Virtual model processing method and device, electronic equipment and storage medium
By recording the keyframe vertex information of the virtual model to the animation map, the problem of low animation production efficiency and large memory usage of virtual model is solved, achieving more efficient animation production and smooth gaming experience.
Patent Information
- Application Number
- CN202411495883.8
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2024-10-24
- Publication Date
- 2025-02-21
AI Technical Summary
In the prior art, the animation production efficiency of virtual models is low, and the terminal stores multiple model maps to occupy a large amount of memory, resulting in lag in operation and affecting the user experience.
By obtaining multiple keyframes of the target virtual model during the change process and recording one type of model vertex information among multiple keyframes in a target animation map, the production steps of animation maps are simplified and the terminal is reduced Memory footprint.
It improves the animation production efficiency of virtual models, improves the smoothness of the terminal, effectively improves the display effect of the game screen, and improves the game experience of players.
Smart Images

Figure CN119494898A_ABST
Abstract
Description
Technical Field
[0001] The present disclosure relates to the field of computer technology, and in particular to a method, device, electronic device and storage medium for processing a virtual model. Background Art
[0002] In order to provide users with a better visual experience, many virtual scenes are often constructed based on real scenes and items in real scenes. In actual design projects, the production of virtual resources is usually completed by production personnel. Through the design of virtual resources, various virtual objects that simulate real-life scenes, animals or plants can be realized. Specifically, a variety of virtual buildings, virtual animals and virtual plants can be produced. For example, in the field of games, virtual plants with different growth and change states can be set in the game scene to provide users with a game scene that is closer to the real environment in the game.
[0003] In the prior art, in order to show the user the different changing states of the virtual model during the changing process, the production staff usually produces model maps corresponding to the different changing states for the virtual model, so that when the virtual model shows the changing process in the virtual scene, the different changing states are expressed by switching the model maps corresponding to the virtual model. However, the existing method of using multiple model maps to record the different changing states of the virtual model requires the production staff to manually produce multiple model maps according to the various changing states of the virtual model to record the changing states. The production steps required are cumbersome, consuming a lot of manpower and time, resulting in low efficiency in the animation production of the virtual model; and, when the terminal stores multiple model maps of the virtual model, it needs to occupy a large amount of memory, which easily causes the terminal to run stuck, resulting in poor display effect of the picture, affecting the user experience. Summary of the invention
[0004] The embodiments of the present application provide a method, device, electronic device and storage medium for processing a virtual model. By acquiring multiple key frames of a target virtual model during a change process, and recording one type of model vertex information in the multiple key frames in a target animation map, when the target virtual model displays the target change process in a virtual scene, it is only necessary to read the model vertex information stored in the target animation map in sequence to display the target virtual model in different change states, thereby simplifying the steps of making animation maps, saving a lot of manpower and time, and improving the efficiency of virtual model animation production; and, for one type of model vertex information, the terminal only needs to store one animation map of the virtual model, thereby reducing the space occupied by the terminal memory, alleviating the performance burden of the computer device when rendering the virtual model, improving the terminal's running smoothness, effectively improving the display effect of the game screen, and enhancing the player's gaming experience.
[0005] In a first aspect, an embodiment of the present application provides a method for processing a virtual model, comprising:
[0006] Acquire at least two key frames of the target virtual model, wherein each key frame indicates a change state of the target virtual model during a target change process, and each key frame is provided with corresponding key frame playback parameters;
[0007] Acquire model vertex information corresponding to the target virtual model in each of the key frames, wherein the model vertex information includes at least one type of model vertex sub-information;
[0008] Based on the key frame playback parameters of each key frame and the corresponding model vertex information, each type of model vertex sub-information is recorded into the corresponding preset map respectively to obtain the target animation map corresponding to each type.
[0009] In a second aspect, an embodiment of the present application provides a virtual model processing device, including:
[0010] A first acquisition unit is used to acquire at least two key frames of the target virtual model, wherein each key frame indicates a change state of the target virtual model during a target change process, and each key frame is provided with corresponding key frame playback parameters;
[0011] A second acquisition unit, configured to acquire model vertex information corresponding to the target virtual model in each of the key frames, wherein the model vertex information includes at least one type of model vertex sub-information;
[0012] The processing unit is used to record each type of model vertex sub-information into a corresponding preset map based on the key frame playback parameters of each key frame and the corresponding model vertex information, so as to obtain a target animation map corresponding to each type.
[0013] In a third aspect, an embodiment of the present application further provides an electronic device, comprising a memory storing a plurality of instructions; a processor loads instructions from the memory to execute the steps of any virtual model processing method provided in the embodiment of the present application.
[0014] In a fourth aspect, an embodiment of the present application further provides a computer-readable storage medium, which stores a plurality of instructions suitable for loading by a processor to execute the steps of any virtual model processing method provided in the embodiment of the present application.
[0015] In a fifth aspect, an embodiment of the present application further provides a computer program product, including a computer program or instructions, which, when executed by a processor, implements the steps in any virtual model processing method provided in the embodiment of the present application.
[0016] By adopting the solution of the embodiment of the present application, by obtaining multiple key frames of the target virtual model during the change process, and recording one type of model vertex information in the multiple key frames in a target animation map, when the target virtual model displays the target change process in the virtual scene, it is only necessary to read the model vertex information stored in the target animation map in sequence to display the target virtual model in different change states, thereby simplifying the production steps of the animation map, saving a lot of manpower and time, and improving the animation production efficiency of the virtual model; and, for one type of model vertex information, the terminal only needs to store one animation map of the virtual model, which reduces the space occupied by the terminal memory, reduces the performance burden of the computer device when rendering the virtual model, improves the terminal's running smoothness, effectively improves the display effect of the game screen, and enhances the player's gaming experience. BRIEF DESCRIPTION OF THE DRAWINGS
[0017] 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.
[0018] Figure 1 It is a scene schematic diagram of a virtual model processing system provided in an embodiment of the present application;
[0019] Figure 2 It is a flowchart of an embodiment of a method for processing a virtual model provided in an embodiment of the present application;
[0020] Figure 3 It is a schematic diagram of an application scenario of the virtual model processing method provided in the embodiment of the present application;
[0021] Figure 4 This is another application scenario schematic diagram of the virtual model processing method provided in the embodiment of the present application;
[0022] Figure 5 This is another application scenario schematic diagram of the virtual model processing method provided in the embodiment of the present application;
[0023] Figure 6 This is another application scenario schematic diagram of the virtual model processing method provided in the embodiment of the present application;
[0024] Figure 7 This is another application scenario schematic diagram of the virtual model processing method provided in the embodiment of the present application;
[0025] Figure 8 is a schematic diagram of the structure of a virtual model processing device provided in an embodiment of the present application;
[0026] Fig. 9 It is a schematic diagram of the structure of an electronic device provided in an embodiment of the present application. DETAILED DESCRIPTION
[0027] 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, rather than all of the embodiments. Based on the embodiments in the present application, all other embodiments obtained by those skilled in the art without making creative work are within the scope of protection of the present application. At the same time, in the description of the embodiments of the present application, the terms "first", "second", etc. are only used to distinguish the descriptions and cannot be understood as indicating or implying relative importance. Thus, the features defined as "first" and "second" may explicitly or implicitly include one or more features. In the description of the embodiments of the present application, the meaning of "multiple" is two or more, unless otherwise clearly and specifically defined.
[0028] The embodiments of the present application provide a method, device, electronic device, and computer-readable storage medium for processing a virtual model. Specifically, the present embodiment will be described from the perspective of a processing device for a virtual model, and the processing device for a virtual model can be specifically integrated in an electronic device, that is, the processing method for a virtual model in the embodiments of the present application can be executed by an electronic device, and optionally, the electronic device can include: a terminal device. The terminal device can be a mobile phone, a tablet computer, a smart Bluetooth device, a laptop computer, a game console, or a personal computer (PC) and the like.
[0029] The virtual model processing method provided in the embodiment of the present application can be applied to a virtual model processing system. The virtual model processing system may include a player terminal device and a server, and the terminal may be a device including both receiving and transmitting hardware, that is, a device having receiving and transmitting hardware capable of performing two-way communication on a two-way communication link. The player terminal device and the server may perform two-way communication via a network.
[0030] Optionally, the server may be an independent server, or a server network or server cluster composed of servers, including but not limited to a computer, a network host, a single network server, a plurality of network server sets or a cloud server composed of multiple servers. The cloud server is composed of a large number of computers or network servers based on cloud computing.
[0031] The processing method of the virtual model in one embodiment of the present disclosure can be run on a local terminal device or a server. When the processing method of the virtual model is run on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.
[0032] For example, when the processing method of the virtual model is run on the terminal, the terminal device stores a game application and is used to present a virtual scene in the game screen. The terminal device is used to interact with the user through a graphical user interface, for example, the game application is downloaded and installed by the terminal device and run. The terminal device may provide the graphical user interface to the user in a variety of ways, for example, it may be rendered and displayed on the display screen of the terminal device, or the graphical user interface may be presented through holographic projection. For example, the terminal device may include a touch display screen and a processor, the touch display screen is used to present the graphical user interface and receive the operation instructions generated by the user acting on the graphical user interface, the graphical user interface includes a game screen, and the processor is used to run the game, generate a graphical user interface, respond to the operation instructions, and control the display of the graphical user interface on the touch display screen.
[0033] For example, when the processing method of the virtual model runs on the server, it can be a cloud game. Cloud gaming refers to a gaming method based on cloud computing. In the operation mode of cloud gaming, the operating body of the game application and the game screen presentation body are separated, and the storage and operation of the processing method of the virtual model are completed on the cloud gaming server. The game screen presentation is completed on the client of the cloud gaming. The cloud gaming client is mainly used for receiving and sending game data and presenting the game screen. For example, the cloud gaming client can be a display device with data transmission function close to the user side, such as a mobile terminal, a TV, a computer, a handheld computer, a personal digital assistant, etc., but the terminal device for processing game data is a cloud gaming server in the cloud. When playing the game, the user operates the cloud gaming client to send an operation instruction to the cloud gaming server. The cloud gaming server runs the game according to the operation instruction, encodes and compresses the game screen and other data, and returns it to the cloud gaming client through the network. Finally, the cloud gaming client decodes and outputs the game screen.
[0034] See also Figure 1 , Figure 1A scene diagram of a processing system of a virtual model provided by an embodiment of the present application. The system may include at least one terminal, at least one server, at least one database, and a network. The terminal held by the user can be connected to the server of different games through the network. The terminal is any device with computing hardware that can support and execute software products corresponding to the game. In addition, when the system includes multiple terminals, multiple servers, and multiple networks, different terminals can be connected to each other through different networks and different servers. The network can be a wireless network or a wired network, such as a wireless network such as a wireless local area network (WLAN), a local area network (LAN), a cellular network, a 2G network, a 3G network, a 4G network, a 5G network, etc. In addition, different terminals can also use their own Bluetooth network or hotspot network to connect to other terminals or to servers, etc. For example, multiple users can be online through different terminals and connected and synchronized with each other through appropriate networks to support multi-player games. In addition, the system may include multiple databases, multiple databases are coupled to different servers, and information related to the game environment can be continuously stored in the database when different users are online for multi-player games.
[0035] The embodiment of the present application provides a method for processing a virtual model, which can be executed by a terminal or a server. The embodiment of the present application takes the method for processing a virtual model executed by a terminal as an example for explanation. Among them, the terminal may include a touch display screen and a processor (of course, the terminal may also use peripherals such as a mouse and a keyboard as input devices, and only the touch display screen is used as an example for explanation here), and the touch display screen is used to present a graphical user interface and receive operation instructions generated by the user acting on the graphical user interface. When the user operates the graphical user interface through the touch display screen, the graphical user interface can control the local content of the terminal by responding to the received operation instructions, and can also control the content of the opposite server by responding to the received operation instructions. For example, the operation instructions generated by the user acting on the graphical user interface include instructions for starting a game application, and the processor is configured to start the game application after receiving the instructions for starting the game application provided by the user. In addition, the processor is configured to render and draw a graphical user interface associated with the game on the touch display screen. The touch display screen is a multi-touch sensitive screen that can sense touch or sliding operations performed simultaneously by multiple points on the screen. The user uses a finger to perform a touch operation on the graphical user interface, and when the graphical user interface detects the touch operation, different virtual objects in the graphical user interface of the game are controlled to perform actions corresponding to the touch operation.
[0036] It should be noted that Figure 1The scenario diagram of the virtual model processing system shown is merely an example. The virtual model processing system and scenario described in the embodiment of the present application are intended to more clearly illustrate the technical solution of the embodiment of the present application, and do not constitute a limitation on the technical solution provided in the embodiment of the present application. A person of ordinary skill in the art can appreciate that with the emergence of new business scenarios, the technical solution provided in the embodiment of the present application is also applicable to similar technical problems.
[0037] The following is a detailed description in conjunction with the accompanying drawings. In this embodiment, the execution subject is a terminal device as an example. 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 flowchart, in some cases, the steps shown or described may be performed in an order different from that shown in the accompanying drawings.
[0038] Please also read Figure 2 , Figure 2 A flowchart of a method for processing a virtual model provided in an embodiment of the present application is shown in FIG. The specific flow of the method for processing a virtual model may include steps 101 to 103 as follows:
[0039] Step 101: Acquire at least two key frames of a target virtual model, wherein each key frame indicates a change state of the target virtual model during a target change process, and each key frame is provided with corresponding key frame playback parameters.
[0040] The target virtual model may be a virtual model of a virtual object such as a virtual person, a virtual animal, a virtual plant or a virtual object.
[0041] For example, see Figure 3 , Figure 4 as well as Figure 5 In an embodiment of the present application, the target virtual model can be a virtual plant model corresponding to the virtual plant. Specifically, three key frames of the virtual plant model can be obtained, including a first key frame, a second key frame and a third key frame. The first key frame includes a model skeleton in a first form, the second key frame includes a model skeleton in a second form, and the third key frame includes a model skeleton in a third form, thereby reflecting the different growth change states of the virtual plant model during the growth change process.
[0042] For another example, in an embodiment of the present application, the target virtual model can be a virtual plant model corresponding to the virtual plant. Specifically, three key frames of the virtual plant model can be obtained, including a first key frame, a second key frame and a third key frame. The first key frame includes a model skeleton in a first form, the second key frame includes a model skeleton in a second form, and the third key frame includes a model skeleton in a third form, thereby reflecting the different growth change states of the virtual plant model during the growth change process.
[0043] Among them, the key frame in the embodiment of the present application refers to the animation key frame, which is the frame that marks the key action in the motion change of the virtual character or virtual object, which is equivalent to the original painting in the two-dimensional animation, and is the frame that defines the important state or key change of the image or animation in the animation sequence. The key frame defines the starting state, ending state and transition state of the animation. By setting the key frame, the position, shape, action and other attributes of the animation element can be defined at different time points.
[0044] Specifically, the keyframe records the specific position of the virtual model in three-dimensional space, including the values on the three coordinate axes of X, Y, and Z. At the same time, the keyframe also records the posture of the virtual model, that is, the rotation angle and scaling ratio of each part of the virtual model (such as joints, limbs, etc.). This information together determines the shape and appearance of the virtual model in the animation. In other words, the keyframe records the actions of the virtual model at a specific time point. These actions may include movement, rotation, scaling, etc. By setting multiple keyframes, the motion trajectory of the model throughout the animation process can be defined. These trajectories can be straight lines, curves, or more complex paths. The keyframe also contains time information, that is, the position of each keyframe in the animation sequence (usually expressed as a frame number or timestamp). This time information is crucial for controlling the playback speed and rhythm of the animation. By adjusting the time interval between keyframes, the animation can be accelerated, decelerated, or paused. In addition to position, posture, and time information, keyframes may also record some additional attributes and effects, such as color, texture, lighting, shadows, etc. These attributes and effects can enhance the visual effects and expressiveness of the animation, making the animation more vivid and realistic. In summary, the keyframes record key information such as the virtual model's position and posture, actions and motion trajectories, time information, additional attributes and effects, as well as reference and dependency relationships in the virtual model's animation. These information together constitute the basis of the animation, allowing the animation to present a smooth, accurate and realistic effect.
[0045] Specifically, the step “before obtaining at least two key frames of the target virtual model” also includes:
[0046] Acquire a target virtual model, wherein the target virtual model includes an initial model skeleton;
[0047] In response to a skeleton adjustment operation on the target virtual model, acquiring a skeleton adjustment parameter based on the skeleton adjustment operation;
[0048] Adjusting the initial model skeleton based on the skeleton adjustment parameters to obtain a target virtual model having an adjusted model skeleton;
[0049] A key frame of the target virtual model corresponding to the changed state is generated based on the adjusted model skeleton.
[0050] In an embodiment of the present application, the target virtual model can be a virtual plant model, that is, a virtual plant model with a skeleton is obtained and output using Speedtree. At this time, the virtual plant model includes a model skeleton in an initial state. Then, the virtual plant model can be imported into the DCC software, and the skeleton parameters can be controlled in different key frames to generate model skeletons corresponding to different growth change states of the virtual plant model, thereby obtaining a virtual plant model with adjusted model skeletons in multiple different growth change states.
[0051] Step 102: Obtain model vertex information corresponding to the target virtual model in each of the key frames, wherein the model vertex information includes at least one type of model vertex sub-information.
[0052] Specifically, the model vertex information may include vertex position information and / or vertex normal information of the virtual model. The model vertex information may be the model vertex position, which refers to the specific position of the virtual model in three-dimensional space, usually determined by the values on the three coordinate axes of X, Y, and Z. In computer graphics, a virtual model is composed of a large number of vertices, edges, and faces, and the model vertex position is the basis for forming the virtual model. The model vertex position determines the shape and appearance of the virtual model. By adjusting the position of the model vertex position, the geometric form of the virtual model can be changed. During the animation process, the change of the model vertex position can simulate the movement, rotation, and scaling of the virtual model. Keyframe technology can be used to record the change of the model vertex position, thereby achieving the dynamic effect of the virtual model. The vertex normal information may be the normal of the model vertex. Each model vertex has a normal vector, which determines the orientation of the surface at that point. The normal plays a vital role in the rendering process. It determines the angle between the light and the surface of the virtual model, thereby affecting the lighting effect of the surface. By adjusting the direction of the normal, the visual effects such as brightness, highlights and shadows on the surface of the virtual model can be changed. The normal is also used to implement functions such as texture mapping, collision detection and physical simulation.
[0053] In one embodiment, the step of "recording each type of model vertex sub-information into a corresponding preset map based on the key frame playback parameters of each key frame and the corresponding model vertex information to obtain a target animation map corresponding to each type" may include:
[0054] Obtaining a target UV map as a preset map, and obtaining model vertex sub-information of a target type of each of the key frames;
[0055] Based on the key frame playback parameters of each key frame, each model vertex sub-information in each key frame is stored in the target UV map to obtain a target animation map corresponding to the target type.
[0056] Specifically, the step of "storing each model vertex sub-information in each key frame into the target UV map based on the key frame playback parameters of each key frame to obtain a target animation map corresponding to the target type" includes:
[0057] Based on the key frame playback parameters of each key frame, determining the UV position information corresponding to each model vertex sub-information in each key frame on the target UV map;
[0058] Based on the UV position information, the model vertex sub-information corresponding to each of the key frames is stored in the target UV map to obtain a target animation map corresponding to the target type.
[0059] Furthermore, the step of "storing the corresponding model vertex sub-information in each of the key frames into the target UV map based on the UV position information to obtain a target animation map corresponding to the target type" includes:
[0060] Based on the UV position information, the model vertex sub-information corresponding to each of the key frames is stored in a designated color channel of the target UV map to obtain a target animation map corresponding to the target type.
[0061] Specifically, the step of “obtaining model vertex information corresponding to the target virtual model in each of the key frames” may include:
[0062] The vertex position information and / or vertex normal information corresponding to the target virtual model in each of the key frames is obtained to obtain the first model vertex sub-information and / or the second model vertex sub-information corresponding to the target virtual model.
[0063] In an embodiment of the present application, the target virtual model can be a virtual plant model, and the key frames with animation can be imported into Houdini software. A UV map is added to the virtual plant model through Houdini software. The UC arrangement of the UV map is used to indicate that one model vertex corresponds to one pixel. The embodiment of the present application can record the model vertex information (such as model vertex position or vertex normal information) recorded by the animation key frames in the order of the playback order of the key frames in the order of UV arrangement, so as to arrange each model vertex of the virtual plant model in sequence to a specific pixel position in the UV map. Specifically, the model space position XYZ coordinate information of the model vertex position in each key frame can be recorded in the RGB channel of the UV position corresponding to a new UV map, and output as an exr format map. Further, the data of the model vertex information of each key frame is recorded in the UV map in sequence to obtain a target animation map that records the state of the virtual plant model at different times.
[0064] In the embodiment of the present application, the built-in nodes of Houdini software can be used to implement the generation steps of the target animation texture. Specifically, the Fbxcharacterimport node can be used to import the FBX model file with animation, and then the bonedeform node can be used to settle the change state of the virtual model of different key frames; then, by setting the deletion of uv2 in the attribdelete node, it is ensured that the uv2 channel is freed for generating the sampling UV of the vertex animation. Vertex-animation-textures is a built-in node of Houdini for outputting vertex animation textures. The effect is to automatically set the UV channel value used by the vertex animation texture and bake the vertex animation texture.
[0065] Step 103 : Based on the key frame playback parameters of each key frame and the corresponding model vertex information, each type of model vertex sub-information is recorded into a corresponding preset map to obtain a target animation map corresponding to each type.
[0066] Specifically, the embodiment of the present application can record each type of model vertex sub-information into a corresponding preset map based on the key frame playback parameters of each key frame and the corresponding model vertex information, and obtain a target animation map corresponding to each type, thereby achieving a target animation map that records one type of model vertex sub-information of all key frames.
[0067] In a specific embodiment, the method further comprises:
[0068] Acquire a first target UV map as a preset map, and acquire first model vertex sub-information of a vertex position type of each of the key frames;
[0069] Based on the key frame playback parameters of each of the key frames, each first model vertex sub-information in each of the key frames is stored in the first target UV map to obtain a first target animation map corresponding to the vertex position type.
[0070] For example, see Figure 6 Based on the key frame playback parameters of each of the key frames, the vertex position information of the first key frame, the vertex position information of the second key frame and the vertex position information of the third key frame can be recorded in sequence in the first preset map, and the vertex position information can be vertex position coordinate information, thereby obtaining a first target animation map, and the first target animation map records all vertex position information corresponding to the above three key frames.
[0071] In another specific embodiment, the method further comprises:
[0072] Acquire a second target UV map as a preset map, and acquire second model vertex sub-information of a vertex normal type of each of the key frames;
[0073] Based on the key frame playback parameters of each of the key frames, each second model vertex sub-information in each of the key frames is stored in the second target UV map to obtain a second target animation map corresponding to the vertex normal type.
[0074] For example, see Figure 7 Based on the key frame playback parameters of each of the key frames, the vertex normal information of the first key frame, the vertex normal information of the second key frame and the vertex normal information of the third key frame can be recorded in sequence in the second preset map, and the vertex normal information can be the vertex normal orientation information, thereby obtaining a second target animation map, and the second target animation map records all the vertex normal information corresponding to the above three key frames.
[0075] In summary, an embodiment of the present application provides a method for processing a virtual model, which can obtain at least two key frames of a target virtual model, wherein each key frame indicates a change state of the target virtual model during a target change process, and each key frame is provided with corresponding key frame playback parameters; then, the model vertex information corresponding to the target virtual model in each of the key frames is obtained, wherein the model vertex information includes at least one type of model vertex sub-information; finally, based on the key frame playback parameters of each of the key frames and the corresponding model vertex information, each type of model vertex sub-information is recorded into a corresponding preset map, respectively, to obtain a target animation map corresponding to each type. In an embodiment of the present application, by obtaining multiple key frames of the target virtual model during the change process, and recording one type of model vertex information in the multiple key frames in a target animation map, when the target virtual model displays the target change process in the virtual scene, it is only necessary to read the model vertex information stored in the target animation map in sequence to display the target virtual model in different change states, thereby simplifying the production steps of the animation map, saving a lot of manpower and time, and improving the animation production efficiency of the virtual model; and, for one type of model vertex information, the terminal only needs to store one animation map of the virtual model, which reduces the space occupied by the terminal memory, reduces the performance burden of the computer device when rendering the virtual model, improves the terminal's running smoothness, effectively improves the display effect of the game screen, and enhances the player's gaming experience.
[0076] Based on the above introduction, the following example will be given to further illustrate the virtual model processing method of the present application. The specific embodiment of the virtual model processing method is described as follows.
[0077] Specifically, the step of "recording each type of model vertex sub-information into a corresponding preset map based on the key frame playback parameters of each key frame and the corresponding model vertex information, and obtaining a target animation map corresponding to each type" also includes:
[0078] In response to an animation play instruction for a target change process of the target virtual model, the target virtual model is processed based on the model vertex information recorded in the target animation map to display the target virtual model in different change states during the target change process through a graphical user interface.
[0079] Specifically, the vertex positions of the model recorded by the target animation map are restored through vertex shader calculation in the Unreal Engine, so that the virtual plant model presents the changing states at different times. The embodiment of the present application uses the target animation map to record the model vertex positions and model normal information of multiple key frames corresponding to the target virtual model, and changes the model form of the target virtual model by offsetting the model vertex positions, so as to obtain the target virtual model in a variety of different changing states during the target change process. Furthermore, the transition of the target virtual model between different changing states can also be controlled by controlling the mixing of the vertex positions of the target model in different changing states.
[0080] Furthermore, the method further comprises:
[0081] During the target change process, if the target animation map does not contain model vertex information of the target key frame corresponding to the target virtual model of the target change state to be displayed, then based on the key frame playback parameters of the target key frame, determine the model vertex information of the previous key frame and the model vertex information of the next key frame adjacent to the target key frame from the target animation map;
[0082] Determining the model vertex information of the target key frame based on the model vertex information of the previous key frame and the model vertex information of the next key frame;
[0083] The target virtual model is processed based on the model vertex information of the target key frame to display the target virtual model in a target change state through a graphical user interface.
[0084] In order to achieve a natural and smooth transition of the target change process, the embodiment of the present application can use the target animation map to record the effects of the virtual model in different change states, and simulate the intermediate change state between two key frames by linear interpolation mixing. Specifically, the target virtual model can be a virtual plant model. In the Unreal Engine, the vertex position of the model recorded by the target animation map is restored through vertex shader calculation, so that the virtual plant model presents the change state at different times. Then, by setting parameters to mix the vertex positions of the virtual plant model corresponding to different change states, the morphological mixing and switching of the virtual plant model can be achieved.
[0085] Specifically, the step of “determining the model vertex information of the target key frame based on the model vertex information of the previous key frame and the model vertex information of the next key frame” includes:
[0086] An interpolation process is performed based on the model vertex information of the previous key frame and the model vertex information of the next key frame, and the obtained interpolation result is used as the model vertex information of the target key frame.
[0087] For example, when the target key frame corresponding to the virtual model of the target change state to be displayed is the 1.5th frame, since the target animation map does not record the model vertex position of the 1.5th frame, the model vertex position of the 1st frame and the model vertex position of the 2nd frame recorded in the target animation map are obtained, thereby obtaining the result of mixed interpolation of the model vertex position of the 1st frame and the model vertex position of the 2nd frame to obtain the model vertex position of the 1.5th frame, thereby obtaining the value of the model vertex position of the corresponding deformation state. Specifically, the average value of each first model vertex coordinate of the first key frame and the corresponding second model vertex coordinate in the second key frame can be obtained as the model vertex coordinate of the 1.5th frame.
[0088] In summary, the embodiment of the present application provides a method for processing a virtual model, by obtaining multiple key frames of the target virtual model during the change process, and recording a type of model vertex information in the multiple key frames in a target animation map. When the target virtual model displays the target change process in the virtual scene, it only needs to read the model vertex information stored in the target animation map in sequence to display the target virtual model in different change states, which simplifies the production steps of the animation map, saves a lot of manpower and time, and improves the animation production efficiency of the virtual model; and, for one type of model vertex information, the terminal only needs to store one animation map of the virtual model, which reduces the space occupied by the terminal memory, reduces the performance burden of the computer device when rendering the virtual model, improves the terminal's running smoothness, effectively improves the display effect of the game screen, and enhances the player's gaming experience; further, the embodiment of the present application can use the target animation map to record the effects of the virtual model in different change states, and simulate the intermediate change state between two key frames by linear interpolation mixing, so as to achieve a natural and smooth transition of the target change process, making the target change process of the virtual model more real and natural.
[0089] This embodiment also provides a virtual model processing device, which can be integrated into a terminal device. Figure 8 As shown, the processing device of the virtual model may include:
[0090] A first acquisition unit 201 is used to acquire at least two key frames of the target virtual model, wherein each key frame indicates a change state of the target virtual model during a target change process, and each key frame is provided with corresponding key frame playback parameters;
[0091] A second acquisition unit 202 is used to acquire model vertex information corresponding to the target virtual model in each of the key frames, wherein the model vertex information includes at least one type of model vertex sub-information;
[0092] The processing unit 203 is used to record each type of model vertex sub-information into a corresponding preset map based on the key frame playback parameters of each key frame and the corresponding model vertex information, so as to obtain a target animation map corresponding to each type.
[0093] In some embodiments, the processing device of the virtual model includes a processing subunit, which is used to:
[0094] Acquire a target virtual model, wherein the target virtual model includes an initial model skeleton;
[0095] In response to a skeleton adjustment operation on the target virtual model, acquiring a skeleton adjustment parameter based on the skeleton adjustment operation;
[0096] Adjusting the initial model skeleton based on the skeleton adjustment parameters to obtain a target virtual model having an adjusted model skeleton;
[0097] A key frame of the target virtual model corresponding to the changed state is generated based on the adjusted model skeleton.
[0098] In some embodiments, the processing device of the virtual model includes a processing subunit, which is used to:
[0099] Obtaining a target UV map as a preset map, and obtaining model vertex sub-information of a target type of each of the key frames;
[0100] Based on the key frame playback parameters of each key frame, each model vertex sub-information in each key frame is stored in the target UV map to obtain a target animation map corresponding to the target type.
[0101] In some embodiments, the processing device of the virtual model includes a processing subunit, which is used to:
[0102] Based on the key frame playback parameters of each key frame, determining the UV position information corresponding to each model vertex sub-information in each key frame on the target UV map;
[0103] Based on the UV position information, the model vertex sub-information corresponding to each of the key frames is stored in the target UV map to obtain a target animation map corresponding to the target type.
[0104] In some embodiments, the processing device of the virtual model includes a processing subunit, which is used to:
[0105] Based on the UV position information, the model vertex sub-information corresponding to each of the key frames is stored in a designated color channel of the target UV map to obtain a target animation map corresponding to the target type.
[0106] In some embodiments, the processing device of the virtual model includes a processing subunit, which is used to:
[0107] The vertex position information and / or vertex normal information corresponding to the target virtual model in each of the key frames is obtained to obtain the first model vertex sub-information and / or the second model vertex sub-information corresponding to the target virtual model.
[0108] In some embodiments, the processing device of the virtual model includes a processing subunit, which is used to:
[0109] Acquire a first target UV map as a preset map, and acquire first model vertex sub-information of a vertex position type of each of the key frames;
[0110] Based on the key frame playback parameters of each of the key frames, each first model vertex sub-information in each of the key frames is stored in the first target UV map to obtain a first target animation map corresponding to the vertex position type.
[0111] In some embodiments, the processing device of the virtual model includes a processing subunit, which is used to:
[0112] Acquire a second target UV map as a preset map, and acquire second model vertex sub-information of a vertex normal type of each of the key frames;
[0113] Based on the key frame playback parameters of each of the key frames, each second model vertex sub-information in each of the key frames is stored in the second target UV map to obtain a second target animation map corresponding to the vertex normal type.
[0114] In some embodiments, the processing device of the virtual model includes a processing subunit, which is used to:
[0115] In response to an animation play instruction for a target change process of the target virtual model, the target virtual model is processed based on the model vertex information recorded in the target animation map to display the target virtual model in different change states during the target change process through a graphical user interface.
[0116] In some embodiments, the processing device of the virtual model includes a processing subunit, which is used to:
[0117] During the target change process, if the target animation map does not contain model vertex information of the target key frame corresponding to the target virtual model of the target change state to be displayed, then based on the key frame playback parameters of the target key frame, determine the model vertex information of the previous key frame and the model vertex information of the next key frame adjacent to the target key frame from the target animation map;
[0118] Determining the model vertex information of the target key frame based on the model vertex information of the previous key frame and the model vertex information of the next key frame;
[0119] The target virtual model is processed based on the model vertex information of the target key frame to display the target virtual model in a target change state through a graphical user interface.
[0120] In some embodiments, the processing device of the virtual model includes a processing subunit, which is used to:
[0121] An interpolation process is performed based on the model vertex information of the previous key frame and the model vertex information of the next key frame, and the obtained interpolation result is used as the model vertex information of the target key frame.
[0122] An embodiment of the present application discloses a processing device for a virtual model, wherein at least two key frames of a target virtual model are acquired through a first acquisition unit 201, wherein each key frame indicates a change state of the target virtual model during a target change process, and each key frame is provided with corresponding key frame playback parameters; a second acquisition unit 202 acquires model vertex information corresponding to the target virtual model in each of the key frames, wherein the model vertex information includes at least one type of model vertex sub-information; a processing unit 203 records each type of model vertex sub-information into a corresponding preset map based on the key frame playback parameters of each of the key frames and the corresponding model vertex information, to obtain a target animation map corresponding to each type. In an embodiment of the present application, by obtaining multiple key frames of the target virtual model during the change process, and recording one type of model vertex information in the multiple key frames in a target animation map, when the target virtual model displays the target change process in the virtual scene, it is only necessary to read the model vertex information stored in the target animation map in sequence to display the target virtual model in different change states, thereby simplifying the production steps of the animation map, saving a lot of manpower and time, and improving the animation production efficiency of the virtual model; and, for one type of model vertex information, the terminal only needs to store one animation map of the virtual model, which reduces the space occupied by the terminal memory, reduces the performance burden of the computer device when rendering the virtual model, improves the terminal's running smoothness, effectively improves the display effect of the game screen, and enhances the player's gaming experience.
[0123] Accordingly, an embodiment of the present application further 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. Alternatively, the electronic device may be a server.
[0124] like Fig. 9 As shown, Fig. 9 A schematic diagram of the structure of an electronic device provided in an embodiment of the present application. The electronic device 300 includes a processor 301 having one or more processing cores, a memory 302 having one or more computer-readable storage media, and a computer program stored in the memory 302 and executable on the processor. The processor 301 is electrically connected to the memory 302. 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.
[0125] The processor 301 is the control center of the electronic device 300. It uses various interfaces and lines to connect various parts of the entire electronic device 300, and executes various functions and processes data of the electronic device 300 by running or loading software programs and / or units stored in the memory 302, and calling data stored in the memory 302, so as to monitor the electronic device 300 as a whole. The processor 301 can be a central processing unit CPU, a graphics processing unit GPU, a network processor (Network Processor, NP), etc., and can implement or execute the various methods, steps and logic block diagrams disclosed in the embodiments of the present application.
[0126] In the embodiment of the present application, the processor 301 in the electronic device 300 will load instructions corresponding to the processes of one or more application programs into the memory 302 according to the following steps, and the processor 301 will run the application programs stored in the memory 302 to implement various functions, such as:
[0127] Acquire at least two key frames of the target virtual model, wherein each key frame indicates a change state of the target virtual model during a target change process, and each key frame is provided with corresponding key frame playback parameters;
[0128] Acquire model vertex information corresponding to the target virtual model in each of the key frames, wherein the model vertex information includes at least one type of model vertex sub-information;
[0129] Based on the key frame playback parameters of each key frame and the corresponding model vertex information, each type of model vertex sub-information is recorded into the corresponding preset map respectively to obtain the target animation map corresponding to each type.
[0130] The electronic device provided by the embodiment of the present application can obtain at least two key frames of the target virtual model, wherein each key frame indicates a change state of the target virtual model during the target change process, and each key frame is set with corresponding key frame playback parameters; then, the model vertex information corresponding to the target virtual model in each of the key frames is obtained, wherein the model vertex information includes at least one type of model vertex sub-information; finally, based on the key frame playback parameters of each of the key frames and the corresponding model vertex information, each type of model vertex sub-information is recorded in a corresponding preset map, and a target animation map corresponding to each type is obtained. In an embodiment of the present application, by obtaining multiple key frames of the target virtual model during the change process, and recording one type of model vertex information in the multiple key frames in a target animation map, when the target virtual model displays the target change process in the virtual scene, it is only necessary to read the model vertex information stored in the target animation map in sequence to display the target virtual model in different change states, thereby simplifying the production steps of the animation map, saving a lot of manpower and time, and improving the animation production efficiency of the virtual model; and, for one type of model vertex information, the terminal only needs to store one animation map of the virtual model, which reduces the space occupied by the terminal memory, reduces the performance burden of the computer device when rendering the virtual model, improves the terminal's running smoothness, effectively improves the display effect of the game screen, and enhances the player's gaming experience.
[0131] The specific implementation of the above operations can be found in the previous embodiments, which will not be described in detail here.
[0132] Optional, such as Fig. 9 As shown, the electronic device 300 further includes: a touch screen 303, a radio frequency circuit 304, an audio circuit 305, an input unit 306, and a power supply 307. The processor 301 is electrically connected to the touch screen 303, the radio frequency circuit 304, the audio circuit 305, the input unit 306, and the power supply 307, respectively. Those skilled in the art can understand that Fig. 9 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.
[0133] The touch display screen 303 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 303 may include a display panel and a touch panel. Among them, the display panel can 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 can be composed of graphics, text, icons, videos and any combination thereof. Optionally, the display panel can 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 can be used to collect the user's touch operation on or near it (such as the user uses 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 direction, 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 301, and can receive the command sent by the processor 301 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 301 to determine the type of touch event, and then the processor 301 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 303 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 303 can also be used as a part of the input unit 306 to realize the input function.
[0134] The radio frequency circuit 304 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.
[0135] The audio circuit 305 can be used to provide an audio interface between the user and the electronic device through a speaker and a microphone. The audio circuit 305 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 305 and converted into audio data, and then the audio data is output to the processor 301 for processing, and then sent to another electronic device through the radio frequency circuit 304, or the audio data is output to the memory 302 for further processing. The audio circuit 305 may also include an earplug jack to provide communication between an external headset and the electronic device.
[0136] The input unit 306 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.
[0137] The power supply 307 is used to supply power to various components of the electronic device 300. Optionally, the power supply 307 can be logically connected to the processor 301 through a power management system, so that the power management system can manage charging, discharging, and power consumption. The power supply 307 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.
[0138] although Fig. 9 Not shown, the electronic device 300 may also include a camera, a sensor, a wireless fidelity module, a Bluetooth module, etc., which will not be described in detail here.
[0139] 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.
[0140] 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.
[0141] 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 virtual model processing method provided in the embodiment of the present application. The computer program can execute the following steps of the virtual model processing method:
[0142] Acquire at least two key frames of the target virtual model, wherein each key frame indicates a change state of the target virtual model during a target change process, and each key frame is provided with corresponding key frame playback parameters;
[0143] Acquire model vertex information corresponding to the target virtual model in each of the key frames, wherein the model vertex information includes at least one type of model vertex sub-information;
[0144] Based on the key frame playback parameters of each key frame and the corresponding model vertex information, each type of model vertex sub-information is recorded into the corresponding preset map respectively to obtain the target animation map corresponding to each type.
[0145] Due to the computer program stored in the storage medium, at least two key frames of the target virtual model can be obtained, wherein each key frame indicates a change state of the target virtual model during the target change process, and each key frame is provided with corresponding key frame playback parameters; then, the model vertex information corresponding to the target virtual model in each of the key frames is obtained, wherein the model vertex information includes at least one type of model vertex sub-information; finally, based on the key frame playback parameters of each of the key frames and the corresponding model vertex information, each type of model vertex sub-information is recorded into a corresponding preset map, respectively, to obtain a target animation map corresponding to each type. In an embodiment of the present application, by obtaining multiple key frames of the target virtual model during the change process, and recording one type of model vertex information in the multiple key frames in a target animation map, when the target virtual model displays the target change process in the virtual scene, it is only necessary to read the model vertex information stored in the target animation map in sequence to display the target virtual model in different change states, thereby simplifying the production steps of the animation map, saving a lot of manpower and time, and improving the animation production efficiency of the virtual model; and, for one type of model vertex information, the terminal only needs to store one animation map of the virtual model, which reduces the space occupied by the terminal memory, reduces the performance burden of the computer device when rendering the virtual model, improves the terminal's running smoothness, effectively improves the display effect of the game screen, and enhances the player's gaming experience.
[0146] The specific implementation of the above operations can be found in the previous embodiments, which will not be described in detail here.
[0147] 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.
[0148] Since the computer program stored in the computer-readable storage medium can execute any virtual model processing method provided in the embodiments of the present application, the beneficial effects that can be achieved by any virtual model 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.
[0149] According to one aspect of the present application, a computer program product or a computer program is also provided, the computer program product or the computer program including computer instructions, the computer instructions being stored in a computer-readable storage medium. A processor of an electronic device reads the computer instructions from the computer-readable storage medium, and the processor executes the computer instructions, so that the electronic device executes the methods provided in various optional implementations of the above embodiments.
[0150] In the above-mentioned virtual model processing device, computer-readable storage medium, electronic device, and computer program product embodiments, the description of each embodiment has its own emphasis. For parts not described in detail in a certain embodiment, reference can be made to the relevant descriptions of other embodiments. Those skilled in the art can clearly understand that for the convenience and simplicity of description, the specific working process and beneficial effects of the above-mentioned virtual model processing device, computer-readable storage medium, computer program product, electronic device and its corresponding units can refer to the description of the virtual model processing method in the above embodiment, and will not be repeated here.
[0151] The above is a detailed introduction to a virtual model processing method, device, electronic device, computer-readable storage medium and computer program product provided in an embodiment 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 method for processing a virtual model, characterized in that: include: Acquire at least two key frames of the target virtual model, wherein each key frame indicates a change state of the target virtual model during a target change process, and each key frame is provided with corresponding key frame playback parameters; Acquire model vertex information corresponding to the target virtual model in each of the key frames, wherein the model vertex information includes at least one type of model vertex sub-information; Based on the key frame playback parameters of each key frame and the corresponding model vertex information, each type of model vertex sub-information is recorded into the corresponding preset map respectively to obtain the target animation map corresponding to each type.
2. The method according to claim 1, characterized in that Before obtaining at least two key frames of the target virtual model, it also includes: Acquire a target virtual model, wherein the target virtual model includes an initial model skeleton; In response to a skeleton adjustment operation on the target virtual model, acquiring a skeleton adjustment parameter based on the skeleton adjustment operation; Adjusting the initial model skeleton based on the skeleton adjustment parameters to obtain a target virtual model having an adjusted model skeleton; A key frame of the target virtual model corresponding to the changed state is generated based on the adjusted model skeleton.
3. The method according to claim 1, characterized in that Based on the key frame playback parameters of each key frame and the corresponding model vertex information, each type of model vertex sub-information is recorded into a corresponding preset map to obtain a target animation map corresponding to each type, including: Obtaining a target UV map as a preset map, and obtaining model vertex sub-information of a target type of each of the key frames; Based on the key frame playback parameters of each key frame, each model vertex sub-information in each key frame is stored in the target UV map to obtain a target animation map corresponding to the target type.
4. The method according to claim 3, characterized in that Based on the key frame playback parameters of each key frame, each model vertex sub-information in each key frame is stored in the target UV map to obtain a target animation map corresponding to the target type, including: Based on the key frame playback parameters of each key frame, determining the UV position information corresponding to each model vertex sub-information in each key frame on the target UV map; Based on the UV position information, the model vertex sub-information corresponding to each of the key frames is stored in the target UV map to obtain a target animation map corresponding to the target type.
5. The method according to claim 4, characterized in that Based on the UV position information, the corresponding model vertex sub-information in each key frame is stored in the target UV map to obtain a target animation map corresponding to the target type, including: Based on the UV position information, the model vertex sub-information corresponding to each of the key frames is stored in a designated color channel of the target UV map to obtain a target animation map corresponding to the target type.
6. The method according to claim 3, characterized in that The obtaining of model vertex information corresponding to the target virtual model in each of the key frames includes: The vertex position information and / or vertex normal information corresponding to the target virtual model in each of the key frames is obtained to obtain the first model vertex sub-information and / or the second model vertex sub-information corresponding to the target virtual model.
7. The method according to claim 6, characterized in that The method further comprises: Acquire a first target UV map as a preset map, and acquire first model vertex sub-information of a vertex position type of each of the key frames; Based on the key frame playback parameters of each of the key frames, each first model vertex sub-information in each of the key frames is stored in the first target UV map to obtain a first target animation map corresponding to the vertex position type.
8. The method according to claim 6, characterized in that The method further comprises: Acquire a second target UV map as a preset map, and acquire second model vertex sub-information of a vertex normal type of each of the key frames; Based on the key frame playback parameters of each of the key frames, each second model vertex sub-information in each of the key frames is stored in the second target UV map to obtain a second target animation map corresponding to the vertex normal type.
9. The method according to claim 1, characterized in that: Based on the key frame playback parameters of each key frame and the corresponding model vertex information, each type of model vertex sub-information is recorded into the corresponding preset map, and after obtaining the target animation map corresponding to each type, the method further includes: In response to an animation play instruction for a target change process of the target virtual model, the target virtual model is processed based on the model vertex information recorded in the target animation map to display the target virtual model in different change states during the target change process through a graphical user interface.
10. The method according to claim 9, characterized in that The method further comprises: During the target change process, if the target animation map does not contain model vertex information of the target key frame corresponding to the target virtual model of the target change state to be displayed, then based on the key frame playback parameters of the target key frame, determine the model vertex information of the previous key frame and the model vertex information of the next key frame adjacent to the target key frame from the target animation map; Determining the model vertex information of the target key frame based on the model vertex information of the previous key frame and the model vertex information of the next key frame; The target virtual model is processed based on the model vertex information of the target key frame to display the target virtual model in a target change state through a graphical user interface.
11. The method according to claim 10, characterized in that The step of determining the model vertex information of the target key frame based on the model vertex information of the previous key frame and the model vertex information of the next key frame includes: An interpolation process is performed based on the model vertex information of the previous key frame and the model vertex information of the next key frame, and the obtained interpolation result is used as the model vertex information of the target key frame.
12. A virtual model processing device, characterized in that: include: A first acquisition unit is used to acquire at least two key frames of the target virtual model, wherein each key frame indicates a change state of the target virtual model during a target change process, and each key frame is provided with corresponding key frame playback parameters; A second acquisition unit, configured to acquire model vertex information corresponding to the target virtual model in each of the key frames, wherein the model vertex information includes at least one type of model vertex sub-information; The processing unit is used to record each type of model vertex sub-information into a corresponding preset map based on the key frame playback parameters of each key frame and the corresponding model vertex information, so as to obtain a target animation map corresponding to each type.
13. 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 steps of the virtual model processing method according to any one of claims 1 to 11.
14. 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 steps of the virtual model processing method according to any one of claims 1 to 11.