虚拟对象动作处理方法、装置和计算机设备
By generating motion animations for virtual characters in TPS games using a preset pose and motion library and a general animation library, the problem of high resource consumption when virtual characters are equipped with different weapons is solved, achieving efficient resource utilization and matching display of actions.
CN115920389BActive Publication Date: 2026-07-17NETEASE (HANGZHOU) NETWORK CO LTD
Patent Information
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- NETEASE (HANGZHOU) NETWORK CO LTD
- Filing Date
- 2022-12-29
- Publication Date
- 2026-07-17
AI Technical Summary
Technical Problem
In existing TPS games, the different shooting actions of virtual characters equipped with different weapons require separate animations, resulting in significant resource consumption.
Method used
By pre-configuring a library of preset postures and general animations, the postures and general animations are determined according to the type and model of the virtual weapon, and corresponding motion animations are generated, reducing repetitive design.
Benefits of technology
It reduces resource consumption when virtual characters are equipped with different weapons, increases the reusability of general animations, and ensures the efficiency and compatibility of motion processing.
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Figure CN115920389B_ABST
Abstract
本申请提供一种虚拟对象动作处理方法、装置和计算机设备,属于电子游戏技术领域。所述方法包括:响应于目标虚拟对象装备第一虚拟武器,确定所述第一虚拟武器对应的第一武器类型;基于所述第一虚拟武器和所述第一武器类型,从预先配置的预设姿势动作库和预设通用动画库中,确定控制所述目标虚拟对象执行第一游戏行为时所需的第一姿势动作和第一通用动画;基于所述第一姿势动作和所述第一通用动画,生成与所述第一游戏行为对应的第一动作动画。本申请可以达到降低在虚拟角色装备不同武器且需要表现不同射击动作时的资源消耗的效果。
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