Game screen display control method, device and electronic equipment
Patent Information
- Application Number
- CN202311113566.0
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2023-08-30
- Publication Date
- 2026-09-29
- Estimated Expiration
- 2043-08-30
AI Technical Summary
[0010]上述一种游戏画面的显示控制方法、装置及电子设备,获取游戏引擎中目标镜头的第一镜头数据;第一镜头数据用于指示目标镜头在游戏引擎对应的虚拟空间中的相机姿态及相机位置;基于游戏引擎对应的虚拟空间的第一空间参数及指定虚拟空间的第二空间参数,生成与第一镜头数据的视角相同的第二镜头数据;响应针对第二镜头数据的调整操作,显示第二镜头数据对应的第一游戏预览画面;第一游戏预览画面用于表征目标镜头基于调整后的第二镜头数据对指定虚拟空间进行拍摄生成的画面效果。该方式可以在3DCG的制作软件中直接显示游戏引擎中的镜头显示效果,用户无需反复执行将三维模型输入至游戏引擎查看其在游戏引擎中的镜头中的显示效果的操作,提高了三维模型的效果处理效率。
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Figure CN117180739B_ABST
Abstract
Description
Technical Field
[0001] This disclosure relates to the field of target virtual model technology, and more specifically, to a method, apparatus, and electronic device for displaying game screens. Background Technology
[0002] In related technologies, 3D virtual models are typically created using 3D computer graphics (3DCG) technology. These virtual model resources are then input into a game engine for real-time rendering, enabling their application in virtual scenes such as animations or games. Virtual cameras are usually set up within these virtual scenes. These virtual cameras generate shots that include the 3D virtual model. 3DCG production software typically includes settings for camera parameters, allowing creators to view the display effects of the 3D virtual model under different parameters. However, the appearance of the 3D virtual model under camera shots often differs between 3DCG and animation production software. Creators need to repeatedly check and adjust camera and motion effects, resulting in wasted time.
[0003] Public content
[0004] In view of this, the purpose of this disclosure is to provide a method, device and electronic device for displaying game screens, so as to improve the efficiency of effect processing of three-dimensional virtual models.
[0005] In a first aspect, embodiments of this disclosure provide a method for controlling the display of a game screen, comprising: acquiring first camera data of a target camera in a game engine; the first camera data being used to indicate the camera posture and camera position of the target camera in a virtual space corresponding to the game engine; generating second camera data with the same perspective as the first camera data based on first spatial parameters of the virtual space corresponding to the game engine and second spatial parameters of a specified virtual space; and displaying a first game preview screen corresponding to the second camera data in response to an adjustment operation on the second camera data; the first game preview screen being used to characterize the image effect generated by the target camera shooting the specified virtual space based on the adjusted second camera data.
[0006] Secondly, embodiments of this disclosure provide a display control device for game screens, comprising: a first camera data acquisition module, configured to acquire first camera data of a target camera in a game engine; the first camera data is used to indicate the camera posture and camera position of the target camera in the virtual space corresponding to the game engine; a second camera data generation module, configured to generate second camera data with the same perspective as the first camera data based on first spatial parameters of the virtual space corresponding to the game engine and second spatial parameters of a specified virtual space; and a screen display module, configured to respond to an adjustment operation on the second camera data and display a first game preview screen corresponding to the second camera data; the first game preview screen is used to characterize the screen effect generated by the target camera shooting the specified virtual space based on the adjusted second camera data.
[0007] Thirdly, this disclosure provides an electronic device, including a processor and a memory, wherein the memory stores machine-executable instructions that can be executed by the processor, and the processor executes the machine-executable instructions to implement the above-described method for displaying and controlling the game screen.
[0008] Fourthly, embodiments of this disclosure provide a machine-readable storage medium storing machine-executable instructions. When the machine-executable instructions are invoked and executed by a processor, the machine-executable instructions cause the processor to implement the aforementioned game screen display control method.
[0009] The embodiments disclosed herein bring the following beneficial effects:
[0010] The aforementioned method, apparatus, and electronic device for displaying game visuals acquire first camera data of a target camera in a game engine. This first camera data indicates the camera posture and position of the target camera in the virtual space corresponding to the game engine. Based on first spatial parameters of the virtual space corresponding to the game engine and second spatial parameters of a specified virtual space, second camera data with the same perspective as the first camera data is generated. In response to an adjustment operation on the second camera data, a first game preview screen corresponding to the second camera data is displayed. The first game preview screen represents the visual effect generated by the target camera capturing the specified virtual space based on the adjusted second camera data. This method allows direct display of the camera display effect in the game engine within 3DCG production software, eliminating the need for users to repeatedly input 3D models into the game engine to view their display effect in the game engine's camera view, thus improving the efficiency of 3D model effect processing.
[0011] Other features and advantages of this disclosure will be set forth in the following description and will be apparent in part from the description or may be learned by practicing the disclosure. The objects and other advantages of this disclosure are realized and obtained through the structures particularly pointed out in the description, claims and drawings.
[0012] To make the above-mentioned objects, features and advantages of this disclosure more apparent and understandable, preferred embodiments are described below in detail with reference to the accompanying drawings. Attached Figure Description
[0013] To more clearly illustrate the technical solutions in the specific embodiments of this disclosure or the prior art, the drawings used in the description of the specific embodiments or the prior art will be briefly introduced below. Obviously, the drawings described below are some embodiments of this disclosure. For those skilled in the art, other drawings can be obtained from these drawings without creative effort.
[0014] Figure 1 A flowchart illustrating a method for controlling the display of a game screen according to an embodiment of this disclosure;
[0015] Figure 2 A schematic diagram showing one perspective provided for an embodiment of this disclosure;
[0016] Figure 3 A flowchart of another method for controlling the display of a game screen provided in an embodiment of this disclosure;
[0017] Figure 4 A schematic diagram of a lens processing interface provided in an embodiment of this disclosure;
[0018] Figure 5 A schematic diagram of another lens processing interface provided in an embodiment of this disclosure;
[0019] Figure 6 A schematic diagram of another lens processing interface provided in an embodiment of this disclosure;
[0020] Figure 7 A schematic diagram of the structure of a game screen display control device provided in an embodiment of this disclosure;
[0021] Figure 8 This is a schematic diagram of the structure of an electronic device provided in an embodiment of this disclosure. Detailed Implementation
[0022] To make the objectives, technical solutions, and advantages of the embodiments of this disclosure clearer, the technical solutions of this disclosure will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of this disclosure, and not all embodiments. Based on the embodiments of this disclosure, all other embodiments obtained by those skilled in the art without creative effort are within the scope of protection of this disclosure.
[0023] 3D computer graphics (3DCG) technology refers to the technique of describing and representing three-dimensional objects using digital methods with the aid of computers. Through 3DCG technology, technicians can create any desired object in virtual space and describe its appearance, characteristics, and even behavior. Many modern industries utilize 3DCG technology, such as games, film and television, architecture, automobiles, and aerospace.
[0024] Game and animation developers typically use 3DCG software to create 3D models and animations suitable for production environments. For example, Maya is a popular 3DCG software, particularly adept at 3D animation and modeling. A typical use case is when a client wants to create a cartoon character playing basketball and dancing for their animated film. In this case, Maya can be used to first model the cartoon character, then create the model's basketball and dancing animations, and finally export the 3DCG assets to animation editing software for post-production compositing.
[0025] 3DCG software can be customized with plugins or scripts to provide extended functionality. Lens data in 3DCG software is typically stored in the metadata folder of a file. This data includes parameters such as camera position, focal length, depth of field, and aperture.
[0026] In game development workflows that include third-person perspectives, exporting camera positions and animations created by animators in 3DCG software to the game engine is a common requirement. When recreating character actions, skills, and weapon effects from 3DCG software within the game engine in third-person game projects, discrepancies often arise due to unit conversions and coordinate axis differences between 3DCG software and the game engine. This leads to differences between the camera effects in 3DCG software and the actual gameplay, resulting in a gap between the designed actions and the final product. When animators discover that their designs don't match the actual gameplay, they need to repeatedly review and adjust the camera and animation effects, wasting time. Furthermore, there are currently no plugins available online that allow previewing the camera effects within the engine during export, making it difficult for players to check if the current camera effects meet their requirements.
[0027] Because game engine camera data generally cannot be directly applied to 3DCG software camera data due to unit conversion and coordinate axis differences, a series of unit conversions and coordinate axis offset adjustments are required. Camera data in the game engine must undergo tedious data conversion steps before it can be used by animators in 3DCG software. Manually converting camera data is very slow. In games, the number of shots that need to be processed is often too large; converting data for each shot before use is extremely costly and consumes a significant amount of artists' time. This work is repetitive, mechanical, and completely unnecessary. Exporting camera footage from 3DCG software to the game engine also has process delays, making modifying and accepting camera effects cumbersome and requiring a lot of time spent waiting.
[0028] Therefore, the current implementation method basically involves animators manually exporting each shot's data through 3DCG software to the game engine to preview whether the shot created in the 3DCG software deviates from the effect in the game engine. If a deviation exists, it is necessary to reverse the process and continue adjusting the shot effect in the 3DCG software, repeating this process until the desired shot effect is achieved.
[0029] Based on this, the present disclosure provides a method, apparatus, and electronic device for controlling the display of game screens. This technology can be applied to the processing of display effects for various three-dimensional models.
[0030] In one possible implementation, embodiments of this disclosure provide a method for controlling the display of a game screen. For example... Figure 1 As shown, the method includes the following steps:
[0031] Step S102: Obtain the first camera data of the target camera in the game engine; the first camera data is used to indicate the camera pose and camera position of the target camera in the virtual space corresponding to the game engine.
[0032] The aforementioned first-camera data typically refers to the lens parameters used by the virtual camera in the game engine or animation software, such as focal length, field of view (FOV), pose and position in virtual space, binding relationship with the character, depth of field, and aperture. This first-camera data can usually be obtained from the log files generated by the corresponding game engine or animation software.
[0033] When a virtual camera uses different first-lens data to photograph a 3D virtual model in the same virtual space, the resulting display effects are usually different. For example, the virtual camera's posture, position in virtual space, and distance from the character being photographed can be represented by the camera position parameter. When using a high camera position, the virtual camera usually needs to be higher than the 3D virtual model being photographed, shooting from above to effectively compress the shooting space and highlight the subject. For a game or animation, some commonly used shooting positions are set, such as close-up, medium shot, and long shot positions. For different virtual cameras, in addition to the shooting position, the image effect is also related to the virtual camera's focal length and field of view. For example, at the same camera position, virtual cameras with different focal lengths will capture different areas, resulting in different images.
[0034] Step S104: Based on the first spatial parameters of the virtual space corresponding to the game engine and the second spatial parameters of the specified virtual space, generate second camera data with the same perspective as the first camera data.
[0035] Different game engines, animation software, and other software use different spatial parameters to describe virtual spaces. These spatial parameters are typically represented by a spatial coordinate system. There are various spatial coordinate systems used to describe virtual spaces, such as the world coordinate system, the parent object coordinate system, and the grid coordinate system. The parameters required to describe the same position or direction in virtual space differ depending on the spatial coordinate system used.
[0036] To control the target camera to use the same perspective in a specified virtual space as in the corresponding virtual space within the game engine, the first camera data needs to be converted based on the conversion relationship between the spatial parameters used in the game engine's virtual space and the spatial parameters used in the specified virtual space, thus generating second camera data. When the target camera uses the second camera data to shoot in the specified virtual space, the perspective used is the same as that corresponding to the first camera data.
[0037] Step S106: In response to the adjustment operation for the second camera data, display the first game preview screen corresponding to the second camera data; the first game preview screen is used to represent the image effect generated by the target camera shooting the specified virtual space based on the adjusted second camera data.
[0038] To capture virtual characters in a virtual space using a target camera and determine their display effect, the aforementioned first-camera data typically includes parameters such as the relative position and direction between the target camera and the virtual character to be captured. After converting the first-camera data into second-camera data, the target camera needs to capture images of the specified virtual space based on this second-camera data. The second-camera data includes parameters such as the relative position and direction between the target camera and the virtual character in the virtual space corresponding to the game engine. At this point, the second-camera data needs to be adjusted to ensure that the target camera and a specific location or virtual character in the specified virtual space have the corresponding relative position and direction.
[0039] By adjusting the second camera data, parameters such as the target camera's position and shooting direction can be determined. The target camera then captures a shot of the specified virtual space based on the adjusted second camera data, generating a corresponding display screen, which is the aforementioned first game preview screen. At this point, the shooting angle of the first game preview screen is the same as the angle corresponding to the first camera data, realizing the application of the game engine's perspective to the display of virtual characters or scenes in 3DCG software.
[0040] The aforementioned method for controlling the display of game visuals involves acquiring first-view data of a target camera in a game engine. This first-view data indicates the camera posture and position of the target camera within the virtual space corresponding to the game engine. Based on first spatial parameters of the virtual space corresponding to the game engine and second spatial parameters of a specified virtual space, second-view data with the same perspective as the first-view data is generated. In response to adjustments to the second-view data, a first game preview screen corresponding to the second-view data is displayed. This first game preview screen represents the visual effect generated by the target camera capturing the specified virtual space based on the adjusted second-view data. This method allows direct display of the camera's display effect within the game engine in 3DCG production software, eliminating the need for users to repeatedly input 3D models into the game engine to view their display effect within the game engine's camera view, thus improving the efficiency of 3D model processing.
[0041] The following embodiment provides a specific implementation method for generating second camera data with the same perspective as the first camera data, based on a first spatial parameter of a virtual space corresponding to a game engine and a second spatial parameter of a specified virtual space.
[0042] In game engines, animation software, and 3CG software, commonly used spatial coordinate systems are typically represented by an origin and mutually perpendicular X, Y, and Z axes. These coordinate systems are usually divided into left-handed and right-handed coordinate systems. The Z-axis in these two coordinate systems has different directions. When the first spatial parameter is represented using the left-handed coordinate system, and the second spatial parameter is represented using the right-handed coordinate system, and the pose parameters of the target camera included in the first camera data are represented using the first spatial parameters of the virtual space corresponding to the game engine, they cannot be directly applied to the specified virtual space. It is necessary to transform the pose parameters in the first camera data based on the parameter transformation relationship between the left-handed and right-handed coordinate systems to obtain transformed pose parameters, and then use these transformed pose parameters as the second camera data. When the target camera is set in the specified virtual space based on the transformed pose parameters, its pose is the same as its pose in the virtual space corresponding to the game engine.
[0043] When the first lens data includes a first viewpoint parameter and a first focal length, the corresponding second lens data also includes a second viewpoint parameter and a second focal length. If the first viewpoint parameter corresponds to a vertical viewpoint, and the second viewpoint parameter corresponds to a horizontal viewpoint, then the first focal length needs to be transformed based on the transformation relationship between the vertical and horizontal viewpoints to obtain the transformed first focal length, and this transformed focal length is then determined as the second focal length. For example... Figure 2 As shown, the relative relationships between the near plane, far plane, horizontal field of view, and vertical field of view represent the relationships between different viewing angles. Because the viewing angles differ, the reference system for the focal length used in calculating the coordinate system is different, thus requiring normalization. Then, based on the camera space corresponding to the lens data of the first virtual camera and the transformed focal length of the target virtual camera, the target camera position corresponding to the target virtual camera is determined.
[0044] The following embodiments provide a specific implementation of displaying a first game preview screen corresponding to the second camera data in response to an adjustment operation on the second camera data.
[0045] The target camera is typically bound to a virtual character in the virtual space; therefore, the second camera data includes the relative position parameters between the target camera and the bound virtual character. Players can bind the target camera to a specific virtual character in a specified virtual space by adjusting actions, specifically by entering the identifier of a virtual character or clicking on the location of that virtual character in the virtual space.
[0046] In response to adjustments to the second camera data, a binding relationship is established between the target camera and a specified virtual character in a specified virtual space. Then, based on the position of the specified virtual character and the relative position parameters between the target camera and the bound virtual character, the position of the target camera in the specified virtual space is determined. For example, if the specified virtual character is located at position A in the specified virtual space, a position B with the same relative position and relative position parameters as position A needs to be determined, and the target camera is moved to position B. Then, the virtual character is photographed using the target camera, generating the first game preview screen.
[0047] Users can adjust the position and posture parameters of the current target camera to make the target camera shoot the bound virtual character and obtain the preset display effect. During this process, the second camera data will change, and the changed second camera data can be called the updated second camera data.
[0048] When the updated second-camera data needs to be applied to the shooting process of a virtual character in the game engine's virtual space, the user can export the second-camera data. In response to the export operation of the updated second-camera data, a third-camera data with the same perspective as the updated second-camera data is generated based on the first spatial parameters of the game engine's virtual space and the second spatial parameters of the specified virtual space. The process of converting the second-camera data based on the first and second spatial parameters can be considered an inverse transformation process compared to the conversion process of the first-camera data described above; the specific implementation process is similar and will not be elaborated here. After the third-camera data is imported into the game engine, the target camera can shoot based on this third-camera data, using the same shooting perspective as the updated second-camera data, thus obtaining the desired image display effect.
[0049] The following embodiments provide a specific implementation method for acquiring first-camera data of a target camera in a game engine.
[0050] To facilitate user operation, a lens processing interface can be displayed on a terminal device, such as a mobile phone, personal computer, or tablet. The game engine can record the working data of the target lens through a log file, and also record the lens identification information corresponding to the lens data. Players can input the camera log file into the corresponding log analysis tool through this lens processing interface. In response to the game engine's input operation of the camera log file, the log analysis tool parses and processes the camera log file to obtain the first lens data of the target lens; and displays the lens identification information corresponding to the lens data in the lens processing interface, such as the lens ID information. This ID information can correspond to the shooting position, shooting event, and shooting content generation, allowing the user to select the lens to be converted.
[0051] When there are multiple first-lens data, the user can trigger one of the identification information. In response to the triggering operation of the first identification information in the lens identification information corresponding to the multiple first-lens data, the lens data corresponding to the first identification information is determined as the target lens data.
[0052] A lens search window can also be displayed in the lens processing interface. Users can enter information about the lens they want to convert in the lens search window. In response to the input operation, the input information is matched with lens identifier information corresponding to multiple first-lens data sets to obtain matching results. Based on the matching results, the target lens data is determined. The specific matching process can be a character-by-character comparison or semantic analysis of the input information, followed by matching the semantic analysis results with the attack map identifier information. The specific method can be set according to requirements and is not limited here. When determining the target lens data, the first-lens data corresponding to the matched lens identifier information can be identified as the target lens data.
[0053] This disclosure also provides another method for controlling the display of game screens. This method... Figure 1 This is implemented based on the method shown. Camera movement is a crucial aspect of game development. Traditional camera movement tools require users to manually adjust parameters and export them to the engine for verification, which is inefficient. Furthermore, different game types and scenes require different parameter settings, making it difficult to efficiently adjust the effects of different shots in batches.
[0054] Therefore, this method aims to provide an automated camera creation tool that automatically converts data from the game engine into current universal data by analyzing camera paths, angles, and parameters in the game scene, thus reproducing the actual camera effects within the game engine in 3DCG software. The tool can load camera data for various types of weapons and skills from a third-person perspective within a game project with a single click in 3DCG software, allowing animators to recreate the visual presentation of the game's perspective as accurately as possible when designing animations. Simultaneously, the tool supports preview images, improving the efficiency and flexibility of camera creation selection and resolving the technical and efficiency issues inherent in traditional camera production and acceptance processes.
[0055] Using Maya as an example, this method can achieve the following functions:
[0056] 1. Saves labor costs by automating the processing of numerous and varied camera data types within the game engine;
[0057] 2. A visual camera operation interface that transforms text data from game camera data documents into visual language data that is more readable.
[0058] 3. Ease of use: Simplify the user's operation steps as much as possible, apply or export with one click, and improve user efficiency;
[0059] 4. Real-time preview: The WYSIWYG camera effects in Maya game engine allow for immediate adjustments to camera effects.
[0060] 5. Feedback to in-game camera effects: Adjust in-game camera data in reverse, and support outputting camera data processed in Maya to the game engine so that new camera effects can be used in the game;
[0061] 6. Supports custom in-game engine camera effects in Maya's preview function, improving the flexibility and efficiency of the camera creation process;
[0062] 7. The technology breaks through the limitations of traditional shot acceptance methods, which require manual and repeated adjustments of shot parameters on both Maya and the game engine, thus improving the efficiency and quality of shot acceptance.
[0063] In practical implementation, scripts can be written based on the above methods to create a tool for recreating game camera shots in Maya. For example... Figure 3 As shown, the method of using this tool includes the following steps:
[0064] Step 1: The tool requires copying the project component files to a specified path to complete the "copy and install" process. Taking Maya as an example, you need to copy them to the Maya document path. Then, in Maya, expand the toolkit menu and click toolkit—Animation—Camera Update Toolkit to generate the necessary components. Figure 4 The main interface of the tool is shown.
[0065] Figure 4 This is a schematic diagram of the interface of an automated processing tool for one-click restoration of game camera footage provided by the present invention in the MAYA software. At the top of the interface is a window-style navigation bar tab, facilitating the expansion of other tools in the future. Minimize, maximize / restore, and close the software buttons are also located on the navigation bar. Below the navigation bar is a menu bar, used to display parameters such as the game camera's field of view (FOV), a camera name search box on the right side of the menu bar, and a camera refresh button on the far right, used to refresh the loaded game camera data.
[0066] The independent window on the right side of the interface displays the specific camera parameters for the currently selected camera, such as camera ID, camera FOV, renaming, camera processing code, camera description, etc. The main part of the interface retrieves camera data from the game project, converts it into Maya's camera language, and then displays various types of cameras in the game through camera windows. Each camera window contains a camera ID and camera name, used for mapping to a specific camera in the game engine and for camera name search. Each camera window has a small, customizable preview window on the left, such as... Figure 5 As shown, you can right-click in the camera window and select "Update Screen" to customize the current Maya camera view as a preview silhouette.
[0067] At the bottom of the interface is the camera data path window, where you can select the log file where the game project engine records camera data, and perform batch processing operations for camera data retrieval and conversion.
[0068] Step 2: Read the log file containing camera data recorded by the game project engine. At the bottom of the main interface, there is a camera data path window. Copy the path where the project stores camera data into the input box of this window to read the camera data (equivalent to the "first camera data" mentioned above). Then, perform batch processing operations for camera data retrieval and conversion to generate second camera data suitable for Maya software. After a short wait for the data to finish reading, the tool will automatically load and display all currently available cameras in the project, listed in a list with their corresponding IDs and camera names. Both the ID and the camera name can be considered camera identification information.
[0069] Step 3: Select the game camera you need. You can also search for the camera name using the search function in the upper right corner of the main interface. Then, right-click in the window of the camera you want to use and select "Update Camera From Engine" (equivalent to the "adjustment operation" mentioned above). This will use the character's center of gravity skeleton b_pedestal as the reference point. If the character's center of gravity skeleton names are different across projects, you will need to specify them separately. This will generate a Maya camera position in the Maya outline view that matches the game's perspective. Then, use Maya's basic camera tools and apply the newly created camera TPS_Camera:TPS_camera1 in the view panel to preview the game camera in Maya. The view panel is as follows: Figure 6 .
[0070] Step 4: Now you can design motion effects in Maya based on the game engine's camera angles. The camera effects exported from the game engine will then match what you see in Maya.
[0071] In addition, if you need to adjust the Maya camera to cover the existing game engine camera, you need to adjust the current camera in Maya to the desired effect, then open the main interface of the tool, select the camera window that needs to be covered, then right-click, and then click Update Camera To Engine to complete the camera modification and cover the original game engine camera as new data (equivalent to the "third camera data" mentioned above) and save it.
[0072] The above method has the following beneficial effects:
[0073] 1. Improved the efficiency and quality of lens production and effect acceptance, reduced the tedious manual lens export and import acceptance work, and avoided the impact of repeated manual acceptance on the lens effect.
[0074] 2. Improved the usability of the tool, supports batch processing of lens conversion data, reduces manual production time and cost, and allows the camera effects of the game engine to be obtained in Maya without manual conversion of lens data;
[0075] 3. Improved tool usability, enabling direct output of Maya-processed camera data to the game engine, making it easier for game developers to use;
[0076] 4. Project versatility: This invention can be used in any game project that uses a third-person perspective, thereby improving efficiency and reducing acceptance costs.
[0077] 5. The tools are easy to operate and learn, increasing the acceptance of the tools by artists and facilitating their cross-departmental and cross-project implementation.
[0078] For the above method embodiments, see Figure 7 The device shown is a display control device for a game screen, the device comprising:
[0079] The first camera data acquisition module 702 is used to acquire the first camera data of the target camera in the game engine; the first camera data is used to indicate the camera posture and camera position of the target camera in the virtual space corresponding to the game engine.
[0080] The second camera data generation module 704 is used to generate second camera data with the same perspective as the first camera data based on the first spatial parameters of the virtual space corresponding to the game engine and the second spatial parameters of the specified virtual space.
[0081] The screen display module 706 is used to respond to the adjustment operation of the second camera data and display the first game preview screen corresponding to the second camera data; the first game preview screen is used to represent the screen effect generated by the target camera shooting the specified virtual space based on the adjusted second camera data.
[0082] The aforementioned game screen display control device acquires first camera data of a target camera in a game engine. This first camera data indicates the camera posture and position of the target camera in the virtual space corresponding to the game engine. Based on first spatial parameters of the virtual space corresponding to the game engine and second spatial parameters of a specified virtual space, it generates second camera data with the same perspective as the first camera data. In response to an adjustment operation on the second camera data, it displays a first game preview screen corresponding to the second camera data. The first game preview screen represents the image effect generated by the target camera shooting the specified virtual space based on the adjusted second camera data. This method allows direct display of the camera display effect in the game engine within 3DCG production software, eliminating the need for users to repeatedly input 3D models into the game engine to view their display effect in the game engine's camera view, thus improving the efficiency of 3D model effect processing.
[0083] The first spatial parameter mentioned above corresponds to the left-handed coordinate system; the second spatial parameter corresponds to the right-handed coordinate system; the first camera data includes the pose parameters of the target camera; the pose parameters are represented by the first spatial parameters of the virtual space corresponding to the game engine; the second camera data generation module is also used to: transform the pose parameters in the first camera data based on the parameter transformation relationship between the left-handed coordinate system and the right-handed coordinate system to obtain the transformed pose parameters; and determine the transformed pose parameters as the second camera data.
[0084] The aforementioned first lens data includes a first viewpoint parameter and a first focal length; the second lens data includes a second viewpoint parameter and a second focal length; the first viewpoint parameter represents the vertical viewpoint; the second viewpoint parameter represents the horizontal viewpoint; the second lens data generation module is also used to: transform the first focal length based on the transformation relationship between the vertical viewpoint and the horizontal viewpoint to obtain the transformed focal length; and determine the transformed focal length as the second focal length.
[0085] The aforementioned second camera data includes the relative position parameters between the target camera and the bound virtual character; the screen display module is also used to: respond to the adjustment operation of the second camera data, establish a binding relationship between the target camera and the specified virtual character in the specified virtual space; determine the position of the target camera in the specified virtual space based on the position of the specified virtual character and the relative position parameters between the target camera and the bound virtual character; and take a picture of the virtual character through the target camera to generate a first game preview screen.
[0086] The aforementioned device displays a lens processing interface via a terminal device; the first lens data also includes lens identification information; the first lens data acquisition module is further used to: parse and process the camera log file in response to the input operation of the game engine's camera log file to obtain the first lens data of the target lens; and display the lens identification information in the lens data on the lens processing interface.
[0087] The aforementioned first lens data includes multiple types; the aforementioned device further includes: a first target data determination module, used to determine the lens data corresponding to the first identification information in the lens identification information corresponding to the multiple first lens data as target lens data in response to a trigger operation.
[0088] The aforementioned lens processing interface also displays a lens search window; the aforementioned device further includes: a matching module, used to respond to an information input operation for the lens search window, and match the input information corresponding to the information input operation with the lens identification information corresponding to multiple first lens data to obtain a matching result; and a second target data determination module, used to determine the target lens data based on the matching result.
[0089] The aforementioned device further includes: a data update module for updating the second camera data based on a preset screen display effect; and a data export module for generating third camera data with the same perspective as the updated second camera data in response to the export operation of the updated second camera data, based on the first spatial parameters of the virtual space corresponding to the game engine and the second spatial parameters of the specified virtual space.
[0090] This embodiment also provides an electronic device, including a processor and a memory. The memory stores machine-executable instructions that can be executed by the processor. The processor executes the machine-executable instructions to implement the above-described game screen display control method, for example:
[0091] Acquire first-view data of the target camera in the game engine; the first-view data is used to indicate the camera posture and position of the target camera in the virtual space corresponding to the game engine; based on the first spatial parameters of the virtual space corresponding to the game engine and the second spatial parameters of the specified virtual space, generate second-view data with the same perspective as the first-view data; respond to the adjustment operation of the second-view data and display the first game preview screen corresponding to the second-view data; the first game preview screen is used to represent the image effect generated by the target camera shooting the specified virtual space based on the adjusted second-view data.
[0092] The above method allows the camera view effect in the game engine to be displayed directly in the 3DCG production software. Users do not need to repeatedly input the 3D model into the game engine to view its display effect in the game engine's camera, thus improving the efficiency of 3D model effect processing.
[0093] Optionally, the first spatial parameter corresponds to the left-handed coordinate system; the second spatial parameter corresponds to the right-handed coordinate system; the first camera data includes the pose parameters of the target camera; the pose parameters are represented by the first spatial parameter of the virtual space corresponding to the game engine; the step of generating second camera data with the same perspective as the first camera data based on the first spatial parameter of the virtual space corresponding to the game engine and the second spatial parameter of the specified virtual space includes: transforming the pose parameters in the first camera data based on the parameter transformation relationship between the left-handed coordinate system and the right-handed coordinate system to obtain the transformed pose parameters; and determining the transformed pose parameters as the second camera data.
[0094] Optionally, the first lens data includes a first viewpoint parameter and a first focal length; the second lens data includes a second viewpoint parameter and a second focal length; the first viewpoint parameter represents the vertical viewpoint; the second viewpoint parameter represents the horizontal viewpoint; the step of generating second lens data with the same viewpoint as the first lens data includes: transforming the first focal length based on the transformation relationship between the vertical viewpoint and the horizontal viewpoint to obtain the transformed focal length; and determining the transformed focal length as the second focal length.
[0095] Optionally, the aforementioned second camera data includes relative position parameters between the target camera and the bound virtual character; the step of displaying the first game preview screen corresponding to the second camera data in response to an adjustment operation on the second camera data includes: in response to an adjustment operation on the second camera data, establishing a binding relationship between the target camera and a specified virtual character in a specified virtual space; determining the position of the target camera in the specified virtual space based on the position of the specified virtual character and the relative position parameters between the target camera and the bound virtual character; and taking a picture of the virtual character through the target camera to generate the first game preview screen.
[0096] Optionally, the above method displays a lens processing interface through a terminal device; the first lens data also includes lens identification information; the step of obtaining the first lens data of the target lens in the game engine includes: in response to the input operation of the camera log file of the game engine, parsing and processing the camera log file to obtain the first lens data of the target lens; and displaying the lens identification information in the lens data in the lens processing interface.
[0097] Optionally, the aforementioned first lens data includes multiple types; the method further includes: in response to a triggering operation on the first identifier information in the lens identifier information corresponding to the multiple first lens data, determining the lens data corresponding to the first identifier information as the target lens data.
[0098] Optionally, the above-mentioned lens processing interface also displays a lens search window; the above method further includes: in response to an information input operation on the lens search window, matching the input information corresponding to the information input operation with the lens identification information corresponding to multiple first lens data to obtain a matching result; and determining the target lens data based on the matching result.
[0099] Optionally, the above method further includes: updating the second camera data based on a preset screen display effect; and in response to the export operation of the updated second camera data, generating third camera data with the same perspective as the updated second camera data based on the first spatial parameters of the virtual space corresponding to the game engine and the second spatial parameters of the specified virtual space.
[0100] See Figure 8 As shown, the electronic device includes a processor 100 and a memory 101. The memory 101 stores machine-executable instructions that can be executed by the processor 100. The processor 100 executes the machine-executable instructions to implement the above-mentioned display control method for the game screen.
[0101] Furthermore, Figure 8 The electronic device shown also includes a bus 102 and a communication interface 103, with the processor 100, the communication interface 103 and the memory 101 connected via the bus 102.
[0102] The memory 101 may include high-speed random access memory (RAM) or non-volatile memory, such as at least one disk storage device. Communication between this system network element and at least one other network element is achieved through at least one communication interface 103 (which can be wired or wireless), such as the Internet, wide area network, local area network, or metropolitan area network. The bus 102 may be an ISA bus, PCI bus, or EISA bus, etc. The bus can be divided into address bus, data bus, control bus, etc. For ease of representation, Figure 8 The symbol is represented by a single double-headed arrow, but this does not mean that there is only one bus or one type of bus.
[0103] The processor 100 may be an integrated circuit chip with signal processing capabilities. In implementation, each step of the above method can be completed by the integrated logic circuitry in the hardware of the processor 100 or by instructions in software form. The processor 100 may be a general-purpose processor, including a Central Processing Unit (CPU), a Network Processor (NP), etc.; it may also be a Digital Signal Processor (DSP), an Application Specific Integrated Circuit (ASIC), a Field-Programmable Gate Array (FPGA), or other programmable logic devices, discrete gate or transistor logic devices, or discrete hardware components. It can implement or execute the methods, steps, and logic block diagrams disclosed in the embodiments of this disclosure. The general-purpose processor may be a microprocessor or any conventional processor. The steps of the methods disclosed in the embodiments of this disclosure can be directly manifested as execution by a hardware decoding processor, or execution by a combination of hardware and software modules in the decoding processor. The software module can reside in a readily available storage medium in the art, such as random access memory, flash memory, read-only memory, programmable read-only memory, electrically erasable programmable memory, or registers. This storage medium is located in memory 101, and the processor 100 reads the information from memory 101 and, in conjunction with its hardware, completes the steps of the method described in the foregoing embodiments.
[0104] This embodiment also provides a machine-readable storage medium storing machine-executable instructions. When the machine-executable instructions are called and executed by the processor, the machine-executable instructions cause the processor to implement the above-described display control method for the game screen.
[0105] This disclosure provides a method, apparatus, and electronic device for controlling the display of a game screen, including a computer-readable storage medium storing program code. The instructions included in the program code can be used to execute the methods described in the preceding method embodiments, for example:
[0106] Acquire first-view data of the target camera in the game engine; the first-view data is used to indicate the camera posture and position of the target camera in the virtual space corresponding to the game engine; based on the first spatial parameters of the virtual space corresponding to the game engine and the second spatial parameters of the specified virtual space, generate second-view data with the same perspective as the first-view data; respond to the adjustment operation of the second-view data and display the first game preview screen corresponding to the second-view data; the first game preview screen is used to represent the image effect generated by the target camera shooting the specified virtual space based on the adjusted second-view data.
[0107] The above method allows the camera view effect in the game engine to be displayed directly in the 3DCG production software. Users do not need to repeatedly input the 3D model into the game engine to view its display effect in the game engine's camera, thus improving the efficiency of 3D model effect processing.
[0108] Optionally, the first spatial parameter corresponds to the left-handed coordinate system; the second spatial parameter corresponds to the right-handed coordinate system; the first camera data includes the pose parameters of the target camera; the pose parameters are represented by the first spatial parameter of the virtual space corresponding to the game engine; the step of generating second camera data with the same perspective as the first camera data based on the first spatial parameter of the virtual space corresponding to the game engine and the second spatial parameter of the specified virtual space includes: transforming the pose parameters in the first camera data based on the parameter transformation relationship between the left-handed coordinate system and the right-handed coordinate system to obtain the transformed pose parameters; and determining the transformed pose parameters as the second camera data.
[0109] Optionally, the first lens data includes a first viewpoint parameter and a first focal length; the second lens data includes a second viewpoint parameter and a second focal length; the first viewpoint parameter represents the vertical viewpoint; the second viewpoint parameter represents the horizontal viewpoint; the step of generating second lens data with the same viewpoint as the first lens data includes: transforming the first focal length based on the transformation relationship between the vertical viewpoint and the horizontal viewpoint to obtain the transformed focal length; and determining the transformed focal length as the second focal length.
[0110] Optionally, the aforementioned second camera data includes relative position parameters between the target camera and the bound virtual character; the step of displaying the first game preview screen corresponding to the second camera data in response to an adjustment operation on the second camera data includes: in response to an adjustment operation on the second camera data, establishing a binding relationship between the target camera and a specified virtual character in a specified virtual space; determining the position of the target camera in the specified virtual space based on the position of the specified virtual character and the relative position parameters between the target camera and the bound virtual character; and taking a picture of the virtual character through the target camera to generate the first game preview screen.
[0111] Optionally, the above method displays a lens processing interface through a terminal device; the first lens data also includes lens identification information; the step of obtaining the first lens data of the target lens in the game engine includes: in response to the input operation of the camera log file of the game engine, parsing and processing the camera log file to obtain the first lens data of the target lens; and displaying the lens identification information in the lens data in the lens processing interface.
[0112] Optionally, the aforementioned first lens data includes multiple types; the method further includes: in response to a triggering operation on the first identifier information in the lens identifier information corresponding to the multiple first lens data, determining the lens data corresponding to the first identifier information as the target lens data.
[0113] Optionally, the above-mentioned lens processing interface also displays a lens search window; the above method further includes: in response to an information input operation on the lens search window, matching the input information corresponding to the information input operation with the lens identification information corresponding to multiple first lens data to obtain a matching result; and determining the target lens data based on the matching result.
[0114] Optionally, the above method further includes: updating the second camera data based on a preset screen display effect; and in response to the export operation of the updated second camera data, generating third camera data with the same perspective as the updated second camera data based on the first spatial parameters of the virtual space corresponding to the game engine and the second spatial parameters of the specified virtual space.
[0115] Those skilled in the art will clearly understand that, for the sake of convenience and brevity, the specific working process of the system and apparatus described above can be referred to the corresponding process in the foregoing method embodiments, and will not be repeated here.
[0116] Furthermore, in the description of the embodiments of this disclosure, unless otherwise expressly specified and limited, the terms "installation," "connection," and "linking" should be interpreted broadly. For example, they can refer to a fixed connection, a detachable connection, or an integral connection; they can refer to a mechanical connection or an electrical connection; they can refer to a direct connection or an indirect connection through an intermediate medium; and they can refer to the internal connection of two components. Those skilled in the art can understand the specific meaning of the above terms in this disclosure based on the specific circumstances.
[0117] If the aforementioned functions are implemented as software functional units and sold or used as independent products, they can be stored in a computer-readable storage medium. Based on this understanding, the technical solutions of this disclosure, in essence, or the parts that contribute to the prior art, or parts of the technical solutions, can be embodied in the form of software products. These computer software products are stored in a storage medium and include several instructions to cause a computer device (which may be a personal computer, server, or network device, etc.) to execute all or part of the steps of the methods described in the various embodiments of this disclosure. The aforementioned storage medium includes various media capable of storing program code, such as USB flash drives, portable hard drives, read-only memory (ROM), random access memory (RAM), magnetic disks, or optical disks.
[0118] In the description of this disclosure, it should be noted that the terms "center," "upper," "lower," "left," "right," "vertical," "horizontal," "inner," and "outer," etc., indicate the orientation or positional relationship based on the orientation or positional relationship shown in the accompanying drawings, and are only for the convenience of describing this disclosure and simplifying the description, and do not indicate or imply that the device or element referred to must have a specific orientation, or be constructed and operated in a specific orientation, and therefore should not be construed as a limitation of this disclosure. Furthermore, the terms "first," "second," and "third" are used for descriptive purposes only and should not be construed as indicating or implying relative importance.
[0119] Finally, it should be noted that the above embodiments are merely specific implementations of this disclosure, used to illustrate the technical solutions of this disclosure, and not to limit it. The protection scope of this disclosure is not limited thereto. Although this disclosure has been described in detail with reference to the foregoing embodiments, those skilled in the art should understand that any person skilled in the art can still modify or easily conceive of changes to the technical solutions described in the foregoing embodiments, or make equivalent substitutions for some of the technical features, within the scope of the technology disclosed in this disclosure. Such modifications, changes, or substitutions do not cause the essence of the corresponding technical solutions to deviate from the spirit and scope of the technical solutions of the embodiments of this disclosure, and should all be covered within the protection scope of this disclosure. Therefore, the protection scope of this disclosure should be determined by the protection scope of the claims.
Claims
1. A method for controlling the display of a game screen, characterized in that, include: Obtain the first-view data of the target camera in the game engine; The first camera data is used to indicate the camera pose and camera position of the target camera in the virtual space corresponding to the game engine; Based on the first spatial parameters of the virtual space corresponding to the game engine and the second spatial parameters of the specified virtual space, second camera data with the same perspective as the first camera data is generated. In response to the adjustment operation on the second camera data, the first game preview screen corresponding to the second camera data is displayed; The first game preview screen is used to represent the image effect generated by the target camera shooting the specified virtual space based on the adjusted second camera data; the first spatial parameter corresponds to the left-handed coordinate system; the second spatial parameter corresponds to the right-handed coordinate system; the first camera data includes the pose parameters of the target camera; the pose parameters are represented by the first spatial parameters of the virtual space corresponding to the game engine; The step of generating second camera data with the same perspective as the first camera data based on the first spatial parameters of the virtual space corresponding to the game engine and the second spatial parameters of the specified virtual space includes: Based on the parameter transformation relationship between the left-handed coordinate system and the right-handed coordinate system, the pose parameters in the first lens data are transformed to obtain the transformed pose parameters. The transformed pose parameters are used as the second camera data; The first lens data includes a first viewpoint parameter and a first focal length; the second lens data includes a second viewpoint parameter and a second focal length; the first viewpoint parameter represents the vertical viewpoint; the second viewpoint parameter represents the horizontal viewpoint; The step of generating second-lens data with the same perspective as the first-lens data includes: Based on the transformation relationship between the vertical viewpoint and the horizontal viewpoint, the first focal length is transformed to obtain the transformed focal length. The transformed focal length is determined as the second focal length.
2. The method according to claim 1, characterized in that, The second camera data includes the relative position parameters between the target camera and the bound virtual character; The step of displaying the first game preview screen corresponding to the second camera data in response to the adjustment operation on the second camera data includes: In response to the adjustment operation on the second camera data, a binding relationship is established between the target camera and the specified virtual character in the specified virtual space; Based on the position of the specified virtual character and the relative position parameters between the target camera and the bound virtual character, the position of the target camera in the specified virtual space is determined; The virtual character is photographed using the target camera to generate a first game preview screen.
3. The method according to claim 1, characterized in that, A camera processing interface is displayed on the terminal device; The first lens data also includes lens identification information; The steps to obtain the first-view data of the target camera in the game engine include: In response to the input operation of the camera log file of the game engine, the camera log file is parsed and processed to obtain the first lens data of the target lens; The lens identification information from the lens data is displayed in the lens processing interface.
4. The method according to claim 3, characterized in that, The first lens data includes multiple components; the method further includes: In response to a triggering operation on the first identifier information in the lens identifier information corresponding to multiple first lens data, the lens data corresponding to the first identifier information is determined as the target lens data.
5. The method according to claim 3, characterized in that, The lens processing interface also displays a lens search window; The method further includes: In response to an information input operation for the lens search window, the input information corresponding to the information input operation is matched with lens identification information corresponding to multiple first lens data to obtain a matching result; Based on the matching results, the target lens data is determined.
6. The method according to claim 1, characterized in that, The method further includes: Update the second lens data based on the preset image display effect; In response to the export operation of the updated second camera data, a third camera data with the same perspective as the updated second camera data is generated based on the first spatial parameters of the virtual space corresponding to the game engine and the second spatial parameters of the specified virtual space.
7. A display control device for game screens, characterized in that, include: The first-camera data acquisition module is used to acquire the first-camera data of the target camera in the game engine. The first camera data is used to indicate the camera pose and camera position of the target camera in the virtual space corresponding to the game engine; The second camera data generation module is used to generate second camera data with the same perspective as the first camera data based on the first spatial parameters of the virtual space corresponding to the game engine and the second spatial parameters of the specified virtual space. The screen display module is used to respond to the adjustment operation for the second camera data and display the first game preview screen corresponding to the second camera data; The first game preview screen is used to represent the image effect generated by the target camera shooting the specified virtual space based on the adjusted second camera data; the first spatial parameter corresponds to the left-handed coordinate system; the second spatial parameter corresponds to the right-handed coordinate system; the first camera data includes the pose parameters of the target camera; the pose parameters are represented by the first spatial parameters of the virtual space corresponding to the game engine; The second lens data generation module is also used for: Based on the parameter transformation relationship between the left-handed coordinate system and the right-handed coordinate system, the pose parameters in the first lens data are transformed to obtain the transformed pose parameters. The transformed pose parameters are determined as the second lens data; the first lens data includes a first viewpoint parameter and a first focal length; the second lens data includes a second viewpoint parameter and a second focal length; the first viewpoint parameter represents the vertical viewpoint; the second viewpoint parameter represents the horizontal viewpoint; Based on the transformation relationship between the vertical viewpoint and the horizontal viewpoint, the first focal length is transformed to obtain the transformed focal length. The transformed focal length is determined as the second focal length.
8. An electronic device, characterized in that, The device includes a processor and a memory, the memory storing machine-executable instructions that can be executed by the processor, the processor executing the machine-executable instructions to implement the game screen display control method according to any one of claims 1-6.
9. A machine-readable storage medium, characterized in that, The machine-readable storage medium stores machine-executable instructions, which, when invoked and executed by a processor, cause the processor to implement the game screen display control method according to any one of claims 1-6.
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