Method, device, electronic equipment and storage medium for editing virtual model animation

By inserting a second sequence of frame animations containing multiple model actions into the virtual model animation and configuring the animation parameters, the problem of insufficient interactivity in traditional virtual model animations in metaverse live streaming is solved, achieving higher playback effects and interactivity, and improving the user experience.

CN116528005BActive Publication Date: 2026-03-24GUANGZHOU FANGGUI INFORMATION TECHNOLOGY CO LTD
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Patent Information

Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2023-04-28
Publication Date
2026-03-24

AI Technical Summary

Technical Problem

Traditional virtual model animations lack interactivity and interactivity with users in metaverse live streaming, failing to meet the higher virtual reality requirements of metaverse scenes and making it difficult to adapt to the development of metaverse live streaming technology.

Method used

Insert multiple sequential second-sequence frame animations of model actions into the first sequence frame animation of the virtual model, configure animation parameters, and achieve combined playback of model actions through keyframes and notification messages to enhance interactivity and 3D special effects.

Benefits of technology

It improved the playback effect and interactivity of virtual model animations, increased user retention and daily active users, and enriched the virtual special effects in Metaverse live streaming.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The application relates to the field of network live broadcast, and provides a virtual model animation editing method and device, electronic equipment and a computer readable storage medium; the method comprises the following steps: firstly, a first sequence frame animation corresponding to a virtual model is imported; then, a plurality of second sequence frame animations of model actions connected in series are inserted at a set position in the first sequence frame animation; action events and corresponding animation parameters of each model action for playing the second sequence frame animation are configured; finally, all the sequence frame animations and the animation parameters are used to generate a virtual model animation file, which is used for playing on a player. According to the technical scheme, the association between the virtual model and the plurality of model action sequence frame animations is designed, the virtual model animation and the plurality of model action animation combination playing effects can be formed, the 3D special effect and the interactivity of the virtual model animation playing are improved, and the user's watching retention rate and daily active amount are improved.
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Description

TECHNICAL FIELD

[0001] The present application relates to the technical field of network live broadcast, in particular to a virtual model animation editing method and device, electronic equipment and computer readable storage medium. BACKGROUND

[0002] At present, in the field of live broadcast, virtual animation effects such as virtual gifts, entrance shows and virtual avatars are widely used. In the traditional tool for making animations of virtual models, animations are designed based on a single virtual model, and the performance form and action of the animation are designed.

[0003] With the development of metaverse technology, it is also applied more and more in the field of live broadcast. The virtual live broadcast room space built based on metaverse can display various virtual resources, and the host and the audience can have more immersive live broadcast interaction. When the traditional virtual model animation is played on the client, the designed action is usually played out, and there is a lack of interaction with the user, resulting in insufficient overall play effect and interactivity. It cannot meet the higher virtual reality needs in the metaverse scene, and it is difficult to adapt to the development of metaverse live broadcast technology. SUMMARY

[0004] Therefore, it is necessary to provide a virtual model animation editing method, device, electronic equipment and computer readable storage medium to improve the play effect and interactivity of the virtual model animation.

[0005] In a first aspect, the present application provides a virtual model animation editing method, comprising:

[0006] Importing a virtual model, obtaining a first sequence frame animation of the virtual model;

[0007] Inserting a plurality of second sequence frame animations of model actions connected in series at a set position in the first sequence frame animation;

[0008] Configuring action events of each model action playing the second sequence frame animation, and configuring animation parameters corresponding to playing the second sequence frame animation;

[0009] Generating a virtual model animation file from the first sequence frame animation, the second sequence frame animation and the animation parameters, for playing on a player.

[0010] In one embodiment, inserting a plurality of second sequence frame animations of model actions connected in series at a set position in the first sequence frame animation comprises:

[0011] Obtaining a plurality of second sequence frame animations of model actions;

[0012] Arranging the order of each model action;

[0013] adding a second sequence frame animation of each of the model actions to a set position of the first sequence frame animation according to the arrangement order and concatenating.

[0014] In one embodiment, the action event of configuring each of the model actions to play the second sequence frame animation comprises:

[0015] setting a key frame at a specified position in the second sequence frame animation;

[0016] configuring the key frame to send a notification message of the action event; wherein the key frame parses the notification message, and the player responds to the notification message to parse animation parameters from the key frame and perform corresponding operations.

[0017] In one embodiment, the action event of configuring the key frame to send the notification message comprises:

[0018] configuring the key frame to set a notification message of a jump event between each of the model actions;

[0019] configuring a total playing time of the model actions and a cycle number of each of the second sequence frame animations; wherein all the model actions are forced to stop playing within the total playing time, and each of the model actions is cyclically played within the cycle number.

[0020] In one embodiment, the virtual model animation editing method further comprises:

[0021] importing the virtual model animation file;

[0022] parsing the virtual model animation file to obtain the first sequence frame animation, the second sequence frame animation, and the animation parameters;

[0023] deleting the second sequence frame animation of any model action, modifying the arrangement order of the animation parameter file, adjusting the cycle number of the second sequence frame animation of any model action, or setting a total playing time of the second sequence frame animation.

[0024] In one embodiment, playing the virtual model animation file on the player comprises:

[0025] loading the virtual model animation file, and parsing the animation parameter file to obtain sequence frame animation parameters stored in a list;

[0026] traversing the sequence frame animation of the virtual model animation file to obtain a key frame, and parsing a notification message content corresponding to the key frame;

[0027] The second sequence frame animation is parsed to obtain a model action list, and the sequence frame animation is played according to the order of the model action list and according to the corresponding notification message content of the key frame.

[0028] In one embodiment, the method for editing the virtual model animation further comprises:

[0029] After the second sequence frame animation of the current model action is played, it is determined whether the current model action reaches a preset cycle number, if yes, the second sequence frame animation of the next model action is triggered to be played, otherwise, the current model action is played in a loop until the preset cycle number is reached.

[0030] In a second aspect, the application provides a device for editing a virtual model animation, comprising:

[0031] A first animation obtaining module is configured to import a virtual model and obtain a first sequence frame animation of the virtual model.

[0032] A second animation obtaining module is configured to insert a plurality of second sequence frame animations of model actions in series at a preset position in the first sequence frame animation.

[0033] A model action configuring module is configured to configure action events of playing the second sequence frame animations of the model actions, and configure animation parameters corresponding to the second sequence frame animations.

[0034] An animation file generating module is configured to generate a virtual model animation file by using the first sequence frame animation, the second sequence frame animations and the animation parameters, and play the virtual model animation file on a player.

[0035] In a third aspect, the application provides an electronic device comprising a memory and a processor, wherein the memory stores a computer program, and the processor implements the steps of the method for editing the virtual model animation when executing the computer program.

[0036] In a fourth aspect, the application provides a computer readable storage medium, wherein the computer readable storage medium stores a computer program, and the computer program is executed by a processor to implement the steps of the method for editing the virtual model animation.

[0037] The editing method, device, electronic equipment and computer readable storage medium of the virtual model animation first import the first sequence frame animation corresponding to the virtual model, then insert a plurality of second sequence frame animations of model actions in series at a set position in the first sequence frame animation, configure action events of each model action playing the second sequence frame animation and corresponding animation parameters, and finally generate a virtual model animation file from all the sequence frame animations and animation parameters for playing on a player. The technical solution designs the association between the virtual model and the plurality of model action sequence frame animations, can form a virtual model animation and a variety of model action animation combination playing effect, improves the 3D special effect and interactivity of the virtual model animation playing, and improves the user retention rate and daily active amount. BRIEF DESCRIPTION OF DRAWINGS

[0038] Figure 1 is a structural block diagram of an example metaverse live streaming system;

[0039] Figure 2 is a flowchart of an example editing method of a virtual model animation;

[0040] Figure 3 is a flowchart of an example insertion of a model action;

[0041] Figure 4 is a schematic diagram of an example action jump principle;

[0042] Figure 5 is a flowchart of an example editing of a virtual model;

[0043] Figure 6 is a schematic diagram of an example editor page;

[0044] Figure 7 is a structural schematic diagram of an example editing device of a virtual model animation;

[0045] Figure 8 is an internal structural diagram of an example electronic equipment. DETAILED DESCRIPTION

[0046] In order to make the purposes, technical solutions and advantages of the present application clearer, further detailed descriptions of the present application will be given below in combination with the drawings and examples. It should be understood that the specific examples described herein are only used to explain the present application and do not limit the present application.

[0047] As shown in Figure 1 , Figure 1Fig. 1 is a schematic structural block diagram of an example metaverse live streaming system, which includes a host terminal and a plurality of viewer terminals (e.g., viewer terminal 1, viewer terminal 2, and so on). The host terminal and the plurality of viewer terminals can communicate with a server via the Internet, and the server can provide live streaming related services for the host terminal and the plurality of viewer terminals. The terminals can be, but are not limited to, a smartphone, a tablet computer, a head-mounted virtual reality device, and the like. The server can be implemented by a single server or a server cluster composed of a plurality of servers.

[0048] In the metaverse live streaming scenario, the server can create an independent metaverse scene for the host and the viewers of the live streaming room, and build a virtual space parallel to the real world. The virtual space can be linked and created by using a technology to map and interact with the real world. Various three-dimensional virtual images such as characters and animals can be displayed in the virtual space. The host and the viewers can freely interact with the three-dimensional virtual images in the virtual space. For example, when a user wears a VR device in the metaverse scene, the user's eyes can see three-dimensional visual content, and the user can obtain more rich stereoscopic interaction and 3D special effect rendering effects.

[0049] The users of the live streaming room can complete human-computer interaction through terminals such as a smartphone and a head-mounted virtual reality device (e.g., a VR device), and perform basic control operations such as gesture movement switching, selection, and exit. The terminal can receive and display data such as a live streaming video stream and a virtual gift sent by the server, display information of the metaverse scene, and provide metaverse information for the user. In the metaverse live streaming scenario, the terminal can play a virtual model in a virtual reality live streaming room based on the virtual model animation editing method provided in the present application. The viewers can send a virtual gift request through a head-mounted virtual reality device at the viewer terminal, and the terminal can play the virtual model of the virtual special effect in the virtual reality live streaming room.

[0050] The technical solution of the present application, in the meta universe playing scene, uses the editor to edit the animation of the virtual model, adds a plurality of model action second sequence frame animations in the first sequence frame animation, and sets the animation parameters, so that when playing on the client, the combination effect of multiple action animations and model animations can be realized, further, by setting the key frame and the action event of the notification message, the added model actions can be connected, and when playing, a plurality of 3D special effects can be triggered to cooperate with rendering, and better 3D special effect effect can be created. During the playing process, the anchor or the audience can also execute the corresponding action event through the touch control device, the sensor (such as the handle of the wearable device, the VR device sensor) and the like on the terminal, so as to realize the interaction with the user, enrich the presentation style of the virtual special effect in the meta universe live broadcast and the playing form of the special effect, which is conducive to promoting the interaction between the anchor and the audience in the meta universe live broadcast, improving the user's viewing retention rate and viewing time, and improving the daily active quantity of the live room.

[0051] For the convenience of description of the embodiments, as shown in the accompanying drawings, Figure 2 Figure 2 is a virtual model animation editing method flowchart of an embodiment, which can include the following steps:

[0052] Step S10, importing a virtual model, and obtaining a first sequence frame animation of the virtual model.

[0053] Specifically, the virtual model is imported into the editor, the current virtual model is parsed to obtain the corresponding animation file, and the execution parameters and the like of the virtual model animation are displayed and edited on the editor page.

[0054] In the editor, an editor opens the saved virtual model and configuration data, the editor loads the virtual model and configuration data, then creates the virtual model, and assigns values to the virtual model properties to present in the editor page.

[0055] For the virtual model, taking editing a 3D model as an example, a 3D model can be designed by an art designer and stored in a management system; when editing the animation of the virtual model is needed, an editor selects the 3D model on the editor page, and the editor imports the 3D model into the editor.

[0056] Step S20, inserting a plurality of second sequence frame animations of model actions in series in a set position in the first sequence frame animation.

[0057] In this step, a plurality of action sequence frame animations of model actions in series are inserted in the first sequence frame animation of the current virtual model, so that a plurality of model actions are added to the virtual model, and the model actions can be added according to requirements.

[0058] ​In one embodiment, for the process of step S20, reference is made to Figure 3 as shown in the following, Figure 3 is an example of an insertion model action flow chart, which can include the following steps:

[0059] S201, obtaining a second sequence frame animation of a plurality of model actions; specifically, an editor can select to add a plurality of model actions on an editor page, and the editor parses to obtain a sequence frame animation of each model action.

[0060] S202, arranging an order of each of the model actions; before adding the model actions, each of the model actions is sorted according to a required action combination effect.

[0061] S203, adding the second sequence frame animation of each of the model actions into a set position of the first sequence frame animation according to the arrangement order and performing a series connection setting; after adding the model actions, each of the model actions is connected in series, so that when played, the sequence frame animation of the virtual model is combined and played according to the series connection order.

[0062] Step S30, configuring an action event of playing the second sequence frame animation of each of the model actions, and configuring an animation parameter corresponding to playing the second sequence frame animation.

[0063] In this step, after a plurality of model actions connected in series are added in the virtual model, an action event triggered by the second sequence frame animation when each of the model actions is played is configured, and for the second sequence frame animation of each of the model actions, an animation parameter corresponding to each of the model actions is configured.

[0064] For the animation parameter, it can be a number of times of performing, a performing time, and an action event required to be performed in a performing process, etc.; in the above technical solution, by configuring the action event and the animation parameter of the model action, the sequence frame animation of the virtual model and the sequence frame animation of different model actions can be combined and played, so that a special effect effect presented by a plurality of special effects can be cooperated together.

[0065] In one embodiment, for the process of configuring the action event of playing the second sequence frame animation of each of the model actions in step S30, the following steps can be included:

[0066] S301, setting a key frame at a designated position in the second sequence frame animation; specifically, a key frame can be set in the sequence frame animation of the model action, which is used to record a message content and a related parameter of the action event.

[0067] S302, configure the keyframe to send a notification message for the action event; wherein, the keyframe is parsed and the notification message is sent, and the player responds to the notification message by parsing the animation parameters from the keyframe and performing the corresponding operation.

[0068] As an example, the notification message for the configuration action event in step S302 may include the following:

[0069] ① The keyframe is configured to set a notification message for the jump event between each model action; specifically, the keyframe is used to configure the jump event between model actions, and the notification message is used to jump the model actions.

[0070] For example, refer to Figure 4 As shown, Figure 4 This is an example of an action jump principle diagram. Within a virtual model, sequence frame animations of actions for three models, A, B, and C, are set. By setting keyframes in the sequence frame animation of model A's action, a jump to model B's action is triggered; from model B's action, a jump to model C's action is triggered.

[0071] ② The total playback duration of the model action in the key frame configuration and the number of loops for each second sequence frame animation playback.

[0072] Specifically, the "model action within the total playback duration" refers to the time sequence frame animation being forcibly stopped when the total playback duration is reached. The "loop count" refers to the number of loops that each model action will play repeatedly after execution until the loop count is reached.

[0073] For example, if model A's action loops 5 times, then when the sequence frame animation of model A's action is parsed, it will be played repeatedly 5 times; if the total playback duration is 8 seconds, then a timer will be enabled, and when the timer reaches 8 seconds, the currently running sequence frame animation of the model's action will end, and the playback of the entire virtual model sequence frame animation will stop.

[0074] To match applications in different scenarios, in one embodiment, after configuring the animation parameters, the relevant parameters can also be modified and adjusted through an editor.

[0075] Accordingly, the virtual model animation editing method of this application may further include the following steps:

[0076] a. Import the virtual model animation file; specifically, select the previously edited virtual model animation file in the editor page.

[0077] b. Parse the virtual model animation file to obtain the first sequence frame animation, the second sequence frame animation, and animation parameters; specifically, parse the virtual model animation file through an editor and present all sequence frame animations and animation parameters on the editor page.

[0078] c. Delete the second sequence frame animation of any model action, modify the arrangement order of the animation parameter file, adjust the number of loops for playing the second sequence frame animation of any model action, or set the total playback duration of the second sequence frame animation.

[0079] The technical solution of the above embodiments provides a scheme for editing and modifying animation parameters. Editors can edit the virtual model of the required animation parameters at any time according to their needs, and design the combination and presentation of model actions according to different scenarios, thereby improving the effect of playing animation effects.

[0080] Step S40: Generate a virtual model animation file from the first sequence frame animation, the second sequence frame animation, and the animation parameters for playback on the player.

[0081] In this step, after setting the second sequence frame animation and corresponding animation parameters for each model action in the editor, a virtual model animation file is generated; when the player plays the video, the virtual model animation file is parsed, and then the sequence frame animation is played according to the animation parameters.

[0082] The virtual model animation files generated based on the aforementioned virtual model animation editing method can be played on the client side of Metaverse Live. The client side can combine and play the virtual model animation files through the player and the set action events and animation parameters to obtain more interactive 3D special effects.

[0083] Accordingly, in one embodiment, the method for playing a virtual model animation file on a player may include the following steps:

[0084] (1) Load the virtual model animation file, parse the animation parameter file to obtain the sequence frame animation parameters and store them in a list.

[0085] (2) Traverse the sequence frame animation of the virtual model animation file to extract key frames, and parse the notification message content corresponding to the key frames.

[0086] (3) Parse the second sequence frame animation to obtain the model action list, and play the sequence frame animation according to the order of the model action list and the notification message content corresponding to the key frame.

[0087] Specifically, since keyframes are used to configure the action events triggered during the execution of the virtual model animation file, during playback, the client first parses the animation parameters of the virtual model animation file, and then plays the sequence frame animation and triggers action events in sequence for the entire sequence frame animation. During execution, the client monitors the sequence frame animation being executed by the current animation file in real time. When a keyframe of the corresponding action event is detected, the client parses the relevant parameters of the action event, sends a notification message for the action event, and then executes the corresponding action operation.

[0088] In addition, based on the animation parameters of each model action, the number of loops of the model action is monitored during playback. When multiple loops are required, after the second sequence frame animation of the current model action is played, it is determined whether the current model action has reached the number of loops. If so, the second sequence frame animation of the next model action is triggered to play; otherwise, the current model action is played in a loop until the set number of loops is reached.

[0089] The technical solution of the above embodiment utilizes a player to play all sequence frame animations when the client plays the virtual model animation file. During playback, corresponding notification messages are sent through the action events set by the keyframes to trigger the jump between various model actions. The playback control of the model actions is performed according to the configured number of loops and total playback duration. This can create a combined playback effect of virtual model animation and multiple model action animations, thereby improving the 3D special effects and interactivity of virtual model animation playback.

[0090] To further enhance the interactivity between virtual model animations and users when playing them on the client, pre-configured script files are used during the editing of virtual model animations, enabling interaction with users when playing the virtual model animations on the client's player.

[0091] Accordingly, the technical solution of this embodiment, when editing virtual model animation, may further include:

[0092] Set a transparent sphere with a set radius on the skeletal node of the virtual model, configure the function to respond to touch click events within the set radius through code script, and export the virtual model and code script to form a virtual model animation file.

[0093] For example, in the metaverse scenario, the client executes a code script function that uses transparent spheres on the skeletal nodes of a virtual model to draw corresponding clickable views within a set radius in real time. Users can click on the views, and the code script notifies the player to execute the corresponding click event, such as playing set effects, zooming in, etc.

[0094] The technical solution of the above embodiment improves the playback effect of the virtual model by using a view created by a transparent sphere to receive touch click events during playback.

[0095] In one embodiment, to enhance the special effects of the virtual model during playback, the virtual model can also be configured with state data-based control functions via pre-built code scripts.

[0096] Accordingly, when editing virtual model animations, script control capabilities can be added based on code scripts to incorporate sensor data such as accelerometer, speed, pedometer, orientation sensor, gyroscope, light, and sound. During the playback of virtual model animations in the player, this sensor data can be used to control the playback perspective and special effects of the virtual model.

[0097] To make the technical solution of this application clearer, the application solution of this application is described below.

[0098] refer to Figure 5 , Figure 5 This is a flowchart of the editing process for an example virtual model, as shown in the figure. It mainly includes the following steps:

[0099] In the editor, editors can open the previously saved virtual model and configuration parameters by clicking the open button. After clicking read, the editor obtains the previous editing results, loads the virtual model and configuration parameters, and saves them to the server. Editors then start creating the model, assigning values ​​to the virtual model's attributes, and then displaying it in the editor.

[0100] The editor clicks to create a new virtual model animation, names the animation, and saves it. The editor stores virtual model animations in an animation list, where the latest virtual model animation can be found.

[0101] Editors can click the edit button to edit the sequence frame animation of the virtual model. The editor page allows for setting related functions for the virtual model animation. After editing, the updated configuration is saved to the server. (Reference) Figure 6 As shown, Figure 6 This is a sample editor page illustration, showing the following features:

[0102] Animation Name: The name of the current sequence frame animation;

[0103] Total playback duration: refers to the total playback duration during which all model actions are forcibly stopped; for example, a dragon flies in from one side of the screen and lands, then enters an infinite loop of standby until the total playback duration is reached and it is stopped.

[0104] Trigger message: refers to the notification message that triggers the start of the sequence frame animation.

[0105] Adding model animations: This refers to adding a sequence of frame animations containing model actions to the sequence of frame animations of a virtual model; for example... Figure 5 The model actions 1-N can be pre-configured in the editor as a queue of sequence frame animations for various model actions. Editors can select the sequence frame animation by the model action name presented on the editor page and set its animation parameters such as the number of loops.

[0106] Delete model actions: This refers to deleting certain model action sequence frame animations from the current virtual model's sequence frame animation.

[0107] Action events: These refer to notification messages triggered when a model's action reaches a keyframe. Editors can configure the relevant parameters of the notification messages through the editor page; for example, when the dragon performs a flight action for 2.35 seconds, it can perform a fire-breathing effect action, and 0.33 seconds after the fire-breathing effect action, it can perform a flashing light effect action, etc.

[0108] As illustrated in the virtual model editing scheme above, by setting notification messages in the sequence frame animation, when the client plays the video, upon receiving the corresponding notification message, it iterates through the sequence frame animation list to check if the sequence frame corresponding to the notification message exists. If it does, the keyframe of the sequence frame animation is retrieved, and the animation parameters of the keyframe are parsed. The sequence frame animation is then played according to these parameters. Based on the list of all model actions parsed from the sequence frames, the sequence frame animation is executed starting from the first one in order. When the time reaches the keyframe of an action event, an action event notification message is sent, jumping to the next model action. The sequence frame animations of each model action are independent of each other, and notification information is passed between them through action events to trigger jumps. When an action event is received, if the current model's sequence frame animation has not been completed, the action event is filtered to avoid interference.

[0109] The following example illustrates the application of the virtual model animation editing scheme of this application in the metaverse live streaming scene. The example mainly includes the following steps:

[0110] Step 1: Create a virtual model.

[0111] For example, graphic designers create virtual models and related materials; music creators create the necessary audio resources, and then upload the virtual model's related materials and music resources to the management system.

[0112] Step 2: Use an editor to edit the code scripts for virtual model animation and playback control.

[0113] When editing virtual model animations, the solution in the embodiments of this application can be adopted to add sequence frame animations of model actions and generate virtual model animation files. For playback control code scripts, the control binding is mainly done through code scripts to control model actions and sounds, such as the model actions of virtual human figures, such as walking, standing, raising hands, talking, dancing, etc. Corresponding code scripts are also written for the model's skeletal joints and music materials.

[0114] In addition, touch and script control capabilities can be added to the virtual model through code scripts, including touch and script control capabilities that combine data generated by sensors such as accelerometer, speed, pedometer, orientation sensor, gyroscope, light, and sound. When adding touch capabilities, transparent spheres can be set on the skeletal nodes of the virtual model to trigger click events and execute corresponding control operations.

[0115] Step 3: Download the virtual model animation files and code scripts according to the business scenario.

[0116] For example, in a live video streaming room, business scenarios could include gift effects playback, entrance shows, IM chat interfaces, personal homepage interfaces, and so on.

[0117] During the playback of the virtual model, code scripts can be run to perform touch operations on the virtual model. Since the database stores various virtual models and code scripts, and different code scripts are configured with different control modes, the client selects the virtual model according to its needs and then loads the corresponding code script into the client.

[0118] Step 4: The client calls the player to play the virtual model animation file and uses code scripts to control the playback process.

[0119] On the client side, after downloading the virtual model animation and code script, the code script is bound to the virtual model. The code script defines the touch capabilities of the virtual model, and then calls the player to play the virtual model animation. During the playback, the code script is used to control the display of specific actions, audio playback capabilities, and so on.

[0120] In addition, based on the script's ability to control data from sensors such as accelerometer, speed, pedometer, orientation sensor, gyroscope, light, and sound added to the code script, the system can read this sensor data through a data interface during the playback of virtual model animations. This allows for control over the virtual model's playback perspective and special effects. As a result, users can use the code script to view the rendered virtual model animation from different visual angles and add effects such as sunlight.

[0121] For example, taking character models and role models as examples, character models can be controlled according to code scripts; for example, virtual character models can walk, stand, raise their hands, talk, dance, etc., while role models can jump, fly, stand still, etc.

[0122] The technical solution described above, within the metaverse scenario, addresses the client's need to play virtual model animations by configuring corresponding touch capabilities through code scripts. During client playback, the code scripts control the player's playback of the virtual model animations, providing an interactive control solution for user interaction with the animations. Users can interact with the virtual model animations in real time, enhancing the interactivity of animation editing. Especially when applied to VR devices, it enriches the virtual model's expressive forms, improving its sense of layering, space, and three-dimensionality, resulting in a more vivid presentation during live streams. Particularly in the metaverse live streaming scenario, combined with virtual gifts, entrance shows, and virtual avatar styles, it promotes interaction between the streamer and the audience in metaverse live streams.

[0123] It should be understood that although the steps in the flowcharts of the embodiments described above are shown sequentially according to the arrows, these steps are not necessarily executed in the order indicated by the arrows. Unless explicitly stated herein, there is no strict order restriction on the execution of these steps, and they can be executed in other orders. Moreover, at least some steps in the flowcharts of the embodiments described above may include multiple steps or multiple stages. These steps or stages are not necessarily completed at the same time, but can be executed at different times. The execution order of these steps or stages is not necessarily sequential, but can be performed alternately or in turn with other steps or at least some of the steps or stages of other steps.

[0124] Based on the same inventive concept, this application also provides a virtual model animation editing device for implementing the virtual model animation editing method described above. The solution provided by this device is similar to the implementation described in the above method; therefore, the specific limitations of one or more virtual model animation editing device embodiments provided below can be found in the limitations of the virtual model animation editing method described above, and will not be repeated here.

[0125] In one embodiment, such as Figure 7 As shown, Figure 7 This is a schematic diagram of a virtual model animation editing device according to one embodiment, which may include the following:

[0126] The first animation acquisition module 10 is used to import the virtual model and acquire the first sequence of frame animations of the virtual model.

[0127] The second animation acquisition module 20 is used to insert a second sequence of frame animations containing multiple serial model actions at a set position in the first sequence of frame animations;

[0128] The model action configuration module 30 is used to configure the action events for each of the model actions to play the second sequence frame animation, and to configure the corresponding animation parameters for playing the second sequence frame animation.

[0129] The animation file generation module 40 is used to generate a virtual model animation file from the first sequence frame animation, the second sequence frame animation, and the animation parameters for playback on a player.

[0130] The modules in the aforementioned virtual model animation editing device can be implemented entirely or partially through software, hardware, or a combination thereof. These modules can be embedded in the processor of the electronic device in hardware form or independent of it, or stored in the memory of the electronic device in software form, so that the processor can call and execute the operations corresponding to each module.

[0131] The virtual model animation editing device of this embodiment can execute a virtual model animation editing method provided in the embodiments of this application. The implementation principle is similar. The actions performed by each module in the virtual model animation editing device in each embodiment of this application correspond to the steps in the virtual model animation editing method in each embodiment of this application. For detailed functional descriptions of each module of the virtual model animation editing device, please refer to the descriptions in the corresponding virtual model animation editing methods shown above. They will not be repeated here.

[0132] This application provides an electronic device, which can be a terminal, and its internal structure diagram can be as follows: Figure 8 As shown, the electronic device includes a processor, memory, communication interface, display screen, and input device connected via a system bus. The processor provides computing and control capabilities. The memory includes a non-volatile storage medium and internal memory. The non-volatile storage medium stores the operating system and computer programs. The internal memory provides an environment for the operation of the operating system and computer programs stored in the non-volatile storage medium. The communication interface is used for wired or wireless communication with external devices; wireless communication can be achieved through Wi-Fi, mobile cellular networks, NFC (Near Field Communication), or other technologies. When the computer program is executed by the processor, it implements a method for editing virtual model animations. The display screen can be an LCD screen or an e-ink screen. The input device can be a touch layer covering the display screen, buttons, a trackball, or a touchpad mounted on the device's casing, or an external keyboard, touchpad, or mouse.

[0133] Those skilled in the art will understand that Figure 8 The structure shown is merely a block diagram of a portion of the structure related to the present application and does not constitute a limitation on the electronic device to which the present application is applied. The specific electronic device may include more or fewer components than shown in the figure, or combine certain components, or have different component arrangements.

[0134] This application also provides a computer-readable storage medium having a computer program stored thereon, which, when executed by a processor, implements the steps in the above-described embodiments of the virtual model animation editing methods.

[0135] Those skilled in the art will understand that all or part of the processes in the above embodiments can be implemented by a computer program instructing related hardware. The computer program can be stored in a non-volatile computer-readable storage medium. When executed, the computer program can include the processes of the embodiments described above. Any references to memory, databases, or other media used in the embodiments provided in this application can include at least one of non-volatile and volatile memory. Non-volatile memory can include read-only memory (ROM), magnetic tape, floppy disk, flash memory, optical memory, high-density embedded non-volatile memory, resistive random access memory (ReRAM), magnetic random access memory (MRAM), ferroelectric random access memory (FRAM), phase change memory (PCM), graphene memory, etc. Volatile memory can include random access memory (RAM) or external cache memory, etc. By way of illustration and not limitation, RAM can take many forms, such as Static Random Access Memory (SRAM) or Dynamic Random Access Memory (DRAM). The databases involved in the embodiments provided in this application may include at least one type of relational database and non-relational database. Non-relational databases may include, but are not limited to, blockchain-based distributed databases. The processors involved in the embodiments provided in this application may be general-purpose processors, central processing units, graphics processing units, digital signal processors, programmable logic devices, quantum computing-based data processing logic devices, etc., and are not limited to these.

[0136] It should be noted that the user information (including but not limited to user device information, user personal information, etc.) and data (including but not limited to data used for analysis, data stored, data displayed, etc.) involved in this application are all information and data authorized by the user or fully authorized by all parties.

[0137] The technical features of the above embodiments can be combined in any way. For the sake of brevity, not all possible combinations of the technical features in the above embodiments are described. However, as long as there is no contradiction in the combination of these technical features, they should be considered to be within the scope of this specification.

[0138] The embodiments described above are merely illustrative of several implementation methods of this application, and while the descriptions are specific and detailed, they should not be construed as limiting the scope of this patent application. It should be noted that those skilled in the art can make various modifications and improvements without departing from the concept of this application, and these all fall within the protection scope of this application. Therefore, the protection scope of this application should be determined by the appended claims.

Claims

1. A method for editing virtual model animation, characterized in that, include: Import the virtual model and obtain the first sequence of frame animations of the virtual model; Insert a second sequence of frame animations containing multiple consecutive model actions at a set position in the first sequence of frame animations; Configure action events for each of the model actions to play the second sequence frame animation, and configure corresponding animation parameters for playing the second sequence frame animation; configuring action events for each of the model actions to play the second sequence frame animation includes: setting keyframes at specified positions in the second sequence frame animation; configuring the keyframes to send notification messages for the action events; wherein, parsing the keyframes to send the notification messages, the player responds to the notification messages to parse the animation parameters from the keyframes and executes corresponding operations; The first sequence frame animation, the second sequence frame animation, and the animation parameters are used to generate a virtual model animation file for playback on a player.

2. The method for editing virtual model animation according to claim 1, characterized in that, A second sequence of frame animations, in which multiple concatenated model actions are inserted at predetermined positions within the first sequence of frame animations, includes: Obtain the second sequence of frame animations for multiple model actions; Arrange the actions of each model in sequence; According to the arrangement order, the second sequence frame animations of each of the model actions are added to the set positions of the first sequence frame animations and then connected in series.

3. The method for editing virtual model animation according to claim 1, characterized in that, Configure the keyframe to send a notification message for the action event, including: The keyframe configuration sets a notification message for the jump event between each of the model actions; The keyframes configure the total playback duration of the model actions and the number of loops for each of the second sequence frames; wherein, all model actions are forcibly stopped playing within the total playback duration, and each model action is looped within the number of loops.

4. The method for editing virtual model animation according to claim 3, characterized in that, Also includes: Import the virtual model animation file; The virtual model animation file is parsed to obtain the first sequence frame animation, the second sequence frame animation, and animation parameters; Delete the second sequence frame animation of any model action, modify the arrangement order of the animation parameter file, adjust the number of loops for playing the second sequence frame animation of any model action, or set the total playback duration of the second sequence frame animation.

5. The method for editing virtual model animation according to claim 4, characterized in that, Play virtual model animation files on the player, including: Load the virtual model animation file, parse the animation parameter file to obtain the sequence frame animation parameters and store them in a list; Extract keyframes from the sequence of animation frames of the virtual model animation file, and parse the notification message content corresponding to the keyframes; The second sequence frame animation is parsed to obtain a list of model actions, and the sequence frame animation is played according to the order of the list of model actions and the notification message content corresponding to the keyframe.

6. The method for editing virtual model animation according to claim 5, characterized in that, Also includes: After the second sequence frame animation of the current model action is played, it is determined whether the current model action has reached the number of playback loops. If so, the second sequence frame animation of the next model action is triggered to play. Otherwise, the current model action is played in a loop until the set number of loops is reached.

7. An editing device for virtual model animation, characterized in that, include: The first animation acquisition module is used to import the virtual model and acquire the first sequence of frame animations of the virtual model. The second animation acquisition module is used to insert a second sequence of frame animations containing multiple serial model actions at a set position in the first sequence of frame animations; The model action configuration module is used to configure action events for each of the model actions to play the second sequence frame animation, and to configure the corresponding animation parameters for playing the second sequence frame animation; configuring the action events for each of the model actions to play the second sequence frame animation includes: setting keyframes at specified positions in the second sequence frame animation; configuring the keyframes to send notification messages for the action events; wherein, parsing the keyframes to send the notification messages, the player responds to the notification messages by parsing the animation parameters from the keyframes and performing corresponding operations; An animation file generation module is used to generate a virtual model animation file from the first sequence frame animation, the second sequence frame animation, and animation parameters for playback on a player.

8. An electronic device comprising a memory and a processor, wherein the memory stores a computer program, characterized in that, When the processor executes the computer program, it implements the steps of the virtual model animation editing method according to any one of claims 1 to 6.

9. A computer-readable storage medium having a computer program stored thereon, characterized in that, When the computer program is executed by the processor, it implements the steps of the virtual model animation editing method according to any one of claims 1 to 6.

Citation Information

Patent Citations

  • Method for adjusting animation duration of dynamic picture

    CN104536748A