A virtual character action editing method, device and equipment and storage medium

CN117205569BActive Publication Date: 2026-09-15NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202311210827.0
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2023-09-19
Publication Date
2026-09-15
Estimated Expiration
2043-09-19

AI Technical Summary

Technical Problem

[0003]在对NPC组件的动作进行编辑时,通常需要使用特定的软件制作完毕后再导入到游戏,或者在游戏编辑场景中编辑NPC组件的骨骼关键帧来编辑动作,但是无论哪种方式,均需要玩家掌握一定的专业技能,从而使得NPC的动作的编辑门槛较高,进而增加了游戏编辑场景中的动作编辑的难度

Benefits of technology

[0020]In this application, when the game is in the game editing scene, the target video indicated by the video upload command can be uploaded, and action data can be generated based on the first action of the target object in the uploaded target video. Then, the action data is set to correspond to the non-player character component in the game editing scene. At this time, the editing of the action of the non-player character component in the game editing scene is completed. Under the game running command, after entering the game running scene from the game editing scene and generating a non-player character in the game running scene, the non-player character is controlled to execute the second action of the action data corresponding to the above correspondence. In this way, the action in the video can be converted into the action of the non-player character. Since players do not need to master professional skills, the editing threshold of the non-player character's action is lowered, which helps to reduce the difficulty of editing the action of the non-player character component in the game editing scene. It also reduces the manual workload of editing the action of the non-player character component in the game editing scene, which helps to improve the efficiency of game map updates and creation.

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Abstract

The application provides a virtual character action editing method and device, equipment and storage medium, wherein the method comprises: providing a game editing scene of a map editing stage by running a game program, the game editing scene comprising a non-player character component; in response to a video upload instruction, obtaining a target video indicated by the video upload instruction; generating action data according to a first action of a target object in the target video; in response to an action setting operation on the non-player character component, establishing a first correspondence relationship between the action data and the non-player character; in response to a game running instruction, controlling the transition from the game editing scene to a game running scene, generating the non-player character in the game running scene, and controlling the non-player character to perform a second action of the action data corresponding to the first correspondence relationship. Through the above method, the editing threshold of the action of the non-player character can be reduced, thereby facilitating the reduction of the difficulty of action editing of the non-player character component in the game editing scene.
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Description

Technical Field

[0001] This application relates to the field of computer technology, and more specifically, to a method, apparatus, device, and storage medium for editing virtual character actions. Background Technology

[0002] To enhance gameplay, a game editing function has been added. This function allows players to edit game scenes, including the map and the actions of NPC (non-player character) components. Once the NPC actions are edited, the corresponding NPC character will be generated and will execute the actions edited in the game editing scene.

[0003] When editing the actions of NPC components, it is usually necessary to use specific software to create them before importing them into the game, or to edit the skeletal keyframes of the NPC components in the game editing scene to edit the actions. However, regardless of the method, players need to master certain professional skills, which makes the editing threshold of NPC actions relatively high, thereby increasing the difficulty of action editing in the game editing scene. Summary of the Invention

[0004] In view of this, embodiments of this application provide a method, apparatus, device, and storage medium for editing virtual character actions, so as to reduce the difficulty of editing actions of non-player characters in game editing scenarios.

[0005] In a first aspect, embodiments of this application provide a method for editing virtual character actions, the method comprising:

[0006] The game program provides a game editing scene to be edited, which includes a non-player character component. The non-player character component is configured to generate a non-player character located in the game running scene during the game running phase.

[0007] In response to a video upload command, obtain the target video indicated by the video upload command;

[0008] Generate motion data based on the first action of the target object in the target video;

[0009] In response to the action setting operation for the non-player character component, a first correspondence between the action data and the non-player character is established;

[0010] In response to the game running command, the system controls the transition from the game editing scene to the game running scene, generates the non-player character in the game running scene, and controls the non-player character to perform the second action of the action data corresponding to the first correspondence.

[0011] Secondly, embodiments of this application provide a virtual character motion editing device, the device comprising:

[0012] The display unit is used to provide a game editing scene to be edited by running a game program. The game editing scene includes a non-player character component, wherein the non-player character component is configured to generate a non-player character located in the game running scene during the game running phase.

[0013] An upload unit is used to respond to a video upload command and obtain the target video indicated by the video upload command.

[0014] A generation unit is used to generate motion data based on the first action of a target object in the target video;

[0015] A unit is established to respond to an action setting operation for the non-player character component and to establish a first correspondence between the action data and the non-player character.

[0016] The control unit is used to respond to game operation instructions, control the entry from the game editing scene to the game operation scene, generate the non-player character in the game operation scene, and control the non-player character to perform the second action of the action data corresponding to the first correspondence.

[0017] Thirdly, embodiments of this application provide an electronic device, including: a processor, a storage medium, and a bus, wherein the storage medium stores machine-readable instructions executable by the processor, and when the electronic device is running, the processor communicates with the storage medium via the bus, and the processor executes the machine-readable instructions to perform the steps of any of the methods described in the first aspect.

[0018] Fourthly, embodiments of this application provide a computer-readable storage medium storing a computer program, which, when executed by a processor, performs the steps of any of the methods described in the first aspect.

[0019] The technical solutions provided by the embodiments of this application may include the following beneficial effects:

[0020] In this application, when the game is in the game editing scene, the target video indicated by the video upload command can be uploaded, and action data can be generated based on the first action of the target object in the uploaded target video. Then, the action data is set to correspond to the non-player character component in the game editing scene. At this time, the editing of the action of the non-player character component in the game editing scene is completed. Under the game running command, after entering the game running scene from the game editing scene and generating a non-player character in the game running scene, the non-player character is controlled to execute the second action of the action data corresponding to the above correspondence. In this way, the action in the video can be converted into the action of the non-player character. Since players do not need to master professional skills, the editing threshold of the non-player character's action is lowered, which helps to reduce the difficulty of editing the action of the non-player character component in the game editing scene. It also reduces the manual workload of editing the action of the non-player character component in the game editing scene, which helps to improve the efficiency of game map updates and creation.

[0021] To make the above-mentioned objectives, features and advantages of this application more apparent and understandable, preferred embodiments are described below in detail with reference to the accompanying drawings. Attached Figure Description

[0022] To more clearly illustrate the technical solutions of the embodiments of this application, the accompanying drawings used in the embodiments will be briefly introduced below. It should be understood that the following drawings only show some embodiments of this application and should not be regarded as a limitation of the scope. For those skilled in the art, other related drawings can be obtained based on these drawings without creative effort.

[0023] Figure 1 A flowchart illustrating a virtual character motion editing method provided in this application embodiment;

[0024] Figure 2 A flowchart illustrating another virtual character motion editing method provided in this application embodiment;

[0025] Figure 3 A schematic diagram of a skeleton provided for an embodiment of this application;

[0026] Figure 4 A schematic diagram of a graphical user interface provided in an embodiment of this application;

[0027] Figure 5 A flowchart illustrating another virtual character motion editing method provided in this application embodiment;

[0028] Figure 6 A flowchart illustrating another virtual character motion editing method provided in this application embodiment;

[0029] Figure 7 A flowchart illustrating another virtual character motion editing method provided in this application embodiment;

[0030] Figure 8 A schematic diagram illustrating another graphical user interface provided in an embodiment of this application;

[0031] Figure 9 A schematic diagram illustrating another graphical user interface provided in an embodiment of this application;

[0032] Figure 10 A flowchart illustrating another virtual character motion editing method provided in this application embodiment;

[0033] Figure 11 A schematic diagram illustrating another graphical user interface provided in an embodiment of this application;

[0034] Figure 12 A schematic diagram of a virtual character motion editing device provided in this application embodiment;

[0035] Figure 13 This is a schematic diagram of the structure of an electronic device provided in an embodiment of this application. Detailed Implementation

[0036] To make the objectives, technical solutions, and advantages of the embodiments of this application clearer, the technical solutions of the embodiments of this application will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of this application, and not all embodiments. The components of the embodiments of this application described and shown in the accompanying drawings can generally be arranged and designed in various different configurations. Therefore, the following detailed description of the embodiments of this application provided in the accompanying drawings is not intended to limit the scope of the claimed application, but merely represents selected embodiments of this application. All other embodiments obtained by those skilled in the art based on the embodiments of this application without inventive effort are within the scope of protection of this application.

[0037] In this application, the terms "NPC," "NPC character," and "non-player character" are used interchangeably, as are "NPC component," "NPC character component," and "non-player character component." A non-player character refers to a virtual character in a game that provides specific functions or interactions for a player character. A non-player character is a virtual character that is not controlled by a player. A player character is a virtual character that can be controlled by a player. A non-player character can appear at a fixed location in the game's running scene, or appear only after being triggered by a specific event at a fixed location. It can also move in the game's running scene according to a preset path. When a non-player character appears in the game's running scene, it can perform a set action, which can be called a standby action. A standby action refers to the physical actions performed by a non-player character when interacting with a player character, or the physical actions performed by a non-player character when not interacting with a player character. A non-player character can repeatedly execute the set standby actions in the game's running scene.

[0038] In the game execution scene, there is at least one non-player character. At least one player character controlled by the player can enter the game execution scene and perform corresponding virtual actions according to the received game instructions. In the game editing scene, the player can set at least one non-player character component, and the player can edit the position and appearance of the non-player character component. At the same time, the player can also edit the map in the game editing scene. After the player has finished editing the game editing scene, when running the game, the game editing scene can be converted into the game execution scene, and the non-player character component can be converted into a non-player character in the game execution scene.

[0039] To facilitate understanding of how to use the game editing scene, we will use a mobile game as an example.

[0040] When the mobile phone runs the game program, the phone's graphical user interface provides controls for entering the game editing scene. After the player clicks on the control, the phone's graphical user interface will generate game scene information corresponding to the game editing scene. The game scene information includes component information of scene components (including NPC components) in the game editing scene. Scene components are editing components that respond to editing operations among multiple editable components in the editing window. The control transmits the game scene information to the server. The server is configured to communicate with the mobile phone, the mobile phone is configured to obtain game scene information from the server, and the game program generates the corresponding game scene based on the game scene information.

[0041] In practical applications, after entering the game editing scene via a mobile phone, corresponding game scene information can be generated. This game scene information can be saved in a preset location, which can be a map file. This map file can save not only the game scene information but also other map information (including but not limited to screenshots, map names, logs, etc.). After the map file saves the game scene information, it is uploaded to the server. Once the server approves it, the game scene generated from the game scene information can be published to a preset map pool. Other mobile phones connected to the server can then download the corresponding game scene information from the server and generate the corresponding game scene through the game program, and then experience the game in that game scene. This method allows the game scene information in the game editor to be published and experienced by other players, thereby achieving rapid UGC (User Generated Content) functionality.

[0042] In an optional implementation, in the game editing scene, the non-player character component includes a skeleton of multiple parts, such as a head skeleton, a torso skeleton, and limb skeletons. Each part of the skeleton includes multiple bones, that is, the skeleton is composed of multiple bones. Each part of the skeleton in the non-player character component can be edited (including disassembling and installing each part of the skeleton), such as replacing the head skeleton with another head skeleton, or replacing it with another type of skeleton, or removing the head skeleton, etc. The non-player character in the game running scene is generated based on the corresponding non-player character component in the game editing scene. In the game running scene, the non-player character also includes a corresponding skeleton, but this skeleton cannot be edited.

[0043] For ease of understanding, this application will be described in detail through the following embodiments.

[0044] Figure 1 This is a flowchart illustrating a virtual character motion editing method provided in an embodiment of this application, as shown below. Figure 1 As shown, the method includes the following steps:

[0045] Step 101: Provide a game editing scene to be edited by running the game program. The game editing scene includes a non-player character component, wherein the non-player character component is configured to generate a non-player character located in the game running scene during the game running phase.

[0046] Step 102: Respond to the video upload command and obtain the target video indicated by the video upload command.

[0047] Step 103: Generate motion data based on the first action of the target object in the target video.

[0048] Step 104: Respond to the action setting operation for the non-player character component and establish a first correspondence between the action data and the non-player character.

[0049] Step 105: Respond to the game running command, control the entry from the game editing scene to the game running scene, generate the non-player character in the game running scene, and control the non-player character to execute the second action of the action data corresponding to the first correspondence.

[0050] Specifically, after starting the game, players can enter the game editing scene by triggering the controls included in the game. In the game editing scene, players can select a scene map to be edited, and then use the editing components included in the game editing scene to modify the scene map, or directly use the editing components included in the game editing scene to rebuild the scene map. At the same time, players can also select non-player character components in the scene map and set the non-player character components in a specified position on the scene map.

[0051] When a player needs to edit the actions of a non-player character component, they can trigger the video upload control on the interface containing the video upload control. At this time, candidate videos can be displayed on the graphical user interface. These candidate videos include videos already stored on the terminal device or videos provided by the game system. Players can select a target video from the candidate videos to upload. After uploading the target video, the player parses the target video to obtain the first action performed by the target object in the target video. Then, action data is generated based on the obtained first action. Furthermore, in order to make the actions of the non-player character component corresponding to the non-player character have the same action performance as the target object, action data suitable for the non-player character component can be generated based on the first action. Of course, the generated action data can also be the action data of the target object when performing the first action.

[0052] After obtaining the motion data, this set of motion data can be configured for non-player character components, establishing a correspondence between the motion data and the corresponding non-player characters. For example, if a game editing scene includes at least one non-player character component, when uploading the target video, it is not uploaded for any specific non-player character component. After parsing the target video and obtaining the motion data, the graphical user interface displays options for selecting non-player character components. After the player selects a non-player character component, the graphical user interface can also display images of the non-player character corresponding to the selected component performing the actions corresponding to the set of motion data. After viewing, the player can select other non-player character components displayed on the graphical user interface, and the graphical user interface will then display images of the non-player characters corresponding to those other components performing the actions corresponding to the set of motion data. The user interface also displays a confirmation control. When triggered, this control configures the action data to the player's currently selected non-player character component, establishing a mapping between the action data and the corresponding non-player character. Alternatively, the player can select a non-player character component in the game editing scene, upload a target video for that component, and after parsing the video to obtain action data, display an image of the non-player character performing the action data on the selected component. A control confirming the configuration of this action data to the selected component is also displayed. Triggering this control configures the action data to the selected component, establishing a mapping between the action data and the corresponding non-player character. Furthermore, for cases where a target video is uploaded to a player-selected non-player character component, the action data can be configured to other non-player character components in the game editing scene after the player views the image, establishing mappings between these action data and the corresponding non-player characters.

[0053] After establishing the initial mapping, to view the actions of the non-player character corresponding to the non-player character component in the game's running scene, controls for viewing actions or viewing the scene map can be triggered. The game is then run, and the graphical user interface (GUI) transitions from the game editing scene to the running scene. The GUI now displays the scene map, and the non-player character corresponding to the player character component is loaded into the scene map. Simultaneously, the non-player character is controlled to execute the second action corresponding to the action data in the initial mapping. If the player does not modify the scene map further, the UGC map creation is complete. This UGC map can then be applied to the game or published for others to use.

[0054] The above method can convert the actions in the video into actions of non-player characters. Since players do not need to master professional skills, the editing threshold for non-player character actions is lowered, which in turn helps to reduce the difficulty of editing the actions of non-player character components in the game editing scene. At the same time, it also reduces the manual workload of editing the actions of non-player character components in the game editing scene, which in turn helps to improve the efficiency of updating and creating game maps.

[0055] In a feasible implementation plan Figure 2 A flowchart illustrating another virtual character motion editing method provided in this application embodiment is shown below. Figure 2 As shown, step 103 can be achieved through the following steps:

[0056] Step 201: Determine the initial motion data of the first skeleton of the target object based on the first action performed by the target object in the target video.

[0057] Step 202: Generate motion data for the second skeleton of the non-player character component based on the initial motion data.

[0058] Specifically, when the target object performs an action, it is driven by the first skeleton of the target object. Therefore, different actions correspond to different initial action data of the first skeleton. In order for the non-player character to perform the same action as the target object, it is necessary to obtain the initial action data of the first skeleton when the target object performs the first action. Then, the obtained initial action data is used to generate the action data of the second skeleton adapted to the non-player character component, so as to control the skeleton of the non-player character through the action data, thereby driving the non-player character to perform actions.

[0059] In a feasible implementation, during the process of implementing step 103 through steps 201 and 202, step 201 can be implemented in the following way:

[0060] For each target image frame of the target video, based on the first action performed by the target object in the target image frame, the initial motion data of the first skeleton of the target object in the target image frame is determined; wherein, the initial motion data includes: the first relative relationship of a first skeleton group consisting of any two adjacent bones in the first skeleton, the first relative relationship including at least one of the following: the first relative position information and the first relative rotation angle information between the two bones included in the first skeleton group.

[0061] Step 202 can be achieved in the following way:

[0062] Based on the initial motion data of the first skeleton of the target object in the target image frame, the second skeleton is transformed to obtain the motion data of the second skeleton corresponding to the target image frame. The motion data includes: the second relative relationship of the second skeleton group formed by any two adjacent bones in the second skeleton. The second relative relationship includes at least one of the following: the second relative position information and the second relative rotation angle information between two bones in the second skeleton group formed by any two adjacent bones in the second skeleton.

[0063] Specifically, Figure 3 A schematic diagram of a skeleton provided for an embodiment of this application, such as... Figure 3 As shown, the skeleton is composed of bones (the straight lines between two black spheres indicate bones, and the black spheres represent movable joints). Since the lengths of bones at the same position in the skeletons of different objects may be different, the proportions of the two bones at the same position in the skeletons of different objects will be different. In order to transfer the target object's actions to non-player characters and enable non-player characters to perform the same actions as the target object, it is necessary to determine the first relative relationship of the first bone group consisting of any two adjacent bones in the first skeleton when the target object performs a certain action. The first relative relationship includes at least one of the following: the first relative position information and the first relative rotation angle information between the two bones included in the first bone group. Then, based on the first object relationship obtained above, the second skeleton is transformed (e.g., a redirection calculation is performed) to obtain the second correspondence between the two bones included in the second bone group corresponding to each first bone group in the second skeleton, thereby enabling non-player characters to perform the action.

[0064] Because the redirection uses relative position information and / or rotation angle information between adjacent bones, objects with different bone proportions can perform the same actions.

[0065] Furthermore, in order to reduce the parsing time of the target video, it is necessary to acquire the target image frames in the target video, and then redirect the actions in each target image frame to the second skeleton so that non-player characters can perform the actions of the target object in that target image frame.

[0066] For example, the target video includes a first target image frame, a second target image frame, and a third target image frame. Taking the first target image frame as an example, based on the first action displayed by the target object in the first target image frame, the initial motion data of the first skeleton of the target object in the first target image frame is determined. Figure 3For example, the first and second bones are two adjacent bones, and the first and second bones can form a first bone group. Similarly, the second and third bones are two adjacent bones, and the second and third bones can also form a first bone group. (This is repeated in the original text.) Figure 3 After determining the first relative positional relationship between all adjacent bones, the initial motion data of the first skeleton corresponding to the target object when the target object displays the first action in the first target image frame can be obtained. Taking the first skeleton and the second skeleton as a first skeleton group as an example, after determining the first relative position information and the second relative rotation angle information between the first skeleton and the second skeleton, the second skeleton of the non-player character component is redirected according to the initial motion data of the first skeleton of the target object in the first target image frame. That is, according to the first relative positional relationship between the first skeleton and the second skeleton, the two bones in the second skeleton that are in the same position as the first skeleton and the second skeleton are redirected to obtain the second relative positional relationship between the two bones. After obtaining the second relative positional relationship between all adjacent bones in the second skeleton, the motion data of the second skeleton corresponding to the first target image frame is obtained.

[0067] Using the above method, the motion data corresponding to the second skeleton and each target image frame can be determined. Through the motion data corresponding to each target image frame, the second relative relationship between the two bones in each second bone group of the second skeleton corresponding to the target image frame can be determined. The second relative relationship between the two bones in each second bone group of the second skeleton corresponding to a certain target image frame is combined in the form of data groups. That is, the non-player character's motion corresponding to the target image frame can be obtained through the data group corresponding to a certain target image frame.

[0068] After obtaining the motion data of the second skeleton corresponding to each target image frame, in order for the non-player character to perform the same actions as the target object, the non-player character needs to perform actions in the order in which the target object performs actions. Since the motion data is obtained based on the target image frames, when performing actions corresponding to each target image frame, it is also necessary to perform them in the order of the target image frames.

[0069] In a feasible implementation, after obtaining the motion data of the second skeleton corresponding to each target image frame, when executing the step of controlling the non-player character to perform the second action corresponding to the motion data of the first correspondence, it can be first determined that the non-player character is associated with the first correspondence; then, the motion data corresponding to the map file is obtained according to the first correspondence, wherein the map file is a file generated according to the game editing scene in the map editing stage, and the map file is configured to provide the game running scene in the game running stage; finally, the non-player character is controlled to perform the second action according to the motion data.

[0070] In one feasible implementation, before performing the step of determining the initial motion data of the first skeleton of the target object in the target image frame based on the first action performed by the target object in the target image frame, the target image frame needs to be acquired from the target video according to the acquisition method indicated by the target generation precision; wherein, the target generation precision is obtained according to the generation precision indicated by the generation precision control included in the interface for setting the generation precision, the generation precision control being used to set the number of target image frames acquired or the acquisition interval of the target image frames.

[0071] Specifically, before parsing the target image frames to obtain the initial motion data of the first skeleton, it is necessary to set the generation precision so that the image frames in the target video can be extracted according to the generation precision to obtain the target image frames. The generation precision can be used to set the number of target image frames to be captured, and then the capture position of the target image frames in the target video can be determined according to the number of captures. Alternatively, the generation precision can be used to set the capture interval of the image frames, and then the images can be captured from the target video in sequence according to the capture interval to obtain the target image frames. For terminals with lower performance, players can reduce the generation precision so that terminals with different performance can quickly complete the motion porting.

[0072] Figure 4 This is a schematic diagram of a graphical user interface provided in an embodiment of this application. After entering an interface containing a game editing scene, the interface includes controls for generating actions. Clicking on the control leads to... Figure 4 The graphical user interface shown is as follows: Figure 4 As shown, the graphical user interface includes an add video control. After clicking the control, the target video can be selected and uploaded. The graphical user interface also includes a generation precision control, which allows adjustment of the generation precision value. Different generation precision values ​​correspond to different generation precisions, and the uploaded target video obtains target image frames according to the set generation precision.

[0073] In one feasible implementation, after obtaining the target image frame, the target image frame is parsed. For target image frames that do not include the target object, preset action data of preset actions is obtained, so as to use the preset action data as the initial action data corresponding to the target image frame that does not include the target object.

[0074] Specifically, when acquiring target image frames from the target video according to the set generation precision, the obtained target image frames may not include the target object. This can lead to disjointed actions when non-player characters perform actions. To avoid this, for target image frames that do not include the target object, the motion data of a preset action is used as the initial motion data for that target image frame. For example, if the obtained target image frames include: target image frame 1, target image frame 2, and target image frame 3, after parsing the above target image frames, if it is determined that target image frame 1 does not include the target object, the preset motion data of the preset action can be used as the initial motion data for target image frame 1. Then, this preset motion data is redirected to the second skeleton so that when the non-player character performs the action corresponding to target image frame 1, the preset action corresponding to that preset action number is executed.

[0075] Of course, preset actions can also be selected based on the number of consecutive target image frames that do not contain the target object. For example, a correspondence between the number and preset actions can be set. After determining the number of target image frames that do not contain the target object, the corresponding preset action can be selected based on this correspondence. On this basis, preset actions can also be used to replace only target image frames that do not contain the target object and are at the front or back of the list.

[0076] In one feasible implementation, at least one of the first bone groups included in the first skeleton and the second bone groups included in the second skeleton has a different length ratio between the two bones in the corresponding bone groups.

[0077] Specifically, the technical solution of this application can transplant the movements of skeletons with different bone length ratios, and can enable two virtual characters to perform the same movements.

[0078] In a feasible implementation plan Figure 5 A flowchart illustrating another virtual character motion editing method provided in this application embodiment is shown below. Figure 5 As shown, before performing step 103, the method further includes the following steps:

[0079] Step 501: Determine whether the target video meets preset requirements; wherein the preset requirements include at least one of the following conditions: whether the target video includes the target object, whether the clarity of the target object is higher than a preset clarity, whether the contrast between the target object and the background in the target video exceeds a preset contrast threshold, and whether the proportion of image frames containing the target object in the target video exceeds a preset proportion.

[0080] Step 502: When the target video meets the preset requirements, the step of generating motion data based on the first action of the target object in the target video is executed.

[0081] Specifically, to avoid failing to obtain the actions displayed by the target object in the target video, after uploading the target video, it is necessary to determine whether the target video meets the preset requirements. Only after confirming that the requirements are met will the step of generating action data based on the first action of the target object be executed. If the requirements are not met, a prompt message will be sent to the player so that the player can change the uploaded target video.

[0082] like Figure 4 As shown, before uploading the target video by adding a video control and generating motion data based on the first action of the target object in the target video, the target video is judged to meet the above-mentioned preset requirements. Specifically, if the clarity of the target object is lower than the preset clarity, motion recognition cannot be completed. If the contrast between the target object and the background in the target video is lower than the preset contrast threshold, the target object cannot be identified, which will also lead to the failure to complete motion recognition. If the proportion of image frames containing the target object in the target video is lower than the preset proportion, it indicates that the action of the target object is not coherent, which will lead to the non-player character also experiencing discontinuity when performing actions after motion transplantation.

[0083] In a feasible implementation plan Figure 6 This is a flowchart illustrating another virtual character action editing method provided in an embodiment of this application. Step 102 can be implemented through the following steps:

[0084] Step 601: In response to the video upload command, determine whether the playback duration of the target video indicated by the video upload command is less than or equal to the preset playback duration.

[0085] Step 602: If the playback duration of the target video is less than or equal to the preset playback duration, then obtain the target video.

[0086] Specifically, in order to enable low-performance devices to quickly complete motion porting, it is necessary to determine whether the playback duration of the uploaded target video exceeds the preset playback duration. If it does not exceed the preset playback duration, the motion porting process will begin. If it exceeds the preset playback duration, it may take a long time to resolve for low-performance devices, or it may even cause the device to crash. Therefore, for target videos that exceed the preset playback duration, a prompt message will be sent to remind the player to change the target video.

[0087] like Figure 4As shown, after clicking the "Add Video" control, the player enters an interface containing videos to be added. The player can select the target video to upload by clicking on it. When the player clicks on a video, the playback duration of the video can be judged. If it does not meet the requirements, a message indicating that it does not meet the requirements will be displayed. Alternatively, after the player clicks on the video, the playback duration of the video can be judged when uploading it through the "Confirm Upload" control. If it does not meet the requirements, a message indicating that it does not meet the requirements will be displayed.

[0088] In a feasible implementation plan Figure 7 This is a flowchart illustrating another virtual character action editing method provided in this application embodiment. The game editing scene also includes a designated non-player character component, such as... Figure 7 As shown, the method also includes the following steps:

[0089] Step 701: Store the action data to obtain the action options to be used.

[0090] Step 702: In response to the selection of the target action option, establish a second correspondence between the action data and the specified non-player character corresponding to the specified non-player character component.

[0091] Step 703: Respond to the game running command, control the entry from the game editing scene to the game running scene, generate the designated non-player character in the game running scene, and control the designated non-player character to execute the third action of the action data corresponding to the second correspondence.

[0092] Specifically, after obtaining the action data in step 103, the action data can be saved to obtain action options to be used. When a player uploads multiple target videos, multiple action options to be used can be obtained. At this time, the player can configure actions for a specified non-player character component. That is, the player can select a target action from the multiple action options to configure for a specified non-player character component, so that the specified non-player character component can perform the corresponding action in the game scene. In this way, the player can store the desired actions in advance and then configure them for the appropriate non-player character, which helps to improve the player's freedom when creating UGC maps.

[0093] Figure 8 A schematic diagram of another graphical user interface provided in the embodiments of this application, such as... Figure 8As shown, after obtaining the action data, a save interface is displayed on the graphical user interface. This save interface includes an input box for naming the action data, where players can customize the name of the action data. The save interface also includes a playback area and a playback control. The playback area displays a preset image of a non-player character. After the player clicks the playback control, the playback area displays the preset non-player character performing the action corresponding to the currently named action data. While the preset non-player character is performing the action corresponding to the currently named action data, the player can also replace the currently displayed image in the playback area with an image corresponding to another action. The save interface also includes a confirmation save control. After the player clicks this control, the content set in the save interface is saved, thus obtaining the action options to be used.

[0094] Figure 9 A schematic diagram of another graphical user interface provided in the embodiments of this application, such as... Figure 9 As shown, after clicking "Confirm to Save Control", the following result is obtained: Figure 9 The interface shown includes a delete control, which allows users to remove the corresponding action option. Figure 9 The interface shown also includes a playback area and playback controls. After the player selects an action option to use, in... Figure 9 The image corresponding to the action option to be used is displayed in the playback area of ​​the interface shown. After the player clicks the play control, the action corresponding to the action option to be used is played in the playback area by a preset non-player character.

[0095] In the game editing scene, after the player selects the specified non-player character component, they can click the editing control to bring up the editing interface. The editing interface includes an action selection control. Through the action selection control, the player can select one of multiple saved action options as the target action option. Then, a second correspondence is established between the action data corresponding to the target action option and the specified non-player character corresponding to the specified non-player character component, so that the specified non-player character can perform the corresponding action in the game running scene.

[0096] In one feasible implementation, when a non-player character performs a second action in the game's running scene, the non-player character can repeatedly perform the second action so that the non-player character can interact with the player at any time.

[0097] In one feasible implementation, when controlling the non-player character to perform the second action, two adjacent actions are smoothed out by interpolation.

[0098] Specifically, when a non-player character performs a second action, if the span between two adjacent second actions is too large, the non-player character's actions will look very unnatural. In order to make the non-player character's actions simulate natural actions, multiple intermediate actions can be inserted between two second actions to smooth out the two adjacent actions, thereby enabling the non-player character's actions to simulate natural actions and improve the game's display effect.

[0099] In one feasible implementation, when the shooting angle of the target object in the target video changes, the amount of change in shooting angle is added to the motion data.

[0100] Specifically, when the shooting angle of the target object in the target video changes, the change in shooting angle is added to the corresponding motion data. For example, when the target object performs the first action, it faces the player directly. When performing the second action, the virtual camera rotates 90° counterclockwise to shoot. At this time, when the target object performs the second action, the camera is shooting from the left side of the target object, with the left side of the target object's body facing the player. When a non-player character performs the first action, it faces the player directly. When performing the second action, a 90° clockwise rotation is added to ensure that the shooting angle of the non-player character remains unchanged, so that the direction of the virtual scene displayed on the terminal does not change.

[0101] In a feasible implementation plan Figure 10 A flowchart illustrating another virtual character motion editing method provided in this application embodiment is shown below. Figure 10 As shown, after obtaining the motion data, the method further includes the following steps:

[0102] Step 1001: Respond to the action splicing command, splice the action data and preset action data in a preset order to obtain spliced ​​action data.

[0103] Step 1002: Respond to the action setting operation for the non-player character component and establish a third correspondence between the splicing action data and the non-player character.

[0104] Step 1003: Respond to the game running command, control the entry from the game editing scene to the game running scene, generate the non-player character in the game running scene, and control the non-player character to execute the fourth action of the splicing action data corresponding to the third correspondence.

[0105] Specifically, to enrich the actions available to players, a splicing control can be set up. When the splicing control is triggered, it can splice the preset action data selected by the player and the already obtained action data in a preset order to obtain spliced ​​action data. Then, a correspondence between the spliced ​​action data and the non-player character can be established so as to control the non-player character to execute the action corresponding to the spliced ​​action data in the game scene. When the preset action data comes first and the action data comes later, the non-player character first executes the action corresponding to the preset action data, and then executes the action corresponding to the action data. The two actions are executed as a set of actions.

[0106] Figure 11 A schematic diagram of another graphical user interface provided in the embodiments of this application, such as... Figure 11 The interface includes candidate action controls, video action controls, and splicing controls. Clicking a candidate action control displays multiple options corresponding to preset action data (the preset action data for the candidate action control can be provided by the game system or action data created by other players). Clicking a video action control displays multiple options for action data obtained through the above methods. After clicking a candidate action control, the player can select a preset action data from the options corresponding to the candidate action control. Then, the player can click the video action control and select an action data from the options corresponding to the video action control. Finally, clicking the splicing control will splice the two selected action data to obtain spliced ​​action data. Figure 11 The interface shown also includes a playback area and playback controls. After obtaining the splicing action data, in Figure 11 The interface shown displays the image corresponding to the spliced ​​action data within the playback area. After the player clicks the play control, the action corresponding to the spliced ​​action data is played in the playback area by a preset non-player character.

[0107] In one feasible implementation, the target object includes the character with the most actions in the target video, and the type of the target object includes humanoid characters or animal characters.

[0108] It should be noted that humanoid characters include real people in the target video, as well as humanoid characters such as robots or humanoid monsters.

[0109] When an action character is used as the target object, the non-player character's action options can be more diverse. For example, when the action character is crawling, the non-player character can display the crawling action while standing.

[0110] Figure 12 This is a schematic diagram of the structure of a virtual character motion editing device provided in an embodiment of this application, as shown below. Figure 12 As shown, the device includes:

[0111] Display unit 1201 is used to provide a game editing scene to be edited by running a game program. The game editing scene includes a non-player character component, wherein the non-player character component is configured to generate a non-player character located in the game running scene during the game running phase.

[0112] Upload unit 1202 is used to respond to video upload command and obtain the target video indicated by the video upload command;

[0113] The generation unit 1203 is used to generate motion data based on the first action of the target object in the target video;

[0114] Establishment unit 1204 is used to respond to the action setting operation for the non-player character component and establish a first correspondence between the action data and the non-player character;

[0115] The control unit 1205 is used to respond to game running instructions, control the entry from the game editing scene to the game running scene, generate the non-player character in the game running scene, and control the non-player character to perform the second action of the action data corresponding to the first correspondence.

[0116] In one feasible implementation, the generation unit, when generating motion data based on a first action of a target object in the target video, includes:

[0117] Based on the first action performed by the target object in the target video, the initial motion data of the first skeleton of the target object is determined;

[0118] Based on the initial motion data, motion data for the second skeleton of the non-player character component is generated.

[0119] In one feasible implementation, the generation unit, when generating motion data based on a first action of a target object in the target video, includes:

[0120] For each target image frame of the target video, based on the first action performed by the target object in the target image frame, the initial motion data of the first skeleton of the target object in the target image frame is determined; wherein, the initial motion data includes: the first relative relationship of a first skeleton group consisting of any two adjacent bones in the first skeleton, the first relative relationship including at least one of the following: the first relative position information and the first relative rotation angle information between the two bones included in the first skeleton group;

[0121] Based on the initial motion data of the first skeleton of the target object in the target image frame, the second skeleton is transformed to obtain the motion data of the second skeleton corresponding to the target image frame. The motion data includes: the second relative relationship of the second skeleton group formed by any two adjacent bones in the second skeleton. The second relative relationship includes at least one of the following: the second relative position information and the second relative rotation angle information between two bones in the second skeleton group formed by any two adjacent bones in the second skeleton.

[0122] In one feasible implementation, when the control unit controls the non-player character to perform the second action of the action data corresponding to the first correspondence, it includes:

[0123] The non-player character is associated with the first correspondence.

[0124] The corresponding action data in the map file is obtained according to the first correspondence, wherein the map file is a file generated according to the game editing scene in the map editing stage, and the map file is configured to provide the game running scene in the game running stage;

[0125] The non-player character is controlled to perform a second action based on the motion data.

[0126] In one feasible implementation, the generation unit is used to acquire the target image frame from the target video according to the acquisition method indicated by the target generation precision before determining the initial motion data of the first skeleton of the target object in the target image frame based on the first action performed by the target object in the target image frame included in the target image frame; wherein, the target generation precision is obtained according to the generation precision indicated by the generation precision control included in the interface for setting the generation precision, and the generation precision control is used to set the number of target image frames acquired or the acquisition interval of the target image frames.

[0127] In one feasible implementation, the generating unit is further configured to:

[0128] For a target image frame that does not include the target object, obtain preset action data of a preset action, and use the preset action data as the initial action data corresponding to the target image frame that does not include the target object.

[0129] In one feasible implementation, at least one of the first bone groups included in the first skeleton and the second bone groups included in the second skeleton has a different length ratio between the two bones in the corresponding bone groups.

[0130] In one feasible implementation, the generating unit is further configured to:

[0131] Before generating motion data based on the first action of the target object in the target video, it is determined whether the target video meets preset requirements; wherein, the preset requirements include at least one of the following conditions: whether the target video includes the target object, whether the clarity of the target object is higher than a preset clarity, whether the contrast between the target object and the background in the target video exceeds a preset contrast threshold, and whether the proportion of image frames containing the target object in the target video exceeds a preset proportion.

[0132] When the target video meets the preset requirements, the step of generating motion data based on the first action of the target object in the target video is executed.

[0133] In one feasible implementation, the uploading unit, when responding to a video upload command and acquiring the target video indicated by the video upload command, includes:

[0134] In response to the video upload command, determine whether the playback duration of the target video indicated by the video upload command is less than or equal to the preset playback duration;

[0135] If the playback duration of the target video is less than or equal to the preset playback duration, then the target video is acquired.

[0136] In one feasible implementation, the game editing scene further includes a component specifying a non-player character, and the device further includes:

[0137] A storage unit is used to store the action data to obtain action options to be used;

[0138] The establishment unit is also used to establish a second correspondence between the action data and the specified non-player character corresponding to the specified non-player character component in response to the selection of the target action option;

[0139] The control unit is also configured to respond to game operation instructions, control the entry from the game editing scene into the game operation scene, generate the designated non-player character in the game operation scene, and control the designated non-player character to perform the third action of the action data corresponding to the second correspondence.

[0140] In one feasible implementation, the non-player character performs the second action in a loop.

[0141] In one feasible implementation, the control unit is further configured to:

[0142] When controlling the non-player character to perform the second action, interpolation is used to smooth out two adjacent actions.

[0143] In one feasible implementation, the control unit is further configured to:

[0144] When the shooting angle of the target object in the target video changes, the amount of change in shooting angle is added to the motion data.

[0145] In one feasible implementation, the device further includes:

[0146] The splicing unit is used to respond to the action splicing command after obtaining the action data, and splice the action data and preset action data in a preset order to obtain spliced ​​action data.

[0147] The establishment unit is also used to respond to the action setting operation for the non-player character component and establish a third correspondence between the splicing action data and the non-player character;

[0148] The control unit is also configured to respond to game running instructions, control the entry from the game editing scene into the game running scene, generate the non-player character in the game running scene, and control the non-player character to perform the fourth action of the splicing action data corresponding to the third correspondence.

[0149] In one feasible implementation, the target object includes the character with the most actions in the target video, and the type of the target object includes humanoid characters or animal characters.

[0150] For details on the principles of the device, please refer to the detailed explanation in the above methods; they will not be repeated here.

[0151] Figure 13 A schematic diagram of an electronic device provided in this application embodiment includes: a processor 1301, a storage medium 1302, and a bus 1303. The storage medium 1302 stores machine-readable instructions executable by the processor 1301. When the electronic device runs the virtual character action editing method described above, the processor 1301 and the storage medium 1302 communicate through the bus 1303. The processor 1301 executes the machine-readable instructions to perform the method described above.

[0152] For details on the specific implementation methods, steps, and principles, please refer to the above explanation of the methods; they will not be repeated here.

[0153] This application also provides a computer-readable storage medium storing a computer program, which, when executed by a processor, performs the methods and steps shown in the above-described method.

[0154] For details on the specific implementation methods, steps, and principles, please refer to the above explanation of the methods; they will not be repeated here.

[0155] In the embodiments provided in this application, it should be understood that the disclosed apparatus and methods can be implemented in other ways. The apparatus embodiments described above are merely illustrative. For example, the division of units is only a logical functional division, and in actual implementation, there may be other division methods. Furthermore, multiple units or components may be combined or integrated into another system, or some features may be ignored or not executed. Additionally, the displayed or discussed mutual couplings, direct couplings, or communication connections may be through some communication interfaces; indirect couplings or communication connections between devices or units may be electrical, mechanical, or other forms.

[0156] The units described as separate components may or may not be physically separate. The components shown as units may or may not be physical units; that is, they may be located in one place or distributed across multiple network units. Some or all of the units can be selected to achieve the purpose of this embodiment according to actual needs.

[0157] In addition, the functional units in the embodiments provided in this application can be integrated into one processing unit, or each unit can exist physically separately, or two or more units can be integrated into one unit.

[0158] If the aforementioned functions are implemented as software functional units and sold or used as independent products, they can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of this application, in essence, or the part that contributes to the prior art, or a portion of the technical solution, can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes several instructions to cause a computer device (which may be a personal computer, server, or network device, etc.) to execute all or part of the steps of the methods described in the various embodiments of this application. 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.

[0159] It should be noted that similar labels and letters in the following figures indicate similar items. Therefore, once an item is defined in one figure, it does not need to be further defined and explained in subsequent figures. In addition, the terms "first", "second", "third", etc. are used only to distinguish descriptions and should not be construed as indicating or implying relative importance.

[0160] Finally, it should be noted that the above-described embodiments are merely specific implementations of this application, used to illustrate the technical solutions of this application, and not to limit them. The protection scope of this application is not limited thereto. Although this application 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 application; and these modifications, changes, or substitutions do not cause the essence of the corresponding technical solutions to deviate from the spirit and scope of the technical solutions of the embodiments of this application. All should be covered within the protection scope of this application. Therefore, the protection scope of this application should be determined by the protection scope of the claims.

Claims

1. A virtual character motion editing method characterized by comprising: The method includes: The game program provides a game editing scene for the map editing stage, which includes a non-player character component. The non-player character component is configured to generate a non-player character located in the game running scene during the game running stage. In response to a video upload command, obtain the target video indicated by the video upload command; For each target image frame of the target video, based on the first action performed by the target object included in the target image frame in the target image frame, the initial action data of the first skeleton of the target object in the target image frame is determined; wherein, the initial action data includes: the first relative relationship of the first skeleton group formed by any two adjacent bones in the first skeleton, the first relative relationship including at least one of the following: the first relative position information and the first relative rotation angle information between the two bones included in the first skeleton group; Based on the initial motion data of the first skeleton of the target object in the target image frame, the second skeleton of the non-player character component is transformed to obtain the motion data of the second skeleton corresponding to the target image frame. The motion data includes: the second relative relationship of the second skeleton group formed by any two adjacent bones in the second skeleton. The second relative relationship includes at least one of the following: the second relative position information and the second relative rotation angle information between the two bones in the second skeleton group formed by any two adjacent bones in the second skeleton. In response to the action setting operation for the non-player character component, a first correspondence between the action data and the non-player character is established; In response to the game running command, the system controls the transition from the game editing scene to the game running scene, generates the non-player character in the game running scene, and controls the non-player character to perform the second action of the action data corresponding to the first correspondence.

2. The method of claim 1, wherein, The step of controlling the non-player character to execute the second action of the action data corresponding to the first correspondence includes: The non-player character is associated with the first correspondence. The corresponding action data in the map file is obtained according to the first correspondence, wherein the map file is a file generated based on the game editing scene in the map editing stage, and the map file is configured to provide the game running scene in the game running stage; The non-player character is controlled to perform a second action based on the motion data.

3. The method of claim 2, wherein, Before determining the initial motion data of the first skeleton of the target object in the target image frame based on the first action performed by the target object in the target image frame, the method further includes: The target image frame is acquired from the target video according to the acquisition method indicated by the target generation accuracy; The target generation precision is obtained based on the generation precision indicated by the generation precision control included in the interface for setting the generation precision. The generation precision control is used to set the number of target image frames to be acquired or the acquisition interval of the target image frames.

4. The method of claim 3, wherein, The method further includes: For a target image frame that does not include the target object, obtain preset action data of a preset action, and use the preset action data as the initial action data corresponding to the target image frame that does not include the target object.

5. The method of claim 1, wherein, The first skeleton includes a first bone group, and the second skeleton includes a second bone group. At least one of the corresponding bone groups includes two bones with different length ratios.

6. The method of claim 1, wherein, Before generating motion data based on the first action of the target object in the target video, the method further includes: Determine whether the target video meets preset requirements; wherein, the preset requirements include at least one of the following conditions: whether the target video includes the target object, whether the clarity of the target object is higher than a preset clarity, whether the contrast between the target object and the background in the target video exceeds a preset contrast threshold, and whether the proportion of image frames containing the target object in the target video exceeds a preset proportion; When the target video meets the preset requirements, the step of generating motion data based on the first action of the target object in the target video is executed.

7. The method as described in claim 1, characterized in that, The step of responding to a video upload command and obtaining the target video indicated by the video upload command includes: In response to the video upload command, determine whether the playback duration of the target video indicated by the video upload command is less than or equal to the preset playback duration; If the playback duration of the target video is less than or equal to the preset playback duration, then the target video is acquired.

8. The method as described in claim 1, characterized in that, The game editing scene also includes a component specifying a non-player character, and the method further includes: The action data is stored to obtain the action options to be used; In response to the selection of the target action option, a second correspondence is established between the action data and the specified non-player character corresponding to the specified non-player character component; In response to the game running command, control the transition from the game editing scene to the game running scene, generate the specified non-player character in the game running scene, and control the specified non-player character to perform the third action of the action data corresponding to the second correspondence.

9. The method as described in claim 1, characterized in that, The non-player character repeatedly performs the second action.

10. The method as described in claim 1, characterized in that, The method further includes: When controlling the non-player character to perform the second action, interpolation is used to smooth out two adjacent actions.

11. The method as described in claim 1, characterized in that, The method further includes: When the shooting angle of the target object in the target video changes, the amount of change in shooting angle is added to the motion data.

12. The method as described in claim 1, characterized in that, After obtaining the motion data, the method further includes: In response to the action splicing command, the action data and preset action data are spliced ​​together in a preset order to obtain spliced ​​action data; In response to the action setting operation for the non-player character component, a third correspondence relationship is established between the spliced ​​action data and the non-player character; In response to the game running command, control the transition from the game editing scene to the game running scene, generate the non-player character in the game running scene, and control the non-player character to perform the fourth action of the splicing action data corresponding to the third correspondence.

13. The method as described in claim 1, characterized in that, The target object includes the character with the most actions in the target video, and the type of the target object includes humanoid characters or animal characters.

14. A virtual character motion editing device, characterized in that, The device includes: The display unit is used to provide a game editing scene to be edited by running a game program. The game editing scene includes a non-player character component, wherein the non-player character component is configured to generate a non-player character located in the game running scene during the game running phase. An upload unit is used to respond to a video upload command and obtain the target video indicated by the video upload command. A generation unit is configured to, for each target image frame of the target video, determine initial motion data of the first skeleton of the target object in the target image frame based on a first action performed by the target object in the target image frame; wherein the initial motion data includes: a first relative relationship of a first skeleton group formed by any two adjacent bones in the first skeleton, the first relative relationship including at least one of the following: first relative position information and first relative rotation angle information between two bones included in the first skeleton group; and, configured to, based on the initial motion data of the first skeleton of the target object in the target image frame, convert the second skeleton of the non-player character component to obtain motion data corresponding to the second skeleton and the target image frame, the motion data including: a second relative relationship of a second skeleton group formed by any two adjacent bones in the second skeleton, the second relative relationship including at least one of the following: second relative position information and second relative rotation angle information between two bones in the second skeleton group formed by any two adjacent bones included in the second skeleton; A unit is established to respond to an action setting operation for the non-player character component and to establish a first correspondence between the action data and the non-player character. The control unit is used to respond to game operation instructions, control the entry from the game editing scene to the game operation scene, generate the non-player character in the game operation scene, and control the non-player character to perform the second action of the action data corresponding to the first correspondence.

15. An electronic device, characterized in that, include: The device includes a processor, a storage medium, and a bus, wherein the storage medium stores machine-readable instructions executable by the processor, and when the electronic device is running, the processor communicates with the storage medium via the bus, and the processor executes the machine-readable instructions to perform the steps of the virtual character motion editing method as described in any one of claims 1 to 13.

16. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores a computer program, which is executed by a processor to perform the steps of the virtual character action editing method as described in any one of claims 1 to 13.

Citation Information

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