Model processing method and device, electronic equipment and computer readable storage medium

By unbinding and fusion of the sub-models of the game model and adjusting them according to the correct material ball order and skin information, the problem of inconsistent material ball order of the game model with different precision is solved, improving adjustment efficiency and accuracy.

CN119185932APending Publication Date: 2024-12-27NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202411342236.3
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2024-09-25
Publication Date
2024-12-27

AI Technical Summary

Technical Problem

在电子游戏中,不同精度的游戏模型的材质球顺序不一致,导致开发人员需要重新制作模型以调整顺序,效率低下。

Method used

By obtaining the game model of the target object with multiple precisions, unbinding process obtains the sub-model, fuses the sub-model according to the correct material ball order, adjusts the vertex sequence identification, and sets the skin information according to the skin information to achieve automatic adjustment Material ball order.

Benefits of technology

Improve the efficiency of adjusting the sequence of material balls, ensure that the application parts of the material balls on the game model are correct, and avoid the complexity and errors of manual adjustment.

✦ Generated by Eureka AI based on patent content.

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    Figure CN119185932A_ABST
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Abstract

The invention discloses a model processing method and device, electronic equipment and a computer readable storage medium, according to the embodiment of the invention, a first game model with an incorrect material ball sequence in game models of a target object under multiple precisions is obtained, and the game model is obtained by fusing multiple sub-models; performing unbinding processing based on the first game model to obtain a plurality of first sub-models; according to a correct material ball sequence corresponding to the target object, the first sub-models are fused, a second game model corresponding to the first game model is obtained, and a first sequence identifier of a first vertex of the first game model is different from a second sequence identifier of a second vertex of the second game model; according to the first skin information of the first vertex of the first game model, the second skin information is set for the second vertex of the second game model, and the adjustment efficiency of the material ball sequence 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 model processing method, device, electronic device and computer-readable storage medium. Background Art

[0002] In electronic games, various objects in the electronic games can be represented by various target game models. When making the target game model, the game model can be first made in 3D animation software, and then the game model is rendered by a game engine to obtain the target game model.

[0003] When making game models in 3D animation software, different precision game models of objects are made, and material balls are made for game models of different precisions. However, this production method may cause the order of material balls of game models of different precisions to be different. Developers need to adjust the order of material balls of game models of different precisions to be consistent by remaking the model, which is inefficient. Summary of the invention

[0004] The embodiments of the present application provide a model processing method, device, electronic device and computer-readable storage medium, which can improve the efficiency of adjusting the order of material balls.

[0005] In a first aspect, an embodiment of the present application provides a model processing method, the method comprising:

[0006] Obtaining a first game model of a target object in which the order of material balls is incorrect in game models at multiple precisions, wherein the game model is obtained by merging multiple sub-models;

[0007] Perform unbinding processing based on the first game model to obtain multiple first sub-models;

[0008] According to the correct material ball sequence corresponding to the target object, the first sub-models are fused to obtain a second game model corresponding to the first game model, wherein the first sequence identifier of the first vertex of the first game model is different from the second sequence identifier of the second vertex of the second game model;

[0009] According to the first skin information of the first vertex of the first game model, second skin information is set for the second vertex of the second game model.

[0010] In a second aspect, an embodiment of the present application further provides a model processing device, the device comprising:

[0011] An acquisition module, used for acquiring a first game model of a target object in which the order of material balls is incorrect in a game model under multiple precisions, wherein the game model is obtained by merging multiple sub-models;

[0012] An unbinding module, used for performing unbinding processing based on the first game model to obtain multiple first sub-models;

[0013] A fusion module, for fusing the first sub-models according to the correct material ball sequence corresponding to the target object to obtain a second game model corresponding to the first game model, wherein a first sequence identifier of a first vertex of the first game model is different from a second sequence identifier of a second vertex of the second game model;

[0014] The setting module is used to set second skinning information for the second vertex of the second game model according to the first skinning information of the first vertex of the first game model.

[0015] In a third aspect, an embodiment of the present application further provides an electronic device, comprising a memory storing a plurality of instructions; the above-mentioned processor loads instructions from the above-mentioned memory to execute any one of the model processing methods provided in the embodiments of the present application.

[0016] In a fourth aspect, an embodiment of the present application further provides a computer-readable storage medium, wherein the computer-readable storage medium stores a plurality of instructions, and the instructions are suitable for loading by a processor to execute any model processing method provided in the embodiment of the present application.

[0017] In an embodiment of the present application, a first game model in which a material ball order is incorrect in a game model of a target object at multiple precisions is obtained, and the game model is obtained by fusing multiple sub-models; unbinding processing is performed based on the first game model to obtain multiple first sub-models; according to the correct material ball order corresponding to the target object, each first sub-model is fused to obtain a second game model corresponding to the first game model, and a first sequence identifier of the first vertex of the first game model and a second sequence identifier of the second vertex of the second game model are different; according to the first skinning information of the first vertex of the first game model, second skinning information is set for the second vertex of the second game model, so as to automatically adjust the incorrect material ball order to the correct material ball order and improve the adjustment efficiency of the material ball order. BRIEF DESCRIPTION OF THE DRAWINGS

[0018] In order to more clearly illustrate the technical solutions in the embodiments of the present application, the drawings required for use in the description of the embodiments will be briefly introduced below. Obviously, the drawings described below are only some embodiments of the present application. For those skilled in the art, other drawings can be obtained based on these drawings without creative work.

[0019] Figure 1 This is a flow chart of an embodiment of the model processing method provided in the embodiment of the present application;

[0020] Figure 2is a schematic diagram of the order of material balls provided in an embodiment of the present application;

[0021] Figure 3 is a structural schematic diagram of a model processing device provided in an embodiment of the present application;

[0022] Figure 4 It is a schematic diagram of the structure of an electronic device provided in an embodiment of the present application. DETAILED DESCRIPTION

[0023] The following will be combined with the drawings in the embodiments of the present application to clearly and completely describe the technical solutions 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. Based on the embodiments in the present application, all other embodiments obtained by those skilled in the art without creative work are within the scope of protection of this application.

[0024] Before explaining the embodiments of the present application in detail, some terms involved in the embodiments of the present application are first explained.

[0025] Among them, in the description of the embodiment of the present application, the terms "first", "second", etc. can be used in this article to describe various concepts, but unless otherwise specified, these concepts are not limited by these terms. These terms are only used to distinguish one concept from another concept. 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 that includes 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. The term "plurality" refers to two or more.

[0026] The embodiments of the present application provide a model processing method, device, electronic device and computer-readable storage medium. Specifically, the model processing method of the embodiments of the present application can be executed by an electronic device, wherein the electronic device can be a terminal or a server.

[0027] The terminal can be a terminal device such as a smart phone, a tablet computer, a laptop computer, a touch screen, a game console, a personal computer (PC), a personal digital assistant (PDA), etc. The terminal can also include a client, which can be a game application client, a browser client carrying a game program, or an instant messaging client, etc.

[0028] The server can be an independent physical server, a server cluster or distributed system composed of multiple physical servers, or a cloud server that provides basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communications, middleware services, domain name services, security services, content delivery networks (CDNs), as well as big data and artificial intelligence platforms.

[0029] The following is a detailed description of the embodiments in conjunction with the accompanying drawings. It should be noted that the description order of the following embodiments is not intended to limit the preferred order of the embodiments. Although the logical order is shown in the flow chart, in some cases, the steps shown or described may be performed in an order different from that shown in the accompanying drawings.

[0030] In this embodiment, a terminal is taken as an example for explanation. This embodiment provides a model processing method, such as Figure 1 As shown, the specific process of the model processing method can be as follows:

[0031] 101. Obtain a first game model in which the order of material balls is incorrect in a game model of a target object at multiple precisions, where the game model is obtained by merging multiple sub-models.

[0032] The target object can be an object in the real world or a virtual object. The game model of the target object at multiple precisions can also be called a multiple level of detail (LOD) model of the target object. Game models with different precisions show different details. The higher the precision, the higher the level of the game model, the more details it shows. The lower the precision, the lower the level of the game model, the fewer details it shows.

[0033] Since the game models of the target object at multiple precisions are all models corresponding to the target object, the game models of the target object at different precisions use the same set of material balls, that is, the material balls used by the game models of the target object at different precisions are the same. For example, the game models of the target object at multiple precisions are LOD0 model, LOD1 model and LOD2 model. Since the material balls used by the target object include material ball m1, material ball m2 and material ball m3, the material balls used by the LOD0 model include material ball m1, material ball m2 and material ball m3, the material balls used by the LOD1 model include material ball m1, material ball m2 and material ball m3, and the material balls used by the LOD2 model include material ball m1, material ball m2 and material ball m3.

[0034] When the game engine calls the game models of the target object at different precisions, it will assume that the order of the material balls of the game models of the target object at different precisions is the same. Therefore, it is required that the order of the material balls of the game models of the target object input into the game engine is the same.

[0035] For example, the game models of the target object under multiple precisions are LOD0 model, LOD1 model and LOD2 model, the material balls used by the LOD0 model, the material balls used by the LOD1 model and the material balls used by the LOD2 model all include material balls m1, material balls m2 and material balls m3, and the order of the material balls of the LOD0 model, the order of the material balls of the LOD1 model and the order of the material balls of the LOD2 model are all that the order of material balls m1 precedes the order of material balls m2, and the order of material balls m2 precedes the order of material balls m3.

[0036] Optionally, the terminal may first create each sub-model of the game model, and then fuse each sub-model to obtain the game model. For example, if the target object is a rabbit, each sub-model may include a rabbit head sub-model, a rabbit body sub-model, a rabbit hand sub-model, and a rabbit footstep sub-model. The head sub-model, the body sub-model, the hand sub-model, and the footstep sub-model are fused to obtain the game model of the target object.

[0037] Since the fusion order of each sub-model represents the order of the material balls of the game model, when the fusion order of the sub-models of different game models is different, the order of the material balls of different game models will be inconsistent, resulting in errors in the order of the material balls of some game models.

[0038] For example, each sub-model includes sub-model k1, sub-model k2 and sub-model k3, the material ball used by sub-model k1 is m1, the material ball used by sub-model k2 is m2, and the material ball used by sub-model k3 is m3. The correct material ball order is m1's material ball order > m2's material ball order > m3's material ball order. When sub-model k1 and sub-model k2 are first selected for fusion, and then the fused model and sub-model k3 are fused to obtain the game model LOD0, the material ball order of the game model LOD0 is m1's material ball order > m2's material ball order > m3's material ball order, and the material ball order of the game model LOD0 is the correct material ball order. When sub-model k1 and sub-model k3 are first selected for fusion, and then the fused model and sub-model k2 are fused to obtain game model LOD1, the material ball order of game model LOD1 is m1's material ball order > m3's material ball order > m2's material ball order, and the material ball order of game model LOD1 is an incorrect material ball order, and game model LOD1 is the first game model.

[0039] Optionally, since game models of the target object at multiple precisions are usually stored in the same model file, the first game model with incorrect material ball order can be obtained from the model file corresponding to the target object.

[0040] Optionally, the method of determining the first game model from the game model can be set according to actual conditions, and the embodiment of the present application is not limited here. For example, the process of obtaining the first game model in which the material ball order of the target object is incorrect in the game model under multiple precisions can be:

[0041] Display the sequence input interface;

[0042] In response to an edit operation on the sequence input interface, obtaining a correct material ball sequence from the edit operation;

[0043] The material ball sequence of the game model is compared with the correct material ball sequence, and the game model having a material ball sequence inconsistent with the correct material ball sequence is determined as the first game model.

[0044] Alternatively, since the material ball sequence of the game model can be displayed in the 3D animation software, the process of obtaining the first game model with incorrect material ball sequence in the game models of the target object under multiple precisions can also be:

[0045] Display the game models of each target object at multiple precisions and the order of the material balls corresponding to the game models;

[0046] In response to a triggering operation on a game model, the game model corresponding to the triggering operation is determined as a first game model.

[0047] At this time, the user manually searches for the first game model whose material ball order is incorrect.

[0048] Alternatively, the process of obtaining the first game model of the target object in the game models at multiple precisions with incorrect material ball order may also be:

[0049] Display the game model of the target object at multiple precisions and the order of the material balls of the game model;

[0050] In response to a trigger operation on a game model, determining the game model corresponding to the trigger operation as a target game model with a correct material ball sequence;

[0051] According to the material ball sequence of the target game model, a first game model having an incorrect material ball sequence is determined from the game models.

[0052] Among them, the terminal can compare the material ball order of other game models in the game model with the material ball order of the target game model, and determine the other game models whose material ball order is inconsistent with the material ball order of the target game model as the first game model. At this time, the user manually searches for the target game model with the correct material ball order, and then automatically determines the first game model with incorrect material ball order based on the target game model with the correct material ball order.

[0053] For example, the game model and the material ball of the game model displayed through the editing interface can be Figure 2 As shown, the material balls of the game model include m1, m2 and m3. Since the order of the material balls of the game model is determined by the order of connection with the objectGroups attribute of the game model, the position of m1 on the editing interface indicates that m1 is connected to port 1 of the objectGroups attribute, the position of m2 on the editing interface indicates that m2 is connected to port 2 of the objectGroups attribute, and the position of m3 on the editing interface indicates that m3 is connected to port 3 of the objectGroups attribute. Therefore, the material ball order of m1>the material ball order of m2>the material ball order of m3. Therefore, when the displayed material ball order is correct, the user can trigger the game model so that the terminal can determine that the game model is the target game model with the correct material ball order according to the triggering operation, and then, the terminal automatically determines the first game model with incorrect material ball order from the game model according to the material ball order of the target game model.

[0054] Since the user only needs to manually find a target game model with a correct material ball order, the terminal can automatically select the first game model from the game model based on the target game model. Therefore, in an embodiment of the present application, the game model of the target object at multiple precisions and the material ball order of the game model are displayed, and in response to a trigger operation on the game model, the game model corresponding to the trigger operation is determined as the target game model with the correct material ball order, and based on the material ball order of the target game model, the first game model with an incorrect material ball order is determined from the game model, thereby improving the efficiency of determining the first game model.

[0055] 102. Perform unbinding processing based on the first game model to obtain multiple first sub-models.

[0056] Among them, since the fusion order of sub-models of different game models is different, the topologies of different game models will be inconsistent. Therefore, when the order of the material balls of the first game model is incorrect, it means that the topology of the first game model is different from the topology of the target game model with the correct order of the material balls. After determining the first game model, if the order of the material balls of the first game model is directly adjusted, the application location of the material balls on the first game model and the application location on the target game model will be different, resulting in an error in the application location of the material balls on the first game model, thereby causing an error in the position of the texture on the material ball on the first game model.

[0057] Therefore, the order of the material balls of the first game model cannot be adjusted directly. Since the order of fusion of the sub-models of the game model will affect the order of the material balls of the game model, the first game model can be unbound to obtain multiple first sub-models, and each first sub-model can be re-fused to obtain the second game model, so as to adjust the topology and material ball order of the first game model, so that not only can the order of the material balls be adjusted to the correct order of the material balls, but also it can be ensured that there will be no problems in the application parts of the material balls on the second game model after the material ball order is adjusted.

[0058] Optionally, the first game model can be directly untied to obtain multiple first sub-models; or, when the first game model is located in a model file, directly processing the first game model in the model file may affect other information in the model file. Therefore, in order to avoid affecting other information in the model file, the first game model can be copied to obtain a third game model, and the third game model can be untied to obtain multiple first sub-models.

[0059] It is understandable that a model file may include multiple sub-model files, and each sub-model file may include a game model. If the third game model and the first game model are in the same sub-model file and if the 3D animation software is Maya, Maya will automatically modify the name of the third game model or the name of the first game model, resulting in confusion in the name of the first game model or the name of the third game model. Therefore, in order to avoid confusion in the name of the first game model or the name of the third game model, after obtaining the third game model, the terminal can place the third game model in a location other than the sub-model file where the first game model is located in the model file.

[0060] 103. According to the correct material ball order corresponding to the target object, each first sub-model is merged to obtain a second game model corresponding to the first game model, and the first sequence identifier of the first vertex of the first game model is different from the second sequence identifier of the second vertex of the second game model.

[0061] Among them, when the terminal determines the target game model with the correct material ball order, it can fuse the first sub-models according to the material ball order of the target game model to obtain the second game model corresponding to the first game model, so that the topology of the second game model is consistent with the topology of the target game model, and the material ball order of the second game model is consistent with the material ball order of the target game model.

[0062] Since the topologies of different game models are inconsistent when the fusion order of sub-models of different game models is different, the order identifiers of the vertices of different game models are different when the fusion order of sub-models of different game models is different. Therefore, the first order identifier of the vertex of the first game model is different from the second order identifier of the vertex of the second game model, and the order identifier of the vertex of the game model is used to indicate the order of the vertices of the game model in the game model.

[0063] For example, the first game model includes vertex d1, vertex d2 and vertex d3. The first order identifier of vertex d1 is 1, indicating that vertex d1 is the first vertex in the first game model. The first order identifier of vertex d2 is 2, indicating that vertex d2 is the second vertex in the first game model. The first order identifier of vertex d3 is 3, indicating that vertex d3 is the third vertex in the first game model. The second game model includes vertex d1, vertex d2 and vertex d3. The second order identifier of vertex d2 is 1, indicating that vertex d2 is the first vertex in the second game model. The second order identifier of vertex d3 is 2, indicating that vertex d3 is the second vertex in the second game model. The second order identifier of vertex d1 is 3, indicating that vertex d1 is the third vertex in the second game model.

[0064] 104. Set second skin information for a second vertex of the second game model according to the first skin information of the first vertex of the first game model.

[0065] The vertex in the first game model is called the first vertex, and the vertex in the second game model is called the second vertex. The first skinning information includes the binding relationship between the first vertex and the skeleton model and the first weight of each bone in the skeleton model to the first vertex, and the first weight is used to indicate the influence of the bone on the deformation of the first vertex.

[0066] Although the material ball order of the second game model is the correct material ball order, the second game model is a pure model and has no bound bones. Therefore, it is necessary to set the second skinning information for the second game model. The second skinning information includes the bone model bound to the second game model and the second weights of each bone in the bound bone model to the vertices in the second game model. The second weight is used to indicate the degree of influence of the bone on the deformation of the second vertex.

[0067] Since the topology of the first game model is inconsistent with the topology of the second game model, it is impossible to set the second skin information for the second game model by skin transfer. However, since the first game model and the second game model are generally consistent, that is, the first vertex of the first game model and the second vertex of the second game model are roughly the same, but the order identifiers are different, the second skin information can be set for the second game model according to the corresponding relationship between the first vertex of the first game model and the second vertex of the second game model. At this time, according to the first skin information of the first vertex of the first game model, the second skin information is set for the second vertex of the second game model, including:

[0068] Determine a correspondence between a first vertex of the first game model and a second vertex of the second game model;

[0069] Second skin information is set for the second vertex according to the corresponding relationship and the first skin information of the first vertex.

[0070] The corresponding relationship indicates the second vertex and the first vertex corresponding to the second vertex. When the second vertex and the first vertex have a corresponding relationship, the first vertex is called the first vertex corresponding to the second vertex. For example, the first vertex includes the first vertex d1, the first vertex d2 and the first vertex d3, the second vertex includes the second vertex d1, the second vertex d2 and the second vertex d3, the first vertex corresponding to the second vertex d1 is the first vertex d1, the first vertex corresponding to the second vertex d2 is the first vertex d2, and the first vertex corresponding to the second vertex d3 is the first vertex d3.

[0071] In an embodiment of the present application, the correspondence between the first vertex of the first game model and the second vertex of the second game model is determined, and the second skin information is set for the second vertex based on the correspondence and the first skin information of the first vertex, so that in the process of adjusting the order of the material balls, there is no need to manually set the second skin information for the second vertex, thereby further improving the repair efficiency of the first game model.

[0072] In some embodiments, since the vertices in the game model can be indicated by sequential identifiers, the process of determining the correspondence between the first vertex of the first game model and the second vertex of the second game model can be:

[0073] Obtain a first sequence identifier of a first vertex of a first game model;

[0074] Obtain a second sequence identifier of a second vertex of the second game model;

[0075] Based on the first sequence identifier and the second sequence identifier, a corresponding relationship between the first vertex and the second vertex is determined.

[0076] Among them, the terminal can determine the correspondence between the first sequence identifier and the second sequence identifier, and the correspondence between the first sequence identifier and the second sequence identifier is the correspondence between the first vertex and the second vertex. For example, the first vertex includes the first vertex d1, the first vertex d2, and the first vertex d3, the first sequence identifier of the first vertex d1 is 1, the first sequence identifier of the first vertex d2 is 2, and the first sequence identifier of the first vertex d3 is 3, the second vertex includes the second vertex d1, the second vertex d2, and the second vertex d3, the second sequence identifier of the second vertex d2 is 1, the second sequence identifier of the second vertex d3 is 2, and the second sequence identifier of the second vertex d1 is 3. Since the first sequence identifier 1 and the second sequence identifier 3 both correspond to the vertex d1, the first sequence identifier 2 and the second sequence identifier 1 both correspond to the vertex d2, and the first sequence identifier 3 and the second sequence identifier 2 both correspond to the vertex d3, therefore, the first sequence identifier 1 corresponds to the second sequence identifier 3, indicating that the first vertex d1 corresponds to the second vertex d1, the first sequence identifier 2 corresponds to the second sequence identifier 1, indicating that the first vertex d2 corresponds to the second vertex d2, and the first sequence identifier 3 corresponds to the second sequence identifier 2, indicating that the first vertex d3 corresponds to the second vertex d3.

[0077] Alternatively, the process of determining the correspondence between the first vertex of the first game model and the second vertex of the second game model may also be:

[0078] Obtain a first sequence identifier and first coordinate information of a first vertex of a first game model;

[0079] Obtain a second sequence identifier and second coordinate information of a second vertex of a second game model;

[0080] Based on the first coordinate information and the second coordinate information, a corresponding relationship between the first sequence identifier and the second sequence identifier is determined.

[0081] Among them, the correspondence between the first sequence identifier and the second sequence identifier is the correspondence between the first vertex and the second vertex. For the convenience of description, the first coordinate information of the first vertex corresponding to the first sequence identifier is called the first coordinate information corresponding to the first sequence identifier, the first sequence identifier of the first vertex corresponding to the first coordinate information is called the first sequence identifier corresponding to the first coordinate information, the second coordinate information of the second vertex corresponding to the second sequence identifier is called the second coordinate information corresponding to the second sequence identifier, and the second sequence identifier of the second vertex corresponding to the second coordinate information is called the second sequence identifier corresponding to the second coordinate information.

[0082] The first coordinate information may be the world coordinates of the first vertex, and the second coordinate information may be the world coordinates of the second vertex. Specifically, when the coordinate difference between the first coordinate information corresponding to the first sequence identifier and the second coordinate information corresponding to the second sequence identifier is within a preset range, it is determined that the first sequence identifier and the second sequence identifier have a corresponding relationship.

[0083] For example, the first vertex includes the first vertex d1, the first vertex d2, and the first vertex d3, the first order identifier of the first vertex d1 is 1 and the first coordinate information is L11, the first order identifier of the first vertex d2 is 2 and the first coordinate information is L12, the first order identifier of the first vertex d3 is 3 and the first coordinate information is L13, the second vertex includes the second vertex d1, the second vertex d2 and the second vertex d3, the second order identifier of the second vertex d2 is 1 and the second coordinate information is L21, the second order identifier of the second vertex d3 is 2 and the second coordinate information is L22, and the second vertex d3 is 3 and the first coordinate information is L13. The second sequence identifier of vertex d1 is 3 and the second coordinate information is L23. Since the coordinate difference between L11 and L23 is within the preset range, the coordinate difference between L12 and L21 is within the preset range, and the coordinate difference between L13 and L22 is within the preset range, the first sequence identifier 1 corresponds to the second sequence identifier 3, indicating that the first vertex d1 corresponds to the second vertex d1, the first sequence identifier 2 corresponds to the second sequence identifier 1, indicating that the first vertex d2 corresponds to the second vertex d2, and the first sequence identifier 3 corresponds to the second sequence identifier 2, indicating that the first vertex d3 corresponds to the second vertex d3.

[0084] In some embodiments, determining the correspondence between the first sequence identifier and the second sequence identifier based on the first coordinate information and the second coordinate information includes:

[0085] Selecting first target coordinate information from the first coordinate information;

[0086] If the second target coordinate information includes one second target coordinate information that matches the first target coordinate information, determining that there is a corresponding relationship between the first sequence identifier corresponding to the first target coordinate information and the second sequence identifier corresponding to the second target coordinate information;

[0087] If the second target coordinate information includes at least two second target coordinate information matching the first target coordinate information, a second sequence identifier corresponding to the second target coordinate information is determined from the second sequence identifiers corresponding to the second target coordinate information.

[0088] Among them, the terminal can select the first target vertex from the first vertex, and then obtain the first coordinate information of the first target vertex, and the first coordinate information of the first target vertex is the first target coordinate information. Optionally, the terminal can select the first target vertex from the first vertex according to the first sequence identifier. For example, when the first target vertex is selected from the first vertex for the first time, the first vertex corresponding to the first sequence identifier 1 can be determined as the first target vertex, and when the first target vertex is selected from the first vertex for the second time, the first vertex corresponding to the first sequence identifier 2 can be determined as the first target vertex.

[0089] The second target coordinate information matching the first target coordinate information refers to second coordinate information whose coordinate difference with the first target coordinate information is within a preset range.

[0090] In some embodiments, determining the correspondence between the first sequence identifier and the second sequence identifier based on the first coordinate information and the second coordinate information includes:

[0091] Selecting second target coordinate information from the second coordinate information;

[0092] If the first target coordinate information that matches the second target coordinate information includes one, determining that there is a corresponding relationship between the first sequence identifier corresponding to the first target coordinate information and the second sequence identifier corresponding to the second target coordinate information;

[0093] If the first target coordinate information includes at least two first target coordinate information matching the second target coordinate information, a first sequence identifier that has a corresponding relationship with the second sequence identifier corresponding to the second target coordinate information is determined from the first sequence identifiers corresponding to the first target coordinate information.

[0094] Among them, the terminal can select the second target vertex from the second vertex, and then obtain the second coordinate information of the second target vertex, and the second coordinate information of the second target vertex is the second target coordinate information. Optionally, the terminal can select the second target vertex from the second vertex according to the second sequence identifier. For example, when the second target vertex is selected from the second vertex for the first time, the second vertex corresponding to the second sequence identifier 1 can be determined as the second target vertex, and when the second target vertex is selected from the second vertex for the second time, the second vertex corresponding to the second sequence identifier 2 can be determined as the second target vertex.

[0095] The first target coordinate information matching the second target coordinate information refers to the first coordinate information whose coordinate difference with the second target coordinate information is within a preset range.

[0096] For example, the second target coordinate information is L21, the first coordinate information includes L11, L12 and L13, the coordinate difference between L11 and L21 is within the preset range, the coordinate difference between L12 and L21 and the coordinate difference between L13 and L21 are not within the preset range, and L11 is the first target coordinate information.

[0097] Since the purpose is to determine the first sequence identifier corresponding to the second sequence identifier, the first sequence identifier may not have a corresponding second sequence identifier. Therefore, in an embodiment of the present application, the second target coordinate information is selected from the second coordinate information; if the first target coordinate information that matches the second target coordinate information includes one, it is determined that there is a corresponding relationship between the first sequence identifier corresponding to the first target coordinate information and the second sequence identifier corresponding to the second target coordinate information; if the first target coordinate information that matches the second target coordinate information includes at least two, then from the first sequence identifier corresponding to the first target coordinate information, the first sequence identifier that has a corresponding relationship between the second sequence identifier corresponding to the second target coordinate information is determined, so as to determine the first sequence identifier corresponding to the second sequence identifier based on the second target coordinate information and reduce the amount of calculation.

[0098] In some embodiments, if the first target coordinate information includes at least two, the process of determining, from the first sequence identifier corresponding to the first target coordinate information, the first sequence identifier having a corresponding relationship with the second sequence identifier corresponding to the second target coordinate information may be:

[0099] The first sequence identifier of the first target coordinate information having the smallest coordinate difference with the second target coordinate information is determined as the first sequence identifier having a corresponding relationship with the second sequence identifier corresponding to the second target coordinate information.

[0100] Alternatively, if the first target coordinate information includes at least two, the process of determining, from the first sequence identifier corresponding to the first target coordinate information, the first sequence identifier having a corresponding relationship with the second sequence identifier corresponding to the second target coordinate information may also be:

[0101] Determine the second coordinate information that matches the first target coordinate information in the second coordinate information, the number of the matched second coordinate information is the same as the number of the first target coordinate information, and the matched second coordinate information includes the second target coordinate information and the non-second target coordinate information;

[0102] Determine a first vector according to the first target coordinate information and the non-second target coordinate information;

[0103] Determine a second vector according to the first target coordinate information;

[0104] According to the direction of the first vector and the direction of the second vector, a first sequence identifier corresponding to the first target coordinate information is determined, which has a corresponding relationship with the second sequence identifier corresponding to the second target coordinate information.

[0105] Among them, since when the first target coordinate information within the preset range of the second target coordinate information includes at least two, it means that the second coordinate information within the preset range of the first target coordinate information also includes at least two. Therefore, the first target coordinate information and the second coordinate information can be matched to obtain the second coordinate information matching the first target coordinate information. The number of matched second coordinate information is the same as the number of first target coordinate information. The matched second coordinate information includes second target coordinate information and non-second target coordinate information. The non-second target coordinate information refers to the second coordinate information other than the second target coordinate information in the matched second coordinate information.

[0106] After determining the matching second coordinate information, the matching second coordinate information is combined in pairs, and a first vector is generated according to the second coordinate information in each combination. The direction of the first vector can be from the second vertex corresponding to one second coordinate information in the combination to the second vertex corresponding to another second coordinate information in the combination.

[0107] For example, the second vertices corresponding to the second coordinate information in the combination include d1 and d2, and the first vector may be d1→d2 or d2→d1.

[0108] Similarly, the terminal combines the first target coordinate information in pairs, generates a second vector based on the first coordinate information in each combination, and the direction of the second vector can be from the first vertex corresponding to one first coordinate information in the combination to the first vertex corresponding to another first coordinate information in the combination.

[0109] For example, the first vertices corresponding to the first coordinate information in the combination include d3 and d4, and the second vector may be d3→d4 or d4→d3.

[0110] After obtaining the first vector and the second vector, the terminal matches the direction of the first vector with the direction of the second vector. If the direction of the first vector is the same as the direction of the second vector, it is determined that there is a correspondence between the second sequence identifier corresponding to the starting point of the first vector and the first sequence identifier corresponding to the starting point of the second vector, and there is a correspondence between the second sequence identifier corresponding to the end point of the first vector and the first sequence identifier corresponding to the end point of the second vector. If the direction of the first vector is opposite to the direction of the second vector, it is determined that there is a correspondence between the second sequence identifier corresponding to the end point of the first vector and the first sequence identifier corresponding to the starting point of the second vector, and it is determined that there is a correspondence between the second sequence identifier corresponding to the starting point of the first vector and the first sequence identifier corresponding to the end point of the second vector.

[0111] For example, the first vector is d1→d2, and the direction of the first vector is from d1 to d2; the second vector is d3→d4, and the direction of the first vector is from d3 to d4. If the direction of the first vector is the same as that of the second vector, then the second sequence identifier corresponding to d1 and the first sequence identifier corresponding to d3 have a corresponding relationship, and the second sequence identifier corresponding to d2 and the first sequence identifier corresponding to d4 have a corresponding relationship. If the direction of the first vector is opposite to that of the second vector, then the second sequence identifier corresponding to d2 and the first sequence identifier corresponding to d3 have a corresponding relationship, and the second sequence identifier corresponding to d1 and the first sequence identifier corresponding to d4 have a corresponding relationship.

[0112] It is understandable that, while determining the first sequence identifier corresponding to the second sequence identifier corresponding to the second target coordinate information, the first sequence identifier corresponding to the second sequence identifier corresponding to the non-second target coordinate information may also be determined.

[0113] In an embodiment of the present application, second coordinate information in the second coordinate information that matches the first target coordinate information is determined, the number of matched second coordinate information is the same as the number of first target coordinate information, and the matched second coordinate information includes second target coordinate information and non-second target coordinate information; a first vector is determined based on the first target coordinate information and the non-second target coordinate information; a second vector is determined based on the first target coordinate information; based on the direction of the first vector and the direction of the second vector, a first sequence identifier that has a corresponding relationship between the second sequence identifier corresponding to the second target coordinate information is determined from the first sequence identifier corresponding to the first target coordinate information, thereby improving the accuracy of the corresponding relationship between the second sequence identifier and the first sequence identifier.

[0114] The terminal obtains the correspondence between the first vertex and the second vertex, and then sets the second skinning information for the second vertex corresponding to the first vertex according to the first skinning information of the first vertex. In some embodiments, the first skinning information includes the binding relationship between the first vertex and the skeleton model and the first weight of each skeleton in the skeleton model to the first vertex, and the second skinning information is set for the second vertex according to the correspondence and the first skinning information of the first vertex, including:

[0115] Binding the skeleton model to the second vertex based on the binding relationship and the corresponding relationship between the first vertex and the skeleton model;

[0116] Based on the first weights of each bone in the skeletal model to the first vertex and the corresponding relationship, the second weights of each bone in the skeletal model bound to the second game model to the second vertex are set.

[0117] The terminal may bind the bone bound to the first vertex to the second vertex corresponding to the first vertex, and use the first weight of the first vertex as the second weight of the second vertex corresponding to the first vertex.

[0118] For example, the second vertex corresponding to the first vertex d1 is d2, the bones bound to the first vertex d1 are bone1, bone2 and bone3, the first weight of bone1 to the first vertex d1 is 0.1, the first weight of bone2 to the first vertex d1 is 0.6, and the first weight of bone3 to the first vertex d1 is 0.3, then bone1, bone2 and bone3 are bound to d2, the second weight of bone1 to d2 is 0.1, the second weight of bone2 to d2 is 0.6, and the second weight of bone3 to d2 is 0.3.

[0119] It can be understood that when there is no corresponding first vertex for a second vertex, the second vertex may not have a bound bone and the second weight value of the bone for the second vertex may be 0.

[0120] In some embodiments, after determining the second skin information of the second game model, the terminal can replace the first game model in the model file with the second game model, so that the order of material balls for the first game model in the model file changes, and the skin information for the first game model does not change, thereby realizing automatic adjustment of the order of material balls and improving the efficiency of adjusting the order of material balls.

[0121] From the above content, it can be seen that in an embodiment of the present application, a first game model in which the order of material balls is incorrect in a game model of a target object at multiple precisions is obtained, and the game model is obtained by fusion of multiple sub-models; unbinding processing is performed based on the first game model to obtain multiple first sub-models; according to the correct material ball order corresponding to the target object, each first sub-model is fused to obtain a second game model corresponding to the first game model, and the first order identifier of the vertices of the first game model is different from the first order identifier of the vertices of the second game model; according to the first skinning information of the first vertex of the first game model, the second skinning information is set for the second vertex of the second game model, so as to automatically adjust the incorrect material ball order to the correct material ball order and improve the adjustment efficiency of the material ball order.

[0122] In order to better implement the above method, an embodiment of the present application also provides a model processing device, which can be specifically integrated into an electronic device, such as a computer device, which can be a terminal, a server, or other device.

[0123] Among them, the terminal can be a mobile phone, a tablet computer, a smart Bluetooth device, a laptop computer, a personal computer and other devices; the server can be a single server or a server cluster composed of multiple servers.

[0124] For example, in this embodiment, the method of the embodiment of the present application is described in detail by taking the model processing device specifically integrated in the terminal as an example. This embodiment provides a model processing device, such as Figure 3 As shown, the model processing device may include:

[0125] The acquisition module 301 is used to acquire a first game model in which the order of material balls is incorrect in the game model of the target object under multiple precisions, where the game model is obtained by merging multiple sub-models.

[0126] An unbinding module 302, configured to perform unbinding processing based on the first game model to obtain a plurality of first sub-models;

[0127] The fusion module 303 is used to fuse each first sub-model according to the correct material ball order corresponding to the target object to obtain a second game model corresponding to the first game model, and the first sequence identifier of the first vertex of the first game model is different from the second sequence identifier of the second vertex of the second game model.

[0128] The setting module 304 is used to set second skinning information for a second vertex of the second game model according to the first skinning information of the first vertex of the first game model.

[0129] In some embodiments, the unbinding module 302 is specifically used to:

[0130] Copying the first game model to obtain a third game model;

[0131] The third game model is unbound to obtain a plurality of first sub-models.

[0132] In some embodiments, the setting module 304 is specifically used to:

[0133] Determine a correspondence between a first vertex of the first game model and a second vertex of the second game model;

[0134] Second skin information is set for the second vertex according to the corresponding relationship and the first skin information of the first vertex.

[0135] In some embodiments, the setting module 304 is specifically used to:

[0136] Obtain a first sequence identifier and first coordinate information of a first vertex of a first game model;

[0137] Obtain a second sequence identifier and second coordinate information of a second vertex of a second game model;

[0138] Based on the first coordinate information and the second coordinate information, a corresponding relationship between the first sequence identifier and the second sequence identifier is determined, and the corresponding relationship between the first sequence identifier and the second sequence identifier indicates a corresponding relationship between the first vertex and the second vertex.

[0139] In some embodiments, the setting module 304 is specifically used to:

[0140] Selecting second target coordinate information from the second coordinate information;

[0141] If the first target coordinate information that matches the second target coordinate information includes one, determining that there is a corresponding relationship between the first sequence identifier corresponding to the first target coordinate information and the second sequence identifier corresponding to the second target coordinate information;

[0142] If the first target coordinate information includes at least two first target coordinate information matching the second target coordinate information, a first sequence identifier that has a corresponding relationship with the second sequence identifier corresponding to the second target coordinate information is determined from the first sequence identifiers corresponding to the first target coordinate information.

[0143] In some embodiments, the setting module 304 is specifically used to:

[0144] Determine the second coordinate information that matches the first target coordinate information in the second coordinate information, the number of the matched second coordinate information is the same as the number of the first target coordinate information, and the matched second coordinate information includes the second target coordinate information and the non-second target coordinate information;

[0145] Determine a first vector according to the second target coordinate information and the non-second target coordinate information;

[0146] Determine a second vector according to the first target coordinate information;

[0147] According to the direction of the first vector and the direction of the second vector, a first sequence identifier corresponding to the first target coordinate information is determined, which has a corresponding relationship with the second sequence identifier corresponding to the second target coordinate information.

[0148] In some embodiments, the first skinning information includes a binding relationship between the first vertex and the skeleton model and a first weight of each skeleton in the skeleton model to the first vertex. The setting module 304 is specifically used to:

[0149] Binding the skeleton model to the second vertex based on the binding relationship and the corresponding relationship between the first vertex and the skeleton model;

[0150] Based on the first weights of each bone in the skeletal model to the first vertex and the corresponding relationship, the second weights of each bone in the skeletal model bound to the second game model to the second vertex are set.

[0151] In some embodiments, the acquisition module 301 is specifically used to:

[0152] Display the game model of the target object at multiple precisions and the order of the material balls of the game model;

[0153] In response to a trigger operation on a game model, determining the game model corresponding to the trigger operation as a target game model with a correct material ball sequence;

[0154] According to the material ball sequence of the target game model, a first game model having an incorrect material ball sequence is determined from the game models.

[0155] The fusion module 303 is specifically used for:

[0156] According to the order of the material balls of the target game model, each first sub-model is fused to obtain a second game model corresponding to the first game model.

[0157] In specific implementation, the above modules can be implemented as independent entities, or can be arbitrarily combined and implemented as the same or several entities. The specific implementation methods and corresponding beneficial effects of the above modules can be found in the previous method embodiments, which will not be repeated here.

[0158] Accordingly, the embodiment of the present application also provides an electronic device, which may be a terminal, and the terminal may be a smart phone, a tablet computer, a laptop computer, a touch screen, a game console, a personal computer (PC, Personal Computer), a personal digital assistant (Personal Digital Assistant, PDA) and other terminal devices. Figure 4 As shown, Figure 4 A schematic diagram of the structure of an electronic device provided in an embodiment of the present application. The electronic device 400 includes a processor 401 having one or more processing cores, a memory 402 having one or more computer-readable storage media, and a computer program stored in the memory 402 and executable on the processor. The processor 401 is electrically connected to the memory 402. Those skilled in the art will appreciate that the electronic device structure shown in the figure does not constitute a limitation on the electronic device, and may include more or fewer components than shown, or combine certain components, or arrange components differently.

[0159] The processor 401 is the control center of the electronic device 400. It uses various interfaces and lines to connect various parts of the entire electronic device 400, executes various functions of the electronic device 400 and processes data by running or loading software programs and / or modules stored in the memory 402, and calling data stored in the memory 402, thereby monitoring the electronic device 400 as a whole.

[0160] In the embodiment of the present application, the processor 401 in the electronic device 400 will load instructions corresponding to the processes of one or more application programs into the memory 402 according to the following steps, and the processor 401 will run the application programs stored in the memory 402 to implement various functions, such as:

[0161] Obtaining a first game model of a target object in which the order of material balls is incorrect in game models at multiple precisions, where the game model is obtained by merging multiple sub-models;

[0162] Perform unbinding processing based on the first game model to obtain multiple first sub-models;

[0163] According to the correct material ball sequence corresponding to the target object, each first sub-model is fused to obtain a second game model corresponding to the first game model, wherein a first sequence identifier of a first vertex of the first game model is different from a second sequence identifier of a second vertex of the second game model;

[0164] According to the first skin information of the first vertex of the first game model, second skin information is set for the second vertex of the second game model.

[0165] The specific implementation methods and corresponding beneficial effects of the above operations can be found in the detailed description of the model processing method above, which will not be elaborated here.

[0166] Optional, such as Figure 4 As shown, the electronic device 400 further includes: a touch screen 403, a radio frequency circuit 404, an audio circuit 405, an input unit 406, and a power supply 407. The processor 401 is electrically connected to the touch screen 403, the radio frequency circuit 404, the audio circuit 405, the input unit 406, and the power supply 407, respectively. Those skilled in the art can understand that Figure 4 The electronic device structure shown in the figure does not constitute a limitation of the electronic device, and may include more or less components than shown in the figure, or combine certain components, or arrange the components differently.

[0167] The touch display screen 403 can be used to display a graphical user interface and receive operation instructions generated by the user acting on the graphical user interface. The touch display screen 403 may include a display panel and a touch panel. Among them, the display panel may be used to display information input by the user or information provided to the user and various graphical user interfaces of the electronic device, and these graphical user interfaces may be composed of graphics, text, icons, videos and any combination thereof. Optionally, the display panel may be configured in the form of a liquid crystal display (LCD, Liquid Crystal Display), an organic light-emitting diode (OLED, Organic Light-Emitting Diode) and the like. The touch panel may be used to collect the user's touch operation on or near it (such as the user using any suitable object or attachment such as a finger, a stylus, etc. on the touch panel or near the touch panel), and generate corresponding operation instructions, and the operation instructions execute corresponding programs. Optionally, the touch panel may include two parts, a touch detection device and a touch controller. Among them, the touch detection device detects the user's touch orientation, detects the signal brought by the touch operation, and transmits the signal to the touch controller; the touch controller receives the touch information from the touch detection device, converts it into the touch point coordinates, and then sends it to the processor 401, and can receive the command sent by the processor 401 and execute it. The touch panel can cover the display panel. When the touch panel detects a touch operation on or near it, it is transmitted to the processor 401 to determine the type of touch event, and then the processor 401 provides a corresponding visual output on the display panel according to the type of touch event. In an embodiment of the present application, the touch panel and the display panel can be integrated into the touch display screen 403 to realize the input and output functions. However, in some embodiments, the touch panel and the touch panel can be used as two independent components to realize the input and output functions. That is, the touch display screen 403 can also be used as a part of the input unit 406 to realize the input function.

[0168] The radio frequency circuit 404 may be used to send and receive radio frequency signals, so as to establish wireless communication with a network device or other electronic devices through wireless communication, and to send and receive signals with the network device or other electronic devices.

[0169] The audio circuit 405 can be used to provide an audio interface between the user and the electronic device through a speaker and a microphone. The audio circuit 405 can transmit the electrical signal converted from the received audio data to the speaker, which is converted into a sound signal for output; on the other hand, the microphone converts the collected sound signal into an electrical signal, which is received by the audio circuit 405 and converted into audio data, and then the audio data is output to the processor 401 for processing, and then sent to another electronic device through the radio frequency circuit 404, or the audio data is output to the memory 402 for further processing. The audio circuit 405 may also include an earplug jack to provide communication between an external headset and an electronic device.

[0170] The input unit 406 may be used to receive input numbers, character information or user feature information (such as fingerprint, iris, facial information, etc.), and generate keyboard, mouse, joystick, optical or trackball signal input related to user settings and function control.

[0171] The power supply 407 is used to supply power to various components of the electronic device 400. Optionally, the power supply 407 can be logically connected to the processor 401 through a power management system, so that the power management system can manage charging, discharging, and power consumption. The power supply 407 can also include one or more DC or AC power supplies, recharging systems, power failure detection circuits, power converters or inverters, power status indicators, and other arbitrary components.

[0172] although Figure 4 Not shown, the electronic device 400 may also include a camera, a sensor, a wireless fidelity module, a Bluetooth module, etc., which will not be described in detail here.

[0173] In the above embodiments, the description of each embodiment has its own emphasis. For parts that are not described in detail in a certain embodiment, reference can be made to the relevant descriptions of other embodiments.

[0174] A person of ordinary skill in the art will appreciate that all or part of the steps in the various methods of the above embodiments may be completed by instructions, or by controlling related hardware through instructions. The instructions may be stored in a computer-readable storage medium and loaded and executed by a processor.

[0175] To this end, an embodiment of the present application provides a computer-readable storage medium, in which multiple computer programs are stored, and the computer program can be loaded by a processor to execute any model processing method provided in the embodiment of the present application. For example, the computer program can execute the following steps:

[0176] Obtaining a first game model of a target object in which the order of material balls is incorrect in game models at multiple precisions, where the game model is obtained by merging multiple sub-models;

[0177] Perform unbinding processing based on the first game model to obtain multiple first sub-models;

[0178] According to the correct material ball sequence corresponding to the target object, each first sub-model is fused to obtain a second game model corresponding to the first game model, wherein a first sequence identifier of a first vertex of the first game model is different from a second sequence identifier of a second vertex of the second game model;

[0179] According to the first skin information of the first vertex of the first game model, second skin information is set for the second vertex of the second game model.

[0180] The specific implementation methods and corresponding beneficial effects of the above operations can be found in the detailed description of the model processing method above, which will not be elaborated here.

[0181] The computer-readable storage medium may include: a read-only memory (ROM), a random access memory (RAM), a magnetic disk or an optical disk, etc.

[0182] Since the computer program stored in the computer-readable storage medium can execute any one of the model processing methods provided in the embodiments of the present application, the beneficial effects that can be achieved by any one of the model processing methods provided in the embodiments of the present application can be achieved. Please refer to the previous embodiments for details and will not be repeated here.

[0183] The above is a detailed introduction to a model processing method, device, electronic device and computer-readable storage medium provided in the embodiments of the present application. Specific examples are used in this article to illustrate the principles and implementation methods of the present application. The description of the above embodiments is only used to help understand the method of the present application and its core idea; at the same time, for technical personnel in this field, according to the idea of ​​the present application, there will be changes in the specific implementation method and application scope. In summary, the content of this specification should not be understood as a limitation on the present application.

Claims

1. A model processing method, characterized in that: The method comprises: Obtaining a first game model of a target object in which the order of material balls is incorrect in game models at multiple precisions, where the game model is obtained by merging multiple sub-models; Perform unbinding processing based on the first game model to obtain multiple first sub-models; According to the correct material ball sequence corresponding to the target object, each first sub-model is fused to obtain a second game model corresponding to the first game model, wherein a first sequence identifier of a first vertex of the first game model is different from a second sequence identifier of a second vertex of the second game model; According to the first skin information of the first vertex of the first game model, second skin information is set for the second vertex of the second game model.

2. The model processing method according to claim 1, characterized in that: The unbinding process is performed based on the first game model to obtain a plurality of first sub-models, including: Copying the first game model to obtain a third game model; The third game model is unbound to obtain a plurality of first sub-models.

3. The model processing method according to claim 1, characterized in that: The step of setting second skin information for a second vertex of the second game model according to the first skin information of the first vertex of the first game model comprises: Determine a correspondence between a first vertex of the first game model and a second vertex of the second game model; Second skin information is set for the second vertex according to the corresponding relationship and the first skin information of the first vertex.

4. The model processing method according to claim 3, characterized in that: The determining the correspondence between the first vertex of the first game model and the second vertex of the second game model includes: Obtaining a first sequence identifier and first coordinate information of a first vertex of the first game model; Acquire a second sequence identifier and a second coordinate information of a second vertex of the second game model; Based on the first coordinate information and the second coordinate information, a correspondence between the first sequence identifier and the second sequence identifier is determined, and the correspondence between the first sequence identifier and the second sequence identifier indicates a correspondence between the first vertex and the second vertex.

5. The model processing method according to claim 4, characterized in that: The determining, based on the first coordinate information and the second coordinate information, a correspondence between the first sequence identifier and the second sequence identifier includes: Selecting second target coordinate information from the second coordinate information; If the first target coordinate information includes one first target coordinate information that matches the second target coordinate information, determining that there is a corresponding relationship between a first sequence identifier corresponding to the first target coordinate information and a second sequence identifier corresponding to the second target coordinate information; If the first target coordinate information includes at least two first target coordinate information matching the second target coordinate information, a first sequence identifier that has a corresponding relationship with a second sequence identifier corresponding to the second target coordinate information is determined from the first sequence identifiers corresponding to the first target coordinate information.

6. The model processing method according to claim 5, characterized in that: The step of determining, from the first sequence identifier corresponding to the first target coordinate information, a first sequence identifier having a corresponding relationship with the second sequence identifier corresponding to the second target coordinate information comprises: Determine the second coordinate information that matches the first target coordinate information in the second coordinate information, the number of the matched second coordinate information is the same as the number of the first target coordinate information, and the matched second coordinate information includes the second target coordinate information and non-second target coordinate information; Determine a first vector according to the second target coordinate information and the non-second target coordinate information; Determine a second vector according to the first target coordinate information; According to the direction of the first vector and the direction of the second vector, a first sequence identifier corresponding to the first target coordinate information is determined, from among the first sequence identifiers corresponding to the first target coordinate information, a first sequence identifier having a corresponding relationship with the second sequence identifier corresponding to the second target coordinate information.

7. The model processing method according to claim 3, characterized in that: The first skinning information includes a binding relationship between the first vertex and the skeleton model and a first weight of each bone in the skeleton model to the first vertex; The step of setting second skin information for the second vertex according to the corresponding relationship and the first skin information of the first vertex includes: Binding the skeleton model to the second vertex based on the binding relationship between the first vertex and the skeleton model and the corresponding relationship; Based on the first weight of each bone in the skeleton model to the first vertex and the corresponding relationship, the second weight of each bone in the skeleton model bound to the second game model to the second vertex is set.

8. The model processing method according to any one of claims 1 to 7, characterized in that: The step of obtaining a first game model in which the order of material balls of the target object is incorrect in the game models under multiple precisions comprises: Displaying a game model of a target object at multiple precisions and a material ball sequence of the game model; In response to a trigger operation on the game model, determining the game model corresponding to the trigger operation as a target game model with a correct material ball sequence; According to the material ball sequence of the target game model, determining a first game model having an incorrect material ball sequence from the game models; The fusing the first sub-models according to the correct material ball sequence corresponding to the target object to obtain the second game model corresponding to the first game model includes: According to the material ball sequence of the target game model, the first sub-models are fused to obtain a second game model corresponding to the first game model.

9. A model processing device, characterized in that: The device comprises: An acquisition module, used for acquiring a first game model of a target object in which the order of material balls is incorrect in a game model under multiple precisions, wherein the game model is obtained by merging multiple sub-models; An unbinding module, used for performing unbinding processing based on the first game model to obtain a plurality of first sub-models; a fusion module, configured to fuse the first sub-models according to a correct material ball sequence corresponding to the target object, to obtain a second game model corresponding to the first game model, wherein a first sequence identifier of a first vertex of the first game model is different from a second sequence identifier of a second vertex of the second game model; The setting module is used to set second skin information for a second vertex of the second game model according to the first skin information of the first vertex of the first game model.

10. An electronic device, characterized in that: It comprises a processor and a memory, wherein the memory stores a plurality of instructions; the processor loads instructions from the memory to execute the model processing method according to any one of claims 1 to 8.

11. A computer-readable storage medium, characterized in that: The computer-readable storage medium stores a plurality of instructions, and the instructions are suitable for being loaded by a processor to execute the model processing method according to any one of claims 1 to 8.