Virtual Scene Update Method, Device, Electronic Device, and Storage Medium
By obtaining the character bone model and prop logo of the virtual scene, and automatically binding virtual props to the binding point, the problem of inefficient update of virtual scenes is solved, and faster virtual props assembly and update are achieved.
Patent Information
- Application Number
- CN202110241497.6
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2021-03-04
- Publication Date
- 2025-07-29
- Estimated Expiration
- 2041-03-04
AI Technical Summary
In the prior art, virtual scene update efficiency is inefficient, and it is necessary to manually modify the virtual props assembled by the virtual character in three-dimensional modeling software.
By obtaining the character skeleton model of the target virtual scene, determine the character animation event, obtain the prop ID, and bind the target virtual prop to the virtual prop binding point to update the virtual scene.
This enables no need to recreate virtual characters in three-dimensional modeling software, improving the efficiency and flexibility of updates of virtual scenes.
Smart Images

Figure CN115006847B_ABST
Abstract
Description
Technical Field
[0001] This application relates to the field of computer technology, and in particular, to a method, device, electronic device, and storage medium for updating a virtual scene. Background Art
[0002] Virtual props can generally refer to any virtual objects in a virtual scene, such as virtual helmets and virtual vehicles, etc. Among them, during the game process, it is often necessary to replace or hide the virtual props equipped by the virtual character.
[0003] However, currently, it is often necessary to manually modify and construct the virtual props equipped by the virtual character in the virtual scene in a three-dimensional modeling software, resulting in low efficiency in updating the virtual scene. Summary of the Invention
[0004] This application provides a method, device, electronic device, and storage medium for updating a virtual scene, which can simplify the process of equipping virtual props for a virtual character, and thus improve the efficiency of updating the game scene.
[0005] This application provides a method for updating a virtual scene, including:
[0006] Obtain a target virtual scene, where the target virtual scene includes at least one character skeleton model corresponding to a virtual character, and the character skeleton model includes multiple prop binding points;
[0007] Determine the character animation event corresponding to each virtual character;
[0008] Determine the character animation event with the event type of prop assembly type as the target character animation event, and determine the target virtual character corresponding to the target character animation event;
[0009] Obtain the prop identifier corresponding to the target virtual character;
[0010] According to the target character animation event, select the target virtual prop corresponding to the target prop identifier from a preset virtual prop set, and bind the target virtual prop to the virtual prop binding point of the target character skeleton model to update the target virtual scene.
[0011] Correspondingly, this application also provides a device for updating a virtual scene, including:
[0012] The first acquisition module acquires a target virtual scene, where the target virtual scene includes at least one character skeleton model corresponding to a virtual character, and the character skeleton model includes multiple prop binding points;
[0013] The first determination module is used to determine the character animation event corresponding to each virtual character;
[0014] A second determination module, configured to determine a character animation event with an event type of a prop assembly type as a target character animation event, and determine a target virtual character corresponding to the target character animation event;
[0015] A second acquisition module, configured to acquire a prop identifier corresponding to the target virtual character;
[0016] A selection module, configured to select a target virtual prop corresponding to the target prop identifier from a preset virtual prop set according to the target character animation event;
[0017] An update module, configured to bind the target virtual prop to a virtual prop binding point of a target character bone model to update the target virtual scene.
[0018] Optionally, in some embodiments of the present application, the update module includes:
[0019] An extraction sub-module, configured to extract an event start time and an event end time of the target character animation;
[0020] An update sub-module, configured to bind the target virtual prop to a virtual prop binding point of a target character bone model based on the event start time and the event end time to update the target virtual scene.
[0021] Optionally, in some embodiments of the present application, the update sub-module includes:
[0022] A detection unit, configured to detect prop assembly information corresponding to the target virtual character at each preset animation time point during the event start time to the event end time;
[0023] An update unit, configured to bind the target virtual prop to a virtual prop binding point of a target character bone model according to the prop assembly information to update the target virtual scene.
[0024] Optionally, in some embodiments of the present application, the update unit includes:
[0025] An extraction sub-unit, configured to extract a to-be-assembled part of the target virtual character from the prop assembly information;
[0026] An update sub-unit, configured to bind the target virtual prop to a virtual prop binding point of the to-be-assembled part to update the target virtual scene.
[0027] Optionally, in some embodiments of the present application, the to-be-assembled part includes a left hand part and a right hand part, and the update sub-unit is specifically configured to:
[0028] When the part to be assembled is the left - hand part, determine the left - hand virtual prop binding point of the target virtual character;
[0029] When the part to be assembled is the right - hand part, determine the right - hand virtual prop binding point of the target virtual character;
[0030] Bind the target virtual prop to the left - hand virtual prop binding point and / or right - hand virtual prop binding point of the character bone model to update the target virtual scene.
[0031] Optionally, in some embodiments of the present application, it further includes a hiding subunit, and the hiding subunit is specifically used for:
[0032] Extract the prop - hiding part of the target virtual character from the prop assembly information;
[0033] Hide the virtual prop to be hidden of the target virtual character according to the prop - hiding part.
[0034] Optionally, in some embodiments of the present application, the second acquisition module is specifically used for:
[0035] Invoke the assembly relationship information between the target virtual character and the virtual prop;
[0036] Based on the assembly relationship information, obtain the prop identifier corresponding to the target virtual character.
[0037] Optionally, in some embodiments of the present application, it further includes a generation module, and the generation module is specifically used for:
[0038] Determine the associated virtual prop associated with the virtual character according to the character animation event corresponding to the virtual character;
[0039] Assemble the associated virtual prop into the character bone model of the corresponding virtual character to obtain a combined model of the virtual character, where the combined model is composed of the character bone model of the virtual character and at least one virtual prop;
[0040] Generate the assembly relationship information between the virtual character and the virtual prop according to the virtual prop carried by the combined model.
[0041] Optionally, in some embodiments of the present application, it further includes an adding module, and the adding module is specifically used for:
[0042] Obtain the initial bone model of the virtual character;
[0043] Generate the virtual bone of the virtual character in the initial bone model, and add a prop binding point on the virtual bone to obtain the character bone model corresponding to the virtual character.
[0044] After obtaining the target virtual scene in the embodiment of the present application, the target virtual scene includes at least one character skeleton model corresponding to a virtual character, the character skeleton model includes multiple prop binding points, determine the character animation event corresponding to each virtual character, and then determine the character animation event with the event type of prop assembly type as the target character animation event, and determine the target virtual character corresponding to the target character animation event. Next, obtain the prop identifier corresponding to the target virtual character. Finally, according to the target character animation event, select the target virtual prop corresponding to the target prop identifier from the preset virtual prop set, and bind the target virtual prop to the virtual prop binding point of the target character skeleton model to update the target virtual scene. In the virtual scene update solution provided by the present application, the target virtual prop can be bound to the virtual prop binding point of the target character skeleton model through the prop identifier corresponding to the target virtual character, so as to update the virtual scene, without having to recreate the target virtual character equipped with the target virtual prop in the 3D modeling software, making it more flexible and fast to modify the virtual prop mounted on the character skeleton model. Thereby, the update efficiency of the virtual scene is improved. BRIEF DESCRIPTION OF THE DRAWINGS
[0045] In order to more clearly illustrate the technical solutions in the present application, the following will briefly introduce the drawings required for description in the embodiments. Obviously, the drawings in the following description are only some embodiments of the present application. For those skilled in the art, without creative efforts, other drawings can also be obtained based on these drawings.
[0046] Figure 1a is a schematic diagram of the scene of the virtual scene update method provided by the present application;
[0047] Figure 1b is a schematic flowchart of the virtual scene update method provided by the present application;
[0048] Figure 1c is a schematic diagram of the animation information of the character animation;
[0049] Figure 2a is another schematic flowchart of the virtual scene update method provided by the present application;
[0050] Figures 2b to 2f is a production flowchart of the game scene provided by the present application;
[0051] Figure 3a is a schematic structural diagram of the virtual scene update device provided by the present application;
[0052] Figure 3b is another schematic structural diagram of the virtual scene update device provided by the present application;
[0053] Figure 3c is another schematic structural diagram of the virtual scene updating device provided by this application;
[0054] Figure 4 is a schematic structural diagram of the electronic device provided by this application. Specific embodiments
[0055] Next, the technical solutions in this application will be clearly and completely described in conjunction with the accompanying drawings in this application. Obviously, the described embodiments are only a part of the embodiments of this application, rather than all the embodiments. Based on the embodiments in this application, all other embodiments obtained by those skilled in the art without creative efforts shall fall within the protection scope of this application.
[0056] This application provides a virtual scene updating method, device, electronic device, and storage medium.
[0057] Among them, the virtual scene updating device can be specifically integrated in a terminal. The terminal can be a smart phone, a tablet computer, a notebook computer, a desktop computer, a smart speaker, a smart watch, a smart wearable device, a VR / AR device, or a smart vehicle, etc., but is not limited thereto.
[0058] Among them, the terminal and the server can be directly or indirectly connected through wired or wireless communication methods. The server can be an independent physical server, or a server cluster or distributed system composed of multiple physical servers. It can also be a cloud server providing basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communications, middleware services, domain name services, security services, CDN, and big data and artificial intelligence platforms. This application does not make any restrictions here.
[0059] For example, please refer to Figure 1a , this application provides a virtual scene updating device. When a developer needs to modify the virtual props equipped by a virtual character according to the progress of a target virtual scene, first, the terminal obtains the target virtual scene. The target virtual scene includes at least one role skeleton model corresponding to a virtual character. The role skeleton model includes multiple prop binding points. Then, the terminal determines the role animation events corresponding to each virtual character. Next, the terminal determines the role animation events of the prop assembly type as the target role animation events and determines the target virtual character corresponding to the target role animation events. Then, the terminal obtains the prop identifier corresponding to the target virtual character. Finally, the terminal selects the target virtual prop corresponding to the target prop identifier from the preset virtual prop set according to the target role animation event and binds the target virtual prop to the virtual prop binding points of the target role skeleton model to update the target virtual scene.
[0060] The virtual scene update method provided by this application can bind a target virtual item to the virtual item binding point of the target character bone model through the item identifier corresponding to the target virtual character, so as to update the virtual scene, without having to recreate the target virtual character equipped with the target virtual item in a 3D modeling software, making it more flexible and fast to modify the virtual items mounted on the character bone model. Thus, the update efficiency of the virtual scene is improved.
[0061] The following will be described in detail respectively. It should be noted that the description order of the following embodiments does not limit the priority order of the embodiments.
[0062] This embodiment will be described from the perspective of integrating the virtual scene update device into the viewer terminal.
[0063] A virtual scene update method includes: obtaining a target virtual scene, determining the character animation events corresponding to each virtual character, determining the character animation events with the event type of item assembly type as the target character animation events, and determining the target virtual character corresponding to the target character animation events, obtaining the item identifier corresponding to the target virtual character, selecting the target virtual item corresponding to the target item identifier from a preset virtual item set according to the target character animation events, and binding the target virtual item to the virtual item binding point of the target character bone model to update the target virtual scene.
[0064] Please refer to Figure 1b , Figure 1b which is a schematic flowchart of the virtual scene update method provided by this application. The specific process of this virtual scene update method can be as follows:
[0065] 101. Obtain a target virtual scene.
[0066] First of all, it should be noted that the virtual scene in this embodiment can be a game scene. For example, it can be any one of scenes with high requirements for micro-operation flexibility such as a multiplayer online battle arena scene, a real-time strategy (RTS) game scene, a first-person shooting (FPS) game scene, and a massively multiplayer online (MMO) game scene, or it can be an ordinary game scene. This embodiment does not impose any restrictions on the specific type of the virtual scene.
[0067] Among them, the target virtual scene includes a character skeleton model corresponding to at least one virtual character. The character skeleton model includes multiple prop binding points. The target virtual object is the virtual object to be micro-operated in the virtual scene, and it varies in different application scenarios. For example, in the auto-hanging scene, the target virtual object is the virtual object originally controlled by the user; in the game companion scene, the target virtual object is the virtual object acting as a companion role in the virtual scene; in the human-computer battle mode, the target virtual object is the virtual object controlled by the computer in the virtual scene; in the game testing scene, the target virtual object is the virtual object simulating the operation of a real user.
[0068] In the process of game / film and television animation production, a model is composed of individual triangles, and the scientific name of such a triangle is a mesh. And the "skeleton" is the fundamental driving the movement of the model. The model has a skeleton structure composed of interconnected "bones". Animations are generated for the model by changing the orientation and position of the bones. In this application, bone animation, as the name implies, is an animation driven by bones and is a common animation method in modern mainstream 3D large-scale interactive applications. In bone animation, a character has a skeleton, which can also be called a skeleton model. And the skeleton is composed of a set of bones. Although it is called a bone, it is actually the joint between the bones. In implementation, it is actually a coordinate system with the joint as the origin. So in reality, there is no data structure for bones, but joints.
[0069] The simulation object of bone animation is divided into many parts (i.e., meshes). These scattered meshes are organized together through a parent-child hierarchical structure. The parent mesh drives the movement of its subordinate child meshes. The vertex coordinates in each mesh are defined in its own coordinate system, so that each mesh participates in the movement as a whole. Setting the position and orientation of the simulation object is actually setting the position and orientation of the root bone. Then, according to the transformation relationship between the parent and child bones in the bone hierarchical structure, the positions and orientations of each bone are calculated. Then, according to the binding of the bone to the vertices in the mesh, the coordinates of the vertices in the world coordinate system are calculated, so as to render the vertices.
[0070] The basic principle of bone animation can be summarized as: under the control of bones, the vertices of the skinned mesh are dynamically calculated through vertex blending. The movement of the bones is relative to their parent bones and is driven by the animation keyframe data. A bone animation usually includes bone hierarchical structure data, mesh data, mesh skinning data, and bone animation (keyframe) data. The bone hierarchical structure data is mainly information about who is the sub-joint of whom or who is the parent joint of a certain joint, etc. The mesh data and the mesh skinning data can generally be simply referred to as skinning data.
[0071] The mesh skinning data determines how vertices are bound to bones. The mesh skinning data of a vertex includes which bones the vertex is affected by and the weights when these bones affect the vertex. Additionally, for each bone, a bone offset matrix is required to transform the vertex from the Mesh space to the bone space. Bones control the skinning movement, and the movement of the bones themselves is the setting of the animation data. Each key frame contains time and bone animation information. The animation information can be directly represented by a matrix for the new transformation of the bone, or by a quaternion for the rotation of the bone, or can be defined arbitrarily as long as it can make the bone move. In addition to using the edited animation frame data, physical calculations can also be used to control the bones in real time. In bone animation, the bones are the main body of the model, and the Mesh is just like a layer of skin, a piece of clothing.
[0072] Bones are coordinate spaces, and the bone hierarchy is a nested coordinate space. Joints only describe the position of the bones, that is, the origin of the coordinate space of the bone itself in its parent space. Rotation around a joint means the rotation of the bone coordinate space (including all sub-spaces) itself. By forming a hierarchical structure, the movement of the child bones can be controlled by the parent bone. Pulling one hair moves the whole body. When changing a certain bone, it is not necessary to set the positions of its child bones below, and the positions of the child bones will be automatically obtained through calculation.
[0073] (a) Vertex binding
[0074] Bind the vertices on the skin to one or more joints, and each joint has a weight for its influence on the vertex. Skinning means attaching (binding) the vertices in the Mesh grid to the bones, and each vertex can be controlled by multiple bones. In this way, the vertices at the joints change their positions due to the pulling of the parent and child bones at the same time, and the cracks are eliminated.
[0075] (b) Process of a single bone acting on a vertex
[0076] The matrix of each bound joint is known. The function uses a bone to transform the vertex, transforming the vertex from the Mesh coordinate system to the world coordinate system, so that it can be transformed from the model space to the space of the corresponding joint. One very important point is that no matter how the joint is transformed, when it is transformed to the joint space, the coordinates of the vertex will not change during the transformation of the joint. In this way, as long as the vertex coordinates in the joint space are then transformed from the transformed joint space to the model space, the coordinates after transformation in the model space can be obtained.
[0077] Among them, the character bone model can specifically be composed of an initial character model, an Unreal model, and prop binding points. That is, optionally, in some embodiments, before obtaining the target virtual scene, it may further specifically include:
[0078] (11) Obtain the initial skeletal model of the virtual character;
[0079] (12) Generate the virtual skeleton of the virtual character in the initial skeletal model, and add prop binding points to the virtual skeleton to obtain the character skeletal model corresponding to the virtual character.
[0080] In this application, the initial skeletal model is generated from mesh skinning data. For details, please refer to the previous embodiments and will not be elaborated here. Among them, in this application, a virtual skeleton is added to the initial skeletal model generated from mesh skinning data, and prop binding points are set on the virtual skeleton. When assembling virtual props for the target virtual character, the virtual props are hung on the prop binding points to achieve the task of assembling the virtual props to the target virtual character.
[0081] 102. Determine the character animation events corresponding to each virtual character.
[0082] Among them, the character animation event is an event that controls the movement of the character entity to generate a picture (Event). For example, the character animation event can be a game skill event of the game character, etc.
[0083] 103. Determine the character animation event with the event type of prop assembly type as the target character animation event, and determine the target virtual character corresponding to the target character animation event.
[0084] In the game scene, there will be various types of character animation events, such as controlling the virtual character to roll, jump, and shoot, etc. Among them, in this application, the character animation event with the event type of prop assembly type is determined as the target character animation event. For example, in a certain character animation event, the virtual character picks up a water cup from the table. At this time, the event type corresponding to this character animation event is the prop assembly type, and then, determine the target virtual character corresponding to the target character animation event.
[0085] 104. Obtain the prop identifier corresponding to the target virtual character.
[0086] In this application, through the prop identifier corresponding to the target virtual character, the virtual prop can be assembled into the virtual character subsequently, making it more flexible and fast to modify the virtual prop model mounted on the virtual character model.
[0087] Among them, the prop identifier corresponding to the target virtual character can be obtained according to the assembly relationship information between the target virtual character and the virtual prop, that is, optionally, in some embodiments, the step "Obtain the prop identifier corresponding to the target virtual character" can specifically include:
[0088] (21) Invoke the assembly relationship information between the target virtual character and the virtual prop;
[0089] (22) Obtain the prop identifier corresponding to the target virtual character based on the assembly relationship information.
[0090] Among them, the assembly relationship information is a kind of information used to record the assembly relationship between virtual characters and virtual props. A virtual character can assemble virtual props. For example, a virtual ring prop can be assembled on the left hand of a virtual character, and a virtual ring prop and a virtual dagger prop can be assembled on the right hand of a virtual character, and so on.
[0091] The assembly relationship between a virtual character and a virtual prop can be set or adjusted according to the requirements of the actual application. For example, the assembly relationship between a virtual human character and a virtual dagger prop can be that the virtual dagger prop is assembled on the right hand of the virtual human character, and so on.
[0092] For example, the assembly relationship information between virtual characters and virtual props can be pre-constructed. Specifically, according to the character animation event corresponding to the virtual character, the associated virtual props associated with the virtual character can be determined. Then, the associated virtual props are assembled into the character bone model of the corresponding virtual character, so as to generate the assembly relationship information between the virtual character and the virtual prop. That is, optionally, in some embodiments, before the step of "invoking the assembly relationship information between the target virtual character and the virtual prop", specifically, it may further include:
[0093] (31) Determine the associated virtual props associated with the virtual character according to the character animation event corresponding to the virtual character;
[0094] (32) Assemble the associated virtual props into the character bone model of the corresponding virtual character to obtain the combined model of the virtual character;
[0095] (33) Generate the assembly relationship information between the virtual character and the virtual prop according to the virtual props carried by the combined model.
[0096] Among them, the combined model is composed of the character bone model of the virtual character and at least one virtual prop. That is, the combined model refers to the character bone model assembled with at least one virtual prop. For example, the character bone model A is assembled with the virtual prop a1 and the virtual prop a2. Specifically, the virtual prop a1 is assembled on the left hand of the character bone model A of the virtual character A, and the virtual prop a2 is assembled on the right leg of the character bone model of the virtual character A. That is, the assembly relationship between the virtual character A and the virtual prop is: the virtual prop a1 corresponds to the left hand of the virtual character A, and the virtual prop a2 corresponds to the right leg of the virtual character A.
[0097] 105. Select the target virtual prop corresponding to the target prop identifier from the preset virtual prop set according to the target character animation event, and bind the target virtual prop to the virtual prop binding point of the target character bone model to update the target virtual scene.
[0098] For example, specifically, select the prop identifier corresponding to the target character animation event from the prop identifiers of the target virtual character as the target prop identifier. Then, select the virtual prop corresponding to the target prop identifier from the preset virtual prop set to obtain the target virtual prop. Finally, bind the target virtual prop to the virtual prop binding point of the target character bone model to update the target virtual scene.
[0099] It should be noted that in this application, by binding the target virtual prop to the virtual prop binding point of the target character bone model, the corresponding image of the virtual character is updated, and then the target virtual scene is updated.
[0100] Optionally, in some embodiments, the step of "binding the target virtual prop to the virtual prop binding point of the target character bone model to update the target virtual scene" may specifically include:
[0101] (41) Extract the event start time and event end time of the target character animation;
[0102] (42) Based on the event start time and event end time, bind the target virtual prop to the virtual prop binding point of the target character bone model to update the target virtual scene.
[0103] Taking a strategic role-playing game as an example, in the game screen of a strategic role-playing game, there are often multiple identical game characters at the same time. Different character animations correspond to different animation times. For example, character animation H includes virtual character A, virtual character B, and virtual character C. The actions performed by virtual character A in this character animation are: assembling the instrument at time t1 and putting away the instrument at time t2, where t2 is later than t1. Currently, it is necessary to manually add the character bone model corresponding to virtual character A when assembling the instrument and the character bone model corresponding to virtual character A when not assembling the instrument. In this application, at time t1, the target virtual prop (instrument) corresponding to the target prop identifier can be selected from the preset virtual prop set. Then, bind the instrument to the target character bone model corresponding to virtual character A. At time t2, only the target character bone model corresponding to virtual character A needs to be displayed. It can be seen that the solution of this application does not require re-creating the target virtual character equipped with the target virtual prop in a 3D modeling software, making it more flexible and fast to modify the virtual props mounted on the character bone model. Thus, the update efficiency of the virtual scene is improved.
[0104] Furthermore, it is possible to determine the prop assembly information corresponding to the target virtual character at each animation time point, and then, based on this prop assembly information, bind the target virtual prop to the virtual prop binding point of the target character bone model to update the target virtual scene. That is, optionally, in some embodiments, the step of "binding the target virtual prop to the virtual prop binding point of the target character bone model based on the event start time and the event end time to update the target virtual scene" may specifically include:
[0105] (51) Detect the prop assembly information corresponding to the target virtual character at each preset animation time point during the period from the event start time to the event end time;
[0106] (52) Bind the target virtual prop to the virtual prop binding point of the target character bone model according to the prop assembly information to update the target virtual scene.
[0107] For example, specifically, please refer to Figure 1c , this figure is a schematic diagram of the animation information of a certain character animation, which includes a time axis L, multiple preset animation time points h, virtual characters k1, k2, and k3. The animation time points can be set according to actual needs. For example, the time interval between adjacent animations is 1 s. For a 10 s animation event, there are 10 animation time points. Taking the virtual character k1 as an example, the prop assembly information of the virtual character k1 from the 1st s to the 6th s is: none, indicating that the virtual character k1 does not equip any props during the period from the 1st s to the 6th s; the prop assembly information of the virtual character k1 from the 7th s to the 8th s is: equip an instrument with the left hand, indicating that the virtual character k1 equips an instrument with the left hand during the period from the 7th s to the 8th s; the prop assembly information of the virtual character k1 from the 9th s to the 10th s is: equip an instrument with the left hand and equip a knife with the right hand, indicating that the virtual character k1 equips an instrument with the left hand and equips a knife with the right hand during the period from the 9th s to the 10th s. At this time, the parts to be equipped of the virtual character k1 at each animation time point can be determined from the above prop assembly information, and then, the target virtual prop is bound to the virtual prop binding point of the part to be equipped to update the target virtual scene. That is, optionally, in some embodiments, the step of "binding the target virtual prop to the virtual prop binding point of the target character bone model according to the prop assembly information to update the target virtual scene" may specifically include:
[0108] (61) Extract the parts to be equipped of the target virtual character from the prop assembly information;
[0109] (62) Bind the target virtual prop to the virtual prop binding point of the part to be equipped to update the target virtual scene.
[0110] For example, when the assembly parts are the left hand part and the right hand part, the prop binding points of the left hand part and the right hand part can be determined respectively. Then, the corresponding virtual props are bound to the virtual prop binding points of the left hand and the right hand of the character skeleton model to update the target virtual scene. For another example, when the assembly part is the left hand part, the prop binding points of the left hand part and the right hand part are determined. Then, the corresponding virtual prop is bound to the virtual prop binding point of the left hand of the character skeleton model. That is, optionally, in some embodiments, the to-be-assembled parts include the left hand part and the right hand part. The step of "binding the target virtual prop to the virtual prop binding point of the to-be-assembled part to update the target virtual scene" may specifically include:
[0111] (71) When the to-be-assembled part is the left hand part, determine the virtual prop binding point of the left hand of the target virtual character;
[0112] (72) When the to-be-assembled part is the right hand part, determine the virtual prop binding point of the right hand of the target virtual character;
[0113] (73) Bind the target virtual prop to the virtual prop binding point of the left hand and / or the virtual prop binding point of the right hand of the character skeleton model to update the target virtual scene.
[0114] In addition, it should be noted that, in order to simplify the process of updating the virtual scene, in some embodiments, the prop hiding part can also be determined according to the prop assembly information. For example, the actions performed by virtual character A in the character animation are: assembling the instrument at time t1 and putting away the instrument at time t2. Therefore, the part corresponding to the instrument that needs to be hidden at time t2 can be determined according to the prop assembly information. Then, the to-be-hidden virtual prop of the virtual character is hidden. That is, optionally, in some embodiments, it may specifically further include:
[0115] (81) Extract the prop hiding part of the target virtual character from the prop assembly information;
[0116] (82) Hide the to-be-hidden virtual prop of the target virtual character according to the prop hiding part.
[0117] After obtaining the target virtual scene in the embodiment of the present application, then, the character animation event with the event type of prop assembly type is determined as the target character animation event, and the target virtual character corresponding to the target character animation event is determined. Then, the prop identifier corresponding to the target virtual character is obtained. Finally, according to the target character animation event, the target virtual prop corresponding to the target prop identifier is selected from the preset virtual prop set, and the target virtual prop is bound to the virtual prop binding point of the target character bone model to update the target virtual scene. In the virtual scene update solution provided by the present application, the target virtual prop can be bound to the virtual prop binding point of the target character bone model through the prop identifier corresponding to the target virtual character, so as to update the virtual scene, without having to recreate the target virtual character equipped with the target virtual prop in a 3D modeling software, making it more flexible and fast to modify the virtual props mounted on the character bone model. Thus, the update efficiency of the virtual scene is improved.
[0118] Further, this embodiment will be described from the perspective of integrating the virtual scene update device into the terminal.
[0119] Please refer to Figure 2a , a virtual scene update method, and the specific process can be as follows:
[0120] 201. The terminal obtains the target virtual scene.
[0121] For example, specifically, the terminal can obtain the game scene configuration file from the client to achieve the acquisition of the target virtual scene, or the terminal can also obtain the target virtual scene from the server through wired or wireless communication methods.
[0122] 202. The terminal determines the character animation event corresponding to each virtual character.
[0123] [[ID=*20]]Among them, the character animation event is an event (Event) that controls the movement of the character entity to generate a picture. For example, the character animation event can be a game skill event of a game character, etc.
[0124] 203. The terminal determines the character animation event with the event type of prop assembly type as the target character animation event, and determines the target virtual character corresponding to the target character animation event.
[0125] For example, in a certain character animation event, the virtual character picks up a water cup from the table. At this time, the event type corresponding to this character animation event is the prop assembly type. Then, the terminal determines the target virtual character corresponding to this target character animation event.
[0126] 204. The terminal obtains the prop identifier corresponding to the target virtual character.
[0127] The terminal can obtain the prop identifier corresponding to the target virtual character according to the assembly relationship information between the target virtual character and the virtual prop. The assembly relationship information is a kind of information used to record the assembly relationship between the virtual character and the virtual prop. A virtual character can assemble virtual props. For example, a virtual ring prop can be assembled on the left hand of the virtual character, and a virtual ring prop and a virtual dagger prop can be assembled on the right hand of the virtual character, and so on.
[0128] 205. The terminal selects the target virtual prop corresponding to the target prop identifier from the preset virtual prop set according to the target character animation event, and binds the target virtual prop to the virtual prop binding point of the target character bone model to update the target virtual scene.
[0129] For example, specifically, the terminal selects the prop identifier corresponding to the target character animation event from the prop identifiers corresponding to the target virtual character as the target prop identifier. Then, the terminal selects the virtual prop corresponding to the target prop identifier from the preset virtual prop set to obtain the target virtual prop. Finally, the terminal binds the target virtual prop to the virtual prop binding point of the target character bone model to update the target virtual scene.
[0130] As can be seen from the above, after the terminal in the embodiment of the present application obtains the target virtual scene, then the terminal determines the character animation event of the prop assembly type as the target character animation event, and determines the target virtual character corresponding to the target character animation event. Then, the terminal obtains the prop identifier corresponding to the target virtual character. Finally, the terminal selects the target virtual prop corresponding to the target prop identifier from the preset virtual prop set according to the target character animation event, and binds the target virtual prop to the virtual prop binding point of the target character bone model to update the target virtual scene. In the virtual scene update solution provided by the present application, the target virtual prop can be bound to the virtual prop binding point of the target character bone model through the prop identifier corresponding to the target virtual character, so as to realize the update of the virtual scene, without having to recreate the target virtual character equipped with the target virtual prop in the 3D modeling software, making it more flexible and fast to modify the virtual props mounted on the character bone model. Thereby, the update efficiency of the virtual scene is improved.
[0131] For the convenience of further understanding the virtual scene update solution of the present application, taking the production of a game scene as an example, a further specific description is given. Please refer to Figure 2b. Specifically, first, generate the character bones of the virtual character according to the bone hierarchy data, mesh data, and mesh skinning data of the virtual character. The mesh skinning data of the vertices includes which bones affect the vertices and the weights when these bones affect the vertices. Then, set up the Unreal bones on the character bones. The Unreal bones include multiple prop binding points, and the naming of the prop binding points can be set according to the actual situation. For example, for the prop binding of the right hand, it can be set as: weapon_right. Next, name the Unreal bones "Root_***" according to such a specification, and name the initial character bones according to "Bone_***". After completion, the bones of "Root_***" of this object need to be reset to 0, and then imported into unity separately from this virtual character and made into a prefab file. It should be noted that Unity is a game engine, and the virtual character and the prop can be presented in the form of a prefab. The prefab can include the components of the game object and all sub-game objects. After preparing the above prefab, all the animations required by this virtual character can be imported into unity and an animation clip file can be generated, as Figure 2c shown. Then, in the Unity interface, the animations corresponding to the virtual character at each time point can be previewed, and in the time points where virtual props need to be added, virtual props can be assembled in the target virtual character through the above method. Optionally, in some embodiments, virtual props can be assembled for the target virtual character by means of event commands. Please refer to Figure 2d . The terminal can display a page containing event commands. This page includes an event command list. The user can trigger instructions for virtual prop assembly or virtual prop hiding by clicking on the corresponding event commands. For example, please refer to Figure 2e . When the ShowPart instruction is clicked, the ShowPart instruction is a virtual prop assembly instruction, which indicates in which frame the target virtual prop is added. The String list contains the identifiers of the prefab corresponding to the virtual prop, such as the name or label, etc. For the scenario where the prop needs to be hidden, the same method is adopted. Please refer to Figure 2f . When the HidePart instruction is clicked, the HidePart instruction is a virtual prop hiding instruction, which indicates in which frame the target virtual prop is hidden. It can be seen that the solution of this application for updating the virtual scene does not require re-creating the target virtual character equipped with the target virtual prop in a 3D modeling software, making it more flexible and fast to modify the virtual props mounted on the character bone model. Thus, the update efficiency of the virtual scene is improved.
[0132] To facilitate the better implementation of the virtual scene update method of this application, this application also provides a virtual scene update device (hereinafter referred to as the update device) based on the above. Among them, the first transfer device is integrated in the terminal where the viewer is located, and the meanings of the nouns mentioned are the same as those in the above virtual scene update method. For specific implementation details, reference can be made to the description in the method embodiments.
[0133] Please refer to Figure 3a , Figure 3a which is a schematic structural diagram of the virtual scene update device provided by this application. The generation device may include a first acquisition module 301, a first determination module 302, a second determination module 303, a second acquisition module 304, a selection module 305, and an update module 306, specifically as follows:
[0134] The first acquisition module 301 is used to acquire a target virtual scene.
[0135] For example, specifically, the first acquisition module 301 can acquire a game scene configuration file from the client to achieve the acquisition of the target virtual scene. The first acquisition module 301 can also acquire the target virtual scene from the server through wired or wireless communication methods.
[0136] The first determination module 302 is used to determine the role animation event corresponding to each virtual role.
[0137] Among them, the role animation event is an event (Event) that controls the movement of the role entity to generate a picture. For example, the role animation event can be a game skill event of a game character, etc.
[0138] The second determination module 303 is used to determine the role animation event with the event type of prop assembly type as the target role animation event, and determine the target virtual role corresponding to the target role animation event.
[0139] For example, in a certain role animation event, the virtual role picks up a water cup from the table. At this time, the event type corresponding to this role animation event is the prop assembly type. Then, the second determination module 303 determines the target virtual role corresponding to this target role animation event.
[0140] The second acquisition module 304 is used to acquire the prop identifier corresponding to the target virtual role.
[0141] The second acquisition module 304 may obtain the item identifier corresponding to the target virtual character according to the assembly relationship information between the target virtual character and the virtual item. The assembly relationship information is a type of information used to record the assembly relationship between the virtual character and the virtual item. A virtual character can be equipped with virtual items. For example, a virtual ring item can be equipped on the left hand of the virtual character, and a virtual ring item and a virtual dagger item can be equipped on the right hand of the virtual character, and so on.
[0142] Optionally, in some embodiments, the second acquisition module 304 may specifically be configured to: call the assembly relationship information between the target virtual character and the virtual item; and obtain the item identifier corresponding to the target virtual character based on the assembly relationship information.
[0143] The selection module 305 is configured to select the target virtual item corresponding to the target item identifier from a preset virtual item set according to the target character animation event;
[0144] For example, specifically, the selection module 305 selects the item identifier corresponding to the target character animation event from the item identifiers corresponding to the target virtual character as the target item identifier. Then, the selection module 305 selects the virtual item corresponding to the target item identifier from the preset virtual item set to obtain the target virtual item.
[0145] The update module 306 is configured to bind the target virtual item to the virtual item binding point of the target character bone model to update the target virtual scene.
[0146] For example, specifically, the update module 306 extracts the event start time and event end time of the target character animation. Then, based on the event start time and event end time, the update module 306 binds the target virtual item to the virtual item binding point of the target character bone model to update the target virtual scene.
[0147] Optionally, in some embodiments, the update module 306 may specifically include:
[0148] The extraction sub-module is configured to extract the event start time and event end time of the target character animation;
[0149] The update sub-module is configured to bind the target virtual item to the virtual item binding point of the target character bone model based on the event start time and event end time to update the target virtual scene.
[0150] Optionally, in some embodiments, the update sub-module may specifically include:
[0151] The detection unit is configured to detect the item assembly information corresponding to the target virtual character at each preset animation time point during the event start time to the event end time;
[0152] An update unit, configured to bind the target virtual prop to the virtual prop binding point of the target character bone model according to the prop assembly information, so as to update the target virtual scene.
[0153] Optionally, in some embodiments, the update unit may specifically include:
[0154] An extraction subunit, configured to extract the part to be assembled of the target virtual character from the prop assembly information;
[0155] An update subunit, configured to bind the target virtual prop to the virtual prop binding point of the part to be assembled, so as to update the target virtual scene.
[0156] Optionally, in some embodiments, the part to be assembled includes the left hand part and the right hand part. Specifically, the update subunit may be configured to: when the part to be assembled is the left hand part, determine the left hand virtual prop binding point of the target virtual character; when the part to be assembled is the right hand part, determine the right hand virtual prop binding point of the target virtual character; bind the target virtual prop to the left hand virtual prop binding point and / or the right hand virtual prop binding point of the character bone model, so as to update the target virtual scene.
[0157] Optionally, in some embodiments, it further includes a hiding subunit. Specifically, the hiding subunit may be configured to: extract the prop hiding part of the target virtual character from the prop assembly information; hide the virtual prop to be hidden of the target virtual character according to the prop hiding part.
[0158] Optionally, in some embodiments, please refer to Figure 3b , and specifically may further include a generation module 307. The generation module is specifically configured to:
[0159] Determine the associated virtual prop associated with the virtual character according to the character animation event corresponding to the virtual character;
[0160] Assemble the associated virtual prop into the character bone model of the corresponding virtual character to obtain a combined model of the virtual character, where the combined model is composed of the character bone model of the virtual character and at least one virtual prop;
[0161] Generate the assembly relationship information between the virtual character and the virtual prop according to the virtual prop carried by the combined model.
[0162] Optionally, in some embodiments of the present application, please refer to Figure 3c , and specifically may further include an adding module 308. The adding module 308 may specifically be configured to: obtain the initial bone model of the virtual character; generate the virtual bone of the virtual character in the initial bone model, and add a prop binding point to the virtual bone to obtain the character bone model corresponding to the virtual character.
[0163] After the first acquisition module 301 of the embodiment of the present application acquires the target virtual scene, the first determination module 302 determines the role animation events corresponding to each virtual role. Then, the second determination module 303 determines the role animation events with the event type of prop assembly type as the target role animation events, and determines the target virtual roles corresponding to the target role animation events. Next, the second acquisition module 304 acquires the prop identifiers corresponding to the target virtual roles. Finally, the selection module 305 selects the target virtual prop corresponding to the target prop identifier from the preset virtual prop set according to the target role animation event, and the update module 306 binds the target virtual prop to the virtual prop binding point of the target role bone model to update the target virtual scene. In the virtual scene update solution provided by the present application, the target virtual prop can be bound to the virtual prop binding point of the target role bone model through the prop identifier corresponding to the target virtual role, so as to update the virtual scene, without having to recreate the target virtual role equipped with the target virtual prop in the 3D modeling software, making it more flexible and fast to modify the virtual props mounted on the role bone model. Thus, the update efficiency of the virtual scene is improved.
[0164] In addition, the present application also provides an electronic device, such as Figure 4 shown, which shows the structural schematic diagram of the electronic device involved in the present application. Specifically: The electronic device may include a processor 401 with one or more processing cores, a memory 402 with one or more computer-readable storage media, a power supply 403, an input unit 404 and other components. Those skilled in the art can understand that Figure 4 the structure of the electronic device shown in
[0165] does not constitute a limitation to the electronic device, and may include more or fewer components than shown in the figure, or combine some components, or have different component arrangements. Among them:
[0166] The memory 402 can be used to store software programs and modules. The processor 401 executes various functional applications and data processing by running the software programs and modules stored in the memory 402. The memory 402 mainly includes a program storage area and a data storage area. Among them, the program storage area can store an operating system, application programs required for at least one function (such as a sound playback function, an image playback function, etc.); the data storage area can store data created according to the use of the electronic device. In addition, the memory 402 can include high-speed random access memory and can also include non-volatile memory, such as at least one magnetic disk storage device, a flash memory device, or other volatile solid-state storage devices. Correspondingly, the memory 402 can also include a memory controller to provide the processor 401 with access to the memory 402.
[0167] The electronic device further includes a power supply 403 for supplying power to each component. Preferably, the power supply 403 can be logically connected to the processor 401 through a power management system, so as to implement functions such as management of charging, discharging, and power consumption management through the power management system. The power supply 403 can also include any components such as one or more DC or AC power supplies, a recharge system, a power failure detection circuit, a power converter or inverter, and a power status indicator.
[0168] The electronic device may further include an input unit 404, which can be used to receive input digital or character information, and generate keyboard, mouse, joystick, optical, or trackball signal inputs related to user settings and function controls.
[0169] Although not shown, the electronic device may further include a display unit, etc., which will not be elaborated here. Specifically, in this embodiment, the processor 401 in the electronic device will load the executable files corresponding to the processes of one or more application programs into the memory 402 according to the following instructions, and the processor 401 will run the application programs stored in the memory 402 to implement various functions as follows:
[0170] Obtain a target virtual scene, determine the role animation events corresponding to each virtual character, determine the role animation events of the prop assembly type as the target role animation events, and determine the target virtual character corresponding to the target role animation events. Obtain the prop identifier corresponding to the target virtual character, select the target virtual prop corresponding to the target prop identifier from a preset virtual prop set according to the target role animation event, and bind the target virtual prop to the virtual prop binding point of the target character bone model to update the target virtual scene.
[0171] For the specific implementation of each of the above operations, reference can be made to the previous embodiments, which will not be elaborated here.
[0172] After obtaining the target virtual scene in the embodiment of the present application, the role animation events corresponding to each virtual role are determined. Then, the role animation events with the event type of prop assembly type are determined as the target role animation events, and the target virtual role corresponding to the target role animation events is determined. Next, the prop identifier corresponding to the target virtual role is obtained. Finally, according to the target role animation events, the target virtual prop corresponding to the target prop identifier is selected from the preset virtual prop set, and the target virtual prop is bound to the virtual prop binding point of the target role bone model to update the target virtual scene. In the virtual scene update solution provided by the present application, the target virtual prop can be bound to the virtual prop binding point of the target role bone model through the prop identifier corresponding to the target virtual role, so as to realize the update of the virtual scene, without having to recreate the target virtual role equipped with the target virtual prop in a 3D modeling software, making it more flexible and fast to modify the virtual props mounted on the role bone model. Thus, the update efficiency of the virtual scene is improved.
[0173] Those of ordinary skill in the art can understand that all or part of the steps in the various methods of the above embodiments can be completed by instructions, or by instructions controlling related hardware. The instructions can be stored in a computer-readable storage medium and loaded and executed by a processor.
[0174] Therefore, the present application provides a storage medium in which multiple instructions are stored. The instructions can be loaded by a processor to execute the steps in any of the virtual scene update methods provided by the present application. For example, the instructions can execute the following steps:
[0175] Obtain the target virtual scene, determine the role animation events corresponding to each virtual role, determine the role animation events with the event type of prop assembly type as the target role animation events, determine the target virtual role corresponding to the target role animation events, obtain the prop identifier corresponding to the target virtual role, select the target virtual prop corresponding to the target prop identifier from the preset virtual prop set according to the target role animation events, and bind the target virtual prop to the virtual prop binding point of the target role bone model to update the target virtual scene.
[0176] For the specific implementation of each of the above operations, reference can be made to the previous embodiments and will not be elaborated here.
[0177] Among them, the storage medium may include: read-only memory (ROM, Read Only Memory), random access memory (RAM, Random Access Memory), a magnetic disk or an optical disc, etc.
[0178] Since the instructions stored in the storage medium can execute the steps in any of the virtual scene update methods provided by this application, the beneficial effects achievable by any of the virtual scene update methods provided by this application can be realized. For details, refer to the previous embodiments and will not be elaborated here.
[0179] According to one aspect of the present application, there is provided a computer program product or a computer program. The computer program product or the computer program includes computer instructions, and the computer instructions are stored in a computer-readable storage medium. The processor of the computer device reads the computer instructions from the computer-readable storage medium, and the processor executes the computer instructions, so that the computer device executes the methods provided in the above various optional implementation manners.
[0180] The above has introduced in detail a virtual scene update method, apparatus, electronic device, and storage medium provided by the present application. Specific examples are used in this article to elaborate on the principle and implementation manner of the present application. The description of the above embodiments is only used to help understand the method and its core idea of the present application; at the same time, for those skilled in the art, according to the idea of the present application, there will be changes in the specific implementation manner and application scope. In summary, the content of this specification should not be construed as a limitation to the present application.
Claims
1. A virtual scene update method, characterized in that, Including: Obtain a target virtual scene, where the target virtual scene includes a character skeleton model corresponding to at least one virtual character, and the character skeleton model includes a plurality of prop binding points; Determine the character animation events corresponding to each virtual character; Determine the character animation events with the event type of prop assembly type as target character animation events, and determine the target virtual character corresponding to the target character animation events; Obtain the prop identifier corresponding to the target virtual character; According to the target character animation events, select the target virtual prop corresponding to the prop identifier from a preset virtual prop set, and bind the target virtual prop to the virtual prop binding points of the target character skeleton model to update the target virtual scene; The binding the target virtual prop to the virtual prop binding points of the target character skeleton model to update the target virtual scene includes: Extract the event start time and event end time of the target character animation; Based on the event start time and event end time, bind the target virtual prop to the virtual prop binding points of the target character skeleton model to update the target virtual scene; The target virtual character has corresponding prop assembly information at each preset animation time point, and the method further includes: Extract the prop hidden parts of the target virtual character from the prop assembly information; Hide the virtual props to be hidden of the target virtual character according to the prop hidden parts.
2. The method according to claim 1, wherein The binding the target virtual prop to the virtual prop binding points of the target character skeleton model to update the target virtual scene based on the event start time and event end time includes: Detect the prop assembly information corresponding to the target virtual character at each preset animation time point from the event start time to the event end time; According to the prop assembly information, bind the target virtual prop to the virtual prop binding points of the target character skeleton model to update the target virtual scene.
3. The method according to claim 2, wherein The binding the target virtual prop to the virtual prop binding points of the target character skeleton model to update the target virtual scene according to the prop assembly information includes: Extract the parts to be assembled of the target virtual character from the prop assembly information; Bind the target virtual prop to the virtual prop binding points of the parts to be assembled to update the target virtual scene.
4. The method according to claim 3, characterized in that, The parts to be assembled include the left hand part and the right hand part, and the binding the target virtual prop to the virtual prop binding points of the parts to be assembled to update the target virtual scene includes: When the part to be assembled is the left hand part, determine the left hand virtual prop binding point of the target virtual character; When the part to be assembled is the right hand part, determine the right hand virtual prop binding point of the target virtual character; Bind the target virtual prop to the left hand virtual prop binding point and / or the right hand virtual prop binding point of the character skeleton model to update the target virtual scene.
5. The method according to any one of claims 1 to 4, characterized in that, The obtaining the prop identifier corresponding to the target virtual character includes: Invoke the assembly relationship information between the target virtual character and the virtual prop; Based on the assembly relationship information, obtain the prop identifier corresponding to the target virtual character.
6. The method according to claim 5, wherein Before invoking the assembly relationship information between the target virtual character and the virtual prop, it further includes: According to the character animation event corresponding to the virtual character, determine the associated virtual prop associated with the virtual character; Assemble the associated virtual prop into the character bone model of the corresponding virtual character to obtain a combined model of the virtual character, where the combined model is composed of the character bone model of the virtual character and at least one virtual prop; Generate the assembly relationship information between the virtual character and the virtual prop according to the virtual prop carried by the combined model.
7. The method according to any one of claims 1 to 4, characterized in that, Before obtaining the target virtual scene, it further includes: Obtain the initial bone model of the virtual character; Generate the virtual bones of the virtual character in the initial bone model, and add prop binding points on the virtual bones to obtain the character bone model corresponding to the virtual character.
8. A virtual scene updating device, characterized in that It includes: A first acquisition module for acquiring a target virtual scene, where the target virtual scene includes the character bone models corresponding to at least one virtual character, and the character bone model includes a plurality of prop binding points; A first determination module for determining the character animation event corresponding to each virtual character; A second determination module for determining the character animation event with the event type of prop assembly type as the target character animation event, and determining the target virtual character corresponding to the target character animation event; A second acquisition module for acquiring the prop identifier corresponding to the target virtual character; A selection module for selecting the target virtual prop corresponding to the prop identifier from a preset virtual prop set according to the target character animation event; An update module for binding the target virtual prop to the virtual prop binding point of the target character bone model to update the target virtual scene; The update module includes: An extraction sub-module for extracting the event start time and event end time of the target character animation; An update sub-module for binding the target virtual prop to the virtual prop binding point of the target character bone model based on the event start time and event end time to update the target virtual scene; The target virtual character has corresponding prop assembly information at each preset animation time point, and the device further includes a hiding sub-unit, and the hiding sub-unit can specifically be used for: Extract the prop hiding part of the target virtual character from the prop assembly information; Hide the virtual prop to be hidden of the target virtual character according to the prop hiding part.
9. The device according to claim 8, characterized in that, The update sub-module includes: A detection unit for detecting the prop assembly information corresponding to the target virtual character at each preset animation time point from the event start time to the event end time; An update unit for binding the target virtual prop to the virtual prop binding point of the target character bone model according to the prop assembly information to update the target virtual scene.
10. The device according to claim 9, characterized in that, The update unit includes: An extraction sub-unit for extracting the part to be assembled of the target virtual character from the prop assembly information; An update subunit, configured to bind the target virtual item to a virtual item binding point of a to-be-assembled part, so as to update the target virtual scene.
11. An electronic device, comprising a memory, a processor, and a computer program stored on the memory and executable on the processor, wherein, When the processor executes the program, the steps of the virtual scene update method according to any one of claims 1-7 are implemented.
12. A computer-readable storage medium, characterized in that, A computer program is stored thereon, wherein when the computer program is executed by a processor, the steps of the virtual scene update method according to any one of claims 1-7 are implemented.
13. A computer program product, characterized in that, It includes computer programs / instructions, and when the computer programs / instructions are executed by a processor, the steps in the virtual scene update method according to any one of claims 1-7 are implemented.
Citation Information
Patent Citations
Virtual scene construction method and device, terminal and storage medium
CN111643898A