Method and device for displaying virtual character skin, storage medium and electronic device

By determining animation nodes and child nodes based on character and skin identifiers in the virtual character skin display method, and directly displaying skin animations, the problem of redundant data is solved, and display efficiency and system performance are improved.

CN116271815BActive Publication Date: 2025-11-28NETEASE (SHANGHAI) NETWORK CO LTD
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Patent Information

Application Number
CN202310254884.2
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2023-03-09
Publication Date
2025-11-28
Estimated Expiration
2043-03-09

AI Technical Summary

Technical Problem

Existing methods for displaying virtual character skins require the creation of numerous redundant animation display files, resulting in a heavy system load and reduced efficiency.

Method used

By determining animation nodes and child nodes based on the identifiers of the target virtual character and skin, the skin animation can be displayed directly without creating additional animation files. The animation is displayed using preset relationships and selected nodes.

Benefits of technology

It improves the efficiency of skin animation display, reduces system load, and achieves highly scalable and efficient technical means, realizing efficient technology application and highly scalable and efficient skin display.

✦ Generated by Eureka AI based on patent content.

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Abstract

The present disclosure relates to a virtual character skin display method and device, a storage medium and an electronic device, and relates to the technical field of computers. The method comprises the following steps: determining a first target animation node corresponding to a target virtual character according to a target character identifier possessed by the target virtual character; determining a first target sub-node corresponding to a target virtual skin from the first target animation node according to the target virtual skin to be displayed by the target virtual character; and displaying a first skin animation possessed by the first target sub-node. The method reduces the system burden.
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Description

TECHNICAL FIELD

[0001] Embodiments of the present disclosure relate to the technical field of computer, and in particular, to a virtual character skin display method, a virtual character skin display device, a computer readable storage medium, and an electronic device. BACKGROUND

[0002] In the prior art, a virtual character skin display method can be implemented by creating an animation display file for each virtual character or skin possessed by the virtual character. However, this method has a large amount of redundant data, which increases the burden on the system.

[0003] It should be noted that the information disclosed in the above background section is only used to strengthen the understanding of the background of the present disclosure, and therefore can include information that does not constitute prior art known to those of ordinary skill in the art. SUMMARY

[0004] The present disclosure aims to provide a virtual character skin display method, a virtual character skin display device, a computer readable storage medium, and an electronic device, thereby at least partially overcoming the problem of heavy system burden caused by the limitations and defects of the related art.

[0005] According to one aspect of the present disclosure, a virtual character skin display method is provided, comprising:

[0006] determining a first target animation node corresponding to a target virtual character according to a target character identifier possessed by the target virtual character;

[0007] determining a first target sub-node corresponding to a target virtual skin from the first target animation node according to the target virtual skin to be displayed by the target virtual character;

[0008] displaying a first skin animation possessed by the first target sub-node.

[0009] According to one aspect of the present disclosure, a virtual character skin display device is provided, comprising:

[0010] a first animation node determination module configured to determine a first target animation node corresponding to a target virtual character according to a target character identifier possessed by the target virtual character;

[0011] a first target sub-node determination module configured to determine a first target sub-node corresponding to a target virtual skin from the first target animation node according to the target virtual skin to be displayed by the target virtual character;

[0012] The first role skin display module is configured to display a first skin animation possessed by the first target sub-node.

[0013] According to an aspect of the present disclosure, a computer readable storage medium is provided, which stores a computer program. The computer program is executed by a processor to implement the method for displaying a virtual role skin according to the foregoing example embodiments.

[0014] According to an aspect of the present disclosure, an electronic device is provided, comprising:

[0015] a processor; and

[0016] a memory configured to store executable instructions of the processor;

[0017] The processor is configured to execute the method for displaying a virtual role skin according to the foregoing example embodiments by executing the executable instructions.

[0018] The method for displaying a virtual role skin provided by the embodiments of the present disclosure, on one hand, determines a first target animation node corresponding to a target virtual role according to a target role identifier possessed by the target virtual role, and then determines a first target sub-node corresponding to a target virtual skin from the first target animation node according to the target virtual skin to be displayed by the target virtual role, and finally displays a first skin animation possessed by the first target sub-node. Without configuring a corresponding animation file for the virtual role or the skin of the virtual role, the skin animation of the virtual role can be displayed, and the problem that a large amount of redundant data exists in the prior art due to the need to create an animation display file and thus the system has a heavy burden is solved. On the other hand, since the corresponding target animation node and target sub-node can be determined according to the target role identifier, and then the skin animation possessed by the virtual role is displayed, the animation display file does not need to be loaded and rendered, and thus the display efficiency of the skin animation is improved.

[0019] It should be understood that the foregoing general description and the following detailed description are only exemplary and explanatory, and cannot limit the present disclosure. BRIEF DESCRIPTION OF DRAWINGS

[0020] The accompanying drawings, which are incorporated into and form part of the specification, illustrate embodiments consistent with the present disclosure and, together with the description, serve to explain the principles of the disclosure. Obviously, the drawings in the following description are only some embodiments of the present disclosure, and other drawings can be obtained by those skilled in the art without creative labor on the basis of these drawings.

[0021] Figure 1 A flowchart schematically showing a method for displaying a virtual role skin according to an example embodiment of the present disclosure.

[0022] Figure 2 An example diagram illustrating an application scenario of a method for displaying a virtual character skin according to an example embodiment of the present disclosure is shown.

[0023] Figure 3 An example diagram illustrating a scenario of a first original animation node of a virtual character according to an example embodiment of the present disclosure is shown.

[0024] Figure 4 An example diagram illustrating a scenario of a first original action node according to an example embodiment of the present disclosure is shown.

[0025] Figure 5 An example diagram illustrating a scenario of a transition from a first skin animation to a second skin animation according to an example embodiment of the present disclosure is shown.

[0026] Figure 6 An example diagram illustrating an architecture of a display of different rarity skins according to an example embodiment of the present disclosure is shown.

[0027] Figure 7 An example diagram illustrating a special effect configuration scenario of a skin animation according to an example embodiment of the present disclosure is shown.

[0028] Figure 8 An example diagram illustrating an internal configuration LookAtIK node of a standby action display according to an example embodiment of the present disclosure is shown.

[0029] Figure 9 A block diagram of a display device of a virtual character skin according to an example embodiment of the present disclosure is shown.

[0030] Figure 10 An electronic device for implementing the above-mentioned method for displaying a virtual character skin according to an example embodiment of the present disclosure is shown. DETAILED DESCRIPTION

[0031] Example implementations are now described with reference to the drawings. Example implementations can, however, be implemented in many different forms and should not be construed as limited to the examples set forth herein; rather, these implementations are provided so that this disclosure will be thorough and complete, and will fully convey the concept of example implementations to those skilled in the art. The features, structures, or characteristics described in connection with the examples can be combined in any suitable manner in one or more implementations. In the following description, numerous specific details are provided, in order to provide a thorough understanding of example implementations. One skilled in the relevant art, however, will recognize that the implementations can be practiced without one or more of the specific details, or with other methods, components, materials, and so forth. In other instances, well-known structures have not been described in detail in order to avoid obscuring the aspects of the disclosure.

[0032] Furthermore, the accompanying drawings are only intended to illustrate the present disclosure and are not necessarily drawn to scale. The same reference label or notation can be used to refer to the same or similar parts throughout the several views, and thus repeated descriptions can be omitted for clarity. Some of the block diagrams shown in the drawings are functional entities that do not necessarily correspond to physically or logically independent entities. These functional entities can be implemented in software, or in one or more hardware modules or integrated circuits, or in different network and / or processor devices and / or microcontroller devices.

[0033] In existing games that include a collection element, there is usually a function called a gallery or warehouse, in which a player can view the characters that he or she has already obtained. In order to attract players to collect more characters or character skins, the gallery system generally provides a dedicated display effect for each character and his or her various skins. This display effect usually includes the following parts: a character's entry action display (including special effects), a character camera animation, a scene display behind the character, and a character standby action display, and so on.

[0034] In practical application process, with the game development and operation, the number of characters and character skins will continue to expand, and the exclusive action and scene will be more and more. Therefore, how to efficiently develop and maintain the album skin display function, reduce the additional workload brought by subsequent operation is an urgent problem to be solved. For example, taking Messiah game engine as an example, Messiah provides game developers with CharacterEditor (game development tool, which can be used to edit player characters of the program) character editor to edit the action animation of the character. Therefore, in practical application process, the planner can create a Graph (animation file format, which can configure the state machine and action of the character and other related content inside the file) for each different character and character skin, and configure the exclusive action display of the character in the Graph. Usually, some extremely rare characters or skins need additional functions, such as action special effects, camera animation, scene switching and the like, which can also be configured in the Cue point of the Graph, and then connected with the program to realize the final function.

[0035] However, although the planner or program creates a Graph for each character or character skin to configure the album display, the scalability of this scheme is poor, and there is a lot of redundant data. At the same time, if a large number of new characters and new skins are added later, it will inevitably bring a lot of work to the planner or program, affecting the project progress. Therefore, the most efficient solution should be to build an album skin display architecture with good scalability, so that it can be small when facing subsequent modification requirements, and nothing when small, so as to achieve the goal at the least cost.

[0036] Based on this, the example embodiment first provides a virtual character skin display method, which can run on a terminal device. Of course, those skilled in the art can also run the method of the present disclosure on other platforms according to the needs, and this example embodiment does not make special limitations. Specifically, referring to Figure 1 The virtual character skin display method can include the following steps:

[0037] Step S110. According to the target character identification possessed by the target virtual character, determine the first target animation node corresponding to the target virtual character;

[0038] Step S120. According to the target virtual skin that needs to be displayed by the target virtual character, determine the first target sub-node corresponding to the target virtual skin from the first target animation node;

[0039] Step S130. Display the first skin animation possessed by the first target sub-node.

[0040] In the above-mentioned method for displaying virtual character skins, on the one hand, a first target animation node corresponding to the target virtual character is determined based on the target character identifier of the target virtual character; then, based on the target virtual skin that the target virtual character needs to display, a first target child node corresponding to the target virtual skin is determined from the first target animation node; finally, the first skin animation of the first target child node is displayed. This method can display the skin animation of the virtual character without configuring corresponding animation files for the virtual character or the virtual character's skin, thus solving the problem of the existing technology where the creation of animation display files leads to a large amount of redundant data and a heavy system burden. On the other hand, since the corresponding target animation node and target child node can be directly determined based on the target character identifier to display the skin animation of the virtual character, there is no need to load and render the animation display file, thereby improving the display efficiency of the skin animation.

[0041] The following will provide a detailed explanation and description of the method for displaying virtual character skins according to an example embodiment of this disclosure, in conjunction with the accompanying drawings.

[0042] First, the application scenarios of the virtual character skin display method described in the exemplary embodiments of this disclosure will be explained and described. Specifically, the terminal device described in the exemplary embodiments of this disclosure may include... Figure 2 One or more of 201, 202, and 203 shown herein; that is, the terminal device described herein can be various electronic devices with a display screen, including but not limited to desktop computers, portable computers, smartphones, and tablets, etc., and the terminal device can install and run game programs; in one possible example embodiment, the virtual character skin display method described in the example embodiment of this disclosure can also run on a server; wherein, when it runs on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.

[0043] In an optional implementation, various cloud applications, such as cloud gaming, can run under the cloud interaction system. Taking cloud gaming as an example, cloud gaming refers to a gaming method based on cloud computing. In the cloud gaming operating mode, the game program and the game screen presentation are separate. The storage and operation of virtual character skin display methods are completed on the cloud gaming server. The client device is used for data reception, transmission, and game screen presentation. For example, the client device can be a display device with data transmission capabilities located close to the user, such as a mobile terminal, television, computer, or PDA; however, the information processing is performed by the cloud gaming server in the cloud. When playing the game, the player operates the client device to send operation commands to the cloud gaming server. The cloud gaming server runs the game according to the operation commands, encodes and compresses game screen data, returns it to the client device via the network, and finally, the client device decodes and outputs the game screen.

[0044] In an optional implementation, taking a game as an example, the local terminal device stores the game program and is used to display the game screen. The local terminal device is used to interact with the player through a graphical user interface, that is, conventionally downloading, installing, and running the game program through the terminal device. The local terminal device can provide the graphical user interface to the player in various ways, such as rendering it on the terminal's display screen, or providing it to the player through holographic projection. For example, the local terminal device can include a display screen for displaying the graphical user interface, which includes the game screen, and a processor for running the game, generating the graphical user interface, and controlling the display of the graphical user interface on the display screen.

[0045] Furthermore, in a method for displaying a virtual character skin provided in the exemplary embodiments of this disclosure:

[0046] In step S110, a first target animation node corresponding to the target virtual character is determined based on the target character identifier possessed by the target virtual character.

[0047] In the example embodiment, first, the target virtual role and the target virtual skin are determined. Specifically, the target virtual role can be determined by the following manner: first, in response to a first screen input event acting on a first interactive interface corresponding to any original virtual role included in the first graphical user interface, the target virtual role is determined; second, according to the current user identifier and the target role identifier of the target virtual role, the current virtual skin possessed by the target virtual role is determined, and the current virtual skin is displayed on the second graphical user interface; then, in response to a second screen input event acting on a second interactive interface corresponding to any current virtual skin included in the second graphical user interface, the target virtual skin is determined. That is, in actual application, when the player opens the client of a certain game, the virtual roles included in the game are displayed on the main interface, and the player can select the corresponding target virtual role according to actual needs; at the same time, after the target virtual role is determined, the current player has collected the skin corresponding to the target virtual role can be displayed, and then the target virtual skin is determined according to the selection operation of the player on the current virtual skin.

[0048] Secondly, after the target virtual role is determined, the first target animation node corresponding to the target virtual role can be determined according to the target role identifier possessed by the target virtual role; wherein the first target animation node recorded herein is the role entry motion display animation node possessed by the target virtual role when entering the target game scene, that is, the node corresponding to the entry motion animation to be displayed when entering. The specific determination process of the first target animation node can be realized by the following manner: obtaining the target role identifier possessed by the target virtual role, and determining the first target animation node corresponding to the target role identifier from the first total animation node according to the target role identifier and the preset first association relationship.

[0049] In an example embodiment, the specific establishment process of the first association relationship can be realized by the following manner: first, the original role number of the original virtual role included in the current game is calculated, and the first node number is determined according to the original role number; second, the original role identifier is assigned to the original virtual role, and the first total animation node is constructed in the preconfigured original animation file; then, the first selection node is added in the first total animation node, and the first original animation node is constructed based on the first node number; finally, the first original animation node is added in the first selection node, and the first association relationship between the original role identifier and the first original animation node is established.

[0050] In an example embodiment, the first target animation node corresponding to the target character identifier is determined from the target character identifier and the preset first correlation relationship, which can be achieved by inputting the target character identifier and the preset first correlation relationship into a first selection node, and sequentially traversing all first original animation nodes included in the first selection node to obtain the first target animation node having the first correlation relationship with the target character identifier.

[0051] Hereinafter, the specific determination process of the first target animation node and the first correlation relationship will be further explained and described. Specifically, first, a Graph (original animation file) is newly created by using a CharacterEditor character editor for configuring a character skin display; then, two variables, hero_index and skin_index, are newly created, where hero_index represents a character index of a virtual character, and skin_index represents a virtual skin index of a virtual character; further, a Blend node (i.e., a first total animation node) is created in the Graph to build a role entry action display architecture; then, an InputSelector node (i.e., a first selection node) is placed in the Blend node (i.e., the first total animation node) for role entry action display, and a first original animation node having a first node number is constructed under the first selection node; the hero_index variable node is connected to the InputSelector (i.e., the first correlation relationship between the original character identifier and the first original animation node is established). Further, when the first correlation relationship is established, if the first target animation node corresponding to the target virtual character is needed, the target character identifier is only input into the first selection node, and then the hero_index variable node under the first selection node is sequentially traversed from the first selection node as a starting point, so that the first target animation node is obtained. The first original animation node can be specifically referred to as shown in FIG. 8. Figure 3

[0052] ​It needs to be supplemented here that in the process of actual application, the second target animation node and the second association relationship also need to be determined; wherein the second target animation node is a role standby action display animation node that the target virtual role has after entering the target game scene. Specifically, the specific determination process of the second target animation node and the second association relationship can be realized in the following way: determining the second node quantity according to the original role quantity; secondly, constructing the second total animation node in the pre-configured original animation file; then, adding the second selection node in the second total animation node, and constructing the second original animation node based on the second node quantity; finally, adding the second original animation node in the second selection node, and establishing the second association relationship between the original role identifier and the second original animation node; further, when the second association relationship is established, if the second target animation node corresponding to the target virtual role needs to be obtained, only the target role identifier needs to be input into the second selection node, and then the hero_index variable node under the second selection node is traversed in turn from the second selection node as the starting point, so that the second target animation node can be obtained.

[0053] In step S120, according to the target virtual skin that the target virtual role needs to display, the first target sub-node corresponding to the target virtual skin is determined from the first target animation node.

[0054] In the example embodiment, according to the target virtual skin that the target virtual role needs to display, the first target sub-node corresponding to the target virtual skin is determined from the first target animation node, which can be realized in the following way: first, the target skin identifier of the target virtual skin that the target virtual role needs to display is obtained; secondly, according to the target skin identifier and the preset third association relationship, the first target sub-node corresponding to the target virtual skin is determined from the first target animation node.

[0055] In an example embodiment, the third association relationship can be established by the following method: first, assigning an original skin identifier to an original virtual skin of the original virtual character; wherein one original virtual character has one or more original skin identifiers; second, obtaining a first original virtual action of the original virtual skin, and configuring a first original action node for the first original virtual action; third, adding a third selection node in the first original animation node, and adding the first original action node in the third selection node; and finally, establishing a third association relationship between the original skin identifier and the first original action node. In an example embodiment, the first target sub-node corresponding to the target virtual skin can be determined from the first target animation node according to the target skin identifier and the preset third association relationship by the following method: inputting the target skin identifier and the preset third association relationship into the third selection node, and sequentially traversing all the first original action nodes included in the third selection node to obtain the first target sub-node having the third association relationship with the target skin identifier.

[0056] In the following, the specific determination process of the first target sub-node and the third association relationship will be further explained and described. Specifically, first, a third selection node (InputSelector) is placed in the first original animation node (Blend) of any specific virtual character, and then the skin_index variable node is connected to the third selection node to establish the third association relationship, and a plurality of ActionNode (first original action node) are added under the third selection node; wherein the first original action node can be used to represent the entry action corresponding to different skins of the virtual character; specifically, reference can be made to the following figure: Figure 4 Further, when the third association relationship is obtained, if it is necessary to determine the first target sub-node, only the target skin identifier of the target virtual skin is input into the third selection node, and then all the first original action nodes under the third selection node are traversed to obtain the first target sub-node.

[0057] It should be noted that in the actual application process, the second target sub-node and the fourth association relationship also need to be determined; specifically, the specific determination process of the second target sub-node and the fourth association relationship can be realized by the following way: obtaining the second original virtual action possessed by the original virtual skin, and configuring a second original action node for the second original virtual action; then, adding a fourth selection node in the second original animation node, and adding the second original action node in the fourth selection node; finally, establishing the fourth association relationship between the original skin identifier and the second original action node. Further, when the fourth association relationship is obtained, if the second target sub-node needs to be determined, the target skin identifier of the target virtual skin is input into the fourth selection node, and then all the second original action nodes under the fourth selection node are traversed, so that the second target sub-node can be obtained.

[0058] In step S130, the first skin animation possessed by the first target sub-node is displayed.

[0059] Specifically, after the first target sub-node is determined, the first skin animation possessed by the first target sub-node can be displayed; that is, after the first target sub-node is determined, the entry action animation possessed by the target virtual character can be displayed. Further, since the target virtual character not only includes the entry action animation display, but also needs to display the standby state animation after the entry action animation display is completed. Therefore, the display method of the virtual character skin further includes: determining a second target animation node corresponding to the target virtual character according to the target character identifier possessed by the target virtual character; determining a second target sub-node corresponding to the target virtual skin from the second target animation node according to the target virtual skin which needs to be displayed by the target virtual character; after detecting that the first skin animation display is completed, displaying the second skin animation possessed by the second target sub-node. Wherein, the specific determination process of the second target animation node and the second target sub-node recorded herein has been described in detail in the foregoing, which will not be further described herein.

[0060] It should be noted that in the actual application process, in order to realize the skin animation display of the target virtual character in the entry process, a line for animation transition needs to be connected between the first original animation node of the entry action display animation of the target virtual character and the second original animation node of the character standby action display animation; specifically, it can be realized by the following way: establishing a transition condition between the first total animation node and the second total animation node; wherein, the transition condition is the end of the playing event of the first skin animation; when detecting that the transition condition is triggered, it is determined that the first skin animation display is completed; wherein, the transition condition recorded herein can be referred to in the foregoing. Figure 5The transition condition can be set as the event END, that is, the target virtual role enters the action skin animation display, and the transition condition is triggered, and the skin animation of the target virtual role in the standby state is displayed, that is, the skin animation of the second target sub-node is displayed. Through the method, after the first skin animation of the first target sub-node is detected to be displayed, the second skin animation of the second target sub-node can be displayed in time, and the problem of black screen can be avoided.

[0061] In an example embodiment, an event running track is also needed to be added in the third selection node. Specifically, the following method can be used: first, the first original display duration required by the first original virtual action is obtained; second, the first original virtual event track is determined according to the first original display duration and the first action display position of the first original virtual action in the original virtual animation corresponding to the original virtual skin, and the first original virtual event track is added in the third selection node. That is, in actual application, a first original virtual event track can be configured according to each first original virtual action and the corresponding first original display duration, and the first original virtual event track can be a time axis, and the triggered time of each first original virtual event is on the time axis. By adding the first original virtual event track in the third selection node, the execution of each action can be triggered in turn based on the points on the first original virtual event track during the display of the first skin animation, and the display of the first skin animation is realized. Under this premise, when the first skin animation of the first target sub-node needs to be displayed, the following method can be used to display: the first target virtual event track corresponding to the first target sub-node is obtained, and the first skin animation of the first target sub-node is displayed in turn according to the first target virtual event track.

[0062] In an example embodiment, in order to realize the special animation display effect of some special virtual skin, a lens control node can also be set in the third selection node. Specifically, the following method can be used: first, the original virtual animation corresponding to the original virtual skin is obtained, and it is determined whether there is an original role lens animation in the original virtual animation; the original role lens animation includes an original lens switching animation and / or an original lens rotation animation; second, when it is determined that the original role lens animation exists, an original lens control node is configured for the original virtual skin, and the original lens control node is added to the third selection node according to the first lens display position of the original role lens animation in the original virtual animation. For example, reference is made to FIG. 6, and the original lens control node is added to the third selection node according to the first lens display position of the original role lens animation in the original virtual animation. Figure 6As shown, three ActionNode nodes are created inside the Blend node, taking the first virtual role as an example, and gamestart_show_maid_lv1, gamestart_show_maid_lv2, and gamestart_show_maid_lv3 action animations are respectively connected to represent the actions of ordinary skin, rare skin, and epic skin; among them, a CameraCtrl node (original camera control node) is further connected after the epic skin action, which can provide exclusive camera animation.

[0063] In some example embodiments, in order to realize the special functions of the entry scene and standby scene switching of some special skins, a Cue track (i.e., a first original signal track) can also be added in the action node of some skins; specifically, the following methods can be used: first, it is determined whether there is an original special effect animation and / or an original scene switching animation in the original virtual animation, and when it is determined that there is an original special effect animation and / or an original scene switching animation, an original special effect node and / or an original scene switching node is configured for the original virtual skin; second, according to the first special effect display position and / or the first scene switching position of the original special effect animation and / or the original scene switching animation in the original virtual animation, a first original signal track is constructed, and the first original signal track is added in the third selection node. For example, as shown in Figure 7 As shown, in order to realize the special functions of the entry scene and standby scene switching of the epic skin, an additional event is further connected on the Cue track in the epic skin action node, and the parameter represents the scene name to be switched; in addition, taking some virtual objects (a second virtual role) with special functions as an example, the second virtual role needs to play a fade-in special effect when it enters, so an event as shown in Figure 7 is connected on the Cue track in the action node of the second virtual role, and the parameters represent the special effect play time and special effect index. In some example embodiments, as shown in Figure 8 As shown, a LookAtIK node is further added in the standby action display Blend node, so that the role can look at the camera with its eyes when playing the standby action, avoiding the phenomenon of scattered eyes and dull face.

[0064] At this point, all nodes have been configured, and in the specific application process, the first skin animation possessed by the first target sub-node can be displayed, which can include the following aspects: on the one hand, the first target animation possessed by the first target sub-node is displayed; on the other hand, the target role shot animation possessed by the first target sub-node is displayed; and on the other hand, the target special effect animation and / or target scene switching animation possessed by the first target sub-node is displayed. That is, in the actual application process, the corresponding display can be performed according to the nodes possessed by the target virtual skin possessed by the selected target virtual role, so as to achieve the purpose of different skin having different animation effects.

[0065] Further, in the actual application process, taking the Messiah game engine as an example, the graph file generated in the previous step is first attached to the target role, and then the corresponding hero_index and skin_index variable values are transmitted to the graph, that is, the complete skin display process of the ordinary role can be seen; at the same time, in order to realize the fade-in special effect of some virtual objects (the second virtual role) with special functions, the events and parameters on the Cue track need to be listened to, and then the special effect creation interface provided by the engine is called to generate the corresponding special effect; and the switching scene function of the corresponding first virtual role epic skin is similar, the scene switching interface provided by the engine is used to switch the scene at the appropriate time, so that the game album skin display function in most cases can be efficiently solved.

[0066] At this point, the virtual role skin display method disclosed in the example embodiments of the present disclosure has been completed. Based on the foregoing description, it can be known that the virtual role skin display method disclosed in the example embodiments of the present disclosure realizes the development and maintenance of the game album skin display function with high scalability and high efficiency; in the actual application process, not only can the role display action be easily and freely configured, but also if the subsequent demand needs to add a role or modify the action of an existing role, only the planning needs to be adjusted, which greatly improves the scalability, maintainability and development efficiency of the project.

[0067] The example embodiments of the present disclosure also provide a virtual role skin display device. Specifically, referring to FIG. 9, the virtual role skin display device can include a first animation node determination module 910, a first target sub-node determination module 920, and a first role skin display module 930. Wherein: Figure 9 The first animation node determination module 910 can be used to determine the first target animation node corresponding to the target virtual role according to the target role identifier possessed by the target virtual role;

[0068]

[0069] ​The first target sub-node determination module 920 can be configured to determine a first target sub-node corresponding to a target virtual skin required to be displayed by the target virtual character from the first target animation node according to the target virtual skin.

[0070] The first character skin display module 930 can be configured to display a first skin animation possessed by the first target sub-node.

[0071] In an example embodiment of the present disclosure, the virtual character skin display apparatus further includes:

[0072] The second animation node determination module can be configured to determine a second target animation node corresponding to the target virtual character according to a target character identifier possessed by the target virtual character.

[0073] The second target sub-node determination module can be configured to determine a second target sub-node corresponding to a target virtual skin required to be displayed by the target virtual character from the second target animation node.

[0074] The second character skin display module can be configured to display a second skin animation possessed by the second target sub-node after detecting that the display of the first skin animation is completed.

[0075] In an example embodiment of the present disclosure, the first target animation node is a character entry action display animation node possessed by the target virtual character when entering a target game scene, and the second target animation node is a character standby action display animation node possessed by the target virtual character after entering the target game scene.

[0076] In an example embodiment of the present disclosure, determining a first target animation node corresponding to the target virtual character according to a target character identifier possessed by the target virtual character includes: obtaining the target character identifier possessed by the target virtual character, and determining a first target animation node corresponding to the target character identifier from first total animation nodes according to the target character identifier and a preset first correlation relationship.

[0077] In an example embodiment of the present disclosure, the virtual character skin display apparatus further includes:

[0078] The first node quantity determination module can be configured to calculate an original character quantity of original virtual characters included in a current game, and determine a first node quantity according to the original character quantity.

[0079] The first total animation node construction module can be configured to assign an original character identifier to the original virtual character, and construct a first total animation node in a preconfigured original animation file.

[0080] The first original animation node construction module can be configured to add a first selection node in the first total animation node, and construct a first original animation node based on the first node quantity.

[0081] The first association relationship determination module can be configured to add a first original animation node in the first selection node, and establish a first association relationship between the original role identifier and the first original animation node.

[0082] In an example embodiment of the present disclosure, the first target animation node corresponding to the target role identifier is determined from the first total animation node according to the target role identifier and the preset first association relationship, including: inputting the target role identifier and the preset first association relationship into the first selection node, and sequentially traversing all first original animation nodes included in the first selection node to obtain the first target animation node having the first association relationship with the target role identifier.

[0083] In an example embodiment of the present disclosure, the first target sub-node corresponding to the target virtual skin is determined from the first target animation node according to the target virtual skin to be displayed by the target virtual role, including: obtaining a target skin identifier possessed by the target virtual skin to be displayed by the target virtual role; and determining the first target sub-node corresponding to the target virtual skin from the first target animation node according to the target skin identifier and the preset third association relationship.

[0084] In an example embodiment of the present disclosure, the virtual role skin display device further includes:

[0085] The original skin identifier allocation module can be configured to allocate an original skin identifier to an original virtual skin possessed by the original virtual role; wherein one original virtual role has one or more original skin identifiers.

[0086] The first original action node configuration module can be configured to obtain a first original virtual action possessed by the original virtual skin, and configure a first original action node for the first original virtual action.

[0087] The first original action node adding module can be configured to add a third selection node in the first original animation node, and add a first original action node in the third selection node.

[0088] The third association relationship establishment module can be configured to establish a third association relationship between the original skin identifier and the first original action node.

[0089] In an example embodiment of the present disclosure, the virtual role skin display device further includes:

[0090] The first original display duration obtaining module can be configured to obtain a first original display duration required by the first original virtual action;

[0091] The first original virtual event track determining module can be configured to determine a first original virtual event track according to the first original display duration and a first action display position of the first original virtual action in an original virtual animation corresponding to the original virtual skin, and add the first original virtual event track to the third selection node.

[0092] In an example embodiment of the present disclosure, the virtual character skin display device further includes:

[0093] The original virtual animation obtaining module can be configured to obtain an original virtual animation corresponding to the original virtual skin, and determine whether an original character camera animation exists in the original virtual animation; wherein the original character camera animation includes an original camera switching animation and / or an original camera rotation animation.

[0094] The original camera control node configuring module can be configured to, when it is determined that the original character camera animation exists, configure an original camera control node for the original virtual skin, and add the original camera control node to the third selection node according to a first camera display position of the original character camera animation in the original virtual animation.

[0095] In an example embodiment of the present disclosure, the virtual character skin display device further includes:

[0096] The original special effect node configuring module can be configured to determine whether an original special effect animation and / or an original scene switching animation exists in the original virtual animation, and configure an original special effect node and / or an original scene switching node for the original virtual skin when it is determined that the original special effect animation and / or the original scene switching animation exists.

[0097] The first original signal track constructing module can be configured to construct a first original signal track according to a first special effect display position and / or a first scene switching position of the original special effect animation and / or the original scene switching animation in the original virtual animation, and add the first original signal track to the third selection node.

[0098] In an example embodiment of the present disclosure, determining, according to the target skin identifier and a preset third correlation relationship, a first target sub-node corresponding to the target virtual skin from the first target animation node includes: inputting the target skin identifier and the preset third correlation relationship into the third selection node, and sequentially traversing all first original action nodes included in the third selection node to obtain the first target sub-node having the third correlation relationship with the target skin identifier.

[0099] In an example embodiment of the present disclosure, the first skin animation possessed by the first target sub-node is displayed by: obtaining a first target virtual event track corresponding to the first target sub-node, and displaying the first skin animation possessed by the first target sub-node in sequence according to the first target virtual event track.

[0100] In an example embodiment of the present disclosure, the first skin animation possessed by the first target sub-node is displayed by: displaying a first target animation possessed by the first target sub-node; and / or displaying a target role shot animation possessed by the first target sub-node; and / or displaying a target special effect animation and / or a target scene switching animation possessed by the first target sub-node.

[0101] In an example embodiment of the present disclosure, the virtual character skin display device further comprises:

[0102] The transition condition establishing module can be configured to establish a transition condition between the first total animation node and the second total animation node, wherein the transition condition is the end of a play event of the first skin animation.

[0103] The transition condition detecting module can be configured to determine that the first skin animation display ends when it is detected that the transition condition is triggered.

[0104] In an example embodiment of the present disclosure, the virtual character skin display device further comprises:

[0105] The target virtual character determining module can be configured to determine the target virtual character in response to a first screen input event acting on a first interactable interface included in the first graphical user interface and corresponding to any original virtual character.

[0106] The current virtual skin display module can be configured to determine a current virtual skin possessed by the target virtual character according to the current user identifier and the target role identifier of the target virtual character, and display the current virtual skin on the second graphical user interface.

[0107] The target virtual skin determining module can be configured to determine the target virtual skin in response to a second screen input event acting on a second interactable interface included in the second graphical user interface and corresponding to any current virtual skin.

[0108] The specific details of each module in the virtual character skin display device described above have been described in detail in the corresponding virtual character skin display method, and therefore will not be described here.

[0109] It should be noted that although several modules or units of the devices for action execution are mentioned in the above detailed description, such division is not mandatory. Indeed, features and functionalities of two or more modules or units described above can be embodied in one module or unit according to embodiments of the present disclosure. Conversely, features and functionalities of one module or unit described above can be further divided into multiple modules or units.

[0110] Furthermore, although various steps of the methods in the present disclosure are described in a particular order in the accompanying drawings, this does not require or imply that the steps must be performed in that particular order, or that all of the steps must be performed to achieve the desired results. Additionally or alternatively, certain steps can be omitted, multiple steps can be combined into one step, one step can be split into multiple steps, etc.

[0111] In exemplary embodiments of the present disclosure, an electronic device capable of implementing the above-described methods is also provided.

[0112] Those skilled in the art can understand that various aspects of the present disclosure can be implemented as a system, a method or a program product. Therefore, various aspects of the present disclosure can be embodied as a whole hardware embodiment, a whole software embodiment (including firmware, microcode, etc.), or an embodiment combining hardware and software aspects, which can be collectively referred to as "circuitry", "module" or "system" herein.

[0113] The electronic device 1000 according to this embodiment of the present disclosure will be described below with reference to Figure 10 Figure 10 The electronic device 1000 shown is merely an example and should not limit the function and use range of the embodiments of the present disclosure.

[0114] As shown in Figure 10 The electronic device 1000 is in the form of a general computing device. The components of the electronic device 1000 can include, but are not limited to, the at least one processing unit 1010 described above, the at least one storage unit 1020 described above, a bus 1030 connecting different system components (including the storage unit 1020 and the processing unit 1010), and a display unit 1040.

[0115] The storage unit stores program code which can be executed by the processing unit 1010, so that the processing unit 1010 performs the steps according to various exemplary embodiments of the present disclosure described in the "Exemplary Methods" section of the present specification. For example, the processing unit 1010 can perform the steps according to various exemplary embodiments of the present disclosure described in the "Exemplary Methods" section of the present specification. Figure 1 ​The step S110 shown in the middle: according to the target role identifier possessed by the target virtual role, determine the first target animation node corresponding to the target virtual role; step S120: according to the target virtual skin to be displayed by the target virtual role, determine the first target sub node corresponding to the target virtual skin from the first target animation node; step S130: display the first skin animation possessed by the first target sub node.

[0116] The storage unit 1020 can include a readable medium in the form of a volatile storage unit, such as a random access memory (RAM) 10201 and / or a cache memory 10202, and further can include a non-volatile storage unit (ROM) 10203.

[0117] The storage unit 1020 can further include a program / utility 10204 having a set (at least one) of program modules 10205, such as an operating system, one or more application programs, other program modules, and program data, each of which or a combination of which can include an implementation of a network environment.

[0118] The bus 1030 can represent one or more of several types of bus structures, including a storage unit bus or bus controller, a peripheral bus, a graphics acceleration port, a processing unit bus, or a local bus using any of a variety of bus architectures.

[0119] The electronic device 1000 can also communicate with one or more external devices 1100, such as a keyboard or pointing device, a Bluetooth device, etc.; and / or one or more devices that enable a user to interact with the electronic device 1000 and / or one or more devices that enable the electronic device 1000 to communicate with one or more other computing devices. Such communication can occur via an input / output (I / O) interface 1050. Still yet, the electronic device 1000 can communicate with one or more networks, such as a local area network (LAN), a wide area network (WAN), and / or the Internet, through a network adapter 1060. As depicted, the network adapter 1060 communicates with the other components of the electronic device 1000 via the bus 1030. It should be appreciated that although not shown, other hardware and / or software components could be used in conjunction with the electronic device 1000. These include, but are not limited to, microcode, device drivers, redundant processing units, external disk drive arrays, RAID systems, tape drives, and data archival storage systems, etc.

[0120] Those skilled in the art can easily understand from the above description of the embodiments that the example embodiments described herein can be implemented by software or by software in combination with necessary hardware. Therefore, the technical solutions according to the embodiments of the present disclosure can be embodied in the form of a software product, which can be stored in a non-volatile storage medium (which can be a CD-ROM, a USB flash disk, a mobile hard disk, or the like) or on a network, and includes a number of instructions to make a computing device (which can be a personal computer, a server, a terminal device, or a network device, etc.) execute the methods according to the embodiments of the present disclosure.

[0121] In the example embodiments of the present disclosure, a computer readable storage medium is also provided, on which a program product capable of implementing the above-mentioned method of the present disclosure is stored. In some possible embodiments, various aspects of the present disclosure can also be implemented in the form of a program product, which includes program codes for causing a terminal device to perform the steps according to various example embodiments of the present disclosure described in the above-mentioned “example method” section of the present specification when the program product is run on the terminal device.

[0122] The program product for implementing the above-mentioned method according to the embodiments of the present disclosure can adopt a portable compact disc read-only memory (CD-ROM) and include program codes, and can be run on a terminal device, such as a personal computer. However, the program product of the present disclosure is not limited to this, and in this document, the readable storage medium can be any tangible medium containing or storing a program, which can be used by or in combination with an instruction execution system, device, or apparatus.

[0123] The program product can adopt any combination of one or more readable media. The readable medium can be a readable signal medium or a readable storage medium. The readable storage medium may, for example, be but is not limited to an electronic, magnetic, optical, electromagnetic, infrared, or semiconductor system, device, or apparatus, or any combination of the above. More specific examples (non-exhaustive list) of the readable storage medium include an electrical connection having one or more wires, a portable disk, a hard disk, a random access memory (RAM), a read-only memory (ROM), an erasable programmable read-only memory (EPROM or flash memory), an optical fiber, a portable compact disc read-only memory (CD-ROM), an optical storage device, a magnetic storage device, or any suitable combination of the above.

[0124] A computer readable signal medium can include a propagated data signal with computer readable program code embodied therein, for example, in baseband or as part of a carrier wave. Such a propagated signal can take any of a variety of forms, including, but not limited to, electro-magnetic, optical, or any suitable combination thereof. A computer readable signal medium can be any computer readable medium that can be

[0125] Program code embodied on a computer readable medium can be transmitted using any appropriate medium, including but not limited to wireless, wireline, optical fiber cable, RF, etc., or any suitable combination of the foregoing.

[0126] Computer program code for carrying out operations for aspects of the present disclosure can be written in any combination of one or more programming languages, including an object oriented programming language such as Java, C++, or the like, and conventional procedural programming languages, such as the "C" programming language or similar programming languages. The program code can execute entirely on the user's computing device, partly on the user's computing device, as a stand-alone software package, partly on the user's computing device and partly on a remote computing device or entirely on the remote computing device or server. In the latter scenario, the remote computing device can be connected to the user's computing device through any type of network, including a local area network (LAN) or a wide area network (WAN), or the connection can be made to an external computing device

[0127] In addition, the flow diagrams illustrate the processes of the method according to the exemplary embodiments of the present disclosure, but the processes are not limited to those illustrated in the drawings. It will be understood that the processes of the method can be performed by, for example, synchronous or asynchronous processes in a plurality of modules.

[0128] Other embodiments of the present disclosure will be readily apparent to those skilled in the art upon considering the specification and practice of the subject disclosure. The present application is intended to cover any and all adaptations or variations of various embodiments of the disclosure including those adapted herein after as fall within the general purview of the present disclosure. The specification and examples are to be regarded as illustrative in nature and no limitations as to the scope of the disclosure are intended to be imposed upon the claims.

Claims

1. A method for displaying virtual character skins, characterized in that, include: Based on the target character identifier of the target virtual character, determine the first target animation node corresponding to the target virtual character; Based on the target virtual skin that the target virtual character needs to display, determine the first target sub-node corresponding to the target virtual skin from the first target animation node; Display the first skin animation of the first target child node; The target virtual character and target virtual skin are determined as follows: in response to a first screen input event on a first interactive interface corresponding to any original virtual character, which is included in the first graphical user interface, the target virtual character is determined; based on the current user identifier and the target character identifier of the target virtual character, the current virtual skin of the target virtual character is determined, and the current virtual skin is displayed on the second graphical user interface; in response to a second screen input event on a second interactive interface corresponding to any current virtual skin, which is included in the second graphical user interface, the target virtual skin is determined.

2. The method for displaying virtual character skins according to claim 1, characterized in that, The method for displaying virtual character skins also includes: Based on the target character identifier of the target virtual character, determine the second target animation node corresponding to the target virtual character; Based on the target virtual skin that the target virtual character needs to display, determine the second target sub-node corresponding to the target virtual skin from the second target animation node; After the first skin animation is detected to have finished being displayed, the second skin animation of the second target child node is displayed.

3. The method for displaying virtual character skins according to claim 2, characterized in that, The first target animation node is the character entrance animation node when the target virtual character enters the target game scene, and the second target animation node is the character idle animation node after the target virtual character enters the target game scene.

4. The method for displaying virtual character skins according to claim 1, characterized in that, Based on the target character identifier possessed by the target virtual character, determine the first target animation node corresponding to the target virtual character, including: Obtain the target character identifier of the target virtual character, and determine the first target animation node corresponding to the target character identifier from the first total animation node according to the target character identifier and the preset first association relationship.

5. The method for displaying virtual character skins according to claim 4, characterized in that, The method for displaying virtual character skins also includes: Calculate the number of original virtual characters included in the current game, and determine the number of first nodes based on the number of original characters; Assign an original character identifier to the original virtual character and construct the first master animation node in the pre-configured original animation file; Add a first selection node to the first total animation node, and construct a first original animation node based on the number of the first nodes; Add a first original animation node to the first selected node, and establish a first association between the original character identifier and the first original animation node.

6. The method for displaying virtual character skins according to claim 5, characterized in that, Based on the target character identifier and a preset first association relationship, determine the first target animation node corresponding to the target character identifier from the first total animation nodes, including: The target character identifier and the preset first association relationship are input into the first selection node, and all the first original animation nodes included in the first selection node are traversed in sequence to obtain the first target animation node that has the first association relationship with the target character identifier.

7. The method for displaying virtual character skins according to claim 1, characterized in that, Based on the target virtual skin that the target virtual character needs to display, determine the first target child node corresponding to the target virtual skin from the first target animation node, including: Obtain the target skin identifier of the target virtual skin that the target virtual character needs to display; Based on the target skin identifier and the preset third association relationship, the first target child node corresponding to the target virtual skin is determined from the first target animation node.

8. The method for displaying virtual character skin according to claim 7, characterized in that, The method for displaying virtual character skins also includes: Assign an original skin identifier to the original virtual skin possessed by the original virtual character; wherein, an original virtual character has one or more original skin identifiers; Obtain the first original virtual action possessed by the original virtual skin, and configure the first original action node for the first original virtual action; Add a third selection node to the first original animation node, and add a first original action node to the third selection node; Establish a third association between the original skin identifier and the first original action node.

9. The method for displaying virtual character skin according to claim 8, characterized in that, The method for displaying virtual character skins also includes: The first original display duration required to obtain the first original virtual action; Based on the first original display duration and the first original virtual action's first action display position in the original virtual animation corresponding to the original virtual skin, the first original virtual event track is determined, and the first original virtual event track is added to the third selection node.

10. The method for displaying virtual character skin according to claim 8, characterized in that, The method for displaying virtual character skins also includes: Obtain the original virtual animation corresponding to the original virtual skin, and determine whether the original virtual animation contains an original character camera animation; wherein, the original character camera animation includes an original camera switching animation and / or an original camera rotation animation; Once it is determined that the original character camera animation exists, an original camera control node is configured for the original virtual skin, and the original camera control node is added to the third selection node according to the first camera display position of the original character camera animation in the original virtual animation.

11. The method for displaying virtual character skin according to claim 10, characterized in that, The method for displaying virtual character skins also includes: Determine whether there are original special effects animations and / or original scene transition animations in the original virtual animation, and when it is determined that there are original special effects animations and / or original scene transition animations, configure original special effects nodes and / or original scene transition nodes for the original virtual skin; Based on the first effect display position and / or first scene switching position of the original special effects animation and / or original scene switching animation in the original virtual animation, a first original signal track is constructed, and the first original signal track is added in the third selection node.

12. The method for displaying virtual character skin according to claim 8, characterized in that, Based on the target skin identifier and the preset third association relationship, determine the first target child node corresponding to the target virtual skin from the first target animation node, including: The target skin identifier and the preset third association relationship are input into the third selection node, and all the first original action nodes included in the third selection node are traversed in sequence to obtain the first target child node that has the third association relationship with the target skin identifier.

13. The method for displaying virtual character skins according to claim 1, characterized in that, Displaying the first skin animation possessed by the first target child node, including: Obtain the first target virtual event track corresponding to the first target child node, and display the first skin animation of the first target child node in sequence according to the first target virtual event track.

14. The method for displaying virtual character skin according to claim 13, characterized in that, Displaying the first skin animation possessed by the first target child node, including: Display the first target animation that the first target child node possesses; and / or Display the camera animation of the target character that the first target child node possesses; and / or Display the target special effects animation and / or target scene switching animation that the first target sub-node has.

15. The method for displaying virtual character skin according to claim 2, characterized in that, The method for displaying virtual character skins also includes: Establish a transition condition between the first overall animation node and the second overall animation node; wherein, the transition condition is the end of the playback event of the first skin animation; When the transition condition is detected to be triggered, the first skin animation display is determined to have ended.

16. A display device for virtual character skins, characterized in that, include: The first animation node determination module is used to determine the first target animation node corresponding to the target virtual character based on the target character identifier possessed by the target virtual character; The first target sub-node determination module is used to determine the first target sub-node corresponding to the target virtual skin from the first target animation node according to the target virtual skin that the target virtual character needs to display; The first character skin display module is used to display the first skin animation of the first target child node; The target virtual character and target virtual skin are determined as follows: in response to a first screen input event on a first interactive interface corresponding to any original virtual character, which is included in the first graphical user interface, the target virtual character is determined; based on the current user identifier and the target character identifier of the target virtual character, the current virtual skin of the target virtual character is determined, and the current virtual skin is displayed on the second graphical user interface; in response to a second screen input event on a second interactive interface corresponding to any current virtual skin, which is included in the second graphical user interface, the target virtual skin is determined.

17. 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 method for displaying virtual character skins as described in any one of claims 1-15.

18. An electronic device, characterized in that, include: processor; as well as Memory for storing the executable instructions of the processor; The processor is configured to execute the virtual character skin display method according to any one of claims 1-15 by executing the executable instructions.

Citation Information

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