention. In the drawings:
[0020] Figure 1 It is a hardware structure block diagram of a mobile terminal of an information processing method according to one embodiment of the present invention;
[0021] Figure 2 is a flowchart of an information processing method according to an embodiment of the present invention;
[0022] Figure 3 is a schematic diagram of a bone link tree in the related art according to an embodiment of the present invention;
[0023] Figure 4 is a schematic diagram of the interface of a tool for automatically generating bone modification naming instructions according to an embodiment of the present invention;
[0024] Figure 5 is a schematic diagram of the interface of a tool for automatically generating bone modification link relationship instructions according to an embodiment of the present invention;
[0025] Figure 6 is a schematic diagram of the interface of an automatically generated naming script instruction according to an embodiment of the present invention;
[0026] Figure 7 is a schematic diagram of the interface of an automatically generated link relationship script instruction according to an embodiment of the present invention;
[0027] Figure 8 is a block diagram of the structure of an information processing device according to an embodiment of the present invention. Detailed implementation manners
[0028] In order to enable those skilled in the art to better understand the solution of the present invention, the technical solutions in the embodiments of the present invention will be clearly and completely described below with reference to the accompanying drawings in the embodiments of the present invention. Obviously, the described embodiments are only a part of the embodiments of the present invention, rather than all of the embodiments. Based on the embodiments of the present invention, all other embodiments obtained by those of ordinary skill in the art without making creative efforts shall fall within the protection scope of the present invention.
[0029] It should be noted that the terms "first", "second", etc. in the specification and claims of the present invention and the above drawings are used to distinguish similar objects, and do not necessarily need to describe a specific order or sequence. It should be understood that such data can be interchanged under appropriate circumstances so that the embodiments of the present invention described herein can be implemented in an order other than those illustrated or described herein. In addition, the terms "comprising" and "having" and any variations thereof are intended to cover non-exclusive inclusion. For example, a process, method, system, product or device including a series of steps or units does not necessarily have to be limited to those steps or units clearly listed, but may include other steps or units not clearly listed or inherent to these processes, methods, products or devices.
[0030] According to one embodiment of the present invention, an embodiment of an information processing method is provided. It should be noted that the steps shown in the flowchart of the accompanying drawings can be executed in a computer system such as a set of computer-executable instructions. And although the logical order is shown in the flowchart, in some cases, the steps shown or described can be executed in a different order than here.
[0031] This method embodiment can be executed on a mobile terminal, a computer terminal, or a similar computing device. Taking running on a mobile terminal as an example, the mobile terminal can be a smart phone (such as an Android phone, an iOS phone, etc.), a tablet computer, a handheld computer, and a Mobile Internet Device (abbreviated as MID), a PAD, a game console, and other terminal devices. Figure 1 It is a hardware structure block diagram of a mobile terminal for an information processing method according to one embodiment of the present invention. As Figure 1 shown, the mobile terminal can include one or more ( Figure 1 only one is shown in the figure) processors 102 (the processor 102 can include but is not limited to a central processing unit (CPU), a graphics processing unit (GPU), a digital signal processing (DSP) chip, a microprocessor (MCU), a programmable logic device (FPGA), a neural network processor (NPU), a tensor processor (TPU), an artificial intelligence (AI) type processor, and other processing devices) and a memory 104 for storing data. Optionally, the above-mentioned mobile terminal may further include a transmission device 106, an input / output device 108, and a display device 110 for communication functions. Those of ordinary skill in the art can understand that Figure 1 the structure shown is only schematic and does not limit the structure of the above-mentioned mobile terminal. For example, the mobile terminal may further include more or fewer components than Figure 1 shown in the figure, or have a different configuration from Figure 1 shown in the figure.
[0032] The memory 104 can be used to store computer programs. For example, software programs and modules of application software, such as the computer program corresponding to the information processing method in the embodiment of the present invention. The processor 102 executes various functional applications and data processing by running the computer program stored in the memory 104, that is, realizes the above-mentioned information processing method. The memory 104 may include a high-speed random access memory, and may further include a non-volatile memory, such as one or more magnetic storage devices, a flash memory, or other non-volatile solid-state memories. In some instances, the memory 104 may further include a memory remotely disposed relative to the processor 102, and these remote memories can be connected to the mobile terminal through a network. Examples of the above-mentioned network include but are not limited to the Internet, an enterprise intranet, a local area network, a mobile communication network, and combinations thereof.
[0033] The transmission device 106 is used to receive or send data via a network. Specific examples of the above-mentioned network may include a wireless network provided by a communication provider of a mobile terminal. In one example, the transmission device 106 includes a network adapter (Network Interface Controller, abbreviated as NIC), which can be connected to other network devices through a base station so as to communicate with the Internet. In one example, the transmission device 106 can be a Radio Frequency (RF) module, which is used to communicate with the Internet wirelessly.
[0034] The input in the input / output device 108 can come from multiple Human Interface Devices (HIDs). For example: keyboards and mice, gamepads, other dedicated game controllers (such as: steering wheels, fishing rods, dance pads, remote controls, etc.). Some human interface devices can provide output functions in addition to input functions. For example: force feedback and vibration of gamepads, audio output of controllers, etc.
[0035] The display device 110 can be, for example, a Head-Up Display (HUD), a touchscreen Liquid Crystal Display (LCD), and a touch display (also referred to as a "touch screen" or "touch display screen"). The liquid crystal display enables a user to interact with the user interface of the mobile terminal. In some embodiments, the above-mentioned mobile terminal has a Graphical User Interface (GUI), and the user can perform human-computer interaction with the GUI through finger contacts and / or gestures on the touch-sensitive surface. The human-computer interaction function here optionally includes the following interactions: creating web pages, drawing, word processing, creating electronic documents, games, video conferencing, instant messaging, sending and receiving emails, call interfaces, playing digital videos, playing digital music, and / or web browsing, etc. Executable instructions for performing the above human-computer interaction functions are configured / stored in a computer program product or a readable storage medium executable by one or more processors.
[0036] In this embodiment, an information processing method running on the above-mentioned mobile terminal is provided. Figure 2 It is a flowchart of an information processing method according to an embodiment of the present invention, as Figure 2 shown. The method includes the following steps: [[ID=Q15]]
[0037] Step S202, among multiple animation files of a virtual object, determine a first animation file, where each of the animation files is used to generate an action of the virtual object in a game scene.
[0038] In the technical solution provided in step S202 of the present invention, the animation file may be a three-dimensional scene file created by three-dimensional animation rendering and production software, which is used for developing professional graphics for games, movies, and televisions, and may also be referred to as a motion big file (MAX file). Among them, the animation file may contain multiple model information, such as wireframe, texture, lighting effect, shadow, animation, and other three-dimensional (3D) design elements, etc., which are not specifically limited here. The virtual object may be an object controlled by the input of a controlled player in the game scene, for example, including but not limited to a virtual game character. Among them, each animation file is used to generate an action of the virtual object in the game scene, such as a running action, a walking action, etc. Therefore, different actions of the virtual object can be controlled by different animation files. In this embodiment, among the multiple animation files of the virtual object, the first animation file is determined.
[0039] Optionally, open the animation file through three-dimensional animation rendering and production software, and display an action of the virtual object in the game scene on the interface of the three-dimensional animation rendering and production software.
[0040] Step S204, obtain the first original bone information of the virtual object in the first animation file, and modify the first original bone information to obtain the first target bone information of the virtual object.
[0041] In the technical solution provided in step S204 of the present invention, after determining the first animation file among the multiple animation files of the virtual object, the first original bone information of the virtual object can be obtained in the first animation file, and the first original bone information is modified to obtain the first target bone information of the virtual object.
[0042] In this embodiment, the first original bone information is used to represent information related to the bones of the virtual object, and may include bone name information and bone link information. Among them, the bones of the virtual object can be used to control the movement of the virtual object. The bone name information can distinguish the bones of the virtual object, and the bone link information can be used to represent the link relationship between the bones of the virtual object and other bones. This embodiment modifies the first original bone information to obtain the first target bone information of the virtual object.
[0043] Optionally, in this embodiment, obtaining the first original bone information of the virtual object from the first animation file may be to change the original bone name information and / or bone link information of one or more bones of the virtual object to obtain the first target bone information of the virtual object.
[0044] Step S206, generate a script file from the first target bone information, where the script file includes target instructions for modifying bones based on the first target bone information.
[0045] In the technical solution provided in step S206 of the present invention, the first original bone information of the virtual object is obtained from the first animation file, and the first original bone information is modified to obtain the first target bone information of the virtual object. The first target bone information can be used to generate a script file, which can be a script link generated by an editor, and no limitation is imposed here. The script file may include a renaming script corresponding to the bone name information and a link script corresponding to the bone link information, and it includes a target instruction for modifying the bone based on the first target bone information. The target instruction is used to instruct the computer to perform an operation of modifying the bone information, and it can be an instruction for modifying the bone name information of the bone and / or an instruction for modifying the bone link information.
[0046] Optionally, select the saved first target bone information and generate a line number script file based on it.
[0047] Step S208: Merge the script file into each of at least one second animation file, so as to modify the second original bone information of the virtual object in each second animation file to the second target bone information that matches the first target bone information based on the script file.
[0048] In the technical solution provided in step S208 of the present invention, after generating the script file from the first target bone information, the script file can be merged into each of at least one second animation file, so as to modify the second original bone information of the virtual object in each second animation file to the second target bone information that matches the first target bone information based on the script file.
[0049] In this embodiment, merging the script file into each of at least one second animation file can be dragging the script file into the second animation file. The second animation file can be other animation files of the virtual object except the first animation file, and it may include bone name information and bone link information.
[0050] Since the script file of this embodiment includes a target instruction for modifying the bone based on the first target bone information, in response to the target instruction, the second original bone information of the virtual object in each second animation file can be modified to the second target bone information that matches the first target bone information. The second target bone information matches the first target bone information, which can be for one or more bones of the virtual object. The second target bone information in the second animation file is the same as the first target bone information in the first animation file, or the second target bone information in the second animation file is associated with the first target bone information in the first animation file according to a certain rule. The second target bone information can be bone name information and / or bone link information.
[0051] For example, modify the first original bone information of bone M of the virtual object in the first animation file to obtain the first target bone information O of the virtual object. Based on the script file generated from the first target bone information O, modify the second original bone information of bone M in each of the other second animation files to the second target bone information P that matches the first target bone information O. The second target bone information P can be the same as the first target bone information O or have a certain correlation with the first target bone information O, but both the first target bone information O and the first target bone information P are for bone M.
[0052] Optionally, the above-mentioned second original information of this embodiment can be the same as the first original bone information, or the second original bone information in the second animation file can be associated with the first original bone information in the first animation file according to certain rules.
[0053] Through the above steps S202 to S208 of the present application, in multiple animation files of the virtual object, determine the first animation file, where each animation file is used to generate an action of the virtual object in the game scene; obtain the first original bone information of the virtual object in the first animation file, and modify the first original bone information to obtain the first target bone information of the virtual object; generate a script file from the first target bone information, where the script file includes target instructions for bone modification based on the first target bone information; merge the script file into each of at least one second animation file, so as to modify the second original bone information of the virtual object in each second animation file to the second target bone information that matches the first target bone information based on the script file. That is to say, the present application obtains the first original bone information in the first animation file, obtains the first target bone information by modifying the first original bone information, obtains the script file based on the instruction modified by the first target bone information, and runs the script file into each of at least one second animation file. Based on the script file, the second original bone information of the virtual object in each second animation file is modified to the second target bone information that matches the first target bone information, thereby quickly modifying the bone information in each animation file of the second animation file, and further solving the technical problem of low efficiency in modifying the bone information of the virtual object, and achieving the technical effect of improving the efficiency of modifying the bone information of the virtual object.
[0054] The above method of this embodiment will be further introduced below.
[0055] As an alternative implementation, in step S208, the script file includes first differential bone information between first target bone information and first original bone information. Modifying the second original bone information of the virtual object in each second animation file to second target bone information that matches the first target bone information based on the script file includes: determining that each second animation file matches the first animation file, and then determining second differential bone information that matches the first differential bone information; modifying the second original bone information of the virtual object in each second animation file based on the second differential bone information to obtain second target bone information that matches the first target bone information.
[0056] In this embodiment, the script file generated from the first target bone information may include first differential bone information between the first target bone information and the first original bone information. This first differential bone information may be the different bone information between the first target bone information and the first original bone information, and can be used to modify the first original bone information to the first target bone information.
[0057] When implementing the modification of the second original bone information of the virtual object in each second animation file to the second target bone information that matches the first target bone information based on the script file, it may be determined that each second animation file matches the first animation file. Optionally, in this embodiment, as long as it is determined that both the second animation file and the first animation file are for the actions of the virtual object in the game scene, it can be determined that the second animation file and the first animation file match. For example, the identifier of the virtual object is A, the first animation file includes the identifier A of the virtual object. For example, the name of the first animation file is A1, the second animation file includes the identifier A of the virtual object. For example, the name of the second animation file is A2. Since both the names of the first animation file A1 and the second animation file A2 include the identifier A of the virtual object, it can be determined that the second animation file and the first animation file are for the virtual object, and then it is determined that the second animation file and the first animation file match. On this basis, the second original bone information in the second animation file can be modified based on the first target bone information of the first animation file. In this way, this embodiment can determine the second difference bone information that matches the first difference bone information. The second difference bone information may be the same as the first difference bone information or may correspond according to certain rules. For example, the first difference bone information is the bone name prefix tx (through the first difference bone information tx, the bone name information in the first original bone information can be modified to the bone name information in the first target bone information. For example, the bone name information in the first target bone information includes the prefix tx), then the second difference bone information may be the bone name prefix tx or other bone name prefixes that include the bone name prefix tx, such as the bone name prefix txtx. No specific limitation is made here.
[0058] After determining the second differential bone information that matches the first differential bone information, the second original bone information of the virtual object in each second animation file can be modified based on the second differential bone information to obtain the second target bone information that matches the first target bone information. For example, the first original bone information of bone M in the first animation file can be bone name 001, and the first target bone information of bone M in the first animation file can be bone name tx001. Then, the first differential bone information can be the prefix tx of the bone name. The second original bone information of bone M in the second animation file can be bone name 001, and the second differential bone information determined based on the above bone name prefix tx can also be the prefix tx of the bone name. Then, the second target bone information of bone M in the second animation file can be bone name tx001, and the tx001 in this second target bone information matches the tx001 in the above first target bone information. Optionally, the second differential bone information determined based on the above bone name prefix tx can be the prefix txtx of the bone name. Then, the second target bone information of bone M in the second animation file can be bone name txtx001, and the tx001 in this second target bone information matches the tx001 in the above first target bone information.
[0059] As an optional implementation manner, determining the second differential bone information that matches the first differential bone information includes: determining the second differential bone information that matches the first differential bone information based on the matching information that matches between each second animation file and the first animation file.
[0060] In this embodiment, when determining the second differential bone information that matches the first differential bone information, it can be to determine the matching information that matches between each second animation file and the first animation file. For example, the identifier of the virtual object is A, the name of the first animation file is A1, and the name of the second animation file is A2. Since the names of the first animation file A1 and the second animation file A2 both include the identifier A of the virtual object, it can be determined that the second animation file A2 matches the first animation file A1. The matching information that can be determined for the second animation file to match the first animation file can be A2. Then, based on this matching information A2, the second differential bone information that matches the first differential bone information can be determined. For example, if the first differential bone information is the prefix tx of the bone name, then this second differential bone information can be A2tx, which matches the prefix tx of the bone name. Then, based on the second differential bone information, the second original bone information of the virtual object in each second animation file is modified to obtain the second target bone information that matches the first target bone information.
[0061] It should be noted that the matching rule of the second differential bone information and the first differential bone information is not specifically limited in this embodiment. As long as the method for obtaining the second differential bone information based on the first differential bone information is within the scope of this embodiment, no further examples will be given here.
[0062] Furthermore, it should be noted that the matching rule between the second target bone information generated from the second differential information in this embodiment and the first target bone information is not specifically limited, and can be flexibly set according to specific scenarios.
[0063] As an optional implementation manner, in step S208, merging the script file into each of at least one second animation file includes: in response to a target instruction, transmitting the first differential bone information in the script file to each second animation file; or in response to a target instruction, associating the first differential bone information in the script file with each second animation file.
[0064] In this embodiment, since the script file is used for the target instruction of modifying bones based on the first target bone information, when implementing the merging of the script file into each of at least one second animation file, it can be in response to the target instruction to transmit the first differential bone information in the script file to each second animation file, so that the second differential bone information matching the first differential bone information can be determined in the second animation file, and then the second original bone information of the virtual object in each second animation file can be modified based on the second differential bone information to obtain the second target bone information matching the first target bone information.
[0065] Optionally, this embodiment can also be in response to the target instruction to associate the first differential bone information in the script file with the second animation file, so as to determine the second differential bone information matching the first differential bone information. This second differential bone information can be indirectly associated with the second animation file, and then based on this association relationship, the second original bone information of the virtual object in the second animation file can be modified using the second differential bone information to obtain the second target bone information matching the first target bone information.
[0066] Optionally, the above-mentioned response to the target instruction to transmit the first differential bone information in the script file to each second animation file; or in response to the target instruction to associate the first differential bone information in the script file with each second animation file in this embodiment can be implemented through a drag operation instruction after MAX software, that is, dragging the script file to each second animation file, so that the first differential bone information in the script file is transmitted to each second animation file, or the first differential bone information in the script file is associated with each second animation file.
[0067] As an alternative implementation, the method further includes: determining a target address; generating a script file from the first target bone information, including: generating a script file from the first target bone information at the target address; merging the script file into each second animation file, including: merging the script file from the target address into each second animation file.
[0068] In this embodiment, the target address is used to store the script file. Optionally, in this embodiment, the target address for storing the script file can be selected first, the script file can be generated from the first target bone information through an editor, and then the script file is merged from the target address into each second animation file, so that the second original bone information of the virtual object in each second animation file is modified to be the second target bone information matching the first target bone information based on the script file.
[0069] For example, in the terminal, select the target address for storing the script file, click on the bone for which the first original bone information needs to be modified, then modify the first original bone information to obtain the first target bone information, generate a script file from the first target bone information through an editor, and drag the script file to the selected second animation file to modify the second original bone information under the second animation file to obtain the second target bone information matching the first target bone information.
[0070] As an alternative implementation, the method further includes: determining the first target bone to be modified of the virtual object; step S204, obtaining the first original bone information of the virtual object in the first animation file, including: obtaining the first original bone name information of the first target bone in the first animation file.
[0071] In this embodiment, the actions of the virtual object can be controlled by different animation files. The virtual object in this embodiment can have multiple bones. For example, there can be more than 300 bones. The first target bone to be modified of the virtual object can be determined among multiple bones. For example, the first target bone is bone01. Obtain the first original bone name information of the first target bone in the first animation file. For example, bone01.name = 101, which can be used to indicate that the bone name of the first target bone is 101.
[0072] Optionally, the number of the first target bones to be modified in the embodiment may be multiple. For example, the first target bones are bone01, bone02, bone03, bone04, etc. Obtain the first original bone name information of the first target bones. For example, bone01.name = 101, bone01.name = 102, bone01.name = 103, bone01.name = 104, etc. There is no specific limitation here.
[0073] As an alternative implementation, in step S204, modify the first original bone information to obtain the first target bone information of the virtual object, including: modify the first original bone name information to obtain the first target bone name information of the first target bone.
[0074] In this embodiment, select the first target bones whose bone name information needs to be modified, and modify the first original bone name information of the first target bones to obtain the first target bone name information of the first target bones. For example, the first target bones are bone01, bone02, bone03, bone04, etc., and the first original bone name information of the first target bones is bone01.name = 101, bone01.name = 102, bone01.name = 103, bone01.name = 104, etc. Modifying the first original bone name information may be to add a prefix tx before the first original bone name information of each first target bone, so as to obtain the first target bone name information of the first target bones bone01.name = tx101, bone01.name = tx102, bone01.name = tx103, bone01.name = tx104, etc., and it can be saved to generate a script file through it.
[0075] Optionally, in this embodiment, select the first target bones whose bone name information needs to be modified. After modifying the first original bone name information of the first target bones to obtain the first target bone name information of the first target bones, a script file may be generated under the target address through it.
[0076] As an alternative implementation, in step S208, based on the script file, modify the second original bone information of the virtual object in each second animation file to the second target bone information that matches the first target bone information, including: based on the script file, modify the second original bone name information of the first target bone in each second animation file to the second target bone name information that matches the first target bone name information.
[0077] In this embodiment, the second original bone name information of the first target bone in each second animation file can be modified to the second target bone name information that matches the first target bone name information based on a script file. The script file can be dragged into each second animation file of the virtual object, so that the second original bone name information of the first target bone in each second animation file can be modified to the second target bone name information that matches the first target bone name information, thereby achieving the purpose of quickly modifying the second original bone name information in each second animation file to obtain the second target bone name information that matches the first target bone name information.
[0078] For example, modify the first original bone name information of the first target bone, such as bone01.name = 101, bone01.name = 102, bone01.name = 103, bone01.name = 104, etc., by adding a prefix "tx" before the first original bone name information of each first target bone, so as to obtain the first target bone name information of the first target bone, such as bone01.name = tx101, bone01.name = tx102, bone01.name = tx103, bone01.name = tx104, etc. It can be saved to generate a script file through which. The script file includes the information of the prefix "tx". Furthermore, the prefix "tx" can be used to add the prefix "tx" before the second original bone name information, such as bone01.name = 101, bone01.name = 102, bone01.name = 103, bone01.name = 104, etc., of the first target bone in each second animation file, to obtain the second target bone name information that matches the first target bone name information, such as bone01.name = tx101, bone01.name = tx102, bone01.name = tx103, bone01.name = tx104, etc. Optionally, this embodiment can also determine a new prefix "txtx" based on the above prefix "tx" in the script file, and use the new prefix "txtx" to add the prefix "txtx" before the second original bone name information of the first target bone in each second animation file, to obtain the second target bone name information that matches the first target bone name information, such as bone01.name = txtx101, bone01.name = txtx102, bone01.name = txtx103, bone01.name = txtx104, etc., thereby achieving the purpose of quickly modifying the second original bone name information in each second animation file to obtain the second target bone name information that matches the first target bone name information.
[0079] As an alternative implementation, the method further includes: determining a second target bone of the virtual object to be modified; in step S204, obtaining first original bone information of the virtual object in the first animation file, including: obtaining first original bone link information of the second target bone in the first animation file.
[0080] In this embodiment, when implementing the obtaining of the first original bone information of the virtual object from the first animation file, it may be to determine the second target bone in the first animation file and obtain the first original bone link information of the second target bone. For example, if the second target bone is bone02, the first original bone link information of the second target bone may be bone02.parent = bone01, which can be used to indicate that the bone of the parent node of the second target bone bone02 is bone01.
[0081] Optionally, the number of the above-mentioned second target bones to be modified in the embodiment may be multiple. For example, the second target bones are bone02, bone03, bone04, bone05, etc. Obtain the first original bone link information of the first target bone. For example, bone02.parent = bone01, bone03.parent = bone02, bone04.parent = bone03, bone05.parent = bone04, etc. There is no specific limitation here.
[0082] As an alternative implementation, in step S204, modify the first original bone information to obtain first target bone information of the virtual object, including: modifying the first original bone link information to obtain first target bone link information of the second target bone.
[0083] In this embodiment, select the second target bone whose bone link needs to be modified and modify the first original bone link information of the second target bone. It may be to modify the connection order between the second target bone and other bones. For example, modify the bone of its parent node and / or the bone of its child node to obtain the first target bone link information of the second target bone, and then save it to generate a script file through it.
[0084] Optionally, in this embodiment, select the second target bone whose bone name information needs to be modified. After modifying the first original bone link information of the second target bone to obtain the first target bone link information of the second target bone, a script file may be generated under the target address through it.
[0085] As an alternative implementation, in step S208, based on the script file, the second original bone information of the virtual object in each second animation file is modified to the second target bone information that matches the first target bone information, including: based on the script file, the second original bone link information of the target bone in each second animation file is modified to the second target bone link information that matches the first target bone link information.
[0086] In this embodiment, based on the script file, the second original bone link information of the second target bone in each second animation file can be modified to the second target bone link information that matches the first target bone link information. By dragging the script file into each second animation file of the virtual object, the second original bone link information of the second target bone in each second animation file can be modified to the second target bone link information that matches the first target bone link information, so as to quickly modify the second original bone link information in each second animation file and obtain the second target bone link information that matches the first target bone link information.
[0087] For example, modify the second original bone link information of the second target bone, such as bone02.parent = bone01, bone03.parent = bone02, bone04.parent = bone03, bone05.parent = bone04, etc., to obtain the second target bone link information of the second target bone, bone02.parent = bone03, bone03.parent = bone04, bone04.parent = bone05, bone05.parent = bone06. It can be saved to generate a script file based on it. The script file can include bone02.parent = bone03, bone03.parent = bone04, bone04.parent = bone05, bone05.parent = bone06. Furthermore, based on it, the second original bone link information of the target bone in each second animation file, bone02.parent = bone01, bone03.parent = bone02, bone04.parent = bone03, bone05.parent = bone04, can be similarly modified to bone02.parent = bone03, bone03.parent = bone04, bone04.parent = bone05, bone05.parent = bone06, so as to obtain the second target bone link information, which matches the first target bone link information, thereby achieving the purpose of quickly modifying the second original bone link information in each second animation file to obtain the second target bone link information that matches the first target bone link information.
[0088] As an optional implementation manner, the method further includes: checking the second original bone information of the virtual object in the second animation file based on the first target bone information to obtain a check result, which may include: determining that the first target bone information does not match the second original bone information of the virtual object in the second animation file, then determining that the second original bone information of the virtual object in the second animation file is abnormal, and allowing the second original bone information of the virtual object in each second animation file to be modified to the second target bone information that matches the first target bone information.
[0089] After this embodiment, it is determined that the first target bone information does not match the second original bone information of the virtual object in the second animation file. For example, the first target bone information is different from the second original bone information of the virtual object in the second animation file, or does not conform to the pre-determined matching rule. Then, it can be determined that the second original bone information of the virtual object in the second animation file is abnormal. At this time, it is allowed to modify the second original bone information of the virtual object in each second animation file to the second target bone information that matches the first target bone information.
[0090] Optionally, in this embodiment, the second original bone information of the virtual object in the second animation file can be checked based on the first target bone information. When the first target bone information does not match the second original bone information of the virtual object in the second animation file, a prompt message can be displayed on the interface, so as to quickly locate the abnormality of the second original bone information of the virtual object in the second animation file, and prompt to modify the second original bone information of the virtual object in each second animation file to the second target bone information that matches the first target bone information as soon as possible.
[0091] For example, the first target bone information is matched and checked with the second original bone information of the virtual object in the second animation file. When the first target bone information does not match the second original bone information of the virtual object in the second animation file, the subsequent matching is stopped, the abnormal position is displayed on the interface, and after the user modifies or confirms the information, the matching check is continued, so as to achieve the purpose of quickly locating the abnormality of the second original bone information of the virtual object in the second animation file.
[0092] In this embodiment, a first animation file is determined from multiple animation files of a virtual object, where each animation file is used to generate an action of the virtual object in a game scene; first original bone information of the virtual object is obtained from the first animation file, and the first original bone information is modified to obtain first target bone information of the virtual object; the first target bone information is used to generate a script file, where the script file includes target instructions for modifying bones based on the first target bone information; the script file is merged into each of at least one second animation file, so that the second original bone information of the virtual object in each second animation file is modified to second target bone information matching the first target bone information, where the at least one second animation file is an animation file other than the first animation file among the multiple animation files. That is to say, this application obtains the first original bone information in the first animation file, modifies the first original bone information to obtain the first target bone information, obtains the script file based on the instructions for modifying the first target bone information, runs the script file to each of at least one second animation file, and based on the script file, modifies the second original bone information of the virtual object in each second animation file to the second target bone information matching the first target bone information, thereby quickly modifying the bone information in each animation file of the second animation file, and further solving the technical problem of low efficiency in modifying the bone information of the virtual object, achieving the technical effect of improving the efficiency of modifying the bone information of the virtual object.
[0093] The technical solutions of the embodiments of the present invention will be further introduced by way of preferred embodiments below.
[0094] To better use the animation retargeting technology, it is necessary to standardize the bone naming of existing animation files. However, there are nearly 150 actions of virtual objects in the game software. Coupled with the maximized streamers, there are more than 300 bones for just one virtual object. Moreover, each action under the same virtual object has a corresponding action MAX file. At the same time, when the project requirements change or are optimized and iterated, all action MAX files need to be modified. For the above problems, the traditional production method is to outsource the action wrapping and skinning, or manually modify the streamer names. The existing processing method is to manually rename each bone in each MAX file. However, relying on manpower to modify the bone naming of all files is only applicable to a small number of animation files. When the number of animations is dozens or hundreds, this method is basically very costly, time-consuming, and the procedure is cumbersome, which is not conducive to batch processing output.
[0095] Meanwhile, sometimes due to game iteration and upgrade, it is also necessary to modify or check the bone link relationship of existing animation files. However, the bone link relationship cannot be quickly inspected by the naked eye. It is necessary to select each bone and then check which bone is its upper-level bone, or use the bone link tree for query. As Figure 3 shown Figure 3 is a schematic diagram of a bone link tree in the related technology of one embodiment of the present invention. The number of bone link relationships in the file is huge. Therefore, if you modify by selecting each bone and then checking which bone is its upper-level bone, or use the bone link tree for query and then modify, it is time-consuming and laborious, and the modification efficiency is low.
[0096] However, in this application, by automatically generating instructions for modifying commands through a tool, the bone naming in the same batch of files can be quickly and uniformly standardized. By automatically generating instructions for modifying link relationships through a tool, the bone link relationships in the same batch of files can be quickly and uniformly standardized, thereby achieving the technical effect of improving the work efficiency of modifying file names and solving the technical problem of low work efficiency in modifying file names.
[0097] The above method of this embodiment will be further introduced below.
[0098] A tool for automatically generating bone modification naming instructions is written for the above problems. When opening the tool and modifying the bone names in the first MAX file, according to the tool steps, all the modification naming records of the bones can be recorded, and all the recorded modification naming records of the bones are saved as a file with the MS suffix of a script. By dragging this file to other MAX files under the same batch of characters, it can be instantly modified to have the same naming as the previous file.
[0099] A tool for automatically generating bone link relationship instructions is written for the above problems. When opening the tool and selecting the bone link relationships that need to be recorded and maintained in any MAX file, a script file with the MS suffix can be quickly generated, which records the link relationships of the selected bones. By dragging this file to the MAX files under the same batch of characters, it can be instantly modified to have the same bone link relationships as the previous file. Specifically, it can be divided into the following parts.
[0100] The first part is the tool for automatically generating bone modification naming instructions.
[0101] Figure 4 is a schematic diagram of the interface of a tool for automatically generating bone modification naming instructions according to one embodiment of the present invention. As Figure 4 shown, the naming tool records the modification naming records of the selected bones and generates a modification naming instruction script.
[0102] First step, first select the location where the script file needs to be stored.
[0103] Second step, click Browse to select the bone whose name needs to be modified, and click Keep Initial Name, so that the initial name of the selected bone can be saved.
[0104] Third step, after manually standardizing and uniformly selecting the names of the bones, click Generate Rename Script File. At this time, an instruction for modifying the names of the selected bones will be generated under the address selected in the first step. Figure 6 It is a schematic diagram of the interface of an automatically generated naming script instruction according to one embodiment of the present invention. As Figure 6 shown, rename the end bone 01 to tx101, rename the end bone 02 to tx102, rename the end bone 03 to tx103, rename the end bone 04 to tx104, rename the bone 005 to tx201, rename the bone 006 to tx202, rename the bone 007 to tx203, rename the bone 002 to tx301, rename the bone 003 to tx301, and rename the bone 004 to tx303.
[0105] The tool automatically generates a list of bones that need to be renamed. Each line of the naming script instruction is an instruction for bone repair. Dragging this file to other MAX files under the same batch of characters can instantly modify them to have the same naming as the previous file.
[0106] Second part, a tool for automatically generating bone modification link relationship instructions.
[0107] Figure 5 It is a schematic diagram of the interface of a tool for automatically generating bone modification link relationship instructions according to one embodiment of the present invention. As Figure 5 shown, the link tool records the link relationships of the selected bones and generates a bone link relationship instruction script, which can be used to conveniently modify or check other MAX files.
[0108] First step, first select the location where the script file needs to be stored.
[0109] Second step, click to select the bones whose link relationships need to be modified, and click Keep Initial Link Relationship, so that the selected bones can be saved.
[0110] Third step, click Generate Link Script. At this time, a link relationship instruction for the selected bones will be generated under the address selected in the first step. Figure 7 It is a schematic diagram of the interface of an automatically generated link relationship script instruction according to one embodiment of the present invention. As Figure 7As shown, link bone 002 to bone 001, link bone 011 to bone 001, link bone 012 to bone 011, link bone 013 to bone 012, link bone 014 to bone 013, link bone 015 to bone 014, link bone 016 to bone 015, link bone 017 to bone 016, link bone 018 to bone 017, link bone 019 to bone 018, link bone 020 to bone 019, link bone 021 to bone 020, link bone 022 to bone 021, link bone 023 to bone 022, link bone 024 to bone 023, link bone 025 to bone 024, link bone 003 to bone 001, link bone 004 to bone 003, link bone 005 to bone 004, link bone 006 to bone 005, link bone 007 to bone 006, link bone 008 to bone 007, link bone 009 to bone 008, link bone 010 to bone 009.
[0111] Each line of the link relationship script instruction automatically generated by the tool is an instruction for the bone link relationship. Drag this file to other MAX files under the same batch of characters, and it can be instantly modified to have the same link relationship as the specification file.
[0112] In this embodiment, instructions for automatically generating modification commands are generated by the tool, so as to quickly and uniformly standardize the bone naming in the same batch of files. Instructions for automatically generating modification of the link relationship are generated by the tool, so as to quickly and uniformly standardize the bone link relationship in the same batch of files, and further achieve the technical effect of improving the work efficiency of modifying file names, and solve the technical problem of low work efficiency in modifying file names.
[0113] Through the description of the above embodiments, those skilled in the art can clearly understand that the method according to the above embodiments can be implemented by means of software plus a necessary general hardware platform. Of course, it can also be implemented by hardware, but in many cases the former is a better implementation. Based on such an understanding, the technical solution of the present invention, in essence, or the part that contributes to the prior art, can be embodied in the form of a software product. This computer software product is stored in a storage medium (such as ROM / RAM, magnetic disk, optical disc), and includes several instructions for causing a terminal device (which can be a mobile phone, computer, server, or network device, etc.) to execute the methods described in various embodiments of the present invention.
[0114] An embodiment of the present invention further provides an information processing device, which is used to implement the above embodiments and preferred embodiments, and those that have been described will not be repeated. As used hereinafter, the term "unit" can be a combination of software and / or hardware that can achieve a predetermined function. Although the devices described in the following embodiments are preferably implemented in software, implementation in hardware, or a combination of software and hardware is also possible and contemplated.
[0115] Figure 8 is a structural block diagram of an information processing device according to an embodiment of the present invention. As Figure 8 shown, the game data processing device 800 may include: a determination unit 801, a modification unit 802, a generation unit 803, and a processing unit 804.
[0116] The determination unit 801 is configured to determine a first animation file among multiple animation files of a virtual object, where each animation file is used to generate an action of the virtual object in a game scene.
[0117] The modification unit 802 is configured to obtain first original bone information of the virtual object in the first animation file, and modify the first original bone information to obtain first target bone information of the virtual object.
[0118] The generation unit 803 is configured to generate a script file based on the first target bone information, where the script file includes target instructions for modifying bones based on the first target bone information.
[0119] The processing unit 804 is configured to merge the script file into each of at least one second animation file, and modify the second original bone information of the virtual object in each second animation file to second target bone information that matches the first target bone information based on the script file, where the at least one second animation file is an animation file other than the first animation file among the multiple animation files.
[0120] In the information processing device of this embodiment, that is, the present application obtains the first original bone information in the first animation file, modifies the first original bone information to obtain the first target bone information, obtains a script file based on the instructions modified based on the first target bone information, and runs the script file into each of at least one second animation file, and modifies the second original bone information of the virtual object in each second animation file to second target bone information that matches the first target bone information based on the script file, thereby quickly modifying the bone information in each animation file of the second animation file, and further solving the technical problem of low efficiency in modifying the bone information of the virtual object, and achieving the technical effect of improving the efficiency of modifying the bone information of the virtual object.
[0121] It should be noted that the above-mentioned units can be implemented by software or hardware. For the latter, it can be implemented in the following ways, but not limited to this: the above-mentioned units are all located in the same processor; or, the above-mentioned units are respectively located in different processors in any combination form.
[0122] An embodiment of the present invention further provides a non-volatile storage medium, in which a computer program is stored. Wherein, the computer program is set to execute the information processing method of the embodiment of the present invention when being run by a processor.
[0123] Optionally, in this embodiment, the above non-volatile storage medium can be set to store a computer program for executing the following steps:
[0124] S1. Among multiple animation files of a virtual object, determine a first animation file, where each animation file is used to generate an action of the virtual object in a game scene;
[0125] S2. Obtain the first original bone information of the virtual object in the first animation file, and modify the first original bone information to obtain the first target bone information of the virtual object;
[0126] S3. Generate a script file based on the first target bone information, where the script file includes target instructions for modifying bones based on the first target bone information;
[0127] S4. Merge the script file into each of at least one second animation file, so as to modify the second original bone information of the virtual object in each second animation file to the second target bone information that matches the first target bone information, where the at least one second animation file is an animation file other than the first animation file among the multiple animation files.
[0128] Optionally, in this embodiment, the above non-volatile storage medium may include, but is not limited to: various media that can store computer programs such as USB flash drives, read-only memories (ROM for short), random access memories (RAM for short), mobile hard disks, magnetic disks, or optical discs.
[0129] According to one embodiment of the present invention, a processor is further provided. The processor is used to run a program, and the program is set to execute the information processing method of the embodiment of the present invention when being run by the processor.
[0130] An embodiment of the present invention further provides an electronic device, including a memory and a processor. A computer program is stored in the memory, and the processor is configured to run the computer program to execute the steps in any one of the above method embodiments.
[0131] Optionally, the above electronic device may further include a transmission device and an input / output device. The transmission device is connected to the above processor, and the input / output device is connected to the above processor.
[0132] Optionally, in this embodiment, the above processor may be configured to execute the following steps through a computer program:
[0133] S1. Among multiple animation files of a virtual object, determine a first animation file, where each animation file is used to generate an action of the virtual object in a game scene;
[0134] S2. Obtain first original skeleton information of the virtual object in the first animation file, and modify the first original skeleton information to obtain first target skeleton information of the virtual object;
[0135] S3. Generate a script file based on the first target skeleton information, where the script file includes target instructions for modifying the skeleton based on the first target skeleton information;
[0136] S4. Merge the script file into each of at least one second animation file, so as to modify the second original skeleton information of the virtual object in each second animation file to second target skeleton information that matches the first target skeleton information, where the at least one second animation file is an animation file other than the first animation file among the multiple animation files.
[0137] Optionally, specific examples in this embodiment may refer to the examples described in the above embodiments and optional implementation manners, and details are not described herein again.
[0138] The serial numbers of the above embodiments of the present invention are only for description and do not represent the advantages and disadvantages of the embodiments.
[0139] In the above embodiments of the present invention, the descriptions of the respective embodiments have their own emphases. For parts not detailed in a certain embodiment, reference may be made to the relevant descriptions of other embodiments.
[0140] In several embodiments provided in the present application, it should be understood that the disclosed technical content can be implemented in other ways. Among them, the device embodiments described above are merely illustrative. For example, the division of the units can be a logical function division. In actual implementation, there can be other division methods. For example, multiple units or components can be combined or integrated into another system, or some features can be ignored or not executed. Another point is that the displayed or discussed coupling, direct coupling, or communication connection between each other can be through some interfaces. The indirect coupling or communication connection of units or modules can be in an electrical or other form.
[0141] The units described as separate components may or may not be physically separated. The components displayed as units may or may not be physical units, that is, they can be located in one place or distributed to multiple units. Some or all of the units can be selected according to actual needs to achieve the purpose of the solution of this embodiment.
[0142] In addition, in each embodiment of the present invention, the functional units can be integrated in a processing unit, or each unit can exist physically alone, or two or more units can be integrated in one unit. The above-mentioned integrated units can be implemented in the form of hardware or in the form of software functional units.
[0143] If the above-mentioned integrated unit is implemented in the form of a software functional unit and sold or used as an independent product, it can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of the present invention, in essence, or the part that contributes to the prior art, or all or part of this technical solution, can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes several instructions for causing a computer device (which can be a personal computer, a server, or a network device, etc.) to execute all or part of the steps of the methods described in each embodiment of the present invention. The foregoing storage medium includes: USB flash drives, read-only memories (ROM, Read-Only Memory), random access memories (RAM, Random Access Memory), mobile hard disks, magnetic disks, or optical disks and other various media that can store program codes.
[0144] The above are only the preferred embodiments of the present invention. It should be noted that for those of ordinary skill in the art, without departing from the principle of the present invention, several improvements and refinements can be made, and these improvements and refinements should also be regarded as the protection scope of the present invention.
Claims
1. An information processing method, characterized in that, Including: Among multiple animation files of a virtual object, determine a first animation file, where each of the animation files is used to generate an action of the virtual object in a game scene; Obtain first original skeleton information of the virtual object in the first animation file, and modify the first original skeleton information to obtain first target skeleton information of the virtual object; Generate a script file based on the first target skeleton information, where the script file includes target instructions for modifying the skeleton based on the first target skeleton information; Merge the script file into each of at least one second animation file, where each of the second animation files is an animation file other than the first animation file among the multiple animation files, and modify second original skeleton information of the virtual object in each of the second animation files to second target skeleton information that matches the first target skeleton information, where the first target skeleton information and the second target skeleton information are the same or have an associated relationship.
2. The method according to claim 1, wherein The script file includes first difference skeleton information between the first target skeleton information and the first original skeleton information. Modifying second original skeleton information of the virtual object in each of the second animation files to second target skeleton information that matches the first target skeleton information based on the script file includes: If it is determined that each of the second animation files matches the first animation file, determine second difference skeleton information that matches the first difference skeleton information; Modify second original skeleton information of the virtual object in each of the second animation files based on the second difference skeleton information to obtain the second target skeleton information that matches the first target skeleton information.
3. The method according to claim 2, wherein Determining second difference skeleton information that matches the first difference skeleton information includes: Based on matching information indicating that each of the second animation files matches the first animation file, determine second difference skeleton information that matches the first difference skeleton information.
4. The method according to claim 2, wherein Merging the script file into each of at least one second animation file includes: In response to the target instruction, transmit the first difference skeleton information in the script file to each of the second animation files; or In response to the target instruction, associate the first difference skeleton information in the script file with each of the second animation files.
5. The method according to claim 1, characterized in that The method further includes: determining a target address; Generating the script file based on the target skeleton information includes: generating the script file based on the target skeleton information at the target address; Merging the script file into each of the second animation files includes: merging the script file from the target address into each of the second animation files.
6. The method according to claim 1, characterized in that The method further includes: determining a first target skeleton of the virtual object to be modified; Obtain the first original bone information of the virtual object in the first animation file, including: obtain the first original bone name information of the first target bone in the first animation file; Modify the first original bone information to obtain the first target bone information of the virtual object, including: modify the first original bone name information to obtain the first target bone name information of the first target bone; Based on the script file, modify the second original bone information of the virtual object in each second animation file to the second target bone information that matches the first target bone information, including: based on the script file, modify the second original bone name information of the first target bone in each second animation file to the second target bone name information that matches the first target bone name information.
7. The method according to claim 1, wherein, The method further includes: determining the second target bone of the virtual object to be modified; Obtain the first original bone information of the virtual object in the first animation file, including: obtain the first original bone link information of the second target bone in the first animation file; Modify the first original bone information to obtain the first target bone information of the virtual object, including: modify the first original bone link information to obtain the first target bone link information of the second target bone; Based on the script file, modify the second original bone information of the virtual object in each second animation file to the second target bone information that matches the first target bone information, including: based on the script file, modify the second original bone link information of the second target bone in each second animation file to the second target bone link information that matches the first target bone link information.
8. The method according to any one of claims 1 to 7, characterized in that The method further includes: Check the second original bone information of the virtual object in the second animation file based on the first target bone information to obtain a check result.
9. The method according to claim 8, characterized in that, Check the second original bone information of the virtual object in the second animation file based on the first target bone information to obtain a check result, including: If it is determined that the first target bone information does not match the second original bone information of the virtual object in the second animation file, it is determined that the second original bone information of the virtual object in the second animation file is abnormal, and it is allowed to modify the second original bone information of the virtual object in each second animation file to the second target bone information that matches the first target bone information.
10. An information processing apparatus, characterized in that, Including: A determination unit, configured to determine a first animation file among multiple animation files of a virtual object, where each animation file is used to generate an action of the virtual object in a game scene; A modification unit, configured to obtain the first original bone information of the virtual object in the first animation file and modify the first original bone information to obtain the first target bone information of the virtual object; A generating unit, configured to generate a script file based on the first target bone information, where the script file includes a target instruction for bone modification based on the first target bone information; A processing unit, configured to merge the script file into each of at least one second animation file, so as to modify the second original bone information of the virtual object in each of the second animation files into second target bone information that matches the first target bone information based on the script file, where the at least one second animation file is an animation file other than the first animation file among the multiple animation files, and the first target bone information is the same as or has an associated relationship with the second target bone information.
11. A computer-readable storage medium, characterized in that, A computer program is stored in the computer-readable storage medium, where the computer program is configured to execute the method described in any one of claims 1 to 9 when being run by a processor.
12. An electronic device, comprising a memory and a processor, characterized in that, A computer program is stored in the memory, and the processor is configured to run the computer program to execute the method described in any one of claims 1 to 9.
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