A method and device for editing virtual object video in a game
By storing and processing the game behavior data of virtual objects in the game and generating videos when using virtual objects using skills, the problem of time-consuming screen recording and editing in the prior art is solved, and fast and accurate video generation is achieved.
Patent Information
- Application Number
- CN202111547670.1
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2021-12-16
- Publication Date
- 2025-02-18
- Estimated Expiration
- 2041-12-16
AI Technical Summary
In the prior art, players need to manually record screens and edit the entire game to save or share exciting videos related to virtual objects, which consumes a lot of time and energy.
By storing the game behavior data of virtual objects in the game, obtaining the target behavior data, and reproducing the game process screen when the virtual object uses skills in the game engine, adjusting the lens parameters to generate the virtual object video, and finally synthesize the video.
Virtual object videos can be generated quickly and accurately without screen recording and editing operations, fully displaying the effects of virtual objects when using skills, saving players time and energy.
Smart Images

Figure CN114225402B_ABST
Abstract
Description
Technical Field
[0001] The present application relates to the field of game technology, and in particular to a method and device for editing a video of a virtual object in a game. Background Art
[0002] In recent years, with the vigorous development of the game industry, various games have emerged one after another, and more and more players have participated in the games. In the game, players often want to save the highlights of the game for their own enjoyment in the future or share them on other platforms for other players to enjoy together. Take the multiplayer online tactical competitive game (MOBA, Multiplayer Online Battle Arena) as an example. In MOBA games, players are divided into different camps, manipulate virtual objects to use skills to fight against each other and generate combat interactions. After the game is over, players hope to be able to save or share the wonderful videos related to the virtual objects during the game.
[0003] At present, in order to meet this demand of players, a common method is to record the entire game, and after the game is over, the player uses a video editing tool to manually select relevant videos from the recorded video, and then synthesizes the relevant videos and exports them. However, a MOBA game often lasts for dozens of minutes or even longer. It takes a lot of time and energy for players to select and edit videos in such a long recording. Summary of the invention
[0004] In view of this, the purpose of the present application is to provide a method and device for editing virtual object videos in a game. Through the editing method and device, the target behavior data of the virtual object during the game can be determined, and based on the target behavior data, a virtual object video when the virtual object uses a skill can be generated. In this way, without the need for screen recording and editing operations, a virtual object video can be quickly and accurately generated to fully demonstrate the effect of the virtual object using each skill, saving players' time and energy.
[0005] The present application provides a method for editing a video of a virtual object in a game, the editing method comprising:
[0006] During the game, the game behavior data of each virtual object in the game is stored; the game behavior data includes data generated by each virtual object in response to a game operation instruction during the game;
[0007] In response to the video editing instruction, based on the stored game behavior data of each virtual object, obtaining target behavior data of each virtual object;
[0008] In response to the video generation instruction, based on the target behavior data of the target virtual object, a game process screen when the target virtual object uses a skill is reproduced in the game engine, and a lens parameter of the game process screen is adjusted to obtain at least one virtual object video to be exported of the target virtual object;
[0009] In response to the video synthesis instruction, a virtual object video of the target virtual object is obtained based on at least one virtual object video to be exported of the target virtual object.
[0010] Furthermore, the step of storing the game behavior data of each virtual object in the game during the game game process includes:
[0011] During the game, for each virtual object in the game, recording the action data related to the skills used by the virtual object in response to the game operation instructions at different time points in the game, and the effect data representing the effect of the skills used by the virtual object on the opponent virtual object or the virtual object of our side that belongs to the same camp as the virtual object; the camp to which the opponent virtual object belongs is different from the camp to which the virtual object belongs;
[0012] The action data and the effect data are stored as game behavior data generated by the virtual object during the game.
[0013] Furthermore, the step of responding to the video editing instruction and acquiring target behavior data of each virtual object based on the stored game behavior data of each virtual object includes:
[0014] In response to the video editing instruction, for each virtual object, based on the action data in the game behavior data, for each skill possessed by the virtual object, during a completed game of the game, action data of the effect of each time the virtual object used the skill on an opposing virtual object or a player's virtual object is obtained;
[0015] Mark the effect data that has the greatest impact on the opponent's virtual object or our virtual object among the obtained effect data;
[0016] Based on the action data in the game behavior data, determining a first moment when the virtual object enters a battle and a second moment when it leaves the battle; the first moment when the virtual object enters a battle represents a moment when the distance between the virtual object and the opponent's virtual object is less than a preset distance threshold before the marked action data is reached; the second moment represents a moment when the distance between the virtual object and the opponent's virtual object is less than a preset distance threshold after the marked action data is reached;
[0017] From the game data of the game, the game data recorded in the time interval from the first moment to the second moment is extracted as the target behavior data corresponding to the virtual object using the skill.
[0018] Further, the step of responding to the video generation instruction, reproducing the game process screen when the target virtual object uses a skill in the game engine based on the target behavior data of the target virtual object, and adjusting the lens parameters of the game process screen to obtain at least one virtual object video to be exported of the target virtual object includes:
[0019] In response to the video generation instruction, determine the target virtual object, and obtain target behavior data of the target virtual object;
[0020] Based on the target behavior data of the target virtual object, reproducing in the game engine a game process screen when the target virtual object uses a skill;
[0021] The lens parameters of the game process screen are adjusted according to preset rules to obtain at least one virtual object video to be exported of the target virtual object.
[0022] Furthermore, the preset rules include at least one of the following items: adjusting the current lens parameters to first predetermined lens parameters based on the position of the target virtual object in the game process screen; and / or, in response to a preset first trigger event, adjusting the current lens parameters of the game process screen to second predetermined lens parameters indicated by the first trigger event.
[0023] Furthermore, the step of obtaining a virtual object video of the target virtual object based on at least one virtual object video to be exported of the target virtual object in response to the video synthesis instruction includes:
[0024] In response to the video synthesis instruction, determining at least one target virtual object video to be exported from at least one virtual object video to be exported of the target virtual object;
[0025] The at least one target virtual object video to be derived is synthesized and processed to obtain a virtual object video of the target virtual object.
[0026] Furthermore, the skill includes at least one of the following: a damage skill, a stun skill, a recovery skill, and a deceleration skill.
[0027] The embodiment of the present application also provides a device for editing a virtual object video in a game, the editing device comprising:
[0028] A storage module, used to store game behavior data of each virtual object in the game during the game process; the game behavior data includes data generated by each virtual object in response to a game operation instruction during the game process;
[0029] An acquisition module, for responding to a video editing instruction and acquiring target behavior data of each virtual object based on the stored game behavior data of each virtual object;
[0030] an adjustment module, configured to respond to a video generation instruction, reproduce in the game engine a game process screen when the target virtual object uses a skill based on the target behavior data of the target virtual object, and adjust a lens parameter of the game process screen to obtain at least one virtual object video to be exported of the target virtual object;
[0031] A synthesis module is used to obtain a virtual object video of the target virtual object based on at least one virtual object video to be exported of the target virtual object.
[0032] Furthermore, when the storage module is used to store the game behavior data of each virtual object in the game during the game, the storage module is used to:
[0033] During the game, for each virtual object in the game, recording the action data related to the skills used by the virtual object in response to the game operation instructions at different time points in the game, and the effect data representing the effect of the skills used by the virtual object on the opponent virtual object or the virtual object of our side that belongs to the same camp as the virtual object; the camp to which the opponent virtual object belongs is different from the camp to which the virtual object belongs;
[0034] The action data and the effect data are stored as game behavior data generated by the virtual object during the game.
[0035] Furthermore, the acquisition module is used to:
[0036] In response to the video editing instruction, for each virtual object, based on the action data in the game behavior data, for each skill possessed by the virtual object, during a completed game of the game, action data of the effect of each time the virtual object used the skill on an opposing virtual object or a player's virtual object is obtained;
[0037] Mark the effect data that has the greatest impact on the opponent's virtual object or our virtual object among the obtained effect data;
[0038] Based on the action data in the game behavior data, determining a first moment when the virtual object enters a battle and a second moment when it leaves the battle; the first moment when the virtual object enters a battle represents a moment when the distance between the virtual object and the opponent's virtual object is less than a preset distance threshold before the marked action data is reached; the second moment represents a moment when the distance between the virtual object and the opponent's virtual object is less than a preset distance threshold after the marked action data is reached;
[0039] From the game data of the game, the game data recorded in the time interval from the first moment to the second moment is extracted as the target behavior data corresponding to the virtual object using the skill.
[0040] Furthermore, the adjustment module is used to:
[0041] In response to the video generation instruction, determine the target virtual object, and obtain target behavior data of the target virtual object;
[0042] Based on the target behavior data of the target virtual object, reproducing in the game engine a game process screen when the target virtual object uses a skill;
[0043] The lens parameters of the game process screen are adjusted according to preset rules to obtain at least one virtual object video to be exported of the target virtual object.
[0044] Furthermore, the preset rules include at least one of the following items: the preset rules include at least one of the following items: based on the position of the target virtual object in the game process screen, adjusting the current lens parameters to first predetermined lens parameters; and / or, in response to a preset first trigger event, adjusting the current lens parameters of the game process screen to second predetermined lens parameters indicated by the first trigger event.
[0045] Furthermore, the synthesis module is used for:
[0046] In response to the video synthesis instruction, determining at least one target virtual object video to be exported from at least one virtual object video to be exported of the target virtual object;
[0047] The at least one target virtual object video to be derived is synthesized and processed to obtain a virtual object video of the target virtual object.
[0048] Furthermore, the skill includes at least one of the following: a damage skill, a stun skill, a recovery skill, and a deceleration skill.
[0049] An embodiment of the present application also provides an electronic device, including: a processor, a memory and a bus, wherein the memory stores machine-readable instructions executable by the processor, and when the electronic device is running, the processor and the memory communicate through the bus, and when the machine-readable instructions are executed by the processor, the steps of the method for editing a virtual object video in a game as described above are performed.
[0050] An embodiment of the present application further provides a computer-readable storage medium having a computer program stored thereon. When the computer program is executed by a processor, the steps of the method for editing a video of a virtual object in a game as described above are executed.
[0051] An embodiment of the present application provides a method and device for editing a video of a virtual object in a game. During a game process, game behavior data of each virtual object in the game is stored. After the game process ends, target behavior data of each virtual object is obtained based on the stored game behavior data of each virtual object. Based on the target behavior data of each virtual object, a virtual object video when each virtual object uses each skill is determined.
[0052] The present application can generate a virtual object video of the virtual object using each skill based on the target game behavior data of the virtual object during the game. In this way, the virtual object video can be generated quickly and accurately without the need for screen recording and editing operations, saving players' time and energy.
[0053] In order to make the above-mentioned objects, features and advantages of the present application more obvious and easy to understand, preferred embodiments are specifically cited below and described in detail with reference to the attached drawings. BRIEF DESCRIPTION OF THE DRAWINGS
[0054] In order to more clearly illustrate the technical solutions of the embodiments of the present application, the drawings required for use in the embodiments will be briefly introduced below. It should be understood that the following drawings only show certain embodiments of the present application and therefore should not be regarded as limiting the scope. For ordinary technicians in this field, other related drawings can be obtained based on these drawings without paying creative work.
[0055] Figure 1 A flowchart of a method for editing a virtual object video in a game provided by an embodiment of the present application is shown;
[0056] Figure 2 A schematic diagram of a game scene in which combat interactions occur between virtual objects provided in an embodiment of the present application is shown;
[0057] Figure 3 A schematic diagram of a game interface for exporting a virtual object video provided in an embodiment of the present application is shown;
[0058] Figure 4 A schematic diagram showing the structure of a device for editing a virtual object video in a game provided by an embodiment of the present application is shown;
[0059] Figure 5 A schematic structural diagram of an electronic device provided in an embodiment of the present application is shown. DETAILED DESCRIPTION
[0060] To make the purpose, technical scheme and advantages of the embodiments of the present application clearer, the technical scheme in the embodiments of the present application will be clearly and completely described below in conjunction with the drawings in the embodiments of the present application. Obviously, the described embodiments are only a part of the embodiments of the present application, rather than all of the embodiments. The components of the embodiments of the present application described and shown in the drawings here can be arranged and designed in various different configurations. Therefore, the following detailed description of the embodiments of the present application provided in the drawings is not intended to limit the scope of the application claimed for protection, but merely represents the selected embodiments of the present application. Based on the embodiments of the present application, each other embodiment obtained by those skilled in the art without making creative work belongs to the scope of protection of the present application.
[0061] Research has found that players often want to save the highlights of the game for their own enjoyment in the future or share them on other platforms for other players to enjoy together. At present, in order to meet this demand of players, a common method is to record the entire game. After the game is over, the player uses a video editing tool to manually select relevant videos from the recorded video, and then synthesizes the relevant videos and exports them. However, a game often lasts for dozens of minutes or even longer. It takes a lot of time and energy for players to select and edit videos in such a long recording.
[0062] Based on this, in order to solve the above problems, an embodiment of the present application provides a method for editing virtual object videos in the game, which can determine the target behavior data of the virtual object during the game, and generate a virtual object video when the virtual object uses a skill based on the target behavior data. In this way, there is no need for screen recording and editing operations, and virtual object videos can be generated quickly and accurately to fully demonstrate the effects of the virtual object using each skill, saving players' time and energy.
[0063] Figure 1 A flowchart of a method for editing a virtual object video in a game provided in an embodiment of the present application.
[0064] Here, as an example, the game involved in the exemplary embodiment of the present application may refer to an electronic game, that is, an interactive game played on an electronic device platform. There are many types of electronic games, such as tactical competitive games, reasoning games, role-playing games, card games, strategy games, racing games, etc. The following is further explained by taking a multiplayer online tactical competitive game (MOBA, Multiplayer Online Battle Arena) as an example.
[0065] In MOBA games, multiple players are divided into at least two camps. Players manipulate virtual characters to act in virtual scenes displayed (or provided) by the game, and virtual characters from different camps fight to win. Under the manipulation of the player, the virtual character interacts with virtual characters manipulated by other players or non-player characters, facilities, objects, etc. set in the game by using skills. Among them, the virtual characters manipulated by the player are often referred to as virtual objects. Virtual objects can be at least one of different forms such as virtual characters, virtual animals, cartoon characters, virtual vehicles, etc.
[0066] It should be understood that, as game content becomes increasingly rich, even in games that do not focus on competition, such as reasoning, role-playing, and chess and card games, there are also competitive content, that is, players from different camps are allowed to manipulate virtual objects to use skills to interact with other virtual objects in combat. Therefore, the application scenario of the editing method provided in this application is not limited to MOBA games.
[0067] Here, as an example, the method for editing a virtual object video in a game according to an exemplary embodiment of the present application may be executed by an editing device for a virtual object video in a game in a server, or the editing method may be implemented entirely by software.
[0068] As an example, the terminal device can be a local electronic device that has downloaded and can run the game, such as a smart phone, a personal computer, a tablet computer, etc. Taking the game as an example, the local electronic device stores the game program and is used to present the game screen. The local electronic device is used to interact with the player through a graphical user interface, that is, the game program is downloaded and installed by the conventional electronic device and run. The local electronic device can provide the graphical user interface to the player in a variety of ways, for example, it can be rendered and displayed on the display screen of the terminal, or provided to the player through a holographic projection. For example, the local electronic device may include a display screen and a processor, the display screen is used to present a graphical user interface, the graphical user interface includes a game screen, and the processor is used to run the game, generate a graphical user interface, and control the display of the graphical user interface on the display screen.
[0069] In addition, when the editing method of the virtual object video in the game is applied to the server, the editing method of the virtual object video in the game can be implemented and executed based on the cloud interaction system, wherein the cloud interaction system includes a server and a client device. In an optional embodiment, various cloud applications can be run under the cloud interaction system, such as cloud games. Taking cloud games as an example, cloud games refer to a game method based on cloud computing. In the operation mode of cloud games, the running body of the game program and the game screen presentation body are separated, the storage and operation of the editing method of the virtual object video are completed on the cloud game server, and the client device is used for receiving and sending data and presenting the game screen. For example, the client device can be a display device with data transmission function close to the user side, such as a smart phone, a personal computer, a tablet computer, etc.; but the terminal device for editing the virtual object video is a cloud game server in the cloud. When playing the game, the player operates the client device to send an operation instruction to the cloud game server. The cloud game server runs the game according to the operation instruction, encodes and compresses the game screen and other data, and returns it to the client device through the network. Finally, the client device decodes and outputs the game screen.
[0070] like Figure 1 As shown in , a method for editing a virtual object video in a game provided by an embodiment of the present application includes:
[0071] Step S101: During the game, game behavior data of each virtual object in the game is stored. The game behavior data includes data generated by each virtual object in response to a game operation instruction during the game.
[0072] Step S102 , in response to the video editing instruction, based on the stored game behavior data of each virtual object, obtaining target behavior data of each virtual object.
[0073] Step S103, in response to the video generation instruction, based on the target behavior data of the target virtual object, reproduce the game process screen when the target virtual object uses a skill in the game engine, and adjust the lens parameters of the game process screen to obtain at least one virtual object video to be exported of the target virtual object.
[0074] Step S104: In response to the video synthesis instruction, a virtual object video of the target virtual object is obtained based on at least one virtual object video to be exported of the target virtual object.
[0075] According to an exemplary embodiment of the present application, a method for editing a virtual object video in a game can determine the target behavior data of the virtual object during the game, and generate a virtual object video when the virtual object uses a skill based on the target behavior data. In this way, without the need for screen recording and editing operations, a virtual object video can be quickly and accurately generated to fully demonstrate the effect of the virtual object using each skill, saving players' time and energy.
[0076] The implementation process of each step will be described in detail below with reference to specific examples.
[0077] In a possible implementation, step S101 may include the following steps:
[0078] S1011. During the game play, for each virtual object in the game, record the action data related to the skills used by the virtual object in response to game operation instructions at different time points in the game, as well as the effect data representing the effect of the skills used by the virtual object on the opponent virtual object or our virtual object belonging to the same camp as the virtual object; the camp to which the opponent virtual object belongs is different from the camp to which the virtual object belongs.
[0079] S1012: Store the action data and the effect data as game behavior data generated by the virtual object during the game.
[0080] Specifically, virtual objects in the game have their own skills based on their identities, functions, role positioning, etc. For example, in a certain game, the virtual object summoner has the following skill: "Healing (recovery skill)", which can restore the corresponding health value of this virtual object and our virtual objects, and provide corresponding movement speed bonus for this virtual object and our virtual objects for a certain period of time.
[0081] As an example, in an exemplary embodiment of the present application, the skills may include but are not limited to: damage skills, stun skills, recovery skills and deceleration skills. Here, damage skills may refer to skills that cause damage to the opponent's virtual object, reducing the life value of the opponent's virtual object; stun skills may refer to skills that can cause dizziness to the opponent's virtual object, making the opponent's virtual object unable to use skills and / or unable to move within a set time; recovery skills refer to skills that can restore the state of oneself and our virtual objects, including increasing life value, increasing movement speed bonus, shortening skill release cooling time, etc.; deceleration skills may refer to reducing the speed of the opponent's virtual object within a set time, including the speed at which the opponent's virtual object launches skills, the movement speed of the opponent's virtual object, etc. Here, those skilled in the art should understand that in addition to the above-mentioned skills that the player controls the virtual object to release to other virtual objects through the "skill control" when combat interaction occurs between virtual objects, the skills may also include other behaviors that the player controls the virtual object to occur in the game scene through the game control, for example, the player controls the position of the virtual object in the game scene through the "mobile control".
[0082] Accordingly, when a virtual object uses a skill, action data related to the skill used will be generated, such as what skill was used at what time point, what action the virtual object performed before and after using the skill, who the skill acted on, and other data that can be collected in the game. For example, virtual object A used the "damage skill" when the game was played for 15 minutes and 32 seconds. At this time, before and after using the damage skill, the virtual object first moved forward to get close to the other virtual object B. When the approach distance was less than the predetermined distance threshold, the damage skill was released. The damage skill acted on the other virtual object, the highlighting effect produced during the release of the damage skill, etc., all of the above data can be used as the acquired action data related to the skill used. Here, those skilled in the art should understand that the above action data related to the skill used may not be limited to the above data, but may also be other data about the game before and after the virtual object uses the skill, and this application does not make any limitation here.
[0083] In addition, the effect data of the skill used by the virtual object on the opponent's virtual object or our virtual object belonging to the same camp as the virtual object may include the object of the skill, the range of action, the duration of the skill, the total impact value of the skill on the opponent's virtual object or our virtual object (for example, the total damage value, the total stun data, etc.), etc.
[0084] Accordingly, in the embodiments of the present application, for damage skills, the recorded effect data may be the damage value caused to the opponent's virtual object; for stun skills, the recorded effect data may be the stun time caused to the opponent's virtual object; for recovery skills, the recorded effect data may be the health value added to the virtual object of oneself or our side; for deceleration skills, the recorded effect data may be the deceleration time and deceleration percentage caused to the opponent's virtual object. Here, those skilled in the art should understand that the effect data of the impact of the above-mentioned skills on the opponent's virtual object may not be limited to the above-mentioned data, but may also be other data on the impact on the opponent's virtual object, and the present application does not make any limitation here.
[0085] In addition, it should be noted that the camp to which the opponent's virtual object belongs is different from the camp to which the virtual object using the skill belongs. When our virtual object uses a skill, since the opponent's virtual object is not limited to one opponent's virtual object, the opponent's virtual object affected by the skill used by our virtual object may be at least one opponent's virtual object. For example, the virtual object can use group skills to affect multiple opponent's virtual objects, and the effect data of the effect of the skill used by the virtual object on multiple opponent's virtual objects will be recorded. In addition, general recovery skills are aimed at our virtual objects, and the effect data of the skill used by the virtual object on multiple our virtual objects will also be recorded.
[0086] For example, see Figure 2 , Figure 2 A schematic diagram of a game scene in which combat interactions occur between virtual objects, such as Figure 2 As shown in , a virtual object C, a virtual object D, and a virtual object E are displayed in a graphical user interface, wherein virtual object D and virtual object E belong to the same camp, and virtual object C and virtual object D belong to different camps. In a specific implementation, different camps can be distinguished by different marks, for example, different camps can be distinguished by color, for example, a green mark is added to each virtual object in the camp to which virtual object C belongs, and a red mark is added to each virtual object in the camp to which virtual object D and virtual object E belong.
[0087] like Figure 2As shown, virtual object C uses skill n to attack virtual object D and virtual object E, and interacts with virtual object D and virtual object E in combat. In the process of virtual object C using skill n to attack virtual object D and virtual object E, corresponding skill effects will be produced, and controls corresponding to the virtual object are displayed at the preset position of each virtual object (such as above the head, below the name, etc.), and the controls are used to indicate the status of the virtual object (for example, health value, magic value, etc.). For example, strip control 1, strip control 2, and strip control 3 are displayed above the heads of virtual object C, virtual object D, and virtual object E, respectively; the color-filled portion of strip control 1 is used to indicate the health value of the corresponding virtual object C; the color-filled portion of strip control 2 is used to indicate the health value of the corresponding virtual object D; the color-filled portion of strip control 3 is used to indicate the health value of the corresponding virtual object E; so that players can more intuitively understand the life status of each virtual object in the game scene. When virtual object C uses a damaging skill and hits virtual object D and virtual object E, Figure 2 The skill effect changes or moves. At the same time, the health of virtual object D and virtual object E decreases as the skill is applied, and values appear near the long strip control 2 corresponding to virtual object D and the long strip control 3 corresponding to virtual object E. These values respectively indicate the amount of health reduction caused to virtual object D and virtual object E after the damaging skill hits virtual object D and virtual object E.
[0088] In a possible implementation, regarding step S102, in a specific implementation, in response to the video editing instruction, the target behavior data of each virtual object can be obtained based on the game behavior data of each virtual object stored in S101 according to a preset acquisition rule. Here, the video editing instruction can be generated after the entire game process ends, or before the game process begins, and accordingly, it can also be generated during the game process. The application does not make any restrictions on the timing of generating the video editing instruction.
[0089] For example, in a possible implementation, step S102 may include:
[0090] S1021. In response to the video editing instruction, for each virtual object, based on the action data in the game behavior data, for each skill possessed by the virtual object, during a completed game, obtain the action data of each time the virtual object uses the skill to affect the opponent's virtual object or our virtual object.
[0091] Specifically, as mentioned above, each virtual object can have multiple skills, and each skill can be used at multiple time points in a game. Therefore, in a game, there will be different situations. For example, in the completed game process, the same virtual object may use the same skill multiple times; in the completed game process, the same virtual object may use different skills.
[0092] Therefore, for any skill of any virtual object, the effect data of the effect of each time the virtual object uses the skill on the opponent's virtual object or our virtual object during the completed game process can be obtained. For example, if the virtual object F uses skill m five times during the completed game process, the effect data of each time the skill m is used on the opponent's virtual object can be determined based on the effect data in the battle data. As mentioned above, the effect data can be the total value of the effect data of each time the skill m is used to affect the opponent's virtual object.
[0093] S1022. Mark the action data that has the greatest impact on the opponent's virtual object or our virtual object among the acquired action data.
[0094] It should be noted that during a game, taking into account whether the skill completely hits the target, as well as the equipment upgrades of the opponent's virtual object and the skills upgrades of our virtual object as the game progresses, for any skill, the impact of each use of the skill on the opponent's virtual object or our virtual object is often not the same, and the resulting effect data is also different.
[0095] In this step, the effect data that has the greatest impact on the opponent's virtual object or our virtual object is marked out from the acquired effect data. Corresponding to the above example, for different skills, the standards for determining the effect data that has the greatest impact on the skill are also different. For example, for damage skills, the effect data that has the greatest impact on the opponent's virtual object may be the effect data that causes the greatest reduction in health value; for recovery skills, the effect data that has the greatest impact on our virtual object may be the effect data that causes the greatest increase in health value; for stun skills, the effect data that has the greatest impact on the opponent's virtual object may be the effect data that causes the longest stun time for the opponent's virtual object; for deceleration skills, the effect data that has the greatest impact on the opponent's virtual object may be determined by a combination of the deceleration time and the deceleration percentage.
[0096] For example, as shown in the above example, the virtual object F uses skill m five times during the completed game. The effect data can be the total value of the effect data of each use of skill m on all opponent virtual objects. The total value of the effect data of these five effect data can be sorted, and the largest effect data can be marked as the maximum effect data of using skill m. For example, in a completed game, the virtual object F uses skill m five times. The effect data of the first use of skill m on all virtual opponents is lethality 3, the effect data of the second use of skill m on all virtual opponents is lethality 5, the effect data of the third use of skill m on all virtual opponents is lethality 7, the effect data of the fourth use of skill m on all virtual opponents is lethality 9, and the effect data of the fifth use of skill m on all virtual opponents is lethality 1. Among these five times, the maximum effect data of the virtual object using skill m is the fourth time. The fourth effect data lethality 9 can be used as the selected effect data. It should be understood here that the expression of lethality and the like is only an exemplary expression for the convenience of understanding. The present application can determine the actual content of the effect data according to actual conditions.
[0097] S1023, based on the action data in the game behavior data, determine a first moment when the virtual object enters a battle and a second moment when it leaves a battle. Here, the first moment when the virtual object enters a battle refers to a moment when the distance between the virtual object and the opponent's virtual object is less than a preset distance threshold before the marked action data is reached; the second moment refers to a moment when the distance between the virtual object and the opponent's virtual object is less than a preset distance threshold after the marked action data is reached.
[0098] In this step, since the action data and effect data of each virtual object in the game are recorded, after marking the effect data that has the greatest impact on the opponent's virtual object in S1022, the corresponding action data can be found based on the marked effect data. Exemplarily, the action data corresponding to the time information can be found based on the time information in the marked effect data.
[0099] It is worth noting that before the marked action data is reached, the virtual object may have multiple times a distance less than a preset distance threshold from the other virtual object. Here, the first moment refers to the moment closest to the marked action data in time among the multiple times a distance less than a preset distance threshold from the other virtual object before the marked action data is reached.
[0100] Among them, the preset distance threshold and the preset time threshold can be set separately according to different skills, and can also be dynamically adjusted as the game progresses and the skills are upgraded.
[0101] S1024. Extracting the game data recorded in the time interval from the first moment to the second moment from the game data of the game as target behavior data corresponding to when the virtual object uses the skill.
[0102] Specifically, since the game data can be stored in the game engine during the game, after the first moment and the second moment are determined, the game data recorded in the time interval from the first moment to the second moment can be obtained by reading the game engine. The game data may include part or all of the data generated during the game. The game data can reproduce the game screen at that time.
[0103] In a possible implementation, regarding step S103, during specific implementation, the following steps may be included:
[0104] S1031. Respond to a video generation instruction, determine a target virtual object, and obtain target behavior data of the target virtual object.
[0105] As an example, the video generation instruction may be an instruction generated by an operation performed by a user on an interactive interface. For example, based on the user's operation on a selection button of a virtual object, the target virtual object desired by the user may be determined from multiple virtual objects in the game, and then target behavior data of at least one skill used by the target virtual object in the completed process of the game may be obtained.
[0106] S1032: Based on the target behavior data of the target virtual object, reproduce, in the game engine, a game process screen when the target virtual object uses a skill.
[0107] The game engine refers to a set of codes (instructions) designed for the machine running the game and can be recognized by the machine, which can control the operation of the game. The game engine can sequentially call the resources such as images, sounds, animations, etc. in the game according to the requirements of the game design. Therefore, after determining the target behavior data of at least one skill used by the target virtual object in the completed process of the game, the game engine can be used to reproduce the game process screen when these target behavior data are generated.
[0108] S1033: Adjust the lens parameters of the game process screen according to preset rules to obtain at least one virtual object video to be exported of the target virtual object.
[0109] Here, the virtual object video to be exported refers to a close-up game process screen of a virtual object that is highlighted when using a certain skill. In a certain virtual object video, other virtual objects that have not generated combat interactions with the virtual object within the time corresponding to the virtual object video can be weakened or not displayed, so as to highlight the virtual object as the subject of the close-up video, and fully show the visual effect generated by the virtual object when using the skill and the impact on the opponent's virtual object or our virtual object that has generated combat interactions.
[0110] Here, the game process screen may be a two-dimensional game screen or a three-dimensional game screen. As an example, the preset rule includes at least one of the following items: adjusting the current lens parameter to a first predetermined lens parameter based on the position of the target virtual object in the game process screen; and / or, in response to a preset first trigger event, adjusting the current lens parameter of the game process screen to a second predetermined lens parameter indicated by the first trigger event. Exemplarily, the lens parameter may include but is not limited to at least one of the following: the shooting angle of the lens, whether the lens moves with the virtual object, the focal length of the lens, the focus of the lens, and whether the lens rotates, etc.
[0111] According to the first preset rule mentioned above (i.e., adjusting the current lens parameters to the first predetermined lens parameters based on the position of the target virtual object in the game process screen), the position of the target virtual object in the game process screen can be automatically identified in the reproduced game process screen, and the current lens parameters can be automatically adjusted to the first predetermined lens parameters according to the position.
[0112] According to the above-mentioned second preset rule (i.e., in response to a preset first trigger event, adjusting the current lens parameters to the second predetermined lens parameters indicated by the first trigger event), multiple groups of second predetermined lens parameters can be pre-set, and in response to the preset first trigger event, for example, the player can manually select the lens parameters to determine a group of predetermined lens parameters selected by the player, and adjust the current lens parameters of the game process screen to the second predetermined lens parameters indicated by the first trigger event.
[0113] For example, it is determined that the target behavior data of the target virtual object G when using skill p is the combat data when the target virtual object G uses skill p to stun virtual objects H and I during the game. After reproducing the game process screen at that time in the game engine, the game process screen can be adjusted based on the position of the target virtual object G in the game process screen and / or in response to a preset first trigger event: when the target virtual object G uses skill p, the camera advances and follows the displacement of the target virtual object G when using skill p; after the displacement of virtual object G ends, the camera automatically rotates and zooms around virtual object G; and finally the camera freezes to the stunned virtual object H and virtual object I.
[0114] In one embodiment of the present application, regarding step S104, when it is specifically implemented, it may include the following steps:
[0115] S1041, in response to a video synthesis instruction, determining at least one target virtual object video to be exported from the at least one virtual object video to be exported of the target virtual object.
[0116] In a possible implementation, the video synthesis instruction may be an instruction generated based on the player's selection operation for at least one virtual object video to be exported. For example, the player is allowed to select at least one virtual object video to be exported corresponding to the target virtual object by clicking a control in the game interface. Specifically, in response to the player's video selection operation, at least one target virtual object video to be exported of the target virtual object is screened out from the virtual object videos to be exported when the target virtual object uses each skill.
[0117] S1042: Process the at least one target virtual object video to be derived by synthesis to obtain a virtual object video of the target virtual object.
[0118] Here, any existing method may be used to perform synthesis processing on the selected at least one target virtual object video to be exported, so as to obtain the virtual object video of the target virtual object.
[0119] Through the above method, the game behavior data of the virtual object during the game can be determined, and a virtual object video of the virtual object using the target skill can be generated based on the target behavior data. In this way, there is no need for screen recording and editing operations, and the virtual object video can be generated quickly and accurately to fully show the effect of the target virtual object using each skill, saving players' time and energy.
[0120] For example, see Figure 3 , Figure 3 Schematic diagram of the game interface exported for the virtual object video, such as Figure 3 As shown in , the game interface for exporting virtual object videos includes a virtual object video selection area 310;
[0121] The close-up video selection area 310 includes a virtual object selection control 311 and an image 312; the virtual object selection control 311 is used to switch the target virtual object selected by the player in response to the player's trigger operation, and the image 312 displays a thumbnail image of the target virtual object selected by the player, such as the avatar of the target virtual object; the close-up video selection area 310 also includes an icon for indicating the game progress of the game, for example, Figure 3313 in the figure, the total duration of the game process of the game is displayed above the long strip icon 313; a plurality of video selection controls 314 are arranged below the long strip icon 313, each video selection control 314 corresponds to a virtual object video to be exported (i.e., a video formed by the adjusted target game process screen), and the video selection control 314 is used to respond to the player's trigger operation and determine the target virtual object video to be exported under at least one selected target skill of the target virtual object selected by the player; icons 315 and 316 connected to the long strip icon 313 are arranged on both sides of each video selection control 314, and icon 315 is used to indicate the first time that the target virtual object corresponding to the virtual object video to be exported enters the battle The icon 316 is used to indicate the second moment when the target virtual object corresponding to the to-be-exported virtual object video leaves the battle; the length of the to-be-exported virtual object video corresponding to the video selection control 314 is displayed above each video selection control 314, and the skill parameters corresponding to the to-be-exported virtual object video, as well as the image 318 of our virtual object or the opponent's virtual object affected by the target behavior data are also displayed; the close-up video selection area 310 also includes a synthesis control 317; the synthesis control 317 is used to respond to the player's trigger operation, synthesize at least one target to-be-exported virtual object video selected by the current player through the video selection control 314, and export the synthesized virtual object video as a wonderful replay of the target virtual object;
[0122] The game interface for exporting the virtual object video also includes a virtual object video preview area 320 , and the virtual object video preview area 320 is used to preview the virtual object video selected by the player.
[0123] In one possible implementation, after the player selects at least one virtual object video to be exported through the video selection control 314, the video selection control 314 changes its display form, and a portion of the long strip icon 313 located between the icon 315 and the icon 316 corresponding to the video selection control 314 changes its display form accordingly (in a specific implementation, it may be a change in color, transparency, etc.) to prompt the player that the virtual object video corresponding to the video selection control 314 has been selected, and the player can intuitively see the corresponding game progress of the virtual object video in the game; the synthesis control 317 also changes its display form accordingly to prompt the player that after selecting at least one virtual object video to be exported, the synthesis operation of the virtual object video can be performed; at this time, the close-up video preview area 320 displays the virtual object video selected by the player.
[0124] In one possible implementation, before the screen of the virtual object video to be exported, a battle record review screen can be generated based on the character modeling of the target virtual object and the player's battle record in the current game, and then the battle record review screen and at least one target virtual object video to be exported are synthesized, and the synthesized virtual object video is exported as a wonderful replay of the target virtual object.
[0125] An embodiment of the present application provides a method for editing a video of a virtual object in a game. During a game play process, game behavior data of each virtual object in the game is stored; the game behavior data includes data generated by each virtual object in response to a game operation instruction during the game play process; in response to a video editing instruction, target behavior data of each virtual object is obtained based on the stored game behavior data of each virtual object; in response to a video generation instruction, a game process screen when the target virtual object uses a skill is reproduced in the game engine based on the target behavior data of the target virtual object, and the lens parameters of the game process screen are adjusted to obtain at least one virtual object video to be exported of the target virtual object; in response to a video synthesis instruction, a virtual object video of the target virtual object is obtained based on at least one virtual object video to be exported of the target virtual object.
[0126] Through this editing method, the target behavior data of the virtual object during the game can be determined, and a virtual object video when the virtual object uses a skill can be generated based on the target behavior data. In this way, without the need for screen recording and editing operations, a virtual object video can be quickly and accurately generated to fully demonstrate the effect of the virtual object using each skill, saving players' time and energy.
[0127] See also Figure 4 , Figure 4 A schematic diagram of the structure of a device 400 for editing a virtual object video in a game provided by an embodiment of the present application, as shown in FIG. Figure 4 As shown in , the editing device 400 includes:
[0128] The storage module 410 is used to store game behavior data of each virtual object in the game during the game process; the game behavior data includes data generated by each virtual object in response to a game operation instruction during the game process;
[0129] The acquisition module 420 is used to respond to the video editing instruction and acquire the target behavior data of each virtual object based on the stored game behavior data of each virtual object;
[0130] The adjustment module 430 is used to respond to the video generation instruction, reproduce the game process screen when the target virtual object uses the skill in the game engine based on the target behavior data of the target virtual object, and adjust the lens parameters of the game process screen to obtain at least one virtual object video to be exported of the target virtual object.
[0131] The synthesis module 440 is configured to obtain a virtual object video of the target virtual object based on at least one virtual object video to be exported of the target virtual object.
[0132] Furthermore, when the storage module 410 is used to store the game behavior data of each virtual object in the game during the game, the storage module 410 is used to:
[0133] During the game, for each virtual object in the game, recording the action data related to the skills used by the virtual object in response to the game operation instructions at different time points in the game, and the effect data representing the effect of the skills used by the virtual object on the opponent virtual object or the virtual object of our side that belongs to the same camp as the virtual object; the camp to which the opponent virtual object belongs is different from the camp to which the virtual object belongs;
[0134] The action data and the effect data are stored as game behavior data generated by the virtual object during the game.
[0135] Furthermore, the acquisition module 420 is used to:
[0136] In response to the video editing instruction, for each virtual object, based on the action data in the game behavior data, for each skill possessed by the virtual object, during a completed game of the game, action data of the effect of each time the virtual object used the skill on an opposing virtual object or a player's virtual object is obtained;
[0137] Mark the effect data that has the greatest impact on the opponent's virtual object or our virtual object among the obtained effect data;
[0138] Based on the action data in the game behavior data, determining a first moment when the virtual object enters a battle and a second moment when it leaves the battle; the first moment when the virtual object enters a battle represents a moment when the distance between the virtual object and the opponent's virtual object is less than a preset distance threshold before the marked action data is reached; the second moment represents a moment when the distance between the virtual object and the opponent's virtual object is less than a preset distance threshold after the marked action data is reached;
[0139] From the game data of the game, the game data recorded in the time interval from the first moment to the second moment is extracted as the target behavior data corresponding to the virtual object using the skill.
[0140] Furthermore, the adjustment module 430 is used to:
[0141] In response to the video generation instruction, determine the target virtual object, and obtain target behavior data of the target virtual object;
[0142] Based on the target behavior data of the target virtual object, reproducing in the game engine a game process screen when the target virtual object uses a skill;
[0143] The lens parameters of the game process screen are adjusted according to preset rules to obtain at least one virtual object video to be exported of the target virtual object.
[0144] Furthermore, the preset rules include at least one of the following items: adjusting the current lens parameters to first predetermined lens parameters based on the position of the target virtual object in the game process screen; and / or, in response to a preset first trigger event, adjusting the current lens parameters of the game process screen to second predetermined lens parameters indicated by the first trigger event.
[0145] Furthermore, the synthesis module 440 is used to:
[0146] In response to the video synthesis instruction, determining at least one target virtual object video to be exported from at least one virtual object video to be exported of the target virtual object;
[0147] The at least one target virtual object video to be derived is synthesized and processed to obtain a virtual object video of the target virtual object.
[0148] Furthermore, the skill includes at least one of the following: a damage skill, a stun skill, a recovery skill, and a deceleration skill.
[0149] An embodiment of the present application provides an editing device for a video of a virtual object in a game. During a game, game behavior data of each virtual object in the game is stored; the game behavior data includes data generated by each virtual object in response to a game operation instruction during the game; in response to a video editing instruction, target behavior data of each virtual object is obtained based on the stored game behavior data of each virtual object; in response to a video generation instruction, a game process screen when the target virtual object uses a skill is reproduced in the game engine based on the target behavior data of the target virtual object, and the lens parameters of the game process screen are adjusted to obtain at least one virtual object video to be exported of the target virtual object; in response to a video synthesis instruction, a virtual object video of the target virtual object is obtained based on at least one virtual object video to be exported of the target virtual object.
[0150] The editing device can determine the target behavior data of the virtual object during the game, and generate a virtual object video when the virtual object uses a skill based on the target behavior data. In this way, without the need for screen recording and editing operations, a virtual object video can be quickly and accurately generated to fully demonstrate the effect of the virtual object using each skill, saving players' time and energy.
[0151] See also Figure 5 , Figure 5 This is a schematic diagram of the structure of an electronic device provided in an embodiment of the present application. Figure 5 As shown in , the electronic device 500 includes a processor 510 , a memory 520 and a bus 530 .
[0152] The memory 520 stores machine-readable instructions executable by the processor 510. When the electronic device 500 is running, the processor 510 communicates with the memory 520 via the bus 530. When the machine-readable instructions are executed by the processor 510, the above-mentioned Figure 1 The steps of a method for editing a virtual object video in a game in the method embodiment shown are described in detail in the method embodiment, and will not be described in detail here.
[0153] The present application also provides a computer-readable storage medium on which a computer program is stored. When the computer program is executed by a processor, the computer program can execute the above-mentioned Figure 1 The steps of a method for editing a virtual object video in a game in the method embodiment shown are described in detail in the method embodiment, and will not be described in detail here.
[0154] Those skilled in the art can clearly understand that, for the convenience and brevity of description, the specific working processes of the systems, devices and units described above can refer to the corresponding processes in the aforementioned method embodiments and will not be repeated here.
[0155] In the several embodiments provided in the present application, it should be understood that the disclosed systems, devices and methods can be implemented in other ways. The device embodiments described above are merely schematic. For example, the division of the units is only a logical function division. There may be other division methods in actual implementation. 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 mutual coupling or direct coupling or communication connection shown or discussed can be through some communication interfaces, and the indirect coupling or communication connection of devices or units can be electrical, mechanical or other forms.
[0156] The units described as separate components may or may not be physically separated, and the components shown as units may or may not be physical units, that is, they may be located in one place or distributed on multiple network units. Some or all of the units may be selected according to actual needs to achieve the purpose of the solution of this embodiment.
[0157] In addition, each functional unit in each embodiment of the present application may be integrated into one processing unit, or each unit may exist physically separately, or two or more units may be integrated into one unit.
[0158] If the functions are implemented in the form of software functional units and sold or used as independent products, they can be stored in a non-volatile computer-readable storage medium that is executable by a processor. Based on this understanding, the technical solution of the present application can essentially be embodied in the form of a software product, or in other words, the part that contributes to the prior art or the part of the technical solution. The computer software product is stored in a storage medium, including several instructions for a computer device (which can be a personal computer, a server, or a network device, etc.) to perform all or part of the steps of the method described in each embodiment of the present application. The aforementioned storage medium includes: various media that can store program codes, such as a USB flash drive, a mobile hard disk, a read-only memory (ROM), a random access memory (RAM), a magnetic disk or an optical disk.
[0159] Finally, it should be noted that the above-described embodiments are only specific implementation methods of the present application, which are used to illustrate the technical solutions of the present application, rather than to limit them. The protection scope of the present application is not limited thereto. Although the present application is described in detail with reference to the above-mentioned embodiments, ordinary technicians in the field should understand that any technician familiar with the technical field can still modify the technical solutions recorded in the above-mentioned embodiments within the technical scope disclosed in the present application, or can easily think of changes, or make equivalent replacements for some of the technical features therein; and these modifications, changes or replacements do not make the essence of the corresponding technical solutions deviate from the spirit and scope of the technical solutions of the embodiments of the present application, and should be included in the protection scope of the present application. Therefore, the protection scope of the present application shall be based on the protection scope of the claims.
Claims
1. A method for editing a virtual object video in a game, characterized in that: The editing method comprises: During the game, the game behavior data of each virtual object in the game is stored; the game behavior data includes data generated by each virtual object in response to a game operation instruction during the game; In response to the video editing instruction, based on the stored game behavior data of each virtual object, obtaining target behavior data of each virtual object; In response to the video generation instruction, based on the target behavior data of the target virtual object, a game process screen when the target virtual object uses a skill is reproduced in the game engine, and the lens parameters of the game process screen are adjusted to obtain at least one virtual object video to be exported of the target virtual object; the skill includes at least one of the following items: a damage skill, a stun skill, a recovery skill, and a deceleration skill; In response to the video synthesis instruction, obtaining a virtual object video of the target virtual object based on at least one virtual object video to be derived of the target virtual object; The step of storing the game behavior data of each virtual object in the game during the game process includes: During the game, for each virtual object in the game, recording the action data related to the skills used by the virtual object in response to the game operation instructions at different time points in the game, and the effect data representing the effect of the skills used by the virtual object on the opponent virtual object or the virtual object of our side that belongs to the same camp as the virtual object; the camp to which the opponent virtual object belongs is different from the camp to which the virtual object belongs; storing the action data and the action data as game behavior data generated by the virtual object during the game; The step of responding to the video editing instruction and acquiring the target behavior data of each virtual object based on the stored game behavior data of each virtual object comprises: In response to the video editing instruction, for each virtual object, based on the action data in the game behavior data, for each skill possessed by the virtual object, during a completed game of the game, action data of the effect of each time the virtual object used the skill on an opposing virtual object or a player's virtual object is obtained; Mark the effect data that has the greatest impact on the opponent's virtual object or our virtual object among the obtained effect data; Based on the action data in the game behavior data, determining a first moment when the virtual object enters a battle and a second moment when it leaves the battle; the first moment when the virtual object enters a battle represents a moment when the distance between the virtual object and the opponent's virtual object is less than a preset distance threshold before the marked action data is reached; the second moment represents a moment when the distance between the virtual object and the opponent's virtual object is less than a preset distance threshold after the marked action data is reached; From the game data of the game, the game data recorded in the time interval from the first moment to the second moment is extracted as the target behavior data corresponding to the virtual object using the skill.
2. The editing method according to claim 1, characterized in that: The step of responding to the video generation instruction, reproducing the game process screen when the target virtual object uses a skill in the game engine based on the target behavior data of the target virtual object, and adjusting the lens parameters of the game process screen to obtain at least one virtual object video to be exported of the target virtual object includes: In response to the video generation instruction, determine the target virtual object, and obtain target behavior data of the target virtual object; Based on the target behavior data of the target virtual object, reproducing in the game engine a game process screen when the target virtual object uses a skill; The lens parameters of the game process screen are adjusted according to preset rules to obtain at least one virtual object video to be exported of the target virtual object.
3. The editing method according to claim 2, characterized in that: The preset rule includes at least one of the following items: adjusting the current lens parameter to a first predetermined lens parameter based on the position of the target virtual object in the game process screen; And / or, in response to a preset first trigger event, adjusting the current lens parameter of the game process screen to a second predetermined lens parameter indicated by the first trigger event.
4. The editing method according to claim 2, characterized in that: The step of obtaining a virtual object video of the target virtual object based on at least one virtual object video to be exported of the target virtual object in response to the video synthesis instruction comprises: In response to the video synthesis instruction, determining at least one target virtual object video to be exported from at least one virtual object video to be exported of the target virtual object; The at least one target virtual object video to be derived is synthesized and processed to obtain a virtual object video of the target virtual object.
5. A device for editing a virtual object video in a game, characterized in that: The editing device comprises: A storage module, used to store game behavior data of each virtual object in the game during the game process; the game behavior data includes data generated by each virtual object in response to a game operation instruction during the game process; An acquisition module, for responding to a video editing instruction and acquiring target behavior data of each virtual object based on the stored game behavior data of each virtual object; The adjustment module is used to respond to the video generation instruction, reproduce the game process screen when the target virtual object uses a skill in the game engine based on the target behavior data of the target virtual object, and adjust the lens parameters of the game process screen to obtain at least one virtual object video to be exported of the target virtual object; the skill includes at least one of the following items: a damage skill, a stun skill, a recovery skill, and a deceleration skill; A synthesis module, configured to obtain a virtual object video of the target virtual object based on at least one virtual object video to be exported of the target virtual object; When the storage module is used to store game behavior data of each virtual object in the game during a game, the storage module is used to: During the game, for each virtual object in the game, recording the action data related to the skills used by the virtual object in response to the game operation instructions at different time points in the game, and the effect data representing the effect of the skills used by the virtual object on the opponent virtual object or the virtual object of our side that belongs to the same camp as the virtual object; the camp to which the opponent virtual object belongs is different from the camp to which the virtual object belongs; storing the action data and the action data as game behavior data generated by the virtual object during the game; The acquisition module is used for: In response to the video editing instruction, for each virtual object, based on the action data in the game behavior data, for each skill possessed by the virtual object, during a completed game of the game, action data of the effect of each time the virtual object used the skill on an opposing virtual object or a player's virtual object is obtained; Mark the effect data that has the greatest impact on the opponent's virtual object or our virtual object among the obtained effect data; Based on the action data in the game behavior data, determining a first moment when the virtual object enters a battle and a second moment when it leaves the battle; the first moment when the virtual object enters a battle represents a moment when the distance between the virtual object and the opponent's virtual object is less than a preset distance threshold before the marked action data is reached; the second moment represents a moment when the distance between the virtual object and the opponent's virtual object is less than a preset distance threshold after the marked action data is reached; From the game data of the game, the game data recorded in the time interval from the first moment to the second moment is extracted as the target behavior data corresponding to the virtual object using the skill.
6. An electronic device, characterized in that: include: A processor, a memory and a bus, wherein the memory stores machine-readable instructions executable by the processor, and when the electronic device is running, the processor and the memory communicate through the bus, and the machine-readable instructions are executed by the processor to execute the steps of a method for editing a virtual object video in a game as described in any one of claims 1 to 4.
7. A computer-readable storage medium, characterized in that: The computer-readable storage medium stores a computer program, and when the computer program is executed by a processor, the steps of the method for editing a virtual object video in a game as claimed in any one of claims 1 to 4 are executed.
Citation Information
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