Target object flight animation generation method and device, and electronic equipment

CN116385605BActive Publication Date: 2026-10-16NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202211551588.0
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2022-12-05
Publication Date
2026-10-16
Estimated Expiration
2042-12-05

AI Technical Summary

Technical Problem

然而,动作匹配技术对终端设备的性能要求较高,使得终端设备的负载过高,损耗较大

Benefits of technology

[0009] The aforementioned method, apparatus, and electronic device for generating flight animations of a target object acquire flight control commands corresponding to the target object and the target object's current attitude. The target object includes multiple body parts. Based on the flight control commands, a target adjustment part among the multiple body parts is determined, along with its adjustment parameters. Based on the target object's current attitude and the adjustment parameters of the target adjustment part, preset animation resources are processed to generate the target object's flight animation. The preset animation resources include animation frames representing the target object in a preset attitude or preset motion state. This method generates relatively realistic flight animation effects with less system resources, improving the player's visual experience.

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Abstract

The application provides a flight animation generation method and device for a target object and electronic equipment. The flight control instruction corresponding to the target object and the current posture of the target object are obtained. The target object comprises a plurality of body parts. Based on the flight control instruction, the target adjustment part in the plurality of body parts and the adjustment parameter of the target adjustment part are determined. Based on the current posture of the target object and the adjustment parameter of the target adjustment part, the preset animation resource is subjected to animation mixing processing, and the flight animation of the target object is generated. The preset animation resource comprises an animation frame representing that the target object is in a preset posture or a preset motion state. In this way, the flight animation effect is relatively realistic under the condition that fewer system resources are used, and the visual experience of the player is improved.
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Description

Technical Field

[0001] This invention relates to the field of game interaction technology, and more specifically, to a method, apparatus, and electronic device for generating flight animations of a target object. Background Technology

[0002] Among related technologies, motion matching or hybrid spatial animation can be used to process the flight animation of player-controlled virtual characters. However, motion matching technology places high demands on the performance of the terminal device, resulting in excessive load and significant power consumption. Hybrid spatial animation technology requires the production of a large amount of animation, and the generated animation turning effects are poor, leading to a poor visual experience for the player. Summary of the Invention

[0003] In view of this, the purpose of the present invention is to provide a method, apparatus and electronic device for generating flight animations of target objects, so as to improve the efficiency of players in learning to build scene objects such as buildings and improve the player's gaming experience.

[0004] In a first aspect, embodiments of the present invention provide a method for generating a flight animation of a target object. The method includes: acquiring flight control commands corresponding to the target object and the current attitude of the target object; the target object includes multiple body parts; based on the flight control commands, determining a target adjustment part among the multiple body parts and adjustment parameters of the target adjustment part; based on the current attitude of the target object and the adjustment parameters of the target adjustment part, performing animation mixing processing on preset animation resources to generate a flight animation of the target object; the preset animation resources include: animation frames representing the target object in a preset attitude or preset motion state.

[0005] Secondly, embodiments of the present invention provide a flight animation generation device for a target object. The device includes: a flight control command acquisition module, used to acquire flight control commands corresponding to the target object and the current attitude of the target object; the target object includes multiple body parts; an adjustment parameter determination module, used to determine a target adjustment part among the multiple body parts and the adjustment parameters of the target adjustment part based on the flight control commands; and a flight animation generation module, used to perform animation mixing processing on preset animation resources based on the current attitude of the target object and the adjustment parameters of the target adjustment part to generate a flight animation of the target object; the preset animation resources include: animation frames representing the target object in a preset attitude or preset motion state.

[0006] Thirdly, embodiments of the present invention provide an electronic device, including a processor and a memory, wherein the memory stores machine-executable instructions that can be executed by the processor, and the processor executes the machine-executable instructions to implement the above-described method for generating flight animations of a target object.

[0007] Fourthly, embodiments of the present invention provide a machine-readable storage medium storing machine-executable instructions. When the machine-executable instructions are invoked and executed by a processor, the machine-executable instructions cause the processor to implement the aforementioned method for generating flight animations of the target object.

[0008] The embodiments of the present invention bring the following beneficial effects:

[0009] The aforementioned method, apparatus, and electronic device for generating flight animations of a target object acquire flight control commands corresponding to the target object and the target object's current attitude. The target object includes multiple body parts. Based on the flight control commands, a target adjustment part among the multiple body parts is determined, along with its adjustment parameters. Based on the target object's current attitude and the adjustment parameters of the target adjustment part, preset animation resources are processed to generate the target object's flight animation. The preset animation resources include animation frames representing the target object in a preset attitude or preset motion state. This method generates relatively realistic flight animation effects with less system resources, improving the player's visual experience.

[0010] Other features and advantages of the invention will be set forth in the description which follows, and will be apparent in part from the description, or may be learned by practicing the invention. The objects and other advantages of the invention are realized and obtained in accordance with the structures particularly pointed out in the description, claims and drawings.

[0011] To make the above-mentioned objects, features and advantages of the present invention more apparent and understandable, preferred embodiments are described below in detail with reference to the accompanying drawings. Attached Figure Description

[0012] To more clearly illustrate the specific embodiments of the present invention or the technical solutions in the prior art, the drawings used in the description of the specific embodiments or the prior art will be briefly introduced below. Obviously, the drawings described below are some embodiments of the present invention. For those skilled in the art, other drawings can be obtained from these drawings without creative effort.

[0013] Figure 1 A flowchart illustrating a method for generating flight animations of a target object, as provided in an embodiment of the present invention;

[0014] Figure 2 A schematic diagram of the attitude of a target object in a basic flight state, provided for an embodiment of the present invention;

[0015] Figure 3 This is a schematic diagram of the hand posture of a target object in a turning flight state, provided by an embodiment of the present invention;

[0016] Figure 4 This is a schematic diagram of the leg posture of another target object in a turning flight state, provided as an embodiment of the present invention.

[0017] Figure 5 This is a schematic diagram of the torso posture of a target object turning to the left, provided in an embodiment of the present invention.

[0018] Figure 6 This is a schematic diagram of the leg posture of a target object turning to the left, provided as an embodiment of the present invention.

[0019] Figure 7 This is a schematic diagram of a target object flight animation generation device provided in an embodiment of the present invention;

[0020] Figure 8 This is a schematic diagram of the structure of an electronic device provided in an embodiment of the present invention. Detailed Implementation

[0021] To make the objectives, technical solutions, and advantages of the embodiments of the present invention clearer, the technical solutions of the present invention will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of the present invention, not all embodiments. Based on the embodiments of the present invention, all other embodiments obtained by those skilled in the art without creative effort are within the scope of protection of the present invention.

[0022] Currently, the game's character flight animations do not pay enough attention to the details of the action changes when turning. The character's movements are stiff and not smooth enough when the player controls the turn, resulting in a poor feel for the flight experience in the game.

[0023] In related technologies, in-engine motion matching is typically used to obtain character flight animations with high smoothness.

[0024] Motion Matching is a relatively new animation selection technology. This technology involves pre-sampling animation data to obtain information such as motion (also known as "pose") and movement trajectory. During gameplay, the system uses the player's input and current action as target data to match against a pre-sampled animation feature database. Once matching is complete, the optimal animation sample data is selected, and the animation is then blended from its current position to the target position to continue playing.

[0025] In layman's terms, it involves abstracting existing motion data based on its trajectory, pose, and other information, and then finding the most suitable animation to play from this abstract data at runtime based on the context. The process of this technology can be roughly divided into: (1) sampling, (2) constructing runtime data, (3) finding the most suitable animation, and (4) blending (also known as "Blend") to the target position for playback. Due to the characteristics of Motion Matching, it is theoretically possible to switch arbitrarily between each sampling point.

[0026] This method synthesizes a new animation by comparing the current animation with animation clips in the database in real time and finding the target animation frame or segment in the animation database that best matches the current animation. However, this method places too high a load on the processor of terminal devices such as mobile phones and tablets.

[0027] Traditional animation generation techniques also include blending space animation. Blending space animation utilizes resources that blend based on specific attributes or conditions, reducing the need to create individual hard-coded nodes for blending animations. It allows animators or programmers to specify inputs and original animations, as well as how the inputs are blended between animations; virtually any type of blending can be performed through blending space generics. Blending spaces are fully generic, and the factors determining blending differ for each individual blending space. Each blending space has inputs that receive numerical values. These values ​​can be calculated during the animation blueprint's update cycle (via EventGraph), driven by gameplay code, or other means. These characteristics make blending spaces highly flexible, giving the creator of the AnimGraph control to blend animations in a way that suits their needs.

[0028] This method has lower requirements for mobile phone performance, but the animation turning effects during flight are rather stiff. Furthermore, it requires a large number of animations, increasing production costs. Therefore, achieving smooth flight animations requires a trade-off between performance and visual quality.

[0029] Based on this, embodiments of the present invention provide a method, apparatus, and electronic device for generating flight animations of target objects. This technology can be applied to the flight process of virtual objects in various virtual scenes.

[0030] In one embodiment of this invention, the method for generating flight animations of a target object can run on a local terminal device or a server. When the method for generating flight animations of a target object runs on a server, it can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and client devices.

[0031] 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's execution and the game screen presentation are separated. The storage and execution of the target object's flight animation generation method 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 the game screen and other data, returns it to the client device via the network, and finally, the client device decodes and outputs the game screen.

[0032] 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 (GUI), i.e., conventionally by downloading, installing, and running the game program via an electronic device. The local terminal device can provide the GUI to the player in various ways, such as rendering it on the terminal's display screen or providing it to the player via holographic projection. For example, the local terminal device can include a display screen for displaying the GUI, which includes game screens, and a processor for running the game, generating the GUI, and controlling the display of the GUI on the display screen.

[0033] In one possible implementation, embodiments of the present invention provide a method for generating flight animations of a target object, such as... Figure 1 As shown, this method includes the following steps:

[0034] Step S102: Obtain the flight control command corresponding to the target object and the current attitude of the target object; the target object includes multiple body parts.

[0035] The target object can be a virtual human, another virtual biological entity, or an actionable virtual object designed by the game designer. The target virtual object has multiple body parts, such as a head, torso, legs, hands, or other body parts with similar functions. During the target object's flight, the attitude changes of these body parts typically differ depending on the target object's flight state. These attitude changes can be used to maintain the target object's balance during flight or to provide acceleration during flight.

[0036] The aforementioned flight control commands can be input by the player controlling the target object through a human-computer interaction device to the terminal device, which will then execute the command. Alternatively, the terminal device can send the flight control commands to the game server, which will then execute the command.

[0037] At the current moment, the target object may be in flight, stationary, walking, or running, etc. Flight can be further categorized into several states, such as uniform flight, dive flight, and turning flight. The flight control commands mentioned above are typically used to control the target object to transition from its current non-flight state to a flight state, or to control the target object to be in a specific flight state.

[0038] Step S104: Based on flight control commands, determine the target adjustment part among multiple body parts, and the adjustment parameters of the target adjustment part.

[0039] In the real world, when an organism takes off, accelerates, decelerates, or turns, its various body parts undergo certain posture changes in order to maintain balance or due to inertia. For example, due to inertia, an organism will tilt slightly backward when it begins to accelerate, and its hands may be raised to maintain balance.

[0040] To simulate the flight state changes of real organisms and provide players with a more realistic flight experience, we can pre-analyze real-life flight footage to understand the body parts that adjust their posture under various flight states. This allows us to pre-determine multiple target adjustment parts that require posture adjustment under different flight states, as well as the adjustment methods (such as adjusting swing or twist angles), start time, end time, and amplitude of posture adjustment once the target object enters the corresponding flight state. For example, the hand might begin to swing the moment the target object enters accelerated flight, first swinging upwards at a first angle within 2 seconds, and then downwards at a second angle within 2 seconds. The first and second angles represent the amplitude of posture adjustment, and their values ​​have a mathematical relationship with the acceleration of the flight.

[0041] In some flight states, the attitude adjustment range may be unrelated to the control parameters corresponding to the flight control command. Once the target adjustment part is determined, the attitude adjustment range is determined. For example, when the flight state controlled by the flight control command is the takeoff state, each body part of the target object will eventually fly in the set attitude. The difference between the set attitude and the non-flight attitude of the target attitude is the attitude adjustment range.

[0042] Once flight control commands are received, the target adjustment parts and their adjustment parameters can be determined based on the flight state controlled by the commands. Specifically, the control parameters corresponding to flight control commands controlling different flight states are usually different. The flight state controlled by the flight control command can be determined based on these control parameters. For example, the control parameters corresponding to a flight control command controlling an acceleration flight state could be acceleration parameters, force parameters, etc. The flight control commands can be parsed. When the control parameters corresponding to a flight control command include one or more of the above parameters, the flight state controlled by the flight control command is determined to be an acceleration flight state. This allows for the identification of which body parts are the target adjustment parts, and simultaneously determines the start and end times of adjustment for each target part after the target object enters the corresponding flight state.

[0043] The correspondence between the control parameters corresponding to flight control commands and the attitude adjustment range of the target adjustment part can be preset, such as a linear relationship or a quadratic function relationship. The relationship can also be represented by an interpolation table, for example, when the acceleration is 10 m / s². 2 At this time, the preset angle of the body tilting backward is 5°. Therefore, the attitude adjustment range of each target adjustment part can be determined based on the control parameters of the flight status control operation.

[0044] Step S106: Based on the current posture of the target object and the adjustment parameters of the target adjustment part, perform animation mixing processing on the preset animation resources to generate the flight animation of the target object; the preset animation resources include: animation frames representing the target object in a preset posture or preset motion state.

[0045] The aforementioned preset animation resources may include animation frames representing the target object in a preset posture. This preset posture can be the target object's flight posture in various flight states, such as a turning flight posture, an accelerating flight posture, etc., or it can be the target object's running posture, jumping posture, etc., in which the target object's body parts twist and / or sway. The preset animation resources may also include animation segments representing the target object in a preset motion state. As mentioned above, this preset motion state can be one or more flight states of the target object, or it can be the target object's running state, jumping state, etc. The aforementioned animation segments typically consist of multiple animation frames.

[0046] After determining the adjustment parameters for the target adjustment area, such as the adjustment method, adjustment time, and attitude adjustment range, it is necessary to determine the processing parameters for animation blending of the preset animation resources. The generated flight animation typically consists of multiple animation frames. These frames are usually generated in the order they play. Specifically, based on the adjustment parameters of the target adjustment area, the current attitude adjustment parameters of the target adjustment area in each animation frame to be generated can be determined, and these parameters will be used as the processing parameters for animation blending.

[0047] After obtaining the processing parameters for animation blending, the preset animation resources of the target object and the animation resources of the target object's current posture can be blended based on these parameters to generate individual animation frames of the flight animation. In practice, a blending space approach is typically used. This requires the use of the target object's skeletal model. The position parameters of the target adjustment part within the skeletal model, along with the corresponding processing parameters, are input into the blending space to perform animation blending based on the parts of the target object's skeletal model corresponding to the target adjustment part. This method has lower computational requirements and lower performance requirements for the terminal device. Other animation generation methods can also be used to process the preset animation resources, depending on the specific needs.

[0048] The aforementioned method for generating flight animations of a target object involves obtaining the flight control commands corresponding to the target object and the target object's current posture. The target object includes multiple body parts. Based on the flight control commands, a target adjustment part among the multiple body parts is determined, along with its adjustment parameters. Based on the target object's current posture and the adjustment parameters of the target adjustment part, preset animation resources are processed to generate the target object's flight animation. The preset animation resources include animation frames representing the target object in a preset posture or preset motion state. This method generates relatively realistic flight animation effects with less system resources, improving the player's visual experience.

[0049] The following embodiments provide a specific method for determining a target adjustment part among multiple body parts, and the adjustment parameters of the target adjustment part, based on flight control commands.

[0050] The aforementioned flight commands can be generated through the player's flight control operations. Flight control operations can be touch operations on target objects displayed on the graphical user interface or controls used to control flight, or operations on human-computer interaction devices such as set buttons on a keyboard. For example, when a player needs a target object to accelerate, the player can slide the target object upwards, thereby generating a flight command to control acceleration. The acceleration parameter in the flight command can be proportional to the sliding distance.

[0051] During flight, a target object may be in various flight states, such as uniform flight, decelerating flight, accelerating flight, or turning flight. The target object's flight attitude typically differs depending on its flight state, meaning the attitudes of its various body parts differ. The attitudes of body parts in different flight states can be obtained by analyzing and studying the attitudes of real biological organisms during flight. Flight control commands usually indicate the target's flight state. For example, by parsing the flight control commands and determining that they include acceleration parameters, it can be assumed that the flight control commands control an accelerating flight state.

[0052] After determining the target flight state controlled by the flight control command, the target object can be controlled to enter the target flight state in response to the flight control command, and the body part to be adjusted corresponding to the target flight state can be identified as the target adjustment part. The target adjustment part corresponds to a preset attitude adjustment mode; the preset attitude adjustment mode characterizes the trend of the target adjustment part's attitude change during the continuous process of the target flight state. This trend can be that the swing angle increases at a preset rate within a set time and then remains constant, while simultaneously limiting the attitude adjustment amplitude; alternatively, the attitude adjustment amplitude can be not limited, and the adjustment parameters of the target adjustment part, including the attitude adjustment amplitude, can be determined subsequently based on the flight control command and the preset attitude adjustment mode of the target adjustment part.

[0053] In practical implementation, by parsing the flight control commands, the corresponding control time and control intensity can be determined. The control intensity is typically represented by parameters such as acceleration and turning speed, which influence the attitude adjustment range of the target's adjusted part. Since the control time corresponding to the flight control commands is finite, and the preset attitude adjustment mode represents the attitude change trend of the target during its continuous flight, the current attitude adjustment mode of the target's adjusted part can be determined based on the control time corresponding to the flight control commands and the preset attitude adjustment mode. This current attitude adjustment mode characterizes the attitude change trend of the target's adjusted part within the control time.

[0054] Specifically, the portion of the preset attitude adjustment method that corresponds to the control time can be extracted as the current attitude adjustment method. For example, when the preset attitude adjustment method is an attitude change function with time as the independent variable, the current attitude adjustment method can be an attitude change function with the constraint condition of the independent variable being within the control time.

[0055] After determining the current attitude adjustment function, the attitude adjustment amplitude of multiple target adjustment parts can be determined based on the control force corresponding to the flight control command and the current attitude adjustment method. The aforementioned control force can be represented by parameters in the flight control command that affect the attitude adjustment amplitude of the target adjustment parts. For example, in an accelerating flight state, the acceleration parameter typically affects the attitude adjustment amplitude of the corresponding target adjustment parts. Generally speaking, the greater the acceleration, the greater the attitude adjustment amplitude of each corresponding target adjustment part in order to maintain the body balance of the target object. In the current attitude adjustment method, the correspondence between the attitude adjustment amplitude and the control force is usually indicated by certain parameters, which can be expressed through interpolation functions, proportional coefficients, etc.

[0056] The following example, using flight control commands to control the turning flight state of a target object, illustrates the process of determining the adjustment parameters for the target adjustment parts. The target adjustment parts corresponding to the turning state typically have preset attitude adjustment methods. For example, the attitude adjustment method for the torso includes the start time and holding time of the torso's torso twisting adjustment process, as well as body orientation adjustment parameters and twisting adjustment coefficients related to the turning angle. The attitude adjustment method for the legs includes the start time and holding time of the leg swing adjustment process, as well as the swing adjustment coefficients related to the turning angle.

[0057] Corresponding to the rotational flight state, analyzing the flight control commands typically determines the rotation duration and direction of the target object under their control. When determining adjustment parameters, the adjustment time for the torso, legs, and hands within the rotation duration can be determined based on the rotation duration. Then, based on the rotation duration, rotation direction, and a preset unit rotation angle, the turning angle of the flight control command is calculated. Finally, for each target adjustment part, the attitude adjustment amplitude is determined based on the turning angle and the attitude adjustment coefficient related to the turning angle in the attitude adjustment method corresponding to the target adjustment part. For example, the torso's attitude can be adjusted throughout the entire rotation duration, while the attitude adjustment time for the hands and feet can be the first 5 seconds of the rotation duration; the specific time can be set according to requirements and is not limited here. When determining the adjustment parameters for each target adjustment part, for the torso, based on the turning angle and control time, the orientation adjustment amplitude and torsion angle amplitude of the torso need to be calculated; for the legs and hands, based on the turning angle and control time, the swing adjustment amplitude of the legs and hands needs to be calculated.

[0058] The following embodiment provides a specific method for generating a flight animation of a target object by performing animation mixing processing on preset animation resources based on the current posture of the target object and the adjustment parameters of the target adjustment part.

[0059] In practical implementation, the aforementioned flight animation typically includes multiple target animation frames arranged in a predetermined order. Playing these multiple target animation frames in this order forms the flight animation. Generally, the following operations are performed sequentially for each target animation frame according to its arrangement to generate the corresponding target animation frame: First, based on the adjustment parameters of the target adjustment part and the position of the target animation frame among the multiple target animation frames, the blending space parameters corresponding to the target animation frame are determined; then, based on the blending space parameters corresponding to the target animation frame and the current posture of the target object, the preset animation resources are subjected to animation blending processing to generate the target animation frame.

[0060] In determining the hybrid space parameters corresponding to the target animation frame, it is first necessary to determine the current attitude adjustment parameters corresponding to the target adjustment part in the target animation frame based on the adjustment parameters of the target adjustment part and the arrangement position of the target animation frame among multiple target animation frames. The current attitude adjustment method in the adjustment parameters can characterize the change trend of the attitude of the target adjustment part within the control time corresponding to the flight control command. For example, first control the target adjustment part to swing upward at a first rate for a first time, and then swing upward at a second rate for a second time. The entire flight animation corresponds to the control time of the flight control command, and different target animation frames correspond to different target moments within the control time.

[0061] Specifically, the target time corresponding to the target animation frame in the control time corresponding to the flight control command can be determined based on the arrangement position of the target animation frame among multiple target animation frames. Then, based on the target time, the current attitude adjustment method corresponding to the target adjustment part, and the attitude adjustment amplitude, the current attitude adjustment parameters corresponding to the target adjustment part in the target animation frame can be determined. In practical implementation, the current attitude adjustment parameters corresponding to the target adjustment part in the target animation frame can be calculated according to the representation of the current attitude adjustment method. For example, if the current attitude adjustment method is represented by a function with time as the independent variable, the target time can be substituted into the function to obtain the ratio parameter between the current attitude adjustment parameters and the attitude adjustment amplitude corresponding to the target animation frame, thereby calculating the current attitude adjustment parameters.

[0062] Animation blending techniques include various methods such as blend trees, animation layers, and blend spaces. Blend trees linearly blend multiple animation clips based on position, velocity, and angular velocity. Animation layers control only the main animation portion, masking other parts. Blend spaces divide the desired animation frame image into multiple grids, calculating the weight of each keyframe in each grid based on the blend space parameters input, thus generating the corresponding animation frames. When using different animation blending techniques, the corresponding blending parameters must be determined based on the specific technique being used.

[0063] When using blending space technology for animation blending, it is necessary to determine the blending space parameters corresponding to the target animation frame based on the current pose adjustment parameters of the target adjustment part. Since blending space technology also requires the application of the target object's skeletal model assets during animation fusion, the generated blending space parameters typically also need to specify the portion of the skeletal model assets corresponding to the target adjustment part to participate in the animation blending process. Furthermore, it is necessary to determine the weight of different animation keyframes in the animation blending process based on the current pose adjustment parameters of the target adjustment part, and then input these weights into the blending space as blending space parameters for animation blending.

[0064] Since multiple animation keyframes in the preset animation resources typically correspond to preset flight states, after determining the attitude adjustment parameters corresponding to the target animation frame, it is first necessary to respond to flight control commands to control the target object into the target flight state. The animation keyframes among the multiple animation keyframes of the target object that correspond to the target flight state are then identified as the target keyframes. Further, using blending space technology, based on the blending space parameters corresponding to the target animation frame, the target keyframe is blended with the animation frame corresponding to the current attitude of the target object to generate the target animation frame. Blending animation using blending space technology is a relatively mature animation processing technique, and its specific process will not be elaborated upon here.

[0065] This invention also provides another method for generating flight animations of target objects. This method... Figure 1 This method is implemented based on the method shown. It combines the strengths of the motion matching and hybrid spatial animation schemes studied above, optimizing the better-performing engine state machine scheme to achieve superior motion matching results. The core idea is to simulate the human control response of mech flight behavior, breaking down the upper and lower body limb movements during turning, and further creating hybrid spatial postures for the start and end phases of turning. These postures are then overlaid and blended into the hybrid space of the four flight directions using the UE4 engine's animation blueprints, resulting in natural and smooth body animation throughout the turning process.

[0066] In practical implementation, flight can be divided into two states: takeoff (FlyStart) and flying (Flying). The takeoff state handles takeoff-related animations, including takeoff animations and special effects rigging. The flying state mainly handles animations during flight. When entering flight mode, the target object can first be transitioned to the takeoff state, and then transition to flying mode based on the animation duration. Furthermore, based on different flight behaviors, the entire flying state can be subdivided into deceleration (DecFly), normal flight (NormalFly), acceleration (AccFly), and the start of acceleration (StartAccFly).

[0067] Transitions between various flight states are possible. Each state contains a basic flight animation, a torso animation overlay for turning, a leg animation overlay for the initial state, and a hand animation overlay. By dividing the flight process into relatively independent state machines with varying granularity, it is easier to refine the animation performance in each state without interference between states. Furthermore, the state division facilitates parameterization of the program's presentation logic, making the performance more controllable.

[0068] For each flight state, the flight state can be divided into the basic flight animation, the turning torso mixed space overlay, the initial state leg animation mixed space overlay, and the hand animation mixed space overlay, etc.

[0069] First, a basic flight animation is played, containing only a basic flight posture without any dynamic effects. Then, the tilt of the torso in yaw and pitch is parameterized, and the player-input steering data is converted to corresponding parameter values ​​in the blending space. By updating these parameter values, the tilt of the torso can be adjusted, resulting in the torso's tilt posture, which is then superimposed onto the basic flight animation. The posture of the target object in its basic flight state is as follows: Figure 2As shown. After obtaining the superimposed torso animation, for the turning process, to ensure the target object maintains a natural balance while turning, a reverse leg lift animation is added at the beginning of the turn. That is, when the target object begins to turn to the left, the left leg lifts slightly and the right leg swings slightly. The range of motion is controlled by parameters of the blend space. Initially, a reverse leg swing effect is added for balance, but as the turn completes, the movement needs to transition to a tilt towards the turning direction to achieve an effect of trying to escape centrifugal force and fly towards the center. Therefore, the hand and leg movements are superimposed on the animation based on the duration and degree of the turn. The hand movements are as follows... Figure 3 As shown, the leg movements are as follows Figure 4 As shown. Similarly, the leg swinging motion is also superimposed into the animation.

[0070] By superimposing a series of detailed actions, the state data during flight can be parameterized and mapped to the corresponding hybrid space, thereby obtaining a flight animation effect that is easy to control by parameters.

[0071] When the target object turns during flight, the turning angle needs to be transformed in the animation fusion space to obtain the input parameters for the torso fusion space, and finally the torso animation is output. The specific calculations are as follows: assuming the difference between the target object's yaw and its current orientation is Y, the difference between the target pitch and its current pitch is P, and the maximum difference in the target object's flight yaw is Y0. max The maximum difference in pitch is Y. max Then Fly_turn_Acc_X (formula expressed as T) yaw ) and Fly_turn_Acc_Y (formula expressed as T) pitch The calculation is as follows:

[0072]

[0073]

[0074] When the flight begins to turn, and the target orientation differs from the current orientation by more than a certain angle, a starting leg animation needs to be superimposed. The amplitude of the leg movement is determined by the target object's target yaw; the larger the target yaw value, the greater the leg swing. Fly_Turn_Start_Leg_Acc (using S in the formula) leg (This is represented by the formula) It is obtained by converting and calculating the difference between the target's flight direction and the current direction. The specific calculation formula is as follows:

[0075] S leg =α·T yew 2 ,

[0076] The flight turn process also requires adjusting the arm and leg swing movements based on the length of time it takes to begin turning in a certain direction. When the flight begins turning, the duration of the turn is recorded. The program calculates the amplitude of the arm movement, Fly_Hand_Leg_Acc_X (represented as F in the formula), based on the turn duration and angle difference. hand The amplitude of the leg movement, Fly_Hand_Leg_Acc_Y (represented as F in the formula). leg Assume the current turning time is t. i The arm range of motion is calculated as follows:

[0077]

[0078] in, C(t) represents the arm amplitude value in the previous frame. i () represents the curve value at the current moment, f hand is the interpolation factor.

[0079]

[0080] in, C′(t) represents the amplitude value of the leg in the previous frame. i () represents the curve value at the current moment, f d f represents the leg movement delay factor. leg This represents the interpolation factor.

[0081] During flight turns, the animation orientation of the target object's torso can be adjusted according to the target's orientation to make flight turns more realistic. Figure 5 This is a diagram illustrating the target object turning to the left.

[0082] When blending arm animations, the tilting animations of the upper body's left and right arms can be used to create a blending space. This can be overlaid into the basic flight animation during the initial turning animation, giving the upper body a pre-controlled directional tendency. The turning of the upper body is highly timely and does not require a buffering motion to end the turn.

[0083] When blending leg animation, the lower body movement controls the character's balance during turning, which is broken down into two phases according to human kinesiology: the turning initiation phase and the turning duration phase. Within the blending space of these two phases, the amplitude of the leg swings is consistent, used for addition and subtraction to cancel each other out.

[0084] During the initial turning phase, the lower body will first play the Start_leg mixed space, which involves swinging the leg in the opposite direction of the turning to maintain balance. Figure 6As shown, when the target turns to the left, the right leg swings upward to maintain balance. During the turn, the lower body plays Leg blending, which is the leg swing in the original turning direction, serving as a buffer at the end of the turn. In practice, the timing difference can be adjusted to match the lower body's leg swing time with the rhythm of body control during the turn, achieving a smoother and more fluid movement.

[0085] This method effectively solves the problem of stiff and unsmooth character flight animations. It changes the traditional overall animation production method to a single-frame slice production method, reducing the production cycle, achieving cost reduction and efficiency improvement, and meeting the performance requirements of low-end machines.

[0086] For the above method embodiments, see Figure 7 The device shown is a flight animation generation apparatus for a target object, which provides a graphical user interface via a terminal device; the graphical user interface displays a scene of a virtual scene; the virtual scene includes the target object; the apparatus includes:

[0087] The flight control command acquisition module 702 is used to acquire the flight control command corresponding to the target object and the current attitude of the target object; the target object includes multiple body parts.

[0088] The parameter determination module 704 is used to determine the target adjustment part among multiple body parts and the adjustment parameters of the target adjustment part based on flight control commands.

[0089] The flight animation generation module 706 is used to perform animation mixing processing on preset animation resources based on the current attitude of the target object and the adjustment parameters of the target adjustment part to generate the flight animation of the target object; the preset animation resources include: animation frames representing the target object in a preset attitude or preset motion state.

[0090] The aforementioned device for generating flight animations of a target object acquires flight control commands and the current attitude of the target object. The target object includes multiple body parts. Based on the flight control commands, it determines the target adjustment part among the multiple body parts and the adjustment parameters of the target adjustment part. Based on the current attitude of the target object and the adjustment parameters of the target adjustment part, it performs animation blending processing on preset animation resources to generate a flight animation of the target object. The preset animation resources include animation frames representing the target object in a preset attitude or preset motion state. This method generates relatively realistic flight animation effects with less system resources, improving the player's visual experience.

[0091] The aforementioned target object corresponds to multiple flight states; the flight state corresponds to a preset body part to be adjusted; the adjustment parameter determination module is also used to: respond to flight control commands to control the target object to be in the target flight state, and determine the body part to be adjusted corresponding to the target flight state as the target adjustment part; the target adjustment part corresponds to a preset attitude adjustment method; the preset attitude adjustment method characterizes the change trend of the attitude of the target adjustment part during the continuous process of the target flight state; and determine the adjustment parameters of the target adjustment part based on the flight control commands and the preset attitude adjustment method of the target adjustment part.

[0092] The aforementioned adjustment parameters include the current attitude adjustment method and attitude adjustment range; the adjustment parameter determination module is also used to: determine the current attitude adjustment method of the target adjustment part based on the control time corresponding to the flight control command and the preset attitude adjustment method; the current attitude adjustment method is used to characterize the attitude change trend of the target adjustment part within the control time; and determine the attitude adjustment range of multiple target adjustment parts based on the control force corresponding to the flight control command and the current attitude adjustment method.

[0093] The aforementioned flight animation includes multiple target animation frames arranged in a set order; the flight animation generation module is also used to: perform the following operations for each target animation frame in turn, according to the arrangement order of the multiple target animation frames: determine the blending space parameters corresponding to the target animation frame based on the adjustment parameters of the target adjustment part and the arrangement position of the target animation frame in the multiple target animation frames; and perform animation blending processing on the preset animation resources based on the blending space parameters corresponding to the target animation frame and the current attitude of the target object to generate the target animation frame.

[0094] The aforementioned flight animation generation module is also used to: determine the current attitude adjustment parameters corresponding to the target adjustment part in the target animation frame based on the adjustment parameters of the target adjustment part and the arrangement position of the target animation frame in multiple target animation frames; and determine the hybrid space parameters corresponding to the target animation frame based on the current attitude adjustment parameters of the target adjustment part.

[0095] The aforementioned adjustment parameters include the current attitude adjustment method and attitude adjustment range; the current attitude adjustment method is used to characterize the change trend of the attitude of the target adjustment part within the control time corresponding to the flight control command; the flight animation generation module is also used to: determine the target time corresponding to the target animation frame in the control time corresponding to the flight control command based on the arrangement position of the target animation frame among multiple target animation frames; and determine the current attitude adjustment parameters corresponding to the target adjustment part in the target animation frame based on the target time, the current attitude adjustment method and attitude adjustment range corresponding to the target adjustment part.

[0096] The aforementioned target object corresponds to multiple flight states; the preset animation resources include multiple animation keyframes of the target object; the animation keyframes correspond to preset flight states; the flight animation generation module is also used to: respond to flight control commands to control the target object to be in the target flight state, determine the animation keyframes of the multiple animation keyframes of the target object that correspond to the target flight state as the target keyframes; and perform animation blending processing on the target keyframes and the animation frames corresponding to the current attitude of the target object based on the blending space parameters corresponding to the target animation frames to generate the target animation frames.

[0097] This embodiment also provides an electronic device, including a processor and a memory. The memory stores machine-executable instructions that can be executed by the processor. The processor executes the machine-executable instructions to implement the aforementioned method for generating flight animations of the target object, for example:

[0098] Obtain the flight control command corresponding to the target object and the current attitude of the target object; the target object includes multiple body parts; based on the flight control command, determine the target adjustment part among the multiple body parts, and the adjustment parameters of the target adjustment part; based on the current attitude of the target object and the adjustment parameters of the target adjustment part, perform animation mixing processing on the preset animation resources to generate the flight animation of the target object; the preset animation resources include: animation frames representing the target object in a preset attitude or preset motion state.

[0099] The above-mentioned method for generating flight animations of target objects produces relatively realistic flight animation effects with less system resources, thus improving the player's visual experience.

[0100] Optionally, the aforementioned target object corresponds to multiple flight states; the flight state corresponds to a preset body part to be adjusted; the step of determining the target adjustment part among multiple body parts and the adjustment parameters of the target adjustment part based on flight control commands includes: controlling the target object to be in a target flight state in response to flight control commands, determining the body part to be adjusted corresponding to the target flight state as the target adjustment part; the target adjustment part corresponds to a preset attitude adjustment mode; the preset attitude adjustment mode characterizes the change trend of the attitude of the target adjustment part during the continuous process of the target flight state; and determining the adjustment parameters of the target adjustment part based on flight control commands and the preset attitude adjustment mode of the target adjustment part.

[0101] Optionally, the aforementioned adjustment parameters include the current attitude adjustment method and attitude adjustment range; the step of determining the adjustment parameters of the target adjustment part based on the flight control command and the preset attitude adjustment method of the target adjustment part includes: determining the current attitude adjustment method of the target adjustment part based on the control time corresponding to the flight control command and the preset attitude adjustment method; the current attitude adjustment method is used to characterize the change trend of the attitude of the target adjustment part within the control time; and determining the attitude adjustment range of multiple target adjustment parts based on the control force corresponding to the flight control command and the current attitude adjustment method.

[0102] Optionally, the aforementioned flight animation includes multiple target animation frames arranged in a set order; the step of generating the flight animation of the target object by performing animation blending processing on the preset animation resources based on the current attitude of the target object and the adjustment parameters of the target adjustment parts includes: performing the following operations sequentially for each target animation frame according to the arrangement order of the multiple target animation frames: determining the blending space parameters corresponding to the target animation frame based on the adjustment parameters of the target adjustment parts and the arrangement position of the target animation frame in the multiple target animation frames; and performing animation blending processing on the preset animation resources based on the blending space parameters corresponding to the target animation frame and the current attitude of the target object to generate the target animation frame.

[0103] Optionally, the step of determining the blending space parameters corresponding to the target animation frame based on the adjustment parameters of the target adjustment part and the arrangement position of the target animation frame in multiple target animation frames includes: determining the current posture adjustment parameters corresponding to the target adjustment part in the target animation frame based on the adjustment parameters of the target adjustment part and the arrangement position of the target animation frame in multiple target animation frames; and determining the blending space parameters corresponding to the target animation frame based on the current posture adjustment parameters of the target adjustment part.

[0104] Optionally, the aforementioned adjustment parameters include the current attitude adjustment method and attitude adjustment magnitude; the current attitude adjustment method is used to characterize the change trend of the attitude of the target adjustment part within the control time corresponding to the flight control command; the step of determining the current attitude adjustment parameters corresponding to the target adjustment part in the target animation frame based on the adjustment parameters of the target adjustment part and the arrangement position of the target animation frame in multiple target animation frames includes: determining the target time corresponding to the target animation frame in the control time corresponding to the flight control command based on the arrangement position of the target animation frame in multiple target animation frames; and determining the current attitude adjustment parameters corresponding to the target adjustment part in the target animation frame based on the target time, the current attitude adjustment method and attitude adjustment magnitude corresponding to the target adjustment part.

[0105] Optionally, the target object corresponds to multiple flight states; the preset animation resources include multiple animation keyframes of the target object; the animation keyframes correspond to preset flight states; the step of generating the target animation frame by performing animation blending processing on the preset animation resources based on the blending space parameters corresponding to the target animation frame and the current attitude of the target object includes: responding to flight control commands to control the target object to be in the target flight state, determining the animation keyframe corresponding to the target flight state among the multiple animation keyframes of the target object as the target keyframe; and performing animation blending processing on the target keyframe and the animation frame corresponding to the current attitude of the target object based on the blending space parameters corresponding to the target animation frame to generate the target animation frame.

[0106] See Figure 8 As shown, the electronic device includes a processor 100 and a memory 101. The memory 101 stores machine-executable instructions that can be executed by the processor 100. The processor 100 executes the machine-executable instructions to implement the above-mentioned method for generating flight animations of the target object.

[0107] Furthermore, Figure 8 The electronic device shown also includes a bus 102 and a communication interface 103, with the processor 100, the communication interface 103 and the memory 101 connected via the bus 102.

[0108] The memory 101 may include high-speed random access memory (RAM) or non-volatile memory, such as at least one disk storage device. Communication between this system network element and at least one other network element is achieved through at least one communication interface 103 (which can be wired or wireless), such as the Internet, wide area network, local area network, or metropolitan area network. The bus 102 may be an ISA bus, PCI bus, or EISA bus, etc. The bus can be divided into address bus, data bus, control bus, etc. For ease of representation, Figure 8 The symbol is represented by a single double-headed arrow, but this does not mean that there is only one bus or one type of bus.

[0109] Processor 100 may be an integrated circuit chip with signal processing capabilities. In implementation, each step of the above method can be completed by the integrated logic circuitry in the hardware of processor 100 or by instructions in software form. Processor 100 may be a general-purpose processor, including a Central Processing Unit (CPU), a Network Processor (NP), etc.; it may also be a Digital Signal Processor (DSP), an Application Specific Integrated Circuit (ASIC), a Field-Programmable Gate Array (FPGA), or other programmable logic devices, discrete gate or transistor logic devices, or discrete hardware components. It can implement or execute the methods, steps, and logic block diagrams disclosed in the embodiments of this invention. The general-purpose processor may be a microprocessor or any conventional processor. The steps of the methods disclosed in the embodiments of this invention can be directly manifested as execution by a hardware decoding processor, or execution by a combination of hardware and software modules in the decoding processor. The software module can reside in a readily available storage medium in the art, such as random access memory, flash memory, read-only memory, programmable read-only memory, electrically erasable programmable memory, or registers. This storage medium is located in memory 101, and the processor 100 reads the information from memory 101 and, in conjunction with its hardware, completes the steps of the method described in the foregoing embodiments.

[0110] This embodiment also provides a machine-readable storage medium storing machine-executable instructions. When the machine-executable instructions are called and executed by a processor, the machine-executable instructions cause the processor to implement the flight animation generation method for the target object described above.

[0111] The present invention provides a method, apparatus, and electronic device for generating flight animation of a target object, comprising a computer-readable storage medium storing program code. The program code includes instructions that can be used to execute the methods described in the preceding method embodiments, for example:

[0112] Obtain the flight control command corresponding to the target object and the current attitude of the target object; the target object includes multiple body parts; based on the flight control command, determine the target adjustment part among the multiple body parts, and the adjustment parameters of the target adjustment part; based on the current attitude of the target object and the adjustment parameters of the target adjustment part, perform animation mixing processing on the preset animation resources to generate the flight animation of the target object; the preset animation resources include: animation frames representing the target object in a preset attitude or preset motion state.

[0113] The above-mentioned method for generating flight animations of target objects produces relatively realistic flight animation effects with less system resources, thus improving the player's visual experience.

[0114] Optionally, the aforementioned target object corresponds to multiple flight states; the flight state corresponds to a preset body part to be adjusted; the step of determining the target adjustment part among multiple body parts and the adjustment parameters of the target adjustment part based on flight control commands includes: controlling the target object to be in a target flight state in response to flight control commands, determining the body part to be adjusted corresponding to the target flight state as the target adjustment part; the target adjustment part corresponds to a preset attitude adjustment mode; the preset attitude adjustment mode characterizes the change trend of the attitude of the target adjustment part during the continuous process of the target flight state; and determining the adjustment parameters of the target adjustment part based on flight control commands and the preset attitude adjustment mode of the target adjustment part.

[0115] Optionally, the aforementioned adjustment parameters include the current attitude adjustment method and attitude adjustment range; the step of determining the adjustment parameters of the target adjustment part based on the flight control command and the preset attitude adjustment method of the target adjustment part includes: determining the current attitude adjustment method of the target adjustment part based on the control time corresponding to the flight control command and the preset attitude adjustment method; the current attitude adjustment method is used to characterize the change trend of the attitude of the target adjustment part within the control time; and determining the attitude adjustment range of multiple target adjustment parts based on the control force corresponding to the flight control command and the current attitude adjustment method.

[0116] Optionally, the aforementioned flight animation includes multiple target animation frames arranged in a set order; the step of generating the flight animation of the target object by performing animation blending processing on the preset animation resources based on the current attitude of the target object and the adjustment parameters of the target adjustment parts includes: performing the following operations sequentially for each target animation frame according to the arrangement order of the multiple target animation frames: determining the blending space parameters corresponding to the target animation frame based on the adjustment parameters of the target adjustment parts and the arrangement position of the target animation frame in the multiple target animation frames; and performing animation blending processing on the preset animation resources based on the blending space parameters corresponding to the target animation frame and the current attitude of the target object to generate the target animation frame.

[0117] Optionally, the step of determining the blending space parameters corresponding to the target animation frame based on the adjustment parameters of the target adjustment part and the arrangement position of the target animation frame in multiple target animation frames includes: determining the current posture adjustment parameters corresponding to the target adjustment part in the target animation frame based on the adjustment parameters of the target adjustment part and the arrangement position of the target animation frame in multiple target animation frames; and determining the blending space parameters corresponding to the target animation frame based on the current posture adjustment parameters of the target adjustment part.

[0118] Optionally, the aforementioned adjustment parameters include the current attitude adjustment method and attitude adjustment magnitude; the current attitude adjustment method is used to characterize the change trend of the attitude of the target adjustment part within the control time corresponding to the flight control command; the step of determining the current attitude adjustment parameters corresponding to the target adjustment part in the target animation frame based on the adjustment parameters of the target adjustment part and the arrangement position of the target animation frame in multiple target animation frames includes: determining the target time corresponding to the target animation frame in the control time corresponding to the flight control command based on the arrangement position of the target animation frame in multiple target animation frames; and determining the current attitude adjustment parameters corresponding to the target adjustment part in the target animation frame based on the target time, the current attitude adjustment method and attitude adjustment magnitude corresponding to the target adjustment part.

[0119] Optionally, the target object corresponds to multiple flight states; the preset animation resources include multiple animation keyframes of the target object; the animation keyframes correspond to preset flight states; the step of generating the target animation frame by performing animation blending processing on the preset animation resources based on the blending space parameters corresponding to the target animation frame and the current attitude of the target object includes: responding to flight control commands to control the target object to be in the target flight state, determining the animation keyframe corresponding to the target flight state among the multiple animation keyframes of the target object as the target keyframe; and performing animation blending processing on the target keyframe and the animation frame corresponding to the current attitude of the target object based on the blending space parameters corresponding to the target animation frame to generate the target animation frame.

[0120] Those skilled in the art will clearly understand that, for the sake of convenience and brevity, the specific working process of the system and apparatus described above can be referred to the corresponding process in the foregoing method embodiments, and will not be repeated here.

[0121] Furthermore, in the description of the embodiments of the present invention, unless otherwise explicitly specified and limited, the terms "installation," "connection," and "linking" should be interpreted broadly. For example, they can refer to a fixed connection, a detachable connection, or an integral connection; they can refer to a mechanical connection or an electrical connection; they can refer to a direct connection or an indirect connection through an intermediate medium; and they can refer to the internal connection of two components. Those skilled in the art can understand the specific meaning of the above terms in the present invention based on the specific circumstances.

[0122] If the aforementioned functions are implemented as software functional units and sold or used as independent products, they can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of this invention, or the part that contributes to the prior art, or a part of the technical solution, can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes several instructions to cause a computer device (which may be a personal computer, server, or network device, etc.) to execute all or part of the steps of the methods described in the various embodiments of this invention. The aforementioned storage medium includes various media capable of storing program code, such as USB flash drives, portable hard drives, read-only memory (ROM), random access memory (RAM), magnetic disks, or optical disks.

[0123] In the description of this invention, it should be noted that the terms "center," "upper," "lower," "left," "right," "vertical," "horizontal," "inner," and "outer," etc., indicate the orientation or positional relationship based on the orientation or positional relationship shown in the accompanying drawings. They are used only for the convenience of describing the invention and for simplifying the description, and do not indicate or imply that the device or element referred to must have a specific orientation, or be constructed and operated in a specific orientation. Therefore, they should not be construed as limitations on the invention. Furthermore, the terms "first," "second," and "third" are used for descriptive purposes only and should not be construed as indicating or implying relative importance.

[0124] Finally, it should be noted that the above embodiments are merely specific implementations of the present invention, used to illustrate the technical solutions of the present invention, and not to limit it. The scope of protection of the present invention is not limited thereto. Although the present invention has been described in detail with reference to the foregoing embodiments, those skilled in the art should understand that any person skilled in the art can still modify or easily conceive of changes to the technical solutions described in the foregoing embodiments within the technical scope disclosed in the present invention, or make equivalent substitutions for some of the technical features; and these modifications, changes, or substitutions do not cause the essence of the corresponding technical solutions to deviate from the spirit and scope of the technical solutions of the embodiments of the present invention, and should all be covered within the scope of protection of the present invention. Therefore, the scope of protection of the present invention should be determined by the scope of the claims.

Claims

1. A method for generating flight animation of a target object, characterized in that, The method includes: The system acquires the flight control commands corresponding to the target object and the current attitude of the target object; the target object includes multiple body parts; the target object corresponds to multiple flight states; the flight state corresponds to a preset body part to be adjusted. In response to the flight control command controlling the target object to be in a target flight state, the body part to be adjusted corresponding to the target flight state is determined as the target adjustment part; the target adjustment part corresponds to a preset attitude adjustment mode; the preset attitude adjustment mode characterizes the change trend of the attitude of the target adjustment part during the continuous process of the target flight state; the adjustment parameters of the target adjustment part include the current attitude adjustment mode and the attitude adjustment range; The portion of the preset attitude adjustment method corresponding to the control time of the flight control command is extracted as the current attitude adjustment method of the target adjustment part; the current attitude adjustment method is used to characterize the change trend of the attitude of the target adjustment part within the control time. Based on the control force corresponding to the flight control command and the current attitude adjustment method, the attitude adjustment range of multiple target adjustment parts is determined; Based on the current posture of the target object and the adjustment parameters of the target adjustment part, the preset animation resources are subjected to animation mixing processing to generate the flight animation of the target object; the preset animation resources include: animation frames representing the target object in a preset posture or preset motion state.

2. The method according to claim 1, characterized in that, The flight animation includes multiple target animation frames arranged in a set order; The step of generating a flight animation of the target object by performing animation blending processing on preset animation resources based on the current posture of the target object and the adjustment parameters of the target adjustment part includes: According to the arrangement order of the multiple target animation frames, perform the following operations for each target animation frame in sequence: Based on the adjustment parameters of the target adjustment part and the arrangement position of the target animation frame in the plurality of target animation frames, the blending space parameters corresponding to the target animation frame are determined; Based on the blending space parameters corresponding to the target animation frame and the current posture of the target object, the preset animation resources are subjected to animation blending processing to generate the target animation frame.

3. The method according to claim 2, characterized in that, The step of determining the blending space parameters corresponding to the target animation frame based on the adjustment parameters of the target adjustment part and the arrangement position of the target animation frame among the multiple target animation frames includes: Based on the adjustment parameters of the target adjustment part and the arrangement position of the target animation frame in multiple target animation frames, the current posture adjustment parameters corresponding to the target adjustment part in the target animation frame are determined; Based on the current posture adjustment parameters of the target adjustment part, the hybrid space parameters corresponding to the target animation frame are determined.

4. The method according to claim 2, characterized in that, The adjustment parameters include the current attitude adjustment mode and the attitude adjustment range; the current attitude adjustment mode is used to characterize the change trend of the attitude of the target adjustment part within the control time corresponding to the flight control command; The step of determining the current posture adjustment parameters corresponding to the target adjustment part in the target animation frame based on the adjustment parameters of the target adjustment part and the arrangement position of the target animation frame in the plurality of target animation frames includes: Based on the arrangement position of the target animation frame among the plurality of target animation frames, the target time corresponding to the target animation frame in the control time corresponding to the flight control command is determined; Based on the target time, the current posture adjustment method corresponding to the target adjustment part, and the posture adjustment range, the current posture adjustment parameters corresponding to the target adjustment part in the target animation frame are determined.

5. The method according to claim 2, characterized in that, The target object corresponds to multiple flight states; the preset animation resource includes multiple animation keyframes of the target object; the animation keyframes correspond to preset flight states; The step of generating the target animation frame by performing animation blending processing on preset animation resources based on the blending space parameters corresponding to the target animation frame and the current pose of the target object includes: In response to the flight control command controlling the target object to be in a target flight state, the animation keyframes of the target object that correspond to the target flight state are determined as target keyframes from among the multiple animation keyframes of the target object; Based on the blending space parameters corresponding to the target animation frame, the target keyframe and the animation frame corresponding to the current pose of the target object are subjected to animation blending processing to generate the target animation frame.

6. A device for generating flight animation of a target object, characterized in that, The device includes: A flight control command acquisition module is used to acquire flight control commands corresponding to a target object and the current attitude of the target object; the target object includes multiple body parts; the target object corresponds to multiple flight states; the flight state corresponds to a preset body part to be adjusted; The parameter determination module is used to: respond to the flight control command to control the target object to be in a target flight state, and determine the body part to be adjusted corresponding to the target flight state as the target adjustment part; the target adjustment part corresponds to a preset attitude adjustment mode; the preset attitude adjustment mode characterizes the change trend of the attitude of the target adjustment part during the continuous process of the target flight state; the adjustment parameters of the target adjustment part include the current attitude adjustment mode and the attitude adjustment range; The portion of the preset attitude adjustment method corresponding to the control time of the flight control command is extracted as the current attitude adjustment method of the target adjustment part; the current attitude adjustment method is used to characterize the change trend of the attitude of the target adjustment part within the control time. Based on the control force corresponding to the flight control command and the current attitude adjustment method, the attitude adjustment range of multiple target adjustment parts is determined; The flight animation generation module is used to perform animation mixing processing on preset animation resources based on the current posture of the target object and the adjustment parameters of the target adjustment part to generate the flight animation of the target object; the preset animation resources include: animation frames representing the target object in a preset posture or preset motion state.

7. An electronic device, characterized in that, The method includes a processor and a memory, the memory storing machine-executable instructions that can be executed by the processor, the processor executing the machine-executable instructions to implement the method for generating flight animations of a target object according to any one of claims 1-5.

8. A machine-readable storage medium, characterized in that, The machine-readable storage medium stores machine-executable instructions, which, when invoked and executed by a processor, cause the processor to implement the flight animation generation method for the target object as described in any one of claims 1-5.

Citation Information

Patent Citations

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    CN111260762A