A control method, device, electronic device and storage medium for shooting props

By establishing a mixed space in the first -person shooting game and generating posture animation, the problem of monotonous performance of shooting animation has been solved, and the authenticity and visual experience of the animation are improved, and the resource consumption is reduced.

CN114288646BActive Publication Date: 2025-01-28NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202111657537.1
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2021-12-30
Publication Date
2025-01-28
Estimated Expiration
2041-12-30

AI Technical Summary

Technical Problem

The shooting animations in existing first-person shooting games are monotonous and have insufficient realism, which affects the player's visual experience.

Method used

By establishing a hybrid space based on the three -dimensional coordinate system, the posture of shooting props is generated according to the action parameters, and the authenticity of the animation is improved when the resource consumption is low.

Benefits of technology

Improving the authenticity of the animation of shooting props during shooting, enhancing the player's visual experience, and reducing resource consumption.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

The present application provides a control method, device, electronic device and storage medium for shooting props, including: responding to a shooting trigger instruction for a shooting prop held by a virtual character, obtaining the action parameters of the shooting prop; establishing a mixed space, the mixed space including a first subspace and a second subspace, the first subspace and the second subspace are respectively configured with a first animation including a first number of frames and a second animation including a second number of frames, the first animation is an animation of the shooting prop adjusting its posture in the first subspace, and the second animation is an animation of the shooting prop adjusting its posture in the second subspace; generating a posture animation of the shooting prop to be adjusted according to the action parameters and the mixed space; rendering the shooting prop according to the posture animation. The present application can generate a posture animation of a shooting prop according to the action parameters under a pre-established mixed space, improve the animation realism of the shooting prop when shooting, and enhance the visual experience of the player under the condition of low resource consumption.
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Description

Technical Field

[0001] The present application relates to the field of game technology, and in particular to a control method, device, electronic device and storage medium for a shooting prop. Background Art

[0002] With the continuous development of game technology, players have higher and higher requirements for game performance. For first-person shooter games, "shooting feel" is an extremely important part. "Shooting feel" can be summarized as the player's comprehensive feeling about the performance of game characters and guns in the shooting stage during the game.

[0003] Nowadays, the shooting animation of many first-person shooter games consists of a section of gun and character skeleton animation with the same rhythm. During a long period of continuous shooting, it will be a bit monotonous and not realistic enough, which affects the player's visual experience. Summary of the invention

[0004] In view of this, the purpose of the present application is to provide a control method, device, electronic device and storage medium for a shooting prop, which can generate a posture animation of the shooting prop according to the action parameters in a pre-established hybrid space, thereby improving the animation realism of the shooting prop when shooting and enhancing the player's visual experience with low resource consumption.

[0005] In a first aspect, an embodiment of the present application provides a method for controlling a shooting prop, wherein a graphical user interface is provided through a terminal device, wherein the graphical user interface includes a portion of a virtual scene and a virtual character, and the control method includes:

[0006] In response to a shooting trigger instruction for a shooting prop held by the virtual character, obtaining action parameters of the shooting prop;

[0007] Establishing a hybrid space, wherein the hybrid space is a virtual space established based on a three-dimensional coordinate system, wherein the three-dimensional coordinate system takes the crosshair of the shooting prop as the origin and the shooting rod of the shooting prop as the third-dimensional coordinate axis; the hybrid space comprises a first subspace and a second subspace, wherein the first subspace is a two-dimensional space formed by the first-dimensional coordinate axis and the second-dimensional coordinate axis of the three-dimensional coordinate system, and the second subspace is a one-dimensional space formed by the third-dimensional coordinate axis; the first subspace and the second subspace are respectively configured with a first animation containing a first number of frames and a second animation containing a second number of frames, wherein the first animation is an animation of the shooting prop adjusting its posture in the first subspace, and the second animation is an animation of the shooting prop adjusting its posture in the second subspace, and the crosshair position of the shooting prop is fixed in the first animation and the second animation;

[0008] Generating a posture animation of the shooting prop to be adjusted according to the action parameters and the blending space;

[0009] The shooting prop is rendered according to the posture animation.

[0010] In an optional embodiment of the present application, rendering the shooting prop according to the posture animation includes:

[0011] Obtaining a preset shooting animation for the shooting prop;

[0012] Superimposing the posture animation and the shooting animation to obtain a target animation;

[0013] The shooting prop is rendered according to the target animation.

[0014] In an optional embodiment of the present application, generating the posture animation of the shooting prop to be adjusted according to the action parameter and the blending space includes:

[0015] Obtaining a first mixed animation through the action parameters and the first animation;

[0016] Obtaining a second mixed animation through the action parameters and the second animation;

[0017] The first mixed animation and the second mixed animation are superimposed to obtain the posture animation.

[0018] In an optional embodiment of the present application, the step of superimposing the posture animation and the shooting animation to obtain the target animation includes:

[0019] Comparing the first mixed animation corresponding to the posture animation with a reference posture image to obtain first difference data, wherein the reference posture image is a posture image of the shooting prop in a static standby state;

[0020] Superimposing the first difference data with the second mixed animation to obtain a superimposed animation;

[0021] Comparing the obtained superimposed animation with the reference posture image to obtain second difference data;

[0022] The second difference data is superimposed on the shooting animation to obtain a target animation.

[0023] In an optional embodiment of the present application, the obtaining of the action parameters of the shooting prop includes:

[0024] Obtaining current combat attribute parameters of the shooting prop, wherein the combat attribute parameters include prop attribute parameters, player control parameters, and environment parameters;

[0025] The combat attribute parameters are input into a preset parameter generation model, and the action parameters corresponding to the combat attribute parameters are obtained through the parameter generation model.

[0026] In an optional embodiment of the present application, rendering the shooting prop according to the posture animation includes:

[0027] The shooting prop is rendered according to the posture animation and the preset damping function.

[0028] In an optional embodiment of the present application, the prop attribute parameters include at least one of the following items: the initial recoil of the shooting prop, the initial recoil direction of the shooting prop, the automatic continuous shooting interval, the first shooting recoil and the first shooting recoil direction under the influence of the shooting prop level, the second shooting recoil and the second shooting recoil direction under the influence of the number of shooting prop accessories, and the third shooting recoil and the third shooting recoil direction under the influence of the degree of wear of the shooting prop; wherein the shooting prop level is negatively correlated with the first shooting recoil and the first shooting recoil direction, respectively, the number of shooting prop accessories is negatively correlated with the second shooting recoil and the second shooting recoil direction, respectively, and the degree of wear of the shooting prop is positively correlated with the third shooting recoil and the third shooting recoil direction, respectively.

[0029] In an optional embodiment of the present application, the player control parameters include at least one of the following items: a shooting frequency controlled by the player, a fourth shooting recoil and a fourth shooting recoil direction under the influence of the health level of the virtual character; wherein the health level of the virtual character is negatively correlated with the fourth shooting recoil and the fourth shooting recoil direction, respectively.

[0030] In an optional embodiment of the present application, the health of the virtual character is determined by at least one of the following items: game progress, weather conditions, and geographic location.

[0031] In an optional embodiment of the present application, the environmental parameter is a natural force caused by weather conditions.

[0032] In an optional embodiment of the present application, the control method further includes:

[0033] In response to a selection instruction for an animation mode of the shooting prop held by the virtual character during shooting, a target animation mode of the shooting prop during shooting is determined; wherein the animation mode includes a first animation mode and a second animation mode; the first animation mode is used to instruct the shooting prop to be rendered according to the posture animation, and the second animation mode is used to instruct the shooting prop to be rendered according to a preset shooting animation;

[0034] If the target animation mode is the first animation mode, rendering the shooting prop according to the posture animation includes:

[0035] A preset shooting animation for the shooting prop is obtained; the posture animation and the shooting animation are superimposed to obtain a target animation; and the shooting prop is rendered according to the target animation.

[0036] In an optional embodiment of the present application, the control method further includes:

[0037] Get the distance between each other virtual character in the game scene and the camera of the virtual character;

[0038] Determining a relationship between the distance and a preset distance threshold;

[0039] If the distance is less than the preset distance threshold, rendering the shooting prop according to the posture animation includes:

[0040] A preset shooting animation for the shooting prop is obtained; the posture animation and the shooting animation are superimposed to obtain a target animation; and the shooting prop is rendered according to the target animation.

[0041] In a second aspect, an embodiment of the present application further provides a control device for a shooting prop, which provides a graphical user interface through a terminal device, wherein the graphical user interface includes a portion of a virtual scene and a virtual character, and the control device includes:

[0042] A parameter acquisition module, used to respond to a shooting trigger instruction for a shooting prop held by the virtual character, and acquire action parameters of the shooting prop;

[0043] A space establishment module, used for establishing a hybrid space, wherein the hybrid space is a virtual space established based on a three-dimensional coordinate system, wherein the three-dimensional coordinate system takes the crosshair of the shooting prop as the origin and the shooting rod of the shooting prop as the third-dimensional coordinate axis; the hybrid space comprises a first subspace and a second subspace, wherein the first subspace is a two-dimensional space formed by the first-dimensional coordinate axis and the second-dimensional coordinate axis of the three-dimensional coordinate system, and the second subspace is a one-dimensional space formed by the third-dimensional coordinate axis; the first subspace and the second subspace are respectively configured with a first animation containing a first number of frames and a second animation containing a second number of frames, wherein the first animation is an animation of the shooting prop adjusting its posture in the first subspace, and the second animation is an animation of the shooting prop adjusting its posture in the second subspace, and the crosshair position of the shooting prop is fixed in the first animation and the second animation;

[0044] An animation generation module, used for generating a posture animation of the shooting prop to be adjusted according to the action parameters and the blending space;

[0045] An animation rendering module is used to render the shooting prop according to the posture animation.

[0046] In a third aspect, an embodiment of the present application also provides an electronic device, comprising: 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 communicates with the memory through the bus, and the processor executes the machine-readable instructions to perform the steps of the shooting prop control method as described above.

[0047] In a fourth aspect, an embodiment of the present application further provides a computer-readable storage medium having a computer program stored thereon, and when the computer program is executed by a processor, the steps of the control method of the shooting prop as described above are executed.

[0048] The embodiment of the present application provides a control method, device, electronic device and storage medium for a shooting prop, the control method comprising: responding to a shooting trigger instruction for a shooting prop held by a virtual character, obtaining action parameters of the shooting prop, where the action parameters are used to show the shooting performance of the shooting prop; establishing a hybrid space, which is a virtual space established based on a three-dimensional coordinate system, the three-dimensional coordinate system taking the crosshair of the shooting prop as the origin and the shooting rod of the shooting prop as the third-dimensional coordinate axis; the hybrid space comprises a first subspace and a second subspace, the first subspace being a two-dimensional space composed of a first-dimensional coordinate axis and a second-dimensional coordinate axis of the three-dimensional coordinate system, and the second subspace being a one-dimensional space composed of a third-dimensional coordinate axis The first subspace and the second subspace are respectively configured with a first animation including a first number of frames and a second animation including a second number of frames, the first animation is an animation of the shooting prop adjusting its posture in the first subspace, and the second animation is an animation of the shooting prop adjusting its posture in the second subspace, and the crosshair position of the shooting prop is fixed in the first animation and the second animation; since the first subspace and the second subspace are respectively configured with a first animation including a first number of frames and a second animation including a second number of frames, the first frame number and the second frame number can select lower frame numbers, such as 1 frame, so the resource consumption is very low; finally, according to the action parameters and the mixed space, the posture animation to be adjusted of the shooting prop is generated, and the shooting prop is rendered according to the posture animation.

[0049] In this way, the present application can pre-establish a hybrid space for generating posture animations, and can make the frame number of the animation configured in the hybrid space lower without affecting the shooting accuracy, so as to reduce resource consumption. Furthermore, under the condition of low resource consumption, the posture animation of the shooting props is generated according to the action parameters under the pre-established hybrid space, so as to improve the animation realism of the shooting props when shooting, thereby restoring the visual effect of the shooting props in the real environment and enhancing the player's visual experience.

[0050] 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

[0051] 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.

[0052] Figure 1 A flow chart of a method for controlling a shooting prop provided in an embodiment of the present application;

[0053] Figure 2 A three-dimensional schematic diagram of a shooting prop provided in an embodiment of the present application;

[0054] Figure 3 A schematic diagram of a simulation of a damping function provided in an embodiment of the present application;

[0055] Figure 4 This is a diagram of the offset effect of MG4 shooting in "Evolution Eve";

[0056] Figure 5 This is a diagram of the offset effect when shooting with the MP7 in "Evolution Eve";

[0057] Figure 6 A schematic diagram of the structure of a control device for a shooting prop provided in an embodiment of the present application;

[0058] Figure 7 A schematic diagram of the structure of an electronic device provided in an embodiment of the present application. DETAILED DESCRIPTION

[0059] 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 usually 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.

[0060] The terms "a", "an", "the" and "said" are used in this specification to indicate the presence of one or more elements / components / etc.; the terms "including" and "having" are used to express an open-ended inclusion and mean that additional elements / components / etc. may exist in addition to the listed elements / components / etc.; the terms "first" and "second" etc. are used only as labels and are not intended to limit the quantity of their objects.

[0061] It should be understood that in the embodiments of the present application, "at least one" refers to one or more, and "more than one" refers to two or more. "And / or" is merely a way to describe the association relationship of associated objects, indicating that three relationships may exist. For example, A and / or B can represent: A exists alone, A and B exist at the same time, and B exists alone. The character " / " generally indicates that the previous and subsequent associated objects are in an "or" relationship. "Including A, B and / or C" means including any one, any two, or any three of A, B, and C.

[0062] It should be understood that in the embodiments of the present application, "B corresponding to A", "B corresponding to A", "A corresponds to B", or "B corresponds to A" means that B is associated with A, and B can be determined according to A. Determining B according to A does not mean determining B only according to A, and B can also be determined according to A and / or other information.

[0063] With the continuous development of game technology, players have higher and higher requirements for game performance. For first-person shooter games, "shooting feel" is an extremely important part. "Shooting feel" can be summarized as the player's comprehensive feeling of the game character and the performance of the gun in the shooting link during the game. Among them, the first-person shooter game (First Person Shooting, FPS) is a shooting game played with first-person vision. The player's immersive main perspective and the visual impact brought by the game greatly enhance the initiative and realism of the game, which makes the "shooting feel" especially important in FPS games. In the prior art, in order to improve the authenticity and expressiveness of the game screen of the shooting game, it is usually necessary to add shooting animations to the game screen to restore the shooting process.

[0064] Nowadays, the shooting animation of many first-person shooter games is composed of a section of gun and character skeleton animation with the same rhythm. For example, the shooting animation of the game "Wolfenstein 3D" is mainly composed of several sequence frames (still - shooting cycle - still), which will be a bit monotonous and not realistic enough during a long period of continuous shooting, and the creation of shooting performance is not delicate enough.

[0065] For example, in the existing first-person shooting system, the shooting performance of the game character consists of a skeletal animation, which is played repeatedly at a certain rate and reset time, and transitions back to the standby animation after stopping shooting; the shooting performance of the gun is also composed of a skeletal animation (such as some open-scope perspectives that cannot see the movable parts of the gun such as the bolt and trigger, which is not necessary), and the skeletal animation of the gun is given the same rate and reset time as the game character. The gun is mounted on the hand of the game character or other first-person character on the skeleton used to hold the gun, and the skeletal animation of the game character drives the skeletal animation of the gun. The shooting animation of the game character is given a certain change rule in the playback rate to increase the richness of the character's shooting performance. The gun shooting animation can also use a superimposed animation, which is a static animation sequence, which is manifested as "irregular slight shaking". In addition, superimposing weight interpolation when shooting, or directly rotating the root skeleton of the gun to make the gun shake, can increase the richness of the gun shooting performance.

[0066] However, the above implementation has some disadvantages, such as the movement of the gun is more dependent on the shooting animation performance of the game character, among which, the superimposed static animation sequence has a fixed movement process, and there is little content that can be changed dynamically. It is not better adapted to the recoil / bullet dispersion / buffer of the gun in the game, and cannot be well matched with the changes that may occur in the game, such as: the player enhances / reduces the stability of the gun for some reason; in addition, the versatility is relatively low, and the superimposed static animation sequence is customized for the target gun and cannot be reused (the object of the reused skeleton file can be reused, but the difference between the two cannot be made), which increases the production cost of the static animation sequence in a shooting game with a large number of guns. Although the gun skeleton can be directly rotated to conform to the changes in physical laws, this method cannot meet the jitter performance requirements for guns with large jitter amplitudes / or large scope magnifications, which will affect the position of the crosshairs and thus affect the player's aiming.

[0067] It can be seen that the gun shooting performance shown to players in existing first-person shooter games (especially mobile first-person shooter games) is relatively simple and lacks realism, and is usually expressed by repeatedly playing a skeletal animation. This makes the player's shooting behavior in this game category extremely repetitive, occupying most of the game time. The monotonous and repetitive performance is more likely to make players feel boring and unreal, and they will feel that the shooting feel of different guns is converging during the game. At the same time, because the movement process of the superimposed static animation is fixed, there is little content that can be changed dynamically, and it is not well adapted to the recoil or bullet dispersion of the gun in the game or the buffering performance of shooting or stopping shooting, making the shooting animation performance not realistic enough, affecting the player's visual experience. In addition, the static animations superimposed between different guns cannot be reused, and the versatility is relatively low, which will also increase the resource consumption of making static animations in FPS games.

[0068] In response to the above problems, the embodiments of the present application provide a control method, device, electronic device and storage medium for a shooting prop, which can generate a posture animation of the shooting prop according to the action parameters in a pre-established hybrid space, thereby improving the animation realism of the shooting prop when shooting and enhancing the player's visual experience with low resource consumption.

[0069] To facilitate understanding of this embodiment, a control method, device, electronic device and storage medium for a shooting prop provided in an embodiment of the present application are described in detail below.

[0070] See also Figure 1 , Figure 1 This is a flow chart of a method for controlling a shooting prop provided in an embodiment of the present application. Figure 1As shown in the figure, the control method of the shooting props provided in the embodiment of the present application provides a graphical user interface through a terminal device, and the graphical user interface includes some virtual scenes and virtual characters; the control method includes:

[0071] S110, responding to a shooting trigger instruction for a shooting prop held by the virtual character, and acquiring action parameters of the shooting prop;

[0072] S120, establishing a hybrid space, the hybrid space being a virtual space established based on a three-dimensional coordinate system, the three-dimensional coordinate system taking the crosshairs of the shooting prop as the origin and the shooting rod of the shooting prop as the third-dimensional coordinate axis; the hybrid space comprising a first subspace and a second subspace, the first subspace being a two-dimensional space formed by the first-dimensional coordinate axis and the second-dimensional coordinate axis of the three-dimensional coordinate system, and the second subspace being a one-dimensional space formed by the third-dimensional coordinate axis; the first subspace and the second subspace are respectively configured with a first animation including a first number of frames and a second animation including a second number of frames, the first animation being an animation of the shooting prop adjusting its posture in the first subspace, the second animation being an animation of the shooting prop adjusting its posture in the second subspace, and the crosshairs position of the shooting prop in the first animation and the second animation being fixed;

[0073] S130, generating a posture animation of the shooting prop to be adjusted according to the action parameters and the blending space;

[0074] S140: Rendering the shooting prop according to the posture animation.

[0075] First, the names involved in the embodiments of the present application are briefly introduced.

[0076] The terminal device involved in the embodiments of the present application mainly refers to a terminal for providing a graphical user interface and capable of controlling and operating a virtual character. The terminal device may include but is not limited to any of the following devices: a laptop, a smart phone, a tablet computer, a desktop computer, a game console, an MP4 (Moving Picture Experts Group Audio Layer IV, Moving Picture Experts Group Audio Layer 4) player, a personal digital assistant (PDA), an e-book reader, etc. The terminal device has installed and runs an application that supports games, such as an application that supports three-dimensional games or two-dimensional games. In the embodiments of the present application, the application is introduced as a game application. Optionally, the application can be a stand-alone application, such as a stand-alone 3D game program, or a network-connected application.

[0077] A graphical user interface is an interface display format for communication between people and computers. It allows users to manipulate icons, logos or menu options on the screen using input devices such as a mouse or keyboard. It also allows users to manipulate icons or menu options on the screen by performing touch operations on the touch screen of a touch terminal to select commands, start programs or perform other tasks.

[0078] A virtual scene is a game scene displayed (or provided) when an application is running on a terminal or server, that is, a scene used in the normal game process. In other words, a virtual scene refers to a virtual game control that carries a virtual character during the game process. The virtual character can be controlled by the operation instructions issued by the user (i.e., the player) to the terminal device in the game scene to perform actions such as movement and skill release. Optionally, the virtual scene can be a simulation environment of the real world, a semi-simulation and semi-fictitious virtual environment, or a purely fictitious virtual environment. The virtual scene can be any one of a two-dimensional virtual scene, a 2.5-dimensional virtual scene, and a three-dimensional virtual scene. The virtual environment can be the sky, land, ocean, etc., wherein the land includes environmental elements such as deserts and cities. Among them, the virtual scene is a scene of complete game logic of virtual characters such as user control. Optionally, the virtual scene can also be used for game scene battles between at least two virtual characters, and there are virtual resources available for at least two virtual characters in the virtual scene. Exemplarily, the virtual scene can include any one or more of the following elements: game background elements, game virtual character elements, game prop elements, and game material elements.

[0079] A virtual character refers to a dynamic object that can be controlled in a virtual scene. Optionally, the dynamic object can be a virtual character, an animated character, etc. The virtual character is a character controlled by a player through an input device, or an artificial intelligence (AI) set in a virtual environment battle through training. Optionally, the virtual character is a virtual character competing in a virtual scene. Optionally, the number of virtual objects in the virtual scene battle is preset, or dynamically determined according to the number of clients joining the battle, and the embodiment of the present application does not limit this. In a possible implementation, the user can control the virtual character to move in the virtual scene, for example, control the virtual character to run, jump, crawl, etc., and can also control the virtual character to fight with other virtual characters using skills, virtual props, etc. provided by the application. Optionally, when the virtual environment is a three-dimensional virtual environment, the virtual character can be a three-dimensional virtual model, each virtual character has its own shape and volume in the three-dimensional virtual environment, and occupies a part of the space in the three-dimensional virtual environment. Optionally, the virtual character is a three-dimensional character constructed based on three-dimensional human skeleton technology, and the virtual character achieves different external images by wearing different skins. In some implementations, the virtual character may also be implemented using a 2.5-dimensional or 2-dimensional model, which is not limited in the embodiments of the present application.

[0080] The control method of the shooting prop in one embodiment of the present disclosure can be run on a terminal device or a server. The terminal device can be a local terminal device. When the control method of the shooting prop is run on a server, the control method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.

[0081] In an optional implementation, various cloud applications, such as cloud games, can be run under the cloud interaction system. Taking cloud games as an example, cloud games refer to a game mode based on cloud computing. In the operation mode of cloud games, the operating body of the game program and the main body of the game screen presentation are separated, the storage and operation of the control method are completed on the cloud game server, and the role of 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 mobile terminal, a TV, a computer, a handheld computer, etc.; but the terminal device for control 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.

[0082] In an optional embodiment, the terminal device may be a local terminal device. Taking a game as an example, the local terminal device stores a game program and is used to present a game screen. The local terminal device is used to interact with the player through a graphical user interface, that is, the game program is downloaded and installed by an electronic device and run conventionally. The local terminal device may provide the graphical user interface to the player in a variety of ways, for example, it may be rendered and displayed on a display screen of the terminal, or provided to the player through a holographic projection. For example, the local terminal 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.

[0083] In the game, multiple players participating in the game join the same game. After entering the game, different role attributes, such as identity attributes, are assigned to the virtual characters of different players. Different camps are determined by assigning different role attributes, so that players can win the game by performing tasks assigned by the game at different stages of the game. For example, multiple virtual characters with role attribute A can win the game by "eliminating" virtual characters with role attribute B during the game stage.

[0084] The implementation environment provided in one embodiment of the present application may include: a first terminal device, a game server, and a second terminal device. The first terminal device and the second terminal device communicate with the server respectively to achieve data communication. In this embodiment, the first terminal device and the second terminal device are respectively installed with a client for executing the control method of the shooting props provided by the present application, and the game server is a server for executing the control method of the shooting props provided by the present application. Through the client, the first terminal device and the second terminal device can communicate with the game server respectively.

[0085] Taking the first terminal device as an example, the first terminal device establishes communication with the game server by running the client. In an optional implementation, the server establishes a game match according to the game request of the client. Among them, the parameters of the game match can be determined according to the parameters in the received game request, for example, the parameters of the game match may include the number of people participating in the game match, the level of the characters participating in the game match, etc. When the first terminal device receives the response of the server, the virtual scene corresponding to the game match is displayed through the graphical user interface of the first terminal device. In an optional implementation, the server determines a target game match for the client from multiple established game matches according to the game request of the client, and when the first terminal device receives the response of the server, the virtual scene corresponding to the game match is displayed through the graphical user interface of the first terminal device. The first terminal device is a device controlled by the first user, and the virtual character displayed in the graphical user interface of the first terminal device is the player character controlled by the first user. The first user inputs an operation instruction through the graphical user interface to control the player character to perform corresponding operations in the virtual scene.

[0086] Taking the second terminal device as an example, the second terminal device establishes communication with the game server by running the client. In an optional implementation, the server establishes a game match according to the game request of the client. Among them, the parameters of the game match can be determined according to the parameters in the received game request, for example, the parameters of the game match may include the number of people participating in the game match, the level of the characters participating in the game match, etc. When the second terminal device receives the response of the server, the virtual scene corresponding to the game match is displayed through the graphical user interface of the second terminal device. In an optional implementation, the server determines a target game match for the client from multiple established game matches according to the game request of the client, and when the second terminal device receives the response of the server, the virtual scene corresponding to the game match is displayed through the graphical user interface of the second terminal device. The second terminal device is a device controlled by the second user, and the virtual character displayed in the graphical user interface of the second terminal device is the player character controlled by the second user. The second user inputs an operation instruction through the graphical user interface to control the player character to perform corresponding operations in the virtual scene.

[0087] The server performs data calculation based on the game data reported by the first terminal device and the second terminal device, and synchronizes the calculated game data to the first terminal device and the second terminal device, so that the first terminal device and the second terminal device control the graphical user interface to render the corresponding virtual scene and / or virtual character according to the synchronization data sent by the server.

[0088] In this embodiment, the virtual character controlled by the first terminal device and the virtual character controlled by the second terminal device can be virtual characters in the same game, wherein the virtual character controlled by the first terminal device and the virtual character controlled by the second terminal device can have the same character attributes or different character attributes.

[0089] It should be noted that the virtual characters in the current game may include two or more virtual characters, and different virtual characters may correspond to different terminal devices. That is to say, in the current game, there are more than two terminal devices that send and synchronize game data with the game server respectively.

[0090] The following describes the above exemplary steps provided in the embodiment of the present application by taking the above shooting prop control method applied to a terminal device as an example.

[0091] In step S110, in response to a shooting trigger instruction for a shooting tool held by the virtual character, the action parameters of the shooting tool are acquired.

[0092] In one embodiment, the player controls the virtual character to pick up the shooting props. After picking up the shooting props, the virtual character assembles the shooting props. After that, the virtual character can use the shooting props to shoot, that is, use the shooting props to aim at other virtual characters. Specifically, the virtual character can be controlled to pick up and assemble the shooting props in response to the player's first touch operation on the control corresponding to the shooting prop. Exemplarily, the first touch operation can be a click operation on an icon, button or block diagram on the game interface that represents the function of picking up and assembling the shooting props, or it can be a drag operation on the game interface for the control corresponding to the shooting prop, wherein the control corresponding to the shooting prop has the function of picking up and assembling the shooting props.

[0093] In another embodiment, the virtual character is pre-equipped with a shooting prop, and the player does not need to control the virtual character to pick up the shooting prop.

[0094] Exemplarily, the shooting props may be a submachine gun, a heavy machine gun, a Type 47 rifle, an M4 carbine, a special forces combat assault rifle, an AN-94 assault rifle, an army general-purpose rifle, a Type 95 automatic rifle, and the like.

[0095] In the embodiment of the present application, the shooting trigger instruction refers to a touch instruction issued by the player through the terminal device, which may be a touch instruction issued to the shooting prop control on the terminal device, and is used to control the shooting prop to obtain the action parameters of the shooting prop while shooting in the game scene. Among them, the shooting prop control may be displayed on the graphical user interface or not. Here, the touch instruction may include any one of a click instruction, a slide instruction, and a long press instruction.

[0096] Here, the action parameter refers to the offset ratio between the rotation angle of the current posture of the shooting prop relative to the initial static posture of the shooting prop and the maximum angle that the shooting prop can rotate. The offset ratio is saved in the form of a floating-point data type and ranges from 0 to 1.

[0097] Exemplarily, the offset ratio includes offset sub-ratios calculated by rotating the shooting prop along the first-dimensional coordinate axis, the second-dimensional coordinate axis, and the third-dimensional coordinate axis, respectively, wherein the maximum angle at which the shooting prop can rotate along the first-dimensional coordinate axis can be preset as a first threshold angle, the maximum angle at which the shooting prop can rotate along the second-dimensional coordinate axis can be preset as a second threshold angle, and the maximum angle at which the shooting prop can rotate along the third-dimensional coordinate axis can be preset as a third threshold angle. For example, the first threshold angle, the second threshold angle, and the third threshold angle can all be set to 5 degrees. Here, the first threshold angle, the second threshold angle, and the third threshold angle can also be set to different values. Obtain the current shooting props along the first-dimensional coordinate axis, respectively. The rotation angles of the first-dimensional coordinate axis, the second-dimensional coordinate axis, and the third-dimensional coordinate axis, such as the current shooting prop rotates 2 degrees along the first-dimensional coordinate axis, the current shooting prop rotates 3 degrees along the second-dimensional coordinate axis, and the current shooting prop rotates 1 degree along the third-dimensional coordinate axis. Then, it is calculated that the offset sub-ratio of the current shooting prop rotates along the first-dimensional coordinate axis is 0.4, the offset sub-ratio of the current shooting prop rotates along the second-dimensional coordinate axis is 0.6, and the offset sub-ratio of the current shooting prop rotates along the third-dimensional coordinate axis is 0.2. It can be seen that the action parameters of the current shooting prop in the three-dimensional coordinate system are (0.4, 0.6, 0.2).

[0098] Here, the rotation angle of the current posture of the shooting prop relative to the initial static posture of the shooting prop can be affected by the prop attribute parameters, the player control parameters and the environmental parameters. Here, the rotation angle of the shooting prop in the mixed space can be determined according to the current prop attribute parameters of the shooting prop, the player control parameters and the environmental parameters, and then the action parameters of the shooting prop in the mixed space are calculated according to the preset threshold angle. In one embodiment, the rotation angle of the shooting prop in the first subspace and the second subspace can be determined according to the current prop attribute parameters of the shooting prop, the player control parameters and the environmental parameters, and then the action parameters of the shooting prop in the first subspace and the second subspace can be calculated according to the preset threshold angles corresponding to the first subspace and the second subspace. In another embodiment, the angles of rotation of the shooting prop along the first dimensional coordinate axis, the second dimensional coordinate axis and the third dimensional coordinate axis can be determined according to the current prop attribute parameters of the shooting prop, the player control parameters and the environmental parameters, and then the action parameters of the shooting prop along the first dimensional coordinate axis, the second dimensional coordinate axis and the third dimensional coordinate axis can be calculated according to the first threshold angle, the second angle threshold and the third angle threshold corresponding to the first dimensional coordinate axis, the second dimensional coordinate axis and the third dimensional coordinate axis.

[0099] Exemplarily, the action parameters can be obtained by the following steps:

[0100] Step S210, obtaining the current combat attribute parameters of the shooting prop, the combat attribute parameters including prop attribute parameters, player control parameters, and environmental parameters.

[0101] In order to better restore the visual effects in the real environment and make the game more realistic, the prop attribute parameters in the embodiment of the present application include at least one of the following items: the initial recoil of the shooting prop, the initial recoil direction of the shooting prop, the automatic continuous shooting interval, the first shooting recoil and the first shooting recoil direction under the influence of the shooting prop level, the second shooting recoil and the second shooting recoil direction under the influence of the number of shooting prop accessories, and the third shooting recoil and the third shooting recoil direction under the influence of the degree of wear of the shooting prop; wherein, the shooting prop level is negatively correlated with the first shooting recoil and the first shooting recoil direction, respectively, the number of shooting prop accessories is negatively correlated with the second shooting recoil and the second shooting recoil direction, respectively, and the degree of wear of the shooting prop is positively correlated with the third shooting recoil and the third shooting recoil direction, respectively.

[0102] Here, the initial recoil and the direction of the initial recoil of the shooting prop can be determined after the type of the shooting prop is determined. This initial recoil and the direction of the initial recoil can be determined according to the actual firearms corresponding to the shooting props in the actual scene. The automatic continuous shooting interval refers to the time interval between the firing of two adjacent bullets in the number of bullets that can be fired continuously within 1 minute obtained through calculation and testing.

[0103] The first shot recoil and the first shot recoil direction under the influence of the shooting prop level can be superimposed with the initial recoil of the shooting prop and the initial recoil direction of the shooting prop, respectively, that is, the first shot recoil can act on the initial recoil to change the initial recoil, and similarly, the first shot recoil direction can act on the initial recoil direction to change the initial recoil direction. Here, the shooting prop level is negatively correlated with the first shot recoil and the first shot recoil direction, respectively. The higher the shooting prop level, the better the stability, the smaller the first shot recoil, and accordingly, the smaller the deviation of the first shot recoil direction.

[0104] The second shooting recoil and the second shooting recoil direction under the influence of the number of shooting prop accessories can be superimposed with the initial recoil of the shooting prop and the initial recoil direction of the shooting prop, respectively, that is, the second shooting recoil can act on the initial recoil to change the initial recoil, and similarly, the second shooting recoil direction can act on the initial recoil direction to change the initial recoil direction. Among them, adding shooting prop accessories to the shooting prop can reduce the recoil. The shooting prop accessories in the embodiments of the present application are all accessories that can reduce the recoil of the shooting prop, such as adding muzzle compensation accessories to reduce the recoil of the shooting prop, such as adding a vertical grip to reduce the ballistic recoil, and at the same time reducing the left and right swing amplitude of the shooting prop, such as adding a wooden grip to reduce the time of opening the scope, and at the same time reducing the upward recoil of the shooting prop. Here, the number of shooting prop accessories is negatively correlated with the second shooting recoil and the direction of the second shooting recoil, respectively. The more shooting prop accessories there are, the better the stability is, the smaller the second shooting recoil is, and correspondingly, the smaller the deviation of the second shooting recoil direction is.

[0105] The third shooting recoil and the third shooting recoil direction under the influence of the degree of wear of the shooting prop can be superimposed with the initial recoil of the shooting prop and the initial recoil direction of the shooting prop, respectively, that is, the third shooting recoil can act on the initial recoil to change the initial recoil, and similarly, the third shooting recoil direction can act on the initial recoil direction to change the initial recoil direction. Among them, the degree of wear of the shooting prop is positively correlated with the third shooting recoil and the third shooting recoil direction, respectively, that is, the greater the degree of wear of the shooting prop, the worse the stability of the shooting prop, the greater the third shooting recoil, and correspondingly, the greater the deviation of the third shooting recoil direction.

[0106] Here, the degree of wear of the shooting props is determined by at least one of the following items: frequency of use by players, weather conditions, and geographical location; wherein weather conditions include wind, rain, snow, hail, sandstorms, etc., and geographical locations include deserts, Antarctica, etc.

[0107] During the game, when the player controls the shooting props to shoot, the more frequently the player uses the shooting props, the greater the wear of the shooting props; the worse the weather conditions, the greater the wear of the shooting props; special conditions in the geographical location will also cause the wear of the shooting props to increase; that is, the positive correlation between the frequency of player use and the wear of the shooting props can be preset. According to the weather conditions and geographical location, the growth rate of the wear of the shooting props in different scenarios can be preset, such as in the rain, the wear of the shooting props increases by 1% per minute; in a sandstorm, the wear of the shooting props increases by 5% per minute; in the desert, the wear of the shooting props increases by 8% per minute, etc.

[0108] It should be noted that the positive correlation and negative correlation mentioned above are rules summarized based on a large amount of game data. As the amount of game data increases, the correlations between shooting recoil and the level of shooting props, the number of shooting prop accessories and the degree of wear of shooting props (including positive correlation and negative correlation) will become more accurate.

[0109] Furthermore, the player control parameters include at least one of the following items: a shooting frequency controlled by the player, a fourth shooting recoil and a fourth shooting recoil direction under the influence of the health of the virtual character; wherein the health of the virtual character is negatively correlated with the fourth shooting recoil and the fourth shooting recoil direction, respectively.

[0110] Here, the shooting frequency controlled by the player refers to the number of bullets fired by the player's shooting props within 1 minute in battle. The shooting frequency here is the frequency when the player actually shoots, which is controlled by the player. The fourth shooting recoil and the fourth shooting recoil direction under the influence of the health of the virtual character can be directly superimposed on the initial recoil and the initial recoil direction, respectively, that is, the fourth shooting recoil can directly act on the initial recoil to change the initial recoil. Similarly, the fourth shooting recoil direction can directly act on the initial recoil direction to change the initial recoil direction. Among them, the health of the virtual character is negatively correlated with the fourth shooting recoil and the fourth shooting recoil direction, that is, the greater the health of the virtual character (the healthier), the more stable the shooting, the smaller the fourth shooting recoil, and then, the smaller the offset of the fourth shooting recoil direction.

[0111] Here, the health of the virtual character can be represented by the life value of the virtual character. Specifically, the health of the virtual character is determined by at least one of the following items: game progress, weather conditions, and geographical location. Among them, the game progress is negatively correlated with the health of the virtual character, that is, as the game progresses, the health of the virtual character will become smaller and smaller without replenishing the life value, that is, as the game progresses, the life value of the virtual character will become lower and lower. The worse the weather conditions, the lower the life value of the virtual character will be; special conditions in the geographical location will also cause the life value of the virtual character to decrease; that is, the negative correlation between the game progress and the health of the virtual character can be pre-set. According to the weather conditions and geographical location, the rate of decrease of the health in different scenarios can be pre-set, such as in the rain, the life value of the virtual character decreases by 1% per minute; in a sandstorm, the life value of the virtual character decreases by 5% per minute; in the desert, the life value of the virtual character decreases by 8% per minute, etc.

[0112] Furthermore, environmental parameters are natural forces caused by weather conditions, wherein weather conditions include wind, rain, snow, hail, sandstorms, etc. Natural forces formed in the environment by wind, rain, snow, hail, sandstorms, such as resistance, etc., can directly act on the shooting props, making the shooting props unstable during shooting, thereby increasing the recoil or deflection force of the shooting props.

[0113] In this way, by inputting the prop attribute parameters, player control parameters, and environmental parameters into the preset parameter generation model, the action parameters corresponding to the combat attribute parameters can be generated. Through the action parameters, the visual effects of shooting props in the real environment can be better restored in the mixed space, making the game more realistic.

[0114] The combat attribute parameters in step S210 can be stored in advance in a database, in which a database table formed by various state identifiers is stored, and the state identifier is associated with the combat attribute parameters of the shooting prop when shooting in different game scenes, and the game scene here can be a simulation of a real scene. The combat attribute parameters associated with the target state identifier are obtained by reading the target state identifier in the database table. Here, a state identifier can be set to correspond to all combat attribute parameters of the target shooting prop controlled by the target player when shooting in the target game scene; a state identifier can also be set to correspond to only one combat attribute parameter, so that when inputting the combat attribute parameters into the parameter generation model, multiple state identifiers need to be obtained in advance, and each state identifier represents a condition, such as state identifier A represents the game scene, state identifier B represents the type of shooting prop, and state identifier C represents the type of player controlling the shooting prop, such as men, women, old people, children, etc.

[0115] Here, in order to save the terminal's memory, the created database is saved on the server corresponding to the game. In this game, the target state identifier corresponding to the current game scene is determined by detection and sent to the server. According to the target state identifier sent to the server, the combat attribute parameters matching the target state identifier are retrieved from the server. The parameter generation model can be pre-set on the server or on the terminal device. If the computing power of the terminal device can support the calculation and processing of the parameter generation model, the parameter generation model is set on the terminal device, so that the action parameters generated by the parameter generation model can be quickly obtained.

[0116] In step S220, the combat attribute parameters are input into a preset parameter generation model, and the action parameters corresponding to the combat attribute parameters are obtained through the parameter generation model.

[0117] In this step, a large number of data samples can be obtained in advance to train the parameter generation model to obtain a trained parameter generation model, wherein each data sample includes a combat attribute parameter sample and an action parameter sample corresponding to the combat attribute parameter sample. Here, the parameter generation model can be a neural network model.

[0118] Exemplarily, the obtained combat attribute parameters can be directly input into the parameter generation model for processing, or the obtained combat attribute parameters can be pre-processed and converted into a unified data type before being input into the parameter generation model. For example, the unified data type is prop attribute parameters, that is, both player control parameters and environmental parameters are converted into prop attribute parameters.

[0119] In step S120, a mixing space is established.

[0120] Here, the hybrid space is a virtual space established based on a three-dimensional coordinate system, the three-dimensional coordinate system takes the crosshairs of the shooting prop as the origin, and the shooting rod of the shooting prop as the third-dimensional coordinate axis; the hybrid space includes a first subspace and a second subspace, the first subspace is a two-dimensional space composed of the first-dimensional coordinate axis and the second-dimensional coordinate axis of the three-dimensional coordinate system, and the second subspace is a one-dimensional space composed of the third-dimensional coordinate axis; the first subspace and the second subspace are respectively configured with a first animation containing a first number of frames and a second animation containing a second number of frames, the first animation is an animation of the shooting prop adjusting its posture in the first subspace, and the second animation is an animation of the shooting prop adjusting its posture in the second subspace, and the position of the crosshairs of the shooting prop is fixed in the first animation and the second animation.

[0121] Specifically, the hybrid space is a virtual space established based on a three-dimensional coordinate system, wherein the three-dimensional coordinate system takes the crosshairs of the shooting prop as the origin, the shooting rod of the shooting prop as the third-dimensional coordinate axis, the horizontal axis of the shooting prop as the first-dimensional coordinate axis, and the vertical axis of the shooting prop as the second-dimensional coordinate axis.

[0122] For an example, see Figure 2 , Figure 2 A three-dimensional schematic diagram of a shooting prop provided in an embodiment of the present application. Figure 2 As shown, the mechanical sight o of the shooting prop is taken as the origin, the shooting rod of the shooting prop is taken as the roll axis (third-dimensional coordinate axis), the horizontal axis of the shooting prop is taken as the pitch axis (first-dimensional coordinate axis), and the vertical axis of the shooting prop is taken as the yaw axis (second-dimensional coordinate axis). Specifically, the three-dimensional virtual space is divided into a first subspace and a second subspace, the second subspace is a one-dimensional space obtained by making a conical motion along the roll axis in the engine, and the first subspace is a two-dimensional space obtained by making a cylindrical motion along the pitch axis and the yaw axis in the engine.

[0123] For example, taking the static standby animation posture of the shooting prop as the reference and the position of the crosshair as the origin, by dividing the first subspace and the second subspace, combined with the production of the mixed space, it can be achieved that no matter how large the offset angle of the shooting prop is, it will not affect the position of the crosshair, and thus will not affect the player's aiming in the game. For example, 2 groups of mixed spaces are produced (Group A corresponds to the first subspace, Group B corresponds to the second subspace), with a total of 6 single-frame animations, of which 6 single-frame animations are the minimum number to achieve the offset effect, Group A rotates along the pitch axis and the yaw axis, and the rotation angle is determined according to the needs, and Group B rotates along the roll axis, and the rotation angle is determined according to the needs. Group B obtains a virtual space that can perform conical motion along the roll axis, and Group A obtains a virtual space that can perform cylindrical motion around the pitch axis and yaw axis. The two control the offset angle of the shooting prop during shooting by transferring parameters, and no matter how the transferred parameters are, the position of the aiming crosshairs will never change, thus avoiding affecting the player's aiming. Since they are all mixed spaces composed of animations with a frame rate of 1, the consumption of storage resources is very low.

[0124] Here, the establishment of the first subspace and the second subspace can ensure that the stability of the front sight of the shooting prop can be maintained when the two-dimensional space is used to simulate the offset of the shooting prop in the game, that is, it does not affect the player's aiming, and can also meet the shooting prop's ability to move simultaneously in multiple axes, enriching the dynamic performance of the offset trajectory. Among them, only static frame animation is needed to simulate dynamic animation effects. In this way, combining static frame animation with hybrid space can achieve the purpose of saving performance consumption and simulating dynamic effects.

[0125] In step S130, a posture animation of the shooting prop to be adjusted is generated according to the action parameters and the blending space.

[0126] The action parameters here refer to those obtained in the method in step S110, and the mixing space here refers to the mixing space established in step S120.

[0127] Specifically, a first mixed animation is obtained through the action parameters and the first animation configured in the mixed space;

[0128] The second mixed animation is obtained by configuring the action parameters and the second mixed animation in the mixed space; the first mixed animation is superimposed on the second mixed animation to obtain the posture animation.

[0129] In an embodiment of the present application, a first mixed animation is obtained by using action parameters and a first animation with a first number of frames configured in a first subspace; a second mixed animation is obtained by using action parameters and a second animation with a second number of frames configured in a second subspace; and the first mixed animation and the second mixed animation are superimposed to obtain a posture animation.

[0130] In order to reduce resource consumption without affecting shooting accuracy, the number of animation frames configured in the hybrid space can be lowered. Here, the first frame number and the second frame number can both be set to one frame, wherein the first animation and the second animation are both still-frame animations, which do not have any dynamics. In this way, using a still-frame animation of one frame can reduce the performance consumption of the terminal device when synthesizing gesture animations.

[0131] In step S140, the shooting prop is rendered according to the posture animation.

[0132] Specifically, a preset shooting animation for a shooting prop is obtained; the posture animation and the shooting animation are superimposed to obtain a target animation; and the shooting prop is rendered according to the target animation.

[0133] Here, the target animation is obtained through the following steps:

[0134] Compare the first mixed animation corresponding to the posture animation with the reference posture image to obtain first difference data, where the reference posture image is a posture image of the shooting prop in a static standby state; superimpose the first difference data with the second mixed animation to obtain a superimposed animation; compare the obtained superimposed animation with the reference posture image to obtain second difference data; superimpose the second difference data with the shooting animation to obtain a target animation.

[0135] Specifically, the first mixed animation contains multiple frames of images. Comparing the first mixed animation with the reference posture image is equivalent to comparing the reference posture image with each frame of the first mixed animation respectively, so that multiple difference data can be obtained, that is, each frame of the first mixed animation corresponds to a piece of difference data.

[0136] In this way, the first mixed animation is first compared with the reference posture image to obtain the first difference data, and the first additional posture animation corresponding to the first difference data is superimposed on the second mixed animation to obtain the superimposed animation; the superimposed animation is compared with the reference posture image to obtain the second difference data, and the second additional posture animation corresponding to the second difference data is superimposed on the shooting animation to obtain the target animation, and the shooting prop is rendered based on the obtained target animation. The change in the offset angle of the shooting prop will not affect the performance of the preset shooting animation for the shooting prop. Among them, the preset shooting animation refers to the unified animation format designed by the animation designer for the shooting prop to shoot at the beginning. Exemplarily, the preset shooting animation can be a shooting skeletal animation played by the shooting prop at a certain speed and a certain playback interval.

[0137] For example, when a player inputs a shooting trigger command in the game through a controller (touch virtual controller / mouse and other mechanical controllers) on a smart terminal (computer, smart phone, tablet computer, and other devices) to perform a shooting action, the action parameters of the shooting props are obtained. The action parameters can be selected from the background according to the different shooting props currently used. The combat attribute parameters can be based on the observation of the recoil size, recoil direction, automatic continuous shooting interval and shooting frequency controlled by the user of different firearms in the real environment, and the recoil size, recoil direction, automatic continuous shooting interval and shooting frequency controlled by the player, etc., which are input into the parameter generation model to obtain the action parameters corresponding to the combat attribute parameters.

[0138] In the embodiment of the present application, the size of the action parameters can be divided into four stages and transmitted to the mixed space in sequence to obtain the posture animation of the shooting prop when shooting.

[0139] First is the "out of control stage", at this time, the action parameters passed in are large, the directions are randomly scattered but not concentrated in the same direction, and the jump is large. Here, due to the combination of the transition properties of the first subspace and the second subspace, the values ​​of the action parameters can be smoothly interpolated and transitioned, without a sense of jump. The values ​​of the action parameters are passed into the first subspace and the second subspace, and the recoil value corresponds to the offset or rotation amplitude of the shooting prop. The position of the action parameter value in the mixed space corresponds to the offset or rotation direction of the shooting prop. Under the joint action of the first subspace and the second subspace, the shooting prop makes a large range of conical motion with the shooting rod as the axis while also making a large-scale rolling motion. That is, at this time, the virtual character will shake greatly because the shooting prop held by the shooting prop is not adapted to the sudden recoil brought by the shooting prop during the first shooting or the first few shots in continuous shooting.

[0140] Then it enters the "adaptation stage", at which time the size and direction of the input action parameters are spread in a smaller range. Each time you shoot, under the joint action of the two sets of mixed spaces, the offset and rotation amplitude of the shooting props are reduced, and the direction still has a certain dispersion but the range becomes smaller. That is, the virtual character is trying to resist the recoil of the shooting props and give the shooting props a certain resistance control.

[0141] Continue shooting and enter the "control stage". At this time, the size of the action parameter passed in gradually stabilizes in a smaller range closer to 0, and the direction gradually stabilizes in a smaller range tending to the upward direction. At this time, the offset or rotation of the shooting prop is small and slow. That is, the simulation of the previous shooting control makes the virtual character gradually adapt to the power or speed of the shooting prop in his hand, and can better control the shooting prop.

[0142] Finally, it enters the "ending stage". At this time, the player empties the bullets of the shooting prop, and the action parameters stop being passed in. Due to the incoming damping function and the transition effect of the mixed space, the shooting prop smoothly interpolates from the current offset or rotated position to the initial position when the shooting prop starts shooting, and finally ends the entire shooting cycle.

[0143] The embodiment of the present application can make the shooting props shoot posture animation performances of multiple dimensions at the same time, so that the shooting posture animation effect is richer and will not destroy the original shooting animation performance. Since the dynamic performance of the posture animation comes from the transition properties of the mixed space and the dynamic transmission of the action parameters, there is no need for a complete process of skeletal animation sequence resources. Only 6 single-frame animations need to be produced. In this way, not only the difficulty of producing the resources required for the dynamic animation effect of the simulated shooting props is reduced, but also it can be changed dynamically and is more controllable.

[0144] Furthermore, step S140 also includes: rendering the shooting prop according to the posture animation and the preset damping function.

[0145] Here, the type of damping function is not specifically limited, that is, no matter what type of damping function is input into the blending space together with the posture animation, it can simulate the physical movement law of firearms in the real world. The input of the damping function makes each offset or rotation of the shooting props in the game smooth and attenuated, and even if the difference between the previous value and the next value is large, there will be no jump feeling.

[0146] For example, Figure 3 As shown, the horizontal axis in the coordinate system represents time, and the vertical axis represents the output value of each function, such as f(t), g(t), etc.; in step S140, the input damping function can be set as: f(t) = z 1 (t)×z 2 (t), the output result is expressed as L = A × f (t) × g (t) × R; where,

[0147]

[0148] The damping function of the input satisfies f(t) = 1 when t = 0; t = T 1 (total time), f(t) = 0;

[0149] Among them, A represents the offset amplitude value, f(t) represents the input damping function, g(t) represents the trigonometric function, R is a random number, T 2 represents the vibration period, n 1 Used to control the steepness of trigonometric functions, n 2 Used to control the movement of trigonometric functions on the horizontal axis, k 2Used to control the movement of trigonometric functions on the ordinate, k 1 It is used to control the movement of the damping function on the vertical axis, increase randomness within a certain limit, and output the result L, where L represents a decreasing damping function. It is used to simulate the process in which the jitter amplitude of a shooting prop reaches a peak value t seconds before continuous firing, and gradually slows down after adapting to the shooting force of the shooting prop.

[0150] The calculated results L are respectively input into the mixed space created in step S120. The required basic parameters can be set for the offset of the shooting prop in the pitch / yaw / roll directions by means of a matching table. The damping effects in the three directions act together on the shooting performance of the shooting prop, which is very rich and controllable. Different shooting props are configured with parameters that conform to their physical properties (in accordance with the settings of the recoil, bullet dispersion, etc. of each shooting prop in the game), so that different types of shooting props can have different gun feelings. For example, the rifle AK has a stronger cone movement and shows a strong recoil, while the submachine gun MP7 can rotate more strongly around the roll axis. Short firearms are more uncontrollable in the left and right directions, and the same type of firearms can also have subtle differences.

[0151] In this way, the embodiments of the present application can simulate the dynamic performance of various shooting props during continuous shooting. For example, after adding the damping function and combining the transition function of the mixed space, a submachine gun can be offset to the left and rotate to the left after firing the first shot. Because the hand is not yet used to the first shot, due to the damping function and the transition function of the mixed space, it will slowly return to the 0.0 point, that is, after a rapid offset during shooting, it slowly returns to the center position. Here, due to the transition function of the mixed space, when the next action parameter is transmitted, the position of the firearm will not immediately jump to the target position, but will be interpolated to the target position according to the average transition duration, so that each offset or rotation of the shooting prop is smooth without the need for redundant calculations.

[0152] The transition function of the blending space refers to the ability to animate elements by changing position, size, color, and transparency, as well as rotating, offsetting, and rolling. Here, some functions can be specified to control the progress of the animation.

[0153] As a preferred embodiment, the control method further includes: responding to a selection instruction for an animation mode of a shooting prop held by a virtual character during shooting, determining a target animation mode of the shooting prop during shooting; wherein the animation mode includes a first animation mode and a second animation mode; the first animation mode is used to instruct the shooting prop to be rendered according to a posture animation, and the second animation mode is used to instruct the shooting prop to be rendered according to a preset shooting animation;

[0154] If the target animation mode is the first animation mode, step S140 includes: obtaining a preset shooting animation for the shooting prop; superimposing the posture animation and the shooting animation to obtain the target animation; and rendering the shooting prop according to the target animation.

[0155] Furthermore, if the target animation mode is the second animation mode, a preset shooting animation for the shooting prop is obtained; and the shooting prop is rendered according to the shooting animation.

[0156] Here, when the player considers the computing power of the current terminal device and other conditions, he can freely choose the animation display form of the shooting props during this shooting, wherein the first animation mode indicates that this shooting is displayed according to the superposition result of the posture animation and the shooting animation obtained in the embodiment of the present application; the second animation mode indicates that this shooting is displayed according to the preset shooting animation provided in the prior art, and the first animation mode and the second animation mode are incompatible, that is, only one animation mode can be displayed at a time.

[0157] Exemplarily, the embodiment of the present application can select the animation mode of the shooting props in the current game when shooting before the game starts. If the second animation mode is selected, the animation effect of the shooting animation will be relatively poor, but the operating efficiency will be higher. At this time; if the first animation mode is selected, the animation effect of the shooting animation will be relatively good, but the operating efficiency will be slower.

[0158] Since the game provided in the embodiment of the present application includes multiple virtual characters (a virtual character and multiple other virtual characters), when multiple virtual characters shoot in the same game scene, if the animation restoration of the shooting props held by each virtual character is 100%, the performance consumption will be very high. Based on this, the animation of the virtual character shooting can be restored to 100%. The farther away from the camera of the virtual character, the lower the animation restoration degree of the other virtual characters, and the blurrier the animation effect display. After reaching a certain range, the animation effects of other virtual characters shooting are basically invisible. That is, according to the distance between the other virtual characters and the camera of the virtual character, the animation display effect is down-converted in order from near to far.

[0159] Furthermore, the control method provided in the embodiment of the present application also includes: obtaining the distance between each other virtual character in the game scene and the camera of the virtual character; judging the relationship between the distance and a preset distance threshold; if the distance is less than the preset distance threshold, step S140 includes: obtaining a preset shooting animation for a shooting prop; superimposing the posture animation and the shooting animation to obtain a target animation; and rendering the shooting prop according to the target animation.

[0160] Furthermore, if the distance is greater than a preset distance threshold, a preset shooting animation for the shooting prop is obtained; and the shooting prop is rendered according to the shooting animation.

[0161] The preset distance threshold may be determined based on the actual performance of the terminal device.

[0162] Here, other virtual characters refer to all virtual characters except the virtual character in the current game. In order to save computing power, the player who controls the virtual character only needs to clearly see the animation of his own shooting to improve his gaming experience. As for the animation of other virtual characters shooting, the player does not need to see it so clearly. Therefore, when displaying the shooting animation of other virtual characters on the graphical user interface, the shooting animation of the shooting prop played in a loop can be displayed. Playing the shooting animation alone can save computing power.

[0163] The control method for shooting props provided in the embodiment of the present application mainly proposes an optimization solution around the gun shooting performance in the specific game type of "first-person shooter game". A mixed space for generating posture animation can be established in advance. The frame number of the animation configured in the mixed space can be lowered without affecting the shooting accuracy to reduce resource consumption. Furthermore, under the condition of low resource consumption, the posture animation of the shooting props is generated according to the action parameters in the pre-established mixed space to improve the animation realism of the shooting props when shooting. When obtaining action parameters, it is possible to combine factors such as shooting prop properties, player control conditions, and game environment, and then, when using the action parameters in the pre-established mixed space to generate the shooting prop posture animation, it is possible to simulate in real time the recoil generated by different shooting props in the real environment when shooting and the offset effect generated by the shooting props themselves when the player gives resistance to counter the recoil of the shooting props. That is, without affecting the shooting accuracy and low consumption requirements, according to the engine characteristics, the dynamic performance of virtual characters and shooting props during first-person shooting is optimized, and the action parameters are controllably adjusted so that each different shooting prop can have a different visual experience that conforms to its physical properties, ensuring the dynamic effect while reducing performance consumption, enhancing reusability, and restoring the visual effects in the real environment, making the game more realistic and improving the user's visual experience.

[0164] For an example, see Figure 4 and Figure 5 , Figure 4 This is a diagram of the offset effect of the MG4 shooting in "Evolution Eve". Figure 5 This is a diagram of the offset effect when shooting with the MP7 in "Evolution Eve". Figure 4 and Figure 5The offset effects of the two firearms are shown. When performing shooting actions, the two firearms produce offset performances of different magnitudes and directions. Figure 4 The offset of the mg4 on the Pitch and Yaw axes is more obvious. Figure 5 The MP7 has a more obvious rotation of the Roll axis, which is in line with the movement law of continuous shooting in the real world. No matter what the offset angle is, the mechanical crosshairs of the gun are always kept in the center of the screen, which enriches the effect without affecting the accuracy of the player's aiming, which not only improves the authenticity of the game, but also improves the player's gaming experience. Figure 4 and Figure 5 The offset effect display can achieve a more realistic and controllable first-person shooting effect, making the production of related effects in the game easier and less resource-intensive, and can make the shooting experience and feel of different shooting props different.

[0165] Based on the same inventive concept, the embodiment of the present application also provides a control device for shooting props corresponding to the control method for shooting props. Since the principle of solving the problem by the device in the embodiment of the present application is similar to the control method for shooting props in the embodiment of the present application, the implementation of the device can refer to the implementation of the method, and the repeated parts will not be repeated.

[0166] See also Figure 6 , Figure 6 A schematic diagram of the structure of a control device for a shooting prop provided in an embodiment of the present application. The control device for a shooting prop provided in an embodiment of the present application provides a graphical user interface through a terminal device, and the graphical user interface includes some virtual scenes and virtual characters, such as Figure 6 As shown, the control device 600 of the shooting prop includes:

[0167] The parameter acquisition module 610 is used to respond to the shooting trigger instruction for the shooting prop held by the virtual character and acquire the action parameters of the shooting prop;

[0168] The space establishment module 620 is used to establish a hybrid space, wherein the hybrid space is a virtual space established based on a three-dimensional coordinate system, wherein the three-dimensional coordinate system takes the crosshair of the shooting prop as the origin and the shooting rod of the shooting prop as the third-dimensional coordinate axis; the hybrid space includes a first subspace and a second subspace, wherein the first subspace is a two-dimensional space formed by the first-dimensional coordinate axis and the second-dimensional coordinate axis of the three-dimensional coordinate system, and the second subspace is a one-dimensional space formed by the third-dimensional coordinate axis; the first subspace and the second subspace are respectively configured with a first animation containing a first number of frames and a second animation containing a second number of frames, wherein the first animation is an animation of the shooting prop adjusting its posture in the first subspace, and the second animation is an animation of the shooting prop adjusting its posture in the second subspace, and the crosshair position of the shooting prop is fixed in the first animation and the second animation;

[0169] Animation generation module 630, used to generate the posture animation of the shooting prop to be adjusted according to the action parameters and the blending space;

[0170] The animation rendering module 640 is used to render the shooting prop according to the posture animation.

[0171] In an optional embodiment of the present application, the animation rendering module 640 is specifically used for:

[0172] Obtaining a preset shooting animation for the shooting prop;

[0173] Superimposing the posture animation and the shooting animation to obtain a target animation;

[0174] The shooting prop is rendered according to the target animation.

[0175] In an optional embodiment of the present application, the animation generation module 630 is specifically used for:

[0176] Obtaining a first mixed animation through the action parameters and the first animation;

[0177] Obtaining a second mixed animation through the action parameters and the second animation;

[0178] The first mixed animation and the second mixed animation are superimposed to obtain the posture animation.

[0179] In an optional embodiment of the present application, the animation rendering module 640 is further specifically used for:

[0180] Comparing the first mixed animation corresponding to the posture animation with a reference posture image to obtain first difference data, wherein the reference posture image is a posture image of the shooting prop in a static standby state;

[0181] Superimposing the first difference data with the second mixed animation to obtain a superimposed animation;

[0182] Comparing the obtained superimposed animation with the reference posture image to obtain second difference data;

[0183] The second difference data is superimposed on the shooting animation to obtain a target animation.

[0184] In an optional embodiment of the present application, the parameter acquisition module 610 is specifically used for:

[0185] Obtaining current combat attribute parameters of the shooting prop, wherein the combat attribute parameters include prop attribute parameters, player control parameters, and environment parameters;

[0186] The combat attribute parameters are input into a preset parameter generation model, and the action parameters corresponding to the combat attribute parameters are obtained through the parameter generation model.

[0187] In an optional embodiment of the present application, the animation rendering module 640 is further specifically used for:

[0188] The shooting prop is rendered according to the posture animation and the preset damping function.

[0189] In an optional embodiment of the present application, the prop attribute parameters include at least one of the following items: the initial recoil of the shooting prop, the initial recoil direction of the shooting prop, the automatic continuous shooting interval, the first shooting recoil and the first shooting recoil direction under the influence of the shooting prop level, the second shooting recoil and the second shooting recoil direction under the influence of the number of shooting prop accessories, and the third shooting recoil and the third shooting recoil direction under the influence of the degree of wear of the shooting prop; wherein the shooting prop level is negatively correlated with the first shooting recoil and the first shooting recoil direction, respectively, the number of shooting prop accessories is negatively correlated with the second shooting recoil and the second shooting recoil direction, respectively, and the degree of wear of the shooting prop is positively correlated with the third shooting recoil and the third shooting recoil direction, respectively.

[0190] In an optional embodiment of the present application, the player control parameters include at least one of the following items: a shooting frequency controlled by the player, a fourth shooting recoil and a fourth shooting recoil direction under the influence of the health level of the virtual character; wherein the health level of the virtual character is negatively correlated with the fourth shooting recoil and the fourth shooting recoil direction, respectively.

[0191] In an optional embodiment of the present application, the health of the virtual character is determined by at least one of the following items: game progress, weather conditions, and geographic location.

[0192] In an optional embodiment of the present application, the environmental parameter is a natural force caused by weather conditions.

[0193] In an optional embodiment of the present application, the control device 600 further includes a mode selection module (not shown in the figure), and the mode selection module is used to:

[0194] In response to a selection instruction for an animation mode of the shooting prop held by the virtual character during shooting, a target animation mode of the shooting prop during shooting is determined; wherein the animation mode includes a first animation mode and a second animation mode; the first animation mode is used to instruct the shooting prop to be rendered according to the posture animation, and the second animation mode is used to instruct the shooting prop to be rendered according to a preset shooting animation;

[0195] If the target animation mode is the first animation mode, the animation rendering module 640 is further configured to:

[0196] A preset shooting animation for the shooting prop is obtained; the posture animation and the shooting animation are superimposed to obtain a target animation; and the shooting prop is rendered according to the target animation.

[0197] In an optional embodiment of the present application, the control device 600 further includes other animation display modules (not shown in the figure), and the other animation display modules are used to:

[0198] Get the distance between each other virtual character in the game scene and the camera of the virtual character;

[0199] Determining a relationship between the distance and a preset distance threshold;

[0200] If the distance is less than the preset distance threshold, the animation rendering module 640 is further configured to:

[0201] A preset shooting animation for the shooting prop is obtained; the posture animation and the shooting animation are superimposed to obtain a target animation; and the shooting prop is rendered according to the target animation.

[0202] An embodiment of the present application provides a control device for a shooting prop, which can pre-establish a mixed space for generating posture animation. Under the condition of not affecting the shooting accuracy, the frame number of the animation configured in the mixed space can be lowered to reduce resource consumption. Furthermore, under the condition of low resource consumption, the posture animation of the shooting prop is generated according to the action parameters under the pre-established mixed space to improve the animation realism of the shooting prop when shooting, thereby restoring the visual effect of the shooting prop in the real environment and enhancing the player's visual experience.

[0203] See also Figure 7 , Figure 7 This is a schematic diagram of the structure of an electronic device provided in an embodiment of the present application. Figure 7 As shown in , the electronic device 700 includes a processor 710 , a memory 720 and a bus 730 .

[0204] The memory 720 stores machine-readable instructions executable by the processor 710. When the electronic device 700 is running, the processor 710 communicates with the memory 720 via the bus 730. When the machine-readable instructions are executed by the processor 710, the above-mentioned Figure 1 The specific implementation of the steps of the shooting prop control method in the method embodiment shown can be found in the method embodiment, and will not be repeated here.

[0205] 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 specific implementation of the steps of the shooting prop control method in the method embodiment shown can be found in the method embodiment, and will not be repeated here.

[0206] 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.

[0207] 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.

[0208] 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.

[0209] 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.

[0210] 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.

[0211] 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 controlling a shooting prop, characterized in that: A graphical user interface is provided by a terminal device, wherein the graphical user interface includes a portion of a virtual scene and a virtual character, and the control method includes: In response to a shooting trigger instruction for a shooting prop held by the virtual character, obtaining action parameters of the shooting prop; Establishing a hybrid space, wherein the hybrid space is a virtual space established based on a three-dimensional coordinate system, wherein the three-dimensional coordinate system takes the crosshair of the shooting prop as the origin and the shooting rod of the shooting prop as the third-dimensional coordinate axis; the hybrid space comprises a first subspace and a second subspace, wherein the first subspace is a two-dimensional space formed by the first-dimensional coordinate axis and the second-dimensional coordinate axis of the three-dimensional coordinate system, and the second subspace is a one-dimensional space formed by the third-dimensional coordinate axis; the first subspace and the second subspace are respectively configured with a first animation containing a first number of frames and a second animation containing a second number of frames, wherein the first animation is an animation of the shooting prop adjusting its posture in the first subspace, and the second animation is an animation of the shooting prop adjusting its posture in the second subspace, and the crosshair position of the shooting prop is fixed in the first animation and the second animation; Generating a posture animation of the shooting prop to be adjusted according to the action parameters and the blending space; Rendering the shooting prop according to the posture animation; The step of generating the posture animation of the shooting prop to be adjusted according to the action parameter and the blending space comprises: Obtaining a first mixed animation through the action parameters and the first animation; Obtaining a second mixed animation through the action parameters and the second animation; The first mixed animation and the second mixed animation are superimposed to obtain the posture animation.

2. The control method according to claim 1, characterized in that: The rendering of the shooting prop according to the posture animation includes: Obtaining a preset shooting animation for the shooting prop; Superimposing the posture animation and the shooting animation to obtain a target animation; The shooting prop is rendered according to the target animation.

3. The control method according to claim 2, characterized in that: The step of superimposing the posture animation and the shooting animation to obtain the target animation includes: Comparing the first mixed animation corresponding to the posture animation with a reference posture image to obtain first difference data, wherein the reference posture image is a posture image of the shooting prop in a static standby state; Superimposing the first difference data with the second mixed animation to obtain a superimposed animation; Comparing the obtained superimposed animation with the reference posture image to obtain second difference data; The second difference data is superimposed on the shooting animation to obtain a target animation.

4. The control method according to claim 1, characterized in that: The step of obtaining the action parameters of the shooting prop includes: Obtaining current combat attribute parameters of the shooting prop, wherein the combat attribute parameters include prop attribute parameters, player control parameters and environment parameters; The combat attribute parameters are input into a preset parameter generation model, and the action parameters corresponding to the combat attribute parameters are obtained through the parameter generation model.

5. The control method according to claim 1, characterized in that: The rendering of the shooting prop according to the posture animation includes: The shooting prop is rendered according to the posture animation and the preset damping function.

6. The control method according to claim 4, characterized in that: The prop attribute parameters include at least one of the following items: the initial recoil of the shooting prop, the initial recoil direction of the shooting prop, the automatic continuous shooting interval, the first shooting recoil and the first shooting recoil direction under the influence of the shooting prop level, the second shooting recoil and the second shooting recoil direction under the influence of the number of shooting prop accessories, and the third shooting recoil and the third shooting recoil direction under the influence of the degree of wear of the shooting prop; wherein the shooting prop level is negatively correlated with the first shooting recoil and the first shooting recoil direction, respectively, the number of shooting prop accessories is negatively correlated with the second shooting recoil and the second shooting recoil direction, respectively, and the degree of wear of the shooting prop is positively correlated with the third shooting recoil and the third shooting recoil direction, respectively.

7. The control method according to claim 4, characterized in that: The player control parameters include at least one of the following items: a shooting frequency controlled by the player, a fourth shooting recoil and a fourth shooting recoil direction under the influence of the health of the virtual character; wherein the health of the virtual character is negatively correlated with the fourth shooting recoil and the fourth shooting recoil direction, respectively.

8. The control method according to claim 7, characterized in that: The health level of the virtual character is determined by at least one of the following items: game progress, weather conditions, and geographical location.

9. The control method according to claim 4, characterized in that: The environmental parameters are natural forces caused by weather conditions.

10. The control method according to claim 1, characterized in that: The control method further comprises: In response to a selection instruction for an animation mode of the shooting prop held by the virtual character during shooting, a target animation mode of the shooting prop during shooting is determined; wherein the animation mode includes a first animation mode and a second animation mode; the first animation mode is used to instruct the shooting prop to be rendered according to the posture animation, and the second animation mode is used to instruct the shooting prop to be rendered according to a preset shooting animation; If the target animation mode is the first animation mode, rendering the shooting prop according to the posture animation includes: A preset shooting animation for the shooting prop is obtained; the posture animation and the shooting animation are superimposed to obtain a target animation; and the shooting prop is rendered according to the target animation.

11. The control method according to claim 1, characterized in that: The control method further comprises: Get the distance between each other virtual character in the game scene and the camera of the virtual character; Determining a relationship between the distance and a preset distance threshold; If the distance is less than the preset distance threshold, rendering the shooting prop according to the posture animation includes: A preset shooting animation for the shooting prop is obtained; the posture animation and the shooting animation are superimposed to obtain a target animation; and the shooting prop is rendered according to the target animation.

12. A control device for a shooting prop, characterized in that: A graphical user interface is provided through a terminal device, wherein the graphical user interface includes a portion of a virtual scene and a virtual character, and the control device includes: A parameter acquisition module, used to respond to a shooting trigger instruction for a shooting prop held by the virtual character, and acquire action parameters of the shooting prop; A space establishment module, used for establishing a hybrid space, wherein the hybrid space is a virtual space established based on a three-dimensional coordinate system, wherein the three-dimensional coordinate system takes the crosshair of the shooting prop as the origin and the shooting rod of the shooting prop as the third-dimensional coordinate axis; the hybrid space comprises a first subspace and a second subspace, wherein the first subspace is a two-dimensional space formed by the first-dimensional coordinate axis and the second-dimensional coordinate axis of the three-dimensional coordinate system, and the second subspace is a one-dimensional space formed by the third-dimensional coordinate axis; the first subspace and the second subspace are respectively configured with a first animation containing a first number of frames and a second animation containing a second number of frames, wherein the first animation is an animation of the shooting prop adjusting its posture in the first subspace, and the second animation is an animation of the shooting prop adjusting its posture in the second subspace, and the crosshair position of the shooting prop is fixed in the first animation and the second animation; An animation generation module, used for generating a posture animation of the shooting prop to be adjusted according to the action parameters and the blending space; An animation rendering module, used for rendering the shooting prop according to the posture animation; The animation generation module is also used for: Obtaining a first mixed animation through the action parameters and the first animation; Obtaining a second mixed animation through the action parameters and the second animation; The first mixed animation and the second mixed animation are superimposed to obtain the posture animation.

13. 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 communicates with the memory via the bus, and the processor executes the machine-readable instructions to perform the steps of the control method of the shooting prop as described in any one of claims 1 to 11.

14. A computer-readable storage medium, characterized in that: The storage medium stores a computer program, and when the computer program is executed by a processor, the steps of the control method of the shooting prop as claimed in any one of claims 1 to 11 are executed.

Citation Information

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