Upper and lower body motion matching method, device, storage medium and computer equipment

By obtaining the waist bone orientation information and the direction of foot movement, determining the waist twisting angle and matching the lower body movements, the problem of mismatch between the upper and lower body when the character's skills are released is solved, and the realism in the game is improved.

CN114028815BActive Publication Date: 2025-09-16BEIJING PERFECT WORLD SOFTWARE TECH DEV CO LTD
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Patent Information

Application Number
CN202111424846.4
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2021-11-26
Publication Date
2025-09-16
Estimated Expiration
2041-11-26

AI Technical Summary

Technical Problem

In the game, the character's upper and lower body movements do not match when releasing skills, resulting in poor realism.

Method used

By obtaining the target character's waist bone orientation information and foot movement direction during the skill release process, the waist twisting angle is determined, and the corresponding lower body movements are matched in the action blend space to ensure the coordination of the upper and lower body movements.

Benefits of technology

It enhances the realism of the character in the game scene and avoids the incoordination of the upper and lower body movements.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The present invention discloses a method, apparatus, storage medium, and computer device for matching upper and lower body movements. The method primarily aims to ensure matching upper and lower body movements during a character's skill release. The method comprises: obtaining positional information corresponding to the target character's waist bones and the target character's corresponding footstep movement direction during the skill release process using upper body movements; determining the target character's waist twisting angle during the skill release process based on the positional information; and determining, based on the waist twisting angle and footstep movement direction, a lower body movement that matches the target character's upper body movement and playing the lower body movement. The present invention is suitable for matching upper and lower body movements.
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Description

Technical Field

[0001] The present invention relates to the field of information technology, and in particular to a method, device, storage medium and computer equipment for matching upper and lower body movements. Background Art

[0002] When the game character is moving and releasing skills, the lower body of the character will be controlled by the player, moving in the specified direction, while the upper body will perform the skill release action.

[0003] Currently, when a character's upper body performs a skill animation, their lower body typically moves forward in the designated direction. However, if a character's skill release requires a significant sideways twist above the waist while their lower body moves forward, the upper and lower body movements will not align during the skill release, resulting in uncoordinated upper and lower body movements in the game and a lack of realism. Summary of the Invention

[0004] The present invention provides a method, device, storage medium and computer equipment for matching upper and lower body movements, which are mainly capable of ensuring that the upper and lower body movements of a character are matched during the process of moving and releasing skills.

[0005] According to a first aspect of the present invention, a method for matching upper and lower body movements is provided, comprising:

[0006] Obtaining the position information of the waist bones corresponding to the target character's upper body movements during the skill release process, as well as the target character's corresponding footstep movement direction;

[0007] determining, based on the position information, a waist twisting angle of the target character during the skill release process;

[0008] According to the waist twisting angle and the footstep moving direction, a lower body movement that matches the upper body movement of the target character is determined and played.

[0009] Optionally, determining a lower body movement that matches an upper body movement of the target character based on the waist twisting angle and the footstep moving direction includes:

[0010] determining a target coordinate point corresponding to the target character in a motion blending space according to the two-dimensional coordinates composed of the waist twisting angle and the footstep moving direction, wherein different coordinate points in the motion blending space correspond to different lower body movements;

[0011] The lower body movement corresponding to the target coordinate point is determined, and the lower body movement corresponding to the target coordinate point is determined as the lower body movement that matches the upper body movement.

[0012] Optionally, a plurality of preset coordinate points are pre-configured in the action blending space, and different preset coordinate points correspond to different footstep movement directions or waist twisting angles. Determining the lower body action corresponding to the target coordinate point includes:

[0013] Determining whether there is a preset coordinate point among the plurality of preset coordinate points that matches the target coordinate point;

[0014] If there is a preset coordinate point that matches the target coordinate point, the lower body movement corresponding to the matched preset coordinate point is determined as the lower body movement corresponding to the target coordinate point;

[0015] If there is no preset coordinate point matching the target coordinate point, a preset coordinate point adjacent to the target coordinate point is determined from the plurality of preset coordinate points, and a lower body movement corresponding to the target coordinate point is generated based on the lower body movement corresponding to the adjacent preset coordinate point.

[0016] Optionally, determining whether there is a preset coordinate point matching the target coordinate point among the plurality of preset coordinate points includes:

[0017] Determining whether there is a preset coordinate point among the plurality of preset coordinate points, which has the same waist twisting angle and footstep moving direction as the target coordinate point;

[0018] If so, the preset coordinate point corresponding to the target coordinate point and having the same waist twisting angle and footstep moving direction is determined as the preset coordinate point matching the target coordinate point.

[0019] Optionally, the motion blending space is a two-dimensional blending space, wherein a first dimension of the motion blending space corresponds to a foot movement direction, and a second dimension corresponds to a waist twisting angle. The plurality of preset coordinate points are evenly distributed in the motion blending space according to their respective corresponding foot movement directions and waist twisting angles. Determining a preset coordinate point adjacent to the target coordinate point from the plurality of preset coordinate points includes:

[0020] determining whether the target coordinate point is located between two preset coordinate points based on the waist twisting angle and the footstep moving direction corresponding to the target coordinate point, wherein the footstep moving directions corresponding to the two preset coordinate points are the same as the footstep moving direction corresponding to the target coordinate point, or the waist twisting angles corresponding to the two preset coordinate points are the same as the footstep twisting angle corresponding to the target coordinate point;

[0021] If the target coordinate point is located between the two preset coordinate points, it is determined that the two preset coordinate points are adjacent to the target coordinate point.

[0022] Optionally, the generating the lower body movement corresponding to the target coordinate point based on the lower body movement corresponding to the adjacent preset coordinate points includes:

[0023] Determine the weights corresponding to two preset coordinate points adjacent to the target coordinate point;

[0024] Based on the lower body movements respectively corresponding to two preset coordinate points adjacent to the target coordinate point and the weight, the lower body movement corresponding to the target coordinate point is generated.

[0025] Optionally, determining the weights corresponding to two preset coordinate points adjacent to the target coordinate point includes:

[0026] Calculating the coordinate distances between the target coordinate point and two adjacent preset coordinate points respectively;

[0027] According to the coordinate distance, weights corresponding to two preset coordinate points adjacent to the target coordinate point are determined.

[0028] Optionally, after determining whether the target coordinate point is located between two preset coordinate points based on the waist twisting angle and foot movement direction corresponding to the target coordinate point, the method further includes:

[0029] If the target coordinate point is not between the two preset coordinate points, four preset coordinate points closest to the target coordinate point are determined, and the four preset coordinate points are determined to be adjacent to the target coordinate point.

[0030] Optionally, the position information includes position information and direction information corresponding to the waist bone, and determining the waist twisting angle of the target character during the skill release process according to the position information includes:

[0031] Obtaining the initial position information and initial direction information corresponding to the waist bone of the target character before the skill is released;

[0032] Based on the initial position information, the initial direction information, the position information and the direction information, a waist twisting angle of the target character during the skill release process is determined.

[0033] According to a second aspect of the present invention, there is provided an upper and lower body motion matching device, comprising:

[0034] An acquisition unit, configured to acquire the position information of the waist bones corresponding to the target character during the process of releasing a skill through upper body movements, and the moving direction of the target character's footsteps;

[0035] A first determining unit is configured to determine, based on the position information, a waist twisting angle of the target character during a skill release process;

[0036] The second determining unit is configured to determine, based on the waist twisting angle and the footstep moving direction, a lower body movement that matches the upper body movement of the target character, and play the lower body movement.

[0037] Optionally, the second determining unit includes: a first determining module and a second determining module.

[0038] The first determining module is configured to determine a target coordinate point corresponding to the target character in a motion blending space based on a two-dimensional coordinate consisting of the waist twisting angle and the footstep movement direction, wherein different coordinate points in the motion blending space correspond to different lower body movements;

[0039] The second determining module is configured to determine the lower body movement corresponding to the target coordinate point, and determine the lower body movement corresponding to the target coordinate point as the lower body movement that matches the upper body movement.

[0040] Optionally, a plurality of preset coordinate points are pre-configured in the action mixing space, and different preset coordinate points correspond to different footstep movement directions or waist twisting angles. The second determination module includes: a determination submodule, a determination submodule, and a generation submodule.

[0041] The determination submodule is configured to determine whether there is a preset coordinate point matching the target coordinate point among the plurality of preset coordinate points;

[0042] The determining submodule is configured to, if there is a preset coordinate point that matches the target coordinate point, determine the lower body movement corresponding to the matched preset coordinate point as the lower body movement corresponding to the target coordinate point;

[0043] The generating submodule is configured to determine, if no preset coordinate point matching the target coordinate point exists, a preset coordinate point adjacent to the target coordinate point from the plurality of preset coordinate points, and generate a lower body movement corresponding to the target coordinate point based on the lower body movement corresponding to the adjacent preset coordinate point.

[0044] Optionally, the determination submodule is specifically used to determine whether there is a preset coordinate point among the multiple preset coordinate points, which has the same waist twisting angle and footstep moving direction as those corresponding to the target coordinate point; if so, the preset coordinate point, which has the same waist twisting angle and footstep moving direction as those corresponding to the target coordinate point, is determined as the preset coordinate point that matches the target coordinate point.

[0045] Optionally, the action mixing space is a two-dimensional mixing space, the first dimension of the action mixing space corresponds to the footstep moving direction, the second dimension corresponds to the waist twisting angle, and the multiple preset coordinate points are evenly distributed in the action mixing space according to their respective corresponding footstep moving directions and waist twisting angles. The generation submodule is specifically used to determine whether the target coordinate point is located between two preset coordinate points based on the waist twisting angle and footstep moving direction corresponding to the target coordinate point, wherein the footstep moving directions corresponding to the two preset coordinate points are the same as the footstep moving directions corresponding to the target coordinate point, or the waist twisting angles corresponding to the two preset coordinate points are the same as the footstep twisting angles corresponding to the target coordinate point; if the target coordinate point is located between the two preset coordinate points, it is determined that the two preset coordinate points are adjacent to the target coordinate point.

[0046] Optionally, the generation submodule is further specifically used to determine the weights corresponding to two preset coordinate points adjacent to the target coordinate point; based on the lower body movements corresponding to the two preset coordinate points adjacent to the target coordinate point and the weights, generate the lower body movements corresponding to the target coordinate point.

[0047] Optionally, the generating submodule is further specifically configured to respectively calculate the coordinate distances between the target coordinate point and two preset coordinate points adjacent thereto; and determine the weights corresponding to the two preset coordinate points adjacent to the target coordinate point according to the coordinate distances.

[0048] Optionally, the determination submodule is further specifically configured to determine four preset coordinate points closest to the target coordinate point if the target coordinate point is not between the two preset coordinate points, and determine that the four preset coordinate points are adjacent to the target coordinate point.

[0049] Optionally, the orientation information includes position information and direction information corresponding to the waist bones, and the first determining unit includes: an acquisition module and a third determining module,

[0050] The acquisition module is used to obtain the initial position information and initial direction information corresponding to the waist bone of the target character before the skill is released;

[0051] The third determination module is used to determine the waist twisting angle of the target character during the skill release process based on the initial position information, the initial direction information, the position information and the direction information.

[0052] According to a third aspect of the present invention, there is provided a computer-readable storage medium having a computer program stored thereon, which implements the above-mentioned upper and lower body motion matching method when executed by a processor.

[0053] According to a fourth aspect of the present invention, a computer device is provided, comprising a memory, a processor, and a computer program stored in the memory and executable on the processor, wherein the processor implements the above-mentioned upper and lower body motion matching method when executing the program.

[0054] The present invention provides a method, device, storage medium and computer equipment for matching upper and lower body movements. Compared with the current method in which a character's lower body moves forward in a specified direction during the process of moving and releasing skills, the present invention can obtain the orientation information corresponding to the waist bones of a target character during the process of completing skill release through upper body movements, as well as the corresponding footstep movement direction of the target character; and based on the orientation information, determine the waist twisting angle of the target character during the skill release process; at the same time, determine the lower body movement that matches the upper body movement of the target character based on the waist twisting angle and the footstep movement direction, and play it. Therefore, during the process of the character moving and releasing skills, the lower body movement that matches the upper body movement of the character can be determined based on the character's waist twisting angle and the footstep movement direction, thereby ensuring that the upper and lower body movements of the character during the process of moving and releasing skills match, avoiding uncoordinated character movement performance, and enhancing the realism of the character in the game scene. BRIEF DESCRIPTION OF THE DRAWINGS

[0055] The drawings described herein are used to provide a further understanding of the present invention and constitute a part of this application. The exemplary 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:

[0056] Figure 1 A flow chart of a method for matching upper and lower body movements provided by an embodiment of the present invention is shown;

[0057] Figure 2 A flow chart of another upper and lower body motion matching method provided by an embodiment of the present invention is shown;

[0058] Figure 3 A schematic structural diagram of an upper and lower body motion matching device provided by an embodiment of the present invention is shown;

[0059] Figure 4 A schematic structural diagram of another upper and lower body motion matching device provided by an embodiment of the present invention is shown;

[0060] Figure 5 A schematic diagram of the physical structure of a computer device provided by an embodiment of the present invention is shown. DETAILED DESCRIPTION

[0061] The present invention will be described in detail below with reference to the accompanying drawings and in combination with embodiments. It should be noted that, unless there is a conflict, the embodiments and features in the embodiments of the present application can be combined with each other.

[0062] Currently, if a character needs to twist significantly to one side above the waist while releasing a skill, while the lower body moves forward, the upper and lower body movements of the character will not match when moving to release the skill, resulting in uncoordinated upper and lower body movements in the game and poor realism.

[0063] In order to solve the above problems, the embodiment of the present invention provides a method for matching upper and lower body movements, such as Figure 1 As shown, the method includes:

[0064] 101. Obtain the position information corresponding to the waist bones of the target character when the target character completes the skill release through the upper body movement, and the corresponding footstep movement direction of the target character.

[0065] Among them, the target character is any character that can move and release skills in the game scene. The target character performs the skill release action through the upper body, and the lower body of the target character will be controlled by the user to move in the specified direction. The upper body action of the target character can specifically be the upper body twisting to the left at any angle, or twisting to the right at any angle. The upper body action can also have other types of performance methods, which are not specifically limited in the embodiment of the present invention. In addition, the orientation information corresponding to the waist bone of the target character specifically includes direction information and position information. The direction of the target character's footsteps can be any direction in the current game scene, that is, the target character can move in any angle direction of 360 degrees with it as the center. The embodiment of the present invention is mainly used in scenes where the character matches the upper and lower body actions in the process of moving and releasing skills. The execution subject of the embodiment of the present invention is a device or equipment that can match the upper and lower body actions, which can be specifically set on the game client or game server side.

[0066] For the embodiment of the present invention, in order to ensure that the upper and lower body movements of the target character match and the movement performance is coordinated during the process of moving to release skills, it is necessary to obtain in advance the position information corresponding to the waist bone of the target character and the target character's corresponding footsteps moving direction, so as to determine the lower body movement that matches the target character's upper body movement based on the position information corresponding to the waist bone and the footsteps moving direction. Specifically, when the target character completes the skill release through the upper body movement, its waist will twist, which will cause the position information corresponding to the waist bone to change accordingly. When the target character releases the skill through the upper body movement, the upper body posture of the target character during the skill release process is obtained, and the position information corresponding to the waist bone of the target character during the skill release process and the target character's footsteps moving direction are determined based on the target character's upper body posture, so as to determine the lower body movement that matches the target character's current upper body movement based on the position information and the footsteps moving direction.

[0067] 102. Determine, based on the position information, a waist twisting angle of the target character during the skill release process.

[0068] Among them, the orientation information of the waist bones includes the direction information and position information corresponding to the waist bones. For the embodiment of the present invention, by analyzing the upper body posture of the target character during the skill release process, the current orientation information of the waist bones of the target character can be determined. At the same time, the initial orientation information corresponding to the waist bones of the target character before the waist twists is known. According to the current orientation information and initial orientation information of the waist bones of the target character, the angle of the waist twisting of the target character when releasing the skill can be determined, so as to determine the lower body movement that matches the upper body movement of the target character based on the waist twisting angle and the direction of foot movement.

[0069] 103. Determine a lower body movement that matches the upper body movement of the target character based on the waist twisting angle and the footstep moving direction, and play the lower body movement.

[0070] For an embodiment of the present invention, a lower body movement that matches the upper body movement of the target character can be determined through a pre-constructed action mixing space, wherein the horizontal coordinate in the action mixing space represents the footstep movement direction, and the vertical coordinate represents the waist twisting angle. A plurality of preset coordinate points are pre-configured in the action mixing space, and different preset coordinate points correspond to different footstep movement directions or waist twisting angles. In addition, the lower body movements corresponding to the plurality of preset coordinate points are pre-set, and different preset coordinate points correspond to different lower body movements. For example, the preset footstep movement directions include front, back, left, right, left front, right front, left back, and right back, a total of 8 directions, and the preset waist twisting angles include +90 degrees, 0 degrees, and -90 degrees. By combining the above-mentioned footstep movement directions and waist twisting angles, 24 preset coordinate points can be formed in the action mixing space, and the lower body movements corresponding to these 24 preset coordinate points can be configured in the action mixing space, for example, each preset coordinate point corresponds to a lower body movement animation. It should be noted that in this embodiment of the present invention, preset coordinate points for any waist twist angle and any foot movement direction can be configured, and this embodiment of the present invention does not limit the waist twist angle and foot movement direction corresponding to the preset coordinate points. When the target character uses upper body movements to perform a skill, the multiple preset coordinate points in the action blend space can be used to determine the lower body movement that matches the target character's upper body movement.

[0071] Specifically, after determining the waist twisting angle and foot movement direction corresponding to the target character, the waist twisting angle and foot movement direction corresponding to the target character are combined into two-dimensional coordinates, and the two-dimensional coordinates are matched with multiple preset coordinate points respectively. If there is a preset coordinate point that matches the two-dimensional coordinate among the multiple preset coordinate points, the lower body movement corresponding to the matched preset coordinate point is directly determined as the lower body movement that matches the upper body movement of the target character; if there is no preset coordinate point that matches the two-dimensional coordinate among the multiple preset coordinate points, the preset coordinate points adjacent to the two-dimensional coordinate are determined, and the lower body movements corresponding to the adjacent preset coordinate points are merged to generate a lower body movement that matches the upper body movement of the target character. In this way, the lower body movement that matches the upper body movement of the target character can be generated and played using the action mixing space, thereby ensuring that the upper and lower body movements of the target character match and the movement performance is coordinated during the process of moving and releasing skills.

[0072] Furthermore, the above-mentioned upper and lower body movement matching process is performed on the client controlling the target character. For other characters interacting with the target character in the game scene, the client controlling the other characters will also perform the upper and lower body movement matching process for the target character based on the synchronization information of the target character sent by the server, thereby ensuring that the movements of the target character in other clients are also coordinated. Based on this, the method also includes: other clients receive the synchronization information of the target character sent by the server, and control the target character to release skills through upper body movements based on the synchronization information; the other clients obtain the waist twisting angle and foot movement direction of the target character during the skill release process; the other clients each determine the lower body movement that matches the upper body movement of the target character based on the corresponding waist twisting angle and foot movement direction of the target character. Wherein, the synchronization information includes the corresponding position information of the target character and the released skill.

[0073] An embodiment of the present invention provides a method for matching upper and lower body movements. Compared with the current method in which a character's lower body moves forward in a specified direction during the process of moving to release a skill, the present invention can obtain the orientation information corresponding to the waist bones of a target character during the process of completing the skill release through the upper body movement, as well as the corresponding footstep movement direction of the target character; and based on the orientation information, determine the waist twisting angle of the target character during the skill release; at the same time, determine the lower body movement that matches the upper body movement of the target character based on the waist twisting angle and the footstep movement direction, and play it. Therefore, in the process of the character moving to release the skill, the lower body movement that matches the upper body movement of the character can be determined based on the character's waist twisting angle and the footstep movement direction, thereby ensuring that the upper and lower body movements of the character match during the process of moving to release the skill, avoiding uncoordinated character movement performance, and enhancing the realism of the character in the game scene.

[0074] Furthermore, in order to better illustrate the process of determining the lower body movements that match the upper body movements of the character, as a refinement and extension of the above embodiment, the embodiment of the present invention provides another upper and lower body movement matching method, such as Figure 2 As shown, the method includes:

[0075] 201. Obtaining the position information corresponding to the waist bones of the target character when the target character completes the skill release through the upper body movement, and the corresponding footstep movement direction of the target character.

[0076] For the embodiment of the present invention, in the process of matching the lower body movements of the target character, it is necessary to obtain the orientation information corresponding to the waist bones of the target character and the direction of movement of the target character's footsteps in real time. The specific process of obtaining the orientation information and the direction of movement of the footsteps is exactly the same as step 101 and will not be repeated here.

[0077] 202. Determine, based on the position information, a waist twisting angle of the target character during the skill release process.

[0078] Wherein, the orientation information includes position information and direction information corresponding to the waist bone. For the embodiment of the present invention, in order to determine the waist twisting angle of the target character during the skill release process, step 202 specifically includes: obtaining the initial position information and initial direction information corresponding to the waist bone of the target character before the skill is released; based on the initial position information, the initial direction information, the position information and the direction information, determining the waist twisting angle of the target character during the skill release process.

[0079] 203. Determine a target coordinate point corresponding to the target character in the action blend space according to the two-dimensional coordinates composed of the waist twisting angle and the footstep moving direction.

[0080] Specifically, different coordinate points in the action blending space correspond to different lower body movements. The first dimension of the action blending space corresponds to the footstep movement direction, and the second dimension corresponds to the waist twisting angle. In an embodiment of the present invention, in order to utilize the action blending space to determine the lower body movement that matches the upper body movement of the target character, it is necessary to map the target character into the action blending space based on the target character's current waist twisting footsteps and footstep movement direction. Specifically, the target character's waist twisting angle and footstep movement direction can be used as two-dimensional coordinates in the action blending space. Based on the two-dimensional coordinates, the target coordinate point corresponding to the target character in the action blending space is determined.

[0081] 204. Determine a lower body movement corresponding to the target coordinate point, and determine the lower body movement corresponding to the target coordinate point as a lower body movement that matches the upper body movement.

[0082] Among them, a plurality of preset coordinate points are pre-configured in the action mixing space, and different preset coordinate points correspond to different footstep movement directions or waist twisting angles. For an embodiment of the present invention, in order to determine the lower body movement corresponding to the target coordinate point of the target character in the action mixing space, step 204 specifically includes: determining whether there is a preset coordinate point matching the target coordinate point among the plurality of preset coordinate points; if there is a preset coordinate point matching the target coordinate point, determining the lower body movement corresponding to the matching preset coordinate point as the lower body movement corresponding to the target coordinate point; if there is no preset coordinate point matching the target coordinate point, determining a preset coordinate point adjacent to the target coordinate point from the plurality of preset coordinate points, and generating the lower body movement corresponding to the target coordinate point based on the lower body movement corresponding to the adjacent preset coordinate point. Furthermore, the determining whether there is a preset coordinate point among the multiple preset coordinate points that matches the target coordinate point includes: determining whether there is a preset coordinate point among the multiple preset coordinate points that has the same waist twisting angle and footstep moving direction as those corresponding to the target coordinate point; if so, determining the preset coordinate point that has the same waist twisting angle and footstep moving direction as those corresponding to the target coordinate point as the preset coordinate point that matches the target coordinate point.

[0083] Specifically, since there are multiple preset coordinate points in the motion mixing space, and the lower body movements corresponding to the multiple preset coordinate points are known, if the waist twisting angle and foot movement direction corresponding to the target coordinate point are the same as the waist twisting angle and foot movement direction corresponding to any one of the multiple preset coordinate points, then the target coordinate point matches any one of the preset coordinate points, and the lower body movement corresponding to the any one of the preset coordinate points is directly determined as the lower body movement corresponding to the target coordinate point. Furthermore, if none of the multiple preset coordinate points matches the target coordinate point, a preset coordinate point adjacent to the target coordinate point can be determined from the multiple preset coordinate points, and the lower body movement corresponding to the target coordinate point can be automatically generated based on the lower body movement corresponding to the adjacent preset coordinate point.

[0084] In a specific application scenario, the motion blending space is a two-dimensional blending space, wherein the first dimension of the motion blending space corresponds to the foot movement direction, and the second dimension corresponds to the waist twist angle. A plurality of preset coordinate points are evenly distributed in the motion blending space according to their respective corresponding foot movement directions and waist twist angles. Depending on the positional relationship between a target coordinate point and the plurality of preset coordinate points, the target coordinate point may be between two preset coordinate points or between four preset coordinate points, i.e., the number of preset coordinate points adjacent to the preset target coordinate point may be two or four. Based on this, determining a preset coordinate point adjacent to the target coordinate point from the plurality of preset coordinate points includes: determining whether the target coordinate point is between two preset coordinate points based on the waist twist angle and foot movement direction corresponding to the target coordinate point; if the target coordinate point is between the two preset coordinate points, determining that the two preset coordinate points are adjacent to the target coordinate point. Furthermore, the method further includes: if the target coordinate point is not between the two preset coordinate points, determining the four preset coordinate points closest to the target coordinate point, and determining that the four preset coordinate points are adjacent to the target coordinate point.

[0085] Specifically, based on the waist twisting angle and footstep moving direction corresponding to the target coordinate point, determine whether the target coordinate is between any two preset coordinate points, and there is no other preset coordinate point between the two preset coordinate points. If the footstep moving direction corresponding to the two preset coordinate points is the same as the footstep moving direction corresponding to the target coordinate point, or the waist twisting angle corresponding to the two preset coordinate points is the same as the footstep twisting angle corresponding to the target coordinate point, then it means that the target coordinate point is between the two preset coordinate points, that is, the two preset coordinate points are adjacent to the target coordinate point in the action mixing space; if the footstep moving direction corresponding to the two preset coordinate points is different from the footstep moving direction corresponding to the target coordinate point, and the waist twisting angle corresponding to the two preset coordinate points is not the same as the waist twisting footstep corresponding to the target coordinate point. The same as above, it means that the target coordinate point is not between the two preset coordinate points, but between four preset coordinate points among the multiple preset coordinate points. The four preset coordinate points closest to the target coordinate point among the multiple preset coordinate points can be used as preset coordinate points adjacent to the target coordinate point. Specifically, according to the waist twisting angle and footstep moving direction corresponding to the target coordinate point, and the waist twisting angle and footstep moving direction corresponding to the multiple preset coordinate points, the distances between the target coordinate point and the multiple preset coordinate points are calculated respectively. According to the calculated distances, the multiple preset coordinate points are sorted from small to large according to the distance, the top 4 preset coordinate points are selected, and the top 4 preset coordinate points are determined as the 4 preset coordinate points closest to the target coordinate point, that is, these 4 preset coordinate points are adjacent to the target coordinate point.

[0086] Furthermore, after determining the preset coordinate points adjacent to the target coordinate point, the lower body movement corresponding to the target coordinate point is integrated according to the weights corresponding to the preset coordinate points and the lower body movement. In a specific application scenario, when two preset coordinate points are adjacent to the target coordinate point, the lower body movement corresponding to the target coordinate point is generated based on the lower body movement corresponding to the adjacent preset coordinate points, including: determining the weights respectively corresponding to the two preset coordinate points adjacent to the target coordinate point; generating the lower body movement corresponding to the target coordinate point based on the lower body movement corresponding to the two preset coordinate points adjacent to the target coordinate point and the weights. Among them, the weight corresponding to each preset coordinate point can be set in advance, and the weight corresponding to the preset coordinate point can be dynamically adjusted according to the distance between the preset coordinate point and the target coordinate point. The closer the preset coordinate point is to the target coordinate point, the greater the influence of the preset coordinate on the target coordinate point, and the greater the corresponding weight. On the contrary, the farther the preset coordinate point is from the target coordinate point, the smaller the influence of the preset coordinate point on the target coordinate point, and the smaller the corresponding weight. Based on this, the determination of the weights corresponding to the two preset coordinate points adjacent to the target coordinate point includes: respectively calculating the coordinate distances between the target coordinate point and the two preset coordinate points adjacent to it; and determining the weights corresponding to the two preset coordinate points adjacent to the target coordinate point according to the coordinate distances.

[0087] For example, the waist twisting angle corresponding to the target coordinate point is 80 degrees, and the footstep moving direction is left front. The two preset coordinate points adjacent to the target coordinate point are preset coordinate point A and preset coordinate point B. The waist twisting angle corresponding to preset coordinate point A is 0 degrees, and the footstep moving direction is left front. The waist twisting angle corresponding to preset coordinate point B is 90 degrees, and the footstep moving direction is left front. Since the distance between the target coordinate point and the preset coordinate point B is closer, the weight corresponding to the preset coordinate point B is greater than the weight corresponding to the preset coordinate point A. For example, the weight corresponding to the preset coordinate point B is 0.8, and the weight corresponding to the preset coordinate point A is 0.2.

[0088] Furthermore, when there are four preset coordinate points adjacent to the target coordinate point, the weights corresponding to the four coordinate points can also be determined by calculating the distances between the target coordinate and the four adjacent coordinate points, so as to generate the lower body movement corresponding to the target coordinate point based on the weights corresponding to the four preset coordinate points and the lower body movement.

[0089] Another upper and lower body movement matching method provided by an embodiment of the present invention, compared with the current method in which the lower body of a character moves forward in a specified direction during the process of moving to release a skill, the present invention can obtain the orientation information corresponding to the waist bones of the target character during the process of completing the skill release through the upper body movement, and the corresponding footstep movement direction of the target character; and according to the orientation information, determine the waist twisting angle of the target character during the skill release process; at the same time, according to the waist twisting angle and the footstep movement direction, determine the lower body movement that matches the upper body movement of the target character, and play it. Therefore, in the process of the character moving to release the skill, the lower body movement that matches the upper body movement of the character can be determined according to the waist twisting angle and the footstep movement direction of the character, thereby ensuring that the upper and lower body movements of the character are matched during the process of moving to release the skill, avoiding uncoordinated performance of the character's movements, and enhancing the realism of the character in the game scene.

[0090] Further, as Figure 1 The embodiment of the present invention provides a device for matching upper and lower body movements, such as Figure 3 As shown, the device includes: an acquisition unit 31, a first determination unit 32 and a second determination unit 33.

[0091] The acquisition unit 31 can be used to obtain the orientation information corresponding to the waist bones of the target character when the target character completes the skill release through the upper body movement, and the corresponding footstep movement direction of the target character.

[0092] The first determination unit 32 can be used to determine the waist twisting angle of the target character during the skill release process based on the orientation information.

[0093] The second determining unit 33 may be configured to determine a lower body movement that matches the upper body movement of the target character according to the waist twisting angle and the footstep moving direction, and play the lower body movement.

[0094] In a specific application scenario, in order to determine the lower body movement that matches the upper body movement of the target character, the second determining unit 33, such as Figure 4 As shown, it includes: a first determination module 331 and a second determination module 332.

[0095] The first determination module 331 can be used to determine the target coordinate point corresponding to the target character in the action mixed space based on the two-dimensional coordinates composed of the waist twisting angle and the footstep movement direction, wherein different coordinate points in the action mixed space correspond to different lower body movements.

[0096] The second determining module 332 may be configured to determine the lower body movement corresponding to the target coordinate point, and determine the lower body movement corresponding to the target coordinate point as the lower body movement that matches the upper body movement.

[0097] Furthermore, a plurality of preset coordinate points are pre-configured in the action mixing space, and different preset coordinate points correspond to different foot movement directions or waist twisting angles. The second determination module 332 includes: a determination submodule, a determination submodule and a generation submodule.

[0098] The determination submodule may be configured to determine whether there is a preset coordinate point matching the target coordinate point among the plurality of preset coordinate points.

[0099] The determining submodule may be configured to determine, if there is a preset coordinate point matching the target coordinate point, the lower body movement corresponding to the matching preset coordinate point as the lower body movement corresponding to the target coordinate point.

[0100] The generation submodule can be used to determine a preset coordinate point adjacent to the target coordinate point from the multiple preset coordinate points if there is no preset coordinate point matching the target coordinate point, and generate the lower body movement corresponding to the target coordinate point based on the lower body movement corresponding to the adjacent preset coordinate point.

[0101] Furthermore, the determination submodule is specifically used to determine whether there is a preset coordinate point among the multiple preset coordinate points, which has the same waist twisting angle and footstep moving direction as the target coordinate point; if so, the preset coordinate point, which has the same waist twisting angle and footstep moving direction as the target coordinate point, is determined as the preset coordinate point that matches the target coordinate point.

[0102] Furthermore, the action mixing space is a two-dimensional mixing space, the first dimension of the action mixing space corresponds to the footstep moving direction, the second dimension corresponds to the waist twisting angle, and the multiple preset coordinate points are evenly distributed in the action mixing space according to their respective corresponding footstep moving directions and waist twisting angles. The generation submodule is specifically used to determine whether the target coordinate point is located between two preset coordinate points based on the waist twisting angle and footstep moving direction corresponding to the target coordinate point, wherein the footstep moving directions corresponding to the two preset coordinate points are the same as the footstep moving directions corresponding to the target coordinate point, or the waist twisting angles corresponding to the two preset coordinate points are the same as the footstep twisting angles corresponding to the target coordinate point; if the target coordinate point is located between the two preset coordinate points, it is determined that the two preset coordinate points are adjacent to the target coordinate point.

[0103] Furthermore, the generation submodule is also specifically used to determine the weights corresponding to two preset coordinate points adjacent to the target coordinate point; based on the lower body movements corresponding to the two preset coordinate points adjacent to the target coordinate point and the weights, generate the lower body movements corresponding to the target coordinate point.

[0104] Furthermore, the generating submodule is further specifically configured to respectively calculate the coordinate distances between the target coordinate point and two preset coordinate points adjacent thereto; and determine the weights corresponding to the two preset coordinate points adjacent to the target coordinate point according to the coordinate distances.

[0105] Furthermore, the determination submodule is further specifically configured to determine four preset coordinate points closest to the target coordinate point if the target coordinate point is not between the two preset coordinate points, and determine that the four preset coordinate points are adjacent to the target coordinate point.

[0106] In a specific application scenario, the orientation information includes position information and direction information corresponding to the waist bones, and the first determination unit 32 includes: an acquisition module 321 and a third determination module 322.

[0107] The acquisition module 321 can be used to obtain the initial position information and initial direction information corresponding to the waist bone of the target character before the skill is released.

[0108] The third determination module 322 can be used to determine the waist twisting angle of the target character during the skill release process based on the initial position information, the initial direction information, the position information and the direction information.

[0109] It should be noted that for other corresponding descriptions of the functional modules involved in the upper and lower body motion matching device provided in the embodiment of the present invention, reference can be made to Figure 1 The corresponding description of the method shown will not be repeated here.

[0110] Based on the above Figure 1 The method shown, accordingly, an embodiment of the present invention also provides a computer-readable storage medium, on which a computer program is stored, which implements the following steps when executed by a processor: obtaining the orientation information corresponding to the waist bones of the target character during the process of completing the skill release through the upper body movement, and the corresponding footstep movement direction of the target character; determining the waist twisting angle of the target character during the skill release process based on the orientation information; determining the lower body movement that matches the upper body movement of the target character based on the waist twisting angle and the footstep movement direction, and playing it.

[0111] Based on the above Figure 1 The method shown and Figure 3 The embodiment of the device shown in the figure, the embodiment of the present invention also provides a physical structure diagram of a computer device, such as Figure 5 As shown, the computer device includes: a processor 41, a memory 42, and a computer program stored in the memory 42 and executable on the processor, wherein the memory 42 and the processor 41 are both arranged on a bus 43, and when the processor 41 executes the program, the following steps are implemented: obtaining the orientation information corresponding to the waist bones of the target character during the process of completing the skill release through the upper body movement, and the corresponding footstep movement direction of the target character; determining the waist twisting angle of the target character during the skill release according to the orientation information; determining the lower body movement that matches the upper body movement of the target character according to the waist twisting angle and the footstep movement direction, and playing it.

[0112] Through the technical solution of the present invention, the orientation information corresponding to the waist bones of the target character during the process of completing the skill release through the upper body movement, as well as the corresponding footsteps moving direction of the target character can be obtained; and based on the orientation information, the waist twisting angle of the target character during the skill release process is determined; at the same time, based on the waist twisting angle and the footsteps moving direction, the lower body movement that matches the upper body movement of the target character is determined and played. Therefore, in the process of the character moving to release the skill, the lower body movement that matches the upper body movement of the character can be determined based on the character's waist twisting angle and the footsteps moving direction, thereby ensuring that the upper and lower body movements of the character match in the process of moving to release the skill, avoiding uncoordinated performance of the character's movements, and enhancing the realism of the character in the game scene.

[0113] Obviously, those skilled in the art will appreciate that the various modules or steps of the present invention described above can be implemented using a general-purpose computing device, centralized on a single computing device, or distributed across a network of multiple computing devices. Alternatively, they can be implemented using program code executable by a computing device, which can then be stored in a storage device and executed by the computing device. In some cases, the steps shown or described can be performed in a different order than that shown, or can be fabricated as separate integrated circuit modules, or multiple modules or steps can be fabricated as a single integrated circuit module. Thus, the present invention is not limited to any particular combination of hardware and software.

[0114] The foregoing description is merely a preferred embodiment of the present invention and is not intended to limit the present invention. Those skilled in the art will readily appreciate that various modifications and variations of the present invention are possible. Any modifications, equivalent substitutions, or improvements made within the spirit and principles of the present invention shall be included within the scope of protection of the present invention.

Claims

1. A method for matching upper and lower body movements, characterized in that: include: Obtaining the position information of the waist bones corresponding to the target character's upper body movements during the skill release process, as well as the target character's corresponding footstep movement direction; determining, based on the position information, a waist twisting angle of the target character during the skill release process; Determining, based on the waist twisting angle and the footstep moving direction, a lower body movement that matches the upper body movement of the target character, and playing the lower body movement; The determining, based on the waist twisting angle and the footstep moving direction, a lower body movement that matches the upper body movement of the target character comprises: determining a target coordinate point corresponding to the target character in a motion blending space according to the two-dimensional coordinates composed of the waist twisting angle and the footstep moving direction, wherein different coordinate points in the motion blending space correspond to different lower body movements; The lower body movement corresponding to the target coordinate point is determined, and the lower body movement corresponding to the target coordinate point is determined as the lower body movement that matches the upper body movement.

2. The method according to claim 1, characterized in that in, The action mixing space is pre-configured with a plurality of preset coordinate points, and different preset coordinate points correspond to different footstep movement directions or waist twisting angles. Determining the lower body action corresponding to the target coordinate point includes: Determining whether there is a preset coordinate point among the plurality of preset coordinate points that matches the target coordinate point; If there is a preset coordinate point that matches the target coordinate point, the lower body movement corresponding to the matched preset coordinate point is determined as the lower body movement corresponding to the target coordinate point; If there is no preset coordinate point matching the target coordinate point, a preset coordinate point adjacent to the target coordinate point is determined from the plurality of preset coordinate points, and a lower body movement corresponding to the target coordinate point is generated based on the lower body movement corresponding to the adjacent preset coordinate point.

3. The method according to claim 2, characterized in that The determining whether there is a preset coordinate point matching the target coordinate point among the plurality of preset coordinate points includes: Determining whether there is a preset coordinate point among the plurality of preset coordinate points, which has the same waist twisting angle and footstep moving direction as the target coordinate point; If so, the preset coordinate point corresponding to the target coordinate point and having the same waist twisting angle and footstep moving direction is determined as the preset coordinate point matching the target coordinate point.

4. The method according to claim 2, characterized in that The motion mixing space is a two-dimensional mixing space, wherein a first dimension of the motion mixing space corresponds to a foot movement direction, and a second dimension corresponds to a waist twisting angle. The plurality of preset coordinate points are evenly distributed in the motion mixing space according to their respective corresponding foot movement directions and waist twisting angles. Determining a preset coordinate point adjacent to the target coordinate point from the plurality of preset coordinate points includes: determining whether the target coordinate point is located between two preset coordinate points based on the waist twisting angle and the footstep moving direction corresponding to the target coordinate point, wherein the footstep moving directions corresponding to the two preset coordinate points are the same as the footstep moving direction corresponding to the target coordinate point, or the waist twisting angles corresponding to the two preset coordinate points are the same as the footstep twisting angle corresponding to the target coordinate point; If the target coordinate point is located between the two preset coordinate points, it is determined that the two preset coordinate points are adjacent to the target coordinate point.

5. The method according to claim 4, characterized in that The step of generating the lower body movement corresponding to the target coordinate point based on the lower body movement corresponding to the adjacent preset coordinate points includes: Determine the weights corresponding to two preset coordinate points adjacent to the target coordinate point; Based on the lower body movements respectively corresponding to two preset coordinate points adjacent to the target coordinate point and the weight, the lower body movement corresponding to the target coordinate point is generated.

6. The method according to claim 5, characterized in that The determining of the weights corresponding to the two preset coordinate points adjacent to the target coordinate point includes: Calculating the coordinate distances between the target coordinate point and two adjacent preset coordinate points respectively; According to the coordinate distance, weights corresponding to two preset coordinate points adjacent to the target coordinate point are determined.

7. The method according to claim 4, characterized in that After determining whether the target coordinate point is located between two preset coordinate points based on the waist twisting angle and foot movement direction corresponding to the target coordinate point, the method further includes: If the target coordinate point is not between the two preset coordinate points, four preset coordinate points closest to the target coordinate point are determined, and the four preset coordinate points are determined to be adjacent to the target coordinate point.

8. The method according to claim 1, characterized in that The orientation information includes position information and direction information corresponding to the waist bone, and determining the waist twisting angle of the target character during the skill release process according to the orientation information includes: Obtaining the initial position information and initial direction information corresponding to the waist bone of the target character before the skill is released; Based on the initial position information, the initial direction information, the position information and the direction information, a waist twisting angle of the target character during the skill release process is determined.

9. An upper and lower body motion matching device, characterized in that: include: An acquisition unit, configured to acquire the position information of the waist bones corresponding to the target character during the process of releasing a skill through upper body movements, and the moving direction of the target character's footsteps; A first determining unit is configured to determine, based on the position information, a waist twisting angle of the target character during a skill release process; a second determining unit, configured to determine, based on the waist twisting angle and the footstep moving direction, a lower body movement that matches the upper body movement of the target character, and play the lower body movement; The second determining unit is specifically configured to determine a target coordinate point corresponding to the target character in the action blending space based on the two-dimensional coordinates formed by the waist twisting angle and the footstep moving direction, wherein different coordinate points in the action blending space correspond to different lower body actions; The lower body movement corresponding to the target coordinate point is determined, and the lower body movement corresponding to the target coordinate point is determined as the lower body movement that matches the upper body movement.

10. A computer device comprising a memory, a processor, and a computer program stored in the memory and executable on the processor, wherein: When the computer program is executed by a processor, the steps of the method according to any one of claims 1 to 8 are implemented.

11. A computer-readable storage medium having a computer program stored thereon, characterized in that: When the computer program is executed by a processor, the steps of the method according to any one of claims 1 to 8 are implemented.

Citation Information

Patent Citations

  • Game data processing method and device, storage medium and electronic equipment

    CN112999659A