Scene editing method and device, electronic equipment and storage medium

Through the graphical user interface and animation attribute configuration, players can customize game scenes and plots, generate and display plot animations, solving the problem that existing UGC technology is difficult to use for players, and improving gameplay and creative experience.

CN119097922APending Publication Date: 2024-12-10NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202411158671.0
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2024-08-21
Publication Date
2024-12-10

AI Technical Summary

Technical Problem

The existing user-generated content (UGC) plot editing technology is mainly suitable for professional game development teams, and it is difficult for players to edit game scenes and plots by themselves, and requires a lot of configuration and learning.

Method used

Provide a scene editing method and device, display the game scene to be edited through a graphical user interface, obtain the target plot that is pre-edited, and configure animation attribute information, such as the number, position and type of virtual deduction characters, and respond to game running instructions and plot Play commands to generate and display plot animations.

Benefits of technology

Enable players to customize game scenes and plots, improve gameplay richness and creative experience, realize customized interpretation from game scenes to plot animations, and reduce learning costs and operational complexity.

✦ Generated by Eureka AI based on patent content.

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Abstract

The invention provides a scene editing method and device, electronic equipment and a storage medium, and relates to the technical field of games. The method comprises the following steps: displaying a to-be-edited game scene through a graphical user interface, wherein the to-be-edited game scene comprises a scene component; obtaining a pre-edited target plot for the to-be-edited game scene; responding to a performance configuration instruction for the target plot, and configuring animation attribute information for the target plot; in response to the game running instruction, displaying a game running scene corresponding to the game scene to be edited on a graphical user interface; in response to the story playing instruction, a story animation picture is displayed on the graphical user interface, and the story animation picture is a picture formed in the mode that a virtual camera arranged in the game operation scene collects a virtual deduction role generated in the game operation scene according to the animation attribute information to deduce the target story. According to the method, game scene editing can be carried out for players, and the richness of game playing methods is improved.
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Description

Technical Field

[0001] The present application relates to the field of game technology, and in particular to a scene editing method, device, electronic device and storage medium. Background Art

[0002] In role-playing games (RPGs), a large number of plot animations are required to strengthen the communication of the game world background and character relationships. With the development of game technology, user-generated content (UGC) technology is being used more and more widely in the editing of plot animations.

[0003] Existing UGC plot editing technology can generally only be used by professional game development teams. To realize a plot animation, a large number of configurations are often required, and a lot of attempts and learning are needed to master them. These functions cannot be provided to players on the game client. Summary of the invention

[0004] The purpose of this application is to provide a scene editing method, device, electronic device and storage medium to address the deficiencies in the above-mentioned prior art, so as to enable players to edit game scenes and improve the richness of game play.

[0005] To achieve the above purpose, the technical solution adopted in the embodiment of the present application is as follows:

[0006] In a first aspect, an embodiment of the present application provides a scene editing method, the method comprising:

[0007] Displaying a game scene to be edited through a graphical user interface, wherein the game scene to be edited includes a scene component, and the scene component is configured to generate a corresponding virtual object in a game running scene corresponding to the game scene to be edited;

[0008] Obtain a target plot pre-edited for the game scene to be edited;

[0009] In response to the performance configuration instruction for the target plot, configuring animation attribute information for the target plot, the animation attribute information including at least one of the following: the number of virtual interpretation characters of the target plot, the position of the characters between the virtual interpretation characters, and the character type of each virtual interpretation character;

[0010] In response to a game running instruction, displaying a game running scene corresponding to the game scene to be edited on the graphical user interface;

[0011] In response to a plot playback instruction, a plot animation screen is displayed on the graphical user interface, wherein the plot animation screen is a screen formed by a virtual interpretation character generated in the game running scene according to the animation attribute information and captured by a virtual camera set in the game running scene to interpret the target plot.

[0012] In a second aspect, an embodiment of the present application further provides a scene editing device, the device comprising:

[0013] A display module, used for displaying a game scene to be edited through a graphical user interface, wherein the game scene to be edited includes a scene component, and the scene component is configured to generate a corresponding virtual creature in a game running scene corresponding to the game scene to be edited;

[0014] An acquisition module, used for acquiring a target plot pre-edited for the game scene to be edited;

[0015] A configuration module, configured to respond to a performance configuration instruction for the target plot and configure animation attribute information for the target plot, wherein the animation attribute information includes at least one of the following: the number of virtual interpretation characters of the target plot, the position of the characters between the virtual interpretation characters, and the role type of each virtual interpretation character;

[0016] The display module is further used to respond to the game running instruction and display the game running scene corresponding to the game scene to be edited on the graphical user interface;

[0017] The display module is also used to respond to plot playback instructions and display plot animation pictures in the graphical user interface, wherein the plot animation pictures are pictures formed by the virtual interpretation character generated in the game running scene according to the animation attribute parameters and captured by a virtual camera set in the game running scene to interpret the target plot.

[0018] In a third aspect, an embodiment of the present application further provides an electronic device, comprising: a processor, a storage medium and a bus, wherein the storage medium stores program 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 program instructions to perform the steps of the scene editing method as described in any one of the first aspects.

[0019] In a fourth aspect, an embodiment of the present application further provides a computer-readable storage medium, on which a computer program is stored. When the computer program is executed by a processor, the steps of the scene editing method as described in any one of the first aspects are executed.

[0020] The beneficial effects of this application are:

[0021] The scene editing method, device, electronic device and storage medium provided in the present application provide players with customized game scene editing functions and plot editing functions. For the game scenes and target plots edited by players, animation attribute information can be configured for the target plot so that when the edited game scene is running, a virtual interpretation character for interpreting the target plot is generated in the game running scene according to the animation attribute information, and the plot animation formed by the virtual interpretation character interpreting the target plot is captured according to the virtual camera set in the game running scene, and the plot animation picture is displayed in the graphical user interface, thereby realizing that the interpretation method from game scene, plot to plot animation is customized by the player, which improves the richness of the game play and provides players with a high degree of freedom scene editing solution, thereby improving the player's creative experience. BRIEF DESCRIPTION OF THE DRAWINGS

[0022] In order to more clearly illustrate the technical solutions of the embodiments of the present application, the drawings required for use in the embodiments will be briefly introduced below. It should be understood that the following drawings only show certain embodiments of the present application and therefore should not be regarded as limiting the scope. For ordinary technicians in this field, other related drawings can be obtained based on these drawings without paying creative work.

[0023] Figure 1 Schematic diagram of the process of the scene editing method provided in the embodiment of the present application Figure 1 ;

[0024] Figure 2 Schematic diagram of the process of the scene editing method provided in the embodiment of the present application Figure 2 ;

[0025] Figure 3 A schematic diagram of a plot editor provided in an embodiment of the present application;

[0026] Figure 4 A schematic diagram of a first attribute configuration page provided in an embodiment of the present application Figure 1 ;

[0027] Figure 5 Schematic diagram of the process of the scene editing method provided in the embodiment of the present application Figure 3 ;

[0028] Figure 6 A schematic diagram of a first attribute configuration page provided in an embodiment of the present application Figure 2 ;

[0029] Figure 7 A schematic diagram of the station method provided in the embodiment of the present application;

[0030] Figure 8 Schematic diagram of the process of the scene editing method provided in the embodiment of the present application Figure 4 ;

[0031] Fig. 9 Schematic diagram of the process of the scene editing method provided in the embodiment of the present application Figure 5 ;

[0032] Fig.10 Schematic diagram of the process of the scene editing method provided in the embodiment of the present application Figure 6 ;

[0033] Fig.11 A schematic diagram of a second attribute configuration page provided in an embodiment of the present application Figure 1 ;

[0034] Fig.12 Schematic diagram of the process of the scene editing method provided in the embodiment of the present application Figure 7 ;

[0035] Fig.13 Schematic diagram of the process of the scene editing method provided in the embodiment of the present application Figure 8 ;

[0036] Fig.14 A schematic diagram of a second attribute editing page provided in an embodiment of the present application Figure 2 ;

[0037] Fig.15 Schematic diagram of the process of the scene editing method provided in the embodiment of the present application Figure 9 ;

[0038] Fig.16 A schematic diagram of the camera position setting provided in an embodiment of the present application;

[0039] Fig.17 Schematic diagram of the process of the scene editing method provided in the embodiment of the present application Figure 10 ;

[0040] Fig.18 Schematic diagram of the process of the scene editing method provided in the embodiment of the present application Figure 10 one;

[0041] Fig.19 A schematic diagram of a second attribute configuration page provided in an embodiment of the present application Figure 3 ;

[0042] Fig. 20 Schematic diagram of the process of the scene editing method provided in the embodiment of the present application Figure 10 two;

[0043] Fig.21 Schematic diagram of the process of the scene editing method provided in the embodiment of the present application Figure 10 three;

[0044] Fig. 22 Schematic diagram of the process of the scene editing method provided in the embodiment of the present application Figure 10 Four;

[0045] Fig.23 Schematic diagram of the process of the scene editing method provided in the embodiment of the present application Figure 10 five;

[0046] Fig.24 A schematic diagram of an animation editing interface provided in an embodiment of the present application;

[0047] Fig.25 A schematic diagram of a second attribute configuration page provided in an embodiment of the present application Figure 4 ;

[0048] Fig.26 Schematic diagram of the preview animation screen provided in the embodiment of the present application Figure 1 ;

[0049] Fig. 27 Schematic diagram of the preview animation screen provided in the embodiment of the present application Figure 2 ;

[0050] Fig.28 A schematic diagram of the exit prompt information provided in an embodiment of the present application;

[0051] Fig.29 A schematic diagram of the structure of a scene editing device provided in an embodiment of the present application;

[0052] Fig.30 A schematic diagram of an electronic device provided in an embodiment of the present application. DETAILED DESCRIPTION

[0053] In order to make the purpose, technical solutions and advantages of the embodiments of the present application clearer, the technical solutions in the embodiments of the present application will be clearly and completely described below in combination with the drawings in the embodiments of the present application. Obviously, the described embodiments are only part of the embodiments of the present application, not all of the embodiments.

[0054] Therefore, the following detailed description of the embodiments of the present application provided in the accompanying drawings is not intended to limit the scope of the present application for which protection is sought, but merely represents selected embodiments of the present application. Based on the embodiments in the present application, all other embodiments obtained by ordinary technicians in the field without creative work are within the scope of protection of the present application.

[0055] In addition, the terms "first", "second", etc. in the specification and claims of the present application and the above-mentioned drawings are used to distinguish similar objects, and are not necessarily used to describe a specific order or sequential order. It should be understood that the data used in this way can be interchangeable where appropriate, so that the embodiments of the present application described herein can be implemented in an order other than those illustrated or described herein. In addition, the terms "including" and "having" and any of their variations are intended to cover non-exclusive inclusions, for example, a process, method, system, product or device comprising a series of steps or units is not necessarily limited to those steps or units clearly listed, but may include other steps or units that are not clearly listed or inherent to these processes, methods, products or devices.

[0056] It should be noted that, in the absence of conflict, the features in the embodiments of the present application may be combined with each other.

[0057] The scene editing method in one embodiment of the present application can be run on a local terminal device or a server. When the scene editing method is run on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.

[0058] In an optional implementation, various cloud applications can be run under the cloud interaction system, such as cloud games. Taking cloud games as an example, cloud games refer to a game mode based on cloud computing. In the operation mode of cloud games, the operating body of the game program and the main body of the game screen presentation are separated. The storage and operation of the scene editing method are completed on the cloud game server. The role of the client device is used for receiving and sending data and presenting the game screen. For example, the client device can be a display device with data transmission function close to the user side, such as a mobile terminal, a TV, a computer, a handheld computer, etc.; but the cloud game server in the cloud is used for information processing. When playing the game, the player operates the client device to send an operation instruction to the cloud game server. The cloud game server runs the game according to the operation instruction, encodes and compresses the game screen and other data, and returns it to the client device through the network. Finally, the client device decodes and outputs the game screen.

[0059] In an optional embodiment, taking a game as an example, a local terminal device stores a game program and is used to present a game screen. The local terminal device is used to interact with the player through a graphical user interface, that is, the game program is downloaded and installed by an electronic device and run conventionally. The local terminal device may provide the graphical user interface to the player in a variety of ways, for example, it may be rendered and displayed on a display screen of the terminal, or provided to the player through a holographic projection. For example, the local terminal device may include a display screen and a processor, the display screen is used to present a graphical user interface, the graphical user interface includes a game screen, and the processor is used to run the game, generate a graphical user interface, and control the display of the graphical user interface on the display screen.

[0060] In an optional implementation, an embodiment of the present application provides a scene editing method, providing a graphical user interface through a terminal device, wherein the terminal device can be the local terminal device mentioned above, or can be a client device in the cloud interaction system mentioned above.

[0061] Existing UGC plot editing technology can generally only be used by professional game development teams. To realize a plot animation, a large number of configurations are often required, and a lot of attempts and learning are needed to master them. These functions cannot be provided to players on the game client.

[0062] Based on this, the present application intends to provide a scene editing method, device, electronic device and storage medium, providing players with customized game scene editing functions and plot editing functions. For the game scenes and target plots edited by players, animation attribute information can be configured for the target plot so that when the edited game scene is running, a virtual interpretation character for interpreting the target plot is generated in the game running scene according to the animation attribute information, and the plot animation formed by the virtual interpretation character interpreting the target plot is captured according to the virtual camera set in the game running scene, and the plot animation picture is displayed in the graphical user interface, thereby realizing that the interpretation method from game scene, plot to plot animation is customized by the player, which improves the richness of the game play and provides players with a high degree of freedom scene editing solution, thereby improving the player's creative experience.

[0063] The specific implementation of the scene editing method, device, electronic device and storage medium provided by the present application is described below in conjunction with embodiments.

[0064] Figure 1 Schematic diagram of the process of the scene editing method provided in the embodiment of the present application Figure 1 ,like Figure 1 As shown, the method may include:

[0065] S101: Displaying a game scene to be edited through a graphical user interface, where the game scene to be edited includes a scene component, and the scene component is configured to generate a corresponding virtual object in a game running scene corresponding to the game scene to be edited.

[0066] In this embodiment, the game program is run by an electronic device, and a UGC scene editing function is provided for the player in the game program. The player can customize the game scene to be edited based on the UGC scene editing function. Specifically, the player can add scene components to the game scene to be edited according to the various scene components provided in the game program to build the game scene to be edited. Among them, the scene components may include: virtual building components, virtual prop components, virtual obstacle components, and non-player character (NPC) components.

[0067] During the game running process, the scene components added to the game scene to be edited will be rendered into corresponding virtual objects to form the game running scene. The controlled virtual creatures controlled by the player can interact with the virtual objects rendered by the scene components in the game running scene.

[0068] In some embodiments, players can also customize the gameplay mode, number of players, plot triggering events, and other content corresponding to the game scene to be edited.

[0069] S102: Obtain a target scenario pre-edited for the game scene to be edited.

[0070] In this embodiment, a UGC plot editing function is also provided for players in the game scene. Players can edit the game plot for the game scene to be edited, so that the controlled virtual generation controlled by the player can trigger the corresponding plot through interaction with virtual objects during the activities in the game running scene, so as to understand the world view, character relationships, and execute game tasks of the game running scene.

[0071] In some embodiments, the player can edit at least one game plot for the game scene to be edited, and can bind the scene component to the game plot by setting a plot trigger event for the virtual building component, virtual prop component, virtual obstacle component, and uncontrolled virtual creature component in the game scene to be edited, so that when the plot trigger event is received in the game running scene, the game plot corresponding to the plot trigger event is displayed.

[0072] Furthermore, if the player needs to customize the way the game plot is performed, one of the game plots can be selected from at least one game plot as the target plot.

[0073] In some embodiments, the plot content of the target plot may be, for example, dance, singing, performance, dialogue, etc., which is not limited in this embodiment.

[0074] S103: Responding to the performance configuration instruction for the target plot, configuring animation attribute information for the target plot, the animation attribute information including at least one of the following: the number of virtual interpretation characters of the target plot, the character positions between the virtual interpretation characters, and the role type of each virtual interpretation character.

[0075] In this embodiment, the game program provides players with a UGC plot performance editing function. The plot performance editing function indicates that players can customize the performance method of the game plot. Specifically, based on the performance configuration instructions input by the player for the target plot, at least the following animation attribute information is configured for the target plot: the number of virtual interpretation characters, the character positions between virtual interpretation characters, and the role types of virtual interpretation characters.

[0076] Among them, the number of virtual interpretation roles is used to indicate the number of actors interpreting the target plot, the role positions between the virtual interpretation roles are used to indicate the relative position relationship between the virtual interpretation roles of the corresponding number of roles, and the relative position relationship may at least include: the orientation between each virtual interpretation role, and the role type of the virtual interpretation role is used to indicate the type of actor interpreting the target plot.

[0077] In some embodiments, if the player edits the performers for the target plot when editing the target plot, the character number of the virtual interpretation character can be the number of performers of the target plot, and the character type of the virtual interpretation character can be the performer type of the target plot.

[0078] S104: Responding to the game running instruction, displaying the game running scene corresponding to the game scene to be edited on the graphical user interface.

[0079] In this embodiment, the game running instruction is a trial run instruction issued by the player for the game scene to be edited. After the player has completed editing the game scene to be edited, the game plot of the game scene to be edited, and the plot performance of the game plot, in order to verify the function and effect of the game scene to be edited before releasing the game scene to be edited, it is necessary to first trial run the game scene to be edited.

[0080] Specifically, in response to a game running instruction input by a player for a game scene to be edited, scene components in the game scene to be edited are rendered to generate virtual objects, and the game running scene including the virtual objects is displayed in a graphical user interface.

[0081] S105: Respond to the plot play instruction and display the plot animation screen on the graphical user interface, wherein the plot animation screen is a screen formed by capturing the target plot by a virtual interpretation character generated in the game running scene according to the animation attribute information through a virtual camera set in the game running scene.

[0082] In this embodiment, the scenario play instruction is a player's audition instruction for a target scenario. In order to verify the content, flow, and performance effect of the target scenario of the game scene to be edited, the target scenario needs to be auditioned first.

[0083] Specifically, in response to the plot playback instructions input by the player for the target plot, a virtual camera is set in the game running scene, and corresponding virtual interpretation characters are generated in the game running scene according to the number of characters, character positions and character types of the virtual interpretation characters, and the virtual interpretation characters are controlled to interpret the target plot. In the process of the virtual interpretation characters interpreting the target plot, the virtual camera is used to capture the images formed by the virtual interpretation characters' interpretation of the target plot, and the images captured by the virtual camera are displayed in the graphical user interface as plot animation images.

[0084] In some embodiments, a virtual camera may be set at multiple designated locations in the game running scene, and the viewing direction of the virtual camera may be a preset fixed direction or a variable direction within a preset angle range. For example, the direction of the virtual camera may be the direction of a virtual object with a plot triggering event set.

[0085] After the trial run of the game scene to be edited and the audition of the target plot are correct, the player publishes a game map containing the game running scene and the target plot. After other players enter the game map, the controlled virtual creatures controlled by the players, the scene virtual creatures in the game running scene, and the pre-selected virtual creatures that appear under the triggering of preset trigger conditions act as virtual interpretation roles corresponding to the target plot. The controlled virtual creatures controlled by the players, the scene virtual creatures in the game running scene, and the pre-selected virtual creatures that appear under the triggering of preset trigger conditions interact to interpret the target plot.

[0086] Among them, the number and type of controlled virtual creatures controlled by the player, the scene virtual creatures in the game running scene, and the pre-selected virtual creatures that appear under the triggering of preset trigger conditions are consistent with the number and type of characters of the virtual interpretation role, and when the target plot is triggered, the position of the controlled virtual creatures controlled by the player, the scene virtual creatures in the game running scene, and the pre-selected virtual creatures that appear under the triggering of preset trigger conditions meets the role position of the virtual interpretation role.

[0087] The scene editing method provided in the above embodiment provides players with customized game scene editing functions and plot editing functions. For the game scenes and target plots edited by players, animation attribute information can be configured for the target plot so that when the edited game scene is running, a virtual interpretation character for interpreting the target plot is generated in the game running scene according to the animation attribute information, and the plot animation formed by the virtual interpretation character interpreting the target plot is captured according to the virtual camera set in the game running scene, and the plot animation picture is displayed in the graphical user interface, thereby realizing that the interpretation method from game scene, plot to plot animation is customized by the player, which improves the richness of the game play and provides players with a high degree of freedom scene editing solution, thereby improving the player's creative experience.

[0088] In one possible implementation, Figure 2 Schematic diagram of the process of the scene editing method provided in the embodiment of the present application Figure 2 ,like Figure 2 As shown, the above S103 responds to the performance configuration instruction for the target plot and configures the animation attribute information for the target plot, which may include:

[0089] S131: Displaying a preset scenario editor including a target scenario in a graphical user interface, wherein the preset scenario editor includes at least: a performance configuration control.

[0090] In this embodiment, the game program provides players with a scenario editor, which is used for players to customize interactive scenarios for game scenes to be edited, and to associate scenario trigger events with customized interactive scenarios by setting scenario trigger events in the game scenes to be edited. After the scenario trigger events are triggered, the corresponding interactive scenarios are executed.

[0091] For example, Figure 3 A schematic diagram of a plot editor provided in an embodiment of the present application, such as Figure 3 As shown, the scenario editor may include at least: a scenario creation bar 11, a scenario editing bar 12 and a scenario display bar 13. Multiple interactive scenarios can be created for the game scene to be edited through the new control in the scenario creation bar 11. The scenario editing bar 12 is used to edit specific scenario content for each interactive scenario, and the scenario display bar 13 is used to display the scenario content contained in each interactive scenario. Among them, for the target scenario that needs to be configured for performance, the target scenario is selected in the scenario creation bar 11, so that the scenario content contained in the target scenario is displayed in the scenario display bar 13.

[0092] The plot editor may also include: a performance configuration control 14, namely Figure 3The "Dialogue Performance" control in the default state, or when the target plot is not modified, displays the performance configuration control 14 in the plot editor, wherein the default state is the initial creation state of the target plot.

[0093] S132: In response to a trigger operation on a performance configuration control, a first property configuration page is displayed in a graphical user interface.

[0094] In this embodiment, when the player needs to customize the performance of the target plot, he can click the performance configuration control to open the first attribute configuration page. The first attribute configuration page includes multiple configurable animation attribute parameters. The player can adjust the various animation attribute parameters of the target plot in the first attribute configuration page.

[0095] In one possible implementation, Figure 3 As shown, the method may also include:

[0096] S133: In response to a modification operation of the target scenario through the preset scenario editor, the performance configuration control is updated to a performance update control.

[0097] S134: In response to a trigger operation on the performance update control, a first property configuration page is displayed in the graphical user interface.

[0098] In this embodiment, when the player modifies the plot content of the target plot through the plot editing bar 12, the animation attribute information previously configured for the target plot is unavailable, and the animation attribute parameters need to be reconfigured for the modified target plot. In order to prompt the player to reconfigure the animation attribute parameters, the performance configuration control 14 displayed in the plot editor will be updated as follows: Figure 3 The performance update control 15 shown, namely Figure 3 , and then click the Update Show control in the navigation pane.

[0099] When the player needs to reconfigure the animation attribute parameters for the modified target plot, the player can click the performance update control 15 to open the first attribute configuration page.

[0100] S135: In response to the configuration operation of the animation attribute parameters in the first attribute configuration page, animation attribute information corresponding to the animation attribute parameters is configured for the target plot, wherein the animation attribute parameters include at least one of the following parameters: a character quantity attribute parameter, a character position attribute parameter, and a character type attribute parameter.

[0101] In this embodiment, the configurable animation attribute parameters included in the first attribute configuration page may include at least one of the following: a character quantity attribute parameter, a character position attribute parameter, and a character type attribute parameter. The player can determine the character quantity of the virtual interpretation character corresponding to the target plot by configuring the character quantity attribute parameter. The player can determine the character position of the virtual interpretation character corresponding to the target plot by configuring the character position attribute parameter. The player can determine the character type of the virtual interpretation character corresponding to the target plot by configuring the character type attribute parameter.

[0102] For example, Figure 4 A schematic diagram of a first attribute configuration page provided in an embodiment of the present application Figure 1 ,like Figure 4 As shown, the first attribute configuration page may include at least: a character quantity selection box 21, a standing position list 22, and a character selection box 23. The player may select the number of virtual characters through the character quantity selection box 21, select the character position of the virtual character through the standing position list 22, and select the character type of the virtual character through the character selection box 23.

[0103] Among them, according to the number of virtual interpretation characters selected by the player, the character positions that match the number of characters are selected, and the role types are selected for the corresponding number of virtual interpretation characters.

[0104] In some embodiments, Figure 4 As shown, the first attribute configuration page may also include: a first screen preview area 24, which is used to display a screen including a corresponding number of virtual interpretation characters and corresponding character positions according to the number and position of characters selected by the player.

[0105] The scene editing method provided in the above embodiment provides a first attribute configuration page for players, so that players can easily configure animation attribute information for the target plot. Custom configuration of the game plot can be achieved only by configuring the number of characters, character positions and character types. On the one hand, the configuration method is simple and easy to operate, which reduces the learning cost for players. On the other hand, it can provide players with a high degree of freedom in scene editing solutions, thereby improving the player's creative experience.

[0106] In one possible implementation, Figure 5 Schematic diagram of the process of the scene editing method provided in the embodiment of the present application Figure 3 ,like Figure 5 As shown, the process of responding to the configuration operation of the animation attribute parameters in the first attribute configuration page and configuring the animation attribute information corresponding to the animation attribute parameters for the target plot in S135 may include:

[0107] S201: In response to a configuration operation on a character quantity attribute parameter in a first attribute configuration page, the character quantity of a virtual interpretation character is determined.

[0108] In this embodiment, since the number of virtual interpretation characters determines the character positions between the virtual interpretation characters and the virtual interpretation characters of the required character types, the character number attribute parameter can be configured first in the first attribute configuration page to determine the number of virtual interpretation characters.

[0109] In some embodiments, the default number of characters of the character number attribute parameter is 2, and the player can choose to modify the number of characters in the character number selection box 21.

[0110] In other embodiments, the default number of roles of the role number attribute parameter is the number of performers set for the target scenario in the scenario editor, and the player can choose to modify the number of roles in the role number selection box 21.

[0111] S202: Based on the number of virtual interpretation characters, a list of standing modes that matches the number of characters and a character selection box that matches the number of characters are displayed on a first attribute configuration page.

[0112] In this embodiment, based on the number of virtual interpretation characters selected by the player, the position mode list is updated to display a position mode list that matches the number of characters, and a role selection box that matches the number of characters is displayed.

[0113] For example, Figure 6 A schematic diagram of a first attribute configuration page provided in an embodiment of the present application Figure 2 ,like Figure 4 As shown, the default number of characters for the virtual interpretation role is 2, and the position list shows multiple character positions for the two virtual interpretation characters, and provides two character selection boxes. When the player changes the number of characters for the virtual interpretation role to 3, the position list is updated to Figure 6 The display shown shows multiple role positions for three virtual interpretation characters, and provides three role selection boxes.

[0114] In some embodiments, the game program provides multiple sets of positioning methods, each set of positioning methods includes at least one positioning method, and each set of positioning methods corresponds to a number of characters. The corresponding set of positioning methods can be determined based on the number of virtual interpretation characters selected by the player.

[0115] S203: Responding to a trigger operation on the position list, determining the position of the characters between the virtual interpretation characters.

[0116] In this embodiment, for multiple standing positions displayed in the standing position list, based on the player's selection of a target standing position from the multiple standing positions, the target standing position is determined to be the character standing position between virtual interpretation characters.

[0117] In some embodiments, according to the number of virtual interpretation characters selected by the player, a corresponding number of virtual interpretation characters are generated in the first screen preview area 24, and according to the target positioning method selected by the player, the number of virtual interpretation characters is controlled to position in the first screen preview area 24 according to the target positioning method.

[0118] S204: In response to the selection operation of the role type in each role selection box, the role type of each virtual interpretation role is determined.

[0119] In this embodiment, character types are divided into virtual creatures displayed in the game running scene and virtual creatures not displayed in the game running scene. Among them, the virtual creatures displayed in the game running scene are scene virtual creatures rendered and generated by scene components added by the player in the game scene to be edited. When the game running scene is displayed in the graphical user interface based on the game running instructions, these scene virtual creatures will also be rendered and displayed. The scene virtual creatures are actually uncontrolled virtual creatures.

[0120] Virtual creatures not displayed in the game running scene include: controlled virtual creatures, triggered virtual creatures, and pre-selected virtual creatures. Among them, controlled virtual creatures are virtual creatures controlled by players and active in the game running scene. Triggered virtual creatures are virtual creatures used to trigger plot triggering events, generally controlled virtual creatures. Pre-selected virtual creatures are virtual creatures selected from a preset resource library and displayed in the game running scene under the triggering of preset conditions. Both pre-selected virtual creatures and scene virtual creatures are uncontrolled virtual creatures and have the same role in the game running scene, which is to interact with controlled virtual creatures. They are not directly displayed when the game running scene is running, but will only be displayed when the preset conditions are met.

[0121] The player can select the role type of each virtual interpretation role from each role selection box, so that each virtual interpretation role represents a virtual creature in the game running scene.

[0122] For example, Figure 6As shown, the role type of actor No. 1 "trigger creature" is a triggered virtual creature, that is, actor No. 1 represents a controlled virtual creature controlled by multiple players. In the process of running the scene game, the virtual creature that triggers the plot trigger event is generally triggered by the controlled virtual object; the role type of actor No. 2 "specified player" is a controlled virtual creature controlled by a specified player; the role type of actor No. 3 "scene creature" is a scene virtual creature; in addition, the role type "select in preset" is a pre-selected virtual creature. According to the type of virtual creature displayed under the trigger of preset conditions set in the game scene to be edited, a creature of the same type can be selected from the preset resource library as the role type of the virtual interpretation role.

[0123] In some embodiments, the process of determining the position of the virtual interpretation characters in response to the trigger operation on the position mode list in S203 may include:

[0124] In response to more viewing operations on the position mode list, multiple position modes in the position mode list are viewed; in response to a triggering operation on multiple position modes, the role positions between virtual interpretation characters are determined according to the target position modes corresponding to the triggering operation.

[0125] In this embodiment, a group of standing modes corresponding to each character number includes at least one standing mode. Due to the limitation of the display area of ​​the standing mode list on the first attribute configuration page, only some of the standing modes can be displayed in the display area. Therefore, two ways of viewing all standing modes are provided.

[0126] For example, Figure 7 A schematic diagram of the station method provided in the embodiment of the present application, such as Figure 7 As shown, the standing modes corresponding to the two virtual interpretation characters are face-to-face standing mode (a), same-direction standing mode (b), and back-to-back standing mode (c), the standing modes corresponding to the three virtual interpretation characters are L-type standing mode (d), A-type standing mode (e), and the standing modes corresponding to the four virtual interpretation characters are 1V1&1V1 standing mode (f), 1V3 standing mode (g), same-direction standing mode (h), 2V2 standing mode, etc. Figure 7 The positions shown are only some examples, and the scope of the positions of the embodiments of the present application is not limited to Figure 7 In the standing positions shown, different standing positions can actually be flexibly set according to needs.

[0127] In some embodiments, the more viewing operation for the standing position list may be a sliding operation on the standing position displayed in the standing position list to switch the standing position displayed in the display area, so that all standing positions in a group of standing positions can be viewed. The sliding operation may be a left-right sliding operation.

[0128] In other embodiments, the more viewing operation for the position mode list may be a touch operation on the more viewing control 25 in the position mode list to display a position mode display pop-up window in the graphical user interface, and all the position modes in a set of position modes are displayed in the position mode display pop-up window.

[0129] The scene editing method provided by the above embodiment displays a standing position list and a role selection box that match the number of characters based on the number of configured virtual interpretation characters, so that the role positions between the virtual interpretation characters and the role types of each virtual interpretation character can be selected, thereby realizing flexible configuration of the number of characters, role positions and role types. The configuration method is simple, the page will change adaptively, the player's learning cost is low, and the player's creative experience can be improved.

[0130] In one possible implementation, Figure 8 Schematic diagram of the process of the scene editing method provided in the embodiment of the present application Figure 4 ,like Figure 8 As shown, the process of determining the role type of each virtual interpretation role in response to the selection operation of the role type in each role selection box in S204 may include:

[0131] S241: In response to selection operations on multiple parent role types in each parent role selection box, the corresponding target parent role type is displayed in each parent role selection box, and a child role selection box of each target parent role type is displayed in the first attribute configuration page.

[0132] S242: In response to a selection operation of at least one sub-role type in each sub-role selection box, a role type of the virtual interpretation role is determined.

[0133] In this embodiment, role types are divided into: unique role types and branch role types. The unique role type includes only one role type, and the branch role type includes multiple selectable role types. The branch role type is used as the parent role type, and the multiple selectable role types in the branch role type are used as child role types.

[0134] If the player selects a unique character type through the character selection box, the unique character type is determined to be the character type of the virtual interpretation character. If the player selects a parent character type through the character selection box, a child character selection box corresponding to the parent character type is further displayed in the first attribute configuration page. The player selects any child character type from the child character selection box as the character type of the virtual interpretation character.

[0135] For example, the triggering virtual creature is the only role type, and the controlled virtual creature, the scene virtual creature, and the pre-selected virtual creature are all branch role types.

[0136] like Figure 6 As shown, the role type of actor No. 1 is "trigger creature", that is, triggering virtual creature is the only role type.

[0137] The role type "Specified Player" in the parent role selection box 231 of actor No. 2, that is, the controlled virtual creature controlled by the player, is a branch role type. The sub-role selection box 232 of actor No. 2 is displayed on the first attribute configuration page. The player can select any player-controlled virtual creature from the sub-role selection box 232 as the role type of actor No. 2, wherein the number of controlled virtual creatures available for selection in the sub-role selection box 232 is the player parameter defined in the gameplay mode selected by the player for the game scene to be edited.

[0138] The role type "scene creature" in the parent role selection box 231 of actor No. 3, that is, the scene virtual creature is a branch role type, and the sub-role selection box 232 of actor No. 3 is displayed in the first attribute configuration page. The player can select any scene virtual creature from the sub-role selection box 232 as the role type of actor No. 3, wherein the scene virtual creatures available for selection in the sub-role selection box 232 are the scene virtual creatures created by the player in the game scene to be edited.

[0139] The character type "Select in Preset" means pre-selecting a virtual creature as a branch, that is, the type. The corresponding sub-character selection box is displayed in the first attribute configuration page. The player can call the preset resource library through the sub-character selection box and select a virtual creature from the preset resource library as the character type of the virtual interpretation character.

[0140] In another possible implementation, the process of determining the role type of each virtual interpretation role in response to the selection operation of the role type in each role selection box in S204 may include:

[0141] If the performers of the target plot include uncontrolled virtual creatures in the game running scene corresponding to the game scene to be edited, the identity information of the corresponding uncontrolled virtual creatures is displayed in each character selection box in turn according to the performance order of the uncontrolled virtual creatures defined in the target plot, and the role type of the virtual performance character is determined to be the corresponding uncontrolled virtual creature.

[0142] In this embodiment, a default setting rule of a role type is provided to the player, and when the player does not need to configure the role type by himself, the default setting rule is used to configure the role type for each virtual interpretation role.

[0143] Specifically, the default setting rules are: according to the type of performer defined for the target plot in the plot editor, if the performer is an uncontrolled virtual creature in the game running scene corresponding to the game scene to be edited, then according to the interpretation order of each uncontrolled virtual creature in the target plot, the identity information of the corresponding uncontrolled virtual creature is displayed in each role selection box in turn, and the role type of the virtual interpretation character is determined to be the corresponding uncontrolled virtual creature, so as to bind the virtual interpretation character to the uncontrolled virtual creature in the game running scene. Each virtual interpretation character represents an uncontrolled virtual creature in the game running scene, and the uncontrolled virtual creature can be a scene virtual creature or a pre-selected virtual creature.

[0144] Furthermore, the method may also include:

[0145] If the number of non-controlled virtual creatures is less than the number of virtual interpretation roles, determine that the role type of the virtual interpretation role displayed in the remaining role selection box is a triggering virtual creature, and the triggering virtual creature is a virtual creature that triggers the target plot.

[0146] In this embodiment, if the number of uncontrolled virtual creatures among the performers who interpret the target plot is less than the number of virtual interpretation characters configured by the player, then according to the interpretation order of each uncontrolled virtual creature in the target plot, the identity information of the corresponding uncontrolled virtual creatures is displayed in each character selection box in turn, and the role type of the virtual interpretation character is displayed in the remaining role selection boxes as a triggering virtual creature, that is, the virtual interpretation character represents the virtual creature used to trigger the plot trigger time in the game running scene.

[0147] For example, Figure 6 As shown, the first attribute configuration page includes a default generation control 26 "Skip automatic generation", which responds to the player's triggering operation on the default generation control 26 and uses the default setting rules to configure the role type for each virtual interpretation role.

[0148] like Figure 2 As shown, the target plot is performed by three speakers, among which speaker 1 and speaker 3 are uncontrolled virtual objects, and speaker 2 is a triggered virtual creature. According to the default setting rules, actor No. 1 can be determined as the uncontrolled virtual creature corresponding to speaker 1, actor No. 2 is the uncontrolled virtual creature corresponding to speaker 2, and actor No. 3 is the triggered virtual creature.

[0149] The scene editing method provided in the above embodiment allows players to freely choose the role type of the virtual interpretation character to associate the virtual interpretation character with various virtual creatures in the game running scene, to customize the interaction method of various virtual creatures in the game running scene, and the page display content can be adaptively changed based on the player's choice. The player's learning cost is low, and the player's creative experience can be improved.

[0150] In one possible implementation, Fig. 9 Schematic diagram of the process of the scene editing method provided in the embodiment of the present application Figure 5 ,like Fig. 9 As shown, the process of responding to the plot play instruction in S105 and displaying the plot animation picture on the graphical user interface may include:

[0151] S151: In response to the plot playback instruction, a corresponding virtual interpretation role is generated in the game running scene according to the model parameters and animation attribute information of the virtual creature corresponding to the virtual interpretation role. The virtual creature corresponding to the virtual interpretation role is a triggered virtual creature, a controlled virtual creature, a scene virtual creature or a pre-selected virtual creature.

[0152] In this embodiment, when a plot playback instruction for a game running scene is received from a player, model parameters of a virtual creature that matches the character type of the virtual interpretation character are obtained based on the character number of the virtual interpretation character and the character type of the virtual interpretation character in the animation attribute information; based on the model parameters of the virtual creature that matches the character type of the virtual interpretation character and the character position of the virtual interpretation character, the corresponding virtual interpretation character is rendered and displayed in the game running scene.

[0153] Among them, if the role type of the virtual interpretation character corresponds to a triggered virtual creature or a controlled virtual creature, since the game running scene is not in the game stage, there is actually no virtual triggered creature or controlled virtual creature in the game running scene, the default virtual creature model parameters can be used to render the virtual interpretation character.

[0154] If the character type of the virtual interpretation character corresponds to a scene virtual creature, the virtual interpretation character can be rendered according to the model parameters of the scene virtual creature. If the type of the virtual interpretation character corresponds to a pre-selected virtual creature, the virtual interpretation character can be rendered according to the model parameters of the pre-selected virtual creature.

[0155] S152: Displaying, in a graphical user interface, a plot animation screen of a virtual interpretation character in a game running scene captured by a virtual camera interpreting a target plot.

[0156] In this embodiment, the virtual interpretation character is controlled to interpret the target plot. During the process of the virtual interpretation character interpreting the target plot, the virtual camera is used to capture the images formed by the virtual interpretation character interpreting the target plot, and the images captured by the virtual camera are displayed in the graphical user interface as plot animation images.

[0157] It should be noted that the player sets a plot trigger event for the target plot in the game scene to be edited. During the actual game process of the game running scene, the target plot will be triggered based on the plot trigger event. During the playback of the target plot, the target plot is directly determined to be triggered based on the plot playback instruction, and the virtual interpretation character interprets the target plot after being triggered.

[0158] The scene editing method provided in the above embodiment generates a virtual interpretation character in the game running scene according to the model parameters and animation attribute information of the virtual creature corresponding to the virtual interpretation character, so that in the process of the virtual interpretation character interpreting the target plot, the displayed plot animation screen is as close to the actual game process as possible, so that the player can promptly discover the content that needs to be modified, thereby ensuring the normal operation of the game running scene and the target plot created by the player.

[0159] In one possible implementation, Fig.10 Schematic diagram of the process of the scene editing method provided in the embodiment of the present application Figure 6 ,like Fig.10 As shown, the process of responding to the configuration operation of the animation attribute parameters in the first attribute configuration page and configuring the animation attribute information corresponding to the animation attribute parameters for the target plot in S135 may include:

[0160] S301: In response to a configuration operation on animation attribute parameters in a first attribute configuration page, initial animation attribute information of each sub-plot in a target plot is determined.

[0161] In this embodiment, the target plot is composed of multiple sub-plots, wherein the division of the sub-plots is related to the plot content of the target plot. If the plot content of the target plot is dance, singing, or performance, it can be divided into multiple sub-plots according to unit time, such as 1 second. If the plot content of the target plot is dialogue, it can be divided into multiple sub-plots according to dialogue sentences.

[0162] The animation property information configured by configuring the animation property parameters in the first property configuration page is the animation property information of the entire target plot. All sub-plots in the entire target plot use the same animation property information, and the animation property information of the target plot is used as the initial animation property information of each sub-plot.

[0163] S302: In response to a triggering operation on a confirmation control in the first property configuration page, a second property configuration page is displayed in a graphical user interface, wherein the second property configuration page includes: a property editor corresponding to each sub-plot.

[0164] In some embodiments, Figure 4 or Figure 6As shown, the first property configuration page also includes: a confirmation control 27. If the game program does not provide a detail adjustment function for the sub-plot, in response to a trigger operation on the confirmation control 27, the animation property information configured for the target plot is saved.

[0165] In other embodiments, if the game program provides a detail adjustment function for sub-plots, in response to a trigger operation on the confirmation control 27, a second attribute configuration page is displayed in the graphical user interface, and the second attribute configuration page is used to separately adjust the details of the animation attribute information of each sub-plot in the target plot.

[0166] S303: In response to the adjustment operation of the property editor corresponding to each sub-plot, target animation property information of each sub-plot is determined.

[0167] In this embodiment, Fig.11 A schematic diagram of a second attribute configuration page provided in an embodiment of the present application Figure 1 ,like Fig.11 As shown, the second attribute configuration page may at least include: an attribute editor 31 corresponding to each sub-plot, and an attribute editor of the target sub-plot in the second attribute configuration page based on the target sub-plot selected by the player. The player can adjust the animation attribute information of the target sub-plot through the attribute editor of the target sub-plot.

[0168] In some embodiments, the animation property parameters included in the property editor are the same as the animation property parameters in the first property configuration page. The initial animation property information of the target sub-plot is displayed in the property editor of the target sub-plot. The initial animation property information is the animation property information configured for the target plot in the first property configuration page. The target animation property information of the target sub-plot can be obtained by adjusting the initial animation property information of the target sub-plot through the property editor of the target sub-plot.

[0169] It should be noted that the adjustments to the animation attribute information of each sub-plot in the second attribute configuration page are independent of each other, that is, adjusting the animation attribute information of one sub-plot will not affect the animation attribute information of other sub-plots. Generally, the attribute editor in the second attribute configuration page is used to adjust the detailed attribute information of each sub-plot. If the player is not satisfied with the number of characters, character positions, and character types in each sub-plot, he can first return to the first attribute configuration page to reconfigure the animation attribute information of the target plot, and then enter the second attribute configuration page to make detailed adjustments.

[0170] The scene editing method provided in the above embodiment can not only configure the animation attribute parameters for the target plot of the game scene to be edited, but also further configure the details of the animation attribute parameters of each sub-plot in the target plot, so that the details of the plot animation screen of the entire target plot interpretation are more flexible and rich, and the editing freedom of the edited game scene is higher, thereby improving the player's creative experience.

[0171] In a possible implementation, the target plot includes: multiple plot dialogues, each sub-plot is one of the plot dialogues, Fig.12 Schematic diagram of the process of the scene editing method provided in the embodiment of the present application Figure 7 ,like Fig.12 As shown, the process of determining target animation attribute information of each sub-plot in response to the adjustment operation of the attribute editor corresponding to each sub-plot in S303 may include:

[0172] S331: In response to the selection operation for each scenario dialogue, a scenario dialogue to be edited is selected from each scenario dialogue, and a property editor of the scenario dialogue to be edited is displayed.

[0173] S332: In response to the adjustment operation of the property editor for the plot dialogue to be edited, target animation property information of the plot dialogue to be edited is determined.

[0174] In this embodiment, the target plot consists of multiple plot dialogues, such as Figure 2 As shown, each plot dialogue has a speaker, and the speaker can be a triggering virtual creature, a controlled virtual creature, a scene virtual creature, etc. Fig.11 As shown, the second attribute configuration page may also include: a plot dialogue display box 32, which is used to display the dialogue content of each plot dialogue. According to the plot dialogue displayed in the plot dialogue display box 32, the attribute editor 31 is the attribute editor corresponding to the plot dialogue.

[0175] The player can select any plot dialogue from various plot dialogues as the plot dialogue to be edited, display the dialogue content of the plot dialogue to be edited in the plot dialogue display box 32, and display the attribute editor of the plot dialogue to be edited in the graphical user interface. By adjusting the attribute editor, the animation attribute information of the plot dialogue to be edited can be adjusted to obtain the target animation attribute information of the plot dialogue to be edited. The animation attribute information of the target plot may include: target animation attribute information of multiple plot dialogues.

[0176] In some embodiments, Fig.11As shown, the second attribute configuration page may further include: a plot dialogue list 33. The above S331 responds to the selection operation for each plot dialogue, selects the plot dialogue to be edited from each plot dialogue, and displays the attribute editor of the plot dialogue to be edited, which may include:

[0177] In response to a trigger operation on a dialogue identifier control in the plot dialogue list, a target dialogue identifier is selected, and a property editor of the plot dialogue to be edited corresponding to the target dialogue identifier is displayed on a second property configuration page.

[0178] In this embodiment, the dialogue identification controls of multiple plot dialogues are displayed in the plot dialogue list 33. The dialogue identification corresponding to the dialogue identification control is the dialogue identification corresponding to the plot dialogue in the plot editor. The player can select the plot dialogue to be edited through the dialogue identification control in the plot dialogue list. Specifically, the player can select the target dialogue identification according to the dialogue identification control in the plot dialogue list, determine that the plot dialogue corresponding to the target dialogue identification is the plot dialogue to be edited, and display the dialogue content of the plot dialogue to be edited in the plot dialogue display box 32 of the second attribute configuration page, and display the attribute editor of the plot dialogue to be edited.

[0179] Furthermore, if Fig.11 As shown, the dialogue identification controls of each plot dialogue in the plot dialogue list are divided into a selected state and an unselected state, one of the dialogue identification controls is in a selected state, and the other dialogue identification controls are in an unselected state, and the selected state is specially displayed in a preset manner.

[0180] The scene editing method provided in the above embodiment can select the plot dialogue to be edited from various plot dialogues, adjust the animation attribute information of the plot dialogue to be edited through the attribute editor of the plot dialogue to be edited, and realize the adjustment of the details of the plot dialogue, thereby improving the effect of the plot animation picture of the target plot and the richness of the picture changes.

[0181] In one possible implementation, Fig.11 As shown, the second attribute configuration page also includes: animation preview control 34, Fig.13 Schematic diagram of the process of the scene editing method provided in the embodiment of the present application Figure 8 ,like Fig.13 As shown, before responding to the adjustment operation of the property editor corresponding to each sub-plot in the above S303 and determining the target animation property information of each sub-plot, the method may further include:

[0182] S321: In response to a trigger operation on the animation preview control, a preview animation of the target plot is displayed in the graphical user interface.

[0183] S322: During the preview animation playback of the target scenario, in response to an exit operation of the preview animation, a property editor corresponding to the sub-scenario at the time of exit is displayed on the second property configuration page.

[0184] In this embodiment, the animation preview control 34 is used to preview the plot animation of the target plot. In response to the player's triggering operation on the animation preview control 34, the preview animation of the target plot is displayed in the graphical user interface according to the plot content of the target plot and the animation attribute information of the target plot. The preview animation is a picture formed by the virtual interpretation character interpreting the target plot through a virtual camera. The difference between the preview animation and the plot animation picture is that the preview animation does not contain the picture of the game running scene. The preview animation is a picture formed by placing the virtual interpretation character in a preset default scene to interpret the target plot.

[0185] During the preview animation of the target plot in the graphical user interface, if the player is not satisfied with the animation effect of any sub-plot, the player can exit the preview animation, and after exiting the preview animation, the second attribute configuration interface will be redisplayed in the graphical user interface, and the attribute editor corresponding to the sub-plot at the time of exit will be displayed in the second attribute configuration interface.

[0186] In some embodiments, Fig.11 As shown, the second attribute configuration interface may also include: a second screen preview area 35, which is used to display a screen of a sub-plot including a corresponding number of virtual interpretation characters and corresponding character positions according to the number and position of characters selected by the player.

[0187] The scene editing method provided in the above embodiment can select the sub-plot to be edited in each sub-plot, adjust the animation attribute information of the sub-plot to be edited through the attribute editor of the sub-plot to be edited, and realize the adjustment of the details of the sub-plot, thereby improving the effect of the plot animation picture of the target plot and the richness of the picture change.

[0188] In a possible implementation, the property editor includes: an editing type, and the editing type includes: editable template generation and call generation; before the above S303 responds to the adjustment operation of the property editor corresponding to each sub-plot and determines the target animation property information of each sub-plot, the method may further include:

[0189] In response to the selection of the editing type, if editable template generation is selected, the attribute editor displays an edit box for at least one of the following attribute parameters: edit boxes corresponding to the character quantity attribute parameter, the character position attribute parameter, and the character type attribute parameter; or, if call generation is selected, a call edit box is displayed, wherein the call edit box is used to select the identifier of an existing plot animation to call the corresponding animation attribute information in the existing plot animation.

[0190] In this embodiment, if Fig.11 As shown, the property editor includes: an edit type selection box 36, which provides a variety of edit types for selecting the editing method of the animation property information of the sub-plot or plot dialogue. The edit types include: editable template generation and call generation, wherein the editable template generation is used to instruct the player to edit the animation property information of the sub-plot or plot dialogue by himself through the property parameter editing box, and the call generation is used to instruct the player to select an existing plot animation and use the animation property parameters of the existing plot animation as the animation property information of the sub-plot or plot dialogue.

[0191] In some embodiments, Fig.11 As shown, if the editing type selected by the player is editable template generation, a basic attribute setting bar 37 is displayed in the attribute editor. The basic attribute setting bar 37 includes at least one of the following attribute parameter editing boxes, such as a character quantity selection box, a standing mode list 22, and a character selection box 23. The character selection box 23 can select at least one of the following character information: character type, character action.

[0192] It should be noted that after entering the second attribute configuration page from the first attribute configuration page, the basic attribute setting bar in the attribute editor of each sub-plot is in the default collapsed state. After the player expands the basic attribute setting bar to adjust the animation attribute parameters, even if the player switches between the story editors of each sub-plot, the basic attribute setting bar remains expanded.

[0193] In other embodiments, Fig.14 A schematic diagram of a second attribute editing page provided in an embodiment of the present application Figure 2 ,like Fig.14 As shown, if the editing type selected by the player is to call and generate a "custom animation", a call edit box 38 is displayed in the property editor. The call edit box 38 is used to select the identifier of the target existing plot animation from the identifiers of the existing plot animation, so as to use the animation attribute information of the target existing plot animation as the animation attribute information of the sub-plot or plot dialogue to be edited.

[0194] The scene editing method provided in the above embodiment provides players with two methods of adjusting the animation attribute information of sub-plots or plot dialogues: editable template generation and call generation, so that players can choose a method to adjust the animation attribute information of sub-plots or plot dialogues according to their needs, thereby improving the player's creative experience.

[0195] In one possible implementation, Fig.15 Schematic diagram of the process of the scene editing method provided in the embodiment of the present application Figure 9 ,like Fig.15As shown, after the above S103 responds to the performance configuration instruction for the target plot and configures the animation attribute information for the target plot, the method may further include:

[0196] S153: Determine the camera position setting information of the virtual camera according to the position of the characters between the virtual interpretation characters and the mapping relationship between the position of the characters and the camera position setting information of the virtual camera.

[0197] In this embodiment, in order to capture the plot animation screen of the virtual interpretation character interpreting the target plot through the virtual camera set in the game running scene, it is necessary to set up a virtual camera that can shoot the virtual interpretation character in the game running scene. To this end, the camera position setting information of the virtual camera can be determined according to the role positions between the virtual interpretation characters.

[0198] Specifically, a mapping relationship between the character positions and the position setting information of the virtual camera is pre-set, and the position setting information of the virtual camera can be determined based on the character positions between the virtual interpretation characters and the mapping relationship, wherein the position setting information may at least include: the location information and orientation information of the virtual camera.

[0199] Fig.16 The schematic diagram of the machine position setting provided in the embodiment of the present application is as follows: Fig.16 As shown, the character positions corresponding to different numbers of characters have corresponding camera position setting information. The face-to-face standing mode, the same-direction standing mode, and the back-to-back standing mode of two virtual interpretation characters all adopt the camera position setting information (a). The L-type standing mode of three virtual interpretation characters adopts the camera position setting information (b), the A1-type standing mode adopts the camera position setting information (c), and the A2-type standing mode adopts the camera position setting information (d). Fig.16 The camera position setting information shown is only some examples, and the scope of the camera position setting information in the embodiment of the present application is not limited to Fig.16 In the station position setting information shown, different station positions can actually be flexibly set according to needs.

[0200] The process of responding to the plot play instruction and displaying the plot animation picture on the graphical user interface in S105 may include:

[0201] S154: Responding to the plot playback instruction, generating a virtual interpretation character in the game running scene according to the animation attribute information, and setting a virtual camera in the game running scene according to the camera position setting information.

[0202] In this embodiment, in response to the plot playback instructions input by the player for the target plot, the corresponding virtual interpretation characters are generated in the game running scene according to the number of characters, character positions and character types of the virtual interpretation characters, and the virtual camera is set in the game running scene according to the position information and orientation information of the virtual camera.

[0203] S155: Displaying, in a graphical user interface, a plot animation screen of a virtual interpretation character interpreting a target plot in a game running scene captured by a virtual camera.

[0204] In this embodiment, the virtual interpretation character is controlled to interpret the target plot. During the process of the virtual interpretation character interpreting the target plot, the picture formed by the virtual interpretation character interpreting the target plot is captured by the virtual camera, and the picture captured by the virtual camera is displayed in the graphical user interface as a plot animation picture.

[0205] The scene editing method provided in the above embodiment determines the position setting information of the virtual camera based on the role positions between virtual interpretation characters and the mapping relationship between the role positions and the position setting information of the virtual camera, and sets the virtual camera in the game running scene according to the position setting information, so that the virtual camera can capture the plot animation pictures of the virtual interpretation characters interpreting the target plot, realize the customization of the perspective pictures of the game scenes to be edited and the game plots, improve the richness of the gameplay, and thus improve the player's creative experience.

[0206] In one possible implementation, Fig.17 Schematic diagram of the process of the scene editing method provided in the embodiment of the present application Figure 10 ,like Fig.17 As shown, the method may also include:

[0207] S156: Determine the camera position switching probability of the virtual camera according to the camera position setting information and the mapping relationship between the camera position setting information and the camera position switching probability.

[0208] In this embodiment, after the camera position setting information of the virtual camera is determined according to the position of the virtual interpretation character, since the camera position setting information includes multiple virtual cameras, the plot animation pictures captured by multiple virtual cameras cannot be displayed in the graphical user interface at the same time. Therefore, the camera position switching probability between the multiple virtual cameras can be set, and one of the virtual cameras is switched each time to capture the plot animation pictures according to the camera position switching probability.

[0209] Specifically, a mapping relationship between camera position setting information and camera position switching probability is preset, and the camera position switching probability of the virtual camera can be determined based on the camera position setting information and the mapping relationship, wherein the camera position switching probability indicates the switching probability between virtual cameras used to capture plot animation images.

[0210] For example, Table 1 is the position switching probability corresponding to the position setting information (a), Table 2 is the position switching probability corresponding to the position setting information (b), Table 3 is the position switching probability corresponding to the position setting information (c), and Table 4 is the position switching probability corresponding to the position setting information (d). The position switching probabilities in Tables 1-4 are merely some examples, and the range of the position switching probability of the embodiments of the present application is not limited to the position switching probabilities in Tables 1-4. In practice, different standing modes can be flexibly set as needed.

[0211] Table 1 Camera position switching probability corresponding to camera position setting information (a)

[0212] Previous Camera / Next Camera 1 2 3 4 5 1 0 0.35 0.2 0.35 0.1 2 0.35 0 0.35 0.2 0.1 3 0.2 0.35 0 0.35 0.1 4 0.35 0.2 0.35 0.35 0.1 Side view 0.25 0.25 0.25 0.25 0.1

[0213] Table 2 Camera position switching probability corresponding to camera position setting information (b)

[0214] Previous Camera / Next Camera 1 2 3 4 5 6 7 8 1 0 0.35 0.2 0.35 0.1 0 0 0 2 0.25 0 0.25 0.25 0 0.1 0.1 0.05 3 0.25 0.25 0 0.25 0.25 0 0 0 4 0.25 0.25 0.25 0 0.25 0 0 0 5 0.05 0 0.21 0.21 0 0.21 0.21 0.11 6 0 0.1 0 0 0.35 0 0.2 0.35 7 0 0.1 0 0 0.35 0.2 0 0.35 8 0 0.1 0 0 0.2 0.35 0.35 0

[0215] Table 3 Camera position switching probability corresponding to camera position setting information (c)

[0216]

[0217]

[0218] Table 4 Camera position switching probability corresponding to camera position setting information (d)

[0219] Previous Camera / Next Camera 1 2 3 4 5 1 0 0.25 0.25 0.25 0.25 2 0.25 0 0.25 0.25 0.25 3 0.25 0.25 0 0.25 0.25 4 0.25 0.25 0.25 0 0.25 5 0.25 0.25 0.25 0.25 0

[0220] The process of responding to the plot play instruction and displaying the plot animation picture on the graphical user interface in S105 may include:

[0221] S157: In response to the plot play instruction, a plot animation screen of a virtual interpretation character in a game running scene captured by a target virtual camera is displayed in a graphical user interface, wherein the target virtual camera is a virtual camera that switches between multiple virtual cameras according to the camera position switching probability.

[0222] In this embodiment, during the playback of the plot, the target virtual camera is controlled to switch between multiple virtual cameras according to the camera switching probability, and the virtual interpretation character is controlled to interpret the target plot. During the process of the virtual interpretation character interpreting the target plot, the target virtual camera is used to capture the picture formed by the virtual interpretation character interpreting the target plot, and the picture captured by the virtual camera is displayed in the graphical user interface as a plot animation picture.

[0223] The scene editing method provided in the above embodiment determines that the target virtual camera for capturing the plot animation picture will switch between different virtual cameras according to the camera position switching probability during the plot playback process, thereby outputting the plot animation picture with rich visual changes, thereby improving the richness and viewing angle effect of the plot animation picture.

[0224] In one possible implementation, Fig.18 Schematic diagram of the process of the scene editing method provided in the embodiment of the present application Figure 10 One, such as Fig.18 As shown, the method may also include:

[0225] S158: In response to a configuration operation on a camera position edit box in a property editor, fixed camera position information of the sub-plot is determined. The camera position edit box includes at least one of the following property parameters: camera position and field of view.

[0226] In this embodiment, Fig.19 A schematic diagram of a second attribute configuration page provided in an embodiment of the present application Figure 3 ,like Fig.19 As shown, if the editing type selected by the player is editable template generation, in addition to displaying the basic attribute setting bar 37 in the attribute editor, the camera position editing box 38 is also displayed in the attribute editor. If the player determines that the animation picture of the sub-plot or plot dialogue to be edited does not need to be switched according to the above-mentioned camera position switching probability, but needs to use fixed camera position information to play the animation picture of the sub-plot or plot dialogue to be edited each time the plot is played, the fixed camera position information can be set for the sub-plot or plot dialogue to be edited through the camera position selection box.

[0227] Specifically, Fig.19 As shown, the attribute parameters included in the camera position editing box 18 include: camera position and field of view (FOV). The camera position can be, for example: side front, front, rear, etc., and the FOV can be adjusted through a progress bar or an input box.

[0228] The process of responding to the plot play instruction and displaying the plot animation picture on the graphical user interface in S105 may include:

[0229] S159: In response to the plot play instruction, a plot animation screen of a sub-plot performed by a virtual performance character in a game running scene collected by a virtual camera according to fixed camera position information is displayed in a graphical user interface.

[0230] In this embodiment, during the process of plot playback, the virtual interpretation character is controlled to interpret the target plot. During the process of the virtual interpretation character interpreting the target plot, when a sub-plot or plot dialogue with fixed camera position information is played, the virtual camera uses the camera position and field of view to capture the picture formed by the virtual interpretation character interpreting the target plot, and the picture captured by the virtual camera is displayed in the graphical user interface as the plot animation picture of the sub-plot or plot dialogue.

[0231] The scene editing method provided in the above embodiment, in addition to controlling multiple virtual cameras to switch and capture plot animation images, can also set fixed camera position information for sub-plots or plot dialogues, so that the virtual camera uses fixed camera position information to capture the plot animation images of the sub-plot, thereby outputting plot animation images with rich visual changes, thereby improving the richness and viewing angle effects of the plot animation images.

[0232] In one possible implementation, Fig. 20 Schematic diagram of the process of the scene editing method provided in the embodiment of the present application Figure 10 Second, such as Fig. 20 As shown, the method may also include:

[0233] S401: Displaying each plot dialogue in the plot dialogue display box, and displaying information of the virtual interpretation role corresponding to each plot dialogue and information of the virtual creature corresponding to each plot dialogue in the second attribute configuration page.

[0234] S402: In response to a trigger operation on the plot dialogue display box, calling a dialogue editing box to modify the plot dialogue in the plot dialogue display box.

[0235] In this embodiment, if Fig.11 As shown, the second attribute configuration page may also include: a plot dialogue display box 32, the plot dialogue display box 32 is used to display the dialogue content of the plot dialogue to be edited, and the information of the virtual interpretation role corresponding to the plot dialogue and the information of the speaker, i.e., the virtual creature, corresponding to the plot dialogue edited in the plot editor are also displayed above the plot dialogue display box. According to the information of the virtual interpretation role and the information of the virtual creature corresponding to the plot dialogue, the binding correspondence between the virtual interpretation role and the virtual creature can be determined. If the player believes that the virtual creature represented by the virtual interpretation role is unreasonable, the character type of the virtual interpretation role can be adjusted through the attribute editor, thereby adjusting the virtual creature represented by the virtual interpretation role.

[0236] When players need to adjust the content of a plot dialogue, a quick modification method is provided in the second attribute configuration page, without the need for players to return to the plot editor to modify the content of the plot dialogue.

[0237] Specifically, based on the player's triggering operation on the plot dialogue display box 32, a dialogue editing box is called out on the graphical user interface, so that the dialogue content of the plot dialogue can be modified in the dialogue editing box through an input device, wherein the input device can be an external input device connected to the electronic device, or it can be a virtual input device built into the electronic device.

[0238] In some embodiments, the property editor can be changed from Fig.11 The expanded state of the display switches to the collapsed state. After the property editor is collapsed, the unoccupied area in the graphical user interface increases, and the display area of ​​the plot dialogue display box 32 can be increased. When the property editor switches from the collapsed state to the expanded state, after the property editor is expanded, the unoccupied area in the graphical user interface decreases, and the display area of ​​the plot dialogue display box 32 can be reduced.

[0239] In one possible implementation, Fig.21 Schematic diagram of the process of the scene editing method provided in the embodiment of the present application Figure 10 Three, such as Fig.21 As shown, the method may also include:

[0240] S403: Displaying a plurality of option information boxes corresponding to each plot dialogue on the second attribute configuration page, each option information box displays the option content corresponding to each plot dialogue.

[0241] S404: In response to the triggering operation on each option information box, the dialogue editing box is called to modify the option content corresponding to each plot dialogue.

[0242] In this embodiment, if Fig.11 As shown, the second attribute configuration page may also include: an option information box 39, which is used to display the option content corresponding to the plot dialogue to be edited. When the player needs to adjust the option content corresponding to the plot dialogue, a quick modification method is provided in the second attribute configuration page, and the player does not need to return to the plot editor to modify the option content corresponding to the plot dialogue.

[0243] Specifically, based on the player's triggering operation on the option information box 39, a dialogue editing box is called out on the graphical user interface, so that the option content corresponding to the plot dialogue can be modified in the dialogue editing box through the input device.

[0244] Furthermore, the method may also include:

[0245] In response to a modification operation on a plot dialogue or an option content corresponding to the plot dialogue, the plot dialogue or option content displayed in the preset plot editor is synchronously modified.

[0246] In this embodiment, after the player modifies the plot dialogue or the option content corresponding to the plot dialogue displayed in the second attribute configuration page, the corresponding plot dialogue or option content displayed in the plot editor is directly modified synchronously, without the player having to return to the plot editor to modify the plot content or option content, thereby improving the player's operation convenience.

[0247] The scene editing method provided in the above embodiment provides players with a quick editing function for plot dialogues or option contents in the second attribute configuration page, and players are unable to return to the plot editor to modify the plot dialogues or option contents, thereby improving the player's operation convenience.

[0248] In one possible implementation, Fig. 22 Schematic diagram of the process of the scene editing method provided in the embodiment of the present application Figure 10 Four, such as Fig. 22 As shown, the method may also include:

[0249] S501: If editable template generation is selected, or call generation is selected, and the call edit box does not select the mark of an existing plot animation, respond to the trigger operation of the animation custom control in the property editor, and generate a sub-plot animation according to the target animation property information of the sub-plot.

[0250] S502: Determine that the editing type is call generation, and display the identifier of the sub-plot animation in the call edit box.

[0251] In this embodiment, the game program provides players with a custom animation function, which is used to convert a sub-plot into a custom plot animation according to the target animation attribute information, and use the custom plot animation as the existing plot animation so that the target animation attribute information of the custom plot animation can be directly used later.

[0252] Specifically, when the player selects the editing type through the editing type selection box 36, Fig.11 The editable template is generated, or, as Fig.14 If the call shown is generated and the player does not select the identifier of an existing plot animation in the call edit box 38, the animation custom control 40 "Customized plot animation" will be displayed in the property editor. If a trigger operation from the player on the animation custom control 40 is received, a sub-plot animation will be generated based on the target animation attribute information of the sub-plot, and the sub-plot animation will be used as an existing plot animation. The identifier of the sub-plot animation is a combination of the name of the target plot and the identifier of the sub-plot. The sub-plot animation can be saved in an electronic device or in the cloud so that the player can directly call the sub-plot animation when adjusting other sub-plot animation attribute parameters later.

[0253] After the sub-plot animation is generated, if the edit type selected in the edit type selection box 36 is Fig.11 The editable template is generated, the edit type is modified and the sub-plot animation logo is displayed in the call edit box 38, or if the edit type selected in the edit type selection box 36 is Fig.14 The call generation shown in FIG. 1 directly displays the identifier of the sub-plot animation in the call edit box 38 to indicate that the sub-plot uses the target animation attribute information of the sub-plot animation.

[0254] In some embodiments, Fig.23 Schematic diagram of the process of the scene editing method provided in the embodiment of the present application Figure 10 Five, such as Fig.23 As shown, the process of generating a sub-plot animation according to the target animation property information of the sub-plot in response to the triggering operation of the animation custom control in the property editor in S501 may include:

[0255] S511: In response to a trigger operation on the animation custom control, an animation editing interface is displayed in the graphical user interface, and the sub-plot is displayed in the animation editing interface using the target animation attribute information of the sub-plot.

[0256] S512: In response to the editing operation on the animation editing interface, the target animation attribute information of the sub-plot is adjusted, and the sub-plot animation is generated according to the target animation attribute information of the sub-plot.

[0257] In this embodiment, the game program provides the player with an animation editing function, which can adjust the screen effect of the plot animation more finely. When the player needs to make more detailed adjustments to the plot screen of the sub-plot, the animation editing interface can be opened through the animation customization control 40. Fig.24 A schematic diagram of an animation editing interface provided in an embodiment of the present application, such as Fig.24 As shown, in the display area 41 of the animation editing interface, the plot screen of the sub-plot is displayed according to the target animation attribute information edited by the sub-plot in the attribute editor. The animation editing interface provides a variety of editing functions. The player can adjust the target animation attribute information of the sub-plot through the editing functions of the animation editing interface, and after saving the adjusted target animation attribute information, generate the sub-plot animation according to the target animation attribute information of the sub-plot.

[0258] The scene editing method provided in the above embodiment generates a sub-plot animation according to the target animation attribute information of the sub-plot through an animation customization control, so as to export the target animation attribute information of the sub-plot as a plot animation template, so that the plot animation template can be used to quickly edit the target animation attribute information of other sub-plots, thereby improving the editing efficiency of the plot animation.

[0259] In a possible implementation, the method may further include:

[0260] If you choose to call generate, and select the logo of an existing plot animation in the call edit box, respond to the trigger operation of the animation modification control in the property editor, display the animation editing interface in the graphical user interface, and display the sub-plot in the animation editing interface using the animation property information of the existing plot animation; respond to the editing operation on the animation editing interface, determine the target animation property information of the sub-plot.

[0261] In this embodiment, Fig.25 A schematic diagram of a second attribute configuration page provided in an embodiment of the present application Figure 4 ,like Fig.25 As shown, when the editing type selected by the player is call generation, and the logo of an existing plot animation is selected in the call edit box 38, the animation modification control 42 is displayed in the property editor. Even if the player selects the animation attribute information of the existing plot animation as the animation attribute information of the sub-plot, but still needs to further modify the animation attribute information of the existing plot animation to better match the sub-plot, the animation editing interface can be opened through the animation modification control 42, and the plot screen of the sub-plot can be displayed in the display area 41 of the animation editing interface according to the animation attribute information of the existing plot animation. The player can adjust the target animation attribute information of the sub-plot through the editing function of the animation editing interface, and after saving the adjusted target animation attribute information, generate the sub-plot animation according to the target animation attribute information of the sub-plot.

[0262] The scene editing method provided in the above embodiment can improve the editing efficiency of the plot animation by calling the existing plot animation through calling the edit box, and further modify the animation attribute information of the existing plot animation through the animation modification control, so that the animation attribute information is more consistent with the animation effect of the sub-plot.

[0263] In a possible implementation, after responding to the performance configuration instruction for the target plot in S103 and configuring the animation attribute information for the target plot, the method may further include:

[0264] In response to a preview operation for a target plot, a preview animation screen, the plot name of the target plot, and the identification of each sub-plot are displayed in a graphical user interface. The preview animation screen is a screen formed by a virtual interpretation character generated in a preset game scene according to animation attribute parameters and captured by a virtual camera set in a preset game scene to interpret the target plot.

[0265] In this embodiment, if Fig.11 As shown, the second attribute configuration page also includes: animation preview control 34, Fig.26 Schematic diagram of the preview animation screen provided in the embodiment of the present application Figure 1 ,like Fig.26 As shown, in response to the player's triggering operation on the animation preview control 34, a preview animation picture of the target plot is displayed in the graphical user interface according to the plot content of the target plot and the animation attribute information of the target plot. The preview animation picture is a picture formed by capturing the virtual interpretation character's interpretation of the target plot in a preset game scene through a virtual camera.

[0266] Among them, the preview animation screen is only for confirming whether the visual picture of the target plot meets the requirements. Therefore, there is no need to render the game running scene according to the game scene to be edited, but to render a preset game scene. The difference between the preview animation and the plot animation screen is that the virtual interpretation character in the preview animation screen is not located in the game running scene, but in the preset game scene. The preset game scene is a fixed game scene. The number of virtual objects contained in the preset game scene is less than that in the game running scene, and it may even only contain some background information.

[0267] Furthermore, the virtual interpretation character in the preview animation screen is not directly rendered according to the model parameters of the virtual creature, but a preset fixed model is used to generate the rendering as the virtual interpretation character.

[0268] like Fig.26 As shown, in addition to displaying the preview animation screen, the graphical user interface also displays the plot name of the target plot in the graphical user interface, and displays the plot identifier of the sub-plot in the graphical user interface according to the sub-plot corresponding to each virtual interpretation character.

[0269] In some embodiments, the method may further include:

[0270] If there is a sub-plot for which no plot animation is set, the preset prompt information of the sub-plot is displayed in the graphical user interface, and a preview animation picture of the sub-plot captured by a virtual camera using default camera information is displayed.

[0271] In this embodiment, Fig. 27 Schematic diagram of the preview animation screen provided in the embodiment of the present application Figure 2 ,like Fig. 27 As shown, if there is a sub-plot for which animation attribute information is not set, then when playing the preview animation screen, the preset prompt information of the sub-plot "This dialogue has no performance to preview" is displayed in the graphical user interface, and the plot dialogue corresponding to the sub-plot is displayed in the graphical user interface, and the preview animation screen is switched to a screen captured by the preset camera position information for the preset game scene.

[0272] The scene editing method provided in the above embodiment previews the animation picture of the target plot through the preview operation, so that the animation attribute information of each sub-plot in the target plot can be further adjusted according to the preview picture to ensure the visual effect of the animation picture.

[0273] In a possible implementation, the method may further include:

[0274] If the plot performance animation of the target plot is not updated through the performance update control, in response to the trigger operation of the exit control in the preset plot editor, an exit prompt message is displayed in the graphical user interface; in response to the confirmation operation of the exit prompt message, the preset plot editor is exited, and the animation attribute information of the target plot is cleared.

[0275] In this embodiment, if Figure 3 As shown, after the target plot of the game scene to be edited is modified through the plot editor, the performance configuration control 14 displayed in the plot editor is updated to the performance update control 15. If the player does not click the performance update control 15 to reconfigure the animation attribute information of the modified target plot, if the player clicks the exit control in the plot editor at this time, an exit prompt message 44 will be displayed in the graphical user interface. The exit prompt message is used to instruct the player to confirm whether to exit the plot editor.

[0276] For example, Fig.28 A schematic diagram of the exit prompt information provided in the embodiment of the present application, such as Fig.28 As shown, the exit prompt information indicates that if the player does not reconfigure the animation attribute information for the modified target plot, then after exiting the plot editor, the animation attribute information previously configured for the target plot will be cleared. When entering the plot editor again, the animation attribute information of the target plot is in an empty state and needs to be reconfigured.

[0277] If the player clicks the cancel control in the exit prompt message, the exit prompt message will be closed and the plot editor will be redisplayed. If the player clicks the confirm control in the exit prompt message, the plot editor will be exited and the animation attribute information of the target plot will be cleared.

[0278] The scene editing method provided in the above embodiment, after the player modifies the target plot, if the player does not reconfigure the animation attribute information of the target plot, a second confirmation is performed when the player exits the plot editor to avoid the player exiting by mistake.

[0279] In a possible implementation, the first attribute configuration page and the second attribute configuration page further include: a screen preview area, and the method may further include:

[0280] If the character type of the virtual interpretation character is a virtual creature that is not displayed in the game running scene, unknown position prompt information of the virtual interpretation character is displayed in the screen preview area.

[0281] In this embodiment, if Figure 4 As shown, the first attribute configuration page includes a first picture preview area 24, such as Figure 5 As shown, the second attribute configuration page includes a second screen preview area 35. When the character type of the virtual interpretation character is a virtual creature not displayed in the game running scene, such as triggering a virtual creature or pre-selecting a virtual creature, the unknown position prompt information of the virtual interpretation character is displayed in the first screen preview area 24 and the second screen preview area 35: "The position of actor 1 is unknown and will be previewed at the world origin."

[0282] Based on the above method embodiment, the embodiment of the present application also provides a scene editing device. Fig.29 A schematic diagram of the structure of a scene editing device provided in an embodiment of the present application is shown in FIG. Fig.29 As shown, the device may include:

[0283] A display module 601 is used to display the game scene to be edited through a graphical user interface, where the game scene to be edited includes a scene component, and the scene component is configured to generate a corresponding virtual creature in a game running scene corresponding to the game scene to be edited;

[0284] An acquisition module 602 is used to acquire a target plot pre-edited for a game scene to be edited;

[0285] Configuration module 603, for responding to the performance configuration instruction for the target plot, configuring animation attribute information for the target plot, the animation attribute information including at least one of the following: the number of virtual interpretation characters of the target plot, the position of the characters between the virtual interpretation characters, and the role type of each virtual interpretation character;

[0286] The display module 601 is further used to respond to the game running instruction and display the game running scene corresponding to the game scene to be edited on the graphical user interface;

[0287] The display module 601 is also used to respond to plot playback instructions and display plot animation pictures on the graphical user interface, wherein the plot animation pictures are pictures formed by a virtual interpretation character generated in the game running scene according to animation attribute parameters and captured by a virtual camera set in the game running scene to interpret the target plot.

[0288] Optionally, configuration module 603 is specifically used to display a preset plot editor including a target plot in a graphical user interface, wherein the preset plot editor includes at least: a performance configuration control; in response to a trigger operation on the performance configuration control, displaying a first attribute configuration page in the graphical user interface; in response to a configuration operation on animation attribute parameters in the first attribute configuration page, configuring animation attribute information corresponding to the animation attribute parameters for the target plot, wherein the animation attribute parameters include at least one of the following parameters: a character quantity attribute parameter, a character position attribute parameter, and a character type attribute parameter.

[0289] Optionally, the device further comprises:

[0290] An update module, used for responding to a modification operation of a target plot through a preset plot editor, and updating a performance configuration control to a performance update control;

[0291] The display module 601 is further used to respond to the trigger operation on the performance update control and display the first property configuration page in the graphical user interface.

[0292] Optionally, the configuration module 603 is specifically used to respond to the configuration operation of the role quantity attribute parameter in the first attribute configuration page, and determine the role quantity of the virtual interpretation role; based on the role quantity of the virtual interpretation role, display a standing mode list matching the role quantity and a role selection box matching the role quantity in the first attribute configuration page; respond to the trigger operation on the standing mode list, and determine the role positions between the virtual interpretation roles; respond to the selection operation on the role type in each role selection box, and determine the role type of each virtual interpretation role.

[0293] Optionally, configuration module 603 is also used to respond to more viewing operations on the standing mode list, view multiple standing modes in the standing mode list; respond to trigger operations on multiple standing modes, and determine the role positions between virtual interpretation characters according to the target standing modes corresponding to the trigger operations.

[0294] Optionally, configuration module 603 is also used to respond to selection operations for multiple parent role types in each parent role selection box, display the corresponding target parent role type in each parent role selection box, and display a child role selection box for each target parent role type in the first attribute configuration page; respond to the selection operation for at least one child role type in each child role selection box, and determine the role type of the virtual interpretation role.

[0295] Optionally, configuration module 603 is also used to display the identity information of the corresponding uncontrolled virtual creatures in each role selection box in turn according to the interpretation order of the uncontrolled virtual creatures defined in the target plot, and determine the role type of the virtual interpretation role to be the corresponding uncontrolled virtual creature if the performer of the target plot includes an uncontrolled virtual creature in the game running scene corresponding to the game scene to be edited.

[0296] Optionally, configuration module 603 is also used to determine that the role type of the virtual interpretation role displayed in the remaining role selection box is a triggering virtual creature if the number of non-controlled virtual creatures is less than the number of virtual interpretation roles, and the triggering virtual creature is a virtual creature that triggers the target plot.

[0297] Optionally, the display module 601 is also used to respond to plot playback instructions, generate a corresponding virtual interpretation role in the game running scene according to the model parameters and animation attribute information of the virtual creature corresponding to the virtual interpretation role, and the virtual creature corresponding to the virtual interpretation role is a triggered virtual creature, a controlled virtual creature, a scene virtual creature or a pre-selected virtual creature; and display the plot animation screen of the virtual interpretation character in the game running scene captured by the virtual camera to interpret the target plot in the graphical user interface.

[0298] Optionally, the configuration module 603 is also used to respond to the configuration operation of the animation property parameters in the first property configuration page, determine the initial animation property information of each sub-plot in the target plot; respond to the trigger operation of the confirmation control in the first property configuration page, and display the second property configuration page in the graphical user interface, wherein the second property configuration page includes: a property editor corresponding to each sub-plot; respond to the adjustment operation of the property editor corresponding to each sub-plot, and determine the target animation property information of each sub-plot.

[0299] Optionally, the target plot includes: multiple plot dialogues, each sub-plot is one of the plot dialogues; the configuration module 603 is also used to respond to the selection operation for each plot dialogue, select the plot dialogue to be edited in each plot dialogue, and display the property editor of the plot dialogue to be edited; respond to the adjustment operation of the property editor of the plot dialogue to be edited, and determine the target animation property information of the plot dialogue to be edited.

[0300] Optionally, the second attribute configuration page also includes: a plot dialogue list, a configuration module 603, and is also used to respond to a trigger operation on a dialogue identifier control in the plot dialogue list, select a target dialogue identifier, and display a property editor for the plot dialogue to be edited corresponding to the target dialogue identifier on the second attribute configuration page.

[0301] Optionally, the second property configuration page also includes: an animation preview control, which responds to the adjustment operation of the property editor corresponding to each sub-plot, and before determining the target animation property information of each sub-plot, the configuration module 603 is also used to respond to the trigger operation of the animation preview control, and display the preview animation of the target plot in the graphical user interface; during the playback of the preview animation of the target plot, in response to the exit operation of the preview animation, the property editor corresponding to the sub-plot at the time of exit is displayed on the second property configuration page.

[0302] Optionally, the property editor includes: editing type, the editing type includes: editable template generation and call generation; in response to the adjustment operation of the property editor corresponding to each sub-plot, before determining the target animation attribute information of each sub-plot, the configuration module 603 is also used to respond to the selection of the editing type. If editable template generation is selected, the property editor displays an edit box for at least one of the following attribute parameters: edit boxes corresponding to the character quantity attribute parameter, the character position attribute parameter and the character type attribute parameter respectively; or, if call generation is selected, a call edit box is displayed, wherein the call edit box is used to select the identifier of an existing plot animation to call the corresponding animation attribute information in the existing plot animation.

[0303] Optionally, in response to the performance configuration instruction for the target plot, after configuring the animation attribute information for the target plot, the configuration module 603 is further used to determine the position setting information of the virtual camera according to the position of the characters between the virtual interpretation characters and the mapping relationship between the position of the characters and the position setting information of the virtual camera;

[0304] The display module 601 is also used to respond to plot playback instructions, generate a virtual interpretation character in the game running scene according to the animation attribute information, and set a virtual camera in the game running scene according to the camera setting information; and display the plot animation screen of the virtual interpretation character in the game running scene interpreted by the virtual camera in the graphical user interface.

[0305] Optionally, the configuration module 603 is further configured to determine the camera position switching probability of the virtual camera according to the camera position setting information and the mapping relationship between the camera position setting information and the camera position switching probability;

[0306] The display module 601 is also used to respond to the plot playback instruction and display the plot animation screen of the virtual interpretation character in the game running scene captured by the target virtual camera in the graphical user interface. The target virtual camera is a virtual camera that switches between multiple virtual cameras according to the camera position switching probability.

[0307] Optionally, the configuration module 603 is further used to respond to a configuration operation on a camera position edit box in the property editor to determine the fixed camera position information of the subplot, where the camera position edit box includes at least one of the following attribute parameters: camera position, field of view;

[0308] The display module 601 is also used to respond to the plot play instruction and display the plot animation screen of the virtual interpretation character interpreting the sub-plot in the game running scene collected by the virtual camera according to the fixed camera position information in the graphical user interface.

[0309] Optionally, the second attribute configuration page also includes: a plot dialogue display box; a configuration module 603, which is also used to display each plot dialogue in the plot dialogue display box, and display the information of the virtual interpretation role corresponding to each plot dialogue, and the information of the virtual creature corresponding to each plot dialogue in the second attribute configuration page; in response to a trigger operation on the plot dialogue display box, calling the dialogue editing box to modify the plot dialogue in the plot dialogue display box.

[0310] Optionally, configuration module 603 is also used to display multiple option information boxes corresponding to each plot dialogue in the second attribute configuration page, each option information box displays the option content corresponding to each plot dialogue; in response to a trigger operation on each option information box, call the dialogue editing box to modify the option content corresponding to each plot dialogue.

[0311] Optionally, the configuration module 603 is further used to respond to a modification operation on the plot dialogue or the option content corresponding to the plot dialogue, and synchronously modify the plot dialogue or option content displayed in the preset plot editor.

[0312] Optionally, configuration module 603 is also used to respond to a trigger operation on the animation custom control in the property editor if editable template generation is selected, or if call generation is selected and the identifier of an existing plot animation is not selected in the call edit box, to generate a sub-plot animation according to the target animation property information of the sub-plot; determine the editing type as call generation, and display the identifier of the sub-plot animation in the call edit box.

[0313] Optionally, configuration module 603 is also used to respond to a trigger operation on an animation custom control, display an animation editing interface in a graphical user interface, and display the sub-plot using the target animation property information of the sub-plot in the animation editing interface; respond to an editing operation on the animation editing interface, adjust the target animation property information of the sub-plot, and generate a sub-plot animation based on the target animation property information of the sub-plot.

[0314] Optionally, configuration module 603 is also used to, if call generation is selected and the call edit box selects the identifier of an existing plot animation, respond to the trigger operation of the animation modification control in the property editor, display the animation editing interface in the graphical user interface, and use the animation property information of the existing plot animation to display the sub-plot in the animation editing interface; respond to the editing operation of the animation editing interface, and determine the target animation property information of the sub-plot.

[0315] Optionally, in response to a performance configuration instruction for a target plot and after configuring animation attribute information for the target plot, display module 601 is also used to respond to a preview operation for the target plot, and display a preview animation picture, the plot name of the target plot, and the identification of each sub-plot in a graphical user interface. The preview animation picture is a picture formed by a virtual interpretation character generated in a preset game scene according to animation attribute parameters and captured by a virtual camera set in a preset game scene to interpret the target plot.

[0316] Optionally, the display module 601 is further used to display preset prompt information of the sub-plot in the graphical user interface if there is a sub-plot without a plot animation, and to display a preview animation picture of the sub-plot captured by a virtual camera using default camera information.

[0317] Optionally, display module 601 is also used to respond to the trigger operation of the exit control in the preset plot editor and display an exit prompt message in the graphical user interface if the plot animation screen of the target plot is not updated through the performance update control; respond to the confirmation operation of the exit prompt message, exit the preset plot editor, and clear the animation attribute information of the target plot.

[0318] Optionally, the first attribute configuration page and the second attribute configuration page also include: a screen preview area, a display module 601, and is also used to display the unknown position prompt information of the virtual interpretation character in the screen preview area if the character type of the virtual interpretation character is a virtual creature not displayed in the game running scene.

[0319] The scene editing device provided in the above embodiment provides players with customized game scene editing functions and plot editing functions. For the game scenes and target plots edited by players, animation attribute information can be configured for the target plot so that when the edited game scene is running, a virtual interpretation character for interpreting the target plot is generated in the game running scene according to the animation attribute information, and the plot animation formed by the virtual interpretation character interpreting the target plot is captured according to the virtual camera set in the game running scene, and the plot animation picture is displayed in the graphical user interface, thereby realizing that the interpretation method from game scene, plot to plot animation is customized by the player, which improves the richness of the game play and provides players with a high degree of freedom scene editing solution, thereby improving the player's creative experience.

[0320] The above-mentioned device is used to execute the method provided by the aforementioned embodiment, and its implementation principle and technical effect are similar, which will not be repeated here.

[0321] The above modules may be one or more integrated circuits configured to implement the above methods, such as one or more application specific integrated circuits (ASICs), or one or more microprocessors, or one or more field programmable gate arrays (FPGAs). For another example, when a module is implemented in the form of a processing element scheduling program code, the processing element may be a general-purpose processor, such as a central processing unit (CPU) or other processor that can call program code. For another example, these modules may be integrated together and implemented in the form of a system-on-a-chip (SOC).

[0322] Fig.30 A schematic diagram of an electronic device provided in an embodiment of the present application, such as Fig.30 As shown, the electronic device 700 may include: a processor 701, a storage medium 702 and a bus, the storage medium 702 stores program instructions executable by the processor 701, when the electronic device 700 is running, the processor 701 and the storage medium 702 communicate through the bus, and the processor 701 executes the program instructions to execute the above-mentioned scene editing method embodiment.

[0323] Specifically, the processor executes the steps of the above-mentioned scene editing method, which may include:

[0324] A game scene to be edited is displayed through a graphical user interface, wherein the game scene to be edited includes a scene component, and the scene component is configured to generate a corresponding virtual object in a game running scene corresponding to the game scene to be edited; a target plot pre-edited for the game scene to be edited is obtained; in response to a performance configuration instruction for the target plot, animation attribute information is configured for the target plot, and the animation attribute information includes at least one of the following: the number of virtual interpretation characters in the target plot, the character positions between the virtual interpretation characters, and the character type of each virtual interpretation character; in response to a game running instruction, a game running scene corresponding to the game scene to be edited is displayed on a graphical user interface; in response to a plot play instruction, a plot animation picture is displayed on a graphical user interface, wherein the plot animation picture is a picture formed by the virtual interpretation characters generated in the game running scene according to the animation attribute information and captured by a virtual camera set in the game running scene to interpret the target plot.

[0325] Optionally, the processor executes the above step of responding to the performance configuration instruction for the target plot and configuring the animation attribute information for the target plot, which may include:

[0326] A preset scenario editor including a target scenario is displayed in a graphical user interface, wherein the preset scenario editor includes at least: a performance configuration control; in response to a trigger operation on the performance configuration control, a first attribute configuration page is displayed in the graphical user interface; in response to a configuration operation on animation attribute parameters in the first attribute configuration page, animation attribute information corresponding to the animation attribute parameters is configured for the target scenario, wherein the animation attribute parameters include at least one of the following parameters: a character quantity attribute parameter, a character position attribute parameter, and a character type attribute parameter.

[0327] Optionally, the processor executes the steps of the above-mentioned scene editing method, further comprising:

[0328] In response to a modification operation on a target scenario through a preset scenario editor, a performance configuration control is updated to a performance update control; in response to a trigger operation on the performance update control, a first property configuration page is displayed in a graphical user interface.

[0329] Optionally, the processor executes the above step of responding to the configuration operation of the animation attribute parameters in the first attribute configuration page and configuring the animation attribute information corresponding to the animation attribute parameters for the target plot, which may include:

[0330] In response to a configuration operation on a character quantity attribute parameter in a first attribute configuration page, the character quantity of virtual interpretation characters is determined; based on the character quantity of virtual interpretation characters, a standing mode list matching the character quantity and a character selection box matching the character quantity are displayed in the first attribute configuration page; in response to a trigger operation on the standing mode list, the character positions between virtual interpretation characters are determined; in response to a selection operation on a character type in each character selection box, the character type of each virtual interpretation character is determined.

[0331] Optionally, the processor executes the above step of responding to the trigger operation on the standing mode list to determine the standing positions of the virtual interpretation characters, which may include:

[0332] In response to more viewing operations on the position mode list, multiple position modes in the position mode list are viewed; in response to a triggering operation on multiple position modes, the role positions between virtual interpretation characters are determined according to the target position modes corresponding to the triggering operation.

[0333] Optionally, the processor executes the above step of determining the role type of each virtual interpretation role in response to the selection operation of the role type in each role selection box, which may include:

[0334] In response to selection operations for multiple parent role types in each parent role selection box, the corresponding target parent role type is displayed in each parent role selection box, and a child role selection box for each target parent role type is displayed in the first attribute configuration page; in response to selection operations for at least one child role type in each child role selection box, the role type of the virtual interpretation role is determined.

[0335] Optionally, the processor executes the above step of determining the role type of each virtual interpretation role in response to the selection operation of the role type in each role selection box, which may include:

[0336] If the performers of the target plot include uncontrolled virtual creatures in the game running scene corresponding to the game scene to be edited, the identity information of the corresponding uncontrolled virtual creatures is displayed in each character selection box in turn according to the performance order of the uncontrolled virtual creatures defined in the target plot, and the role type of the virtual performance character is determined to be the corresponding uncontrolled virtual creature.

[0337] Optionally, the processor executes the steps of the above-mentioned scene editing method, and may further include:

[0338] If the number of non-controlled virtual creatures is less than the number of virtual interpretation roles, determine that the role type of the virtual interpretation role displayed in the remaining role selection box is a triggering virtual creature, and the triggering virtual creature is a virtual creature that triggers the target plot.

[0339] Optionally, the processor executes the above step of responding to the plot playback instruction and displaying the plot animation picture on the graphical user interface, which may include:

[0340] In response to the plot playback instruction, a corresponding virtual interpretation role is generated in the game running scene according to the model parameters and animation attribute information of the virtual creature corresponding to the virtual interpretation role. The virtual creature corresponding to the virtual interpretation role is a triggering virtual creature, a controlled virtual creature, a scene virtual creature or a pre-selected virtual creature; the plot animation screen of the virtual interpretation role in the game running scene captured by the virtual camera performing the target plot is displayed in the graphical user interface.

[0341] Optionally, the processor executes the above step of responding to the configuration operation of the animation attribute parameters in the first attribute configuration page and configuring the animation attribute information corresponding to the animation attribute parameters for the target plot, which may include:

[0342] In response to the configuration operation of the animation property parameters in the first property configuration page, the initial animation property information of each sub-plot in the target plot is determined; in response to the trigger operation of the confirmation control in the first property configuration page, a second property configuration page is displayed in the graphical user interface, wherein the second property configuration page includes: a property editor corresponding to each sub-plot; in response to the adjustment operation of the property editor corresponding to each sub-plot, the target animation property information of each sub-plot is determined.

[0343] Optionally, the target plot includes: a plurality of plot dialogues, each sub-plot being one of the plot dialogues; the processor executes the above-mentioned step of responding to the adjustment operation of the property editor corresponding to each sub-plot to determine the target animation property information of each sub-plot, which may include:

[0344] In response to the selection operation for each plot dialogue, the plot dialogue to be edited is selected from each plot dialogue, and the property editor of the plot dialogue to be edited is displayed; in response to the adjustment operation for the property editor of the plot dialogue to be edited, the target animation property information of the plot dialogue to be edited is determined.

[0345] Optionally, the second attribute configuration page further includes: a plot dialogue list, and the processor executes the above-mentioned step of responding to the selection operation for each plot dialogue, selecting the plot dialogue to be edited from each plot dialogue, and displaying the attribute editor of the plot dialogue to be edited, which may include:

[0346] In response to a trigger operation on a dialogue identifier control in the plot dialogue list, a target dialogue identifier is selected, and a property editor of the plot dialogue to be edited corresponding to the target dialogue identifier is displayed on a second property configuration page.

[0347] Optionally, the second property configuration page further includes: an animation preview control, and before the processor executes the above-mentioned response to the adjustment operation of the property editor corresponding to each sub-plot and determines the target animation property information of each sub-plot, the processor executes the steps of the above-mentioned scene editing method, which may also include:

[0348] In response to a trigger operation on the animation preview control, a preview animation of the target plot is displayed in the graphical user interface; during the playback of the preview animation of the target plot, in response to an exit operation of the preview animation, a property editor corresponding to the sub-plot at the time of exit is displayed on the second property configuration page.

[0349] Optionally, the property editor includes: an editing type, and the editing type includes: editable template generation and call generation; before the processor executes the above-mentioned response to the adjustment operation of the property editor corresponding to each sub-plot and determines the target animation property information of each sub-plot, the processor executes the steps of the above-mentioned scene editing method, which may also include:

[0350] In response to the selection of the editing type, if editable template generation is selected, the attribute editor displays an edit box for at least one of the following attribute parameters: edit boxes corresponding to the character quantity attribute parameter, the character position attribute parameter, and the character type attribute parameter; or, if call generation is selected, a call edit box is displayed, wherein the call edit box is used to select the identifier of an existing plot animation to call the corresponding animation attribute information in the existing plot animation.

[0351] Optionally, after the processor executes the above-mentioned response to the performance configuration instruction for the target plot and configures the animation attribute information for the target plot, the processor executes the steps of the above-mentioned scene editing method, which may also include:

[0352] Determine the position setting information of the virtual camera according to the position of the characters between the virtual interpretation characters and the mapping relationship between the position of the characters and the position setting information of the virtual camera;

[0353] The step of the processor executing the response to the plot play instruction and displaying the plot animation picture on the graphical user interface may include:

[0354] In response to the plot playback instruction, a virtual interpretation character is generated in the game running scene according to the animation attribute information, and a virtual camera is set in the game running scene according to the camera setting information; the plot animation screen of the virtual interpretation character in the game running scene interpreted by the virtual camera is displayed in the graphical user interface.

[0355] Optionally, the processor executes the steps of the above-mentioned scene editing method, and may further include:

[0356] Determine the camera position switching probability of the virtual camera according to the camera position setting information and the mapping relationship between the camera position setting information and the camera position switching probability;

[0357] In response to the plot play instruction, the plot animation screen is displayed on the graphical user interface, including:

[0358] In response to the plot playback instruction, the plot animation screen of the virtual interpretation character in the game running scene captured by the target virtual camera is displayed in the graphical user interface. The target virtual camera is a virtual camera that switches between multiple virtual cameras according to the camera position switching probability.

[0359] Optionally, the processor executes the steps of the above-mentioned scene editing method, and may further include:

[0360] In response to a configuration operation on a camera position edit box in a property editor, fixed camera position information of the subplot is determined, where the camera position edit box includes at least one of the following attribute parameters: camera position and field of view;

[0361] In response to the plot play instruction, the plot animation screen is displayed on the graphical user interface, including:

[0362] In response to the plot playback instruction, the plot animation screen of the virtual interpretation character interpreting the sub-plot in the game running scene collected by the virtual camera based on the fixed camera position information is displayed in the graphical user interface.

[0363] Optionally, the second attribute configuration page further includes: a plot dialogue display box; the processor executes the steps of the above-mentioned scene editing method, which may also include:

[0364] Display each plot dialogue in the plot dialogue display box, and display information of the virtual interpretation role corresponding to each plot dialogue and information of the virtual creature corresponding to each plot dialogue in the second attribute configuration page;

[0365] In response to the trigger operation on the plot dialogue display box, the dialogue editing box is called to modify the plot dialogue in the plot dialogue display box.

[0366] Optionally, the processor executes the steps of the above-mentioned scene editing method, and may further include:

[0367] A plurality of option information boxes corresponding to each plot dialogue are displayed on the second attribute configuration page, and each option information box displays the option content corresponding to each plot dialogue;

[0368] In response to the triggering operation for each option information box, the dialogue editing box is called to modify the option content corresponding to each plot dialogue.

[0369] Optionally, the processor executes the steps of the above-mentioned scene editing method, and may further include:

[0370] In response to a modification operation on a plot dialogue or an option content corresponding to the plot dialogue, the plot dialogue or option content displayed in the preset plot editor is synchronously modified.

[0371] Optionally, the processor executes the steps of the above-mentioned scene editing method, and may further include:

[0372] If you select to generate by an editable template, or select to generate by calling, and the call edit box does not select the mark of an existing plot animation, in response to the trigger operation of the animation custom control in the property editor, the sub-plot animation is generated according to the target animation property information of the sub-plot;

[0373] Confirm that the edit type is call generation, and display the sub-plot animation logo in the call edit box.

[0374] Optionally, the processor executes the above step of responding to the trigger operation on the animation custom control and generating the sub-plot animation according to the target animation attribute information of the sub-plot, which may include:

[0375] In response to a trigger operation on the animation custom control, an animation editing interface is displayed in the graphical user interface, and the sub-plot is displayed in the animation editing interface using the target animation attribute information of the sub-plot;

[0376] In response to an editing operation on the animation editing interface, the target animation attribute information of the sub-plot is adjusted, and the sub-plot animation is generated according to the target animation attribute information of the sub-plot.

[0377] Optionally, the processor executes the steps of the above-mentioned scene editing method, and may further include:

[0378] If call generation is selected, and the call edit box selects the identifier of an existing plot animation, in response to the trigger operation of the animation modification control in the property editor, the animation editing interface is displayed in the graphical user interface, and the sub-plot is displayed in the animation editing interface using the animation property information of the existing plot animation;

[0379] In response to the editing operation on the animation editing interface, target animation attribute information of the sub-plot is determined.

[0380] Optionally, in response to the performance configuration instruction for the target plot, after configuring the animation attribute information for the target plot, the processor executes the steps of the above-mentioned scene editing method, which may also include:

[0381] In response to a preview operation for a target plot, a preview animation screen, the plot name of the target plot, and the identification of each sub-plot are displayed in a graphical user interface. The preview animation screen is a screen formed by a virtual interpretation character generated in a preset game scene according to animation attribute parameters and captured by a virtual camera set in a preset game scene to interpret the target plot.

[0382] Optionally, the processor executes the steps of the above-mentioned scene editing method, and may further include:

[0383] If there is a sub-plot for which no plot animation is set, the preset prompt information of the sub-plot is displayed in the graphical user interface, and a preview animation picture of the sub-plot captured by a virtual camera using default camera information is displayed.

[0384] Optionally, the processor executes the steps of the above-mentioned scene editing method, and may further include:

[0385] If the plot animation screen of the target plot is not updated through the performance update control, in response to the trigger operation of the exit control in the preset plot editor, an exit prompt message is displayed in the graphical user interface;

[0386] In response to the confirmation operation for the exit prompt information, the preset scenario editor is exited, and the animation attribute information of the target scenario is cleared.

[0387] Optionally, the first attribute configuration page and the second attribute configuration page further include: a screen preview area, and the processor executes the steps of the above-mentioned scene editing method, which may also include:

[0388] If the character type of the virtual interpretation character is a virtual creature that is not displayed in the game running scene, unknown position prompt information of the virtual interpretation character is displayed in the screen preview area.

[0389] The scene editing method executed by the above-mentioned processor provides players with customized game scene editing functions and plot editing functions. For the game scenes and target plots edited by players, animation attribute information can be configured for the target plot so that when the edited game scene is running, a virtual interpretation character for interpreting the target plot is generated in the game running scene according to the animation attribute information, and the plot animation formed by the virtual interpretation character interpreting the target plot is captured according to the virtual camera set in the game running scene, and the plot animation picture is displayed in the graphical user interface, thereby realizing that the interpretation method from game scene, plot to plot animation is customized by the player, which improves the richness of the game play and provides players with a high degree of freedom scene editing solution, thereby improving the player's creative experience.

[0390] Optionally, the present application further provides a computer-readable storage medium, on which a computer program is stored, and when the computer program is executed by a processor, the above method embodiment is executed.

[0391] Specifically, the processor executes the steps of the above-mentioned scene editing method, which may include:

[0392] A game scene to be edited is displayed through a graphical user interface, wherein the game scene to be edited includes a scene component, and the scene component is configured to generate a corresponding virtual object in a game running scene corresponding to the game scene to be edited; a target plot pre-edited for the game scene to be edited is obtained; in response to a performance configuration instruction for the target plot, animation attribute information is configured for the target plot, and the animation attribute information includes at least one of the following: the number of virtual interpretation characters in the target plot, the character positions between the virtual interpretation characters, and the character type of each virtual interpretation character; in response to a game running instruction, a game running scene corresponding to the game scene to be edited is displayed on a graphical user interface; in response to a plot play instruction, a plot animation picture is displayed on a graphical user interface, wherein the plot animation picture is a picture formed by the virtual interpretation characters generated in the game running scene according to the animation attribute information and captured by a virtual camera set in the game running scene to interpret the target plot.

[0393] Optionally, the processor executes the above step of responding to the performance configuration instruction for the target plot and configuring the animation attribute information for the target plot, which may include:

[0394] A preset scenario editor including a target scenario is displayed in a graphical user interface, wherein the preset scenario editor includes at least: a performance configuration control; in response to a trigger operation on the performance configuration control, a first attribute configuration page is displayed in the graphical user interface; in response to a configuration operation on animation attribute parameters in the first attribute configuration page, animation attribute information corresponding to the animation attribute parameters is configured for the target scenario, wherein the animation attribute parameters include at least one of the following parameters: a character quantity attribute parameter, a character position attribute parameter, and a character type attribute parameter.

[0395] Optionally, the processor executes the steps of the above-mentioned scene editing method, further comprising:

[0396] In response to a modification operation on a target scenario through a preset scenario editor, a performance configuration control is updated to a performance update control; in response to a trigger operation on the performance update control, a first property configuration page is displayed in a graphical user interface.

[0397] Optionally, the processor executes the above step of responding to the configuration operation of the animation attribute parameters in the first attribute configuration page and configuring the animation attribute information corresponding to the animation attribute parameters for the target plot, which may include:

[0398] In response to a configuration operation on a character quantity attribute parameter in a first attribute configuration page, the character quantity of virtual interpretation characters is determined; based on the character quantity of virtual interpretation characters, a standing mode list matching the character quantity and a character selection box matching the character quantity are displayed in the first attribute configuration page; in response to a trigger operation on the standing mode list, the character positions between virtual interpretation characters are determined; in response to a selection operation on a character type in each character selection box, the character type of each virtual interpretation character is determined.

[0399] Optionally, the processor executes the above step of responding to the trigger operation on the standing mode list to determine the standing positions of the virtual interpretation characters, which may include:

[0400] In response to more viewing operations on the position mode list, multiple position modes in the position mode list are viewed; in response to a triggering operation on multiple position modes, the role positions between virtual interpretation characters are determined according to the target position modes corresponding to the triggering operation.

[0401] Optionally, the processor executes the above step of determining the role type of each virtual interpretation role in response to the selection operation of the role type in each role selection box, which may include:

[0402] In response to selection operations for multiple parent role types in each parent role selection box, the corresponding target parent role type is displayed in each parent role selection box, and a child role selection box for each target parent role type is displayed in the first attribute configuration page; in response to selection operations for at least one child role type in each child role selection box, the role type of the virtual interpretation role is determined.

[0403] Optionally, the processor executes the above step of determining the role type of each virtual interpretation role in response to the selection operation of the role type in each role selection box, which may include:

[0404] If the performers of the target plot include uncontrolled virtual creatures in the game running scene corresponding to the game scene to be edited, the identity information of the corresponding uncontrolled virtual creatures is displayed in each character selection box in turn according to the performance order of the uncontrolled virtual creatures defined in the target plot, and the role type of the virtual performance character is determined to be the corresponding uncontrolled virtual creature.

[0405] Optionally, the processor executes the steps of the above-mentioned scene editing method, and may further include:

[0406] If the number of non-controlled virtual creatures is less than the number of virtual interpretation roles, determine that the role type of the virtual interpretation role displayed in the remaining role selection box is a triggering virtual creature, and the triggering virtual creature is a virtual creature that triggers the target plot.

[0407] Optionally, the processor executes the above step of responding to the plot playback instruction and displaying the plot animation picture on the graphical user interface, which may include:

[0408] In response to the plot playback instruction, a corresponding virtual interpretation role is generated in the game running scene according to the model parameters and animation attribute information of the virtual creature corresponding to the virtual interpretation role. The virtual creature corresponding to the virtual interpretation role is a triggering virtual creature, a controlled virtual creature, a scene virtual creature or a pre-selected virtual creature; the plot animation screen of the virtual interpretation role in the game running scene captured by the virtual camera performing the target plot is displayed in the graphical user interface.

[0409] Optionally, the processor executes the above step of responding to the configuration operation of the animation attribute parameters in the first attribute configuration page and configuring the animation attribute information corresponding to the animation attribute parameters for the target plot, which may include:

[0410] In response to the configuration operation of the animation property parameters in the first property configuration page, the initial animation property information of each sub-plot in the target plot is determined; in response to the trigger operation of the confirmation control in the first property configuration page, a second property configuration page is displayed in the graphical user interface, wherein the second property configuration page includes: a property editor corresponding to each sub-plot; in response to the adjustment operation of the property editor corresponding to each sub-plot, the target animation property information of each sub-plot is determined.

[0411] Optionally, the target plot includes: a plurality of plot dialogues, each sub-plot being one of the plot dialogues; the processor executing the above-mentioned step of responding to the adjustment operation of the attribute editor corresponding to each sub-plot and determining the target animation attribute information of each sub-plot may include:

[0412] In response to the selection operation for each plot dialogue, the plot dialogue to be edited is selected from each plot dialogue, and the property editor of the plot dialogue to be edited is displayed; in response to the adjustment operation for the property editor of the plot dialogue to be edited, the target animation property information of the plot dialogue to be edited is determined.

[0413] Optionally, the second attribute configuration page further includes: a plot dialogue list, and the processor executes the above-mentioned step of responding to the selection operation for each plot dialogue, selecting the plot dialogue to be edited from each plot dialogue, and displaying the attribute editor of the plot dialogue to be edited, which may include:

[0414] In response to a trigger operation on a dialogue identifier control in the plot dialogue list, a target dialogue identifier is selected, and a property editor of the plot dialogue to be edited corresponding to the target dialogue identifier is displayed on a second property configuration page.

[0415] Optionally, the second property configuration page further includes: an animation preview control, and before the processor executes the above-mentioned response to the adjustment operation of the property editor corresponding to each sub-plot and determines the target animation property information of each sub-plot, the processor executes the steps of the above-mentioned scene editing method, which may also include:

[0416] In response to a trigger operation on the animation preview control, a preview animation of the target plot is displayed in the graphical user interface; during the playback of the preview animation of the target plot, in response to an exit operation of the preview animation, a property editor corresponding to the sub-plot at the time of exit is displayed on the second property configuration page.

[0417] Optionally, the property editor includes: an editing type, and the editing type includes: editable template generation and call generation; before the processor executes the above-mentioned response to the adjustment operation of the property editor corresponding to each sub-plot and determines the target animation property information of each sub-plot, the processor executes the steps of the above-mentioned scene editing method, which may also include:

[0418] In response to the selection of the editing type, if editable template generation is selected, the attribute editor displays an edit box for at least one of the following attribute parameters: an edit box corresponding to the attribute parameter of the number of characters, the attribute parameter of the position of characters, and the attribute parameter of the type of characters; or,

[0419] If call generation is selected, a call edit box is displayed, wherein the call edit box is used to select the identifier of an existing plot animation to call the corresponding animation attribute information in the existing plot animation.

[0420] Optionally, after the processor executes the above-mentioned response to the performance configuration instruction for the target plot and configures the animation attribute information for the target plot, the processor executes the steps of the above-mentioned scene editing method, which may also include:

[0421] Determine the position setting information of the virtual camera according to the position of the characters between the virtual interpretation characters and the mapping relationship between the position of the characters and the position setting information of the virtual camera;

[0422] The step of the processor executing the response to the plot play instruction and displaying the plot animation picture on the graphical user interface may include:

[0423] In response to the plot playback instruction, a virtual interpretation character is generated in the game running scene according to the animation attribute information, and a virtual camera is set in the game running scene according to the camera setting information; the plot animation screen of the virtual interpretation character in the game running scene interpreted by the virtual camera is displayed in the graphical user interface.

[0424] Optionally, the processor executes the steps of the above-mentioned scene editing method, and may further include:

[0425] Determine the camera position switching probability of the virtual camera according to the camera position setting information and the mapping relationship between the camera position setting information and the camera position switching probability;

[0426] In response to the plot play instruction, the plot animation screen is displayed on the graphical user interface, including:

[0427] In response to the plot playback instruction, the plot animation screen of the virtual interpretation character in the game running scene captured by the target virtual camera is displayed in the graphical user interface. The target virtual camera is a virtual camera that switches between multiple virtual cameras according to the camera position switching probability.

[0428] Optionally, the processor executes the steps of the above-mentioned scene editing method, and may further include:

[0429] In response to a configuration operation on a camera position edit box in a property editor, fixed camera position information of the subplot is determined, where the camera position edit box includes at least one of the following attribute parameters: camera position and field of view;

[0430] In response to the plot play instruction, the plot animation screen is displayed on the graphical user interface, including:

[0431] In response to the plot playback instruction, the plot animation screen of the virtual interpretation character interpreting the sub-plot in the game running scene collected by the virtual camera based on the fixed camera position information is displayed in the graphical user interface.

[0432] Optionally, the second attribute configuration page further includes: a plot dialogue display box; the processor executes the steps of the above-mentioned scene editing method, which may also include:

[0433] Display each plot dialogue in the plot dialogue display box, and display information of the virtual interpretation role corresponding to each plot dialogue and information of the virtual creature corresponding to each plot dialogue in the second attribute configuration page;

[0434] In response to the trigger operation on the plot dialogue display box, the dialogue editing box is called to modify the plot dialogue in the plot dialogue display box.

[0435] Optionally, the processor executes the steps of the above-mentioned scene editing method, and may further include:

[0436] A plurality of option information boxes corresponding to each plot dialogue are displayed on the second attribute configuration page, and each option information box displays the option content corresponding to each plot dialogue;

[0437] In response to the triggering operation for each option information box, the dialogue editing box is called to modify the option content corresponding to each plot dialogue.

[0438] Optionally, the processor executes the steps of the above-mentioned scene editing method, and may further include:

[0439] In response to a modification operation on a plot dialogue or an option content corresponding to the plot dialogue, the plot dialogue or option content displayed in the preset plot editor is synchronously modified.

[0440] Optionally, the processor executes the steps of the above-mentioned scene editing method, and may further include:

[0441] If you select to generate by an editable template, or select to generate by calling, and the call edit box does not select the mark of an existing plot animation, in response to the trigger operation of the animation custom control in the property editor, the sub-plot animation is generated according to the target animation property information of the sub-plot;

[0442] Confirm that the edit type is call generation, and display the sub-plot animation logo in the call edit box.

[0443] Optionally, the processor executes the above step of responding to the trigger operation on the animation custom control and generating the sub-plot animation according to the target animation attribute information of the sub-plot, which may include:

[0444] In response to a trigger operation on the animation custom control, an animation editing interface is displayed in the graphical user interface, and the sub-plot is displayed in the animation editing interface using the target animation attribute information of the sub-plot;

[0445] In response to an editing operation on the animation editing interface, the target animation attribute information of the sub-plot is adjusted, and the sub-plot animation is generated according to the target animation attribute information of the sub-plot.

[0446] Optionally, the processor executes the steps of the above-mentioned scene editing method, and may further include:

[0447] If call generation is selected, and the call edit box selects the identifier of an existing plot animation, in response to the trigger operation of the animation modification control in the property editor, the animation editing interface is displayed in the graphical user interface, and the sub-plot is displayed in the animation editing interface using the animation property information of the existing plot animation;

[0448] In response to the editing operation on the animation editing interface, target animation attribute information of the sub-plot is determined.

[0449] Optionally, in response to the performance configuration instruction for the target plot, after configuring the animation attribute information for the target plot, the processor executes the steps of the above-mentioned scene editing method, which may also include:

[0450] In response to a preview operation for a target plot, a preview animation screen, the plot name of the target plot, and the identification of each sub-plot are displayed in a graphical user interface. The preview animation screen is a screen formed by a virtual interpretation character generated in a preset game scene according to animation attribute parameters and captured by a virtual camera set in a preset game scene to interpret the target plot.

[0451] Optionally, the processor executes the steps of the above-mentioned scene editing method, and may further include:

[0452] If there is a sub-plot for which no plot animation is set, the preset prompt information of the sub-plot is displayed in the graphical user interface, and a preview animation picture of the sub-plot captured by a virtual camera using default camera information is displayed.

[0453] Optionally, the processor executes the steps of the above-mentioned scene editing method, and may further include:

[0454] If the plot animation screen of the target plot is not updated through the performance update control, in response to the trigger operation of the exit control in the preset plot editor, an exit prompt message is displayed in the graphical user interface;

[0455] In response to the confirmation operation for the exit prompt information, the preset scenario editor is exited, and the animation attribute information of the target scenario is cleared.

[0456] Optionally, the first attribute configuration page and the second attribute configuration page further include: a screen preview area, and the processor executes the steps of the above-mentioned scene editing method, which may also include:

[0457] If the character type of the virtual interpretation character is a virtual creature that is not displayed in the game running scene, unknown position prompt information of the virtual interpretation character is displayed in the screen preview area.

[0458] The scene editing method executed by the above-mentioned processor provides players with customized game scene editing functions and plot editing functions. For the game scenes and target plots edited by players, animation attribute information can be configured for the target plot so that when the edited game scene is running, a virtual interpretation character for interpreting the target plot is generated in the game running scene according to the animation attribute information, and the plot animation formed by the virtual interpretation character interpreting the target plot is captured according to the virtual camera set in the game running scene, and the plot animation picture is displayed in the graphical user interface, thereby realizing that the interpretation method from game scene, plot to plot animation is customized by the player, which improves the richness of the game play and provides players with a high degree of freedom scene editing solution, thereby improving the player's creative experience.

[0459] In the several embodiments provided in the present application, it should be understood that the disclosed devices and methods can be implemented in other ways. For example, the device embodiments described above are only schematic. For example, the division of the units is only a logical function division. There may be other division methods in actual implementation, such as multiple units or components can be combined or integrated into another system, or some features can be ignored or not executed. Another point is that the mutual coupling or direct coupling or communication connection shown or discussed can be through some interfaces, indirect coupling or communication connection of devices or units, which can be electrical, mechanical or other forms.

[0460] The units described as separate components may or may not be physically separated, and the components shown as units may or may not be physical units, that is, they may be located in one place or distributed on multiple network units. Some or all of the units may be selected according to actual needs to achieve the purpose of the solution of this embodiment.

[0461] In addition, each functional unit in each embodiment of the present application may be integrated into one processing unit, or each unit may exist physically separately, or two or more units may be integrated into one unit. The above-mentioned integrated unit may be implemented in the form of hardware or in the form of hardware plus software functional units.

[0462] The above-mentioned integrated unit implemented in the form of a software functional unit can be stored in a computer-readable storage medium. The above-mentioned software functional unit is stored in a storage medium, including a number of instructions for a computer device (which can be a personal computer, a server, or a network device, etc.) or a processor (English: processor) to perform some steps of the method described in each embodiment of the present application. The aforementioned storage medium includes: U disk, mobile hard disk, read-only memory (English: Read-Only Memory, abbreviated: ROM), random access memory (English: Random Access Memory, abbreviated: RAM), disk or optical disk and other media that can store program codes.

[0463] The above is only a specific implementation of the present application, but the protection scope of the present application is not limited thereto. Any technician familiar with the technical field can easily think of changes or substitutions within the technical scope disclosed in the present application, which should be included in the protection scope of the present application. Therefore, the protection scope of the present application should be based on the protection scope of the claims.

Claims

1. A scene editing method, It is characterized in that The method comprises: Displaying a game scene to be edited through a graphical user interface, wherein the game scene to be edited includes a scene component, and the scene component is configured to generate a corresponding virtual object in a game running scene corresponding to the game scene to be edited; Obtain a target plot pre-edited for the game scene to be edited; In response to the performance configuration instruction for the target plot, configuring animation attribute information for the target plot, the animation attribute information including at least one of the following: the number of virtual interpretation characters of the target plot, the position of the characters between the virtual interpretation characters, and the character type of each virtual interpretation character; In response to a game running instruction, displaying a game running scene corresponding to the game scene to be edited on the graphical user interface; In response to a plot playback instruction, a plot animation screen is displayed on the graphical user interface, wherein the plot animation screen is a screen formed by a virtual interpretation character generated in the game running scene according to the animation attribute information and captured by a virtual camera set in the game running scene to interpret the target plot.

2. The method according to claim 1, It is characterized in that The responding to the performance configuration instruction for the target plot, configuring animation attribute information for the target plot, includes: Displaying a preset plot editor including the target plot in the graphical user interface, the preset plot editor at least including: a performance configuration control; In response to a trigger operation on the performance configuration control, displaying a first property configuration page in the graphical user interface; In response to the configuration operation of the animation attribute parameters in the first attribute configuration page, the animation attribute information corresponding to the animation attribute parameters is configured for the target plot, wherein the animation attribute parameters include at least one of the following parameters: a character quantity attribute parameter, a character position attribute parameter, and a character type attribute parameter.

3. The method according to claim 2, It is characterized in that The method further comprises: In response to a modification operation of the target plot by the preset plot editor, updating the performance configuration control to a performance update control; In response to a triggering operation on the performance update control, the first property configuration page is displayed in the graphical user interface.

4. The method according to claim 2, It is characterized in that The step of responding to the configuration operation of the animation attribute parameters in the first attribute configuration page and configuring the animation attribute information corresponding to the animation attribute parameters for the target plot includes: In response to a configuration operation on a character quantity attribute parameter in the first attribute configuration page, determining the character quantity of the virtual interpretation character; According to the number of characters of the virtual interpretation character, a list of standing modes matching the number of characters and a character selection box matching the number of characters are displayed in the first attribute configuration page; In response to a trigger operation on the position mode list, determining the role positions between the virtual interpretation characters; In response to a selection operation on a role type in each of the role selection boxes, a role type of each of the virtual interpretation roles is determined.

5. The method according to claim 4, It is characterized in that The step of responding to a trigger operation on the position list to determine the position of the characters between the virtual interpretation characters includes: In response to a more viewing operation on the standing position mode list, viewing a plurality of standing position modes in the standing position mode list; In response to a trigger operation for the plurality of standing positions, the character standing positions between the virtual interpretation characters are determined according to the target standing positions corresponding to the trigger operation.

6. The method according to claim 4, It is characterized in that The responding to the selection operation of the role type in each role selection box, determining the role type of each virtual interpretation role, comprises: In response to a selection operation on a plurality of parent role types in each parent role selection box, displaying a corresponding target parent role type in each parent role selection box, and displaying a child role selection box of each target parent role type in the first attribute configuration page; In response to a selection operation on at least one sub-role type in each of the sub-role selection boxes, a role type of the virtual interpretation role is determined.

7. The method according to claim 4, It is characterized in that The responding to the selection operation of the role type in each role selection box, determining the role type of each virtual interpretation role, comprises: If the performers of the target plot include uncontrolled virtual creatures in the game running scene corresponding to the game scene to be edited, the identity information of the corresponding uncontrolled virtual creatures is displayed in each character selection box in turn according to the performance order of the uncontrolled virtual creatures defined in the target plot, and the role type of the virtual performance character is determined to be the corresponding uncontrolled virtual creature.

8. The method according to claim 7, It is characterized in that The method further comprises: If the number of the uncontrolled virtual creatures is less than the number of the virtual interpretation characters, determine that the character type of the virtual interpretation characters displayed in the remaining character selection box is a triggering virtual creature, and the triggering virtual creature is a virtual creature that triggers the target plot.

9. The method according to claim 7, It is characterized in that The responding to the plot play instruction and displaying the plot animation picture on the graphical user interface includes: In response to the plot playback instruction, a corresponding virtual interpretation character is generated in the game running scene according to the model parameters of the virtual creature corresponding to the virtual interpretation character and the animation attribute information, wherein the virtual creature corresponding to the virtual interpretation character is a triggered virtual creature, a controlled virtual creature, a scene virtual creature or a pre-selected virtual creature; The plot animation screen of the virtual interpretation character in the game running scene captured by the virtual camera interpreting the target plot is displayed in the graphical user interface.

10. The method according to claim 2, It is characterized in that The step of responding to the configuration operation of the animation attribute parameters in the first attribute configuration page and configuring the animation attribute information corresponding to the animation attribute parameters for the target plot includes: In response to a configuration operation on the animation attribute parameters in the first attribute configuration page, determining initial animation attribute information of each sub-plot in the target plot; In response to a trigger operation on a confirmation control in the first property configuration page, a second property configuration page is displayed in the graphical user interface, wherein the second property configuration page includes: a property editor corresponding to each of the sub-plots; In response to the adjustment operation of the property editor corresponding to each of the sub-scenarios, target animation property information of each of the sub-scenarios is determined.

11. The method according to claim 10, It is characterized in that The target plot includes: a plurality of plot dialogues, each of the sub-plots being one of the plot dialogues; The step of responding to the adjustment operation of the property editor corresponding to each of the sub-plots and determining the target animation property information of each of the sub-plots includes: In response to a selection operation on each of the plot dialogues, a plot dialogue to be edited is selected from the plot dialogues, and a property editor of the plot dialogue to be edited is displayed; In response to an adjustment operation of the property editor for the plot dialogue to be edited, target animation property information of the plot dialogue to be edited is determined.

12. The method according to claim 11, It is characterized in that The second attribute configuration page also includes: a plot dialogue list, the response to the selection operation for each of the plot dialogues, selecting the plot dialogue to be edited in each of the plot dialogues, and displaying the attribute editor of the plot dialogue to be edited, including: In response to a triggering operation on a dialogue identifier control in the plot dialogue list, a target dialogue identifier is selected, and a property editor of the plot dialogue to be edited corresponding to the target dialogue identifier is displayed on the second property configuration page.

13. The method according to claim 10, It is characterized in that The second property configuration page further includes: an animation preview control, and before responding to the adjustment operation of the property editor corresponding to each of the sub-plots and determining the target animation property information of each of the sub-plots, the method further includes: In response to a trigger operation on the animation preview control, displaying a preview animation of the target plot in the graphical user interface; During the preview animation playback of the target plot, in response to an exit operation of the preview animation, a property editor corresponding to the sub-plot at the time of exit is displayed on the second property configuration page.

14. The method according to claim 10, It is characterized in that The property editor includes: editing types, the editing types include: editable template generation and call generation; Before responding to the adjustment operation of the property editor corresponding to each of the sub-plots and determining the target animation property information of each of the sub-plots, the method further includes: In response to the selection of the editing type, if the editable template generation is selected, the attribute editor displays an edit box for at least one of the following attribute parameters: an edit box corresponding to a character quantity attribute parameter, a character position attribute parameter, and a character type attribute parameter; or, If the call generation is selected, a call edit box is displayed, wherein the call edit box is used to select the identifier of an existing plot animation to call the corresponding animation attribute information in the existing plot animation.

15. The method according to claim 1, It is characterized in that After responding to the performance configuration instruction for the target plot and configuring the animation attribute information for the target plot, the method further includes: Determine the position setting information of the virtual camera according to the position of the characters between the virtual interpretation characters and the mapping relationship between the position of the characters and the position setting information of the virtual camera; The responding to the plot play instruction and displaying the plot animation picture on the graphical user interface includes: In response to the plot playback instruction, a virtual interpretation character is generated in the game running scene according to the animation attribute information, and the virtual camera is set in the game running scene according to the camera position setting information; The plot animation screen of the virtual interpretation character in the game running scene captured by the virtual camera interpreting the target plot is displayed in the graphical user interface.

16. The method according to claim 15, It is characterized in that The method further comprises: Determining the camera position switching probability of the virtual camera according to the camera position setting information and the mapping relationship between the camera position setting information and the camera position switching probability; The responding to the plot play instruction and displaying the plot animation picture on the graphical user interface includes: In response to a plot playback instruction, a plot animation screen of a virtual interpretation character in the game running scene interpreted by the target plot captured by a target virtual camera is displayed in the graphical user interface, and the target virtual camera is a virtual camera that switches between multiple virtual cameras according to the camera position switching probability.

17. The method according to claim 14, It is characterized in that The method further comprises: In response to a configuration operation on a camera position edit box in the property editor, fixed camera position information of the subplot is determined, wherein the camera position edit box includes at least one of the following attribute parameters: camera position and field of view; The responding to the plot play instruction and displaying the plot animation picture on the graphical user interface includes: In response to the plot playback instruction, the plot animation screen of the sub-plot performed by the virtual interpretation character in the game running scene collected by the virtual camera based on the fixed camera position information is displayed in the graphical user interface.

18. The method according to claim 11, It is characterized in that The second attribute configuration page further includes: a plot dialogue display box; the method further includes: Displaying each of the plot dialogues in the plot dialogue display box, and displaying information of the virtual interpretation character corresponding to each of the plot dialogues and information of the virtual creature corresponding to each of the plot dialogues in the second attribute configuration page; In response to a triggering operation on the plot dialogue display frame, a dialogue editing frame is called to modify the plot dialogue in the plot dialogue display frame.

19. The method according to claim 18, It is characterized in that The method further comprises: Displaying a plurality of option information boxes corresponding to each of the plot dialogues on the second attribute configuration page, each of the option information boxes displaying the option content corresponding to each of the plot dialogues; In response to the triggering operation on each of the option information boxes, the dialogue editing box is called to modify the option content corresponding to each of the plot dialogues.

20. The method according to claim 19, It is characterized in that The method further comprises: In response to a modification operation on the plot dialogue or the option content corresponding to the plot dialogue, the plot dialogue or option content displayed in the preset plot editor is synchronously modified.

21. The method according to claim 14, It is characterized in that The method further comprises: If the editable template generation is selected, or the call generation is selected, and the call edit box does not select the mark of the existing plot animation, in response to the trigger operation of the animation custom control in the property editor, the sub-plot animation is generated according to the target animation property information of the sub-plot; The editing type is determined to be call generation, and the identifier of the sub-plot animation is displayed in the call edit box.

22. The method according to claim 21, It is characterized in that The step of generating a sub-plot animation in response to a trigger operation of the animation custom control according to target animation attribute information of the sub-plot includes: In response to a trigger operation on the animation custom control, an animation editing interface is displayed in the graphical user interface, and the sub-plot is displayed in the animation editing interface using the target animation attribute information of the sub-plot; In response to an editing operation on the animation editing interface, the target animation attribute information of the sub-plot is adjusted, and a sub-plot animation is generated according to the target animation attribute information of the sub-plot.

23. The method according to claim 14, It is characterized in that The method further comprises: If the call generation is selected, and the call edit box selects the identifier of the existing plot animation, in response to the trigger operation of the animation modification control in the property editor, an animation editing interface is displayed in the graphical user interface, and the sub-plot is displayed in the animation editing interface using the animation property information of the existing plot animation; In response to an editing operation on the animation editing interface, target animation attribute information of the sub-plot is determined.

24. The method according to claim 13, It is characterized in that After responding to the performance configuration instruction for the target plot and configuring the animation attribute information for the target plot, the method further includes: In response to a preview operation for the target plot, a preview animation screen, the plot name of the target plot, and the identifiers of each sub-plot are displayed in the graphical user interface, and the preview animation screen is a screen formed by a virtual interpretation character generated in the preset game scene according to the animation attribute parameters and captured by a virtual camera set in the preset game scene to interpret the target plot.

25. The method according to claim 24, It is characterized in that The method further comprises: If there is a sub-plot for which no plot animation is set, preset prompt information of the sub-plot is displayed in the graphical user interface, and a preview animation picture of the sub-plot captured by a virtual camera using default camera information is displayed.

26. The method according to claim 3, It is characterized in that The method further comprises: If the plot animation screen of the target plot is not updated through the performance update control, in response to the triggering operation of the exit control in the preset plot editor, an exit prompt message is displayed in the graphical user interface; In response to a confirmation operation for the exit prompt information, the preset scenario editor is exited, and the animation attribute information of the target scenario is cleared.

27. The method according to claim 10, It is characterized in that The first attribute configuration page and the second attribute configuration page also include: a screen preview area, and the method further includes: If the character type of the virtual interpretation character is a virtual creature that is not displayed in the game running scene, the unknown position prompt information of the virtual interpretation character is displayed in the screen preview area.

28. A scene editing device, It is characterized in that The device comprises: A display module, used for displaying a game scene to be edited through a graphical user interface, wherein the game scene to be edited includes a scene component, and the scene component is configured to generate a corresponding virtual creature in a game running scene corresponding to the game scene to be edited; An acquisition module, used for acquiring a target plot pre-edited for the game scene to be edited; A configuration module, configured to respond to a performance configuration instruction for the target plot and configure animation attribute information for the target plot, wherein the animation attribute information includes at least one of the following: the number of virtual interpretation characters of the target plot, the position of the characters between the virtual interpretation characters, and the role type of each virtual interpretation character; The display module is further used to respond to the game running instruction and display the game running scene corresponding to the game scene to be edited on the graphical user interface; The display module is also used to respond to plot playback instructions and display plot animation pictures in the graphical user interface, wherein the plot animation pictures are pictures formed by the virtual interpretation character generated in the game running scene according to the animation attribute parameters and captured by a virtual camera set in the game running scene to interpret the target plot.

29. An electronic device, It is characterized in that include: A processor, a storage medium and a bus, wherein the storage medium stores program instructions executable by the processor, and when the electronic device is running, the processor and the storage medium communicate through the bus, and the processor executes the program instructions to perform the steps of the scene editing method according to any one of claims 1 to 27.

30. A computer readable storage medium, It is characterized in that The storage medium stores a computer program, and when the computer program is executed by a processor, the steps of the scene editing method according to any one of claims 1 to 27 are executed.