Method, device and equipment for generating a cut-scene and readable medium

By replacing and binding animation models in real time within the game, the problem of low efficiency in generating cutscenes for different game characters was solved, achieving efficient animation generation.

CN116407831BActive Publication Date: 2026-06-23SHANGHAI PERFECT WORLD SOFTWARE CO LTD

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
2026-06-23

AI Technical Summary

Technical Problem

In existing technologies, due to the diversity of different game characters and enemy characters, producing cutscenes requires a lot of manpower and resources, resulting in low animation generation efficiency.

Method used

During game operation, the cutscene resource files are retrieved, the original model is replaced with the animation model to be replaced, and it is bound to the target track to generate and play the target animation in real time.

Benefits of technology

It eliminates the need to create separate cutscenes for different types of game characters, improving animation generation efficiency and reducing production costs.

✦ Generated by Eureka AI based on patent content.

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Abstract

The application discloses a method, device and equipment for generating a cutscene and a readable medium. The method comprises: when playing a cutscene is triggered in game running, obtaining a cutscene resource file, wherein the cutscene resource file contains a resource object and a time axis; determining a to-be-replaced animation model, an original model in the resource object, and a target track in the time axis, wherein the target track is a track bound with the original model; replacing the original model contained in the resource object with the to-be-replaced animation model, and binding the to-be-replaced animation model to the target track, so as to generate a target animation in real time in the game process. Through the above embodiment, the to-be-replaced animation model can replace the original model in the cutscene resource file, and the to-be-replaced animation model is bound to the target track, so that the cutscene is generated in real time, and it is no longer necessary to separately produce corresponding cutscenes for different types of to-be-replaced animation models, and the cutscene generation efficiency can be effectively improved.
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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, gamers can choose different game characters according to their preferences and interact with the game based on level or story settings. While controlling their virtual characters, players will perform combat actions against enemy characters. To achieve better visual effects, corresponding cutscenes are generated for these combat actions, allowing players to view more visually appealing animated scenes. However, in practice, because different players may choose different virtual characters, and the enemy characters involved in combat are not entirely the same, animation artists often need to create corresponding cutscenes for various virtual characters and enemy characters. This is resource-intensive and results in low animation generation efficiency. Summary of the Invention

[0004] This invention provides a method, apparatus, device, and readable medium for generating transition animations, in order to improve the efficiency of transition animation generation.

[0005] In a first aspect, embodiments of the present invention provide a method for generating transition animations, the method comprising:

[0006] When a cutscene is triggered during game operation, the cutscene resource file is obtained, wherein the cutscene resource file contains resource objects and a timeline;

[0007] Determine the animation model to be replaced, the original model in the resource object, and the target track in the timeline, wherein the target track is the track bound to the original model;

[0008] The original model contained in the resource object is replaced with the animation model to be replaced, and the animation model to be replaced is bound to the target track to generate the target animation in real time during the game and play 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 the cutscene resource file when the cutscene is triggered during game operation. The cutscene resource file contains resource objects and a timeline.

[0011] The determination module is used to determine the animation model to be replaced, the original model in the resource object, and the target track in the timeline, wherein the target track is a track bound to the original model;

[0012] The generation module is used to replace the original model contained in the resource object with the animation model to be replaced, and bind the animation model to be replaced to the target track, so as to generate the target animation in real time during the game and play 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, when a cutscene is triggered during game execution, a cutscene resource file is obtained. This file contains a resource object and a timeline. A replacement animation model is determined, along with the original model in the resource object and a target track in the timeline. The target track is a track bound to the original model. The original model in the resource object is replaced with the replacement animation model, and the replacement animation model is bound to the target track. This allows for real-time generation of the target animation during game execution and its playback. Through this embodiment, the original model in the cutscene resource file can be replaced by the replacement animation model, and the replacement animation model can be bound to the target track. This enables real-time generation of cutscenes corresponding to game scenes, eliminating the need to create separate cutscenes for different types of replacement animation models and effectively improving cutscene generation efficiency. 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 schematic diagram illustrating the correspondence between the transition animation resource files provided in the embodiments of this application;

[0019] Figure 3 A schematic diagram illustrating the replacement of the original model as an example of an embodiment of this application;

[0020] Figure 4 A schematic diagram illustrating the action resource mapping relationship as exemplified in an embodiment of this application;

[0021] Figure 5 A schematic flowchart illustrating the model scaling method provided in an embodiment of this application;

[0022] Figure 6 A flowchart illustrating the model position adjustment method provided in this application embodiment;

[0023] Figure 7 This is a schematic diagram of the structure of a transition animation generation device provided in an embodiment of this application;

[0024] Figure 8 To and Figure 7 The schematic diagram of the electronic device corresponding to the transition animation generation device provided in the embodiment. Detailed Implementation

[0025] 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.

[0026] 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.

[0027] 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).”

[0028] Furthermore, the timing of the steps in the following method embodiments is merely an example and not a strict limitation.

[0029] 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 will use various powerful skills, the effects of which can be displayed through cutscenes. Generally, a game contains many characters, each with their own unique characteristics; for example, a mouse character and an elephant character may have significantly different body sizes. Currently, creating cutscenes using existing technology requires staff to create corresponding cutscenes for each character. When there are many characters, this requires a significant investment of manpower and resources. Therefore, this application proposes a technical solution that can effectively improve the efficiency of cutscene generation.

[0030] To make it easier to understand, the following examples illustrate the methods for generating transition animations.

[0031] 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:

[0032] 101: When a cutscene is triggered during game operation, the cutscene resource file is obtained, wherein the cutscene resource file contains resource objects and a timeline.

[0033] 102: Determine the animation model to be replaced, the original model in the resource object, and the target track in the timeline, wherein the target track is the track bound to the original model.

[0034] 103: Replace the original model contained in the resource object with the animation model to be replaced, and bind the animation model to be replaced to the target track to generate the target animation in real time during the game, and play the target animation in real time during the game.

[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's target character performs a specific action, a cutscene will be triggered in that game scene.

[0036] The cutscene resource files mentioned here contain resource objects and timelines. The resource objects can contain various original models. When selecting an original model to be replaced by the animation model to be replaced, the corresponding original model from the cutscene resource file that matches the cutscene content is usually selected. If the current cutscene involves multiple original models that need to be replaced, the corresponding original model will be replaced using the corresponding animation model to be replaced. For example, when the player controls game character A in a final battle against an enemy game character B, game character A replaces original model A, and enemy game character B replaces original model B.

[0037] Optionally, in the game scenario, the player controls game character A to engage in a final battle against the opposing game character B. When the player controls game character A to unleash a special move, a cutscene will play. At this time, after the game client receives the player's action of unleashing a special move on game character A, external logic will call the cutscene playback interface, passing in binding information. This binding information includes a keyword and the instance of the game model to be replaced corresponding to that keyword, such as ("player", the instance object of character A). Therefore, upon receiving the incoming binding information, the game engine determines that a tagged model has been added to the resource object. Based on the keyword carried in the tag, it searches for the item corresponding to that keyword in the incoming binding information, i.e., the instance object of character A, and thus replaces the original model with the model of game character A. It's easy to understand that the animation content displayed in different game stages (e.g., different special moves, fire-type special moves, water-type special moves) is different. Even for the same game character A, the corresponding cutscene will be different when using different special moves. In practical applications, to quickly and accurately locate the corresponding cutscenes, a mapping between triggering events, triggering characters, and cutscenes can be established. For example... Figure 2 This is a schematic diagram illustrating the correspondence between transition animation resource files provided in the embodiments of this application. Figure 2 As can be seen, Trigger Character 1, Trigger Character 2, Trigger Event 1, and Trigger Event 2 each correspond to Cutscene Resource File 1 and Cutscene Resource File 2. This indicates that the cutscene resource files can be determined based on a combination of the triggering character and the triggering event. Different triggering characters (i.e., the game characters mentioned earlier) may correspond to the same cutscene resource file.

[0038] After replacing the original model contained in the resource object with the animation model to be replaced, the animation model to be replaced is further bound to the target track of the timeline to generate the target animation in real time, that is, to generate the target transition animation in real time. Figure 3 This is a schematic diagram illustrating the replacement of the original model as an example of an embodiment of this application. From Figure 3 As can be seen, in the resource object, the original model with the keyword "Player" has been replaced by the model to be replaced, i.e., model instance "A". Then, the animation model to be replaced is bound to the corresponding timeline. This results in a cutscene that can be displayed in the game scene. Optionally, the target track is all tracks on the timeline that are bound to the original model.

[0039] Using the above method, cutscenes can be added to the game scene during gameplay based on set conditions. The cutscene resource file contains basic cutscene information, allowing the determination of the corresponding replacement animation model based on the specific game scene. This replacement animation model then replaces the original model in the resource object, enabling real-time display of the cutscene. This cutscene resource file has excellent versatility, eliminating the need to create separate cutscenes for different game characters. While meeting the requirements for cutscene display, it effectively reduces the time and manpower costs of cutscene production, while simultaneously improving production efficiency.

[0040] In one or more embodiments of this application, if the animation model to be replaced is a character model to be replaced, the real-time playback of the modified transition animation includes: receiving a character name tag corresponding to the character model to be replaced; determining an action name tag configured in the character action track corresponding to the original model on the timeline; determining the action resources corresponding to the character name tag and action name tag according to the mapping relationship between the character name tag, action name tag, and action resources; and playing the corresponding action resources in the time interval of the target animation where the action name tag is configured.

[0041] In practical applications, character name tags can be passed in through external logic. This external logic can be understood as the requester that calls the interface to play cutscenes, such as level AI, skill logic, etc.

[0042] For example, in a game, players can switch the character they control. If a cutscene is triggered at this time, ideally, the model the player sees should be the character they are currently controlling. When the level AI that triggers the cutscene calls the cutscene playback interface, it passes in a series of parameters (including the character name tag) and the animation model to be replaced by the player's current character. To locate the motion resources corresponding to each character, a system is established... Figure 4 The mapping relationship shown is as follows: Figure 4 This is a schematic diagram illustrating the action resource mapping relationship as exemplified in an embodiment of this application. From Figure 4 The interface displays a one-to-one mapping relationship: Character Name Tag: Action Name Tag: Action Resource. When creating cutscenes, action name tags are configured in the character's action track on the timeline. When playing a cutscene in the game, the corresponding character name tag is passed in from external logic while binding the animation model to be replaced. During cutscene playback, the corresponding action resource can be located and played based on the character name tag and action name tag.

[0043] It's easy to understand that in transitions where the animation model to be replaced is being replaced, because the original model and the animation model to be replaced have different sizes, the animation model to be replaced needs to be scaled to ensure the effect after replacement. For example... Figure 5 This is a flowchart illustrating the model scaling method provided in an embodiment of this application. Figure 5 The method described herein includes the following steps:

[0044] 501: Determine the model scaling track on the timeline, and determine the currently active scaling segment on the model scaling track based on the current playback time of the target animation;

[0045] 502: If the size of the character model exceeds the size range corresponding to the scaling segment, then the character model is scaled within the time interval of the scaling segment based on the scaling parameters set in the scaling segment.

[0046] In practical applications, the timeline contains various types of tracks, such as a model scaling track, used to scale the volume of the bound model. The model scaling track has multiple scaling segments, each corresponding to a size range. Assume the animation model to be replaced is a character model. The original model in the resource object has its own unique size attribute. Within the currently active scaling segment, if the character model's size exceeds the size range corresponding to that scaling segment, the character model's size (i.e., volume) is scaled. Failure to adjust the character model's volume will affect the display effect. The size range can be obtained based on the size of the baseline model and two scaling ratios. For example, when a player releases a powerful attack and hits a monster, the player's character is usually a humanoid character, which is basically within the height range of an average person. However, the size of monsters varies greatly, from tens of centimeters to tens of meters tall. Therefore, it is necessary to scale the monsters to a certain extent. Specifically, the scaling parameters can be set based on the corresponding scaling segment in the model scaling track to scale the monster's size, thereby achieving the scaling processing of the character model (such as the monster mentioned above) so that the size of the character model is within the size range corresponding to the scaling segment.

[0047] Optionally, the scaled segment is configured with a preset minimum body size and a preset maximum body size. The method further includes: determining the body size range corresponding to the scaled segment based on the preset minimum and maximum body size. Alternatively, the body size range can be obtained based on the body size of a baseline model and two scaling ratios. Specifically, the body size of the baseline model can be multiplied by each of the two scaling ratios to obtain two boundary values ​​for the body size range, which then determine a body size range. For example, the average height of a humanoid character is 1.7 meters, with a lower limit of 1 meter and an upper limit of 3 meters.

[0048] In practical applications, within a set of transition animations, the composition may be adjusted to meet the needs of story expression or scene display. Different shots may showcase the animation content from different perspectives, consequently altering the size of the animation model to be replaced (e.g., a character model) within the transition animation. In other words, within a set of transition animations, the size of the same animation model to be replaced may differ. Therefore, scaling adjustments are necessary based on the specific circumstances. Specifically, scaling parameters are set in multiple scaling segments corresponding to the model scaling track to scale the animation model to be replaced. The model scaling track and scaling segments have a one-to-many relationship, while the scaling segments and scaling parameters have a one-to-one correspondence. This model scaling track is used to scale the bound model's size according to the scaling parameters configured on each scaling segment. For example, in the first scaling segment, a scaling ratio of 10:1 (i.e., the scaling parameters mentioned above) is required; in the second scaling segment, a scaling ratio of 15:1 is required. The animation model to be replaced is scaled according to the scaling ratio configured on the currently active scaling segment. Consequently, the scaled animation to be replaced can be played in the target animation. The above methods enable diverse display of the animation model to be replaced in the target animation.

[0049] It's easy to understand that during the replacement of the animation model, because the original model and the animation model to be replaced have different positional relationships, it's necessary to adjust the position of the animation model to be replaced to ensure the effect after replacement. For example... Figure 6 This is a flowchart illustrating the model position adjustment method provided in an embodiment of this application. Figure 6 The method described herein includes the following steps:

[0050] 601: Determine the model position adjustment track on the timeline, and determine the currently effective position adjustment segment on the model position adjustment track based on the current playback time of the target animation.

[0051] 602: Within the time interval of the position adjustment segment, based on the reference position set in the position adjustment segment, adjust the animation model to be replaced to the reference position according to a specific bone in the animation model to be replaced.

[0052] In practical applications, the timeline also includes model position adjustment tracks. When the animation model to be replaced needs position adjustment, it can be bound to the corresponding model position adjustment track. It's easy to understand that differences in volume, shape, etc., between the animation models to be replaced can cause changes in their positional relationships, leading to problems such as hitting thin air, models' feet dangling, or models passing through the ground. Therefore, position adjustment needs to be performed based on specific bones of the animation model to be replaced, adjusting those specific bones to a reference position. When setting adjustment parameters, it's permissible to add a suitable offset after alignment to achieve better adjustment results.

[0053] In practical applications, the reference position is determined as follows: if the animation model to be replaced has a contact action with the reference character, the contact position between the reference character and the animation model to be replaced is used as the reference position.

[0054] It is easy to understand that in some animation scenes, there may be interactions between different game characters. For example, the original model (e.g., game character A) hits the head of the reference character (e.g., game character B). After replacing the original model with the animation model to be replaced, it is necessary to make further adjustments based on the positional relationship between the animation model to be replaced and the reference character to meet the contact action requirements between the animation model to be replaced and the reference character (that is, to enable the replaced animation model to hit the head of the reference character B).

[0055] In one or more embodiments of this application, the method further includes: determining a target virtual scene when the target animation is played in the game; determining a target ground model corresponding to the target virtual scene based on the correspondence between each virtual scene and a ground model; and dynamically loading the target ground model in the target animation.

[0056] In practical applications, the playback position of a cutscene within the current scene can be specified according to game logic (e.g., the player's current position, a specific empty area, etc.). In some cases, such as for artistic purposes, a cutscene may need to be played over a large open area, and the material of the ground needs to match the current game scene. To address this, the art team creates a series of ground models with different materials and configures the correspondence between each cutscene and these ground models. During the cutscene playback, the corresponding ground model is dynamically loaded in real time. This functionality is implemented as a track on the timeline; by adding segments, it's possible to load the ground model corresponding to the current cutscene or a specific ground model at a specific time and location, thus displaying the ground model in real time through the modified cutscene.

[0057] Based on the same idea, this application also provides a transition animation generation device. For example... Figure 7This is a schematic diagram of a transition animation generation device provided in an embodiment of this application. From... Figure 7 As can be seen, the device includes:

[0058] The acquisition module 71 is used to acquire the cutscene resource file when the cutscene is triggered during game operation, wherein the cutscene resource file contains resource objects and a timeline.

[0059] The determination module 72 is used to determine the animation model to be replaced, the original model in the resource object, and the target track in the timeline, wherein the target track is a track bound to the original model.

[0060] The generation module 73 is used to replace the original model contained in the resource object with the animation model to be replaced, and bind the animation model to be replaced to the target track, so as to generate the target animation in real time during the game and play the target animation in real time during the game.

[0061] Optionally, if the animation model to be replaced is a character model to be replaced, a playback module 74 is also included, used to receive the character name tag corresponding to the character model to be replaced; determine the action name tag configured in the character action track corresponding to the original model on the timeline; determine the action resource corresponding to the character name tag and action name tag according to the mapping relationship between the character name tag and action name tag and action resource, and play the corresponding action resource in the time interval of the target animation where the action name tag is configured.

[0062] Optionally, the determining module 72 is further configured to determine the model scaling track on the time axis, and to determine the currently effective scaling segment on the model scaling track according to the current playback time of the target animation; if the size of the character model exceeds the size range corresponding to the scaling segment, then the character model is scaled within the time interval of the scaling segment based on the scaling parameters set in the scaling segment.

[0063] Optionally, the determining module 72 is further configured to have a preset minimum body size and a preset maximum body size configured in the scaled segment, wherein the method further includes:

[0064] The body size range corresponding to the scaling segment is determined based on the preset minimum body size and the preset maximum body size.

[0065] Optionally, the determining module 72 is further configured to determine the model position adjustment track on the timeline, and to determine the currently effective position adjustment segment on the model position adjustment track based on the current playback time of the target animation;

[0066] Within the time interval of the position adjustment segment, the animation model to be replaced is adjusted to the reference position based on the reference position set in the position adjustment segment and according to a specific bone in the animation model to be replaced.

[0067] Optionally, the determining module 72 is further configured to use the contact position between the reference character and the animation model to be replaced as the reference position if the animation model to be replaced has a contact action with the reference character.

[0068] Optionally, the determining module 72 is further configured to determine the target virtual scene when the target animation is played in the game;

[0069] Based on the correspondence between each virtual scene and the ground model, the target ground model corresponding to the target virtual scene is determined;

[0070] The target ground model is dynamically loaded in the target animation.

[0071] As shown in the above embodiments, when a cutscene is triggered during game execution, a cutscene resource file is obtained, which includes a resource object and a timeline. The animation model to be replaced, the original model in the resource object, and the target track in the timeline are determined, where the target track is a track bound to the original model. The original model in the resource object is replaced with the animation model to be replaced, and the animation model to be replaced is bound to the target track, so as to generate the target animation in real time during game execution and play the target animation in real time. Through the above embodiments, the original model in the cutscene resource file can be replaced by the animation model to be replaced, and the animation model to be replaced can be bound to the target track, realizing the real-time generation of cutscenes corresponding to game scenes. This eliminates the need to create separate cutscenes for different types of animation models to be replaced, effectively improving the efficiency of cutscene generation.

[0072] In one possible design, the above Figure 7 The structure of the transition animation generation device shown can be implemented as an electronic device. For example... Figure 8 As shown, the electronic device may include a processor 81 and a memory 82. The memory 82 stores executable code, which, when executed by the processor 81, enables the processor 81 to implement the transition animation generation method provided in the foregoing embodiments. The electronic device may also include a communication interface 83 for communicating with other devices or communication networks.

[0073] 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.

[0074] 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.

[0075] 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.

[0076] 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: When a cutscene is triggered during game operation, the cutscene resource file is obtained, wherein the cutscene resource file contains resource objects and a timeline; Determine the animation model to be replaced, the original model in the resource object, and the target track in the timeline, wherein the animation model to be replaced is the character model to be replaced, the target track is the track bound to the original model, and the target track includes a model scaling track and a model position adjustment track; The original model contained in the resource object is replaced with the animation model to be replaced, and the animation model to be replaced is bound to the target track. The model scaling track and the model position adjustment track are used to adjust the proportion and specific bone position of the character model to be replaced in real time according to the body shape and interactive actions, so as to generate the target animation in real time during the game. The target animation corresponds to the target virtual scene that plays the target animation. The target ground model corresponding to the target virtual scene is dynamically loaded into the target animation to synchronize the target animation with the target virtual scene, and the target animation is played in real time during the game. During the game's operation, the target animation is played in real time, including: Receive the character name tag corresponding to the character model to be replaced; Determine the action name tags configured in the character action track corresponding to the original model on the timeline; Based on the mapping relationship between the character name tag, action name tag, and action resource, the action resource corresponding to the character name tag and action name tag is determined, and the corresponding action resource is played in the time interval configured with the action name tag in the target animation.

2. The method according to claim 1, characterized in that, The method further includes: Determine the model scaling track on the timeline, and determine the currently active scaling segment on the model scaling track based on the current playback time of the target animation; If the size of the character model exceeds the size range corresponding to the scaling segment, the character model is scaled within the time interval of the scaling segment based on the scaling parameters set in the scaling segment.

3. The method according to claim 2, characterized in that, Also includes: The scaling segment is configured with a preset minimum body size and a preset maximum body size, wherein the method further includes: The body size range corresponding to the scaling segment is determined based on the preset minimum body size and the preset maximum body size.

4. The method according to claim 1, characterized in that, Also includes: Determine the model position adjustment track on the timeline, and determine the currently effective position adjustment segment on the model position adjustment track based on the current playback time of the target animation; Within the time interval of the position adjustment segment, the animation model to be replaced is adjusted to the reference position based on the reference position set in the position adjustment segment and according to a specific bone in the animation model to be replaced.

5. The method according to claim 4, characterized in that, The method for determining the reference position includes: If the animation model to be replaced has a contact action with the reference character, the contact position between the reference character and the animation model to be replaced is used as the reference position.

6. The method according to claim 1, characterized in that, Dynamically loading the target ground model corresponding to the target virtual scene in the target animation includes: Determine the target virtual scene when the target animation is played in the game; Based on the correspondence between each virtual scene and the ground model, the target ground model corresponding to the target virtual scene is determined; The target ground model is dynamically loaded in the target animation.

7. An animation generation device, characterized in that, The device includes: The acquisition module is used to acquire the cutscene resource file when the cutscene is triggered during game operation. The cutscene resource file contains resource objects and a timeline. The determination module is used to determine the animation model to be replaced, the original model in the resource object, and the target track in the timeline, wherein the animation model to be replaced is the character model to be replaced, the target track is the track bound to the original model, and the target track includes a model scaling track and a model position adjustment track; The generation module is used to replace the original model contained in the resource object with the animation model to be replaced, and bind the animation model to be replaced to the target track. The model scaling track and the model position adjustment track are used to adjust the proportion and specific bone positions of the character model to be replaced in real time according to the body shape and interactive actions, so as to generate the target animation in real time during the game. The target animation corresponds to a target virtual scene for playing the target animation. The target ground model corresponding to the target virtual scene is dynamically loaded into the target animation to synchronize the target animation with the target virtual scene, and the target animation is played in real time during the game. Specifically, when the generation module plays the target animation in real time during the game's operation, it is used to: receive the character name tag corresponding to the character model to be replaced; determine the action name tag configured in the character action track corresponding to the original model on the timeline; determine the action resources corresponding to the character name tag and action name tag according to the mapping relationship between the character name tag, action name tag, and action resources, and play the corresponding action resources in the time interval of the target animation where the action name tag is configured.

8. An electronic device, characterized in that, The method includes a processor and a memory, wherein the memory stores 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 6.

9. A computer-readable medium, characterized in that, It stores 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 method according to any one of claims 1 to 6.