Methods and devices for processing game assets, computer storage media, electronic devices
By automatically identifying and classifying game assets based on their names or characteristics, this technology solves the problem of low intelligence in existing technologies, enabling automatic classification and efficient import of game assets and improving game development efficiency.
Patent Information
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2021-12-23
- Publication Date
- 2026-03-10
AI Technical Summary
In the current technology, the processing of game assets has a low level of intelligence, requiring developers to manually export files, which takes a lot of time, especially in complex scenarios, and cannot automatically identify and classify game asset categories.
By determining the category of game assets based on their name or characteristics, and exporting them to a preset storage path, the target engine performs an import operation to achieve automatic categorization and export.
It improves file import efficiency and intelligence, reduces the workload of production staff, and enhances the efficiency of game development.
Smart Images

Figure CN114307153B_ABST
Abstract
Description
TECHNICAL FIELD
[0001] The present disclosure relates to the technical field of games, and particularly relates to a game asset processing method, a game asset processing device, a computer storage medium and an electronic device. BACKGROUND
[0002] In game production, generally, a DCC software (Digital Content Creation, such as maya, 3Dmax, etc.) is used to produce assets required in a game, and then the assets are imported into a target engine, and then a complete game is obtained through programming, collocation, etc.
[0003] At present, after the assets are produced, a production personnel generally manually exports files. Obviously, in a case where a game scene is complex (for example, the scene includes multiple characters, multiple props and multiple cameras), it takes a long time for the production personnel to complete the export task, and the intelligent degree is low.
[0004] Therefore, there is an urgent need in the art to develop a new game asset processing method and device.
[0005] It should be noted that the information disclosed in the above background section is only used to strengthen the understanding of the background of the present disclosure. SUMMARY
[0006] The purpose of the present disclosure is to provide a game asset processing method, a game asset processing device, a computer storage medium and an electronic device, thereby at least partially overcoming the problem of low intelligent degree in the related art.
[0007] Other characteristics and advantages of the present disclosure will become apparent from the following detailed description, or will be learned by practice of the present disclosure.
[0008] According to a first aspect of the present disclosure, a game asset processing method is provided, including: determining a category to which a game asset belongs according to a name or a feature of the game asset; exporting the game asset to a preset storage path according to the category to which the game asset belongs; and sending an asset import instruction to a target engine to perform an import operation on the game asset by the target engine.
[0009] In the example embodiment of the present disclosure, the determining the category of the game asset according to the name or the feature of the pre-created game asset comprises: judging whether the name of the game asset conforms to a preset naming rule; the preset naming rule contains a category identifier corresponding to the game asset; if the name conforms to the preset naming rule, determining the category of the game asset according to the category identifier; if the name does not conform to the preset naming rule, determining the category of the game asset according to the feature of the game asset.
[0010] In the example embodiment of the present disclosure, the feature of the game asset comprises whether the game asset carries a skin; the determining the category of the game asset according to the feature of the game asset comprises: detecting whether the game asset carries the skin; if the game asset does not carry the skin, determining the category of the game asset as a scene category; if the game asset carries the skin, determining the category of the game asset according to a bone key bound by the skin.
[0011] In the example embodiment of the present disclosure, the determining the category of the game asset according to the bone key bound by the skin comprises: detecting whether the bone key contains a biological bone key; if the bone key contains the biological bone key, determining the category of the game asset as a role category; if the bone key does not contain the biological bone key, determining the category of the game asset as a prop category.
[0012] In the example embodiment of the present disclosure, before the game assets of different categories are exported to different storage paths, the method further comprises: performing a baking process on the game asset carrying the skin.
[0013] According to a second aspect of the present disclosure, a processing method of a game asset is provided, comprising: receiving an asset import instruction; the asset import instruction carries a preset storage path and a category of the game asset; creating a storage directory according to the category of the game asset; and importing the game asset into a storage directory corresponding to the category of the game asset.
[0014] In the example embodiment of the present disclosure, after the game asset is imported into the storage directory corresponding to the category of the game asset, the method further comprises: obtaining a world coordinate of the game asset; and adding the game asset into a rendering scene of a target engine according to the world coordinate.
[0015] According to a third aspect of the present disclosure, a processing device of game assets is provided, comprising: an asset export module configured to determine a category to which a game asset belongs according to a name or a feature of the game asset; export the game asset to a preset storage path according to the category to which the game asset belongs; send an asset import instruction to a target engine; an asset import module configured to receive the asset import instruction, wherein the asset import instruction carries the preset storage path and the category to which the game asset belongs; create a storage directory according to the category to which the game asset belongs; and import the game asset into the storage directory corresponding to the category to which the game asset belongs.
[0016] According to a third aspect of the present disclosure, a computer storage medium is provided, which stores a computer program, and the computer program is executed by a processor to implement the game asset processing method according to the first aspect or the second aspect.
[0017] According to a fourth aspect of the present disclosure, an electronic device is provided, comprising: a processor; and a memory configured to store executable instructions of the processor; wherein the processor is configured to execute the game asset processing method according to the first aspect or the second aspect by executing the executable instructions.
[0018] According to the above technical solutions, the game asset processing method, the game asset processing device, the computer storage medium and the electronic device provided in the example embodiments of the present disclosure have at least the following advantages and positive effects:
[0019] In the technical solutions provided in some embodiments of the present disclosure, on the one hand, the category to which the game asset belongs is determined according to the name or the feature of the game asset, and the game asset is exported to a preset storage path according to the category to which the game asset belongs, so that the category to which the game asset belongs can be intelligently identified regardless of whether the naming of the game asset is standardized or not, and automatic classification and export of the asset are achieved, thereby solving the technical problem that the asset category cannot be automatically identified in related technologies. On the other hand, the asset import instruction is sent to the target engine to perform the import operation on the game asset through the target engine, which can solve the problem that the file import operation needs to be manually performed by a production personnel in related technologies, and improve the file import efficiency and the intelligent level.
[0020] It should be understood that the foregoing general description and the following detailed description are only exemplary and explanatory, and cannot limit the present disclosure. BRIEF DESCRIPTION OF DRAWINGS
[0021] The accompanying drawings, which are incorporated in and form part of this specification, illustrate embodiments consistent with this disclosure and, together with the description, serve to explain the principles of this disclosure. It is obvious that the drawings described below are merely some embodiments of this disclosure, and those skilled in the art can obtain other drawings based on these drawings without any inventive effort.
[0022] Figure 1 This diagram illustrates the asset export interface in Maya.
[0023] Figure 2 A flowchart illustrating the method for processing game assets in an embodiment of this disclosure is shown.
[0024] Figure 3 This illustration shows a flowchart of a process for determining the category of a pre-created game asset based on its name or characteristics in an embodiment of this disclosure.
[0025] Figure 4 This illustration shows a flowchart of a process for determining the category of a game asset based on its characteristics, as described in this embodiment of the disclosure.
[0026] Figure 5 A schematic diagram of the game asset export interface in an embodiment of this disclosure is shown;
[0027] Figure 6 This diagram illustrates the interface when importing game assets into the target engine in an embodiment of this disclosure.
[0028] Figure 7 This illustration shows a schematic diagram of an interface for classifying and storing game assets in a target engine, as shown in an embodiment of this disclosure.
[0029] Figure 8 This illustration shows a schematic diagram of the interface for displaying game assets in the rendering scene of the target engine in an embodiment of this disclosure;
[0030] Figure 9 A schematic diagram of the structure of the game asset processing device in an embodiment of this disclosure is shown;
[0031] Figure 10 A schematic diagram of the structure of an electronic device in an embodiment of this disclosure is shown. Detailed Implementation
[0032] Example embodiments will now be described more fully with reference to the accompanying drawings. However, example embodiments can be implemented in many forms and should not be construed as limited to the examples set forth herein; rather, these embodiments are provided to make this disclosure more comprehensive and complete, and to fully convey the concept of the example embodiments to those skilled in the art. The described features, structures, or characteristics can be combined in any suitable manner in one or more embodiments. In the following description, numerous specific details are provided to give a full understanding of embodiments of this disclosure. However, those skilled in the art will recognize that the technical solutions of this disclosure can be practiced with one or more of the specific details omitted, or other methods, components, apparatus, steps, etc., can be employed. In other instances, well-known technical solutions are not shown or described in detail to avoid obscuring various aspects of this disclosure.
[0033] The terms “a,” “an,” “the,” and “the” are used in this specification to indicate the presence of one or more elements / components / etc.; the terms “including” and “having” are used to indicate an open-ended inclusion and to mean that there may be other elements / components / etc. in addition to the listed elements / components / etc.; the terms “first” and “second” are used only as markings and are not a limitation on the number of objects.
[0034] Furthermore, the accompanying drawings are merely illustrative of this disclosure and are not necessarily drawn to scale. The same reference numerals in the drawings denote the same or similar parts, and therefore repeated descriptions of them will be omitted. Some block diagrams shown in the drawings are functional entities and do not necessarily correspond to physically or logically independent entities.
[0035] In related technologies, the following two methods are generally used to achieve asset exchange between DCC and target engine software:
[0036] First, utilize the built-in asset export function of DCC software and the built-in asset import function of the target engine software to allow creators to manually export or import assets. For example, in 3DS Max software, creators need to manually configure the export path and select the assets to be exported. In Maya software, refer to... Figure 1 , Figure 1 This is a schematic diagram of the asset export interface in Maya, as shown below. Figure 1 As shown, when exporting files, the creator needs to manually select the asset files to be exported (cam001, cam002, cam003 shown under Clipname in the figure), and then manually configure the export path in the box after "Path:" to export them.
[0037] It's clear that the built-in export and import functions of DCC software or target engine software are too simplistic, resembling the interface for opening a regular file, and lack standardization, automation, and AI-powered intelligence. In situations involving extensive interaction between DCC and target engine software, such as a DCC scene with over 10 characters, 10 props, and dozens of cameras, it can take a producer at least half a day or even a full day to complete.
[0038] Secondly, some cross-platform systems are used to perform batch export functions. However, this solution can only convert manual to semi-automatic operations and can only achieve mechanical asset export, but it cannot intelligently identify different types of assets or classify and store them.
[0039] In the embodiments of this disclosure, a method for processing game assets is first provided, which at least to some extent overcomes the shortcomings of low intelligence in related technologies.
[0040] Figure 2 The diagram shows a flowchart of a method for processing game assets in an embodiment of this disclosure. The entity executing this method may be a server that processes game assets.
[0041] refer to Figure 2 A method for processing game assets according to an embodiment of this disclosure includes the following steps:
[0042] Step S210: Determine the category of the game asset based on its name or characteristics;
[0043] Step S220: Export the game assets to the preset storage path according to their categories.
[0044] Step S230: Send an asset import instruction to the target engine to perform an import operation on the game assets through the target engine.
[0045] exist Figure 2 The technical solution provided in the illustrated embodiment, on the one hand, determines the category of a game asset based on its name or characteristics, and exports the game assets to a preset storage path according to their category. Thus, regardless of whether the game assets are named in a standardized or non-standard way, this disclosure can intelligently identify the category of the game assets, achieving automatic asset classification and export, and solving the technical problem of not being able to automatically identify asset categories in related technologies. On the other hand, it sends an asset import command to the target engine to perform an import operation on the game assets, solving the problem in related technologies where developers need to manually perform file import operations, improving file import efficiency and intelligence.
[0046] The following are Figure 2The specific implementation process of each step in the process will be explained in detail:
[0047] First, let's explain the terms used in this disclosure:
[0048] DCC: Digital Content Generation Software. DCC encompasses 2D / 3D, audio / video editing and compositing, dynamic / interactive content creation, image editing, etc. Examples include Maya (which has extremely strong animation capabilities and is highly customizable, allowing users to customize many tools and pipelines using the software's own language) and 3ds Max (used for modeling static objects in hard surface scenes).
[0049] 3DS Max: Often abbreviated as 3d Max, it is a 3D animation rendering and production software based on PC (Personal Computer, a general term for computers that are suitable for personal use in terms of size, performance and price and are directly controlled by the end user) system. It is usually used in the animation production of computer games.
[0050] Maya is a 3D animation software used in professional film and television advertising, character animation, and movie special effects. Maya is feature-rich, flexible, easy to learn and use, highly efficient, and produces extremely realistic renderings, making it a high-end, film-quality production software.
[0051] It should be noted that two code segments can be pre-developed, for example, named a file export program and a file import program. The file export program is then deployed on the DCC software to perform the following functions: identify and classify game assets created in the DCC software, and then export the game assets to a preset storage path. The file import program is deployed on the target engine to perform the following functions: upon receiving an asset import instruction, create a storage directory based on the category, and place game assets of different categories into the storage directory corresponding to their respective categories.
[0052] In step S210, the category to which the game asset belongs is determined based on the name or characteristics of the pre-created game asset.
[0053] In this step, the pre-created game assets in the DCC software can be read using the file export program deployed on the DCC software. Game assets refer to characters, scenes, items, etc., created in the DCC software for game operations. Furthermore, you can refer to... Figure 3 , Figure 3 This illustration shows a flowchart of determining the category of a game asset based on its name or characteristics in an embodiment of this disclosure, including steps S301-S303:
[0054] In step S301, it is determined whether the name of the game asset conforms to the preset naming rules.
[0055] In this step, the preset naming rules can be predefined naming rules. The preset naming rules can include category identifiers. Therefore, when the creators are creating asset files, they can name each file according to the above preset naming rules, so that the category of each game asset can be quickly determined directly based on the name of each file.
[0056] For example, the above-mentioned preset naming rule can be: Asset type (i.e., the category identifier corresponding to the above game asset)_Asset name (i.e., the name of the above game asset)_Animation type / Non-animation type.Extension.
[0057] For example, category identifiers may include chr, env, and prop (which can be set according to actual conditions; this disclosure does not impose any special limitations on this). Here, chr represents the character class, env represents the scene class, and prop represents the item class. A character refers to a person, animal, monster, etc., designed by the game developers in the game. A scene refers to the virtual environment in the game, such as the sky, trees, and roads. Items, or props, are a general term for various virtual items in the game, such as clothing and weapons for virtual characters.
[0058] In step S302, if the game asset conforms to the preset naming rules, the category to which it belongs is determined based on the category identifier.
[0059] In this step, if the name of a game asset conforms to the aforementioned preset naming rules (i.e., the name contains the aforementioned category identifier), the name can be directly parsed according to the preset naming rules to obtain the category identifier, and the category to which the game asset belongs can be determined based on the category identifier. For example, if the name of a game asset contains "chr", the category can be determined to be the character category; if the name of a game asset contains "env", the category can be determined to be the scene category; and if the name of a game asset contains "prop", the category can be determined to be the item category.
[0060] In step S303, if the naming does not conform to the preset naming rules, the category to which the game asset belongs is determined based on the characteristics of the game asset.
[0061] In this step, if the name of a game asset is detected to be inconsistent with the aforementioned preset naming rules, the game asset can be scanned, and then classified according to its characteristics. Therefore, this disclosure solves the problem in related technologies where asset categories cannot be automatically identified when project naming is not standardized, reducing the workload of game developers and improving game development efficiency.
[0062] For details, please refer to Figure 4 , Figure 4 This illustration shows a flowchart of determining the category of a game asset based on its characteristics, as shown in this embodiment of the disclosure, including steps S401-S403:
[0063] In step S401, it is detected whether the game asset carries a skeletal skin.
[0064] In this step, the game assets mentioned above can be scanned to determine whether they contain skeletal skinning. Skeletal skinning involves binding images of various body parts of a character to interconnected "bones," and generating animations by controlling the position, rotation, and scaling of these bones.
[0065] In step S402, if no skeleton skin is carried, the game asset is determined to belong to the scene category.
[0066] In this step, if the scan reveals that the game assets do not contain skeletal skinning, then the game assets can be classified as scene-based.
[0067] In step S403, if a skeletal skin is carried, the category of the game asset is determined based on the skeletal keyword bound to the skeletal skin.
[0068] In this step, if the game asset is found to carry the aforementioned skeletal skin, the skeletal keyword bound to the skeletal skin can be obtained. Then, it is detected whether the skeletal keyword contains a biological skeletal keyword (e.g., Head, Hip, etc., which can be set according to the actual situation, and this disclosure does not make any special restrictions on this). If the aforementioned biological skeletal keyword is contained, it can be determined that the game asset belongs to the character category; otherwise, it can be determined that the game asset belongs to the item category.
[0069] This approach provides a simple and feasible new solution for identifying the category of game assets by determining whether they possess skeletal skinning and whether the skeletal keywords associated with the skinning contain biological skeletal keywords. This solution is versatile and can avoid the development delays caused by game developers manually distinguishing a large number of different types of game assets, even in cases of non-standard project naming (e.g., project outsourcing). It reduces the workload of game developers and improves game development efficiency.
[0070] It's worth noting that after determining the category of the game assets, the DCC software's SDK (Software Development Kit), combined with Python's file control features, can be used to bake game assets with skeletal skinning to avoid errors during asset export. Baking refers to the process of converting scene information, such as shading information, model information, and animation information, into textures or keyframes, which can then be exported for use in other software / projects, preventing data errors during export.
[0071] Next, refer to Figure 2 In step S220, the game assets are exported to a preset storage path according to their category.
[0072] In this step, after determining the category of each game asset, the game assets can be categorized and exported to a preset storage path based on their identified categories.
[0073] The aforementioned preset storage path can be a pre-configured specified storage path, such as: "T: / Project / data / AC_FBX / acc.slot.sc001_sh001 / slot.contents", where "T: / Project / data / " is the project root directory, "AC_FBX" is the directory where the FBX files corresponding to the game assets are stored, acc.slot.sc001_sh001 is the scene-cam number, and slot.contents is the camera directory. These can be set according to the actual situation, and this disclosure does not impose any special restrictions on them.
[0074] Specifically, after determining the categories of game assets, including character, scene, and item categories, three folders can be created under the above-mentioned preset storage path: chrSet folder (for storing character-type game assets), envSet folder (for storing scene-type game assets), and propSet folder (for storing item-type game assets), thereby enabling the export of game assets by category.
[0075] For example, refer to Figure 5 , Figure 5 This diagram illustrates the export interface for game assets in an embodiment of this disclosure. (Refer to...) Figure 5First, this disclosure provides two asset export modes: "Export All" and "Export Selection". It also provides two model export modes: "Export All" and "Export Selection". Here, "model" refers to the mesh data of a character's body, hair, eyes, clothing, etc. Clicking the "Set Meshes" button allows users to select and export one or more models to a preset storage path. Furthermore, this disclosure provides a camera export mode, "Export All Camera", and supports automatically reading and displaying the number of cameras (e.g., Count 2 as shown in parentheses after Cameras).
[0076] Secondly Figure 5 The “Directory” in the code is a path identifier, indicating that the “Root Path” and “Shot Path” following it are path-related information. The “Root Path” represents the root directory where the asset data of the game video project is stored, and the “Shot Path” represents the scene / shot directory (a project has multiple scenes, and a scene has multiple shots). If you click the “Auto” button, the above “Root Path” and “Shot Path” will be automatically generated based on the file name read (when the file name does not conform to the naming rules, you can manually enter the path). Then, the asset FBX files will be automatically stored in the “Shot Path” directory under the “Root Path”. At this time, if you click the “Auto Sel” button in the lower left corner, the read game assets will be automatically classified and displayed in the box under Sets according to their category (it supports automatic counting and display of the number of files, such as Count 5 shown in the parentheses after Sets). Then, the game assets can be exported to the preset storage path according to the set asset export mode.
[0077] After exporting the game assets, you will get multiple FBX files. FBX files are the file format used by the FilmBoX software suite. FBX files store data such as models, materials, textures, bones, animations, and camera information. They facilitate data exchange between different DCC software or target engine software, and can be used to transfer model, material, animation, and camera information between software such as 3ds Max, Maya, and Softimage. For example, the FBX files can be categorized and stored under a preset storage path. Taking the preset storage path "T: / Project / data / AC_FBX / acc.slot.sc001_sh001 / slot.contents" as an example, three folders will be automatically created in the "slot.contents" directory: "chrs" for storing character-related game assets, "props" for storing prop-related game assets, and "envs" for storing scene-related game assets.
[0078] It should be noted that, based on the name of each game asset, multiple subfolders with different names can be created under the folder corresponding to its category. For example, the names of the game assets can be used as the names of the subfolders to distinguish the different game assets stored therein. Taking an FBX file with the category "chrs" and the asset name "ad1" (e.g., chrsSet_ad1_skeletalmesh.fbx) as an example, a subfolder named "ad1" can be created under the "chrs" folder (i.e., the subfolder name is the same as the name of the game asset), and the game asset can be placed in the subfolder "ad1".
[0079] It's worth noting that after exporting game assets of different categories to different storage paths, you can also use Animcraft (a resource management software) to preview the game assets within each category to ensure accurate categorization. For example, you can first add a preset storage path for the aforementioned game assets in Animcraft. Animcraft can then automatically scan this preset storage path and display the folders contained within it, along with a visual preview of the game assets within each folder.
[0080] Animcraft (AC for short) is a smart, collaborative character model and animation resource library. Its redirection function allows character animations to be stably transferred between different skeletons, rigging systems, body types, and software based on keyframes and controllers. Its scene and animation editors allow for editing, physics calculations, and output of animation resources. Furthermore, it includes convenient plugins and data interfaces for all mainstream DCC software and target engines, facilitating resource utilization. Animcraft can be used to manage and activate resource value, allowing for more flexible use of resources for team reference, training, or new projects.
[0081] After previewing the exported FBX file using Animcraft, if it is confirmed that the exported FBX file is correct (e.g., the display effect is normal and there is no exaggerated deformation), then proceed to step S230 to send an asset import command to the target engine so that the game assets can be imported through the target engine.
[0082] In this step, Animcraft can be used to send an asset import command to the target engine. The asset import command can carry the category to which the game asset belongs and the storage path of different categories of game assets.
[0083] Optionally, the target engine mentioned above can be Unreal Engine (a virtual engine that can be used for game development and virtual reality), Unity (a cross-platform 2D / 3D game target engine developed by Unity Technologies), etc., and can be set according to the actual situation. This disclosure does not impose any special restrictions on it.
[0084] Therefore, after receiving the above asset import instructions, the target engine can create a storage directory according to the category of the game assets, so as to import each game asset into the target engine.
[0085] It should be noted that this disclosure provides two optional import methods when importing game assets into the target engine:
[0086] In one alternative implementation, based on importing game assets into Unreal Engine or Unity, refer to... Figure 6 , Figure 6 This diagram illustrates the interface for importing game assets into a target engine in an embodiment of this disclosure. Game assets can be imported into the storage directory corresponding to their category (i.e.,...). Figure 6 Under the "To Content Browser" section, after importing the game assets into the storage directory corresponding to their category, refer to... Figure 7 , Figure 7This illustration shows a schematic diagram of the interface for classifying and storing game assets in the target engine, as shown in this embodiment of the present disclosure. Figure 7 As can be seen, character-related game assets are stored in the character folder, scene-related game assets are stored in the Environ folder, and item-related game assets are stored in the Prop folder.
[0087] In another alternative implementation, after importing the game assets into Unreal Engine or Unity, then refer to... Figure 6 This allows game assets to be imported into the target engine's rendering scene (i.e., Figure 6 In the "To Scene" section, specifically, it reads each FBX file to obtain the world coordinates of each game asset. Then, based on these world coordinates, the game assets can be added to the target engine's rendering scene. After adding the game assets to the target engine's rendering scene, you can refer to... Figure 8 , Figure 8 This illustration shows an interface diagram of displaying game assets in the rendering scene of the target engine in an embodiment of this disclosure, thereby enabling the present disclosure to automatically add assets to the rendering scene.
[0088] Based on the above technical solutions, this disclosure can not only intelligently identify the category of game assets, realize the automatic classification and export of assets, and solve the technical problem of not being able to automatically identify asset categories in related technologies, but also solve the problem of requiring developers to manually perform file import operations in related technologies, realize the rapid import of files into the game engine, improve file import efficiency and intelligence, and enhance game development efficiency.
[0089] This disclosure also provides a device for processing game assets. Figure 9 This diagram illustrates the structure of a game asset processing device according to an embodiment of the present disclosure; as shown below. Figure 9 As shown, the game asset processing device 900 may include an asset export module 910 and an asset import module 920. Wherein:
[0090] The asset export module 910 is used to determine the category of the pre-created game asset based on its name or characteristics; export the game asset to a preset storage path according to its category; and send an asset import instruction to the target engine.
[0091] The asset import module 920 is used to receive the asset import instruction; the asset import instruction carries the preset storage path and the category to which the game asset belongs; a storage directory is created according to the category to which the game asset belongs; and the game asset is imported into the storage directory corresponding to its category.
[0092] In an exemplary embodiment of this disclosure, the asset export module 910 is configured as follows:
[0093] Determine whether the name of the game asset conforms to a preset naming rule; the preset naming rule includes a category identifier corresponding to the game asset; if the name conforms to the preset naming rule, determine the category to which the game asset belongs based on the category identifier; if the name does not conform to the preset naming rule, determine the category to which the game asset belongs based on the characteristics of the game asset.
[0094] In an exemplary embodiment of this disclosure, the features of the game asset include whether the game asset carries a skeletal skin; the asset export module 910 is configured to:
[0095] The system detects whether the game asset carries a skeletal skin. If the game asset does not carry the skeletal skin, the game asset is determined to belong to the scene category. If the game asset carries the skeletal skin, the game asset's category is determined based on the skeletal keywords bound to the skeletal skin.
[0096] In an exemplary embodiment of this disclosure, the asset export module 910 is configured as follows:
[0097] The system detects whether the skeletal keywords contain the keyword "biological skeleton". If the skeletal keywords contain the keyword "biological skeleton", the game asset is determined to belong to the character category. If the skeletal keywords do not contain the keyword "biological skeleton", the game asset is determined to belong to the item category.
[0098] In an exemplary embodiment of this disclosure, the asset export module 910 is configured as follows:
[0099] The game assets carrying the aforementioned skeleton skin are baked.
[0100] In an exemplary embodiment of this disclosure, the asset import module 920 is configured as follows:
[0101] Obtain the world coordinates of the game asset; based on the world coordinates, add the game asset to the rendering scene of the target engine. The specific details of each module in the above game asset processing device have been described in detail in the corresponding game asset processing methods, and therefore will not be repeated here.
[0102] It should be noted that although several modules or units for the device used to perform actions have been mentioned in the detailed description above, this division is not mandatory. In fact, according to embodiments of this disclosure, the features and functions of two or more modules or units described above can be embodied in one module or unit. Conversely, the features and functions of one module or unit described above can be further divided and embodied by multiple modules or units.
[0103] Furthermore, although the steps of the method in this disclosure are described in a specific order in the accompanying drawings, this does not require or imply that the steps must be performed in that specific order, or that all the steps shown must be performed to achieve the desired result. Additional or alternative steps may be omitted, multiple steps may be combined into one step, and / or a step may be broken down into multiple steps.
[0104] From the above description of the embodiments, those skilled in the art will readily understand that the exemplary embodiments described herein can be implemented by software or by combining software with necessary hardware. Therefore, the technical solutions according to the embodiments of this disclosure can be embodied in the form of a software product, which can be stored in a non-volatile storage medium (such as a CD-ROM, USB flash drive, external hard drive, etc.) or on a network, including several instructions to cause a computing device (such as a personal computer, server, mobile terminal, or network device, etc.) to execute the methods according to the embodiments of this disclosure.
[0105] This application also provides a computer-readable storage medium, which may be included in the electronic device described in the above embodiments; or it may exist independently and not assembled into the electronic device.
[0106] Computer-readable storage media can be, for example—but not limited to—electrical, magnetic, optical, electromagnetic, infrared, or semiconductor systems, apparatuses, or devices, or any combination thereof. More specific examples of computer-readable storage media may include, but are not limited to: electrical connections having one or more wires, portable computer disks, hard disks, random access memory (RAM), read-only memory (ROM), erasable programmable read-only memory (EPROM or flash memory), optical fiber, portable compact disk read-only memory (CD-ROM), optical storage devices, magnetic storage devices, or any suitable combination thereof. In this disclosure, a computer-readable storage medium can be any tangible medium that contains or stores a program that can be used by or in conjunction with an instruction execution system, apparatus, or device.
[0107] A computer-readable storage medium can be sent, propagated, or transmitted for use by or in connection with an instruction execution system, apparatus, or device. The program code contained on the computer-readable storage medium can be transmitted using any suitable medium, including but not limited to: wireless, wireline, optical fiber, RF, etc., or any suitable combination thereof.
[0108] A computer-readable storage medium carries one or more programs that, when executed by an electronic device, cause the electronic device to perform the methods described in the above embodiments.
[0109] Furthermore, this disclosure also provides an electronic device capable of implementing the above-described method.
[0110] Those skilled in the art will understand that various aspects of this disclosure can be implemented as a system, method, or program product. Therefore, various aspects of this disclosure can be specifically implemented in the following forms: a completely hardware implementation, a completely software implementation (including firmware, microcode, etc.), or a combination of hardware and software aspects, collectively referred to herein as a "circuit," "module," or "system."
[0111] The following reference Figure 10 To describe an electronic device 1000 according to such an embodiment of the present disclosure. Figure 10 The electronic device 1000 shown is merely an example and should not impose any limitation on the functionality and scope of use of the embodiments disclosed herein.
[0112] like Figure 10 As shown, the electronic device 1000 is manifested in the form of a general-purpose computing device. The components of the electronic device 1000 may include, but are not limited to: at least one processing unit 1010, at least one storage unit 1020, a bus 1030 connecting different system components (including storage unit 1020 and processing unit 1010), and a display unit 1040.
[0113] The storage unit stores program code that can be executed by the processing unit 1010, causing the processing unit 1010 to perform the steps described in the "Exemplary Methods" section of this specification according to various exemplary embodiments of this disclosure. For example, the processing unit 1010 can perform actions such as... Figure 2 As shown: Step S210, determine the category of the game asset based on the name or characteristics of the pre-created game asset; Step S220, export the game asset to a preset storage path according to its category; Step S230, send an asset import instruction to the target engine to perform an import operation on the game asset through the target engine.
[0114] Storage unit 1020 may include readable media in the form of volatile storage units, such as random access memory (RAM) 10201 and / or cache memory 10202, and may further include read-only memory (ROM) 10203.
[0115] Storage unit 1020 may also include a program / utility 10204 having a set (at least one) program module 10205, such program module 10205 including but not limited to: operating system, one or more application programs, other program modules and program data, each or some combination of these examples may include an implementation of a network environment.
[0116] Bus 1030 can represent one or more of several types of bus structures, including a memory cell bus or memory cell controller, a peripheral bus, a graphics acceleration port, a processing unit, or a local bus using any of the multiple bus structures.
[0117] Electronic device 1000 can also communicate with one or more external devices 1100 (e.g., keyboard, pointing device, Bluetooth device, etc.), one or more devices that enable a user to interact with electronic device 1000, and / or any device that enables electronic device 1000 to communicate with one or more other computing devices (e.g., router, modem, etc.). This communication can be performed via input / output (I / O) interface 1050. Furthermore, electronic device 1000 can also communicate with one or more networks (e.g., local area network (LAN), wide area network (WAN), and / or public networks, such as the Internet) via network adapter 1060. As shown, network adapter 1060 communicates with other modules of electronic device 1000 via bus 1030. It should be understood that, although not shown in the figures, other hardware and / or software modules can be used in conjunction with electronic device 1000, including but not limited to: microcode, device drivers, redundant processing units, external disk drive arrays, RAID systems, tape drives, and data backup storage systems.
[0118] Other embodiments of this disclosure will readily occur to those skilled in the art upon consideration of the specification and practice of the invention disclosed herein. This application is intended to cover any variations, uses, or adaptations of this disclosure that follow the general principles of this disclosure and include common knowledge or customary techniques in the art not disclosed herein. The specification and embodiments are to be considered exemplary only, and the true scope and spirit of this disclosure are indicated by the claims.
Claims
1. A method for processing game assets, the method comprising: The method comprises: determining whether the name of the game asset meets a preset naming rule; the preset naming rule comprises a category identifier corresponding to the game asset; if the name meets the preset naming rule, determining the category of the game asset according to the category identifier; if the name does not meet the preset naming rule, determining the category of the game asset according to the characteristics of the game asset; the characteristics of the game asset comprise whether the game asset carries a skeletal skin; the determination of the category of the game asset according to the characteristics of the game asset comprises: detecting whether the game asset carries the skeletal skin; if the game asset does not carry the skeletal skin, determining that the category of the game asset is a scene category; if the game asset carries the skeletal skin, and the skeletal key bound by the skeletal skin comprises a biological skeletal key, determining that the category of the game asset is a role category; if the game asset carries the skeletal skin, and the skeletal key bound by the skeletal skin does not comprise the biological skeletal key, determining that the category of the game asset is a prop category; classifying and exporting the game asset to a preset storage path according to the category of the game asset; sending an asset import instruction to a target engine to perform an import operation on the game asset by the target engine.
2. The method of claim 1, wherein, Before the game assets of different categories are exported to different storage paths, the method further comprises: performing a baking process on the game asset carrying the skeletal skin.
3. A method of processing game assets, the method comprising: Comprise: receiving an asset import instruction; the asset import instruction carries a preset storage path and the category of the game asset; creating a storage directory according to the category of the game asset; importing the game asset into the storage directory corresponding to the category of the game asset; wherein, in the case that the name of the game asset meets the preset naming rule, the category of the game asset is determined according to the category identifier corresponding to the game asset included in the preset naming rule; in the case that the game asset does not meet the preset naming rule, the category of the game asset is determined according to the characteristics of the game asset; the characteristics of the game asset comprise whether the game asset carries a skeletal skin; if the game asset does not carry the skeletal skin, the category of the game asset is a scene category; if the game asset carries the skeletal skin, and the skeletal key bound by the skeletal skin comprises a biological skeletal key, the category of the game asset is a role category; if the game asset carries the skeletal skin, and the skeletal key bound by the skeletal skin does not comprise the biological skeletal key, the category of the game asset is a prop category.
4. The method of claim 3, wherein, After the game asset is imported into the storage directory corresponding to the category of the game asset, the method further comprises: obtaining the world coordinates of the game asset; adding the game asset to the rendering scene of the target engine according to the world coordinates.
5. A processing device of a game asset, characterized in that, Comprise: The asset export module is configured to determine whether a name of a game asset meets a preset naming rule, wherein the preset naming rule comprises a category identifier corresponding to the game asset. If the name meets the preset naming rule, a category to which the game asset belongs is determined according to the category identifier; if the name does not meet the preset naming rule, the category to which the game asset belongs is determined according to a feature of the game asset. The feature of the game asset comprises whether the game asset carries a bone skin. The game asset is detected to determine whether the game asset carries the bone skin. If the game asset does not carry the bone skin, the category to which the game asset belongs is determined as a scene category. If the game asset carries the bone skin, and a bone keyword bound by the bone skin comprises a biological bone keyword, the category to which the game asset belongs is determined as a role category. If the game asset carries the bone skin, and the bone keyword bound by the bone skin does not comprise the biological bone keyword, the category to which the game asset belongs is determined as a prop category. The game asset is classified and exported to a preset storage path according to the category to which the game asset belongs. An asset import instruction is sent to a target engine. An asset import module is configured to receive the asset import instruction. The asset import instruction carries the preset storage path and the category to which the game asset belongs; a storage directory is created according to the category to which the game asset belongs; and the game asset is imported into the storage directory corresponding to the category to which the game asset belongs.
6. A computer storage medium having stored thereon a computer program, characterized in that The computer program is executed by a processor to implement the game asset processing method in any one of claims 1-4.
7. An electronic device, comprising: The computer program is executed by a processor to implement the game asset processing method in any one of claims 1-4. The computer program is executed by a processor to implement the game asset processing method in any one of claims 1-4. The computer program is executed by a processor to implement the game asset processing method in any one of claims 1-4. The computer program is executed by a processor to implement the game asset processing method in any one of claims 1-4. The computer program is executed by a processor to implement the game asset processing method in any one of claims 1-4. The computer program is executed by a processor to implement the game asset processing method in any one of claims 1-4. The computer program is executed by a processor to implement the game asset processing method in any one of claims 1-4. The computer program is executed by a processor to implement the game asset processing method in any one of claims 1-4. The computer program is executed by a processor to implement the game asset processing method in any one of claims 1-4. The computer program is executed by a processor to implement the game asset processing method in any one of claims 1-4. The computer program is executed by a processor to implement the game asset processing method in any one of claims 1-4. The computer program is executed by a processor to implement the game asset processing method in any one of claims 1-4. The computer program is executed by a processor to implement the game asset processing method in any one of claims 1-4. The computer program is executed by a processor to implement the game asset processing method in any one of claims 1-4. The computer program is executed by a processor to implement the game asset processing method in any one of claims 1-4. The computer program is executed by a processor to implement the game asset processing method in any one of claims 1-4. The computer program is executed by a processor to implement the game asset processing method in any one of claims 1-4. The computer program is executed by a processor to implement the game asset processing method in any one of claims 1-4. The computer program is executed by a processor to implement the game asset processing method in any one of claims 1-4. The computer program is executed by a processor to implement the game asset processing method in any one of claims 1-4. The computer program is executed by a processor to implement the game asset processing method in any one of claims 1-4. The computer program is executed by a processor to implement the game asset processing method in any one of claims 1-4. The computer program is executed by a processor to implement the game asset processing method in any one of claims 1-4. The computer program is executed by a processor to implement the game asset processing method in any one of claims 1-4. The computer program is executed by a processor to implement the game asset processing method in any one of claims 1-4. The computer program is executed by a processor to implement
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