Animation interaction method and device in game, storage medium and electronic equipment

By configuring a unified target component skeleton for game components, the problem of resource waste caused by inconsistent game component structures is solved, and resource optimization and performance improvement are achieved.

CN115770388BActive Publication Date: 2026-04-17NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
NETEASE (HANGZHOU) NETWORK CO LTD
Filing Date
2021-09-09
Publication Date
2026-04-17

AI Technical Summary

Technical Problem

In existing technologies, the structural adaptation between game components is not uniform, which requires each set of game components to be customized with a separate component skeleton, resulting in a waste of skeleton resources. Furthermore, the individually customized component skeletons cannot be uniformly matched with interactive animations, increasing the proportion of animation resources and skeleton resources and affecting game performance.

Method used

Configure a target component skeleton for multiple game components so that it is compatible with the construction parameters of all game components, and generate the first interactive animation between the virtual game character and the game components.

Benefits of technology

By uniformly adapting a set of target component skeletons for game components of the same type, resource consumption is avoided, resource consumption of interactive animations is reduced, and game performance is improved.

✦ Generated by Eureka AI based on patent content.

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Abstract

This disclosure relates to an animation interaction method, apparatus, storage medium, and electronic device in a game. The method includes: determining a virtual game character and multiple game components in the game, wherein the multiple game components are target objects of the same type controlled by the virtual game character in a virtual game scene; configuring a target component skeleton for the multiple game components, wherein each of the multiple game components has different construction parameters, and the target component skeleton is a component skeleton that adapts to the construction parameters of all game components; and generating a first interactive animation between the virtual game character and the multiple game components based on the target component skeleton. This disclosure solves the technical problem that due to the inconsistent structure of the same type of game components in a game scene, requiring each game component to have its own component skeleton, the final interactive animation suffers from significant resource consumption.
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Description

Technical Field

[0001] This disclosure relates to the field of game technology, and more specifically, to an animation interaction method, device, storage medium, and electronic device in a game. Background Technology

[0002] Currently, games involving component decomposition and interactive animation flows, such as naval warfare games that involve cannon component decomposition and interactive animation flows, all have some shortcomings. They cannot meet the current development needs of game projects to highly reproduce historical appearances and interactive animations, and have the following problems: the structural adaptation between game components is not uniform, which requires each set of game components to be customized separately, resulting in a waste of skeletal resources, and the individually customized component skeletons cannot be uniformly matched with interactive animations; game components with different functional attributes have different component skeleton decomposition schemes, which makes the interactive animations between game components and virtual game characters not universal.

[0003] Due to issues such as inconsistent structural adaptation between game components, inconsistent animation interactions between game components and virtual game characters, and inconsistent skeletal adaptation between game components, creating game component skeletons and interactive animations using existing technical solutions would result in a significant increase in the proportion of animation and skeletal resources. Furthermore, since current game projects are primarily based on mobile clients, this would severely hinder game performance.

[0004] There is currently no effective solution to the above problems. Summary of the Invention

[0005] This disclosure provides an animation interaction method, device, storage medium, and electronic device in games, to at least solve the technical problem that the resource consumption of generating interactive animations is large due to the inconsistent structure of the same type of game components in the game scene and the separate design of component skeletons for each game component.

[0006] According to one aspect of the present disclosure, an animation interaction method in a game is provided, comprising: determining a virtual game character and a plurality of game components in the game, wherein the plurality of game components are target objects of the same type controlled by the virtual game character in a virtual game scene; configuring a target component skeleton for the plurality of game components, wherein each of the plurality of game components has different construction parameters, and the target component skeleton is a component skeleton that is adapted to the construction parameters of all game components; and generating a first interactive animation between the virtual game character and the plurality of game components based on the target component skeleton.

[0007] Optionally, the aforementioned game components include: cannon components; configuring a target component skeleton for multiple game components includes: obtaining the loading method of each of the multiple cannon components within a predetermined historical time period, and the rotation axis point of the cannon barrel of each of the multiple cannon components, wherein the loading method includes: muzzle loading method and breech loading method; determining the spatial position of the multiple cannon components on the ship model based on the loading method and the rotation axis point of the cannon barrel; and configuring the target component skeleton for the multiple game components based on the spatial position.

[0008] Optionally, obtaining the barrel rotation axis of each of the above-mentioned gun components includes: obtaining a first skeletal chain constructed for each of the above-mentioned gun components, and a second skeletal chain and a standard axis point for a standard gun component; determining the matching result of the first skeletal chain and the second skeletal chain; and determining the axis point of each of the above-mentioned gun components based on the matching result and the standard axis point.

[0009] Optionally, generating a first interactive animation between the virtual game character and multiple game components based on the target component skeleton includes: determining the interaction points between the virtual game character and each game component based on the target component skeleton; generating a second interactive animation between the virtual game character and each game component based on the interaction points and the construction parameters of each game component, wherein the construction parameters include at least: size and structure; and combining the second interactive animations corresponding to each of the multiple game components to obtain the first interactive animation between the virtual game character and multiple game components.

[0010] Optionally, the game components include: a cannon component; combining the second interactive animations corresponding to each of the multiple game components to obtain a first interactive animation between the virtual game character and the multiple game components, including: determining the firing and loading processes executed by the virtual game character on the multiple cannon components; marking the skeletal points of each cannon component and the virtual game character to determine the connection method between the multiple second interactive animations; and combining the multiple second interactive animations according to the firing process, the loading process and the connection method to obtain the first interactive animation.

[0011] Optionally, a prompt message can be added to the first interactive animation. The prompt message is attached to the timeline of the first interactive animation and is connected to the port of the game planner. When the prompt message is played, a pre-set game performance is triggered.

[0012] Optionally, after generating the interaction animation between the virtual game character and multiple game components based on the target component skeleton, the above includes: displaying the first interaction animation in the graphical user interface rendered in the game.

[0013] According to another aspect of the embodiments of this disclosure, an animation interaction device in a game is also provided, comprising: a determining module, configured to determine a virtual game character and a plurality of game components in the game, wherein the plurality of game components are target objects of the same type controlled by the virtual game character in a virtual game scene; a configuring module, configured to configure a target component skeleton for the plurality of game components, wherein each of the plurality of game components has different construction parameters, and the target component skeleton is a component skeleton that is adapted to the construction parameters of all game components; and a generating module, configured to generate a first interactive animation between the virtual game character and the plurality of game components based on the target component skeleton.

[0014] According to another aspect of the present disclosure, a non-volatile storage medium is also provided, the non-volatile storage medium including a stored program, wherein, when the program is running, it controls the device where the non-volatile storage medium is located to execute any of the above-described animation interaction methods in the game.

[0015] According to another aspect of the present disclosure, an electronic device is also provided, including a memory and a processor, wherein the memory stores a computer program and the processor is configured to run the computer program to perform any of the above-described animation interaction methods in the game.

[0016] In this embodiment of the disclosure, a virtual game character and multiple game components are identified in the game, wherein the multiple game components are target objects of the same type controlled by the virtual game character in the virtual game scene; a target component skeleton is configured for the multiple game components, wherein the construction parameters of each of the multiple game components are different, and the target component skeleton is a component skeleton that is adapted to the construction parameters of all game components; a first interactive animation between the virtual game character and the multiple game components is generated based on the target component skeleton.

[0017] Since the aforementioned game components are target objects of the same type controlled by a virtual game character, but each of the aforementioned game components has different construction parameters, a target component skeleton that adapts to the construction parameters of all the aforementioned game components can be configured. Based on this target component skeleton, a first interactive animation between the virtual game character and the aforementioned game components is generated. Therefore, this embodiment of the present disclosure achieves the goal of uniformly adapting a set of target component skeletons for game components of the same type, avoiding the resource consumption caused by individually designing component skeletons for each game component. This achieves the technical effect of improving game performance by reducing the resource consumption of interactive animations, thereby solving the technical problem of high resource consumption in the final generation of interactive animations due to the inconsistent structure of the same type of game components in the game scene and the need for individually designing component skeletons for each game component. Attached Figure Description

[0018] The accompanying drawings, which are included to provide a further understanding of this disclosure and form part of this application, illustrate exemplary embodiments of this disclosure and are used to explain this disclosure, but do not constitute an undue limitation of this disclosure. In the drawings:

[0019] Figure 1 This is a flowchart of an animation interaction method in a game according to an embodiment of the present disclosure;

[0020] Figure 2 This is a flowchart of the steps of an optional gun component configuration method according to an embodiment of the present disclosure;

[0021] Figure 3 This is a flowchart illustrating the steps for determining an optional barrel rotation axis according to an embodiment of the present disclosure.

[0022] Figure 4a This is a schematic diagram of the skeletal structure of an optional deckcannon type artillery according to an embodiment of the present disclosure;

[0023] Figure 4b This is a schematic diagram of the skeletal structure of another optional deck gun type artillery according to an embodiment of the present disclosure;

[0024] Figure 4c This is a schematic diagram of the skeletal structure of another optional deck gun type artillery according to an embodiment of the present disclosure;

[0025] Figure 5a This is a schematic diagram of the skeletal structure of an optional launcher cannon according to an embodiment of the present disclosure.

[0026] Figure 5bThis is a schematic diagram of the skeletal structure of another optional grenade launcher-type artillery according to an embodiment of the present disclosure;

[0027] Figure 5c This is a schematic diagram of the skeletal structure of another optional grenade launcher-type artillery according to an embodiment of the present disclosure;

[0028] Figure 6a This is a schematic diagram of the skeletal structure of an optional headcannon type cannon according to an embodiment of the present disclosure.

[0029] Figure 6b This is a schematic diagram of the skeletal structure of another optional bow and stern type cannon according to an embodiment of the present disclosure.

[0030] Figure 6c This is a schematic diagram of the skeletal structure of another optional bow and stern type cannon according to an embodiment of the present disclosure.

[0031] Figure 7a This is a schematic diagram of the skeletal structure of an optional sniper cannon type artillery according to an embodiment of the present disclosure.

[0032] Figure 7b This is a schematic diagram of the skeletal structure of another optional sniper cannon type artillery according to an embodiment of the present disclosure;

[0033] Figure 7c This is a schematic diagram of the skeletal structure of another optional sniper cannon type artillery according to an embodiment of the present disclosure;

[0034] Figure 8 This is a flowchart of the steps of an optional animation interaction method in a game according to an embodiment of the present disclosure;

[0035] Figure 9 This is a flowchart of the steps of an optional game cannon component animation interaction method according to an embodiment of the present disclosure;

[0036] Figure 10 This is a schematic diagram of the structure of an animation interaction device in a game according to an embodiment of the present disclosure. Detailed Implementation

[0037] To enable those skilled in the art to better understand the present disclosure, the technical solutions of the present disclosure will be clearly and completely described below with reference to the accompanying drawings of the embodiments. Obviously, the described embodiments are only some embodiments of the present disclosure, and not all embodiments. Based on the embodiments of the present disclosure, all other embodiments obtained by those skilled in the art without creative effort should fall within the scope of protection of the present disclosure.

[0038] It should be noted that the terms "first," "second," etc., in the specification, claims, and accompanying drawings of this disclosure are used to distinguish similar objects and are not necessarily used to describe a specific order or sequence. It should be understood that such data can be interchanged where appropriate so that the embodiments of this disclosure described herein can be implemented in orders other than those illustrated or described herein. Furthermore, the terms "comprising" and "having," and any variations thereof, are intended to cover non-exclusive inclusion; for example, a process, method, system, product, or apparatus that comprises a series of steps or units is not necessarily limited to those steps or units explicitly listed, but may include other steps or units not explicitly listed or inherent to such processes, methods, products, or apparatus.

[0039] First, to facilitate understanding of the embodiments of this disclosure, some terms or nouns involved in this disclosure will be explained below:

[0040] Cue information: In the branch editor of the game engine (messiah engine), in the skeleton editor, it is a tooltip that is attached to the animation timeline and connects to the port of the designer's table. When the animation plays to the cue information point, it will trigger the pre-set behavior in the background. For example, at frame xx, the cannonball appears on a certain bone.

[0041] Dress-up: refers to the fashion concept in games. Game developers create different types and styles of appearance for characters and props in the game to attract players' preferences, encourage them to make purchases, and generate revenue.

[0042] According to an embodiment of this disclosure, a method embodiment for animation interaction in a game is provided. It should be noted that the steps shown in the flowchart in the accompanying drawings can be executed in a computer system such as a set of computer-executable instructions. Furthermore, although a logical order is shown in the flowchart, in some cases, the steps shown or described may be executed in a different order than that shown here.

[0043] The technical solutions of this method embodiment can be executed in a mobile terminal, computer terminal, or similar computing device. Taking running on a mobile terminal as an example, the mobile terminal can be a smartphone (such as an Android phone, iOS phone, etc.), tablet computer, PDA, and other terminal devices such as Mobile Internet Devices (MIDs) and PADs. The mobile terminal may include one or more processors (processors may include, but are not limited to, central processing units (CPUs), graphics processing units (GPUs), digital signal processing (DSP) chips, microprocessors (MCUs), programmable logic devices (FPGAs), neural network processors (NPUs), tensor processors (TPUs), artificial intelligence (AI) type processors, etc.) and a memory for storing data. Optionally, the mobile terminal may also include transmission devices, input / output devices, and display devices for communication functions. Those skilled in the art will understand that the above structural description is merely illustrative and does not limit the structure of the mobile terminal. For example, the mobile terminal may include more or fewer components than described above, or have a different configuration than described above.

[0044] The memory can be used to store computer programs, such as application software programs and modules, like the computer program corresponding to the animation interaction method in the game in this embodiment of the disclosure. The processor executes various functional applications and data processing by running the computer program stored in the memory, thereby realizing the aforementioned animation interaction method in the game. The memory may include high-speed random access memory, and may also include non-volatile memory, such as one or more magnetic storage devices, flash memory, or other non-volatile solid-state memory. In some instances, the memory may further include memory remotely located relative to the processor, and these remote memories can be connected to the mobile terminal via a network. Examples of the aforementioned networks include, but are not limited to, the Internet, corporate intranets, local area networks, mobile communication networks, and combinations thereof.

[0045] The transmission device is used to receive or send data via a network. Specific examples of the network mentioned above may include a wireless network provided by the mobile terminal's communication provider. In one example, the transmission device includes a Network Interface Controller (NIC), which can connect to other network devices via a base station to communicate with the Internet. In another example, the transmission device may be a Radio Frequency (RF) module, used for wireless communication with the Internet. The technical solutions of this method embodiment can be applied to various communication systems, such as: Global System for Mobile Communication (GSM), Code Division Multiple Access (CDMA), Wideband Code Division Multiple Access (WCDMA), General Packet Radio Service (GPRS), Long Term Evolution (LTE), LTE Frequency Division Duplex (FDD), LTE Time Division Duplex (TDD), Universal Mobile Telecommunication System (UMTS), Worldwide Interoperability for Microwave Access (WiMAX), or 5G systems, etc. Optionally, multiple mobile terminals can perform device-to-device (D2D) communication. Optionally, 5G systems or 5G networks are also referred to as New Radio (NR) systems or NR networks.

[0046] The display device can be, for example, a touchscreen liquid crystal display (LCD) and a touch display (also referred to as a "touchscreen" or "touch display screen"). This LCD allows the user to interact with the user interface of the mobile terminal. In some embodiments, the mobile terminal has a graphical user interface (GUI), which the user can interact with by touching a touch-sensitive surface with fingers and / or gestures. Optional human-computer interaction functions include: creating web pages, drawing, word processing, creating electronic documents, playing games, video conferencing, instant messaging, sending and receiving emails, a call interface, playing digital video, playing digital music, and / or web browsing, etc. Executable instructions for performing the above human-computer interaction functions are configured / stored in one or more processor-executable computer program products or readable non-volatile storage media.

[0047] Figure 1 This is a flowchart of an animation interaction method in a game according to an embodiment of this disclosure, such as... Figure 1 As shown, the method includes the following steps:

[0048] Step S102: Determine the virtual game character and multiple game components in the game, wherein the multiple game components are target objects of the same type controlled by the virtual game character in the virtual game scene;

[0049] Step S104: Configure a target component bone for the multiple game components mentioned above. The construction parameters of each of the multiple game components are different. The target component bone is a component bone that is compatible with the construction parameters of all game components.

[0050] Step S106: Generate a first interactive animation between the virtual game character and multiple game components based on the skeleton of the target component.

[0051] Since the aforementioned game components are target objects of the same type controlled by a virtual game character, but each of the aforementioned game components has different construction parameters, a target component skeleton that adapts to the construction parameters of all the aforementioned game components can be configured. Based on this target component skeleton, a first interactive animation between the virtual game character and the aforementioned game components is generated. Therefore, this embodiment of the present disclosure achieves the goal of uniformly adapting a set of target component skeletons for game components of the same type, avoiding the resource consumption caused by individually designing component skeletons for each game component. This achieves the technical effect of improving game performance by reducing the resource consumption of interactive animations, thereby solving the technical problem of high resource consumption in the final generation of interactive animations due to the inconsistent structure of the same type of game components in the game scene and the need for individually designing component skeletons for each game component.

[0052] Optionally, the aforementioned multiple game components are target objects of the same type controlled by the aforementioned virtual game characters in a virtual game scene. For example, they can be multiple cannon components of the same type but with different construction parameters (e.g., size, dimensions, structure).

[0053] Optionally, the aforementioned virtual game character is a virtual character that controls the game component in the game scene. Taking the aforementioned game component as a cannon component as an example, the aforementioned virtual game character can be a sailor, a soldier, etc.

[0054] It should be noted that the animation interaction method in the game provided in this disclosure embodiment may, but is not limited to, pre-generating a first interactive animation in the game engine and applying the first interactive game to games such as cannon component customization games and naval warfare games. For example, in the game background of the Middle Ages to the late 18th century Age of Exploration, European three-masted sailing ships are used as naval warfare vehicles. The interactive animation logic of uniformly matching the skeleton of the cannon components and adapting sailors to different cannon shapes can be formulated in order to develop technical standards and implementation schemes that meet the requirements of the game project during the presentation on the mobile game platform.

[0055] In one optional embodiment, the animation interaction method in the above game includes: determining a standard model design based on the different functional structures of the cannon components, defining a maximum cannon component skeleton and a unified cannon barrel rotation axis point, wherein the maximum cannon component skeleton splitting and connection position can be, but is not limited to, the aforementioned cannon barrel rotation axis point; building a skeleton chain to match the standard cannon component model design and defining an accurate rotation axis point; determining the specific interactive animation between the virtual game character and the aforementioned standard cannon component, as well as the size and structural specifications of the cannon component, based on the component planning in the project game; determining the spatial position of the virtual game character and the cannon component based on the ship deck structure and space setting in the project game; building a complete cannon component interactive animation process, which can be, but is not limited to, firing and reloading animation processes, as well as detailed animation splitting schemes and animation performance; marking interaction point information on the aforementioned cannon component model and virtual game character skeleton points based on the project engine and game editor for perfect connection of game interactive animations; adding prompt information to the aforementioned virtual game character interactive animation through the aforementioned game editor; and displaying the game interactive animation.

[0056] Optionally, the aforementioned rotation axis point may be, but is not limited to, an axis point for controlling the displacement, rotation, extension and retraction of the cannon barrel; an axis point for controlling the displacement and overall rotation of the cannon base; a mounting point or slot for attaching various human-computer interaction (UI) and prompt icons in the game; or a mounting point or slot for attaching the shell spawn point in the "shell generation event".

[0057] Optionally, the dimensions, structural specifications, and splicing rules of the aforementioned cannon components may include, but are not limited to: the base cannot be changed; the diameter of the breech needs to be compatible with all bases; the height of the barrel's axis cannot be shifted; the connection position between the breech and the barrel cannot be changed; the length and thickness of the components need to vary within the range of standard values; the barrel needs to be disassembled into three small components, which can be replaced and spliced ​​in the game; the muzzle should not be larger than the size of the slot on the side of the ship; the cannon components of epic cannons are designed independently and are not directly related to low, medium, and high-level cannon components. Epic cannons have their own unique attributes, which need to be reflected in their appearance.

[0058] This disclosure achieves at least the following technical effects: It solves the problem of increased bone resource consumption due to the lack of a unified skeletal system for cannon components of different structures and sizes. It specifies the method of cannon barrel component disassembly, the position of the pivot point, and the length of the disassembled barrel, etc. By integrating virtual game characters with unified bone specifications, pivot points, and positioning through the connection of multiple engine functions and the integration of prompts, a closed-loop and logically clear cannon component replacement animation process is formed. Game developers can quickly produce corresponding cannon component replacement models and virtual game character animation resources based on this standard process, while avoiding process chaos, optimizing the complexity of coordination among planning, animation, and model building, and saving communication costs.

[0059] As an optional embodiment, Figure 2 This is a flowchart of the steps of an optional gun component configuration method according to an embodiment of the present disclosure, such as... Figure 2 As shown, the game components mentioned above include: a cannon component; configuring a target component skeleton for multiple game components specifically includes the following method steps:

[0060] Step S302: Obtain the loading method of each of the above-mentioned gun assemblies in a predetermined historical period, and the rotation axis of the barrel of each of the above-mentioned gun assemblies, wherein the loading method includes: muzzle loading method and breech loading method.

[0061] Step S304: Based on the above loading method and the above gun barrel rotation axis point, determine the spatial position of the multiple gun components on the ship model.

[0062] Step S306: Configure the target component skeleton for the multiple game components based on the above spatial location.

[0063] Optionally, based on the type of cannon component in the corresponding historical period and the defined rotation axis of the cannon barrel in the game project, the spatial position of the cannon component on the ship's deck is determined, and the maximum skeleton of the cannon component is defined. The maximum skeleton of the cannon component is determined for the rotation axis of the cannon barrel and the two loading methods of muzzle loading and breech loading. That is, based on the type of cannon component in the corresponding historical period, the rotation axis of the cannon barrel and the loading method will not change regardless of the type of cannon.

[0064] As an optional embodiment, Figure 3 This is a flowchart illustrating the steps for determining an optional barrel rotation axis according to an embodiment of this disclosure, as follows: Figure 3 As shown, obtaining the barrel rotation axis of each of the above-mentioned gun components specifically includes the following method steps:

[0065] Step S402: Obtain the first skeletal chain for each of the above-mentioned gun components, and the second skeletal chain and standard axis point for the standard gun component;

[0066] Step S404: Determine the matching result between the first skeletal chain and the second skeletal chain.

[0067] Step S406: Based on the above matching results and the above standard axis center point, determine the axis center point of each of the above gun components.

[0068] Optionally, the above-mentioned artillery component skeleton construction scheme can be, but is not limited to, deck cannon, launcher cannon, head cannon, and sniper cannon. In this embodiment, the skeleton construction scheme of the same type of artillery component is the same, that is, each group of artillery components has a fixed splitting standard and a clear skeleton splitting point.

[0069] As an optional embodiment, Figures 4a to 4c This is a schematic diagram of the skeletal structure of an optional deckcannon type artillery according to an embodiment of this disclosure. Optionally, the key skeletal rotation axis points of the aforementioned deckcannon type artillery may include, but are not limited to, the barrel rotation axis point, the overall skeletal center of gravity of the artillery, the axis point controlling the displacement, rotation, and extension of the barrel (deskcannon_position), the axis point controlling the displacement and overall rotation of the artillery base (deskcannon_rotate), attachment points and slots (HP_01, 02, 03) for attaching various human-computer interaction (UI) elements and prompt icons in the game, and attachment points and slots (muzzles) for attaching the shell spawn point in the "shell generation event". Wherein, as... Figure 4aThe diagram shows the pivot point of the barrel rotation in the skeletal structure of a deck-mounted cannon; as shown... Figure 4b The diagram shows the overall skeletal center of gravity of a deck-mounted cannon; as shown. Figure 4c The diagram shows the rotation axis points of other key skeletons in the skeletal structure of a deck-mounted cannon. These key skeleton rotation axis points include the axis points that control the displacement, rotation, and extension of the cannon barrel; the axis points that control the displacement and overall rotation of the cannon base; the attachment points and slots used to attach various human-computer interaction (UI) elements and prompt icons in the game; and the attachment points and slots used to attach the shell spawn point in the "shell generation event".

[0070] As an optional embodiment, Figure 5 is a schematic diagram of the skeleton construction structure of an optional launchercannon type artillery according to an embodiment of the present disclosure. Optionally, the key skeleton rotation axis points of the aforementioned deck cannon type artillery may include, but are not limited to, the barrel rotation axis point, the overall skeleton center of gravity of the artillery, the axis point controlling the displacement, rotation, extension, and other functions of the barrel (launchercannon_position), the axis point controlling the displacement and overall rotation of the artillery base (launchercannon_rotate), the attachment points and slots (HP_01, 02, 03) used to attach various human-computer interaction (UI) elements, prompt icons, etc. in the game, the attachment points and slots (muzzle) used to attach the artillery shell spawn point in the "shell generation event," and the auxiliary skeletons (launcher_01, 02, 03). Wherein, as Figure 5a The diagram shows a schematic of the barrel's rotation axis in the skeletal structure of a grenade launcher-type artillery piece; as shown... Figure 5b The diagram shows the overall skeletal center of gravity of a grenade launcher-type artillery piece; as shown. Figure 5c The diagram shows the rotation axis points of other key skeletons in the skeletal structure of a grenade launcher-type artillery. These key skeleton rotation axis points include the axis points that control the displacement, rotation, and extension of the cannon barrel; the axis points that control the displacement and overall rotation of the cannon base; the attachment points and slots used to attach various human-computer interaction (UI) elements and prompt icons in the game; and the attachment points and slots used to attach the shell spawn point in the "shell generation event".

[0071] As an optional embodiment, Figure 6 is a schematic diagram of the skeleton construction structure of an optional bow / stern cannon type artillery according to an embodiment of this disclosure. Optionally, the key skeleton rotation axis points of the aforementioned bow / stern cannon type artillery may include, but are not limited to, the barrel rotation axis point, the overall skeleton center of gravity of the artillery, the axis point controlling the displacement, rotation, and extension of the barrel (headcannon_position), the axis point controlling the displacement and overall rotation of the artillery base (headcannon_rotate), attachment points and slots (HP_01, 02, 03) for attaching various human-computer interaction (UI) elements and prompt icons in the game, and attachment points and slots (muzzles) for attaching the cannonball spawn point in the "cannonball generation event". Wherein, as Figure 6a The diagram shows a schematic of the barrel's rotation axis in the skeletal structure of a bow- and stern-type cannon; as shown... Figure 6b The diagram shows the overall skeletal center of gravity of a bow- and stern-type cannon; as shown. Figure 6c The diagram shows the rotation axis points of other key skeletons in the skeletal structure of bow and stern type cannons. These key skeleton rotation axis points include the axis points that control the displacement, rotation, and extension of the cannon barrel, the axis points that control the displacement and overall rotation of the cannon base, the attachment points and slots used to attach various human-computer interaction (UI) and prompt icons in the game, and the attachment points and slots used to attach the cannonball spawn point in the "cannonball generation event".

[0072] As an optional embodiment, Figure 7 is a schematic diagram of the skeleton construction structure of an optional sniper cannon type artillery according to an embodiment of this disclosure. Optionally, the key skeleton rotation axis points of the aforementioned sniper cannon type artillery may include, but are not limited to, the barrel rotation axis point, the overall skeleton center of gravity of the artillery, the axis point controlling the displacement, rotation, extension, and other functions of the barrel (snipercannon_position), the axis point controlling the displacement and overall rotation of the artillery base (snipercannon_rotate), attachment points and slots (HP_01, 02, 03) used to attach various human-computer interaction (UI) elements, prompt icons, etc. in the game, and attachment points and slots (muzzles) used to attach the shell spawn point in the "shell generation event". Wherein, as Figure 7a The diagram shown illustrates the pivot point of the barrel rotation in the skeletal structure of a sniper cannon; as shown... Figure 7b The diagram shown illustrates the overall skeletal center of gravity of a sniper cannon. Figure 7cThe diagram shows the rotation axis points of other key skeletons in the skeletal structure of a sniper cannon. These key skeleton rotation axis points include the axis points that control the displacement, rotation, and extension of the cannon barrel; the axis points that control the displacement and overall rotation of the cannon base; the attachment points and slots used to attach various human-computer interaction (UI) elements and prompt icons in the game; and the attachment points and slots used to attach the shell spawn point in the "shell generation event".

[0073] As an optional embodiment, Figure 8 This is a flowchart of the steps of an optional animation interaction method in a game according to an embodiment of the present disclosure, such as... Figure 8 As shown, the first interactive animation between the virtual game character and multiple game components is generated based on the skeleton of the target component, specifically including the following method steps:

[0074] Step S502: Based on the target component skeleton, determine the interaction points between the virtual game character and each of the game components.

[0075] Step S504: Based on the above-mentioned interaction points and the construction parameters of each of the above-mentioned game components, generate a second interactive animation between the virtual game character and each of the above-mentioned game components, wherein the above-mentioned construction parameters include at least: size and structure;

[0076] Step S506: Combine the second interactive animations corresponding to each of the above game components to obtain the first interactive animation between the virtual game character and the above game components.

[0077] Optionally, the dimensions, structural specifications, and splicing rules of the aforementioned cannon components may include, but are not limited to: the base cannot be changed; the diameter of the breech needs to be compatible with all bases; the height of the barrel's axis cannot be shifted; the connection position between the breech and the barrel cannot be changed; the length and thickness of the components need to vary within the range of standard values; the barrel needs to be disassembled into three small components, which can be replaced and spliced ​​in the game; the muzzle should not be larger than the size of the slot on the side of the ship; the cannon components of epic cannons are designed independently and are not directly related to low, medium, and high-level cannon components. Epic cannons have their own unique attributes, which need to be reflected in their appearance.

[0078] As an optional embodiment, Figure 9 This is a flowchart illustrating the steps of an optional game cannon component animation interaction method according to an embodiment of this disclosure, such as... Figure 9 As shown, the game components include: a cannon component; combining the second interactive animations corresponding to each of the multiple game components to obtain the first interactive animation between the virtual game character and the multiple game components, specifically including the following method steps:

[0079] Step S602: Determine the firing and loading processes executed by the virtual game character on the multiple cannon components.

[0080] Step S604: Mark the skeletal points of each of the aforementioned cannon components and virtual game characters to determine the connection method between multiple second interactive animations;

[0081] Step S606: Combine multiple second interactive animations according to the above-mentioned firing process, loading process and connection method to obtain the above-mentioned first interactive animation.

[0082] As an optional embodiment, a game editor provided by the game engine is used to mark the skeletal points of each of the aforementioned cannon components and virtual game characters to determine the connection method between multiple second interactive animations.

[0083] Optionally, in the above firing and loading processes, the virtual game character maintains its initial position, and the cannon component is relatively offset to adapt to the position of the virtual game character; the cannon component always maintains its initial orientation, and the virtual game character changes its orientation to adapt to the orientation of the cannon component.

[0084] Optionally, the above firing process may include, but is not limited to: the virtual game character standing normally – firing (cannon recoil stops at the loading position) – loading / pushing back to find and locate – the virtual game character standing normally – firing; the above loading process may include, but is not limited to: the virtual game character standing normally – pulling the cannon assembly to the loading position – unloading the shell – loading the shell – pushing the cannon assembly back to the firing position – the virtual game character standing normally.

[0085] Optionally, the aforementioned virtual game character action states can also be, for example, a state of being hit by an enemy, wherein the state of being hit by an enemy can include, but is not limited to: the virtual game character being injured after being hit, the game continuing, but the virtual game character's lifespan decreasing; the virtual game character dying and falling down after being hit, unable to continue participating in the game. A victory celebration state, wherein the victory celebration state can include, but is not limited to: the virtual game character clapping after achieving a game victory; the virtual game character clapping and jumping after achieving a game victory; two or more virtual game characters interacting by high-fiving. A leisure state, wherein the aforementioned leisure state can include, but is not limited to: the virtual game character lying or sitting on the deck of a ship resting; two or more virtual game characters interacting with each other on the deck of a ship.

[0086] As an optional embodiment, the above firing and loading process may include, but is not limited to: firing when the gun assembly has shells, with each firing cycle consisting of three shots, wherein the gun assembly does not retreat or reload within the same firing cycle; actively unloading and reloading when the gun assembly has shells, the virtual game character can quickly complete the active unloading and reloading operation by tapping the gun assembly while remaining in its original position; and firing when the gun assembly has no shells, the virtual game character must perform a shell loading operation before firing, wherein the shell loading method may include, but is not limited to, muzzle loading and breech loading.

[0087] As an optional embodiment, a prompt message is added to the first interactive animation. The prompt message is attached to the timeline of the first interactive animation and is connected to the planning and scheduling port. When the prompt message is played, a pre-set game performance is triggered.

[0088] Optionally, this embodiment provides a method for adding cue information to the first interactive animation in the game editor. The first interactive animation may be, but is not limited to, adding cue information to the disappearance and appearance of the cannonball in the skeleton editor, including: the virtual game character loading cannonballs during the game, the appearance and hiding of the cannonballs; creating attachment points for the left or right hand of the virtual game character to adapt to the size of the cannonballs and the grip matching degree.

[0089] As an optional implementation, cue information can be added to the disappearance and appearance of cannonballs in the skeleton editor as follows: Only the reload animation of the humanoid virtual game character needs cue information; open the skeleton editor, select a reload action of the virtual game character in the animation properties - animation time track interface; click "add track" to create a new cue information track and rename it (e.g., cue01); inspect the reload animation of the virtual game character, for example, picking up the cannonball with both hands or loading the cannonball into the cannon barrel, and accurately record the time points on the track when the above operations are completed; keep the operation interface at the time point when the virtual game character picks up the cannonball, double-click the progress axis on the cue01 information track, and a property settings window will pop up; set the cue type name of the cue01 information track to "Event Signal", and the specific skill description to a skill trigger event, i.e., sending an event signal; set the operation time of the above event signal, where the operation time is the start time when the virtual game character picks up the cannonball with both hands from the ground, used to determine the time point when the cannonball appears; data<takeball:xx> In this setting, "xx" in the above data represents the duration after the shell is finally loaded into the cannon barrel. For example, if the virtual game character picks up the shell in the 1st second and loads it into the cannon barrel in the 4th second, the above data can be recorded as follows:<takeball:3> Once the cue information is created, save and upload the cue information to the skeleton information.

[0090] In an optional embodiment, after generating the interaction animation between the virtual game character and the plurality of game components based on the target component skeleton, the above includes: displaying the first interaction animation in a graphical user interface rendered in the game.

[0091] According to embodiments of this disclosure, an apparatus embodiment for implementing the above-described animation interaction method in a game is also provided. Figure 10 This is a structural schematic diagram of an animation interaction device in a game according to an embodiment of the present disclosure, such as... Figure 10 As shown, the animation interaction device in the above game includes: a determining module 80, a configuring module 82, and a generating module 84, wherein:

[0092] The determination module 80 is used to determine the virtual game character and multiple game components in the game, wherein the multiple game components are target objects of the same type controlled by the virtual game character in the virtual game scene; the configuration module 82 is used to configure a target component skeleton for the multiple game components, wherein the construction parameters of each of the multiple game components are different, and the target component skeleton is a component skeleton that is adapted to the construction parameters of all game components; the generation module 84 is used to generate a first interactive animation between the virtual game character and the multiple game components based on the target component skeleton.

[0093] It should be noted that the above modules can be implemented by software or hardware. For example, for the latter, it can be implemented in the following ways: the above modules can be located in the same processor; or the above modules can be located in different processors in any combination.

[0094] It should be noted that the determining module 80, the configuration module 82, and the generating module 84 mentioned above correspond to steps S102 to S106 in the method embodiment. The instances and application scenarios implemented by the above modules and their corresponding steps are the same, but they are not limited to the content disclosed in the above method embodiment. It should also be noted that the above modules, as part of the device, can run on a computer terminal.

[0095] It should be noted that the optional or preferred implementation methods of this embodiment can be found in the relevant descriptions in the method embodiments, and will not be repeated here.

[0096] The animation interaction device in the game described above may also include a processor and a memory. The determination module 80, configuration module 82, generation module 84, etc., are all stored in the memory as program units, and the processor executes the program units stored in the memory to realize the corresponding functions.

[0097] The processor contains a core that retrieves corresponding program units from memory. One or more cores may be configured. Memory may include non-persistent memory in computer-readable media, such as random access memory (RAM) and / or non-volatile memory, such as read-only memory (ROM) or flash RAM. Memory includes at least one memory chip.

[0098] According to an embodiment of this application, a non-volatile storage medium embodiment is also provided. Optionally, in this embodiment, the non-volatile storage medium includes a stored program, wherein, when the program is running, it controls the device where the non-volatile storage medium is located to execute any of the above-mentioned animation interaction methods in the game.

[0099] Optionally, in this embodiment, the non-volatile storage medium may be located in any computer terminal in a group of computer terminals in a computer network, or in any mobile terminal in a group of mobile terminals, and the non-volatile storage medium includes stored programs.

[0100] Optionally, during program execution, the device containing the non-volatile storage medium is controlled to perform the following functions: determine a virtual game character and multiple game components in the game, wherein the multiple game components are target objects of the same type controlled by the virtual game character in the virtual game scene; configure a target component skeleton for the multiple game components, wherein the construction parameters of each of the multiple game components are different, and the target component skeleton is a component skeleton that is adapted to the construction parameters of all game components; and generate a first interactive animation between the virtual game character and the multiple game components based on the target component skeleton.

[0101] According to an embodiment of this application, a processor embodiment is also provided. Optionally, in this embodiment, the processor is used to run a program, wherein the program executes any of the above-described animation interaction methods in the game.

[0102] This application provides an electronic device, including a memory and a processor. The memory stores a computer program, and the processor is configured to run the computer program to execute any of the above-described animation interaction methods in the game.

[0103] This application also provides a computer program product, which, when executed on a data processing device, is suitable for executing an initialization program having the following method steps: determining a virtual game character and multiple game components in a game, wherein the multiple game components are target objects of the same type controlled by the virtual game character in a virtual game scene; configuring a target component skeleton for the multiple game components, wherein the construction parameters of each of the multiple game components are different, and the target component skeleton is a component skeleton that is adapted to the construction parameters of all game components; and generating a first interactive animation between the virtual game character and the multiple game components based on the target component skeleton.

[0104] The sequence numbers of the embodiments disclosed above are for descriptive purposes only and do not represent the superiority or inferiority of the embodiments.

[0105] In the above embodiments of this disclosure, the descriptions of each embodiment have different focuses. For parts not described in detail in a certain embodiment, please refer to the relevant descriptions of other embodiments.

[0106] In the several embodiments provided in this application, it should be understood that the disclosed technical content can be implemented in other ways. The device embodiments described above are merely illustrative; for example, the division of units can be a logical functional division, and in actual implementation, there may be other division methods. For instance, multiple units or components may be combined or integrated into another system, or some features may be ignored or not executed. Furthermore, the displayed or discussed mutual coupling, direct coupling, or communication connection may be through some interfaces; the indirect coupling or communication connection between units or modules may be electrical or other forms.

[0107] The units described as separate components may or may not be physically separate. The components shown as units may or may not be physical units; that is, they may be located in one place or distributed across multiple units. Some or all of the units can be selected to achieve the purpose of this embodiment according to actual needs.

[0108] Furthermore, the functional units in the various embodiments of this disclosure can be integrated into one processing unit, or each unit can exist physically separately, or two or more units can be integrated into one unit. The integrated unit can be implemented in hardware or as a software functional unit.

[0109] If the integrated unit is implemented as a software functional unit and sold or used as an independent product, it can be stored in a computer-readable non-volatile storage medium. Based on this understanding, the technical solution of this disclosure, in essence, or the part that contributes to the prior art, or all or part of the technical solution, can be embodied in the form of a software product. This computer software product is stored in a non-volatile storage medium and includes several instructions to cause a computer device (which may be a personal computer, server, or network device, etc.) to execute all or part of the steps of the methods described in the various embodiments of this disclosure. The aforementioned non-volatile storage medium includes various media capable of storing program code, such as USB flash drives, read-only memory (ROM), random access memory (RAM), portable hard drives, magnetic disks, or optical disks.

[0110] The above description is only a preferred embodiment of this disclosure. It should be noted that for those skilled in the art, several improvements and modifications can be made without departing from the principles of this disclosure, and these improvements and modifications should also be considered within the scope of protection of this disclosure.

Claims

1. An animation interaction method in a game, characterized in that, include: The game identifies virtual game characters and multiple game components, wherein the multiple game components are target objects of the same type controlled by the virtual game characters in a virtual game scene, and the game components include cannon components; The loading method of each of the multiple gun assemblies during a predetermined historical period is obtained, as well as the rotation axis of the barrel of each gun assembly. The loading method includes: muzzle loading method and breech loading method. Based on the loading method and the rotation axis of the gun barrel, the spatial positions of multiple gun components on the ship model are determined; Based on the spatial location, target component bones are configured for multiple game components, wherein each of the multiple game components has different construction parameters, and the target component bone is a component bone that is adapted to the construction parameters of all game components. Based on the target component skeleton, a first interactive animation is generated between the virtual game character and multiple game components.

2. The method according to claim 1, characterized in that, Obtaining the barrel rotation axis of each of the gun assemblies includes: Obtain the first skeletal chain for each gun assembly, and the second skeletal chain and standard pivot point for the standard gun assembly; Determine the matching result between the first skeletal chain and the second skeletal chain; Based on the matching results and the standard axis center point, the axis center point of each gun assembly is determined.

3. The method according to claim 1, characterized in that, Based on the target component skeleton, a first interactive animation is generated between the virtual game character and multiple game components, including: The interaction points between the virtual game character and each game component are determined based on the target component skeleton; Based on the interaction points and the construction parameters of each game component, a second interactive animation between the virtual game character and each game component is generated, wherein the construction parameters include at least: size and structure; The second interactive animations corresponding to each of the multiple game components are combined to obtain the first interactive animation between the virtual game character and the multiple game components.

4. The method according to claim 3, characterized in that, The game components include: a cannon component; combining the second interactive animations corresponding to each of the multiple game components to obtain a first interactive animation between the virtual game character and the multiple game components, including: Determine the firing and loading processes executed by the virtual game character on multiple cannon components; Marking is performed on the skeletal points of each of the cannon components and the virtual game character to determine the connection method between multiple second interactive animations; The first interactive animation is obtained by combining multiple second interactive animations based on the firing process, the loading process, and the connection method.

5. The method according to claim 4, characterized in that, The method further includes: Add a prompt message to the first interactive animation, wherein the prompt message is attached to the timeline of the first interactive animation and is connected to the port of the planning table. When the prompt message is played, a pre-set game behavior is triggered.

6. The method according to claim 1, characterized in that, After generating interactive animations between the virtual game character and multiple game components based on the target component skeleton, the method further includes: The first interactive animation is displayed in the graphical user interface rendered in the game.

7. An animation interaction device in a game, characterized in that, include: A determination module is used to determine virtual game characters and multiple game components in the game, wherein the multiple game components are target objects of the same type controlled by the virtual game characters in the virtual game scene, and the game components include cannon components; A configuration module is used to acquire the loading method of each of the multiple cannon components within a predetermined historical time period, and the rotation axis point of the cannon barrel of each cannon component, wherein the loading method includes: muzzle loading method and breech loading method; determine the spatial position of the multiple cannon components on the ship model based on the loading method and the rotation axis point of the cannon barrel; configure target component bones for the multiple game components based on the spatial position, wherein the construction parameters of each of the multiple game components are different, and the target component bones are component bones that are adapted to the construction parameters of all game components; A generation module is used to generate a first interactive animation between the virtual game character and multiple game components based on the target component skeleton.

8. A non-volatile storage medium, characterized in that, The non-volatile storage medium includes a stored program, wherein, when the program is executed, it controls the device containing the non-volatile storage medium to perform the animation interaction method in the game as described in any one of claims 1 to 6.

9. An electronic device comprising a memory and a processor, characterized in that, The memory stores a computer program, and the processor is configured to run the computer program to perform the animation interaction method in the game as described in any one of claims 1 to 6.

Citation Information

Patent Citations

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