Virtual object processing method, device and terminal equipment in a game

CN116020118BActive Publication Date: 2026-09-18NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202211679517.9
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2022-12-26
Publication Date
2026-09-18
Estimated Expiration
2042-12-26

AI Technical Summary

Technical Problem

[0004]本申请提供了一种游戏中的虚拟对象处理方法、装置、终端设备以及计算机可读存储介质,以解决现有技术存在的玩家无法获取游戏场景中不可被拾取的虚拟对象的技术问题

Benefits of technology

[0018] This application also provides a computer-readable storage medium storing one or more computer instructions that are executed by a processor to implement the above-described method.

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Abstract

The application provides a virtual object processing method and device in a game, a terminal equipment and a computer readable storage medium. The method comprises: in response to a shooting instruction for the virtual object, shooting a game scene in which the virtual object is located to generate a target model, the target model comprising a substitute model corresponding to the virtual object and a background map corresponding to the game scene in which the virtual object is located; binding the substitute model and the background map with a virtual camera respectively to control the motion of the substitute model and the background map by the virtual camera; in response to an unbinding instruction for the substitute model, unbinding the substitute model from the virtual camera and controlling the substitute model to fall from the target model. The method solves the technical problem that players cannot obtain virtual objects in a game scene which cannot be picked up in the prior art, and greatly increases the interest of the game.
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Description

Technical Field

[0001] This application relates to the field of games, and more particularly to a method and apparatus for processing virtual objects in games. This application further provides related terminal devices and computer-readable storage media. Background Technology

[0002] With the rapid development of computer technology, the demand for online games on smart devices such as mobile phones and computers is increasing. When players control virtual characters to move within the game environment, they often need to pick up virtual items. Currently, the virtual items that players can pick up are those placed in the game environment by game developers during the game development phase. However, in addition to these pickable virtual items, there are also a large number of unpickable virtual objects in the game environment, which players cannot obtain.

[0003] How to enable players to acquire any virtual object in the game scene according to their own preferences without increasing the workload of game developers, thereby enhancing the game's fun, has become an urgent technical problem to be solved. Summary of the Invention

[0004] This application provides a method, apparatus, terminal device, and computer-readable storage medium for processing virtual objects in games, in order to solve the technical problem in the prior art that players cannot obtain virtual objects that cannot be picked up in the game scene.

[0005] This application provides a method for handling virtual objects in a game, which provides a graphical user interface through a terminal device. The graphical user interface includes game scene images captured by a virtual camera, wherein the game scene includes virtual objects. The method includes:

[0006] In response to a shooting command for the virtual object, the game scene where the virtual object is located is photographed to generate a target model, the target model including a replacement model corresponding to the virtual object and a background texture corresponding to the game scene where the virtual object is located.

[0007] The substitute model and the background texture are respectively bound to the virtual camera, so that the virtual camera can control the movement of the substitute model and the background texture respectively;

[0008] In response to the unbinding command for the alternative model, the alternative model is unbound from the virtual camera, and the alternative model is controlled to fall from the target model.

[0009] This application embodiment also provides a virtual object processing device in a game, which provides a graphical user interface through a terminal device. The graphical user interface includes game scene images of at least a portion of the game scene captured by a virtual camera. The game scene includes virtual objects. The device includes: a target model generation unit, a binding unit, and an unbinding unit.

[0010] The target model generation unit is used to respond to the shooting command for the virtual object, shoot the game scene where the virtual object is located, and generate a target model. The target model includes a replacement model corresponding to the virtual object and a background texture corresponding to the game scene where the virtual object is located.

[0011] The binding unit is used to bind the substitute model and the background texture to the virtual camera respectively, so that the virtual camera can control the movement of the substitute model and the background texture respectively;

[0012] The unbinding unit is used to respond to the unbinding command for the alternative model, unbind the alternative model from the virtual camera, and control the alternative model to fall from the target model.

[0013] This application also provides a terminal device, including: a memory, a processor, a display, and a network interface;

[0014] The memory is used to store one or more computer instructions;

[0015] The processor is configured to execute one or more computer instructions to implement the above method;

[0016] The display is used to provide a graphical user interface;

[0017] The network interface is used to connect to the server.

[0018] This application also provides a computer-readable storage medium storing one or more computer instructions that are executed by a processor to implement the above-described method.

[0019] Compared with existing technologies, the virtual object processing method in games provided in this application includes: responding to a shooting command for the virtual object, shooting the game scene where the virtual object is located to generate a target model, the target model including a substitute model corresponding to the virtual object and a background texture corresponding to the game scene where the virtual object is located; binding the substitute model and the background texture to a virtual camera respectively, so that the virtual camera can control the movement of the substitute model and the background texture respectively; responding to an unbinding command for the substitute model, unbinding the substitute model from the virtual camera, and controlling the substitute model to fall from the target model. This method obtains the target model by shooting the game scene where the virtual object is located, and binds the substitute model and the background texture in the target model to a virtual camera respectively, so that the virtual camera can control the movement of the substitute model and the background texture respectively, and then realizes the substitute model falling from the target model through the unbinding operation of the substitute model from the virtual camera. The virtual object processing method provided in this application applies "binding" and "unbinding" operations between the virtual object's corresponding substitute model and the virtual camera. Through steps such as obtaining a target model containing the substitute model, binding the substitute model to the virtual camera, binding a background texture to the virtual camera, and unbinding the substitute model to the virtual camera, it enables virtual objects in the game scene to fall into the game scene as substitute models. That is, it transforms unpickable virtual objects into pickable virtual object substitute models, solving the technical problem in existing technologies where players cannot obtain unpickable virtual objects in the game scene. Furthermore, this method uses the virtual camera capturing virtual objects as a starting point, processes the virtual objects into substitute models, and processes the game scene containing the virtual objects into background textures, generating a target model including the substitute model and the background texture. Then, through binding and unbinding operations, it creates a game scenario where the substitute model falls from the target model, greatly increasing the game's fun factor. Attached Figure Description

[0020] To more clearly illustrate the technical solutions of the embodiments of this application, the drawings used in the description of the embodiments of this application will be briefly introduced below. Obviously, the drawings described below are only some embodiments of this application. For those skilled in the art, other drawings can be obtained based on these drawings without creative effort.

[0021] Figure 1 This is a schematic diagram of an existing method for acquiring virtual objects;

[0022] Figure 2 This is an application system diagram of a virtual object processing method in a game provided in an embodiment of this application;

[0023] Figure 3This is a flowchart of a virtual object processing method in a game provided in an embodiment of this application;

[0024] Figure 4 This is a schematic diagram of the first operation provided in an embodiment of this application;

[0025] Figure 5 This is yet another schematic diagram of the first operation provided in an embodiment of this application;

[0026] Figure 6 This is a schematic diagram of model cutting provided in another embodiment of this application;

[0027] Figure 7 This is a schematic diagram of model cutting provided in another embodiment of this application;

[0028] Figure 8 This is a schematic diagram of model cutting provided in another embodiment of this application;

[0029] Figure 9 This is a schematic diagram of model cutting provided in another embodiment of this application;

[0030] Figure 10 This is a schematic diagram of model cutting provided in another embodiment of this application;

[0031] Figure 11 This is a schematic diagram illustrating the application of a virtual object processing method in a game according to another embodiment of this application;

[0032] Figure 12 This is a schematic diagram illustrating the application of a virtual object processing method in a game provided in another embodiment of this application;

[0033] Figure 13 This is a schematic diagram illustrating the application of a virtual object processing method in a game provided in another embodiment of this application;

[0034] Figure 14 This is a schematic diagram illustrating the application of a virtual object processing method in a game provided in another embodiment of this application;

[0035] Figure 15 This is a schematic diagram illustrating the application of a virtual object processing method in a game provided in another embodiment of this application;

[0036] Figure 16 This is a schematic diagram of the structure of a virtual object processing device in a game provided in another embodiment of this application;

[0037] Figure 17 This is a schematic diagram of the structure of a terminal device provided in another embodiment of this application. Detailed Implementation

[0038] Many specific details are set forth in the following description to provide a full understanding of this application. However, this application can be implemented in many other ways different from those described herein, and those skilled in the art can make similar extensions without departing from the spirit of this application; therefore, this application is not limited to the specific embodiments disclosed below.

[0039] With the rapid development of computer technology, the demand for online games on smart devices such as mobile phones and computers is increasing, and players are also demanding higher levels of enjoyment from the games. When playing games, players can often acquire virtual items in the game environment, such as virtual props and virtual pets, through a pickup action.

[0040] During game development, developers typically place a number of virtual items in the game environment based on the game's design. Players can control their virtual characters to pick up these items and add them to their inventory for later use or direct use. However, besides the virtual items placed in the game environment, there are also a large number of other virtual objects. These may be objects rendered directly into the game background using image rendering, such as background scenery, or they may be independent of the game background but lack interactivity, such as virtual plants or animals. Compared to the pickable virtual items placed in the game environment, these other virtual objects are unpickable and cannot be obtained by players.

[0041] Figure 1 This is a schematic diagram of an existing method for obtaining virtual objects.

[0042] like Figure 1 As shown, a game scene includes virtual objects 111, 112, 113, and 114. Virtual objects 111 and 112 are pickable virtual objects placed in the game scene by the game developers during the game development phase. Virtual object 113 is a virtual object directly rendered into the game background using image rendering. Virtual object 114 is a non-interactive virtual object placed in the game scene. The player controls a virtual character 12 to move within the game scene. Through the player's pick-up command, the virtual character can pick up virtual objects 111 and 112, adding them to the game inventory for later use. However, the player cannot control the virtual character 12 to pick up virtual objects 113 and 114; that is, the player cannot acquire virtual objects 113 and 114.

[0043] To enhance the game's enjoyment by allowing players to acquire any virtual object in the game scene according to their preferences and needs, this application provides a method for processing virtual objects in games. This method, through steps such as acquiring a target model containing a substitute model, binding the substitute model to a virtual camera, binding a background texture to the virtual camera, and unbinding the substitute model from the virtual camera, enables virtual objects in the game scene to fall into the game scene as virtual object substitute models. In other words, it transforms unpickable virtual objects into pickable virtual object substitute models, solving the technical problem in existing technologies where players cannot acquire unpickable virtual objects in the game scene, thus fulfilling the game requirement of players being able to acquire any virtual object in the game scene. Furthermore, this method uses virtual camera photography of virtual objects as a starting point. Through model processing, the virtual object is processed into a substitute model, and the game scene containing the virtual object is processed into a background texture, generating a target model including the substitute model and the background texture. Then, through binding and unbinding operations, a game scenario is created where the substitute model falls from the target model, greatly increasing the game's enjoyment.

[0044] The methods, apparatus, terminal devices, and computer-readable storage media described in this application will be further described in detail below with reference to specific embodiments and accompanying drawings.

[0045] Figure 2 This is an application system diagram of a virtual object processing method in a game provided in an embodiment of this application. For example... Figure 2 As shown, the system includes a game terminal 201 and a game server 202 connected to it. The game terminal 201 can be one or more devices, such as smartphones, tablets, laptops, desktop computers, or personal digital assistants (PDAs). The game server 202 deploys game tasks for the game terminal 201 and implements the virtual object processing method in the game provided in this application. The game server 202 can be a standalone server or a server cluster consisting of multiple servers, where each server deploys a module of the method provided in this application. Alternatively, the game server 202 can be a cloud server, deploying the virtual object processing method in the game provided in this application on a cloud server. Players send operation commands to the game server 202 through the game terminal 201, and the game server 202 responds to the operation commands, performing processing operations on the virtual objects.

[0046] One embodiment of this application provides a method for handling virtual objects in a game, which provides a graphical user interface through a terminal device.

[0047] The graphical user interface (GUI) is a type of user interface displayed on a gaming terminal device. It's a graphical user interface used for communication between humans and computers, allowing users to interact with electronic devices through icons and visual indicators.

[0048] In the method provided in this embodiment, the graphical user interface includes game scene images captured by a virtual camera, at least a portion of the game scene, and the game scene includes virtual objects.

[0049] The game scene captured by the virtual camera can be understood as the game scene that can be observed through the viewfinder of the virtual camera.

[0050] The virtual object can be understood as any object in the game scene, which may include pickable virtual items (such as virtual props) placed in the game scene, background scenery (such as background hills) presented in the game background, and non-pickable virtual objects (such as virtual animals or enemy characters) placed in the game scene.

[0051] The virtual camera can be understood as a virtual device that performs shooting operations on virtual objects. It is essentially a software camera capable of simulating a real camera and performing shooting tasks within the game scene. In the game engine, modular components are used to manipulate the virtual camera data and output the results to the graphical user interface of the terminal device.

[0052] In this embodiment, the virtual camera may be displayed on the graphical user interface (GUI) as a camera graphic, or it may not be displayed on the GUI. In one optional implementation of this embodiment, the virtual camera is displayed in the game scene as a camera graphic, and the game scene observed in the virtual camera viewfinder is a portion of the game scene displayed on the GUI. In another optional implementation of this embodiment, the virtual camera is not displayed in the game scene, and the game scene observed in the virtual camera viewfinder is the entire game scene displayed on the GUI.

[0053] Figure 3 This is a flowchart of the virtual object processing method in the game provided in this embodiment. The following is in conjunction with... Figure 3 This embodiment provides a detailed description of the method for handling virtual objects in games. The embodiments described below are used to explain the technical solutions of this application and are not intended to limit actual use.

[0054] like Figure 3 As shown, the virtual object processing method in the game provided in this embodiment includes the following steps:

[0055] Step S301: In response to the shooting command for the virtual object, the game scene where the virtual object is located is photographed to generate a target model. The target model includes a replacement model corresponding to the virtual object and a background texture corresponding to the game scene where the virtual object is located.

[0056] The shooting instruction can be understood as an instruction message sent by the player to the game server through the game terminal. This instruction is used to instruct the game server to perform a shooting operation on the game scene where the virtual object is located. The shooting instruction can be an instruction generated by the game terminal in response to the player's operation, such as generating a shooting instruction in response to the player's first operation.

[0057] The first operation can be understood as triggering the virtual camera to capture images of the game scene containing the virtual object. This can be an operation performed by the player on the input components of the terminal device, such as pressing the "Ctrl" key on the keyboard, or an operation performed by the player on the graphical user interface of the terminal device, such as clicking a preset virtual camera start button on the graphical user interface, or clicking a preset virtual capture button on the camera graphic on the graphical user interface. The specific implementation is not limited here.

[0058] Once the game terminal detects the player's first action, it generates the shooting command and sends it to the game server. After receiving the shooting command, the game server initiates the operation of shooting the game scene where the virtual object is located, thereby generating the target model.

[0059] In one optional implementation of this embodiment, the player's first operation can be broken down into a first sub-operation and a second sub-operation. The first sub-operation serves as a trigger operation to activate the virtual camera to focus on the virtual object, and the second sub-operation serves as a trigger operation to activate the virtual camera to capture images of the game scene containing the virtual object. Accordingly, the game terminal can generate a first sub-capture command based on the first sub-operation and a second sub-capture command based on the second sub-operation.

[0060] From the player's perspective, the first sub-operation and the second sub-operation can be a single operation performed by the player on the terminal device, or they can be two separate operations performed by the player on the terminal device.

[0061] In one optional implementation of this embodiment, the first operation is an operation performed by the player on the terminal device, such as the player clicking a preset virtual camera start button on the graphical user interface. Figure 4 This is a schematic diagram of the first operation provided in this embodiment.

[0062] like Figure 4As shown, a graphical user interface (GUI) is provided through a terminal device. The GUI includes a game scene, which includes a virtual object 401. The GUI also includes a virtual camera start button 402 and a virtual camera viewfinder frame 403. In response to the player clicking the virtual camera start button 402, the terminal device generates a shooting command and sends the shooting command to the game server. The game server sequentially executes the operations of starting the virtual camera to focus on the virtual object 401 and starting the virtual camera to shoot the game scene that can be observed within the virtual camera viewfinder (i.e., the game scene included within the virtual camera viewfinder frame 403).

[0063] In another optional implementation of this embodiment, the first operation consists of two operations performed by the player on the terminal device, namely, a first sub-operation and a second sub-operation. For example, the first sub-operation is the player clicking on a virtual object displayed in the virtual camera viewfinder on the graphical user interface, and the second sub-operation is the player clicking on a preset shooting button next to the virtual camera viewfinder on the graphical user interface. Figure 5 This is another schematic diagram of the first operation provided in this embodiment.

[0064] like Figure 5 As shown, a graphical user interface (GUI) is provided through a terminal device. The GUI includes a game scene, which includes a virtual object 501. The GUI also includes a virtual camera viewfinder frame 503 and a shutter button 502 located within the virtual camera viewfinder frame 503. In response to a player's click on the virtual object 501, the terminal device generates a first shutter command and sends it to the game server. The game server then activates the virtual camera to focus on the virtual object 501. In response to a player's click on the shutter button 502, the terminal device generates a second shutter command and sends it to the game server. The game server then activates the virtual camera to capture images of the game scene within the virtual camera viewfinder frame 503.

[0065] Based on this, an optional implementation method provided in this embodiment, in response to a shooting command for the virtual object, is to shoot the game scene where the virtual object is located, including: starting a model processing process.

[0066] The model processing process is an automatic process initiated by the game server when it receives a shooting instruction and shoots the game scene where the virtual object is located. It mainly involves processing the virtual object and the game scene where the virtual object is located.

[0067] The model processing procedure may include the following steps:

[0068] Step S301-1: Generate a replacement model corresponding to the virtual object based on the virtual object.

[0069] In this embodiment, the virtual object can be understood as a virtual object contained within a game scene. The virtual object is part of the game scene and changes with the transition of the game scene. For example, in a game, game scene A contains virtual objects a and b, game scene B contains virtual objects c and d, and game scene C contains virtual objects e and f. During gameplay, the game scene displayed on the terminal device screen changes from game scene A to game scene B, and then from game scene B to game scene C. Therefore, when game scene A is displayed on the terminal device screen, the virtual objects presented to the player are virtual objects a and b; when game scene B is displayed, virtual objects c and d are presented; and when game scene C is displayed, virtual objects e and f are presented. The alternative model for the virtual object can be a virtual object independent of the game scene and is not limited by the game scene.

[0070] In this embodiment of the application, an alternative model corresponding to the virtual object is generated, providing a basis for realizing the transformation of the virtual object from an unpickable state to a pickable state.

[0071] The game engine's built-in processing functions, such as ray casting and model cutting, can be used to generate alternative models for virtual objects.

[0072] The following explains the specific methods for generating alternative models.

[0073] Method 1 is the X-ray detection method, which includes the following steps:

[0074] Step S11: Perform ray detection on the virtual object to obtain the status information corresponding to the virtual object.

[0075] The ray detection is a built-in function of the game engine. By calling the LineTraceForObjects function, a ray can be emitted from a preset starting position to a preset ending position, and the first object that the ray collides with on the line can be detected, generating the relevant state information of the object.

[0076] In this embodiment, the preset starting point can be the observation point of the virtual camera, that is, the virtual character in the game observes the position of the virtual object through the virtual camera, and the preset ending point can be the viewfinder of the virtual camera. Then, the game engine calls the `Linetraceforobjects` function to emit a ray from the observation point to the viewfinder. Since the virtual object is located in the game scene observable through the viewfinder, the ray will collide with the virtual object. The `Linetraceforobjects` function then detects the collided virtual object and obtains its state information.

[0077] The state information of the virtual object can be understood as the virtual object's own attribute information and the state of the virtual object in the game scene when it is being photographed, including at least the following information: the shape information of the virtual object, the color information of the virtual object, and the position information of the virtual object in the game scene of the viewfinder.

[0078] Step S12: Construct the alternative model based on the state information.

[0079] Constructing the model of an object based on its state information is another built-in function of the game engine. By calling the SpawnActorOfClass function, the corresponding model can be constructed based on the obtained object shape, rotation value, scaling value and other information.

[0080] After obtaining the state information of the virtual object, the game engine calls the `SpawnActorOfClass` function to generate a replacement model for the virtual object based on the obtained state information. It's important to note that this replacement model can be a model with the exact same shape and color as the virtual object, or it can be a model modified from the virtual object according to the game's model requirements. For example, in a game where the final pickup of a virtual object's corresponding chess piece model is required, the replacement model could be a model with a chess piece base added to the virtual object. Similarly, the `SpawnActorOfClass` function can construct a replacement model with an added chess piece base based on the obtained state information of the virtual object and the state information of the chess piece base to be added. Of course, other model forms can also be implemented using the above method.

[0081] Method 2 is the model segmentation method, which mainly involves segmenting the game scene where the virtual object is located according to preset segmentation rules to obtain the alternative model.

[0082] The game scene where the virtual object is located can be understood as the game scene that can be observed through the virtual camera viewfinder, which includes the virtual object and other game scenes other than the virtual object.

[0083] Model cutting is also a built-in feature of the game engine. By calling the SliceProceduralMesh function, the model can be cut using two cutting points.

[0084] In this embodiment, the game engine's model cutting function can be used to remove all game scenes other than virtual objects, and the remaining part is a replacement model independent of the game scene.

[0085] Specifically, this embodiment provides an optional implementation method for segmenting game scenes to obtain alternative models, including the following steps:

[0086] Step S21: Multiple rays are emitted from the observation point of the virtual camera to the viewfinder of the virtual camera, and the multiple rays intersect with the game scene where the virtual object is located at multiple points.

[0087] As shown in step S11, the game engine calls the LineTraceForObjects function to emit a ray from a preset starting position to a preset ending position. In this embodiment, the preset starting position can be the observation point of the virtual camera, that is, the virtual character in the game observes the position of the virtual object through the virtual camera, and the preset ending position can be the four corners of the virtual camera viewfinder. Then, the game engine will call the LineTraceForObjects function to emit a ray from the observation point to each of the four corners of the viewfinder, emitting a total of four rays. The intersection point formed by the ray and the game scene is the cutting positioning point. Of course, multiple points on the viewfinder can also be used as preset terminal positions to form multiple rays emitted from the preset starting position to the preset ending position. The multiple intersection points formed by the multiple rays and the game scene are all cutting positioning points.

[0088] Step S22: Connect the multiple intersection points in pairs sequentially to form multiple cutting lines.

[0089] Once the cutting points are obtained, the game engine can call the `SliceProceduralMesh` function to connect each pair of cutting points sequentially, thus forming multiple cutting lines. For example, four rays can be emitted from the viewpoint to the four corners of the viewfinder, forming four intersection points with the game scene. Connecting these four intersection points sequentially in pairs will yield four cutting lines.

[0090] Step S23: Cut the game scene where the virtual object is located along the multiple cutting lines, remove the game scene outside the virtual object, and obtain the alternative model.

[0091] Once the cutting line is formed, the game engine can continue to call the SliceProceduralMesh function to cut the game scene along the cutting line, retaining the part where the virtual object is located and removing the remaining part to obtain the replacement model corresponding to the virtual object.

[0092] Figures 6 to 10 This is a schematic diagram of the model cutting provided in this embodiment.

[0093] like Figure 6 As shown, the positions of the four corners of the virtual camera's viewfinder 601 on the screen are used as preset endpoint positions 602. Figure 7 As shown, the virtual camera's observation point is used as a preset starting point position 603, and four rays 604 are emitted from the observation point to the four corners of the viewfinder on the screen. Figure 8 As shown, the four rays will collide with the game scene 605, forming four intersection points 606. Figure 9 As shown, the four intersection points are connected in pairs sequentially to form four cutting lines 607. Figure 10 As shown, the game engine can cut off the part outside the virtual object along the four cutting lines 607, and the remaining part can be used as the replacement model 608 corresponding to the virtual object.

[0094] After the cutting is completed, the game engine can continue to call the SliceProceduralMesh function to fill in the facets of the obtained replacement model. Specifically, it will use the original material of the virtual object to fill in the facets of the cut surface to form a complete replacement model.

[0095] In summary, the ray-mapping method reconstructs a substitute for the virtual object using its state information, while the model segmentation method removes parts of the game scene other than the virtual object, using the remaining virtual object as a substitute model. Regardless of the method, as long as a substitute model that is identical or similar to the virtual object and independent of the game scene can be obtained, it can be used to implement the technical solution of this application.

[0096] In one optional implementation provided in this embodiment, the use of the alternative model is described, that is, the alternative model is used as the chess piece of the virtual object. Specifically, the state information of the chess piece's base can be added to the state information of the virtual object, enabling the game engine to call the `SpawnActorOfClass` function to construct the chess piece model of the virtual object using the state information of the virtual object and the state information of the chess piece's base. Alternatively, the chess piece model of the virtual object can be formed by cutting the alternative model into rectangular chess piece shapes.

[0097] Step S301-2: In response, the game scene where the virtual object is located is photographed to obtain a viewfinder image, and the background texture is generated based on the viewfinder image.

[0098] The viewfinder image is an image obtained by taking a picture of the game scene where the virtual object is located. This image includes the image of the virtual object and the image of the game background. Therefore, the viewfinder image captured by the virtual camera includes the image of the virtual object corresponding to the virtual object and the background image corresponding to the game background.

[0099] The specific implementation method for generating the background texture based on the viewfinder image may include the following steps:

[0100] Step S31: Based on the viewfinder image, obtain the image rendering information corresponding to the viewfinder image. The image rendering information includes the rendering information corresponding to the virtual object image in the viewfinder image and the rendering information corresponding to the background image in the viewfinder image.

[0101] The game engine can obtain the scene rendering information corresponding to the viewfinder by calling the CaptureScene function. Since the viewfinder includes virtual object images and background images, the scene rendering information will include the rendering information corresponding to the virtual object images and the rendering information corresponding to the background images.

[0102] Step S32: Delete the rendering information corresponding to the virtual object image from the screen rendering information, and render the background texture according to the rendering information corresponding to the background image.

[0103] The game engine can call the CaptureScene function to delete the rendering information corresponding to the virtual object image, retain only the rendering information corresponding to the background image, and render a background texture using the rendering information corresponding to the background image.

[0104] Step S301-3: Combine the alternative model with the background texture to form the target model.

[0105] Steps S301-1 and S301-2 respectively obtain the alternative model corresponding to the virtual object and the background texture corresponding to the game scene where the virtual object is located. The game engine can call the CreatDynamicMaterial function to combine the alternative model and the background texture. Specifically, a dynamic material ball can be created, the dynamic material ball can be assigned to the alternative model, and then the texture of the dynamic material ball can be replaced with the background texture, thus realizing the combination of the alternative model and the background texture.

[0106] In an optional implementation of this embodiment, the above model processing process may further include: color processing of the alternative model and the background texture.

[0107] The color of the generated alternative model and the acquired background texture can be changed by assigning a color material ball to them. For example, assigning a monochrome material ball to the alternative model and the background texture will turn them into a black and white alternative model and a black and white background texture. Then, by combining the color-processed alternative model with the color-processed background texture, the resulting target model will be black and white.

[0108] In an optional implementation of this embodiment, the above model processing procedure may further include: performing shape processing on the alternative model.

[0109] Shape processing of the alternative model is mainly carried out simultaneously during the generation of the alternative model. For example, by adding the state information of the chess piece base to the state information of the virtual object, the generated alternative model becomes the shape of a chess piece. Another example is that during the model cutting process, by cutting the alternative model into squares, the generated alternative model becomes a square shape.

[0110] After obtaining the target model through the above model processing procedure, the target model can be displayed in the game scene.

[0111] One possible approach is to display the target model at its original size in the center or lower left corner of the screen, allowing for direct subsequent operations. Another approach is to display the target model at a reduced size on the left or bottom of the screen, essentially saving it temporarily and retrieving it when needed for further processing.

[0112] Step S302: Bind the substitute model and the background texture to the virtual camera respectively, so that the virtual camera can control the movement of the substitute model and the background texture respectively.

[0113] The binding of the substitute model and background texture to the virtual camera can be achieved by calling the `AttachActorToComponent` function in the game engine. In the `AttachActorToComponent` function's interface, setting "Target" to the substitute model and "Parent" to the virtual camera establishes the binding relationship between the substitute model and the virtual camera. Similarly, setting "Target" to the background texture and "Parent" to the virtual camera establishes the binding relationship between the background texture and the virtual camera. Establishing this binding relationship is fundamental to enabling the virtual camera to control the movement of the substitute model and the background texture.

[0114] The target model is composed of a substitute model and a background texture, but the substitute model and the background texture are independent of each other. Binding each of the substitute model and the background texture to the virtual camera allows the target model to move with the virtual camera. If only one of the substitute model or the background texture is bound to the virtual camera, the virtual camera can only control the movement of either the substitute model or the background texture. Therefore, during camera movement, the substitute model and the background texture will separate, failing to form a complete target model. On the other hand, it allows the virtual camera to control the independent movement of the substitute model and the background texture separately. If the substitute model and the background texture are combined into a fixed model and bound to the virtual camera, the virtual camera can only control the synchronous movement of the substitute model and the background texture, making separation of the two impossible.

[0115] Based on the mobility of the target model, this embodiment provides an optional method for moving the target model, namely, responding to a movement command for the virtual camera, controlling the virtual camera to move, and displaying the game scene captured by the virtual camera after movement through the graphical user interface; responding to the movement of the virtual camera, controlling the target model to move in the game scene; wherein the game scene captured by the virtual camera after movement includes the target model.

[0116] The movement command refers to the operation command sent by the player to the game server through the terminal device to control the movement of the virtual camera. After receiving the movement command, the game server can move the virtual camera according to the direction indicated by the movement command.

[0117] As the virtual camera moves, the game scene displayed on the graphical user interface changes accordingly to the game scene currently captured by the virtual camera during its movement.

[0118] Since both the alternative model and the background texture are bound to the virtual camera, the target model can move with the virtual camera in the game scene and be displayed in real time in the game scene captured by the virtual camera.

[0119] Step S303: In response to the unbinding command for the alternative model, the alternative model is unbound from the virtual camera, and the alternative model is controlled to fall from the target model.

[0120] The unbinding command can be understood as an instruction sent by the player to the game server through the game terminal. This command instructs the game server to perform an unbinding operation between the substitute model and the virtual camera. The unbinding command can be a command generated by the game terminal in response to the player's operation, such as generating an unbinding command in response to a second operation by the player.

[0121] The second operation is an operation targeting the target model. It is a triggering operation that separates the substitute model from the target model. It can be an operation performed by the player on the input component of the terminal device, such as pressing the "Alt" key on the keyboard, or an operation performed by the player on the graphical user interface of the terminal device, such as clicking the preset model acquisition button on the graphical user interface, or directly clicking the target model on the graphical user interface. The specific implementation is not limited here.

[0122] Once the game terminal detects the player's second action, it will generate the unbinding command and send it to the game server. After receiving the unbinding command, the game server will unbind the replacement model from the virtual camera.

[0123] Because the substitute model is unbound from the virtual camera, but the background texture remains bound to the virtual camera, the substitute model may fall out of the target model.

[0124] The debinding of the substitute model from the virtual camera can be achieved by the game engine calling the DetachFromActor function. Debinding is a built-in function of the game engine, and the specific implementation technology will not be described in detail here.

[0125] In this embodiment, responding to the unbinding command for the alternative model, unbinding the alternative model from the virtual camera, and controlling the alternative model to fall from the target model, further includes: displaying the process of the alternative model falling from the target model in the game scene screen.

[0126] Players can observe the process of the substitute model falling from the target model into the current game scene through a graphical user interface. The game scene where the substitute model falls can be the game scene where the virtual object is located, or other game scenes captured by the virtual camera after it moves. Regardless of the game scene, the substitute model can fall from the target model by unbinding it from the virtual camera.

[0127] In summary, the above embodiments provide a method for handling virtual objects in games. This embodiment has described the virtual object handling method provided by this application in detail with various possible implementation methods. Of course, the examples provided in this embodiment are only for the purpose of understanding the methods described in this application and are not intended to limit the scope of the application. The virtual object handling method in games provided by this application includes, but is not limited to, the implementation methods provided in the above embodiments.

[0128] Another embodiment of this application provides an application example of a method for handling virtual objects in a game. This embodiment will use the application example as an example to describe in detail the virtual object handling method provided by this application. Figures 11 to 15This is a schematic diagram illustrating the application of the virtual object processing method in the game provided in this embodiment.

[0129] In the application example provided in this embodiment, the method provided in the first embodiment of this application is used to transform any virtual object in the game scene into a chess piece model corresponding to the virtual object.

[0130] In this application example, we will use a first-person game as an example. Assume that the game character moves in the game scene with a virtual camera, searches for target virtual objects, and transforms the target virtual objects into their corresponding chess piece models. Figures 11 to 15 The displayed screen is a game scene shown on the graphical user interface of a terminal device. The application of the method described in the first embodiment of this application in a game includes the following steps:

[0131] Step S1101: In response to the player issuing a first movement control command via the terminal device, the player controls the game character to move within the game scene carrying a virtual camera, searching for target virtual objects. For example... Figure 11 As shown, since it is a first-person game, the player's movement of the game character is actually displayed as movement of the game scene on the graphical user interface of the terminal device. When the player detects the target virtual object 11, the movement control command is stopped, and the game scene A containing the target virtual object 11 remains on the graphical user interface. Therefore, in response to the player issuing a movement control command through the terminal device, the game screen displayed on the graphical user interface is game scene A, which includes the target virtual object 11.

[0132] Step S1102, in response to the player's first sub-operation, initiates the virtual camera's focusing and positioning operation on the target virtual object. For example... Figure 12As shown, the first sub-operation is the player's click operation on the target virtual object 11 on the graphical user interface of the terminal device. In response to the player's click operation on the target virtual object 11, the virtual camera focuses on and positions the target virtual object 11, displaying the viewfinder frame 21 of the virtual camera and the shooting button 22 located outside the viewfinder frame on the graphical user interface. In response to the virtual camera completing the focusing and positioning of the target virtual object 11, the game engine calls the LineTraceForObjects function to perform raycasting on the target virtual object 11 and obtain the state information of the target virtual object 11. The game engine further calls the SpawnActorOfClass function to construct the chess piece model 12 corresponding to the target virtual object 11 based on the obtained state information of the target virtual object 11 and the state information of the added chess piece base. This chess piece model 12 is not displayed on the graphical user interface. In response to obtaining the chess piece model 12, the game engine calls the AttachActorToComponent function to bind the chess piece model 12 to the virtual camera. Therefore, in response to the player's click operation on the target virtual object 11, the game screen displayed on the graphical user interface includes the game scene A, the viewfinder frame 21 of the virtual camera, and the shooting button 22.

[0133] Step S1103: In response to the player's second sub-operation, the virtual camera is activated to capture images of the game scene observed through the virtual camera viewfinder, thereby obtaining the target model. For example... Figure 13 As shown, the second sub-operation is the player's click on the camera button 22 on the graphical user interface. In response to the player's click on the camera button 22, the virtual camera captures a picture of the game scene within the viewfinder border 21, obtaining a viewfinder image, which is not displayed on the graphical user interface. In response to obtaining the viewfinder image, the game engine calls the CaptureScene function to process the viewfinder image and obtain the background texture. Figure 13 The background sticker Figure 13 Not displayed on the graphical user interface. This is in response to retrieving chess piece model 12 and background texture. Figure 13 The game engine calls the CreatDynamicMaterial function to combine the chess piece model 12 with the background texture. Figure 13 Combined, this forms target model 14. Further, the game engine calls the AttachActorToComponent function to attach the background... Figure 13It is bound to a virtual camera. The game engine also assigns a monochrome material to the target model 14, turning it black and white, and displays the black and white target model 14 on the graphical user interface, which can be scaled up and displayed in the lower left corner of the graphical user interface. Therefore, in response to the player's click on the shutter button 22, the game screen displayed on the graphical user interface includes the game scene A and the black and white target model 14.

[0134] Step S1104: In response to the player issuing a second movement control command via the terminal device, controlling the game character to move within the game scene while carrying the virtual camera. For example... Figure 14 As shown, the game scene displayed on the graphical user interface changes from game scene A to game scene B. A black-and-white target model 14 is displayed on the graphical user interface following the movement of the virtual camera. Therefore, in response to a second movement control command issued by the player via the terminal device, the game screen displayed on the graphical user interface includes game scene B and the black-and-white target model 14.

[0135] Step S1105, in response to the player's second action, controls the chess piece model to fall from the target model into the game scene. For example... Figure 15 As shown, the second operation is the player's click on the target model 14 in the graphical user interface. In response to the player's click on the target model 14, the game engine calls the DetachFromActor function to unbind the chess piece model 12 from the virtual camera, separating the chess piece model 12 from the target model 14. The graphical user interface then displays the process of the chess piece model 12 falling from the target model 14 into the game scene B, and finally displays the chess piece model 12 and its background sticker in the game scene B. Figure 13 Among them, chess piece model 12 is a black and white chess piece model with a background sticker. Figure 13 A black and white background texture is used. Therefore, in response to the player's click on the target model 14, the game screen displayed on the graphical user interface includes the game scene B, the black and white chess piece model 12, and the black and white background texture. Figure 13 .

[0136] In summary, through steps S1101 to S1105, the target virtual object 11 is transformed into a chess piece model 12, realizing the transformation from an unpickable virtual object to a pickable alternative model. Furthermore, the game's fun is enhanced by the shooting operation that allows the chess piece model to be extracted from the target model.

[0137] The above embodiments, using the chess piece model as an example to illustrate the practical application of the virtual object processing method described in this application in games, provide a detailed explanation. Of course, the application of the virtual object processing method described in this application in games includes, but is not limited to, the implementation methods provided in the above embodiments.

[0138] Another embodiment of this application provides a virtual object processing device in a game, which provides a graphical user interface through a terminal device. The graphical user interface includes game scene images captured by a virtual camera, at least a portion of the game scene, and the game scene includes virtual objects. Figure 16 This is a schematic diagram of the virtual object processing device in the game provided in this embodiment.

[0139] like Figure 16 As shown, the virtual object processing device in the game provided in this embodiment includes: a target model generation unit 1601, a binding unit 1602, and an unbinding unit 1603.

[0140] The target model generation unit 1601 is used to respond to the shooting command for the virtual object, and to shoot the game scene where the virtual object is located to generate a target model. The target model includes a substitute model corresponding to the virtual object and a background texture corresponding to the game scene where the virtual object is located.

[0141] Optionally, the response to the shooting command for the virtual object, which involves shooting the game scene where the virtual object is located to generate a target model, includes:

[0142] The target model is displayed in the game scene.

[0143] Optionally, the response to the shooting command for the virtual object, which involves shooting the game scene where the virtual object is located, includes: initiating the model processing procedure;

[0144] The model processing procedure includes:

[0145] Generate an alternative model corresponding to the virtual object based on the virtual object;

[0146] The system takes a picture of the game scene where the virtual object is located to obtain a viewfinder image, and generates the background texture based on the viewfinder image.

[0147] The alternative model is combined with the background texture to form the target model.

[0148] Optionally, generating the alternative model corresponding to the virtual object based on the virtual object includes:

[0149] Ray probing is performed on the virtual object to obtain the state information corresponding to the virtual object;

[0150] Based on the state information, construct the alternative model.

[0151] Optionally, the status information includes at least the following information: the shape information of the virtual object, the color information of the virtual object, and the position information of the virtual object in the game scene of the viewfinder.

[0152] Optionally, generating the alternative model corresponding to the virtual object based on the virtual object further includes:

[0153] According to preset cutting rules, the game scene where the virtual object is located is cut to obtain the alternative model.

[0154] Optionally, the step of segmenting the game scene containing the virtual object according to a preset segmentation rule to obtain the alternative model includes:

[0155] Multiple rays are emitted from the observation point of the virtual camera to the viewfinder of the virtual camera, and these rays intersect with the game scene where the virtual object is located at multiple points.

[0156] Connect the multiple intersection points in pairs sequentially to form multiple cutting lines;

[0157] The game scene containing the virtual object is cut along the multiple cutting lines to remove the game scene outside the virtual object, thereby obtaining the alternative model.

[0158] Optionally, generating the background texture based on the viewfinder image includes:

[0159] Based on the viewfinder, obtain the image rendering information corresponding to the viewfinder, the image rendering information including the rendering information corresponding to the virtual object image in the viewfinder and the rendering information corresponding to the background image in the viewfinder;

[0160] The rendering information corresponding to the virtual object image is deleted from the rendering information, and the background texture is rendered based on the rendering information corresponding to the background image.

[0161] Optionally, the model processing further includes: performing color processing on the substitute model and the background texture; combining the substitute model and the background texture to form the target model includes:

[0162] The color-processed alternative model is combined with the color-processed background texture to form the target model.

[0163] Optionally, the model processing further includes: performing shape processing on the substitute model; combining the substitute model with the background texture to form the target model includes:

[0164] The shaped replacement model is combined with the background texture to form the target model.

[0165] The binding unit 1602 is used to bind the substitute model and the background texture to the virtual camera respectively, so that the virtual camera can control the movement of the substitute model and the background texture respectively.

[0166] Optionally, after the step of binding the alternative model and the background texture to the virtual camera respectively, the method is further used to:

[0167] In response to a movement command for the virtual camera, the system controls the virtual camera to move and displays the game scene captured by the virtual camera after it moves through the graphical user interface.

[0168] In response to the movement of the virtual camera, the target model is controlled to move within the game scene;

[0169] The target model is included in the game scene captured by the virtual camera after it moves.

[0170] The unbinding unit 1603 is used to respond to the unbinding command for the alternative model, unbind the alternative model from the virtual camera, and control the alternative model to fall from the target model.

[0171] Optionally, the response to the unbinding command for the alternative model, unbinding the alternative model from the virtual camera and controlling the alternative model to fall from the target model, includes:

[0172] The process of the alternative model falling off the target model is displayed in the game scene.

[0173] Optionally, it can also be used to use the alternative model as a chess piece for the virtual object.

[0174] Another embodiment of this application provides a terminal device. Figure 17 This is a schematic diagram of the terminal device provided in this embodiment.

[0175] like Figure 17 As shown, the terminal device provided in this embodiment includes: a memory 1701, a processor 1702, a display 1703, and a network interface 1704.

[0176] The memory 1701 is used to store computer instructions for executing virtual object processing methods in the game.

[0177] The processor 1702 is used to execute computer instructions stored in the memory 1701, and to perform the following operations:

[0178] In response to a shooting command for the virtual object, the game scene where the virtual object is located is photographed to generate a target model, the target model including a replacement model corresponding to the virtual object and a background texture corresponding to the game scene where the virtual object is located;

[0179] The substitute model and the background texture are respectively bound to the virtual camera, so that the virtual camera can control the movement of the substitute model and the background texture respectively;

[0180] In response to the unbinding command for the alternative model, the alternative model is unbound from the virtual camera, and the alternative model is controlled to fall from the target model.

[0181] Optionally, the response to the shooting command for the virtual object, which involves shooting the game scene where the virtual object is located to generate a target model, includes:

[0182] The target model is displayed in the game scene.

[0183] Optionally, the response to the unbinding command for the alternative model, unbinding the alternative model from the virtual camera and controlling the alternative model to fall from the target model, includes:

[0184] The process of the alternative model falling off the target model is displayed in the game scene.

[0185] Optionally, the response to the shooting command for the virtual object, which involves shooting the game scene where the virtual object is located, includes: initiating the model processing procedure;

[0186] The model processing procedure includes:

[0187] Generate an alternative model corresponding to the virtual object based on the virtual object;

[0188] The system takes a picture of the game scene where the virtual object is located to obtain a viewfinder image, and generates the background texture based on the viewfinder image.

[0189] The alternative model is combined with the background texture to form the target model.

[0190] Optionally, generating the alternative model corresponding to the virtual object based on the virtual object includes:

[0191] Ray probing is performed on the virtual object to obtain the state information corresponding to the virtual object;

[0192] Based on the state information, construct the alternative model.

[0193] Optionally, the status information includes at least the following information: the shape information of the virtual object, the color information of the virtual object, and the position information of the virtual object in the game scene of the viewfinder.

[0194] Optionally, generating the alternative model corresponding to the virtual object based on the virtual object further includes:

[0195] According to preset cutting rules, the game scene where the virtual object is located is cut to obtain the alternative model.

[0196] Optionally, the step of segmenting the game scene containing the virtual object according to a preset segmentation rule to obtain the alternative model includes:

[0197] Multiple rays are emitted from the observation point of the virtual camera to the viewfinder of the virtual camera, and these rays intersect with the game scene where the virtual object is located at multiple points.

[0198] Connect the multiple intersection points in pairs sequentially to form multiple cutting lines;

[0199] The game scene containing the virtual object is cut along the multiple cutting lines to remove the game scene outside the virtual object, thereby obtaining the alternative model.

[0200] Optionally, generating the background texture based on the viewfinder image includes:

[0201] Based on the viewfinder, obtain the image rendering information corresponding to the viewfinder, the image rendering information including the rendering information corresponding to the virtual object image in the viewfinder and the rendering information corresponding to the background image in the viewfinder;

[0202] The rendering information corresponding to the virtual object image is deleted from the rendering information, and the background texture is rendered based on the rendering information corresponding to the background image.

[0203] Optionally, the model processing further includes: performing color processing on the substitute model and the background texture; combining the substitute model and the background texture to form the target model includes:

[0204] The color-processed alternative model is combined with the color-processed background texture to form the target model.

[0205] Optionally, the model processing further includes: performing shape processing on the substitute model; combining the substitute model with the background texture to form the target model includes:

[0206] The shaped replacement model is combined with the background texture to form the target model.

[0207] Optionally, after the step of binding the alternative model and the background texture to the virtual camera respectively, the method further includes:

[0208] In response to a movement command for the virtual camera, the system controls the virtual camera to move and displays the game scene captured by the virtual camera after it moves through the graphical user interface.

[0209] In response to the movement of the virtual camera, the target model is controlled to move within the game scene;

[0210] The target model is included in the game scene captured by the virtual camera after it moves.

[0211] Optionally, the method further includes using the alternative model as a chess piece for the virtual object.

[0212] The display 1703 is used to provide a graphical user interface.

[0213] The network interface 1704 is used to connect to the server.

[0214] Another embodiment of this application provides a computer-readable storage medium, which includes computer instructions that, when executed by a processor, are used to implement the methods described in the embodiments of this application.

[0215] It should be noted that the relational terms such as "first" and "second" used in this document are only used to distinguish one entity or operation from another, and do not require or imply any actual relationship or order between these entities or operations. Furthermore, "including," "having," "containing," and other similar terms are synonymous, and the conclusion of any one or more items following any of the foregoing words is open-ended; none of the foregoing terms indicates that the one or more items have been exhaustively listed, or are limited to only one or more of the listed items.

[0216] When used herein, unless otherwise expressly stated, the term "or" includes all possible combinations except those that are impractical. For example, if expressed as a database may include A or B, then unless otherwise specified or impractical, it may include database A, or B, or A and B. As a second example, if expressed as a database may include A, B, or C, then unless otherwise specified or impractical, the database may include database A, or B, or C, or A and B, or A and C, or B and C, or A and B and C.

[0217] It is worth noting that the above embodiments can be implemented by hardware or software (program code), or a combination of hardware and software. If implemented by software, it can be stored in the above-described computer-readable medium. When executed by a processor, the software can perform the methods disclosed above. The computing units and other functional units described in this disclosure can be implemented by hardware or software, or a combination of hardware and software. Those skilled in the art will also understand that the above-described multiple modules / units can be combined into one module / unit, and each of the above-described modules / units can be further divided into multiple sub-modules / sub-units.

[0218] In the foregoing detailed description, embodiments have been described with reference to numerous specific details, which may vary depending on the implementation. Certain adaptations and modifications can be made to the embodiments. Other implementations will be readily apparent to those skilled in the art from the specific embodiments disclosed herein. This specification and examples are for illustrative purposes only, and the true scope and essence of this application are defined by the claims. The sequence of steps shown in the figures is also for illustrative purposes only and is not intended to limit to any particular step or order. Therefore, those skilled in the art will recognize that these steps can be performed in different orders when implementing the same method.

[0219] Exemplary embodiments are disclosed in the figures and detailed description of this application. However, many variations and modifications can be made to these embodiments. Accordingly, although specific terms are used, they are only general and descriptive and not for limiting purposes.

Claims

1. A method for handling virtual objects in a game, characterized in that, The method includes providing a graphical user interface via a terminal device, the graphical user interface comprising game scene images captured by a virtual camera, the game scene including virtual objects, the method comprising: In response to a shooting command for the virtual object, the game scene where the virtual object is located is photographed to generate a target model. The target model includes a replacement model corresponding to the virtual object and a background texture corresponding to the game scene where the virtual object is located. The replacement model is constructed using the state information of the virtual object, or obtained by cutting out parts of the game scene other than the virtual object. The state information includes the virtual object's own attribute information and the state of the virtual object in the game scene at the time of shooting. The substitute model and the background texture are respectively bound to the virtual camera, so that the virtual camera can control the movement of the substitute model and the background texture respectively; In response to the unbinding command for the alternative model, the alternative model is unbound from the virtual camera, and the alternative model is controlled to fall from the target model.

2. The method according to claim 1, characterized in that, The response to the shooting command for the virtual object involves shooting the game scene where the virtual object is located to generate a target model, including: The target model is displayed in the game scene.

3. The method according to claim 1, characterized in that, The response to the unbinding command for the alternative model unbinds the alternative model from the virtual camera and controls the alternative model to fall from the target model, including: The process of the alternative model falling off the target model is displayed in the game scene.

4. The method according to claim 1, characterized in that, The response to the shooting command for the virtual object, which involves shooting the game scene where the virtual object is located, includes: starting the model processing process; The model processing procedure includes: Generate an alternative model corresponding to the virtual object based on the virtual object; The system takes a picture of the game scene where the virtual object is located to obtain a viewfinder image, and generates the background texture based on the viewfinder image. The alternative model is combined with the background texture to form the target model.

5. The method according to claim 4, characterized in that, The step of generating a replacement model corresponding to the virtual object based on the virtual object includes: Ray probing is performed on the virtual object to obtain the state information corresponding to the virtual object; Based on the state information, construct the alternative model.

6. The method according to claim 5, characterized in that, The status information includes at least the following: the shape information of the virtual object, the color information of the virtual object, and the position information of the virtual object in the game scene of the viewfinder.

7. The method according to claim 4, characterized in that, The step of generating a replacement model corresponding to the virtual object based on the virtual object further includes: According to preset cutting rules, the game scene where the virtual object is located is cut to obtain the alternative model.

8. The method according to claim 7, characterized in that, The step of segmenting the game scene containing the virtual object according to a preset segmentation rule to obtain the alternative model includes: Multiple rays are emitted from the observation point of the virtual camera to the viewfinder of the virtual camera, and these rays intersect with the game scene where the virtual object is located at multiple points. Connect the multiple intersection points in pairs sequentially to form multiple cutting lines; The game scene containing the virtual object is cut along the multiple cutting lines to remove the game scene outside the virtual object, thereby obtaining the alternative model.

9. The method according to claim 4, characterized in that, The step of generating the background texture based on the viewfinder image includes: Based on the viewfinder, obtain the image rendering information corresponding to the viewfinder, the image rendering information including the rendering information corresponding to the virtual object image in the viewfinder and the rendering information corresponding to the background image in the viewfinder; The rendering information corresponding to the virtual object image is deleted from the rendering information, and the background texture is rendered based on the rendering information corresponding to the background image.

10. The method according to claim 4, characterized in that, The model processing procedure further includes: performing color processing on the substitute model and the background texture; combining the substitute model and the background texture to form the target model includes: The color-processed alternative model is combined with the color-processed background texture to form the target model.

11. The method according to claim 4, characterized in that, The model processing procedure further includes: performing shape processing on the substitute model; combining the substitute model with the background texture to form the target model includes: The shaped replacement model is combined with the background texture to form the target model.

12. The method according to claim 1, characterized in that, After the step of binding the alternative model and the background texture to the virtual camera respectively, the method further includes: In response to a movement command for the virtual camera, the system controls the virtual camera to move and displays the game scene captured by the virtual camera after it moves through the graphical user interface. In response to the movement of the virtual camera, the target model is controlled to move within the game scene; The target model is included in the game scene captured by the virtual camera after it moves.

13. The method according to claim 1, characterized in that, The method further includes using the alternative model as a chess piece for the virtual object.

14. A virtual object processing device in a game, characterized in that, A graphical user interface is provided through a terminal device, the graphical user interface including game scene images captured by a virtual camera of at least a portion of the game scene, the game scene including virtual objects, the device including: a target model generation unit, a binding unit, and an unbinding unit; The target model generation unit is used to respond to the shooting command for the virtual object, and to shoot the game scene where the virtual object is located to generate a target model. The target model includes a replacement model corresponding to the virtual object and a background texture corresponding to the game scene where the virtual object is located. The replacement model is constructed by the state information of the virtual object, or obtained by cutting out the part of the game scene other than the virtual object. The state information includes the virtual object's own attribute information and the state of the virtual object in the game scene when it is shot. The binding unit is used to bind the substitute model and the background texture to the virtual camera respectively, so that the virtual camera can control the movement of the substitute model and the background texture respectively; The unbinding unit is used to respond to the unbinding command for the alternative model, unbind the alternative model from the virtual camera, and control the alternative model to fall from the target model.

15. A terminal device, characterized in that, include: Memory, processor, display, and network interface; The memory is used to store one or more computer instructions; The processor is configured to execute the one or more computer instructions to implement the method as described in any one of claims 1-13; The display is used to provide a graphical user interface; The network interface is used to connect to the server.

16. A computer-readable storage medium storing one or more computer instructions thereon, characterized in that, The instruction is executed by the processor to implement the method as described in any one of claims 1-13.