Game character configuration method and device, electronic equipment and computer readable medium

By displaying the character configuration page and handling animation rendering, the problem of poor visualization during the generation of game character models was solved, reducing the waste of computer resources and improving user experience and interactivity.

CN119158260BActive Publication Date: 2025-11-04HAINAN TIANYOU NETWORK TECH CO LTD
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Patent Information

Application Number
CN202411392150.1
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2024-10-08
Publication Date
2025-11-04
Estimated Expiration
2044-10-08

AI Technical Summary

Technical Problem

In existing technologies, the visualization effects during the generation of game character models are poor, requiring multiple adjustments, wasting computer computing resources, and making it difficult for non-technical users to quickly see the effects or make adjustments, resulting in a poor user experience.

Method used

By displaying the character configuration login page, creating game character models based on user interaction information, performing animation rendering, displaying behavior type selection controls, generating game story information, and improving the dynamic effects of the models and user interactivity.

Benefits of technology

It reduces the waste of computer computing resources, improves the user experience, enhances the dynamic effects of game character models, and increases the interactivity between users and models.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

Embodiments of the present disclosure disclose a game character configuration method and device, electronic equipment and a computer readable medium. A specific embodiment of the method includes: displaying a character configuration login page; displaying a character configuration page; creating a game character model; performing animation rendering processing on the game character model; displaying the game character model after animation rendering processing on a game character display page; displaying each game character behavior type selection control on the game character display page; determining the control identifier of the selected game character behavior type selection control as a target behavior control identifier; performing behavior configuration processing on the game character model after animation rendering processing; generating game plot information corresponding to the target behavior control identifier based on the animation game character model data, the behavior configuration table and the target behavior control identifier; and displaying the game plot information on a user experience interface. This embodiment reduces the waste of computer computing power resources and improves the user experience.
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Description

Technical Field

[0001] The embodiments disclosed herein relate to the field of computer technology, and more specifically to game character configuration methods, apparatuses, electronic devices, and computer-readable media. Background Technology

[0002] With the development of modeling and animation rendering technologies, and the growth of the game market, users' demands for personalization and immersion are increasing. Game character configuration is a technology that involves creating game character models and configuring their behaviors. Currently, the common method for configuring game character models is to execute code programs written by developers to generate and configure the game character models.

[0003] However, when configuring game character models using the above method, the following technical problems often arise:

[0004] The code written by the developers generates and configures game character models. However, the visualization during the generation process is poor, and the created models may not meet expectations, requiring multiple debugging and rebuilding processes, thus wasting computing resources. For non-technical users, the execution of the code lacks intuitive feedback, making it difficult for users to quickly see the effects or make adjustments. The generated and configured game character models have poor interactivity with users, resulting in a poor user experience.

[0005] The information disclosed in this background section is only intended to enhance the understanding of the background of the present disclosure concept, and therefore may contain information that does not constitute prior art known to those skilled in the art. Summary of the Invention

[0006] The summary portion of this disclosure is intended to provide a brief overview of the concepts, which will be described in detail in the detailed description portion. This summary portion is not intended to identify key or essential features of the claimed technical solutions, nor is it intended to limit the scope of the claimed technical solutions.

[0007] Some embodiments of this disclosure provide game character configuration methods, apparatuses, electronic devices, and computer-readable media to address one or more of the technical problems mentioned in the background section above.

[0008] In a first aspect, some embodiments of this disclosure provide a game character configuration method, which includes: displaying a character configuration login page; displaying a character configuration page based on user interaction information on the character configuration login page; creating a game character model based on user interaction information on the character configuration page; performing animation rendering processing on the game character model to obtain animated game character model data corresponding to the animated game character model; displaying the animated game character model on a game character display page based on the animated game character model data; displaying various game character behavior type selection controls on the game character display page; in response to detecting a selection operation of one of the game character behavior type selection controls, determining the control identifier of the selected game character behavior type selection control as a target behavior control identifier; performing behavior configuration processing on the animated game character model based on the target behavior control identifier to obtain a behavior configuration table; generating game plot information corresponding to the target behavior control identifier based on the animated game character model data, the behavior configuration table, and the target behavior control identifier; and displaying the game plot information on a user experience interface.

[0009] Secondly, some embodiments of this disclosure provide a game character configuration device, the device comprising: a first display unit configured to display a character configuration login page; a second display unit configured to display a character configuration page based on user interaction information on the character configuration login page; a creation unit configured to create a game character model based on user interaction information on the character configuration page; an animation rendering processing unit configured to perform animation rendering processing on the game character model to obtain animated game character model data corresponding to the animated game character model; a third display unit configured to display the animated game character model on a game character display page based on the animated game character model data; and a fourth display unit configured to display the animated game character model on the game character display page. The character display page displays selection controls for the behavior types of various game characters; the determination unit is configured to, in response to detecting a selection operation of one of the game character behavior type selection controls, determine the control identifier of the selected game character behavior type selection control as the target behavior control identifier; the behavior configuration processing unit is configured to perform behavior configuration processing on the game character model after the animation rendering based on the target behavior control identifier, to obtain a behavior configuration table; the generation unit is configured to generate game plot information corresponding to the target behavior control identifier based on the animated game character model data, the behavior configuration table, and the target behavior control identifier; and the fifth display unit is configured to display the game plot information on the user experience interface.

[0010] Thirdly, some embodiments of this disclosure provide an electronic device, including: one or more processors; and a storage device having one or more programs stored thereon, wherein when the one or more programs are executed by the one or more processors, the one or more processors implement the method described in any implementation of the first aspect above.

[0011] Fourthly, some embodiments of this disclosure provide a computer-readable medium having a computer program stored thereon, wherein the program, when executed by a processor, implements the method described in any of the implementations of the first aspect above.

[0012] The various embodiments of this disclosure have the following beneficial effects: the game character configuration method of some embodiments of this disclosure reduces the waste of computer computing resources and improves the user experience. Specifically, the reasons for the waste of computer computing resources and poor user experience are: executing the code program written by the developer to generate and configure the game character model, the visualization effect during the generation process is poor, the created model may not meet the expected results, and multiple debugging is required, wasting computer computing resources. For non-technical users, the execution of the code lacks intuitive feedback, and users find it difficult to quickly see the effect or make adjustments, resulting in a poor user experience. Based on this, the game character configuration method of some embodiments of this disclosure first displays a character configuration login page. Then, based on the user's interactive operation information on the above-mentioned character configuration login page, a character configuration page is displayed. Thus, the character configuration page for creating game character models can be displayed through the interactive operation information of the character configuration login page. Afterwards, the game character model is created based on the user's interactive operation information on the above-mentioned character configuration page. Thus, the game character model can be created through the visualization of the character configuration page, reducing the number of times the created model needs to be debugged and rebuilt. Next, the game character model is animated, resulting in animated game character model data. This enhances the dynamic effects of the created game character model. Then, based on the animated game character model data, the animated game character model is displayed on the game character display page. Next, various game character behavior type selection controls are displayed on the game character display page. This allows for the display of various game character behavior type selection controls for configuring the behavior of the game character model. Then, in response to detecting a selection operation on one of the game character behavior type selection controls, the control identifier of the selected game character behavior type selection control is determined as the target behavior control identifier. Then, based on the target behavior control identifier, the animated game character model is configured, resulting in a behavior configuration table. This allows for the configuration of the game character model's behavior. Next, based on the aforementioned animated game character model data, the aforementioned behavior configuration table, and the aforementioned target behavior control identifiers, game story information corresponding to the aforementioned target behavior control identifiers is generated. Thus, game story information can be generated for the created game character model based on the target behavior control identifiers selected by the user, increasing the interactivity between the generated and configured game character model and the user, and improving the user experience. Finally, the aforementioned game story information is displayed on the user experience interface. Therefore, game story information can be displayed on the user experience interface.Furthermore, the visual creation of game character models through the character configuration page reduces the need for debugging and rebuilding existing models, thus minimizing the waste of computing resources. Simultaneously, after creating and configuring the game character model, game story information is generated for that model, increasing the interactivity between the generated and configured model and the user, thereby improving the user experience. Attached Figure Description

[0013] The above and other features, advantages, and aspects of the embodiments of this disclosure will become more apparent from the accompanying drawings and the following detailed description. Throughout the drawings, the same or similar reference numerals denote the same or similar elements. It should be understood that the drawings are schematic, and elements are not necessarily drawn to scale.

[0014] Figure 1 This is a flowchart of some embodiments of the game character configuration method according to this disclosure;

[0015] Figure 2 This is a schematic diagram of a character configuration login page based on some embodiments of the game character configuration method disclosed herein;

[0016] Figure 3 This is a schematic diagram of a character configuration page according to some embodiments of the game character configuration method disclosed herein;

[0017] Figure 4 These are schematic diagrams illustrating the structure of some embodiments of the game character configuration device according to this disclosure;

[0018] Figure 5 This is a schematic diagram of the structure of an electronic device suitable for implementing some embodiments of the present disclosure. Detailed Implementation

[0019] Embodiments of this disclosure will now be described in more detail with reference to the accompanying drawings. While some embodiments of this disclosure are shown in the drawings, it should be understood that this disclosure can be implemented in various forms and should not be construed as limited to the embodiments set forth herein. Rather, these embodiments are provided to provide a more thorough and complete understanding of this disclosure. It should be understood that the accompanying drawings and embodiments of this disclosure are for illustrative purposes only and are not intended to limit the scope of protection of this disclosure.

[0020] It should also be noted that, for ease of description, only the parts relevant to the invention are shown in the accompanying drawings. Unless otherwise specified, the embodiments and features described in this disclosure can be combined with each other.

[0021] It should be noted that the concepts of "first" and "second" mentioned in this disclosure are used only to distinguish different devices, modules or units, and are not used to limit the order of functions performed by these devices, modules or units or their interdependencies.

[0022] It should be noted that the terms "a" and "a plurality of" used in this disclosure are illustrative rather than restrictive, and those skilled in the art should understand that, unless otherwise expressly indicated in the context, they should be understood as "one or more".

[0023] The names of messages or information exchanged between multiple devices in the embodiments of this disclosure are for illustrative purposes only and are not intended to limit the scope of such messages or information.

[0024] This disclosure will now be described in detail with reference to the accompanying drawings and embodiments.

[0025] Figure 1 A flow 100 of some embodiments of a game character configuration method according to the present disclosure is shown. The game character configuration method includes the following steps:

[0026] Step 101: Display the role configuration login page.

[0027] In some embodiments, the executing entity of the game character configuration method (e.g., a computing device) may display a character configuration login page. This character configuration login page can be a page used for login verification. The character configuration login page may include a user account input field, a password input field, and a login control. The user account input field can be a page element used to input a user account. The password input field can be a page element used to input a password. The login control can be a control used to select a login option.

[0028] As an example, the displayed role configuration login page can be referenced. Figure 2 . Figure 2 The page displays the role configuration login page 201, the user account input box 202, the password input box 203, and the login control 204.

[0029] Step 102: Display the role configuration page based on the user's interactive operation information on the role configuration login page.

[0030] In some embodiments, the aforementioned executing entity may display the character configuration page based on the user's interactive operation information on the aforementioned character configuration login page. The aforementioned character configuration page may be a page for creating game character models. The aforementioned game character model may be a two-dimensional or three-dimensional game character model. The aforementioned character configuration page may include a character identifier input box, a basic body type configuration module, an environment configuration module, and a costume configuration module. The aforementioned basic body type configuration module includes various basic body type selection controls, the aforementioned environment configuration module includes various environment model selection controls, and the aforementioned costume configuration module includes various clothing model selection controls. The aforementioned character identifier input box may be used to input the name of the game character model to be created. The aforementioned basic body type selection controls may be controls for selecting the body type of the game character model to be created. The aforementioned environment model selection controls may be controls for selecting the background or environment in which the created game character model is located. The aforementioned clothing model selection controls may be controls for selecting the clothing models to be worn by the game character model.

[0031] In some optional implementations of certain embodiments, the aforementioned execution entity may display the role configuration page based on the user's interactive operation information on the role configuration login page through the following steps:

[0032] The first step is to detect an input operation applied to the aforementioned user account input box and determine the input information in the aforementioned user account input box as the user account information to be verified.

[0033] The second step is to detect an input operation applied to the password input box and determine the input information in the password input box as the password information to be verified.

[0034] The third step involves sending the aforementioned user account information and password information to a preset server for verification. The preset server verifies these information to obtain verification information. In practice, firstly, the preset server can determine the pre-stored password information corresponding to the user account information as the target password information. Then, the preset server compares the target password information with the password information to be verified. If the target password information matches the password information to be verified, the information indicating successful verification is determined as verification information. If the target password information does not match the password information to be verified, the information indicating failed verification is determined as verification information. The verification information can be text information.

[0035] Fourth, in response to receiving the verification information sent by the aforementioned preset server indicating that the verification has passed, the role configuration page is displayed.

[0036] Step 103: Create a game character model based on the user's interactive operation information on the character configuration page.

[0037] In some embodiments, the aforementioned execution entity may create a game character model based on the user's interactive operation information on the aforementioned character configuration page.

[0038] In some optional implementations of certain embodiments, the aforementioned execution entity may create a game character model based on the user's interactive operation information on the aforementioned character configuration page through the following steps:

[0039] The first step is to detect an input operation applied to the character identifier input box and determine the input information in the character identifier input box as the character identifier to be created. The character identifier can be the name of the game character model to be created.

[0040] The second step involves detecting a selection operation on one of the basic body type selection controls, and then displaying the corresponding character posture model in a preset position on the character configuration page. The basic body type selection controls include gender posture model selection controls and specific pose model selection controls. Specifically, the gender posture model selection controls include female and male posture model selection controls. Each specific pose model selection control can be a posture model used to display a specific pose.

[0041] Third, in response to the detection of a selection operation on one of the aforementioned environment model selection controls, the environment model corresponding to the selected control and the character posture model are combined to obtain an environment posture interaction model. In practice, the executing entity can align the coordinate system corresponding to the environment model with the coordinate system corresponding to the character posture model. Then, the executing entity can combine the character posture model with the environment model through the scene editor to obtain the environment posture interaction model.

[0042] The fourth step is to display the aforementioned environmental body interaction model within the preset location. This preset location can be used to display the positions of various models created during the creation process.

[0043] Fifth, in response to the detection of a selection operation on one of the aforementioned clothing model selection controls, the clothing model corresponding to the selected control is bound to the skeletal system of the body model in the displayed environment body interaction model. This updates the displayed environment body interaction model and displays the creation completion control at the preset display position on the character configuration page. In practice, the executing entity can use skinning technology to bind the vertices of the clothing model to the skeletal system of the body model.

[0044] Step 6: In response to the detection of a selection operation applied to the control that has been created, the updated environment body interaction model is determined as the game character model.

[0045] As an example, the displayed character configuration page can be referenced. Figure 3 . Figure 3 The page displays the character configuration page 301, the basic body type configuration module 302, the environment configuration module 303, the outfit configuration module 304, the creation completion control 305, the preset position 306, and the character identifier input box to be created 307.

[0046] Step 104: Perform animation rendering on the game character model to obtain the animated game character model data corresponding to the animated game character model after animation rendering.

[0047] In some embodiments, the aforementioned execution entity may perform animation rendering processing on the aforementioned game character model to obtain animated game character model data corresponding to the animated game character model after animation rendering processing.

[0048] In some optional implementations of certain embodiments, the aforementioned execution entity may perform animation rendering processing on the aforementioned game character model through the following steps to obtain animated game character model data corresponding to the animated game character model after animation rendering processing:

[0049] The first step is to retrieve the preset animation data corresponding to the game character model from the aforementioned preset server. First, the executing entity can identify the body posture model identifier in the game character model as the body posture identifier to be retrieved. Then, the executing entity can retrieve the preset animation data corresponding to the body posture identifier to be retrieved from the preset server. This animation data can define the movement of the game character model. For example, the preset animation data could indicate that "at 0 seconds, the game character's left leg is at a specific angle and position. At 1 second, the left leg moves to another angle and position. At 2 seconds, the left leg returns to the starting position."

[0050] The second step involves simulating and generating a sequence of key video frames for the game character model within the motion scene, based on the aforementioned preset animation data and the game character model. In practice, the executing entity can generate this sequence by calling an animation software interface. For example, the Unity Animation API can be used to load and control the game character model to execute the animation corresponding to the preset animation data. Then, the Unity Camera API can be used to capture the various video frames of the game character model within the animated motion scene as the key video frame sequence.

[0051] The third step is to predict the dynamic video frame set of the game character model in the motion scene corresponding to the preset animation data, based on the above key video frame sequence.

[0052] The fourth step is to determine the above-mentioned dynamic video frame set as the animated game character model data corresponding to the above-mentioned game character model.

[0053] In the process of adopting technical solutions to address the problems mentioned in the background section, the following issues often arise:

[0054] To reduce jumps or stutters in game character models after animation rendering, it is often necessary to predict the dynamic video frame set of the model based on the key video frame sequence.

[0055] To address the aforementioned technical problems, a conventional solution typically involves generating intermediate frames between every two adjacent key video frames in the key video frame sequence using linear interpolation. Linear interpolation only generates intermediate frames in a linear proportion between two key frames, ignoring the positional changes and motion trajectories of the game character model during complex movements. The generated intermediate frames may fail to maintain the dynamic consistency of the game character model during motion, resulting in stiffer and more unnatural animation effects, and consequently, poor animation quality in the generated dynamic video frame set. Considering the shortcomings of linear interpolation in generating the dynamic video frame set, the inventors decided to adopt the following solution:

[0056] In some optional implementations of certain embodiments, the execution entity can predict the dynamic video frame set of the game character model in the motion scene corresponding to the preset animation data by following the steps described above:

[0057] The first step is to determine the preset number of processing steps as the number of smoothing steps. For example, the smoothing steps mentioned above can be 3.

[0058] The second step involves performing the following smoothing steps based on the key video frame sequence and the number of smoothing operations:

[0059] The first sub-step involves dividing the key video frame sequence into key video frame group sequences by a sliding window, in response to determining that the number of smoothing operations is less than or equal to a preset value. Each key video frame group in the sequence includes a preceding key video frame and a subsequent key video frame. In practice, the execution entity can divide the key video frame sequence into key video frame group sequences according to a preset sliding step size and a preset sliding window size. For example, the key video frame sequence could be {key video frame 1, key video frame 2, key video frame 3}. The sliding step size could be 2, and the sliding window size could be 2. The key video frame group sequences could be {{key video frame 1, key video frame 2}, {key video frame 2, key video frame 3}}.

[0060] The second sub-step involves performing the following intermediate frame generation process on the first key video frame group in the key video frame group sequence:

[0061] Sub-step one involves performing optical flow estimation on the key video frame group to obtain optical flow vector field information. This optical flow vector field information includes various vectors. This information represents the movement direction and velocity of each pixel between preceding and subsequent key video frames within the key video frame group. Each vector represents the temporal displacement of a pixel, including horizontal and vertical components.

[0062] Sub-step two involves performing motion compensation processing on the preceding key video frames in the key video frame group based on optical flow vector field information to obtain motion-compensated key frames. These motion-compensated key frames can be video frames generated by performing motion compensation prediction processing on the preceding key video frames using optical flow vector fields.

[0063] Sub-step three involves generating smooth frames based on subsequent key video frames and motion compensation key frames within the key video frame group. In practice, the aforementioned execution entity can perform weighted processing on the subsequent key video frames and motion compensation key frames within the key video frame group to obtain smooth frames.

[0064] Sub-step four involves adding smooth frames to the key video frame group, positioned after the preceding key video frame and before the subsequent key video frame, to update the key video frame group.

[0065] Sub-step five: Determine the updated key video frame group as the updated key video frame group.

[0066] Sub-step six involves removing key video frame groups from the key video frame group sequence in order to update the key video frame group sequence.

[0067] Sub-step seven: In response to determining that the updated key video frame group sequence is not empty, the above intermediate frame generation process is performed again based on the updated key video frame group sequence.

[0068] The third sub-step, in response to determining that the updated key video frame group sequence is empty, performs the following steps:

[0069] Sub-step one: Update the smoothing process count based on a preset value. In practice, the execution entity can determine the update count by summing the preset value and the smoothing process count. Then, the execution entity can determine the update count as the smoothing process count to update the smoothing count. The preset value can be 1.

[0070] Sub-step two involves adding the determined key video frame groups to the updated key video frame group sequence to update the key video frame group sequence, and then performing the above smoothing process steps again based on the updated key video frame group sequence and the updated number of smoothing processes.

[0071] Sub-step three: In response to the determination that the number of smoothing processes after the update is greater than the preset value, the updated key video frame group sequence is determined as the model dynamic video frame set.

[0072] The above-described technical solution and its related content, as an inventive point of this disclosure, solve the technical problem of "poor animation effect of the generated model dynamic video frame set". Factors leading to poor animation effect of the generated model dynamic video frame set are often as follows: linear interpolation only generates intermediate frames in a linear proportion between two keyframes, ignoring the positional changes and motion trajectories of the game character model during complex movements. The generated intermediate frames may not maintain the dynamic consistency of the game character model during movement, resulting in a stiffer and unnatural animation effect, thus leading to poor animation effect of the generated model dynamic video frame set. Solving these factors can improve the animation effect of the model dynamic video frame set. To achieve this effect, firstly, the preset number of processing steps is determined as the number of smoothing steps. Thus, the number of smoothing steps used to determine the number of intermediate frames between two consecutive key video frames can be obtained. Next, based on the key video frame sequence and the number of smoothing steps, the following smoothing steps are performed: First sub-step: In response to determining that the number of smoothing steps is less than or equal to a preset value, the key video frame sequence is divided into sliding window segments to obtain a key video frame group sequence. The key video frame sequence includes a preceding key video frame and a subsequent key video frame. This yields a key video frame sequence for intermediate frame generation. The second sub-step involves performing the following intermediate frame generation process on the first key video frame group in the sequence: Sub-step one: Optical flow estimation is performed on the key video frame group to obtain optical flow vector field information. This provides the direction and speed of movement for each pixel between the preceding and subsequent key video frames in the key video frame group, taking into account the positional changes and motion trajectories of two consecutive key frames (the preceding and subsequent key video frames) during complex motion of the game character model. Sub-step two: Motion compensation processing is performed on the preceding key video frames in the key video frame group based on the optical flow vector field information to obtain motion-compensated key frames. This provides motion-compensated key frames used to improve the dynamic consistency of the character model during motion. Sub-step three: Based on the subsequent key video frames and the motion-compensated key frames in the key video frame group, smooth frames are generated. This generates smooth frames that maintain continuous motion trajectories. Sub-step four: Add the smoothed frame to the key video frame group, positioned after the preceding key video frame and before the subsequent key video frame, to update the key video frame group. This updates the key video frame group. Sub-step five: Determine the updated key video frame group as the updated key video frame group. Sub-step six: Delete the key video frame group from the key video frame group sequence to update the key video frame group sequence. Sub-step seven: In response to determining that the updated key video frame group sequence is not empty, perform the above intermediate frame generation process again based on the updated key video frame group sequence.The third sub-step, in response to determining that the updated key video frame group sequence is empty, executes the following steps: Sub-step one, updates the smoothing processing count based on a preset value. This allows for updating the smoothing processing count. Sub-step two, adds each determined updated key video frame group to the updated key video frame group sequence to update the key video frame group sequence, and, based on the updated key video frame group sequence and the updated smoothing processing count, executes the above smoothing processing steps again. This allows for multiple rounds of smoothing processing on the key video frame group sequence, generating a number of intermediate frames between every two consecutive key video frames, thereby improving the dynamic consistency of each key video frame in the key video frame group sequence. Sub-step three, in response to determining that the updated smoothing processing count is greater than a preset value, determines the updated key video frame group sequence as the model dynamic video frame set. This yields a model dynamic video frame set that improves the dynamic consistency of each key video frame. Because the position changes and motion trajectories of the game character model in complex movements were taken into account during the generation of the model dynamic video frame set, the dynamics of each key video frame were generated to be more consistent, making the dynamic effect of the model dynamic video frame set more natural, thereby improving the animation effect of the model dynamic video frame set.

[0073] Step 105: Based on the animated game character model data, display the animated game character model on the game character display page.

[0074] In some embodiments, the executing entity may display the animated game character model on a game character display page based on the animated game character model data. The game character display page can be a page used to display the animated game character model.

[0075] In some optional implementations of certain embodiments, the aforementioned execution entity may display the animated game character model on the game character display page based on the aforementioned animated game character model data through the following steps:

[0076] The first step is to play the video corresponding to the animated game character model data in the preset display area of ​​the game character display page.

[0077] Step 106: Display the behavior type selection controls for each game character on the game character display page.

[0078] In some embodiments, the aforementioned executing entity may display various game character behavior type selection controls on the aforementioned game character display page. These various game character behavior type selection controls may be controls for selecting the type of activity a game character model will perform. For example, these game character behavior type selection controls may include, but are not limited to, the following: a eating selection control, a dueling selection control, a mining selection control, and a chess selection control.

[0079] Step 107: In response to detecting a selection operation of a game character behavior type selection control applied to one of the game character behavior type selection controls, the control identifier of the selected game character behavior type selection control is determined as the target behavior control identifier.

[0080] In some embodiments, the execution entity may, in response to detecting a selection operation performed on one of the game character behavior type selection controls, determine the control identifier of the selected game character behavior type selection control as the target behavior control identifier. For example, the control identifier could be "Duel".

[0081] Step 108: Based on the target behavior control identifier, perform behavior configuration processing on the game character model after animation rendering to obtain the behavior configuration table.

[0082] In some embodiments, the execution entity can perform behavior configuration processing on the game character model after the animation rendering process based on the target behavior control identifier to obtain a behavior configuration table. In practice, the execution entity can obtain the behavior configuration table corresponding to the control identifier from a preset database. The preset database can be a MySQL database used to store the various behavior configuration tables. Each behavior configuration table can be used to define and control the behavior of the game character model in various situations. For example, the behavior configuration table can define animations: the action animation of the game character model eating; define eating time: the time required for the game character model to eat; define eating effects: the change in the character's state after eating, such as restoring health or increasing energy.

[0083] Step 109: Based on the animation game character model data, behavior configuration table, and target behavior control identifier, generate game plot information corresponding to the target behavior control identifier.

[0084] In some embodiments, the execution entity may generate game plot information corresponding to the target behavior control identifier based on the animation game character model data, the behavior configuration table, and the target behavior control identifier.

[0085] In some optional implementations of certain embodiments, the execution entity may generate game plot information corresponding to the target behavior control identifier based on the animated game character model data, the behavior configuration table, and the target behavior control identifier through the following steps:

[0086] The first step is to send the aforementioned animated game character model data and behavior configuration table to the preset game engine so that the preset game engine can create game character instances. Here, the aforementioned game character instance can refer to the instance object of the game character model corresponding to the animated game character model data in the game.

[0087] The second step involves sending the target behavior control identifier to the preset game engine. The preset game engine then adds the game character instance to a pre-created game environment corresponding to the target behavior control identifier, thereby generating game character story information. This game character story information can be text or visual information (images) detailing the actions and developments of the game character object corresponding to the game character model within the game. For example, the game character story information could be: "The game character object corresponding to the created game character model successfully ate a meal and restored its energy. The character's hunger level decreased, and its health improved."

[0088] The third step is to receive the game character and game story information sent by the aforementioned preset game engine and then identify the aforementioned game character and game story information as game story information.

[0089] Step 110: Display the game's story information on the user experience interface.

[0090] In some embodiments, the aforementioned executing entity may display the game plot information on a user experience interface. This user experience interface may be a page used to display game plot information.

[0091] The various embodiments of this disclosure have the following beneficial effects: the game character configuration method of some embodiments of this disclosure reduces the waste of computer computing resources and improves the user experience. Specifically, the reasons for the waste of computer computing resources and poor user experience are: executing the code program written by the developer to generate and configure the game character model, the visualization effect during the generation process is poor, the created model may not meet the expected results, and multiple debugging is required, wasting computer computing resources. For non-technical users, the execution of the code lacks intuitive feedback, and users find it difficult to quickly see the effect or make adjustments, resulting in a poor user experience. Based on this, the game character configuration method of some embodiments of this disclosure first displays a character configuration login page. Then, based on the user's interactive operation information on the above-mentioned character configuration login page, a character configuration page is displayed. Thus, the character configuration page for creating game character models can be displayed through the interactive operation information of the character configuration login page. Afterwards, the game character model is created based on the user's interactive operation information on the above-mentioned character configuration page. Thus, the game character model can be created through the visualization of the character configuration page, reducing the number of times the created model needs to be debugged and rebuilt. Next, the game character model is animated, resulting in animated game character model data. This enhances the dynamic effects of the created game character model. Then, based on the animated game character model data, the animated game character model is displayed on the game character display page. Next, various game character behavior type selection controls are displayed on the game character display page. This allows for the display of various game character behavior type selection controls for configuring the behavior of the game character model. Then, in response to detecting a selection operation on one of the game character behavior type selection controls, the control identifier of the selected game character behavior type selection control is determined as the target behavior control identifier. Then, based on the target behavior control identifier, the animated game character model is configured, resulting in a behavior configuration table. This allows for the configuration of the game character model's behavior. Next, based on the aforementioned animated game character model data, the aforementioned behavior configuration table, and the aforementioned target behavior control identifiers, game story information corresponding to the aforementioned target behavior control identifiers is generated. Thus, game story information can be generated for the created game character model based on the target behavior control identifiers selected by the user, increasing the interactivity between the generated and configured game character model and the user, and improving the user experience. Finally, the aforementioned game story information is displayed on the user experience interface. Therefore, game story information can be displayed on the user experience interface.Furthermore, the visual creation of game character models through the character configuration page reduces the need for debugging and rebuilding existing models, thus minimizing the waste of computing resources. Simultaneously, after creating and configuring the game character model, game story information is generated for that model, increasing the interactivity between the generated and configured model and the user, thereby improving the user experience.

[0092] Further reference Figure 4 As an implementation of the methods shown in the figures, this disclosure provides some embodiments of a game character configuration device, which are similar to... Figure 1 Corresponding to the method embodiments shown, the device can be specifically applied to various electronic devices.

[0093] like Figure 4 As shown, a game character configuration device 400 in some embodiments includes: a first display unit 401, a second display unit 402, a creation unit 403, an animation rendering processing unit 404, a third display unit 405, a fourth display unit 406, a determination unit 407, a behavior configuration processing unit 408, a generation unit 409, and a fifth display unit 410. Specifically, the first display unit 401 is configured to display a character configuration login page; the second display unit 402 is configured to display a character configuration page based on user interaction information on the character configuration login page; the creation unit 403 is configured to create a game character model based on user interaction information on the character configuration page; the animation rendering processing unit 404 is configured to perform animation rendering processing on the game character model to obtain animated game character model data corresponding to the animated game character model; the third display unit 405 is configured to display the animated game character model on a game character display page based on the animated game character model data; and the fourth display unit 406 is configured to display various game characters on the game character display page. A color behavior type selection control; the determining unit 407 is configured to, in response to detecting a selection operation of one of the game character behavior type selection controls acting on it, determine the control identifier of the selected game character behavior type selection control as the target behavior control identifier; the behavior configuration processing unit 408 is configured to perform behavior configuration processing on the game character model after the animation rendering based on the target behavior control identifier, and obtain a behavior configuration table; the generating unit 409 is configured to generate game plot information corresponding to the target behavior control identifier based on the animation game character model data, the behavior configuration table, and the target behavior control identifier; and the fifth display unit 410 is configured to display the game plot information on the user experience interface.

[0094] It is understandable that the units described in the device 400 are related to the reference. Figure 1 The steps in the method described above correspond to each other. Therefore, the operations, features, and beneficial effects described above for the method also apply to the device 400 and the units contained therein, and will not be repeated here.

[0095] The following is for reference. Figure 5 It shows a schematic diagram of the structure of an electronic device 500 suitable for implementing some embodiments of the present disclosure. Figure 5 The electronic device shown is merely an example and should not be construed as limiting the functionality and scope of the embodiments of this disclosure.

[0096] like Figure 5 As shown, the electronic device 500 may include a processing unit (e.g., a central processing unit, a graphics processor, etc.) 501, which can perform various appropriate actions and processes according to a program stored in a read-only memory (ROM) 502 or a program loaded from a storage device 508 into a random access memory (RAM) 503. The RAM 503 also stores various programs and data required for the operation of the electronic device 500. The processing unit 501, ROM 502, and RAM 503 are interconnected via a bus 504. An input / output (I / O) interface 505 is also connected to the bus 504.

[0097] Typically, the following devices can be connected to I / O interface 505: input devices 506 including, for example, touchscreens, touchpads, keyboards, mice, cameras, microphones, accelerometers, gyroscopes, etc.; output devices 507 including, for example, liquid crystal displays (LCDs), speakers, vibrators, etc.; storage devices 508 including, for example, magnetic tapes, hard disks, etc.; and communication devices 509. Communication device 509 allows electronic device 500 to communicate wirelessly or wiredly with other devices to exchange data. Although Figure 5 An electronic device 500 with various devices is shown; however, it should be understood that it is not required to implement or possess all of the devices shown. More or fewer devices may be implemented or possessed alternatively. Figure 5 Each box shown can represent a device or multiple devices as needed.

[0098] In particular, according to some embodiments of this disclosure, the processes described above with reference to the flowcharts can be implemented as computer software programs. For example, some embodiments of this disclosure include a computer program product comprising a computer program carried on a computer-readable medium, the computer program containing program code for performing the methods shown in the flowcharts. In such embodiments, the computer program can be downloaded and installed from a network via a communication device 509, or installed from a storage device 508, or installed from a ROM 502. When the computer program is executed by the processing device 501, it performs the functions defined in the methods of some embodiments of this disclosure.

[0099] It should be noted that, in some embodiments of this disclosure, the computer-readable medium may be a computer-readable signal medium or a computer-readable storage medium, or any combination thereof. A computer-readable storage medium may be, for example,—but not limited to—an electrical, magnetic, optical, electromagnetic, infrared, or semiconductor system, apparatus, or device, or any combination thereof. More specific examples of a computer-readable storage medium may include, but are not limited to: an electrical connection having one or more wires, a portable computer disk, a hard disk, random access memory (RAM), read-only memory (ROM), erasable programmable read-only memory (EPROM or flash memory), optical fiber, portable compact disk read-only memory (CD-ROM), optical storage device, magnetic storage device, or any suitable combination thereof. In some embodiments of this disclosure, a computer-readable storage medium may be any tangible medium containing or storing a program that can be used by or in conjunction with an instruction execution system, apparatus, or device. In some embodiments of this disclosure, a computer-readable signal medium may include a data signal propagated in baseband or as part of a carrier wave, carrying computer-readable program code. Such propagated data signals may take various forms, including but not limited to electromagnetic signals, optical signals, or any suitable combination thereof. A computer-readable signal medium can be any computer-readable medium other than a computer-readable storage medium, which can send, propagate, or transmit a program for use by or in connection with an instruction execution system, apparatus, or device. The program code contained on the computer-readable medium can be transmitted using any suitable medium, including but not limited to: wires, optical fibers, RF (radio frequency), etc., or any suitable combination thereof.

[0100] In some implementations, clients and servers can communicate using any currently known or future-developed network protocol such as HTTP (Hypertext Transfer Protocol) and can interconnect with digital data communication (e.g., communication networks) of any form or medium. Examples of communication networks include local area networks (“LANs”), wide area networks (“WANs”), the Internet (e.g., the Internet of Things), and peer-to-peer networks (e.g., ad hoc peer-to-peer networks), as well as any currently known or future-developed networks.

[0101] Computer-readable media may be contained within an electronic device or may exist independently of the electronic device. A computer-readable medium carries one or more programs that, when executed by an electronic device, cause the electronic device to: display a character configuration login page; display a character configuration page based on user interaction information on the character configuration login page; create a game character model based on user interaction information on the character configuration page; perform animation rendering on the game character model to obtain animated game character model data corresponding to the animated game character model; display the animated game character model on a game character display page based on the animated game character model data; display various game character behavior type selection controls on the game character display page; in response to detecting a selection operation on one of the game character behavior type selection controls, determine the control identifier of the selected game character behavior type selection control as a target behavior control identifier; perform behavior configuration processing on the animated game character model based on the target behavior control identifier to obtain a behavior configuration table; generate game story information corresponding to the target behavior control identifier based on the animated game character model data, the behavior configuration table, and the target behavior control identifier; and display the game story information on a user experience interface.

[0102] Computer program code for performing operations of some embodiments of this disclosure can be written in one or more programming languages ​​or a combination thereof. Programming languages ​​include object-oriented programming languages—such as Java, Smalltalk, and C++—and conventional procedural programming languages—such as the "C" language or similar programming languages. The program code can be executed entirely on the user's computer, partially on the user's computer, as a standalone software package, partially on the user's computer and partially on a remote computer, or entirely on a remote computer or server. In cases involving remote computers, the remote computer can be connected to the user's computer via any type of network—including a local area network (LAN) or a wide area network (WAN)—or can be connected to an external computer (e.g., via the Internet using an Internet service provider).

[0103] The flowcharts and block diagrams in the accompanying drawings illustrate the architecture, functionality, and operation of possible implementations of systems, methods, and computer program products according to various embodiments of this disclosure. In this regard, each block in a flowchart or block diagram may represent a module, segment, or portion of code containing one or more executable instructions for implementing a specified logical function. It should also be noted that in some alternative implementations, the functions indicated in the blocks may occur in a different order than those indicated in the drawings. For example, two consecutively indicated blocks may actually be executed substantially in parallel, and they may sometimes be executed in reverse order, depending on the functions involved. It should also be noted that each block in the block diagrams and / or flowcharts, and combinations of blocks in the block diagrams and / or flowcharts, can be implemented using a dedicated hardware-based system that performs the specified function or operation, or using a combination of dedicated hardware and computer instructions.

[0104] The units described in some embodiments of this disclosure can be implemented in software or hardware. The described units can also be housed in a processor; for example, a processor may be described as including a first display unit, a second display unit, a creation unit, an animation rendering processing unit, a third display unit, a fourth display unit, a determination unit, a behavior configuration processing unit, a generation unit, and a fifth display unit. The names of these units do not necessarily limit the unit itself; for example, the generation unit may also be described as "a unit that generates game plot information corresponding to the aforementioned target behavior control identifier based on the aforementioned animated game character model data, the aforementioned behavior configuration table, and the aforementioned target behavior control identifier."

[0105] The functions described above in this document can be performed, at least in part, by one or more hardware logic components. For example, exemplary types of hardware logic components that can be used, without limitation, include: Field Programmable Gate Arrays (FPGAs), Application-Specific Integrated Circuits (ASICs), Application Standard Products (ASSPs), System-on-Chip (SoCs), Complex Programmable Logic Devices (CPLDs), and so on.

[0106] The above description is merely a selection of preferred embodiments of this disclosure and an explanation of the technical principles employed. Those skilled in the art should understand that the scope of the invention involved in the embodiments of this disclosure is not limited to technical solutions formed by specific combinations of technical features, but should also cover other technical solutions formed by arbitrary combinations of technical features or their equivalents without departing from the inventive concept. For example, technical solutions formed by substituting features with (but not limited to) technical features with similar functions disclosed in the embodiments of this disclosure.

Claims

1. A method for configuring game characters, comprising: Displays the character configuration login page; Based on the user's interaction information on the role configuration login page, the role configuration page is displayed; Create a game character model based on the user's interactive operation information on the character configuration page; Based on preset animation data and the game character model, a sequence of key video frames of the game character model in a motion scene is simulated and generated, wherein the preset animation data is information that defines the motion of the game character model; In response to determining that the number of smoothing operations is less than or equal to a preset value, the following smoothing steps are performed on the key video frame group sequence: The key video frame sequence is divided into several key video frame groups by a sliding window. Intermediate frame generation is performed sequentially for each key video frame group: Motion compensation processing is performed on the preceding key video frames in the key video frame group based on optical flow vector field information to obtain motion-compensated key frames. Based on subsequent key video frames and motion-compensated key frames in the key video frame group, generate smooth frames; The smoothed frame is added to the key video frame group in a position that is after the preceding key video frame and before the subsequent key video frame, forming the updated key video frame group. The number of smoothing operations is updated until all key video frame groups have been processed. The updated key video frame groups are merged sequentially to obtain the updated key video frame sequence. Based on the updated key video frame group sequence and the updated number of smoothing processes, the smoothing process is executed again. In response to the determination that the number of smoothing processes after the update is greater than a preset value, the updated key video frame group sequence is determined as the animated game character model data corresponding to the game character model; Based on the animated game character model data, the animated game character model is displayed on the game character display page. The game character display page displays a selection control for the behavior type of each game character. In response to detecting a selection operation performed on one of the game character behavior type selection controls, the control identifier of the selected game character behavior type selection control is determined as the target behavior control identifier. Based on the target behavior control identifier, the game character model after the animation rendering is processed to perform behavior configuration processing to obtain a behavior configuration table; Based on the animated game character model data, the behavior configuration table, and the target behavior control identifier, game plot information corresponding to the target behavior control identifier is generated; The game's story information is displayed on the user experience interface.

2. The method according to claim 1, wherein, The role configuration login page includes a user account input box, a password input box, and a login control. The process of displaying the role configuration page based on the user's interaction information on the role configuration login page includes: In response to detecting an input operation applied to the user account input box, the input information in the user account input box is determined as user account information to be verified; In response to detecting an input operation applied to the password input field, the input information in the password input field is determined as the password information to be verified; The user account information to be verified and the password information to be verified are sent to a preset server so that the preset server can verify the user account information to be verified and the password information to be verified to obtain verification information; Upon receiving verification information indicating successful character verification from the preset server, the role configuration page is displayed.

3. The method according to claim 1, wherein, The step of displaying the animated game character model on the game character display page based on the animated game character model data includes: The video corresponding to the animated game character model data is played in the preset display area of ​​the game character display page.

4. The method according to claim 1, wherein, The step of generating game story information corresponding to the target behavior control identifier based on the animated game character model data, the behavior configuration table, and the target behavior control identifier includes: The animated game character model data and the behavior configuration table are sent to the preset game engine so that the preset game engine can create game character instances; The target behavior control identifier is sent to the preset game engine so that the preset game engine can add the game character instance to the pre-created game environment corresponding to the target behavior control identifier to generate game character game plot information; In response to receiving game character story information sent by the preset game engine, the game character story information is identified as game story information.

5. The method according to claim 1, wherein, The character configuration page includes a character identifier input box, a basic body type configuration module, an environment configuration module, and an outfit configuration module. The basic body type configuration module includes various basic body type selection controls, the environment configuration module includes various environment model selection controls, and the outfit configuration module includes various clothing model selection controls. The process of creating a game character model based on user interaction information on the character configuration page includes: In response to detecting an input operation applied to the character identifier input box to be created, the input information of the character identifier input box to be created is determined as the character identifier to be created; In response to detecting a selection operation on one of the basic body shape selection controls, the character posture model corresponding to the basic body shape selection control is displayed in a preset position on the character configuration page. The basic body shape selection controls include gender posture model selection controls and specific posture model selection controls. In response to detecting a selection operation applied to one of the environment model selection controls, the environment model corresponding to the environment model selection control and the character posture model are combined to obtain an environment posture interaction model; Display the environmental body interaction model in the preset position; In response to detecting a selection operation on one of the clothing model selection controls, the clothing model corresponding to the clothing model selection control is bound to the skeletal system corresponding to the body model in the displayed environment body interaction model, so as to update the displayed environment body interaction model and display the creation completion control at the preset display position on the character configuration page. In response to the detection of a selection operation applied to the created control, the updated environment body interaction model is determined as the game character model.

6. A game character configuration device, comprising: The first display unit is configured to display the role configuration login page; The second display unit is configured to display the role configuration page based on the user's interactive operation information on the role configuration login page; The creation unit is configured to create a game character model based on the user's interactive operation information on the character configuration page; The simulation generation unit is configured to simulate and generate a sequence of key video frames of the game character model in a motion scene based on preset animation data and the game character model, wherein the preset animation data is information that defines the motion of the game character model; A smoothing unit is configured to perform the following smoothing steps on a key video frame group sequence in response to determining that the number of smoothing processes is less than or equal to a preset value: dividing the key video frame sequence into several key video frame groups by a sliding window; sequentially generating intermediate frames for each key video frame group; performing motion compensation processing on the preceding key video frames in the key video frame group based on optical flow vector field information to obtain motion-compensated key frames; generating smoothed frames based on the subsequent key video frames and motion-compensated key frames in the key video frame group; adding the smoothed frames to the key video frame group at a position after the preceding key video frame and before the subsequent key video frame to form an updated key video frame group; updating the number of smoothing processes after all key video frame groups have been processed; merging the updated key video frame groups in sequence to obtain an updated key video frame sequence; and performing the smoothing steps again based on the updated key video frame group sequence and the updated number of smoothing processes. The first determining unit is configured to determine the updated key video frame group sequence as the animated game character model data corresponding to the game character model in response to determining that the number of smoothing processes after the update is greater than a preset value. The third display unit is configured to display the animated game character model on the game character display page based on the animated game character model data; The fourth display unit is configured to display a selection control for each game character's behavior type on the game character display page; The second determining unit is configured to, in response to detecting a selection operation of one of the game character behavior type selection controls acting on the various game character behavior type selection controls, determine the control identifier of the selected game character behavior type selection control as the target behavior control identifier. The behavior configuration processing unit is configured to perform behavior configuration processing on the game character model after animation rendering based on the target behavior control identifier, and obtain a behavior configuration table. The generation unit is configured to generate game plot information corresponding to the target behavior control identifier based on the animated game character model data, the behavior configuration table, and the target behavior control identifier; The fifth display unit is configured to display the game plot information on the user experience interface.

7. An electronic device, comprising: One or more processors; A storage device on which one or more programs are stored; When the one or more programs are executed by the one or more processors, the one or more processors implement the method as described in any one of claims 1 to 5.

8. A computer-readable medium having a computer program stored thereon, wherein, When the program is executed by the processor, it implements the method as described in any one of claims 1 to 5.

Citation Information

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