Animation processing method and device, computer equipment and storage medium

By dividing the display objects in the animation screen into multiple object groups and performing bone binding, the displacement information and offset control information are determined in response to viewpoint movement events, the problem of low efficiency in the animation screen parallax offset processing in the prior art is solved. , achieving a more efficient parallax offset effect.

CN119444942APending Publication Date: 2025-02-14NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202411549295.8
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2024-11-01
Publication Date
2025-02-14

AI Technical Summary

Technical Problem

When the prior art realizes the parallax offset effect in an animation screen, it is necessary to bind multiple display objects, resulting in an increase in workload and a decrease in processing efficiency.

Method used

By dividing the display objects in the animation screen into multiple object groups, the display objects of each object group are bound to the corresponding bones, and the bones of multiple object groups are bound to the main bones of the animation screen, responding to the viewpoint Move events to determine displacement information and offset control information, thereby realizing movement of the display object.

Benefits of technology

The binding processing workload of multiple display objects in the animation screen is reduced, and the parallax offset processing efficiency of the animation screen is improved.

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Abstract

The embodiment of the invention discloses an animation processing method and device, computer equipment and a storage medium. According to the scheme, the graphical user interface displays the animation picture, the display objects in the animation picture are divided into a plurality of object groups, the display objects in each object group are bound with the object group, and at least two first object groups in the plurality of object groups are bound with the animation picture; in response to the viewpoint movement event, determining displacement information corresponding to the third skeleton according to the viewpoint movement event; determining offset control information corresponding to each first object group according to the displacement information and offset binding information between a second skeleton and a third skeleton corresponding to each first object group; and controlling the display objects in the first object group in the animation picture to move based on the offset control information to obtain the animation picture after the viewpoint is moved. In this way, the binding processing workload of the multiple display objects in the animation picture can be reduced, and therefore the parallax offset processing efficiency of the animation picture is improved.
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Description

Technical Field

[0001] The present application relates to the field of computer technology, and in particular to an animation processing method, apparatus, computer equipment and computer-readable storage medium. Background Art

[0002] The parallax shift effect is to make multiple layers of background move at different speeds to create a three-dimensional motion effect. The difference in the moving speed of different background layers creates a layered visual illusion, making the game scene background appear three-dimensional with a sense of depth.

[0003] In the related art, the parallax offset effect is mainly achieved by offsetting the display objects in the display screen, that is, binding the display objects, and then the offset of one display object drives the offset of another display object to achieve the parallax offset effect. However, when the display screen contains many display objects, each display object needs to be bound, which increases the workload and reduces the processing efficiency. Summary of the invention

[0004] The embodiments of the present application provide an animation processing method, apparatus, computer device and computer-readable storage medium, which can reduce the binding processing workload of multiple display objects in an animation picture, thereby improving the parallax offset processing efficiency of the animation picture.

[0005] The present application embodiment provides an animation processing method, including:

[0006] An animation picture is displayed through a graphical user interface, wherein display objects in the animation picture are divided into a plurality of object groups, a first bone corresponding to a display object in each object group is bound to a second bone corresponding to the object group, and a second bone corresponding to at least two first object groups in the plurality of object groups is bound to a third bone corresponding to the animation picture;

[0007] In response to a viewpoint movement event, determining displacement information corresponding to the third skeleton according to the viewpoint movement event;

[0008] Determine the offset control information corresponding to each of the first object groups according to the displacement information and the offset binding information between the second bone and the third bone corresponding to each of the first object groups;

[0009] The offset control information controls the display objects in the first object group in the animation picture to move, so as to obtain the animation picture after the viewpoint is moved.

[0010] Accordingly, the embodiment of the present application further provides an animation processing device, including:

[0011] A display unit, used for displaying an animation picture through a graphical user interface, wherein display objects in the animation picture are divided into a plurality of object groups, a first bone corresponding to a display object in each object group is bound to a second bone corresponding to the object group, and a second bone corresponding to at least two first object groups in the plurality of object groups is bound to a third bone corresponding to the animation picture;

[0012] A first determining unit, configured to respond to a viewpoint movement event and determine displacement information corresponding to the third skeleton according to the viewpoint movement event;

[0013] A second determining unit, configured to determine the offset control information corresponding to each of the first object groups according to the displacement information and the offset binding information between the second skeleton and the third skeleton corresponding to each of the first object groups;

[0014] The first control unit is used for controlling the display objects in the first object group in the animation picture to move according to the offset control information, so as to obtain the animation picture after the viewpoint is moved.

[0015] Correspondingly, an embodiment of the present application further provides a computer device, including a memory, a processor, and a computer program stored in the memory and executable on the processor, wherein the processor executes any animation processing method provided in the embodiments of the present application.

[0016] Correspondingly, an embodiment of the present application further provides a computer-readable storage medium, which stores a plurality of instructions, and the instructions are suitable for a processor to load to execute the above animation processing method.

[0017] The embodiment of the present application displays an animation screen through a graphical user interface, and the display objects in the animation screen are divided into multiple object groups, and the first skeleton corresponding to the display objects in each object group is bound to the second skeleton corresponding to the object group, and the second skeletons corresponding to at least two first object groups in the multiple object groups are bound to the third skeleton corresponding to the animation screen; in response to a viewpoint movement event, the displacement information corresponding to the third skeleton is determined according to the viewpoint movement event; according to the displacement information and the offset binding information between the second skeleton and the third skeleton corresponding to each first object group, the offset control information corresponding to each first object group is determined; based on the offset control information, the display objects in the first object group in the animation screen are controlled to move, so as to obtain the animation screen after the viewpoint is moved. In this way, the binding processing workload of multiple display objects in the animation screen can be reduced, thereby improving the parallax offset processing efficiency of the animation screen. 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 A flowchart of an animation processing method provided in an embodiment of the present application.

[0020] Figure 2 A schematic diagram of an application scenario of an animation processing method provided in an embodiment of the present application.

[0021] Figure 3 A schematic diagram of an application scenario of another animation processing method provided in an embodiment of the present application.

[0022] Figure 4 A structural block diagram of an animation processing device provided in an embodiment of the present application.

[0023] Figure 5 A schematic diagram of the structure of a computer device provided in an embodiment of the present application. DETAILED DESCRIPTION

[0024] 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.

[0025] The embodiments of the present application provide an animation processing method, apparatus, computer-readable storage medium, and computer equipment. Specifically, the animation processing method of the embodiments of the present application can be executed by a computer device, wherein the computer device can be a terminal or a server. The terminal can be a terminal device such as a smart phone, a tablet computer, a laptop computer, a touch screen, a personal computer (PC), a personal digital assistant (PDA), etc. The server can be an independent physical server, or 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, CDN (Content Delivery Network), and big data and artificial intelligence platforms.

[0026] For example, the computer device may be a terminal that can display an animation screen in a graphical user interface, wherein the display objects in the animation screen are divided into multiple object groups, the first bone corresponding to the display objects in each object group is bound to the second bone corresponding to the object group, and the second bones corresponding to at least two first object groups in the multiple object groups are bound to the third bone corresponding to the animation screen; in response to a viewpoint movement event, displacement information corresponding to the third bone is determined according to the viewpoint movement event; offset control information corresponding to each first object group is determined according to the displacement information and the offset binding information between the second bone and the third bone corresponding to each first object group; and the display objects in the first object group in the animation screen are controlled to move based on the offset control information to obtain the animation screen after the viewpoint is moved.

[0027] Based on the above problems, the embodiments of the present application provide a first animation processing method, apparatus, computer device and computer-readable storage medium, which can reduce the binding processing workload of multiple display objects in the animation picture, thereby improving the parallax offset processing efficiency of the animation picture.

[0028] It should be noted that the description order of the following embodiments is not intended to limit the preferred order of the embodiments.

[0029] An embodiment of the present application provides an animation processing method, which can be executed by a terminal or a server. The embodiment of the present application is described by taking the animation processing method executed by a terminal as an example.

[0030] See also Figure 1 , Figure 1 This is a flow chart of an animation processing method provided in an embodiment of the present application. The specific flow of the animation processing method may be as follows:

[0031] 101. Displaying animation images through a graphical user interface.

[0032] In an embodiment of the present application, a graphical user interface is provided by a terminal device, and the content displayed by the graphical user interface may at least include an animated picture.

[0033] The content in the animation picture can be divided into multiple object groups.

[0034] The object group of the animation screen refers to the grouping of different elements in the animation according to their depth or importance in space. Each group can contain animation elements with the same characteristics, which can be characters, backgrounds, foreground objects, special effects, etc. Through grouping, the animator can independently control the elements in each group without interfering with the elements in other groups.

[0035] In some embodiments, display objects may be grouped according to the display level of the animation picture.

[0036] For example, an animation screen may include: a background layer, a mid-ground layer, a foreground layer, and a special effect layer, etc. Among them, the background layer may be located at the bottom layer of the animation screen, providing the environment and atmosphere for the entire scene. For example, the background layer may include static elements such as distant mountains, the sky, and buildings, which usually do not change during the animation process; the mid-ground layer may be located between the background layer and the foreground layer, and the mid-ground layer may include the main characters and secondary characters in the animation, as well as the environmental elements in which they are located, which may change dynamically during the animation process, such as the movement of the characters, the change of objects, etc.; the foreground layer may be located at the top layer of the animation screen, and usually includes the elements closest to the audience's line of sight. The elements of the foreground layer may include fluttering leaves, falling snowflakes, flying insects, etc., which add details and dynamics to the animation; the special effect layer may be used to add various visual effects, such as light and shadow effects, smoke, flames, etc., which can enhance the visual effects of the animation and make the scene more realistic and fascinating.

[0037] Among them, the first bone corresponding to the display object in each object group is bound to the second bone corresponding to the object group, and the second bones corresponding to at least two first object groups in multiple object groups are bound to the third bone corresponding to the animation picture.

[0038] Among them, the first skeleton refers to the skeleton created for displaying the object, the second skeleton refers to the skeleton created for the object group, and the third skeleton refers to the main skeleton created for the animation screen.

[0039] That is, a corresponding bone can be created for each display object as a first bone, a corresponding bone can be created for each object group as a second bone, and a corresponding bone can be created for the animation screen as a third bone.

[0040] Furthermore, the first bone of the display object belonging to the same object group can be bound to the second bone of the object group, so as to associate the display objects of the same object group, that is, the same object group can be subsequently processed as a total display object; then, the second bone of the first object group that needs to achieve the parallax offset effect in the animation picture can be bound to the third bone of the animation picture.

[0041] There are many ways to divide the contents in the animation picture into object groups.

[0042] In some embodiments, the animation screen can be divided into object groups by an animation editing tool. The animation editing tool can be used to perform various editing processes on the animation. For example, the animation editing tool can include a spine editor.

[0043] Specifically, the spine editor is a 2D skeletal animation software. It provides an efficient way to create animations. The 2D skeletal animations generated by the spine technology can be used in games or other applications. The spine editor requires the creation of bones and joints, and then attaching images (called skins) to the bones. By moving and rotating the bones, complex animations can be created.

[0044] Among them, the 2D skeletal animation generated by the spine editor includes multiple animation files, such as image files, atlas files, and exported binary files or JSON files. Among them, the image file is an image attached to the bone, usually in PNG format, and these image files are usually organized in one or more directories; the atlas file is a file that describes how to pack multiple images into one or more textures. It is usually used with one or more PNG texture files, which contain all the images described in the atlas; the exported binary or JSON file contains the key content of the spine animation: including the overall animation information recorded in the skeleton, all the bones defined in the bones (each bone will contain position, steering and other information), and skins defines the skin information. The skin information contains the relationship between the bones and the picture, so that the bones can drive the picture to display and form an animation. The animations contain the animation information, which defines the motion state of the bones at each moment. Through the current moment, the motion state of all bones at the current time can be calculated to display the corresponding animation screen.

[0045] In the embodiment of the present application, the specific steps of dividing the content in the animation picture into object groups by using the animation editing tool may include the following:

[0046] First, load all the content required for the animation screen (e.g., pictures, etc.) into the animation editing tool;

[0047] According to the category to which each content belongs, the contents belonging to the same category are classified into one category, thereby obtaining a plurality of object groups.

[0048] For example, the content required for the animation screen may include multiple pictures, each of which may correspond to a content element. For example, the multiple pictures may include: pictures related to the sky, pictures related to mountains, pictures related to grasslands, etc. Then, pictures related to the sky may be placed in one object group; pictures related to mountains may be placed in another object group; pictures related to grasslands may be placed in the same object group, etc., thereby dividing the content of the animation screen into multiple object groups.

[0049] In the embodiment of the present application, an object group may include at least one display object, and any animation may be produced individually for each display object, or the object content may be changed.

[0050] Among them, bones are a technology widely used in 3D animation and 2D animation. The principle is to create a set of bone systems in the character model, and then drive the character's actions by moving and rotating these bones. Each bone is associated with a part of the character model, and various animation effects of the character model can be achieved by adjusting the position and posture of the bones.

[0051] In the embodiment of the present application, the third skeleton can be associated with the object group of the animation picture, and then the offset of the object group of the animation picture is achieved by adjusting the position and posture of the third skeleton.

[0052] Among them, at least two first object groups among the multiple object groups corresponding to the animation picture can be bound to the same third bone, that is, by establishing a binding relationship between each first object group and the same third bone, the offset of each first object group can be simultaneously controlled by the third bone.

[0053] In the embodiment of the present application, the first object group refers to an object group that needs to achieve a parallax offset effect during the display of the animation picture.

[0054] In some embodiments, the first object group among the multiple object groups that needs to achieve the parallax offset effect can be bound and constrained to the third bone through an animation editing tool.

[0055] For example, a third skeleton can be created through an animation editing tool, and then the third skeleton can be bound to each first object group. When binding, the binding information between the two can be configured. The binding information can at least include the association between the position change of the third skeleton and the position change of the first object group. For example, the position change of the third skeleton is the same as the position change of the first object group, that is, the first object group follows the third skeleton to make the same position change.

[0056] In some embodiments, a third bone may be created, and all first object groups that need to achieve parallax offset effects are bound to the third bone, so that the offset of display objects in all first object groups can be controlled by the third bone.

[0057] For example, the first object group may include: object group 1, object group 2, object group 3, etc., and a third skeleton SK may be created. By binding the third skeleton SK to object group 1, object group 2, and object group 3 respectively, the offset of object group 1, object group 2, and object group 3 may be controlled by the third skeleton SK.

[0058] Alternatively, in some embodiments, multiple third bones may be created, and at least one first object group may be bound to each third bone respectively, so that the offset of display objects in different first object groups may be controlled by different third bones.

[0059] For example, the first object group may include: object group 1, object group 2, object group 3, etc., and two third bones may be created: SK1 and SK2. By binding the third bone SK1 to object group 1 and binding the third bone SK2 to object group 2, object group 1 may be controlled by the third bone SK1, and the offset of object group 2 and object group 3 may be controlled by the third bone SK1.

[0060] 102. In response to a viewpoint movement event, determine displacement information corresponding to a third skeleton according to the viewpoint movement event.

[0061] The viewpoint movement event indicates triggering the parallax offset effect. There may be multiple viewpoint movement events.

[0062] In some embodiments, the viewpoint movement event may include movement of the terminal device, and the step of "responding to the viewpoint movement event, determining displacement information corresponding to the third skeleton according to the viewpoint movement event" may include the following operations:

[0063] In response to a movement event of the current terminal device, obtaining a movement direction and a movement distance of the current terminal device;

[0064] Based on the moving direction, determining the displacement direction of the third bone, and based on the moving distance, determining the displacement distance of the third bone;

[0065] Based on the displacement direction and displacement distance, displacement information is obtained.

[0066] The current terminal device refers to a terminal displaying an animated picture. The movement event of the current terminal device may include at least one of the following: flipping, shaking, and the like.

[0067] In the embodiment of the present application, the terminal device may be provided with a motion detection sensor, and the motion event of the terminal device may be detected by the motion detection sensor. The motion detection sensor may include a gyroscope (an inertial device used to measure and control the angular motion of an object relative to inertial space), etc.

[0068] For example, when the movement of the current terminal device is detected by a motion detection sensor inside the current terminal device, the movement direction and movement distance of the current terminal device are acquired through the motion detection sensor.

[0069] Wherein, determining the displacement direction of the third bone based on the moving direction may include: taking the moving direction as the displacement direction of the third bone, for example, the moving direction may be upward, then the displacement direction may be determined to be upward.

[0070] Wherein, determining the displacement distance of the third bone based on the moving distance may include: acquiring a first preset corresponding relationship between the moving distance and the displacement distance, and then determining the displacement distance according to the first preset corresponding relationship and the moving distance.

[0071] In the embodiment of the present application, the displacement distance is used to control the movement of the display objects in the first object group, and the displacement distance needs to be controlled within a certain range, for example, it cannot exceed the display range of the graphical user interface. However, the movement distance of the terminal is not limited, and a first preset correspondence between the movement distance and the displacement distance can be set. For example, the first preset correspondence can be set as: movement distance: displacement distance = 2:1, etc.

[0072] In some embodiments, the first preset corresponding relationship between the moving distance and the displacement distance can be set differently according to different application scenarios, which is not limited in this solution.

[0073] In some embodiments, the viewpoint movement event may include movement of an animation screen, and the step of "responding to the viewpoint movement event, determining displacement information corresponding to the third skeleton according to the viewpoint movement event" may include the following operations:

[0074] In response to a sliding operation on the animation screen, obtaining a sliding direction and a sliding distance of the sliding operation;

[0075] Based on the sliding direction, determining the displacement direction of the third bone, and based on the sliding distance, determining the displacement distance of the third bone;

[0076] Based on the displacement direction and displacement distance, displacement information is obtained.

[0077] Among them, the sliding operation on the animation picture can control the movement of the animation picture.

[0078] For example, when a sliding operation of the current user on the animation screen is detected, the sliding direction and sliding distance of the sliding operation may be acquired.

[0079] Wherein, determining the displacement direction of the third bone based on the sliding direction may include: taking the sliding direction as the displacement direction of the third bone, for example, the sliding direction may be upward, then the displacement direction may be determined to be upward.

[0080] Wherein, determining the displacement distance of the third bone based on the sliding distance may include: using the sliding distance as the displacement distance of the third bone.

[0081] Alternatively, in some embodiments, determining the displacement distance of the third bone based on the sliding distance may include: acquiring a second preset correspondence between the sliding distance and the displacement distance, and then determining the displacement distance according to the second preset correspondence and the sliding distance.

[0082] In the embodiment of the present application, the displacement distance is used to control the movement of the display objects in the first object group, and the displacement distance needs to be controlled within a certain range, for example, it cannot exceed the display range of the graphical user interface. However, the sliding distance is not limited, and a second preset correspondence between the sliding distance and the displacement distance can be set.

[0083] In some embodiments, the second preset corresponding relationship between the sliding distance and the displacement distance can be set differently according to different application scenarios, which is not limited in this solution.

[0084] In some embodiments, the viewpoint movement event may include multiple types, which are not limited to the above two types in this solution.

[0085] Furthermore, the displacement direction and the displacement distance may be used as displacement information corresponding to the third bone.

[0086] 103. Determine the offset control information corresponding to each first object group according to the displacement information and the offset binding information between the second bone and the third bone corresponding to each first object group.

[0087] The offset binding information is the binding information between the first object group and the third skeleton configured when the two are bound.

[0088] In some embodiments, in order to accurately obtain the offset control information of each first object group, the step of "determining the offset control information corresponding to each first object group according to the displacement information and the offset binding information between the second bone and the third bone corresponding to each first object group" may include the following operations:

[0089] Obtaining an offset binding parameter corresponding to the first object group from the offset binding information;

[0090] According to the offset binding parameter, the displacement direction and the displacement distance, the offset direction and the displacement distance of the first object group are determined to obtain the offset control information.

[0091] The displacement information may at least include a displacement direction and a displacement distance.

[0092] The offset binding parameter refers to a control parameter for the first object group to move following the displacement of the third bone.

[0093] In the embodiment of the present application, the offset binding parameters may include multiple types, and different types of offset binding parameters may correspond to different movement control results.

[0094] For example, the various types of offset binding parameters may include: positive number, 0 and negative number. When the type of the offset binding parameter is a positive number, the movement control effect may include: the first object group follows the third bone to move in the same way; when the type of the offset binding parameter is 0, the movement control effect may include: the first object group does not follow the third bone to move; when the type of the offset binding parameter is a negative number, the movement control effect may include: the first object group follows the third bone to move in the opposite direction.

[0095] Determining the offset direction and the offset distance of the first object group according to the offset binding parameter, the displacement direction and the displacement distance may include: determining the offset direction according to the type of the offset binding parameter and the displacement direction, and determining the offset distance according to the displacement distance.

[0096] For example, the offset binding parameter may be: -100, the displacement direction may be: right, and the displacement distance may be: 3; then, according to the offset binding parameter -100 and the displacement direction may be: right, the offset direction may be determined to be: left, and according to the displacement distance may be: 3, the offset distance may be determined to be: 3. Thus, the offset control information may be: the offset direction may be: left, and the offset distance may be: 3.

[0097] 104. Control the display objects in the first object group in the animation picture to move based on the offset control information to obtain the animation picture after the viewpoint is moved.

[0098] In some embodiments, the step of “controlling the movement of the displayed objects in the first object group in the animation picture based on the offset control information” may include the following operations:

[0099] Control the display objects in the first object group in the animation screen to move the offset distance in the offset direction.

[0100] For example, see Figure 2 , Figure 2 A schematic diagram of an application scenario of an animation processing method provided in an embodiment of the present application. Figure 2 The graphical user interface shown shows an animation screen, which includes multiple object groups, including: object group L1, object group L2, object group L3 and object group L4. Among them, object group L1 and object group L2 can be the first object group that needs to achieve the parallax offset effect. After determining the offset direction and offset distance, the content in object group L1 and object group L2 can be controlled to move according to the offset direction and offset distance.

[0101] In some embodiments, in order to prevent the displayed objects in the first object group from being offset beyond the graphical user interface, the method may further include the following steps:

[0102] Obtaining a movable distance range of the first object group;

[0103] If the moving distance does not exceed the movable distance range, controlling the display objects in the first object group in the animation screen to move the offset distance in the offset direction;

[0104] If the moving distance exceeds the movable distance range, the offset control information is adjusted based on the movable distance range, and the display objects in the first object group are controlled to move based on the adjusted offset control information.

[0105] The movable distance range of the first object group refers to a distance range within which the display objects in the first object group are offset on the graphical user interface.

[0106] There are multiple ways to determine the movable distance range. For example, the movable distance range of the first object group can be determined according to the size of the graphical user interface, that is, the size range of the graphical user interface can be used as the movable distance range of the first object group; or it can be determined according to the offset sensitivity required by the first object group, and the larger the offset sensitivity, the larger the movable distance range.

[0107] Further, it is determined whether the moving distance exceeds the movable distance range of the first object group. Specifically, the current display position coordinates of the first object group on the graphical user interface can be obtained to determine whether the display position coordinates exceed the movable distance range after moving in the moving direction to the moving distance.

[0108] If the display position coordinate moves in the moving direction to a moving distance that does not exceed the movable distance range, it can be determined that the moving distance does not exceed the movable distance range, and the display objects in the first object group in the animation screen can be controlled to move the offset distance in the offset direction.

[0109] If the display position coordinate moves in the moving direction to a moving distance that exceeds the movable distance range, it can be determined that the moving distance exceeds the movable distance range. At this time, the offset control information can be adjusted based on the movable distance range, and then the display objects in the first object group are controlled to move based on the adjusted offset control information.

[0110] In some embodiments, in order to prevent the displayed objects in the first object group from moving beyond the movable distance range, the step of “adjusting the offset control information based on the movable distance range” may include the following operations:

[0111] Determine, from the movable distance range, a maximum offset distance by which the display objects in the first object group can be moved according to the offset direction;

[0112] Based on the offset direction and the maximum offset distance, adjusted offset control information is obtained.

[0113] Among them, determining the maximum offset distance that the display objects in the first object group can be moved in the offset direction from the movable distance range can include: obtaining the display position coordinates of the first object group in the graphical user interface, and then calculating the distance between the display position coordinates along the offset direction and the edge of the movable distance range as the maximum offset distance.

[0114] For example, see Figure 3 , Figure 3 A schematic diagram of another application scenario of an animation processing method provided in an embodiment of the present application. Figure 3 In the graphical user interface shown, the moving distance corresponding to the first object group L1 can be: n, and the moving direction can be: rightward. If the moving distance n exceeds the movable distance range, the distance between the current display position of the first object group L1 in the graphical user interface and the edge of the movable distance range along the right direction can be calculated as the maximum offset distance.

[0115] Furthermore, the offset direction and the maximum offset distance may be used as adjusted offset control information, and the movement of the first object group may be controlled according to the adjusted offset control information to avoid exceeding the offset distance range.

[0116] In some embodiments, in order to ensure that the offset of the display objects in the first object group is synchronized with the animation playing in the animation picture, the method may further include the following steps:

[0117] Get the playback timeline of the first animation;

[0118] In the process of controlling the display objects in the first object group to move based on the offset control information, the animation frames of the display objects in the first animation are controlled to be switched and displayed based on the play time axis.

[0119] The display objects in the first object group are configured with a first animation.

[0120] The playback timeline is a tool for controlling the playback order and time progress of animations. It is usually represented by a horizontal timeline with different time points marked on it. The creator can drag the elements on the animation track to change their positions on the timeline, thereby adjusting the playback order and duration of the animation. The timeline also allows the creator to set the preview range, loop playback and other parameters of the animation to further control the playback effect of the animation.

[0121] For example, in the process of controlling the display objects in the first object group to move along the moving direction, as the time points on the play time axis change, the animation frames of the first animation corresponding to each time point are obtained for switching display.

[0122] In an embodiment of the present application, displaying an animation screen through a graphical user interface may include: the program obtains the spine skeleton state through an interface: Spine.AnimationState spineAnimationState=skeletonAnimation.state.

[0123] The spine bone state can include all the information of the bone, such as coordinates, rotation, scaling, animation, naming, etc. The spine bone state can be stored in a file with the file format of json or skel, and the spine bone state can be obtained by reading the file with the file format of json or skel.

[0124] Furthermore, animation playback can be executed. For example, taking the in animation and loop animation playback as an example, the in animation execution steps: skeleton_animation:SetAnimation(0, in, false), set the jump animation to single playback, and the animation is in a jumping state; the loop animation execution steps: skeleton_animation:SetAnimation(0, loop, ture), set the loop animation to loop playback.

[0125] Among them, 0 represents the animation track, and the default value is 0; in / loop represents the animation name, and false / true represents whether to play this animation in a loop. Among them, the animation track is a container for placing animation elements. In animation production software, each object (such as characters, props, backgrounds, etc.) can have its own animation track. These tracks record the changes in the object's position, rotation, scale, color and other attributes at different time points, thus forming an animation effect. Animation tracks allow producers to accurately control the animation performance of each object to ensure the smoothness and continuity of the animation.

[0126] In the process of executing the animation playback, the offset of the movement control object group of the third skeleton can be synchronously executed. Specifically, the implementation method of the offset of the movement control object group of the third skeleton may include:

[0127] Get the spine bone interface:

[0128] Spine.AnimationState spineAnimationState = skeletonAnimation.state; Get the position coordinate information of the created third bone through the bone interface. Determine the displacement information corresponding to the third bone according to the viewpoint offset event, control the third bone to move according to the displacement information, and at the same time, determine the offset information of the first object group bound to the third bone according to the displacement information, and control the movement of the content in the first object group according to the offset information. During the movement, control the moving distance within the movable distance range to avoid exceeding the display range, so as to achieve the parallax offset effect of the first object group.

[0129] In some embodiments, for a display object that is not configured with animation in an animation picture, in order to further improve the parallax offset effect of a static display object, the method may further include the following steps:

[0130] Determine the bone offset information of the first bone corresponding to the display object in the first object group according to the offset control information;

[0131] In the process of controlling the movement of the display objects in the first object group based on the offset control information, the offset of the first bone corresponding to the display object is controlled based on the bone offset information, so that the display object produces an animation effect.

[0132] The display objects in the animation picture that are not configured with animation may include static display objects in the animation picture, such as roads, walls, etc.

[0133] When these static display objects are controlled to move according to the offset control information, since these static display objects are not configured with animation, the offset display effect of the static display objects is unnatural. Therefore, the first skeleton of the static display object can be adjusted during the offset process to make the static display object produce a deformation effect, ensuring that the static display object is more natural during the offset process.

[0134] The bone offset information can be used to control the position change of the bone, such as translation, rotation, scaling, etc. When the position change of the bone is controlled according to the bone offset information, the display object corresponding to the bone will be deformed accordingly.

[0135] Among them, determining the bone offset information of the first bone corresponding to the display object in the first object group according to the offset control information can include: generating the translation parameters, rotation parameters and / or scaling parameters of the bone according to the offset direction and offset distance in the offset control information, obtaining the offset control information, and then controlling the position change of the bone according to the offset control information, thereby driving the deformation of the corresponding display object, thereby producing an animation effect during the offset process of the display object.

[0136] An embodiment of the present application discloses an animation processing method, which includes: displaying an animation picture through a graphical user interface, wherein the display objects in the animation picture are divided into multiple object groups, a first bone corresponding to the display objects in each object group is bound to a second bone corresponding to the object group, and second bones corresponding to at least two first object groups in the multiple object groups are bound to a third bone corresponding to the animation picture; in response to a viewpoint movement event, displacement information corresponding to the third bone is determined according to the viewpoint movement event; offset control information corresponding to each first object group is determined according to the displacement information and offset binding information between the second bone and the third bone corresponding to each first object group; and based on the offset control information, the display objects in the first object group in the animation picture are controlled to move to obtain the animation picture after the viewpoint is moved, thereby reducing the binding processing workload of multiple display objects in the animation picture, thereby improving the parallax offset processing efficiency of the animation picture.

[0137] In order to better implement the animation processing method provided in the embodiment of the present application, the embodiment of the present application also provides an animation processing device based on the above animation processing method. The meanings of the terms are the same as those in the above animation processing method, and the specific implementation details can refer to the description in the method embodiment.

[0138] See also Figure 4 , Figure 4 A structural block diagram of an animation processing device provided in an embodiment of the present application, the device comprising:

[0139] A display unit 301 is used to display an animation picture through a graphical user interface, wherein the display objects in the animation picture are divided into a plurality of object groups, a first bone corresponding to the display objects in each object group is bound to a second bone corresponding to the object group, and a second bone corresponding to at least two first object groups in the plurality of object groups is bound to a third bone corresponding to the animation picture;

[0140] A first determining unit 302 is used to determine displacement information corresponding to the third skeleton according to the viewpoint movement event in response to the viewpoint movement event;

[0141] A second determining unit 303 is used to determine the offset control information corresponding to each of the first object groups according to the displacement information and the offset binding information between the second skeleton and the third skeleton corresponding to each of the first object groups;

[0142] The first control unit 304 is used to control the display objects in the first object group in the animation picture to move according to the offset control information, so as to obtain the animation picture after the viewpoint is moved.

[0143] In some embodiments, the displacement information includes at least a displacement direction and a displacement distance;

[0144] The second determining unit 303 may include:

[0145] A first acquisition subunit, configured to acquire an offset binding parameter corresponding to the first object group from the offset binding information;

[0146] The first determining subunit is configured to determine the offset direction and the offset distance of the first object group according to the offset binding parameter, the displacement direction and the displacement distance, and obtain the offset control information.

[0147] In some embodiments, the first control unit 304 may include:

[0148] The control subunit is used to control the display objects in the first object group in the animation picture to move the offset distance in the offset direction.

[0149] In some embodiments, the apparatus may further include:

[0150] A first acquisition unit, configured to acquire a movable distance range of the first object group;

[0151] a second control unit, configured to control the displayed objects in the first object group in the animation picture to move the offset distance in the offset direction if the moving distance does not exceed the movable distance range;

[0152] The third control unit is configured to adjust the offset control information based on the movable distance range if the moving distance exceeds the movable distance range, and control the display objects in the first object group to move based on the adjusted offset control information.

[0153] In some embodiments, the third control unit may include:

[0154] A second determining subunit is used to determine, from the movable distance range, a maximum offset distance by which the display objects in the first object group can be moved according to the offset direction;

[0155] The third determining subunit is configured to obtain adjusted offset control information based on the offset direction and the maximum offset distance.

[0156] In some embodiments, the display objects in the first object group are configured with a first animation, and the apparatus may further include:

[0157] A second acquisition unit, used to acquire a play time axis of the first animation;

[0158] The switching unit is used to control the animation frames of the display objects in the first animation to be switched and displayed based on the play time axis during the process of controlling the display objects in the first object group to move based on the offset control information.

[0159] In some embodiments, the display objects in the first object group are not configured with animation, and the apparatus may further include:

[0160] A third determining unit, configured to determine the bone offset information of the first bone corresponding to the display object in the first object group according to the offset control information;

[0161] A fourth control unit is used to control the offset of the first bone corresponding to the display object based on the bone offset information during the process of controlling the display object in the first object group to move based on the offset control information, so that the display object produces an animation effect.

[0162] In some embodiments, the first determining unit 302 may include:

[0163] A second acquisition subunit is used to acquire a moving direction and a moving distance of the current terminal device in response to a moving event of the current terminal device;

[0164] The fourth determining subunit is used to determine the displacement direction of the third bone based on the moving direction, and to determine the displacement distance of the third bone based on the moving distance.

[0165] In some embodiments, the first determining unit 302 may include:

[0166] A third acquisition subunit is used to obtain a sliding direction and a sliding distance of the sliding operation in response to the sliding operation on the animation picture;

[0167] The fifth determining subunit is used to determine the displacement direction of the third bone based on the sliding direction, and to determine the displacement distance of the third bone based on the sliding distance.

[0168] The embodiment of the present application discloses an animation processing device, which displays an animation picture through a graphical user interface through a display unit 301, wherein the display objects in the animation picture are divided into multiple object groups, and the first skeleton corresponding to the display object in each object group is bound to the second skeleton corresponding to the object group, and the second skeleton corresponding to at least two first object groups in the multiple object groups is bound to the third skeleton corresponding to the animation picture; the first determination unit 302 responds to the viewpoint movement event and determines the displacement information corresponding to the third skeleton according to the viewpoint movement event; the second determination unit 303 determines the offset control information corresponding to each first object group according to the displacement information and the offset binding information between the second skeleton corresponding to each first object group and the third skeleton; the first control unit 304 controls the display objects in the first object group in the animation picture to move according to the offset control information to obtain the animation picture after the viewpoint is moved. In this way, the binding processing workload of multiple display objects in the animation picture can be reduced, thereby improving the parallax offset processing efficiency of the animation picture.

[0169] Accordingly, the embodiment of the present application also provides a computer device, which may be a terminal. Figure 5 As shown, Figure 5 A schematic diagram of the structure of a computer device provided in an embodiment of the present application. The computer device 500 includes a processor 501 having one or more processing cores, a memory 502 having one or more computer-readable storage media, and a computer program stored in the memory 502 and executable on the processor. The processor 501 is electrically connected to the memory 502. It will be understood by those skilled in the art that the computer device structure shown in the figure does not constitute a limitation on the computer device, and may include more or fewer components than shown in the figure, or combine certain components, or arrange the components differently.

[0170] The processor 501 is the control center of the computer device 500. It uses various interfaces and lines to connect the various parts of the entire computer device 500, executes various functions of the computer device 500 and processes data by running or loading software programs and / or modules stored in the memory 502, and calling data stored in the memory 502, thereby monitoring the computer device 500 as a whole.

[0171] In the embodiment of the present application, the processor 501 in the computer device 500 will load instructions corresponding to the processes of one or more application programs into the memory 502 according to the following steps, and the processor 501 will run the application programs stored in the memory 502 to implement various functions:

[0172] An animation picture is displayed through a graphical user interface, wherein display objects in the animation picture are divided into a plurality of object groups, a first bone corresponding to a display object in each object group is bound to a second bone corresponding to the object group, and a second bone corresponding to at least two first object groups in the plurality of object groups is bound to a third bone corresponding to the animation picture;

[0173] In response to a viewpoint movement event, determining displacement information corresponding to a third skeleton according to the viewpoint movement event;

[0174] Determine the offset control information corresponding to each first object group according to the displacement information and the offset binding information between the second bone and the third bone corresponding to each first object group;

[0175] The display objects in the first object group in the animation picture are controlled to move based on the offset control information to obtain the animation picture after the viewpoint is moved.

[0176] The embodiment of the present application displays an animation screen through a graphical user interface, and the display objects in the animation screen are divided into multiple object groups, and the first skeleton corresponding to the display objects in each object group is bound to the second skeleton corresponding to the object group, and the second skeletons corresponding to at least two first object groups in the multiple object groups are bound to the third skeleton corresponding to the animation screen; in response to a viewpoint movement event, the displacement information corresponding to the third skeleton is determined according to the viewpoint movement event; according to the displacement information and the offset binding information between the second skeleton and the third skeleton corresponding to each first object group, the offset control information corresponding to each first object group is determined; based on the offset control information, the display objects in the first object group in the animation screen are controlled to move, so as to obtain the animation screen after the viewpoint is moved. In this way, the binding processing workload of multiple display objects in the animation screen can be reduced, thereby improving the parallax offset processing efficiency of the animation screen.

[0177] The specific implementation of the above operations can be found in the previous embodiments, which will not be described in detail here.

[0178] Optional, such as Figure 5 As shown, the computer device 500 further includes: a touch screen 503, a radio frequency circuit 504, an audio circuit 505, an input unit 506, and a power supply 507. The processor 501 is electrically connected to the touch screen 503, the radio frequency circuit 504, the audio circuit 505, the input unit 506, and the power supply 507, respectively. Those skilled in the art can understand that Figure 5 The computer device structure shown in the figure does not constitute a limitation on the computer device, and may include more or less components than shown in the figure, or combine certain components, or arrange the components differently.

[0179] The touch display screen 503 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 503 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 computer device, and these graphical user interfaces may be composed of graphics, guide information, 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 501, and can receive the command sent by the processor 501 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 501 to determine the type of touch event, and then the processor 501 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 503 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 503 can also be used as a part of the input unit 506 to realize the input function.

[0180] The radio frequency circuit 504 may be used to send and receive radio frequency signals, so as to establish wireless communication with a network device or other computer devices through wireless communication, and to send and receive signals between the network device or other computer devices.

[0181] The audio circuit 505 can be used to provide an audio interface between the user and the computer device through a speaker and a microphone. The audio circuit 505 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 505 and converted into audio data, and then the audio data is output to the processor 501 for processing, and then sent to another computer device through the radio frequency circuit 504, or the audio data is output to the memory 502 for further processing. The audio circuit 505 may also include an earphone jack to provide communication between an external headset and the computer device.

[0182] The input unit 506 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 placement and function control.

[0183] The power supply 507 is used to supply power to various components of the computer device 500. Optionally, the power supply 507 can be logically connected to the processor 501 through a power management system, so that the power management system can manage charging, discharging, and power consumption. The power supply 507 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.

[0184] although Figure 5 Not shown, the computer device 500 may also include a camera, a sensor, a wireless fidelity module, a Bluetooth module, etc., which will not be described in detail here.

[0185] 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.

[0186] As can be seen from the above, the computer device provided by this embodiment can display an animation picture through a graphical user interface, and the display objects in the animation picture are divided into multiple object groups, and the first skeleton corresponding to the display objects in each object group is bound to the second skeleton corresponding to the object group, and the second skeletons corresponding to at least two first object groups in the multiple object groups are bound to the third skeleton corresponding to the animation picture; in response to a viewpoint movement event, the displacement information corresponding to the third skeleton is determined according to the viewpoint movement event; according to the displacement information and the offset binding information between the second skeleton and the third skeleton corresponding to each first object group, the offset control information corresponding to each first object group is determined; based on the offset control information, the display objects in the first object group in the animation picture are controlled to move to obtain the animation picture after the viewpoint is moved.

[0187] 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.

[0188] 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 the steps in any animation processing method provided in the embodiment of the present application. For example, the computer program can execute the following steps:

[0189] An animation picture is displayed through a graphical user interface, wherein display objects in the animation picture are divided into a plurality of object groups, a first bone corresponding to a display object in each object group is bound to a second bone corresponding to the object group, and a second bone corresponding to at least two first object groups in the plurality of object groups is bound to a third bone corresponding to the animation picture;

[0190] In response to a viewpoint movement event, determining displacement information corresponding to a third skeleton according to the viewpoint movement event;

[0191] Determine the offset control information corresponding to each first object group according to the displacement information and the offset binding information between the second bone and the third bone corresponding to each first object group;

[0192] The display objects in the first object group in the animation picture are controlled to move based on the offset control information to obtain the animation picture after the viewpoint is moved.

[0193] The embodiment of the present application displays an animation screen through a graphical user interface, and the display objects in the animation screen are divided into multiple object groups, and the first skeleton corresponding to the display objects in each object group is bound to the second skeleton corresponding to the object group, and the second skeletons corresponding to at least two first object groups in the multiple object groups are bound to the third skeleton corresponding to the animation screen; in response to a viewpoint movement event, the displacement information corresponding to the third skeleton is determined according to the viewpoint movement event; according to the displacement information and the offset binding information between the second skeleton and the third skeleton corresponding to each first object group, the offset control information corresponding to each first object group is determined; based on the offset control information, the display objects in the first object group in the animation screen are controlled to move, so as to obtain the animation screen after the viewpoint is moved. In this way, the binding processing workload of multiple display objects in the animation screen can be reduced, thereby improving the parallax offset processing efficiency of the animation screen.

[0194] The specific implementation of the above operations can be found in the previous embodiments, which will not be described in detail here.

[0195] 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.

[0196] Since the computer program stored in the computer-readable storage medium can execute the steps in any animation processing method provided in the embodiments of the present application, the beneficial effects that can be achieved by any animation processing method 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.

[0197] The above is a detailed introduction to an animation processing method, device, computer-readable storage medium and computer equipment 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 ideas of the present application, there will be changes in the specific implementation methods and application scopes. In summary, the content of this specification should not be understood as a limitation on the present application.

Claims

1. An animation processing method, characterized in that: The method comprises: An animation picture is displayed through a graphical user interface, wherein display objects in the animation picture are divided into a plurality of object groups, a first bone corresponding to a display object in each object group is bound to a second bone corresponding to the object group, and a second bone corresponding to at least two first object groups in the plurality of object groups is bound to a third bone corresponding to the animation picture; In response to a viewpoint movement event, determining displacement information corresponding to the third skeleton according to the viewpoint movement event; Determine the offset control information corresponding to each of the first object groups according to the displacement information and the offset binding information between the second bone and the third bone corresponding to each of the first object groups; The display objects in the first object group in the animation picture are controlled to move based on the offset control information to obtain the animation picture after the viewpoint is moved.

2. The method according to claim 1, characterized in that The displacement information at least includes a displacement direction and a displacement distance; Determining the offset control information corresponding to each of the first object groups according to the displacement information and the offset binding information between the second skeleton and the third skeleton corresponding to each of the first object groups includes: Acquire an offset binding parameter corresponding to the first object group from the offset binding information; The offset direction and the offset distance of the first object group are determined according to the offset binding parameter, the offset direction and the offset distance, and the offset control information is obtained.

3. The method according to claim 2, characterized in that The controlling the display objects in the first object group in the animation picture to move based on the offset control information includes: The display objects in the first object group in the animation picture are controlled to move the offset distance in the offset direction.

4. The method according to claim 3, characterized in that The method further comprises: Acquire a movable distance range of the first object group; If the moving distance does not exceed the movable distance range, controlling the display objects in the first object group in the animation picture to move the offset distance in the offset direction; If the moving distance exceeds the movable distance range, the offset control information is adjusted based on the movable distance range, and the display objects in the first object group are controlled to move based on the adjusted offset control information.

5. The method according to claim 4, characterized in that The adjusting the offset control information based on the movable distance range includes: Determining, from the movable distance range, a maximum offset distance by which the display objects in the first object group can be moved according to the offset direction; Based on the offset direction and the maximum offset distance, adjusted offset control information is obtained.

6. The method according to claim 1, characterized in that The display objects in the first object group are configured with a first animation, and the method further includes: Obtaining the playback timeline of the first animation; In the process of controlling the display objects in the first object group to move based on the offset control information, the animation frames of the display objects in the first animation are controlled to be switched and displayed based on the play timeline.

7. The method according to claim 1, characterized in that The display objects in the first object group are not configured with animation, and the method further includes: Determine the bone offset information of the first bone corresponding to the display object in the first object group according to the offset control information; In the process of controlling the movement of the display objects in the first object group based on the offset control information, the offset of the first bone corresponding to the display objects is controlled based on the bone offset information, so that the display objects produce animation effects.

8. The method according to claim 1, characterized in that The step of responding to a viewpoint movement event and determining displacement information corresponding to the third skeleton according to the viewpoint movement event includes: In response to a movement event of the current terminal device, acquiring a movement direction and a movement distance of the current terminal device; Based on the moving direction, determining the displacement direction of the third bone, and based on the moving distance, determining the displacement distance of the third bone; The displacement information is obtained based on the displacement direction and the displacement distance.

9. The method according to claim 1, characterized in that: The step of responding to a viewpoint movement event and determining displacement information corresponding to the third skeleton according to the viewpoint movement event includes: In response to a sliding operation on the animation picture, obtaining a sliding direction and a sliding distance of the sliding operation; Based on the sliding direction, determining the displacement direction of the third bone, and based on the sliding distance, determining the displacement distance of the third bone; The displacement information is obtained based on the displacement direction and the displacement distance.

10. An animation processing device, characterized in that: The device comprises: A display unit, used for displaying an animation picture through a graphical user interface, wherein display objects in the animation picture are divided into a plurality of object groups, a first bone corresponding to a display object in each object group is bound to a second bone corresponding to the object group, and a second bone corresponding to at least two first object groups in the plurality of object groups is bound to a third bone corresponding to the animation picture; A first determining unit, configured to respond to a viewpoint movement event and determine displacement information corresponding to the third skeleton according to the viewpoint movement event; A second determining unit, configured to determine the offset control information corresponding to each of the first object groups according to the displacement information and the offset binding information between the second skeleton and the third skeleton corresponding to each of the first object groups; The first control unit is used to control the display objects in the first object group in the animation picture to move based on the offset control information to obtain the animation picture after the viewpoint is moved.

11. A computer device comprising a memory, a processor and a computer program stored in the memory and running on the processor, wherein: When the processor executes the program, the animation processing method according to any one of claims 1 to 9 is implemented.

12. 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 animation processing method according to any one of claims 1 to 9.