Interactive animation production method and device, electronic equipment and storage medium
By using a modular graphical programming approach to assemble interactive scenes and story animations, the cumbersome process in traditional animation production is solved, enabling convenient and interactive animation production and improving production efficiency and user experience.
Patent Information
- Application Number
- CN202211739670.6
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2022-12-30
- Publication Date
- 2026-05-15
- Estimated Expiration
- 2042-12-30
AI Technical Summary
In traditional interactive animation production, non-interactive animation and interactive scenes are produced separately, resulting in a cumbersome modification process and making it difficult to easily achieve the interactivity of the animation.
It adopts a block-based graphical programming approach, creating interactive scenes and story animations based on a collection of blocks. By piecing together the blocks according to their hierarchical positions and relationships, interactive animations can be formed.
It improves the convenience and reusability of interactive animation production, reduces the complexity of animation modification, and enhances user engagement and the fun of animation.
Smart Images

Figure CN116225411B_ABST
Abstract
Description
Technical Field
[0001] This application relates to the field of animation production technology, and in particular to an interactive animation production method, apparatus, electronic device and storage medium. Background Technology
[0002] With the continuous development of animation production technology, interactive animation is gradually replacing traditional non-interactive animation and gaining popularity. However, because interactive animation needs to provide different plot developments based on user feedback, it is necessary to intersperse interactive scenes on the basis of traditional non-interactive animation production to achieve the interactivity of the animation.
[0003] Currently, traditional interactive animation production usually involves producing traditional non-interactive animation and interactive scenes separately, with each being completed by their respective professionals. This results in a cumbersome process when changes are needed to either party.
[0004] Therefore, how to more easily achieve interactive animation production has become an urgent technical problem to be solved. Summary of the Invention
[0005] This application provides an interactive animation production method, apparatus, electronic device, and storage medium to solve the problem that in the prior art, traditional interactive animation production usually involves producing traditional non-interactive animation and interactive scenes separately, with each being completed by their respective professionals. This results in a cumbersome modification process when either party needs to make changes to the animation.
[0006] In a first aspect, embodiments of this application provide an interactive animation production method, the method comprising:
[0007] Based on block-based graphical programming, N interactive scenes and M story animations are created to produce interactive animations. Each interactive scene is used to switch to different story animations for playback based on different user feedback received. The number of user feedbacks in each interactive scene corresponds one-to-one with the number of story animations. N is an integer greater than or equal to 1, and M is an integer greater than N.
[0008] Based on the pre-defined interactive animated storyline, determine the hierarchical position of each interactive scene in the storyline, and the association between N interactive scenes and M story animations;
[0009] Based on the hierarchical position and the association relationship, the N interactive scenes and M story animations are spliced together to obtain the interactive animation.
[0010] Optionally, the creation of N interactive scenes and M story animations required for interactive animation based on block-based graphical programming includes:
[0011] Based on the block-based graphical programming, N sets of first blocks corresponding to N interactive scenes are created, and M sets of second blocks corresponding to M story animations are created. Each set of first blocks is used to respond to user feedback received in each interactive scene and advance the storyline. Each set of second blocks is used to control the behavior of the target character and target background in each story animation.
[0012] Based on N sets of the first building blocks and M sets of the second building blocks, N interactive scenes and M story animations required for the interactive animation are compiled.
[0013] Optionally, the step of creating a set of N first building blocks corresponding to N interactive scenes based on the block-based graphical programming includes:
[0014] Determine the corresponding prompt information for each of the aforementioned interaction scenarios, wherein the prompt information is used to prompt the user to input user feedback;
[0015] Based on the block-based graphical programming and the prompt information, a first set of building blocks for responding to received user feedback and a first set of building blocks for advancing the storyline are created. The response to received user feedback includes at least one of the action response of the animated character in the interactive scene and the movement response of key items. The advancement of the storyline includes at least one of switching storylines, story progress feedback, and reward feedback.
[0016] Optionally, the step of creating a set of M second building blocks corresponding to the M story animations based on the block-based graphical programming includes:
[0017] Obtain the target character and target background corresponding to each of the aforementioned story animations;
[0018] Based on the block-based graphical programming, a second set of building blocks for controlling the behavior of the target character and a second set of building blocks for controlling the behavior of the target background are created. The behavior of the target character includes at least one of the following: changes in the appearance of the target character, the movement state of the target character, the dialogue of the target character, and changes in the appearance of the target character. The behavior of the target background includes at least one of the following: parameter adjustment of the target background, background switching of the target background, and movement state of key items in the target background.
[0019] Optionally, the block types in both the first block set and the second block set include at least one of execution block, output block, condition block, statement block, start block, and nested block, wherein the nested block is a new block formed by nesting multiple execution blocks, output blocks, condition blocks, statement blocks, and start blocks.
[0020] Optionally, after stitching together the N interactive scenes and M story animations according to the hierarchical position and the association relationship to obtain the interactive animation, the method further includes:
[0021] Play the interactive animation;
[0022] When the aforementioned interactive scenario occurs, receive user feedback input by the user based on the interactive scenario;
[0023] Determine the target story animation that corresponds to the user feedback in the interaction scenario;
[0024] Jump to the storyline where the target story animation is located, and play the target story animation;
[0025] When a new interactive scenario emerges, the new interactive scenario is taken as the interactive scenario, and the following steps are performed: receiving user feedback based on the interactive scenario until the interactive animation ends.
[0026] Optionally, after receiving user feedback based on the interaction scenario, the method further includes:
[0027] The response results obtained based on the user feedback in the interaction scenario are displayed to the user.
[0028] Secondly, embodiments of this application also provide an interactive animation production apparatus, the apparatus comprising:
[0029] The production module is used to create N interactive scenes and M story animations required for interactive animations based on block-based graphical programming. Each interactive scene is used to switch to different story animations for playback based on different user feedback received. The number of user feedbacks in each interactive scene corresponds one-to-one with the number of story animations. N is an integer greater than or equal to 1, and M is an integer greater than N.
[0030] The first determining module is used to determine the hierarchical position of each interactive scene in the storyline, and the association between N interactive scenes and M story animations, based on the pre-set interactive animated storyline.
[0031] The splicing module is used to splice together N interactive scenes and M story animations according to the hierarchical position and the association relationship to obtain the interactive animation.
[0032] Thirdly, embodiments of this application also provide an electronic device, including a processor, a communication interface, a memory, and a communication bus, wherein the processor, the communication interface, and the memory communicate with each other through the communication bus;
[0033] Memory, used to store computer programs;
[0034] When a processor executes a program stored in memory, it implements the steps of the interactive animation production method described in any embodiment of the first aspect.
[0035] Fourthly, embodiments of this application also provide a computer-readable storage medium having a computer program stored thereon, which, when executed by a processor, implements the steps of the interactive animation production method as described in any embodiment of the first aspect.
[0036] In this embodiment, based on modular graphical programming, N interactive scenes and M story animations are created to produce an interactive animation. Each interactive scene is used to switch to different story animations based on different user feedback received. The number of user feedbacks in each interactive scene corresponds one-to-one with the number of story animations, where N is an integer greater than or equal to 1, and M is an integer greater than N. According to a pre-defined storyline of the interactive animation, the hierarchical position of each interactive scene within the storyline, as well as the association between the N interactive scenes and the M story animations, are determined. Based on the hierarchical position and the association, the N interactive scenes and M story animations are spliced together to obtain the interactive animation. Through this method, the N interactive scenes and M story animations required for an interactive animation can be created based on modular graphical programming, thus eliminating the need for separate production of story animations and interactive scenes by different professionals, thereby solving the problem of cumbersome animation modification processes in existing technologies. Furthermore, the high reusability of modular graphical programming further improves the convenience of interactive animation production. Attached Figure Description
[0037] The accompanying drawings, which are incorporated in and form part of this specification, illustrate embodiments consistent with the invention and, together with the description, serve to explain the principles of the invention.
[0038] To more clearly illustrate the technical solutions in the embodiments of the present invention or the prior art, the drawings used in the description of the embodiments or the prior art will be briefly introduced below. Obviously, for those skilled in the art, other drawings can be obtained based on these drawings without creative effort.
[0039] Figure 1 A flowchart illustrating an interactive animation production method provided in this application embodiment;
[0040] Figure 2 This is a schematic diagram of a storyline for a branching tree structure provided in an embodiment of this application;
[0041] Figure 3 A schematic diagram of a storyline design process provided in an embodiment of this application;
[0042] Figure 4 A schematic diagram of an interactive scenario provided in an embodiment of this application;
[0043] Figure 5 A schematic diagram of a story animation provided for an embodiment of this application;
[0044] Figure 6 A flowchart illustrating an interactive animation playback method provided in this application embodiment;
[0045] Figure 7 This is a schematic diagram of the structure of an interactive animation production device provided in an embodiment of this application;
[0046] Figure 8 This is a schematic diagram of the structure of an electronic device provided in an embodiment of this application. Detailed Implementation
[0047] To make the objectives, technical solutions, and advantages of the embodiments of this application clearer, the technical solutions of the embodiments of this application will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of this application, not all embodiments. Based on the embodiments of this application, all other embodiments obtained by those skilled in the art without creative effort are within the scope of protection of this application.
[0048] See Figure 1 , Figure 1 This is a flowchart illustrating an interactive animation creation method provided in an embodiment of this application. Figure 1As shown, this interactive animation creation method may specifically include the following steps:
[0049] Step 101: Based on block-based graphical programming, create N interactive scenes and M story animations required for interactive animation. Each interactive scene is used to switch to different story animations based on different user feedback received. The number of user feedbacks in each interactive scene corresponds one-to-one with the number of story animations. N is an integer greater than or equal to 1, and M is an integer greater than N.
[0050] Specifically, the aforementioned block-based graphical programming refers to a programming method implemented through graphical blocks. This eliminates the need to write source code; instead, code is written by manipulating these graphical blocks, thus lowering the barrier to entry for animation production. The aforementioned interactive animation refers to animations that can receive user feedback during playback and play different storylines based on different user responses. This interactive animation can include N interactive scenes and M story animations, where N is an integer greater than or equal to 1, and M is an integer greater than N. The aforementioned interactive scenes are used to receive user feedback and switch to different story animations based on different user responses. In an interactive scene, the user can perform interactive operations based on clues provided by the previous story animation or prompts within the scene. For example, if the protagonist enters a castle and finds a treasure chest, the interactive scene will prompt the user "Do you want to open the treasure chest?" The user can then click on the treasure chest or not. The interactive scene will then play the corresponding story animation based on the user's feedback. The aforementioned story animation can refer to an animation with a certain plot, obtained through a series of controls performed by character and background behaviors. For example, moving an animated character to a designated area, having an animated character speak a dialogue, or changing the background of the animation. A story animation can be a standalone animation with a complete storyline; or it can be an animation segment within a complete storyline, requiring interaction with multiple interactive scenes to obtain the entire storyline. This application does not impose specific limitations on the embodiments.
[0051] Step 102: Based on the pre-defined interactive animated storyline, determine the hierarchical position of each interactive scene in the storyline, as well as the relationship between N interactive scenes and M story animations.
[0052] Specifically, interactive animations have multiple storylines, each of which can be independent. These storylines can collect user data within interactive scenes to form new storylines. When creating interactive animations, the number of storylines to design needs to be considered, as this is the first part of the entire interactive animation. The pre-defined storylines of the interactive animation mentioned above can have a branching tree structure, such as... Figure 2As shown. Multiple story animations can be linked in each interactive scene (i.e., Figure 2 The story unfolds in a branching pattern, and on each branch, multiple story animations can be linked through interactive scenes to form lower branches. This process is repeated in sequence to obtain a storyline with a branching tree structure.
[0053] It should be noted that in block-based graphical programming, storyline design includes scene design, character design, background design, and behavior design. Scene design involves issues such as feedback hierarchy, feedback style, and feedback collection; character design involves character drawing, appearance design, and character dialogue; background design involves background layout, background drawing, and transitions; and behavior design involves feedback handling, character control, and background control, such as... Figure 3 As shown. The scene here is the interactive scene mentioned above, mainly used to receive user feedback. Each storyline may contain multiple scenes, within which users can provide feedback. The storyline will further process the information collected within the scene, and in the "behavior" section, different "actions" can be performed based on the feedback. For example, the scene may be a castle, where all "objects" can be clicked, generating immediate feedback. If a user clicks an object that affects the storyline, it is called a "key object." The "character" here refers to the main body of the animated story narrative, such as the protagonist, supporting characters, or even objects like tables and chairs. Characters are the most important narrative element in animation. Characters can be reused in multiple storylines. Unlike traditional animation, where different actions are drawn for each frame, animations can be created by designing movable areas for characters, similar to game design. This is called a "costume," including character movement, arm movements, dialogue, etc. The "background" here describes the character's location. The background can be dynamic or static and has coordinates. The background is mainly used to distinguish the character, and there is only one background at a time, but it can be switched. The background also contains many "objects," whose "behaviors" can be programmed and controlled, triggering immediate feedback or influencing the storyline. These behaviors can be divided into two types: 1) Controlling the behavior of characters and the background. Users can program characters or the background to tell a story, such as controlling character movement, dialogue, or actions related to character appearance. Backgrounds can also be programmed to switch scenes, such as day / night cycles, or play dynamic backgrounds. Programming can also control whether a snowy background experiences heavy or light snow, or a rainy background experiences heavy or light rain. 2) Receiving interactive feedback from the audience. For example, in an interactive scene, the user needs to choose whether the "protagonist" should go out or stay home. The user's choice will affect the direction of the subsequent storyline, and the collection of feedback from key objects will also trigger the development of the storyline.
[0054] In this step, the hierarchical position of each interactive scene in the storyline can be determined based on the pre-defined interactive animated storyline, as well as the relationship between N interactive scenes and M story animations. This facilitates the subsequent linking of N interactive scenes and M story animations to form the interactive animation corresponding to the storyline.
[0055] Step 103: Based on the hierarchical position and relationship, splice together N interactive scenes and M story animations to obtain interactive animations.
[0056] In this step, N interactive scenes and M story animations can be spliced together based on their hierarchical position and relationships to obtain an interactive animation. Here, splicing refers to advancing the storyline within each interactive scene; that is, setting up jump controls in each interactive scene from receiving user feedback to jumping to the next story animation. This way, when playing the interactive animation, the player can automatically jump to the next story animation within the interactive scene.
[0057] In this embodiment, N interactive scenes and M story animations required for interactive animation can be created based on block-based graphical programming to obtain interactive animation. Therefore, it is not necessary to separate the story animations and interactive scenes and have them created by different professionals, thus solving the problem of the cumbersome animation modification process in the prior art. At the same time, since block-based graphical programming itself has high reusability, it further improves the convenience of interactive animation production.
[0058] Furthermore, step 101 above, which involves creating N interactive scenes and M story animations based on block-based graphical programming, can specifically include:
[0059] Based on block-based graphical programming, N sets of first blocks corresponding to N interactive scenes are created, and M sets of second blocks corresponding to M story animations are created. Each set of first blocks is used to respond to user feedback received in each interactive scene and advance the storyline. Each set of second blocks is used to control the behavior of the target character and target background in each story animation.
[0060] Based on N sets of first building blocks and M sets of second building blocks, N interactive scenes and M story animations required for interactive animation are compiled.
[0061] Specifically, the first set of building blocks mentioned above refers to the set of building blocks corresponding to the interactive scene. This first set of building blocks can be used to respond to user feedback received in the interactive scene and advance the storyline to realize the function of the interactive scene. The second set of building blocks mentioned above refers to the set of building blocks corresponding to the story animation. This second set of building blocks can be used to control the behavior of the target characters and target backgrounds in the story animation to realize the plot display of the story animation.
[0062] In one embodiment, in the process of creating N interactive scenes and M story animations required for interactive animation based on block-based graphical programming, N first sets of blocks corresponding to the N interactive scenes and M second sets of blocks corresponding to the M story animations can be created based on block-based graphical programming. Then, based on the N first sets of blocks and the M second sets of blocks, the code corresponding to the N interactive scenes and M story animations is serialized, thereby obtaining the N interactive scenes and M story animations required for interactive animation. Through this method, the creation of interactive scenes and story animations required for interactive animation can be quickly achieved through block-based graphical programming. Furthermore, if some or all of the blocks required in each interactive scene and story animation are the same, the blocks with the same parts can be reused, further accelerating the production efficiency of interactive scenes and story animations.
[0063] Furthermore, the above steps, based on block-based graphical programming, create a set of N first building blocks corresponding to N interactive scenes, including:
[0064] Determine the corresponding prompts for each interaction scenario, where the prompts are used to prompt the user to input feedback;
[0065] Based on block-based graphical programming and prompts, a first set of building blocks is created to respond to received user feedback, and a first set of building blocks is created to advance the storyline. The response to received user feedback includes at least one of the action response of animated characters in the interactive scene and the movement response of key items. Advancing the storyline includes at least one of switching storylines, story progress feedback, and reward feedback.
[0066] In one embodiment, in an interactive scenario, the user can perform interactive operations based on clues provided by the previous story animation or prompts within the interactive scenario. For example, if the protagonist in the animation enters a castle and discovers a treasure chest, the interactive scenario will prompt the user "Do you want to open the treasure chest?" The user can then click on the treasure chest or not, and the interactive scenario will then play a corresponding story animation based on the user's feedback. Therefore, when creating N sets of first building blocks corresponding to N interactive scenarios, it is necessary to first determine the corresponding prompt information for each interactive scenario, and then, based on block-based graphical programming and prompt information, create a set of first building blocks for responding to received user feedback and a set of first building blocks for advancing the storyline. It can be understood that each building block in the first set of building blocks can implement a function required in the interactive scenario. As an optional implementation, the following can be obtained: Figure 4 The interactive scenario shown includes a first set of building blocks for responding to received user feedback and a second set of building blocks for advancing the storyline. The first set of building blocks for responding to user feedback primarily implements the action responses of animated characters and the movement responses of key items. The second set of building blocks for advancing the storyline implements storyline switching, story progress feedback, and reward feedback. Of course, other building blocks corresponding to different functions can be added as needed; this embodiment does not impose specific limitations.
[0067] In this embodiment, the building blocks corresponding to each function can be flexibly combined according to the functional requirements of each interactive scenario in order to complete the production of each interactive scenario.
[0068] Furthermore, the above steps, based on block-based graphical programming, produce a set of M second building blocks corresponding to the M story animations, including:
[0069] Obtain the target character and target background for each story animation;
[0070] Based on block-based graphical programming, a second set of building blocks for controlling the behavior of a target character and a second set of building blocks for controlling the behavior of a target background are created. The behavior of the target character includes at least one of the following: changes in the appearance of the target character, movement state of the target character, dialogue of the target character, and changes in the appearance of the target character. The behavior of the target background includes at least one of the following: parameter adjustment of the target background, background switching of the target background, and movement state of key items in the target background.
[0071] In one embodiment, story animation can refer to an animation with a certain plot, obtained through a series of controls performed by character and background behaviors. For example, moving an animated character to a designated area, having an animated character speak a dialogue, or changing the background of the animation. Therefore, when creating M sets of second building blocks corresponding to M story animations, it is necessary to first obtain the target character and target background corresponding to each story animation, and then, based on block-based graphical programming, create a second set of building blocks for controlling the behavior of the target character and a second set of building blocks for controlling the behavior of the target background. It can be understood that each building block in the second set of building blocks can implement a function required in the story animation. As an optional implementation, the following can be obtained: Figure 5 The illustrated story animation includes a second set of building blocks for controlling the behavior of a target character and a second set of building blocks for controlling the behavior of a target background. The second set of building blocks for controlling the target character's behavior primarily controls the target character's appearance, movement, dialogue, and appearance. The second set of building blocks for controlling the target background's behavior primarily controls the target background's parameter adjustments, background switching, and the movement of key items within the background. Of course, other building blocks corresponding to different functions can be added as needed; this embodiment does not impose specific limitations.
[0072] In this embodiment, the building blocks corresponding to each function can be flexibly combined according to the functional requirements of each story animation to complete the production of each story animation.
[0073] Furthermore, the block types in both the first block set and the second block set include at least one of execution block, output block, condition block, statement block, start block, and nested block. The nested block is a new block formed by nesting various execution block, output block, condition block, statement block, and start block.
[0074] In one embodiment, a block is the most basic unit of operation in block-based graphical programming. The first and second block sets mentioned above can contain several blocks, which can be any one or more of the following: Execute Block, Output Block, Conditional Block, Statement Block, Event Block, and Nested Block. An Execute Block is a block that causes an animated character or background to perform a specific action, such as moving the character a specified number of steps (positive for forward, negative for backward); moving the character to a specified X / Y coordinate position in the center of the stage (default coordinates: x:0, y:0); or orcing the character to a specified direction (initially facing right, 90°); or setting the character's rotation to "flip left / right," with options such as "non-rotatable" and "rotate freely." An Output Block is a block that outputs the compiled file. Conditional blocks execute subsequent block instructions when an animated character or background meets a specified condition. Statement blocks play a specified sound and execute subsequent block instructions only after the sound finishes playing. Start blocks initiate the program; they can be triggered by clicking the green flag on the stage to execute all program scripts starting with that flag, or by a keyboard event to execute subsequent program instructions when a specific key is pressed (the dropdown arrow allows selection of arrow keys, letter keys, number keys, etc.). Nested blocks are formed by nesting multiple blocks of the above types together.
[0075] It should be noted that the workspace refers to the area where the blocks are edited. In the entire graphical programming process, there is usually only one workspace in the editing state. Each animation character can correspond to one workspace. When editing the animation character, the data of the blocks is deserialized into the current workspace and the blocks are rendered.
[0076] Furthermore, after step 103 above, where N interactive scenes and M story animations are spliced together according to hierarchical position and association to obtain an interactive animation, the method further includes:
[0077] Play interactive animations;
[0078] In the event of an interactive scenario, receive user feedback based on the user's input within the interactive scenario;
[0079] Identify the target story animations that correspond to user feedback in interactive scenarios;
[0080] Jump to the storyline where the target story animation is located, and play the target story animation;
[0081] When a new interactive scenario emerges, the new interactive scenario is taken as the interactive scenario and the following steps are executed: receive user feedback based on the interactive scenario input until the interactive animation ends.
[0082] In one embodiment, after creating the interactive animation, the interactive animation can be played. When an interactive scene occurs, user feedback based on the interactive scene is received, such as clicking on a key item or character in the scene. Then, the target story animation corresponding to the user feedback in the interactive scene is determined based on the user feedback. The storyline is then switched to the storyline where the target story animation is located, and the target story animation is played.
[0083] When a new interactive scenario emerges, this new scenario can be used as the new interactive scenario, and the above steps can be repeated: receive user feedback based on the interactive scenario input until the interactive animation ends, such as... Figure 6 As shown.
[0084] In this way, users can interact with interactive animations and choose their storylines to increase the animation's appeal. Furthermore, interactive animations created using block-based graphical programming eliminate the need to draw every frame; instead, character, background, and behavior designs are incorporated, resulting in high reusability and lower costs. Additionally, each story animation is calculated in real-time based on character, background, user feedback, and behavioral control, rather than being pre-recorded, leading to a stronger sense of user participation. The playback and interaction scenarios of the story animations maintain consistency; there are no variations in animation style followed by different interactive elements. The animation development process has a low barrier to entry and requires no advanced professional skills.
[0085] Furthermore, after the above steps and receiving user feedback based on the interaction scenario, the method further includes:
[0086] Display the response results obtained based on user feedback in interactive scenarios to the user.
[0087] In one embodiment, after receiving user feedback based on the interaction scenario, the response results obtained based on the user feedback in the interaction scenario can also be displayed to the user. The response results can be reward feedback, story progress feedback, or other response events, thereby increasing the timeliness of user interaction.
[0088] See Figure 7 , Figure 7This is a schematic diagram of an interactive animation production device provided in an embodiment of this application. Figure 7 As shown, the device 700 includes:
[0089] Module 701 is used to create N interactive scenes and M story animations for interactive animations based on block-based graphical programming. Each interactive scene is used to switch to different story animations for playback based on different user feedback received. The number of user feedbacks in each interactive scene corresponds one-to-one with the number of story animations. N is an integer greater than or equal to 1, and M is an integer greater than N.
[0090] The first determining module 702 is used to determine the hierarchical position of each interactive scene in the storyline and the relationship between N interactive scenes and M story animations based on the pre-set interactive animated storyline.
[0091] The splicing module 703 is used to splice N interactive scenes and M story animations according to their hierarchical positions and relationships to obtain interactive animations.
[0092] Furthermore, the manufacturing module 701 includes:
[0093] The module is used to create N sets of first blocks corresponding to N interactive scenes based on block-based graphical programming, and M sets of second blocks corresponding to M story animations based on block-based graphical programming. Each set of first blocks is used to respond to user feedback received in each interactive scene and advance the storyline. Each set of second blocks is used to control the behavior of the target character and target background in each story animation.
[0094] The compilation submodule is used to compile N interactive scenes and M story animations required for interactive animation based on N sets of first building blocks and M sets of second building blocks.
[0095] Furthermore, creating submodules includes:
[0096] The determining unit is used to determine the corresponding prompt information for each interaction scenario, wherein the prompt information is used to prompt the user to input user feedback;
[0097] The first production unit is used to create a first set of building blocks for responding to received user feedback and a first set of building blocks for advancing the storyline, based on block-based graphical programming and prompt information. The response to received user feedback includes at least one of the action response of animated characters in interactive scenes and the movement response of key items. Advancing the storyline includes at least one of switching storylines, story progress feedback and reward feedback.
[0098] Furthermore, creating submodules also includes:
[0099] The acquisition unit is used to acquire the target character and target background corresponding to each story animation;
[0100] The second production unit is used to create a second set of building blocks for controlling the behavior of the target character and a second set of building blocks for controlling the behavior of the target background based on block-based graphical programming. The behavior of the target character includes at least one of the following: changes in the appearance of the target character, movement state of the target character, dialogue of the target character, and changes in the appearance of the target character. The behavior of the target background includes at least one of the following: parameter adjustment of the target background, background switching of the target background, and movement state of key items in the target background.
[0101] Furthermore, the block types in both the first block set and the second block set include at least one of execution block, output block, condition block, statement block, start block, and nested block. The nested block is a new block formed by nesting various execution block, output block, condition block, statement block, and start block.
[0102] Furthermore, the device 700 also includes:
[0103] The playback module is used to play interactive animations;
[0104] The receiving module is used to receive user feedback based on the user input in the interactive scenario.
[0105] The second determination module is used to determine the target story animation corresponding to user feedback in the interactive scenario;
[0106] The jump module is used to jump from the storyline to the storyline where the target story animation is located, and to play the target story animation;
[0107] The execution module is used to treat new interactive scenarios as interactive scenarios when they occur, and to perform the following steps: receiving user feedback based on the interactive scenario input, until the interactive animation ends.
[0108] Furthermore, the device 700 also includes:
[0109] The display module is used to show the response results obtained based on user feedback in interactive scenarios to the user.
[0110] It should be noted that the device 700 can implement the steps of the interactive animation production method provided in any of the aforementioned method embodiments and achieve the same technical effect, which will not be elaborated here.
[0111] like Figure 8 As shown in the illustration, this application also provides an electronic device, including a processor 811, a communication interface 812, a memory 813, and a communication bus 814, wherein the processor 811, the communication interface 812, and the memory 813 communicate with each other via the communication bus 814.
[0112] Memory 813 is used to store computer programs;
[0113] In one embodiment of this application, when the processor 811 executes the program stored in the memory 813, it implements the interactive animation creation method provided in any of the foregoing method embodiments, including:
[0114] Based on block-based graphical programming, N interactive scenes and M story animations are created to produce interactive animations. Each interactive scene is used to switch to different story animations based on different user feedback received. The number of user feedbacks in each interactive scene corresponds one-to-one with the number of story animations. N is an integer greater than or equal to 1, and M is an integer greater than N.
[0115] Based on a pre-defined interactive animated storyline, determine the hierarchical position of each interactive scene within the storyline, as well as the relationship between N interactive scenes and M story animations;
[0116] Based on hierarchical position and relationship, N interactive scenes and M story animations are spliced together to obtain an interactive animation.
[0117] This application also provides a computer-readable storage medium storing a computer program thereon, which, when executed by a processor, implements the steps of the interactive animation production method provided in any of the foregoing method embodiments.
[0118] It should be noted that, in this document, relational terms such as "first" and "second" are used merely to distinguish one entity or operation from another, and do not necessarily require or imply any such actual relationship or order between these entities or operations. Furthermore, the terms "comprising," "including," or any other variations thereof are intended to cover non-exclusive inclusion, such that a process, method, article, or apparatus that comprises a list of elements includes not only those elements but also other elements not expressly listed, or elements inherent to such a process, method, article, or apparatus. Without further limitations, an element defined by the phrase "comprising one..." does not exclude the presence of other identical elements in the process, method, article, or apparatus that includes said element.
[0119] The above description is merely a specific embodiment of the present invention, enabling those skilled in the art to understand or implement the invention. Various modifications to these embodiments will be readily apparent to those skilled in the art, and the general principles defined herein may be implemented in other embodiments without departing from the spirit or scope of the invention. Therefore, the present invention is not to be limited to the embodiments shown herein, but is to be accorded the widest scope consistent with the principles and novel features claimed herein.
Claims
1. An interactive animation production method, characterized in that, The method includes: Based on block-based graphical programming, N interactive scenes and M story animations are created to produce interactive animations. Each interactive scene is used to switch to different story animations for playback based on different user feedback received. The number of user feedbacks in each interactive scene corresponds one-to-one with the number of story animations. N is an integer greater than or equal to 1, and M is an integer greater than N. Based on the pre-defined interactive animated storyline, determine the hierarchical position of each interactive scene in the storyline, and the association between N interactive scenes and M story animations; Based on the hierarchical position and the association relationship, N interactive scenes and M story animations are spliced together to obtain the interactive animation; The method for creating interactive animations using block-based graphical programming, comprising N interactive scenes and M story animations, includes: Based on the block-based graphical programming, N sets of first blocks corresponding to N interactive scenes are created, and M sets of second blocks corresponding to M story animations are created. Each set of first blocks is used to respond to user feedback received in each interactive scene and advance the storyline. Each set of second blocks is used to control the behavior of the target character and target background in each story animation. Based on N sets of the first building blocks and M sets of the second building blocks, N interactive scenes and M story animations required for the interactive animation are compiled.
2. The method according to claim 1, characterized in that, The process of creating N sets of first building blocks corresponding to N interactive scenes based on the block-based graphical programming includes: Determine the corresponding prompt information for each of the aforementioned interaction scenarios, wherein the prompt information is used to prompt the user to input user feedback; Based on the block-based graphical programming and the prompt information, a first set of building blocks for responding to received user feedback and a first set of building blocks for advancing the storyline are created. The response to received user feedback includes at least one of the action response of the animated character in the interactive scene and the movement response of key items. The advancement of the storyline includes at least one of switching storylines, story progress feedback, and reward feedback.
3. The method according to claim 1, characterized in that, The process of creating a set of M second building blocks corresponding to the M story animations based on the block-based graphical programming includes: Obtain the target character and target background corresponding to each of the aforementioned story animations; Based on the block-based graphical programming, a second set of building blocks for controlling the behavior of the target character and a second set of building blocks for controlling the behavior of the target background are created. The behavior of the target character includes at least one of the following: changes in the appearance of the target character, the movement state of the target character, the dialogue of the target character, and changes in the appearance of the target character. The behavior of the target background includes at least one of the following: parameter adjustment of the target background, background switching of the target background, and movement state of key items in the target background.
4. The method according to claim 1, characterized in that, The block types in both the first block set and the second block set include at least one of execution block, output block, condition block, statement block, start block, and nested block. The nested block is a new block formed by nesting multiple execution blocks, output blocks, condition blocks, statement blocks, and start blocks.
5. The method according to claim 1, characterized in that, After stitching together the N interactive scenes and M story animations according to the hierarchical position and the association relationship to obtain the interactive animation, the method further includes: Play the interactive animation; When the aforementioned interactive scenario occurs, receive user feedback input by the user based on the interactive scenario; Determine the target story animation that corresponds to the user feedback in the interaction scenario; Jump to the storyline where the target story animation is located, and play the target story animation; When a new interactive scenario emerges, the new interactive scenario is taken as the interactive scenario, and the following steps are performed: receiving user feedback based on the interactive scenario until the interactive animation ends.
6. The method according to claim 5, characterized in that, After receiving user feedback based on the interaction scenario, the method further includes: The response results obtained based on the user feedback in the interaction scenario are displayed to the user.
7. An interactive animation production device, characterized in that, The device includes: The production module is used to create N interactive scenes and M story animations required for interactive animations based on block-based graphical programming. Each interactive scene is used to switch to different story animations for playback based on different user feedback received. The number of user feedbacks in each interactive scene corresponds one-to-one with the number of story animations. N is an integer greater than or equal to 1, and M is an integer greater than N. The first determining module is used to determine the hierarchical position of each interactive scene in the storyline, and the association between N interactive scenes and M story animations, based on the pre-set interactive animated storyline. The splicing module is used to splice N interactive scenes and M story animations according to the hierarchical position and the association relationship to obtain the interactive animation; The production module is specifically used to create N sets of first blocks corresponding to N interactive scenes based on the block-based graphical programming, and to create M sets of second blocks corresponding to M story animations based on the block-based graphical programming. Each set of first blocks is used to respond to user feedback received in each interactive scene and advance the storyline. Each set of second blocks is used to control the behavior of the target character and target background in each story animation. Based on N sets of the first building blocks and M sets of the second building blocks, N interactive scenes and M story animations required for the interactive animation are compiled.
8. An electronic device, characterized in that, It includes a processor, a communication interface, a memory, and a communication bus, wherein the processor, the communication interface, and the memory communicate with each other through the communication bus; Memory, used to store computer programs; When a processor executes a program stored in memory, it implements the steps of the interactive animation production method according to any one of claims 1-6.
9. A computer-readable storage medium having a computer program stored thereon, characterized in that, When the computer program is executed by a processor, it implements the steps of the interactive animation production method according to any one of claims 1-6.