Method, device and equipment for generating a cut-scene and readable medium
By acquiring and replacing the target track in the animation resource file, the target animation is generated in real time, which solves the problem of transition differences between game scenes and cutscenes, achieving seamless connection and a better visual experience.
Patent Information
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- SHANGHAI PERFECT WORLD SOFTWARE CO LTD
- Filing Date
- 2021-12-31
- Publication Date
- 2026-08-04
AI Technical Summary
In existing technologies, there are significant differences in the transition process between game scenes and cutscenes, which affects the user's visual experience.
By acquiring the target track from the animation resource file and replacing the original model with the game model, the target animation can be generated in real time during gameplay, optimizing animation transitions and achieving seamless integration between game scenes and cutscenes.
It achieves smooth transitions and seamless connections between game scenes and cutscenes, enhancing the user's visual experience.
Smart Images

Figure CN116407829B_ABST
Abstract
Description
Technical Field
[0001] The embodiments of the present invention relate to the field of Internet technology, and in particular to a method, apparatus, device and readable medium for generating transition animations. Background Technology
[0002] With the development of game-related technologies, cutscenes are added to games to achieve better animation display effects, thus providing players with a better visual experience.
[0003] In existing technologies, cutscenes typically employ high-precision character animations. However, in games, to ensure smooth gameplay, some visual quality is sacrificed; for example, character animations may be reduced to lower-precision models. Furthermore, cutscenes are relatively static, while character animations within game scenes are easily controlled by the user, resulting in varying action states. This leads to a noticeable difference in the transition between game scenes and cutscenes. Therefore, a solution is needed to minimize the difference in animation effects between game scenes and cutscenes, enabling a seamless transition between them. Summary of the Invention
[0004] This invention provides a method, apparatus, device, and readable medium for generating transition animations, thereby achieving a smooth transition between game scenes and transition animations.
[0005] In a first aspect, embodiments of the present invention provide a method for generating transition animations, the method comprising:
[0006] Obtain the animation resource file containing the original model;
[0007] Determine the game model to be replaced and the target track in the animation resource file, wherein the target track is all tracks bound to the original model, and the time interval of the segment in the target track includes the time interval of the animation transition shot used to connect with the game scene;
[0008] The original model bound to the target track is replaced with the game model to generate the target animation in real time during the game.
[0009] Secondly, embodiments of the present invention provide a transition animation generation apparatus, the apparatus comprising:
[0010] The acquisition module is used to acquire animation resource files containing the original model;
[0011] The determination module is used to determine the game model to be replaced and the target track in the animation resource file, wherein the target track is all tracks bound to the original model, and the time interval of the segment in the target track includes the time interval of the animation transition shot used to connect with the game scene;
[0012] The replacement module is used to replace the original model bound to the target track with the game model to generate the target animation in real time during the game.
[0013] Thirdly, embodiments of the present invention also provide an electronic device, including a processor and a memory, wherein the memory stores at least one instruction, at least one program, code set, or instruction set, and the at least one instruction, at least one program, code set, or instruction set is loaded and executed by the processor to implement the transition animation generation method according to the first aspect.
[0014] Fourthly, embodiments of the present invention also provide a computer-readable medium having stored thereon at least one instruction, at least one program, code set, or instruction set, wherein the at least one instruction, at least one program, code set, or instruction set is loaded and executed by a processor to implement the transition animation generation method according to the first aspect.
[0015] In this embodiment of the invention, an animation resource file containing the original model is obtained; the game model to be replaced and the target track in the animation resource file are determined, wherein the target track is all tracks bound to the original model, and the time interval of the segment in the target track includes the time interval of the animation transition shot used to connect with the game scene; the original model bound to the target track is replaced with the game model to generate the target animation in real time during the game. Through the above embodiment, the original model bound to the target track can be replaced. Since the time interval of the segment in the target track includes the time interval of the animation transition shot used to connect with the game scene, the game model in the replaced game scene can be displayed in the animation transition shot of the transition animation (e.g., the first shot and / or the last shot), reducing the gap in display effect between the game scene and the transition animation, achieving a smooth transition from the game scene to the transition animation and from the transition animation to the game scene, as well as a seamless connection between the game scene and the transition animation, thus improving the user's visual experience. Attached Figure Description
[0016] To more clearly illustrate the technical solutions in the embodiments of the present invention or the prior art, the drawings used in the description of the embodiments or the prior art will be briefly introduced below. Obviously, the drawings described below are some embodiments of the present invention. For those skilled in the art, other drawings can be obtained based on these drawings without creative effort.
[0017] Figure 1 A flowchart illustrating a transition animation generation method provided in an embodiment of this application;
[0018] Figure 2 A flowchart illustrating a method for determining animation transition scenes provided in an embodiment of this application;
[0019] Figure 3 A schematic diagram illustrating the setting of a high-precision model as an example of an embodiment of this application;
[0020] Figure 4 A schematic diagram illustrating the animation transitions provided in the embodiments of this application;
[0021] Figure 5 This is a schematic diagram of the structure of a transition animation generation device provided in an embodiment of this application;
[0022] Figure 6 To and Figure 5 The schematic diagram of the electronic device corresponding to the grid rendering device provided in the embodiment is shown. Detailed Implementation
[0023] To make the objectives, technical solutions, and advantages of the embodiments of the present invention clearer, the technical solutions of the embodiments 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.
[0024] The terminology used in the embodiments of this invention is for the purpose of describing particular embodiments only and is not intended to limit the invention. The singular forms “a,” “the,” and “the” as used in the embodiments of this invention and the appended claims are also intended to include the plural forms, and “multiple” generally includes at least two unless the context clearly indicates otherwise.
[0025] Depending on the context, the words “if” or “suppose” as used here can be interpreted as “when” or “in response to determination” or “in response to detection.” Similarly, depending on the context, the phrases “if determination” or “if detection (of the stated condition or event)” can be interpreted as “when determination” or “in response to determination” or “when detection (of the stated condition or event)” or “in response to detection (of the stated condition or event).”
[0026] Furthermore, the timing of the steps in the following method embodiments is merely an example and not a strict limitation.
[0027] With the development of game technology, various cutscenes are added to games to provide players (users) with a better gaming experience. For example, when a player-controlled character engages in a final battle with a formidable opponent, both sides unleash powerful special moves, the effects of which are displayed through cutscenes. Generally, the models used in cutscenes are highly precise, providing users with a better visual experience. However, because cutscenes typically employ high-precision character animations, in-game smoothness is often compromised by sacrificing some visual quality, such as reducing the precision of character animations. Furthermore, cutscenes are relatively static, while character animations within a game scene are easily controlled by the user, resulting in different action states. This leads to a noticeable difference in the transition between game scenes and cutscenes. Therefore, this application proposes a technical solution that enables seamless integration between game scenes and cutscenes.
[0028] To make it easier to understand, the following examples illustrate the methods for generating transition animations.
[0029] like Figure 1 This is a flowchart illustrating a transition animation generation method provided in an embodiment of this application. Figure 1 As can be seen, the specific steps include the following:
[0030] 101: Obtain the animation resource file containing the original model.
[0031] 102: Determine the game model to be replaced and the target track in the animation resource file, wherein the target track is all tracks bound to the original model, and the time interval of the segment in the target track includes the time interval of the animation transition scene used to connect with the game scene.
[0032] 103: Replace the original model bound to the target track with the game model to generate the target animation in real time during the game.
[0033] The animation resource file mentioned here is a file created based on the original model to implement the cutscene animation. The original model in the resource file is used to temporarily represent the game model. When generating the cutscene animation, the game model in the game scene can be used to replace the original model to generate the required cutscene animation in real time and play the cutscene animation in real time in the game scene.
[0034] Specifically, the target track is all tracks bound to the original model, such as tracks used to control the display and hiding of the original model, animation tracks used to control the movements of the original model, and so on.
[0035] In practical applications, when the game progresses to a specific stage or level, or when the player (user) or a game character interacting with the player-controlled target character performs a specific action, a cutscene will be triggered in the game scene. In this embodiment, the cutscene generation method described herein can generate a target animation seamlessly integrated with the game scene in real time and play it in real-time within the game scene. The cutscene contains many animation shots. The first shot of the cutscene, connecting the game scene and the cutscene, is called the first shot. The shot connecting the cutscene and the game scene is called the last shot. Thus, the first and last shots are the animation transition shots between the cutscene and the game scene. Through these animation transition shots, the connection and transition from the game scene to the cutscene, and vice versa, are achieved.
[0036] To achieve a smooth and seamless transition between game scenes and cutscenes, the main storyboards in the cutscenes can be optimized. For example, since the target track includes all tracks bound to the original model, and the time interval of the segments within the target track includes the time interval of the animation transition scene used to connect with the game scene, replacing the original model bound to the target track with the game model allows the game model to be displayed in the animation transition scene within the real-time generated cutscene (i.e., the target animation), thus effectively achieving a smooth transition between the cutscenes and the game scene. Specifically, the time intervals of the segments in each track of the target track all include the time intervals of the animation transition scenes used to connect with the game scene. For example, the track in the target track that controls the display and hiding of the original model (i.e., the show and hide track) is used to control the display and hiding of the original model, and the time intervals of the segments in the track that controls the display and hiding of the original model include the time intervals of the animation transition scenes. Thus, after the track that controls the display and hiding of the original model is bound to the game model, the game model is displayed on each segment in the real-time generated cutscene (i.e., the target animation) according to the track that controls the display and hiding of the original model. This enables the game model to be displayed in the animation transition scenes, thereby effectively achieving a smooth transition between the cutscene and the game scene.
[0037] Optionally, after replacing the original model bound to the target track with the game model, the method further includes:
[0038] Based on the animation track, determine the first action that the game model performs within the time interval of the animation transition scene, and determine the second action that the game model performs in the game scene connected to the animation transition scene. According to the fade-in and fade-out configuration information configured in the animation track, such as the time interval corresponding to fade-in and fade-out, interpolate the first action and the second action to obtain an interpolated action, and control the game model to perform the interpolated action within the time interval.
[0039] In this embodiment, by interpolating the actions of the game model in the animation transition scene and the actions in the game scene, a natural and smooth transition between the cutscene and the game scene is achieved. For example, from the cutscene to the battle scene in the game, it is necessary to transition from the last action of the cutscene to the starting posture in the battle.
[0040] It should be noted that before the replacement, there can be multiple original models displayed in the animation transition sequence. These include the original model corresponding to the game model controlled by the player (e.g., the player's virtual character model in the game), as well as the original models corresponding to other game models that interact with the player-controlled game model in the current game segment (e.g., attacking each other). By completely replacing all the original models bound in the transition animation, a better seamless transition effect can be achieved.
[0041] Of course, in some cases, the original model is not limited to the game model controlled by the player; it can also be other related game models not controlled by the player (e.g., an opposing game model fighting against the player-controlled model, or another game model having a dialogue with the player-controlled model). In some application scenarios, there are more than one transitional animation shot in a cutscene. The original model that needs to be replaced in each transitional shot may not be entirely the same. The content can be determined separately for each shot based on the cutscene's display requirements. For example, when the player controls the first game model to fight against the second game model, the first shot shows the player-controlled first game model using a special move, and the last shot shows the second game model being hit and falling to the ground. This allows players to seamlessly connect the game scene with the cutscene without being aware of it, and also provides a better visual experience.
[0042] In one or more embodiments of this application, such as Figure 2 This is a flowchart illustrating a method for determining animation transition scenes according to an embodiment of this application. Specifically, before replacing the original model bound to the target track with the game model, the method further includes: 201: determining a model with added markers in the character model and a track with added markers on the timeline; wherein, the animation resource file includes the character model and the timeline; 202: determining the model with added markers as the original model and the track with added markers as the target track.
[0043] Each target track can be configured with multiple clips, allowing the model bound to the target track to be displayed in the time intervals of multiple clips. The timeline of the animation resource file also includes a camera track, which is configured with multiple clips. Each clip can correspond to an animation storyboard, allowing the use of the corresponding animation storyboard in the time interval of each clip.
[0044] In practical applications, the choice of which character models to replace depends on the models involved in the cutscene. For example, if the cutscene involves model A releasing a skill on model B, a marker can be configured for either model A or model B. Taking model A as an example: a marker is pre-configured for model A in the animation resource file, containing the keyword "player". This marker is then added to the target track (bound to model A, used to control model A's display and hiding) on the timeline of the animation resource file. The marker can also be added to other tracks on the timeline bound to model A. During gameplay, when the game client detects that the player-controlled virtual character (character 1) releases a skill, triggering the cutscene, the external logic within the game client calls the cutscene playback interface and passes in the binding information. This binding information includes the keyword and the instance of the game model to be replaced corresponding to that keyword, such as ("player", a character 1 instance object). This indicates that a cutscene needs to be added to display its action effects. The external logic referred to here can be understood as the requester in the game client that calls the cutscene playback interface, such as level AI, skill logic, etc. Therefore, upon receiving the binding information, the game engine determines the original model with the added mark in the character model and also needs to determine the target track on the timeline based on the mark. This involves identifying all tracks on the timeline with the added mark. Based on the marked original model, the engine replaces it with the input game model to be replaced (i.e., the model of character 1, specifically a high-precision model of character 1 obtained from the character 1 instance object and used to replace the original model), and binds the game model to be replaced to the target track. It's easy to understand that when generating animation transition scenes, it's necessary to comprehensively consider game segments, game scenes, the action types corresponding to the character models, and the connection relationship between the animation transition scene and the game scene (transition from the game scene to the animation transition scene, or vice versa), etc.
[0045] Furthermore, replacing the original model bound to the target track with the game model includes: replacing the original model with the game model based on the marker, hiding the original model in the character model, and binding the game model to the target track.
[0046] Specifically, when the keywords carried in the markers bound to the original model and the keywords carried in the markers bound to the target track are consistent with the keywords corresponding to the game model, the original model is replaced with the game model, the original model in the character model is hidden, and the game model is bound to the target track.
[0047] After determining the original model, it is replaced with the game model based on the markers (in practice, a cutscene may have multiple original models that need to be replaced with their respective game models). To avoid the original model affecting the animation's presentation, the replaced original model needs to be hidden. Optionally, only the main original model (the model that the player focuses on) in the animation transition scenes can be replaced. Other less important models can be left unreplaced (for example, in a martial arts arena scene, the models of the pre-set spectators in the cutscene can be left unreplaced).
[0048] In one or more embodiments of this application, after replacing the original model bound to the target track with the game model, the method further includes: determining the animation virtual camera bound in the animation transition segment and the game virtual camera used in the game scene connected to the animation transition segment, as well as the fade-in and fade-out configuration information configured on the timeline; interpolating the first camera position corresponding to the game virtual camera and the second camera position corresponding to the animation virtual camera according to the fade-in and fade-out configuration information, and using the interpolation result as the setting data of the game camera used to render the game screen.
[0049] In practical applications, to achieve a better seamless transition between cutscenes and game scenes, interpolation can be performed on the animated virtual camera bound to the cutscene and the game virtual camera used in the game scene to obtain the interpolation result. This interpolation result is then used as the setting data for the game camera used to render the game visuals. Specifically, the game camera is the actual camera object used to render the game visuals, and typically only one exists globally; the virtual camera is simply a set of camera settings, recording position, rotation, FOV, etc. Multiple virtual cameras can exist in the game scene, but the game camera will only apply the setting data of the virtual camera with the highest priority. In this embodiment of the invention, taking the cutscene as the transition between the cutscene and the game scene (i.e., the last scene) as an example, the animated virtual camera of the cutscene has a higher priority than the game camera. During the fade-out process of the cutscene, the weight of the animated virtual camera of the cutscene gradually decreases from 1. At this time, the game camera will automatically apply the interpolation result of the animated virtual camera and the virtual camera used in the game scene (referred to as the "game virtual camera").
[0050] In the process of generating target animation in real time during the game through the above embodiments, the animated virtual camera bound to the animation transition segment and the game virtual camera used in the game scene connected to the animation transition segment are further determined so that the content captured by the animated virtual camera is rendered and presented through the game camera. During shooting, the animated virtual camera moves, but the game virtual camera does not need to move. In order to obtain a better transition effect, it is also necessary to configure corresponding fade-in and fade-out configuration information on the timeline, such as the fade-in and fade-out corresponding time period, so as to perform interpolation processing on the setting data of the animated virtual camera (including but not limited to position, rotation, FOV, etc.) and the setting data of the game virtual camera during the time period.
[0051] In one or more embodiments of this application, the process of generating the target animation in real time during the game further includes: determining the real-time lighting in the current game scene that is connected to the animation transition scene in the target animation; and rendering the model within the camera range corresponding to the animation transition scene according to the real-time lighting to generate the target animation.
[0052] In practical applications, to achieve a better seamless transition, when generating the target animation, a separate light source can be omitted. Instead, real-time lighting from the game scene with which it is connected can be directly utilized. Furthermore, the real-time lighting from the game scene is used to render all models within the virtual camera's range, resulting in the target animation. The lighting rendering effect of this target animation is consistent with the lighting rendering effect in the game scene, further improving the tightness of the connection between the transition animation and the game scene, making the transition between the game scene and the transition animation more natural and smooth.
[0053] In one or more embodiments of this application, the process of generating the target animation in real time during gameplay further includes: determining a post-processing configuration corresponding to the current game scene that connects with the animation transition scene in the target animation; and post-processing the footage captured under the animation transition scene according to the post-processing configuration corresponding to the current game scene. Alternatively, a first post-processing configuration corresponding to the current game scene that connects with the animation transition scene in the target animation, and a second post-processing configuration configured on the timeline corresponding to the animation transition scene are determined; the first post-processing configuration and the second post-processing configuration are interpolated, and the footage captured under the animation transition scene is post-processed according to the interpolated post-processing configuration.
[0054] In practical applications, when configuring post-processing, the images captured under the animation transition scenes can be post-processed according to the post-processing configuration corresponding to the current game scene of the animation transition scene in the target animation. The post-processing configurations mentioned here include: full-screen bloom, analog lens distortion, blur, color grading, depth of field (DOF), gradient overlay, graininess / noise reduction, invert, ocpaque brightness adjustment, vignetting, lens dirt, lens distortion, lift gamma gain, outglow, etc. In practical applications, the post-processing configurations can be selected as needed. This is only an example and does not constitute a limitation on the technical solution of this application.
[0055] Furthermore, to achieve a better seamless transition effect, interpolation can be applied to the post-processing configuration. Specifically, a first post-processing configuration corresponding to the current game scene that connects with the animation transition scene in the target animation is determined, as well as a second post-processing configuration configured on the timeline corresponding to the animation transition scene. The first and second post-processing configurations are interpolated, and the footage captured under the animation transition scene is post-processed according to the interpolated post-processing configuration, making the transition from the game scene to the cutscene in the animation transition scene more natural.
[0056] Optionally, the first post-processing configuration and the second post-processing configuration can be interpolated. Specifically, the first post-processing configuration parameters and the second post-processing configuration parameters of the same type can be interpolated to obtain the interpolated post-processing configuration parameters. Then, the images captured under the animation transition scene can be post-processed according to the interpolated post-processing configuration parameters.
[0057] In one or more embodiments of this application, replacing the original model bound to the target track with the game model includes: obtaining a high-precision model component corresponding to the game model; binding the high-precision model component to the target track to display the high-precision model in the real-time generated target animation.
[0058] As mentioned earlier, in practical applications, character models in cutscenes are typically high-precision models, while game models in games usually use non-high-precision models. This ensures that there are no stutters in the game scene and allows for high-quality cutscene visuals through the use of high-precision models. Based on the above embodiment, the original model bound to the target track is replaced. Specifically, the high-precision model (i.e., high-poly model) corresponding to the game model to be replaced replaces the original model. This results in a better display effect for the game models shown in the animation transition scenes, improves the visual quality of the cutscenes, and enhances the display effect of the main game models in seamless transitions.
[0059] For example, such as Figure 3 This is a schematic diagram illustrating the setting of a high-precision model as an example of an embodiment of this application. From Figure 3 As can be seen, the timeline track is marked with a "[Game Character Model Binding Marker]", which is configured with the keyword "Player". Therefore, the item with the keyword "Player" is found in the binding information, the instance object of the game model is obtained, and then its high-precision model instance A_CS_skin is obtained from the game model instance object. Furthermore, the high-precision model components on the high-precision model instance A_CS_skin are obtained and bound to this track to set the game model as a high-precision model.
[0060] In one or more embodiments of this application, the method further includes: determining the first and last storyboards configured on the timeline corresponding to the target animation, and determining the first and last storyboards as the animation transition storyboards.
[0061] In practical applications, the first and last storyboards can be used as transitional storyboards between animation sequences. For example, such as... Figure 4 This is a schematic diagram illustrating the animation transitions provided in an embodiment of this application. Figure 4 As you can see, the cutscenes occur within the game scene. Before the cutscene, the game scene shows a certain game segment, and after the cutscene, the subsequent game segment follows. To achieve a better transition between the cutscenes and the game scene, the first and last shots can be set as animation transition shots. Of course, the duration of the animation transition shots can be adjusted based on the user's desired transition effect and the workload of model replacement. Figure 4 The diagram shows a scenario with two intercut animation sequences that make the transition from the game scene to the cutscene, and from the cutscene back to the game scene after the cutscene ends, more natural and smooth, achieving a seamless transition effect.
[0062] To facilitate understanding, the following describes the technical solution for transitioning cutscenes during a duel between a player-controlled game character A and a non-player-controlled game character B within a game scene. Assume that in the first moment, the player controls game character A to unleash a special move, knocking game character B to the ground. When the player triggers special move 'a' in the first moment, a first cutscene is added to the game scene based on this trigger. The first shot of this first cutscene connects with the game scene before the cutscene where game character A uses the special move, and the last shot connects with the game scene after the cutscene where game character B falls to the ground. After game character B is knocked down, it quickly gets up to retaliate. At this moment, in the second moment, the player controls game character A to unleash special move 'b'. Based on the use of special move 'b', a second cutscene corresponding to special move 'b' is further determined. It's easy to understand that the animation content displayed differs for different game stages (e.g., different special moves, fire-based special moves, water-based special moves). It should be noted that the model replacement and related configurations mentioned above are pre-configured and set when creating the animation resource files. During actual gameplay, the target animation will be generated in real time and inserted into the game scene for playback, provided the conditions are met. This approach makes the transition between game scenes and cutscenes more natural, achieving a seamless transition.
[0063] Based on the same idea, this application also provides a transition animation generation device. For example... Figure 5 This is a schematic diagram of a transition animation generation device provided in an embodiment of this application. From... Figure 5 As can be seen, the device includes:
[0064] Module 51 is used to acquire animation resource files containing the original model;
[0065] The determination module 52 is used to determine the game model to be replaced and the target track in the animation resource file, wherein the target track is all tracks bound to the original model, and the time interval of the segment in the target track includes the time interval of the animation transition scene used to connect with the game scene;
[0066] Replacement module 53 is used to replace the original model bound to the target track with the game model to generate target animation in real time during the game.
[0067] Optionally, the determining module 52 is used to determine the model with added marks in the character model and the track with added marks on the timeline; wherein, the animation resource file includes the character model and the timeline; the model with added marks is determined as the original model, and the track with added marks is determined as the target track. The replacement module 53 is further used to replace the original model with the game model based on the marks, hide the original model in the character model, and bind the game model to the target track.
[0068] Optionally, the determining module 52 is further configured to determine the animation virtual camera bound in the animation transition segment and the game virtual camera used in the game scene connected to the animation transition segment, as well as the fade-in and fade-out configuration information configured on the timeline; and to interpolate the first camera position corresponding to the game virtual camera and the second camera position corresponding to the animation virtual camera according to the fade-in and fade-out configuration information, and to use the interpolation result as the setting data of the game camera used to render the game screen.
[0069] Optionally, the determining module 52 is further configured to determine the real-time lighting in the game scene that is connected to the animation transition scene in the target animation;
[0070] Based on the real-time lighting, the model within the camera range corresponding to the animation transition scene is rendered to generate the target animation.
[0071] Optionally, the determining module 52 is further configured to determine the post-processing configuration corresponding to the game scene that connects the animation transition scenes in the target animation;
[0072] The footage captured under the animation transition scenes is post-processed according to the post-processing configuration corresponding to the game scene; or...
[0073] Determine the first post-processing configuration corresponding to the game scene that connects with the animation transition scene in the target animation, and the second post-processing configuration on the timeline that corresponds to the animation transition scene;
[0074] Interpolate the first post-processing configuration and the second post-processing configuration, and then post-process the footage captured under the animation transition scene according to the interpolated post-processing configuration.
[0075] Optionally, the replacement module 53 is also used to obtain the high-precision model component corresponding to the game model;
[0076] The high-precision model component is bound to the target orbit to display the high-precision model in the real-time generated target animation.
[0077] Optionally, the determining module 52 is further configured to determine the first and last storyboards configured on the timeline corresponding to the target animation, and to determine the first and last storyboards as the animation transition storyboards.
[0078] As described in the above embodiments, the process involves obtaining an animation resource file containing the original model; determining the game model to be replaced and the target track within the animation resource file, wherein the target track comprises all tracks bound to the original model, and the time interval of the segments within the target track includes the time interval of the animation transition shots used to connect with the game scene; and replacing the original model bound to the target track with the game model to generate the target animation in real time during gameplay. Through these embodiments, the original model bound to the target track can be replaced. Since the time interval of the segments within the target track includes the time interval of the animation transition shots used to connect with the game scene, it is possible to display the replaced game model in the game scene within the animation transition shots of the cutscene (e.g., the first shot and / or the last shot), reducing the difference in display effect between the game scene and the cutscene, achieving a smooth transition from the game scene to the cutscene and vice versa, and seamless connection between the game scene and the cutscene, thus improving the user's visual experience.
[0079] In one possible design, the above Figure 5 The structure of the transition animation generation device shown can be implemented as an electronic device. For example... Figure 6 To and Figure 5 The schematic diagram of the electronic device corresponding to the transition animation generation device provided in the embodiment shows that the electronic device may include: a processor 61 and a memory 62. The memory 62 stores executable code, which, when executed by the processor 61, enables the processor 61 to implement the transition animation generation method provided in the foregoing embodiment. The electronic device may also include a communication interface 63 for communicating with other devices or communication networks.
[0080] In addition, embodiments of the present invention provide a non-transitory machine-readable storage medium storing executable code. When the executable code is executed by the processor of a wireless router, the processor executes the transition animation generation method provided in the foregoing embodiments.
[0081] The device embodiments described above are merely illustrative. The modules described as separate components may or may not be physically separate. Some or all of the modules can be selected to achieve the purpose of this embodiment according to actual needs. Those skilled in the art can understand and implement this without any creative effort.
[0082] Through the description of the above embodiments, those skilled in the art can clearly understand that each embodiment can be implemented by means of a necessary general-purpose hardware platform, or by a combination of hardware and software. Based on this understanding, the above technical solutions, in essence or in terms of their contribution, can be embodied in the form of a computer product. This invention can take the form of a computer program product implemented on one or more computer-usable storage media (including but not limited to disk storage, CD-ROM, optical storage, etc.) containing computer-usable program code.
[0083] Finally, it should be noted that the above embodiments are only used to illustrate the technical solutions of the present invention, and not to limit them; although the present invention has been described in detail with reference to the foregoing embodiments, those skilled in the art should understand that modifications can still be made to the technical solutions described in the foregoing embodiments, or equivalent substitutions can be made to some of the technical features; and these modifications 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.
Claims
1. A method for generating transition animations, characterized in that, The method includes: Obtain the animation resource file containing the original model, wherein the animation resource file includes the character model and the timeline; Determine the game model to be replaced and the target track in the animation resource file, wherein the target track is all tracks bound to the original model, and the time interval of the segment in the target track includes the time interval of the animation transition shot used to connect with the game scene; Identify the models with added markers in the character models and the tracks with added markers on the timeline; The marked model is identified as the original model, and the marked orbit is identified as the target orbit; The original model is replaced with the game model based on the marker, the original model in the character model is hidden, and the game model is bound to the target track to generate target animation in real time during the game. The method further includes: Determine the animation virtual camera bound in the animation transition storyboard and the game virtual camera used in the game scene that is connected to the animation transition storyboard, as well as the fade-in and fade-out configuration information configured on the timeline; Based on the fade-in / fade-out configuration information, interpolation is performed on the first camera position corresponding to the game virtual camera and the second camera position corresponding to the animation virtual camera, and the interpolation result is used as the setting data for the game camera used to render the game screen. The method further includes: Determine the post-processing configuration corresponding to the game scene that connects the animation transitions and storyboard transitions in the target animation; The footage captured under the animation transition scenes is post-processed according to the post-processing configuration corresponding to the game scene; or... A first post-processing configuration corresponding to the game scene that connects with the animation transition scene in the target animation is determined, and a second post-processing configuration corresponding to the animation transition scene is configured on the timeline; the first post-processing configuration and the second post-processing configuration are interpolated, and the footage captured under the animation transition scene is post-processed according to the interpolated post-processing configuration.
2. The method according to claim 1, characterized in that, The method further includes: Determine the real-time lighting in the game scene that connects with the animation sequence in the target animation; Based on the real-time lighting, the model within the camera range corresponding to the animation transition scene is rendered to generate the target animation.
3. The method according to claim 1, characterized in that, Replacing the original model bound to the target track with the game model includes: Obtain the high-precision model component corresponding to the game model; The high-precision model component is bound to the target orbit to display the high-precision model in the real-time generated target animation.
4. The method according to claim 1, characterized in that, The method further includes: Determine the first and last storyboards configured on the timeline corresponding to the target animation, and designate the first and last storyboards as the animation transition storyboards.
5. A transition animation generation device, characterized in that, The device includes: The acquisition module is used to acquire animation resource files containing the original model, wherein the animation resource files include character models and timelines; The determination module is used to determine the game model to be replaced and the target track in the animation resource file, wherein the target track is all tracks bound to the original model, and the time interval of the segment in the target track includes the time interval of the animation transition shot used to connect with the game scene; The determining module is further configured to determine the model with added marks in the character model and the track with added marks on the timeline; to determine the model with added marks as the original model and to determine the track with added marks as the target track; The replacement module is used to replace the original model with the game model based on the marker, hide the original model in the character model, and bind the game model to the target track to generate target animation in real time during the game. The determining module is further configured to determine a post-processing configuration corresponding to a game scene that connects with the animation transition scene in the target animation; perform post-processing on the footage captured under the animation transition scene according to the post-processing configuration corresponding to the game scene; or, determine a first post-processing configuration corresponding to a game scene that connects with the animation transition scene in the target animation, and a second post-processing configuration configured on the timeline that corresponds to the animation transition scene; interpolate the first post-processing configuration and the second post-processing configuration, and perform post-processing on the footage captured under the animation transition scene according to the interpolated post-processing configuration.
6. An electronic device comprising a processor and a memory, the memory storing at least one instruction, at least one program, code set, or instruction set, the at least one instruction, at least one program, code set, or instruction set being loaded and executed by the processor to implement the method according to any one of claims 1 to 4.
7. A computer-readable medium having stored thereon at least one instruction, at least one program, code set, or instruction set, said at least one instruction, at least one program, code set, or instruction set being loaded and executed by a processor to implement the method according to any one of claims 1 to 4.