Video material production method, device, equipment and storage medium

By combining Take Recorder with game recording playback tools, and specifying the target recording object for sampling and recording, the problem of recording complex scenes in Unreal Engine game video recording is solved, and efficient and low-cost video material production is achieved.

CN117244252BActive Publication Date: 2026-07-21NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
NETEASE (HANGZHOU) NETWORK CO LTD
Filing Date
2023-10-09
Publication Date
2026-07-21

AI Technical Summary

Technical Problem

Existing technologies struggle to effectively record complex effects and scenes in Unreal Engine-based game video recording, and recording tools have limitations and performance issues, resulting in low reuse rates of art assets, high costs, and low recording efficiency.

Method used

By combining Take Recorder and game recording playback tools, sampling and recording are performed by specifying target and non-recorded objects during the recording playback process, generating video sequence frames, and then generating video footage based on these frames.

Benefits of technology

It improves the reusability of in-game art assets, reduces the production cost of art assets and the production time of video materials, improves recording efficiency, and provides greater editing freedom and creative space, making it suitable for recording complex scenes such as multiplayer online battle games.

✦ Generated by Eureka AI based on patent content.

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Abstract

Embodiments of the present application provide a video material production method, device, equipment and storage medium. The method comprises: determining a target game session in a target game; obtaining game session information corresponding to the target game session; based on the game session information, playing back the target game session by a recording playback tool in a game editor; during the playback process, calling a video recording tool to sample and record the game screen of the playback based on a pre-specified target recording object and a non-recording object, to generate a video sequence frame for the target recording object in the target game session; and based on the video sequence frame, generating a video material for the target game. The combination of Take Recorder and game playback improves the reuse rate of in-game art assets, highly restores the actual in-game screen, effectively reduces the cost of art asset production and the production time required for the video material, and improves the recording efficiency of the video sequence.
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Description

Technical Field

[0001] This invention relates to the field of game technology, and in particular to a method for producing video footage, an apparatus for producing video footage, a corresponding electronic device, and a corresponding computer-readable storage medium. Background Technology

[0002] Typically, game videos are produced for external promotion during the game project's marketing and distribution phase.

[0003] In film and television production solutions based on Unreal Engine, screen recording software or Unreal Engine's built-in camera test recorder tool can be used to record game footage. However, the aforementioned video sequence recording method is not suitable for recording complex effects and scenes rendered within the game engine. Summary of the Invention

[0004] In view of the above problems, embodiments of the present invention are proposed to provide a method for producing video material, an apparatus for producing video material, a corresponding electronic device, and a corresponding computer-readable storage medium to overcome or at least partially solve the above problems.

[0005] This invention discloses a method for producing video footage, the method comprising:

[0006] Identify the target game match within the target game;

[0007] Obtain game match information corresponding to the target game match, wherein the game match information is used to record the match data generated when the target game match occurs;

[0008] Based on the game match information, the target game match is recorded and replayed using a recording replay tool in the game editor;

[0009] During the video playback process, a video recording tool is invoked to sample and record the game footage of the video playback based on a pre-specified target recording object and non-recording objects, generating a video sequence frame for the target recording object in the target game match; wherein, the recorded video sequence frame includes at least the target recording object and does not include the non-recording objects;

[0010] Based on the video sequence frames, video footage for the target game is generated.

[0011] This invention also discloses a video material production apparatus, the apparatus comprising:

[0012] The target game match determination module is used to determine the target game match within the target game.

[0013] The game match information acquisition module is used to acquire the game match information corresponding to the target game match, wherein the game match information is used to record the match data generated when the target game match occurs;

[0014] The video replay module is used to record and replay the target game match in the game editor using a video replay tool based on the game match information.

[0015] The video sequence frame generation module is used to, during the playback of the recorded video, call a video recording tool to sample and record the game screen of the recorded video playback based on a pre-specified target recording object and non-recording objects, and generate a video sequence frame for the target recording object in the target game match; wherein, the recorded video sequence frame includes at least the target recording object and does not include the non-recording objects;

[0016] The video material generation module is used to generate video materials for the target game based on the video sequence frames.

[0017] This invention also discloses an electronic device, including: a processor, a memory, and a computer program stored in the memory and capable of running on the processor, wherein the computer program, when executed by the processor, implements any of the methods for producing video material.

[0018] This invention also discloses a computer-readable storage medium storing a computer program, which, when executed by a processor, implements any of the methods for producing video materials.

[0019] The embodiments of the present invention have the following advantages:

[0020] In this embodiment of the invention, based on the game match information corresponding to the target game match in the target game, the game match is recorded and replayed in the game editor using a video recording and playback tool. During the playback, a video recording tool is invoked to sample and record the game footage based on pre-specified target recording objects and non-recording objects, generating a video sequence frame for the target recording object in the target game match. This video sequence frame is then used to generate video material for the target game. By combining Take Recorder and game recording and playback, the reuse rate of in-game art assets is improved, the actual in-game visuals are highly reproduced, and the cost of art asset production and the production time required for video material are effectively reduced, thus improving the recording efficiency of the video sequence. Attached Figure Description

[0021] Figure 1This is a flowchart illustrating the steps of an embodiment of a video material production method according to the present invention;

[0022] Figure 2 This is a flowchart illustrating the steps of another embodiment of the video material production method of the present invention;

[0023] Figure 3 This is a schematic diagram of the recording process combining game video playback and Take Recorder provided in an embodiment of the present invention;

[0024] Figure 4 This is a schematic diagram of the recording process of the Take Recorder tool improved based on visibility and relevance judgment provided in the embodiments of the present invention;

[0025] Figure 5 This is a structural block diagram of an embodiment of a video material production device according to the present invention. Detailed Implementation

[0026] To make the above-mentioned objects, features and advantages of the present invention more apparent and understandable, the present invention will be further described in detail below with reference to the accompanying drawings and specific embodiments.

[0027] To facilitate understanding of this application by those skilled in the art, the terms or nouns involved in the following embodiments of the present invention are explained below:

[0028] Unreal Engine (UE) is an open-source 2D and 3D game engine.

[0029] OBS Studio is a real-time streaming and screen recording software.

[0030] Take Recorder: A camera test recorder, this is a plugin tool launched by the UE engine that can be used to record real-time game footage as a video sequence.

[0031] Game Replay: Demo Net Driver is a feature introduced by the UE engine. It can extract and record the information needed to create a replay, thereby allowing the playback of a specific game scene.

[0032] Actor: The basic unit of game objects within the UE engine.

[0033] Component: A component that is attached to the Actor within the UE engine to implement specific functions or visual effects.

[0034] Material: In game engines, it is used to control the rendering state of objects, thereby exhibiting a specific appearance and texture.

[0035] Skeletal Mesh: A type of model commonly used in game engines to represent the human body.

[0036] Niagara: A commonly used effects plugin in the UE engine that can achieve better results than traditional particle effects.

[0037] Decal is a material that can be projected onto a model to create a gradient effect that appears or disappears.

[0038] Class: In programming, a class is a user-defined reference data type, also known as a class type.

[0039] Sequence: A type of asset in the UE engine that records a series of keyframe times and information, often used for the production of cutscenes or videos.

[0040] Recorder Source: The basic unit for data sampling per frame in the Take Recorder tool.

[0041] Recording queue: refers to the list of game objects waiting to be sampled in each frame in the Take Recorder tool.

[0042] During the promotional phase of a game project, game videos are typically produced for external publicity. In UE-based video production solutions, as an example, artists can create additional art assets. This is mainly achieved by setting keyframe information frame-by-frame to create the video sequence needed for rendering, which is then rendered within the UE engine into a video file format suitable for subsequent editing. However, this method of creating video sequences from scratch is time-consuming and costly, has low reuse rates for in-game art assets, and struggles to accurately reproduce the actual in-game visuals.

[0043] As another example, screen recording software, such as OBS Studio, can be used to record the actual game screen on a computer with high hardware configuration in order to generate video files that can be edited later. However, the video quality of such videos recorded by screen recording software is worse than the actual screen rendering effect in the game engine, and it is difficult to manually adjust the details in the screen.

[0044] As another example, the Take Recorder tool, a built-in camera recording tool in UE, can be used to record the currently running game footage in the UE editor. The tool's process involves recording initial information related to the final result, such as the position and state of various objects, at the start of recording. During recording, it samples frame by frame, comparing each frame's information with the previous frame, thus recording the visual effects frame by frame as keyframe information and automatically generating a corresponding video sequence. In other words, Take Recorder can record and generate video sequences that artists can freely edit. However, this tool has limitations. For example, it doesn't support recording common complex effects such as material changes, special effects visibility, and component attachments; it's limited to use within the editor, so it's mostly suitable for recording single-player games; and its recording performance is poor, with excessive computation during frame sampling in complex scenes leading to a significant drop in frame rate and difficulty in ensuring the smoothness and continuity of the video sequence.

[0045] The core idea of ​​this invention is to improve the reusability of in-game art assets by combining Take Recorder with game recording playback, highly reproducing the actual in-game visuals without starting from scratch. This effectively reduces the cost of art asset production and the production time required for video materials, improving the recording efficiency of video sequences. Compared to screen recording or direct playback of recordings in related technologies, the video sequences recorded by combining game recording playback and Take Recorder provide artists with greater editing freedom and creative space. This allows artists to adjust details such as characters, effects, and scenes according to the actual needs of the video, enabling the production of more accurate and better video materials even when recording complex game scenes. Furthermore, the Take Recorder recording solution based on game recording playback not only provides video producers with high creative freedom and improves video production efficiency, but also overcomes the limitation of Take Recorder being only applicable to single-player games, making it suitable for recording needs in more application scenarios such as multiplayer online games.

[0046] Furthermore, embodiments of the present invention can also achieve recording of specified objects based on the visibility and relevance of the recording object in the game screen, thereby reducing the recording sampling time per frame and enabling the recording tool to support more complex performance effects and scene elements. Further, by expanding and improving the functionality of the original Take Recorder tool in the UE, the types of performance effects supported during video recording can be effectively expanded, recording performance optimized, and the functional deficiencies of TakeRecorder resolved, enabling it to support video recording needs in complex performance effects and complex scenes.

[0047] Reference Figure 1 The diagram illustrates a flowchart of an embodiment of a video material production method according to the present invention, which may specifically include the following steps:

[0048] Step 101: Determine the target game match within the target game;

[0049] During the promotion and release phase of a game project, game videos for external promotion are usually produced. At this time, after the game project to be promoted is started / run in the engine, the game screen of the target game corresponding to the game project is recorded in the game engine, thereby generating video materials of the target game.

[0050] In practical applications, taking a multiplayer game as an example, video producers can pre-determine recording requirements, such as drafting a script and performing the game, to generate a match. In practice, multiple matches can be performed to generate multiple game sessions. While performing the game sessions, the process of each game session can be recorded to obtain corresponding video recordings. Then, the most suitable video recording can be selected from the multiple video recordings of multiple game sessions for subsequent playback recording, thus overcoming the original limitation of Take Recorder being only used for single-player games.

[0051] Among them, the video recording selected from multiple recordings of multiple game matches is the target game match in the target game.

[0052] Step 102: Obtain the game information corresponding to the target game match;

[0053] Specifically, the target game match has corresponding game match information. This game match information can be mainly used to record the match data generated when the target game match occurs, such as spectator data for perspective switching during the battle, for subsequent video replay.

[0054] Step 103: Based on the game match information, record and replay the target game match in the game editor using the replay tool;

[0055] In one embodiment of the present invention, in order to provide video producers with a high degree of creative freedom and improve their video production efficiency, the target game match can be recorded and replayed so that the game screen can be recorded as a video later.

[0056] When recording and replaying game information, since the game information can include spectator data on perspective switching during the battle, it can realize the replay of the game by switching perspectives to spectate, rather than simply replaying the battle video.

[0057] Specifically, the game editor can use a replay tool to record and replay the target game match. This involves replaying the replay of the corresponding video of the target game match.

[0058] Step 104: During the video playback process, based on the pre-specified target recording object and non-recording object, the video recording tool is called to sample and record the game screen of the video playback, generating a video sequence frame for the target recording object in the target game match;

[0059] In one embodiment of the present invention, when playing back a video, the recording function of a specified object can be realized by sampling and recording the game screen, thereby reducing the recording sampling time of each frame and enabling the recording tool to support situations with more complex performance effects and scene elements.

[0060] In the playback video, when recording is performed in advance according to the pre-set recording requirements, it involves recording the displayed game screen. The game screen usually contains multiple game scenes, and the game scene can contain multiple recording objects, such as, but not limited to, game characters, equipment, vehicles, sound effects, skills, etc. In the embodiments of the present invention, the multiple recording objects in the game screen of the playback video can be judged as target recording objects and non-recording objects, so as to sample and record the game screen of the playback video.

[0061] Specifically, a video recording tool can be invoked to sample and record the game footage for playback. The target recording object and the non-recording object can be specified in advance. For example, this can be achieved by setting the relevant configuration items of the video recording tool, such as Take Recorder, before recording. The specific setting process is not limited in this embodiment of the invention.

[0062] After sampling and recording the game footage for playback based on the aforementioned settings, the recorded video sequence frames include at least the target recording object and exclude non-recorded objects, and the target recording object can be recorded separately, meaning there may be multiple video sequence frames.

[0063] Step 105: Generate video footage for the target game based on the video sequence frames.

[0064] In one embodiment of the present invention, multiple video sequence frames for each target recording object can be synthesized according to a preset time sequence to obtain video material. In practical applications, the times of each video sequence frame can be perfectly matched. Specifically, the integrated video sequence can be automatically generated programmatically to obtain a series of video sequences, which are then spliced ​​together according to timestamps to generate the recorded video sequence, thus obtaining the video material of the target game.

[0065] In this embodiment of the invention, based on the game match information corresponding to the target game match in the target game, the game match is recorded and replayed in the game editor using a video recording and playback tool. During the playback, a video recording tool is invoked to sample and record the game footage based on pre-specified target recording objects and non-recording objects, generating a video sequence frame for the target recording object in the target game match. This video sequence frame is then used to generate video material for the target game. By combining Take Recorder and game recording and playback, the reuse rate of in-game art assets is improved, the actual in-game visuals are highly reproduced, and the cost of art asset production and the production time required for video material are effectively reduced, thus improving the recording efficiency of the video sequence.

[0066] Reference Figure 2 The diagram illustrates a flowchart of another embodiment of the video material production method of the present invention, which may specifically include the following steps:

[0067] Step 201: Based on the game information of the target game, record and replay the target game in the game editor using the video replay tool;

[0068] To provide video producers with greater creative freedom and improve their video production efficiency, game recordings can be acquired to recreate previously played gameplay footage in the current game screen, enabling multiple recordings of specific game scenes based on the replayed game recordings.

[0069] The game recordings acquired for playback can specifically be recordings corresponding to the target game matches of the target game. The target game can refer to the game project to be promoted, and the target game matches can refer to the target game matches recorded in the most suitable recordings after multiple battles and demonstrations.

[0070] The target game match has corresponding game match information, which is used to record the match data generated when the target game match occurs, such as spectator data for perspective switching during the battle, for use in video replay.

[0071] In practical applications, video producers can pre-define recording requirements, such as drafting a script and performing a battle or acting out a game match, to generate a game session. Then, they can select the most suitable replay footage for recording, overcoming the original limitation of Take Recorder being only usable in single-player games. Specifically, based on game match information, the game editor can use the replay tool to record and replay the target game match. Since the game match information can include spectator data related to perspective switching during the battle, it allows for replays that switch perspectives to observe the game, rather than simply replaying the match video. In other words, it allows for replays of the target game match with different spectator perspectives based on spectator data related to perspective switching during the battle, using the replay tool within the game editor.

[0072] In specific implementations, the playback of game recordings can be achieved using a function introduced by the UE. This function mainly uses streamers to extract and record the information needed to create a video playback, thereby achieving the purpose of playing back the screen of a specific game. However, streamers have the drawback of poor readability and editability of the information they record. Although they can restore the screen in the game, they are difficult to use directly for the production of game video materials. In this embodiment of the invention, the game recording and playback function is combined with the Take Recorder tool. This can overcome the shortcomings of the aforementioned streamers and expand the recording methods of the Take Recorder tool based on the video playback function.

[0073] For example, in a game match between multiple players, such as Figure 3As shown, the relevant production staff can first complete a game in the packaged version of the game according to the proposed script, and then select the satisfactory game and record the recording number, i.e., the recording ID. Subsequently, the recording of the game can be replayed in the UE editor according to the recording ID, and then the Take Recorder can be used to record the relevant game screen video during the replay.

[0074] Step 202: Obtain the pre-specified target recording object and non-recording objects;

[0075] During video playback, video recording tools can be invoked to sample and record game footage based on pre-specified target and non-target recording objects, in order to generate a video sequence of frames targeting the target recording object in the game match. Therefore, the first step is to determine whether the multiple recording objects in the game footage being played back are the target or non-target recording objects.

[0076] Specifically, in the playback recording, when recording is performed in advance according to the pre-set recording requirements, it involves recording the displayed game screen. The game screen usually contains multiple game scenes, and each game scene can contain multiple recording objects, such as, but not limited to, game characters, equipment, vehicles, sound effects, skills, etc. The system can distinguish between target recording objects and non-recording objects in the multiple recording objects in the game screen during playback. This can be achieved by setting the relevant configuration items of the video recording tool, such as Take Recorder, before recording.

[0077] In practical applications, you can define the recording categories for each recorded object in the game footage during playback in the settings, such as... Figure 4As shown, for example, two new categories can be defined in the Take Recorder settings: Ensure Record Classes and Ignore Record Classes. This can be achieved by pre-configuring a recording target table and an ignore target table to prevent the recording of ignored targets during the recording process, thereby reducing resource consumption. The setting of the recording category is influenced by the degree of relevance / correlation between the recorded object and the game footage being played back. Specifically, the recording category indicates the degree of relevance between the current recording object's class and the game footage. This relevance can be strong or weak, while the class refers to the type of the recording object, such as, but not limited to, game characters, equipment, vehicles, sound effects, and skills. In this case, recording objects with a strong correlation to the game footage being played back can be identified as target recording objects, and / or, recording objects with a weak correlation to the game footage being played back can be identified as non-recording objects.

[0078] Step 203: Based on the pre-specified target recording object and non-recording object, call the video recording tool to sample and record the game screen of the video playback, and generate a video sequence frame for the target recording object in the target game match;

[0079] In one embodiment of the present invention, when playing back a video, the recording function of a specified object can be realized by sampling and recording the game screen, thereby reducing the recording sampling time of each frame and enabling the recording tool to support situations with more complex performance effects and scene elements.

[0080] Specifically, based on pre-specified target recording objects and non-recording objects, information about the ignored target can be omitted during the recording process, thereby reducing resource consumption during the recording process.

[0081] In practical applications, the target recording object in the game replay can be added to the preset recording queue, and the non-recording objects in the game replay can be excluded from the preset recording queue. Then, based on the preset recording queue, the video recording tool is called to sample and record the game replay, generating a video sequence frame for the target recording object in the target game match.

[0082] In practical implementation, existing Take Recorder recording tools lack an effective filtering mechanism, resulting in the sampling of a large number of objects and components within the game for each frame during recording. When dealing with complex game scenes, such as multi-character battles, the large number of game objects generated in real-time within the scene causes a significant drop in the recording frame rate, leading to a lack of continuity and smoothness in the resulting video sequence. To address this issue, this invention, in addition to employing a filtering approach based on the correlation between the recording object and the game screen to optimize recording performance, can further filter the recording objects based on their visibility within the game screen.

[0083] Specifically, this can be manifested as determining the visibility of the recorded object in the game screen. This is primarily based on obtaining the visibility information of the recorded object. This visibility information mainly indicates the visibility of the currently recorded object in the target game screen. Visibility can specifically include whether the recorded object is visible in the current frame of the game screen or not. For example, such as... Figure 4 As shown, the visibility information of the recorded object can also be set by configuring the relevant settings of the TakeRecorder tool before recording. Specifically, the recorded object is usually visible in the game screen for a short period of time. At this time, the visibility information of the recorded object can be obtained based on whether the recorded object is visible in the current frame.

[0084] During the recording process, each target recording object in the preset recording queue can be traversed. If the visibility of the target recording object in the current frame of the game screen is visible to the recording object, video recording is performed on the target recording object visible in the game screen of the replay, generating a video sequence frame for the target recording object in the target game match, until the traversal of each target recording object in the preset recording queue is completed.

[0085] For example, such as Figure 4 As shown, before recording begins, classes strongly related to the game visuals can be set to the "Ensuring Recording" category (e.g., characters, equipment, vehicles) based on actual recording needs, while classes weakly related to the game visuals can be set to the "Ignore Recording" category (e.g., sound effects, skills, and other invisible components). This allows for the setting of the recording category for the recorded objects based on relevant configuration items. At the start of recording, all objects belonging to the "Ensuring Recording" category in the game scene can be added to the recording queue, while objects belonging to the "Ignore Recording" category are excluded from the recording queue throughout the recording process. This ensures that TakeRecorder only processes the specified objects during each frame sampling, reducing redundant performance consumption.

[0086] In situations where numerous special effects are frequently generated within the game, most recorded objects may only be visible for a short period of time, such as... Figure 4 As shown, for recording objects that have been added to the recording queue, their visibility can be determined during sampling in each frame. For recording objects that are not visible in the current frame, there is no need to sample them. The optimization method based on visibility determination greatly reduces the time consumption of redundant recording sampling.

[0087] It's important to note that after performing visibility checks within each frame, the results can be cached for sharing within the same frame. This reduces the overhead of repeated queries and further optimizes recording performance. Specifically, within a frame, information of all types of all objects is sampled. During this process, the game logic does not advance, but the visibility information remains unchanged. Therefore, by acquiring and caching the visibility of all objects before sampling begins in the current frame, the overhead caused by repeated visibility queries can be reduced.

[0088] In one embodiment of the present invention, the recording of specific game scenes in the replayed game recording can be achieved through a recording source. In practical applications, recording can be performed only on a specified object and all its derivatives in the game scene, achieving more targeted and less time-consuming recording results in complex scenes. For example, in a complex battlefield, only the player-controlled character and the player's equipment, bullets fired, and other derivatives can be recorded, realizing the Specified Actor Source function of the Take Recorder tool. Here, the recording source is the source for collecting the objects to be recorded for specified objects of different game characters. The desired recording source can be at least one recording source, and the embodiments of the present invention do not limit this.

[0089] Specifically, such as Figure 4 As shown, the specified object type can be set before recording begins. At the start of recording, all objects in the game scene can be traversed to find the specified object that meets the requirements, which will be designated as the SpecifiedOwner. For other recorded objects, it is determined whether they are owned by the SpecifiedOwner. If an object is owned by the SpecifiedOwner, it can be added to the recording queue. If an object is not owned by the SpecifiedOwner, it can be further determined whether it currently has no owner. If it does, it may be in a cache pool, and in this case, it can be added to the potential recording queue.

[0090] It should be noted that during the recording of game footage, events related to the creation of new objects can be monitored. For each newly created recording object, it is necessary to determine whether it is owned by a designated owner. If the newly created recording object is owned by a designated owner, it can be added to the recording queue. Furthermore, during the recording of game footage, the potential recording queue can be traversed every frame to determine whether the recording objects in the potential recording queue are currently owned by a designated owner. If the recording object is owned by a designated owner, it can be removed from the potential recording queue and added to the recording queue. This process ensures that the game performance effects after using the caching mechanism can also be correctly recorded.

[0091] In practical applications, we can collect the first object data of the target recording object in the current game frame and the second object data of the target recording object in the previous game frame. Then, we compare the first object data and the second object data, and generate keyframe information based on the comparison result. Finally, we generate a video sequence of frames of the target recording object based on the keyframe information. It should be noted that after sampling the current frame is completed, we can continue to the next frame for acquisition.

[0092] The object data can include at least one of the following: position information, material parameters, skeletal model, and special effects parameters. This means that various data such as the position, attributes, visibility and visibility of the object can be sampled, the sampled data can be compared with the previous frame, key frame information can be generated, and then a corresponding video sequence can be generated based on a series of recorded key frame information. In other words, by comparing the previous and next frames of the recorded target, it can be determined whether the target's state parameters have changed. If they have changed, they are recorded to avoid missing the target's special performance effects.

[0093] In practice, the existing Take Recorder recording tool only supports basic game performance effects, including character position, character movement, object generation and visibility changes, etc. However, in actual game production, there are many more types of performance effects that need to be involved. The Take Recorder recording tool can be extended to add recording support functions, such as including but not limited to component attachment, real-time changes of material instances, real-time changes of parameters, changes in skeletal models, hiding of parts, parameter changes of special effects, visibility changes, and gradient effects of decal components.

[0094] As an example, a recording level can be set to indicate the attachment relationship of the target recording object, including the relative position of the target recording object with respect to its parent object and the absolute position of the parent object. Then, the game footage is sampled and recorded based on the recording level to expand the scope of the recording target from actors to components, allowing the recording tool to record more. Specifically, the recording level for attachment relationships can be changed from the Actor level to the component level. When there is no attached parent object being recorded, the absolute position of the object can be recorded instead of its relative position when sampling and recording the object's position in each frame; while when there is an attached parent object being recorded, the relative position of the object is sampled and recorded in each frame. This functional extension can support more complex attachment relationship changes, such as a character picking up a weapon from the ground, which then becomes a component attached to the character's back. Such common visual effects can only be correctly recorded after this functional extension. To obtain the correct position information of a component, it is necessary to record the attachment relationship of the parent object (i.e., I need to know which object it is attached to), its relative position relative to the parent, and the absolute position of the parent object. By recording this information, the position change process of each component during the game can be reconstructed in the video sequence.

[0095] It should be noted that changing the recording level to the component level affects the way component attachment relationships are recorded. Therefore, it can support more detailed changes in attachment relationships. For example, if one character takes a flag from another character, the flag, as a component attachment relationship in this process, can be correctly recorded. In UE, the component's properties contain attachment references to the parent object and relative coordinates relative to the parent object. This information can be obtained through the interface within the game engine. The way this technology records attachment relationships and position changes is mainly by obtaining this information each frame and comparing it with the previous frame.

[0096] As another example, support for recording real-time changes in material instances and parameters can be added. Specifically, at the start of recording, the initial and default material instances and parameters of the object are recorded; during recording, each frame sample compares the current material instance and parameters with the results recorded in the previous frame, generating corresponding keyframe information accordingly. This feature extension can support more complex performance changes, such as changes in color and glowing of clothing when a character uses a skill; these material changes can be accurately recorded with this feature extension.

[0097] As another example, support for recording parameter changes and visibility / disappearance effects of the Niagara effect can be added. Niagara is a new version of the effects system in UE, and its characteristics differ from traditional effects, thus requiring functional expansion. For Niagara, it is necessary to compare the current parameters with the results recorded in the previous frame during each frame sampling, and simultaneously determine whether the current effect has ended; if it has ended, whether it is in a deactivated state or a completed state, the corresponding visibility / disappearance effects are different in these two states. This functional expansion is necessary to more accurately record the performance of the new version of the effect.

[0098] As another example, support for recording gradient effects for Decal components can be added. Decals are a common visual effect in Ultimate UI, often used to represent game effects such as bullet holes and scratches. For decals, it's necessary to record the timing of the current gradient's appearance or disappearance at the time of sampling in each frame. This is essential to recreate the gradient effect of the decal in the game after recording.

[0099] Step 204: Combine multiple video sequence frames according to a preset time sequence to obtain video material.

[0100] The recorded video sequence frames include at least the target recording object and exclude non-recorded objects, and can record the target recording object separately, that is, it can include multiple video sequence frames for each target recording object. At this time, the multiple video sequence frames for each target recording object can be synthesized into video material according to a preset time sequence.

[0101] In practical applications, the timestamps of each video sequence frame can be perfectly matched. Specifically, the integrated video sequence can be generated automatically through a program, resulting in a series of video sequences that are then spliced ​​together according to timestamps to generate the recorded video sequence, thus obtaining the video material of the target game.

[0102] In a preferred embodiment of the present invention, the recording of a specific game scene in the replayed game recording can be achieved through a recording source. Therefore, the final generated video material can be represented as a video sequence obtained by splicing the recorded video sequence frames (i.e., the desired recording source) according to timestamps.

[0103] Specifically, before responding to the recording command for the target game screen, the desired recording source can be obtained. During the playback process, the desired recording source can collect the objects in the game screen that need to be recorded. Based on the playback game recording, the target game screen in the playback game recording can be recorded using the desired recording source. This breaks through the limitation that Take Recorder can only be used for single-player games, enabling it to meet the recording needs of more application scenarios through multiplayer online battle recording playback, while improving the efficiency and quality of recording.

[0104] Specifically, the expected participation time interval of the expected recording source can be set based on the desired participation in recording. This allows for the recording of target game footage through the expected recording source, overcoming the limitation of Take Recorder being only usable in single-player games. It enables recording in more application scenarios, such as multiplayer online battles, while improving recording efficiency and quality. The expected participation time interval refers to the playback interval of the game currently running in the game engine that it expects to participate in the recording source. In other words, it indicates the time point for recording game footage. This expected participation time interval can include a specified start point and a specified end point.

[0105] Since the final generated video material can be represented as a video sequence obtained by splicing the recorded video sequence frames (i.e. the completed desired recording source) according to timestamps, the separate recording of different target recording objects is represented as the generation of recording sources. Since time series are involved, in order to avoid the inconvenience and inaccuracy caused by manually controlling the start and end time of recording in this process, the relevant control of video recording can be carried out based on the TakeRecorder Sources Manager, which manages multiple recording sources in game replay.

[0106] For example, such as Figure 3As shown, before recording begins, all recording sources expected to participate in the recording are set. This is mainly applicable to recording sources for specific objects targeting different characters. The set recording sources can be the source for collecting objects to be recorded for specific objects targeting different game characters. Then, before recording begins, the selected game recording can be played back completely, and the expected recording time range can be determined. The corresponding start and end times are entered in the manager settings, that is, the specific start and end times of the expected recording time range are set. At this time, the manager can be enabled. The manager will automatically jump the recording playback to 5 seconds before the start time to prepare. When the recording playback reaches the specified start time point, a single recording source can be enabled to start Take Recorder recording. That is, when the game recording playback reaches the specified start point, the recording command for the target game screen can be responded to based on the expected recording source, thereby realizing the recording of the screen of the game currently running in the game engine. The recording source can continuously add game objects that meet the conditions set by the user to the recording queue as the recording process progresses. Different types of recording sources have different conditions. For example, the "nearby generated object recording source" will add all newly generated objects within N meters to the recording queue.

[0107] Furthermore, the time information recorded by Take Recorder during sampling can be modified to match the playback time. This ensures accurate matching based on timestamps, even for video sequences generated from multiple separate recordings. While Take Recorder originally records the sampling time, this is typically the current computer time. Modifying the sampling time allows for capturing the playback time at the moment of each frame sample (e.g., if the playback is at 10 seconds, 10 seconds will be recorded). This ensures consistent information even with multiple recording sources, making it suitable for situations with multiple (i.e., more than one) recording sources.

[0108] In practical applications, recording and playback can be started when the game recording is played back to a specified starting point. The recording source responds to the recording command of the game screen, generates a recording queue according to the recording category of the recording object, and records the target recording object that is in the recording queue and visible in the target game screen. The recording source can also respond to the specified termination time point to end the video recording of the game screen and obtain the final video sequence of the game screen.

[0109] Specifically, such as Figure 3As shown, this can be implemented using a manager that manages multiple recording sources for game replay. Specifically, after enabling the manager, when the replay reaches a specified start time, a single recording source is started to begin recording with Take Recorder. When the replay reaches a specified end time, the recording of the current Take Recorder source can be stopped. Then, it can be determined whether all recording sources have finished recording. If all recording sources have finished recording, the video sequence can be spliced ​​and synthesized based on timestamps. It should be noted that since the timestamps can be perfectly matched, the integrated video sequence is automatically generated programmatically. If not all recording sources have finished recording, the next recording source in the waiting queue can be enabled, and the aforementioned manager startup operations can continue based on that recording source.

[0110] It should be noted that, Figure 3 The recording process shown includes Figure 4 The overall process shown is as follows: Figure 3 The detailed explanation of the step "using the TakeRecorder tool to record and sample game footage into a video sequence" in the illustrated process corresponds to... Figure 4 The recording workflow shown is an improvement to the Take Recorder tool based on visibility and relevance assessment.

[0111] In this embodiment of the invention, by combining Take Recorder with game video playback, the reuse rate of in-game art assets is improved, and the actual in-game visuals are highly reproduced without starting from scratch. This effectively reduces the cost of creating art assets and the production time required for video materials, and improves the recording efficiency of video sequences. Compared with screen recording or direct playback of video recordings in related technologies, the video sequences recorded by combining game video playback and Take Recorder provide artists with greater editing freedom and creative space. This allows artists to adjust details such as characters, effects, and scenes according to the actual needs of the video, thereby enabling the production of more accurate and better video materials even when recording complex game scenes. Furthermore, the Take Recorder recording solution based on game video playback not only provides video producers with a high degree of creative freedom and improves video production efficiency, but also overcomes the limitation of Take Recorder being only applicable to single-player games, making it suitable for recording needs in more application scenarios such as multiplayer online battle games.

[0112] Furthermore, embodiments of the present invention can also achieve recording of specified objects based on the visibility and relevance of the recording object in the target game screen, thereby reducing the recording sampling time per frame and enabling the recording tool to support more complex performance effects and scene elements. Further, by expanding and improving the functionality of the original Take Recorder tool in the UE, the types of performance effects supported during video recording can be effectively expanded, recording performance optimized, and the functional deficiencies of TakeRecorder resolved, enabling it to support video recording needs in complex performance effects and complex scenes.

[0113] It should be noted that, for the sake of simplicity, the method embodiments are all described as a series of actions. However, those skilled in the art should understand that the embodiments of the present invention are not limited to the described order of actions, because according to the embodiments of the present invention, some steps can be performed in other orders or simultaneously. Furthermore, those skilled in the art should also understand that the embodiments described in the specification are preferred embodiments, and the actions involved are not necessarily essential to the embodiments of the present invention.

[0114] Reference Figure 5 The diagram shows a structural block diagram of an embodiment of a video material production apparatus according to the present invention, which may specifically include the following modules:

[0115] The target game match determination module 501 is used to determine the target game match in the target game.

[0116] The game match information acquisition module 502 is used to acquire game match information corresponding to the target game match, wherein the game match information is used to record the match data generated when the target game match occurs;

[0117] The video playback module 503 is used to record and replay the target game match in the game editor using a video playback tool based on the game match information.

[0118] The video sequence frame generation module 504 is used to, during the playback of the video recording, call a video recording tool to sample and record the game screen of the video playback based on a pre-specified target recording object and non-recording object, and generate a video sequence frame for the target recording object in the target game; wherein, the recorded video sequence frame includes at least the target recording object and does not include the non-recording object;

[0119] The video material generation module 505 is used to generate video materials for the target game based on the video sequence frames.

[0120] In one embodiment of the present invention, the game match is generated according to a pre-set recording requirement, and the generated match data includes spectator data for perspective switching during the match.

[0121] The video playback module 503 may include the following sub-modules:

[0122] The video replay submodule is used to replay the target game match by switching the viewing perspective in the game editor based on the spectator data of perspective switching during the battle.

[0123] In one embodiment of the present invention, before the video recording tool is invoked to sample and record the game footage of the video playback based on a pre-specified target recording object and a non-recording object, the apparatus provided in this embodiment of the present invention may further include the following modules:

[0124] The recording object determination module is used to acquire the recording objects contained in the game screen of the video playback; determine the recording objects that are strongly correlated with the game screen of the video playback as target recording objects; and / or determine the recording objects that are weakly correlated with the game screen of the video playback as non-recording objects.

[0125] In one embodiment of the present invention, the video sequence frame generation module 504 may include the following sub-modules:

[0126] The video recording submodule is used to add the target recording object in the game screen of the recorded playback to a preset recording queue, and to exclude non-recorded objects in the game screen of the recorded playback from the preset recording queue; based on the preset recording queue, the video recording tool is invoked to sample and record the game screen of the recorded playback, and to generate a video sequence frame for the target recording object in the target game match.

[0127] In one embodiment of the present invention, the video recording submodule may include the following units:

[0128] The video recording unit is used to traverse each target recording object in the preset recording queue; if the target recording object is visible in the game screen of the current frame, the video is recorded for the target recording object that is visible in the game screen of the recorded playback, and a video sequence frame for the target recording object in the target game match is generated until the traversal of each target recording object in the preset recording queue is completed.

[0129] In one embodiment of the present invention, the video recording unit may include the following sub-units:

[0130] The video recording subunit is used to set the recording level, which indicates the attachment relationship of the target recording object, including the relative position of the target recording object relative to the parent object and the absolute position of the parent object; and to sample and record the game screen of the video playback based on the recording level.

[0131] In one embodiment of the present invention, the video recording unit may include the following sub-units:

[0132] A video sequence frame generation subunit is used to collect first object data of the target recording object in the current game screen and second object data of the target recording object in the previous game screen; wherein, the object data includes at least one of position information, material parameters, skeletal model, and special effect parameters; the first object data and the second object data are compared, and key frame information is generated based on the comparison result; video sequence frames of the target recording object are generated based on the key frame information; the video sequence frames include multiple video sequence frames for each target recording object, and the multiple video sequence frames are used to synthesize video material according to a preset time sequence.

[0133] In this embodiment of the invention, the video material production apparatus improves the reusability of in-game art assets, highly reproduces the actual in-game visuals, and effectively reduces the cost of art asset production and the production time required for video material, thereby improving the recording efficiency of video sequences. This is achieved by using a video recording tool in a game editor to record and replay the target game match based on game match information corresponding to the target game match. During the playback, a video recording tool is invoked to sample and record the game footage based on pre-specified target and non-recorded objects, generating video sequence frames for the target game match's target recording objects.

[0134] As the device embodiment is basically similar to the method embodiment, the description is relatively simple, and relevant parts can be found in the description of the method embodiment.

[0135] This invention also provides an electronic device, comprising:

[0136] It includes a processor, a memory, and a computer program stored in the memory and capable of running on the processor. When the computer program is executed by the processor, it implements the various processes of the above-described method embodiment for producing video materials and achieves the same technical effect. To avoid repetition, it will not be described again here.

[0137] This invention also provides a computer-readable storage medium storing a computer program. When the computer program is executed by a processor, it implements the various processes of the above-described video material production method embodiments and achieves the same technical effect. To avoid repetition, it will not be described again here.

[0138] The various embodiments in this specification are described in a progressive manner, with each embodiment focusing on the differences from other embodiments. The same or similar parts between the various embodiments can be referred to each other.

[0139] Those skilled in the art will understand that embodiments of the present invention can be provided as methods, apparatus, or computer program products. Therefore, embodiments of the present invention can take the form of entirely hardware embodiments, entirely software embodiments, or embodiments combining software and hardware aspects. Furthermore, embodiments of the present invention can take the form of computer program products implemented on one or more computer-usable storage media (including but not limited to disk storage, CD-ROM, optical storage, etc.) containing computer-usable program code.

[0140] This invention is described with reference to flowchart illustrations and / or block diagrams of methods, terminal devices (systems), and computer program products according to embodiments of the invention. It will be understood that each block of the flowchart illustrations and / or block diagrams, and combinations of blocks in the flowchart illustrations and / or block diagrams, can be implemented by computer program instructions. These computer program instructions can be provided to a processor of a general-purpose computer, special-purpose computer, embedded processor, or other programmable data processing terminal device to produce a machine, such that the instructions, which execute via the processor of the computer or other programmable data processing terminal device, generate instructions for implementing the flowchart illustrations and / or block diagrams. Figure 1 One or more processes and / or boxes Figure 1 A device that provides the functions specified in one or more boxes.

[0141] These computer program instructions may also be stored in a computer-readable storage medium that can direct a computer or other programmable data processing terminal device to operate in a particular manner, such that the instructions stored in the computer-readable storage medium produce an article of manufacture including instruction means, which are implemented in a process Figure 1 One or more processes and / or boxes Figure 1 The function specified in one or more boxes.

[0142] These computer program instructions can also be loaded onto a computer or other programmable data processing terminal equipment, causing a series of operational steps to be performed on the computer or other programmable terminal equipment to produce a computer-implemented process, thereby providing instructions that execute on the computer or other programmable terminal equipment for implementing the process. Figure 1One or more processes and / or boxes Figure 1 The steps of the function specified in one or more boxes.

[0143] Although preferred embodiments of the present invention have been described, those skilled in the art, upon learning the basic inventive concept, can make other changes and modifications to these embodiments. Therefore, the appended claims are intended to be interpreted as including the preferred embodiments as well as all changes and modifications falling within the scope of the embodiments of the present invention.

[0144] Finally, it should be noted that the user information (including but not limited to user device information, user personal information, etc.) and data (including but not limited to data used for analysis, data stored, data displayed, etc.) involved in this application are all information and data authorized by the user or fully authorized by all parties. Furthermore, the collection, use and processing of the relevant data must comply with the relevant laws, regulations and standards of the relevant countries and regions, and corresponding operation portals are provided for users to choose to authorize or refuse.

[0145] It should also be noted that, in this document, relational terms such as "first" and "second" are used only to distinguish one entity or operation from another, and do not necessarily require or imply any such actual relationship or order between these entities or operations. Furthermore, the terms "comprising," "including," or any other variations thereof are intended to cover non-exclusive inclusion, such that a process, method, article, or terminal device that comprises a list of elements includes not only those elements but also other elements not expressly listed, or elements inherent to such a process, method, article, or terminal device. Without further limitations, an element defined by the phrase "comprising one..." does not exclude the presence of other identical elements in the process, method, article, or terminal device that includes said element.

[0146] The foregoing has provided a detailed description of a method for producing video materials, a device for producing video materials, a corresponding electronic device, and a corresponding computer-readable storage medium provided by the present invention. Specific examples have been used to illustrate the principles and implementation methods of the present invention. The descriptions of the above embodiments are only for the purpose of helping to understand the method and core ideas of the present invention. At the same time, for those skilled in the art, there will be changes in specific implementation methods and application scope based on the ideas of the present invention. Therefore, the content of this specification should not be construed as a limitation of the present invention.

Claims

1. A method for producing video footage, characterized in that, The method includes: Identify the target game match within the target game; Obtain game match information corresponding to the target game match, wherein the game match information is used to record the match data generated when the target game match occurs; Based on the game match information, the target game match is recorded and replayed using a recording replay tool in the game editor; During the video playback process, a video recording tool is invoked to sample and record the game footage of the video playback based on a pre-specified target recording object and non-recording objects, generating a video sequence frame for the target recording object in the target game match; wherein, the recorded video sequence frame includes at least the target recording object and does not include the non-recording objects; Based on the video sequence frames, video footage for the target game is generated.

2. The method according to claim 1, characterized in that, The game matches are generated according to pre-set recording requirements, and the generated match data includes spectator data for perspective switching during the match. The step of recording and replaying the target game match using a replay tool in the game editor based on the game match information includes: Based on the spectator data obtained during the battle and the switching of perspectives, the target game match is replayed using a recording replay tool in the game editor by switching spectator perspectives.

3. The method according to claim 1, characterized in that, Before invoking the video recording tool to sample and record the game footage of the video playback based on the pre-specified target recording object and non-recording object, the process also includes: Obtain the recording objects contained in the game screen of the video playback; Recording objects that are strongly correlated with the game footage of the video playback are identified as target recording objects; And / or, recording objects whose correlation with the game footage of the video playback is weak are determined as non-recording objects.

4. The method according to claim 1, characterized in that, The step of sampling and recording the game footage of the replay based on a pre-specified target recording object and non-recording objects using a video recording tool, and generating a video sequence frame for the target recording object in the target game match, includes: Add the target recording object in the game screen of the video playback to the preset recording queue, and exclude the non-recording object in the game screen of the video playback from the preset recording queue; Based on the preset recording queue, a video recording tool is invoked to sample and record the game footage of the video playback, generating a video sequence frame for the target recording object in the target game match.

5. The method according to claim 4, characterized in that, The step of calling a video recording tool to sample and record the game footage of the video playback based on the preset recording queue, and generating a video sequence frame for the target recording object in the target game match, includes: Iterate through each target recording object in the preset recording queue; If the target recording object is visible in the current frame of the game screen, video recording is performed on the target recording object that is visible in the game screen of the video playback, generating a video sequence frame for the target recording object in the target game match, until all target recording objects in the preset recording queue have been traversed.

6. The method according to claim 1, 4, or 5, characterized in that, The step of generating a video sequence of frames for the target recorded object in the target game includes: Collect first object data of the target recording object in the current game screen and second object data of the target recording object in the previous frame of the game screen; wherein, the object data includes at least one of position information, material parameters, skeletal model, and special effect parameters; The first object data and the second object data are compared, and key frame information is generated based on the comparison result; Based on the keyframe information, a video sequence frame of the target recording object is generated; the video sequence frame includes multiple video sequence frames for each target recording object, and the multiple video sequence frames are used to synthesize video material according to a preset time sequence.

7. The method according to claim 1 or 4, characterized in that, The step of sampling and recording the game footage of the video playback using a video recording tool based on pre-specified target recording objects and non-recording objects also includes: Set a recording level, which is used to indicate the attachment relationship of the target recording object, including the relative position of the target recording object relative to the parent object and the absolute position of the parent object; The game footage of the video playback is sampled and recorded based on the recording level.

8. A device for producing video footage, characterized in that, The device includes: The target game match determination module is used to determine the target game match within the target game. The game match information acquisition module is used to acquire the game match information corresponding to the target game match, wherein the game match information is used to record the match data generated when the target game match occurs; The video replay module is used to record and replay the target game match in the game editor using a video replay tool based on the game match information. The video sequence frame generation module is used to, during the playback of the recorded video, call a video recording tool to sample and record the game screen of the recorded video playback based on a pre-specified target recording object and non-recording objects, and generate a video sequence frame for the target recording object in the target game match; wherein, the recorded video sequence frame includes at least the target recording object and does not include the non-recording objects; The video material generation module is used to generate video materials for the target game based on the video sequence frames.

9. An electronic device, characterized in that, include: A processor, a memory, and a computer program stored in the memory and capable of running on the processor, wherein the computer program, when executed by the processor, implements the method for producing video material as described in any one of claims 1 to 7.

10. A computer-readable storage medium, characterized in that, A computer program is stored on the computer-readable storage medium, which, when executed by a processor, implements the method for producing video material as described in any one of claims 1 to 7.