Animation playing method and device, medium, equipment and program product

By intelligently analyzing the behavior and environment data of game characters in the virtual environment, and automatically determining and optimizing the animation playback method, the difficulties of animation switching and transition management are solved, and the game development efficiency and player experience are improved.

CN119499643APending Publication Date: 2025-02-25ZHUHAI KINGSOFT ONLINE GAME TECH CO LTD
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Patent Information

Application Number
CN202411694602.1
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2024-11-25
Publication Date
2025-02-25

AI Technical Summary

Technical Problem

The existing technology faces the difficulties of animation switching and transition management when managing game character animations, especially in complex terrain and environments. How to make characters move naturally and smoothly has become a challenge.

Method used

By obtaining the behavior data and environment data of the target virtual character in the virtual environment, the animation data corresponding to the behavior data is determined, and the playback parameters are determined based on the animation data and environment data, and the animation data is played according to the playback parameters.

Benefits of technology

It realizes a natural and smooth transition of animation, reduces the need for traditional manual configuration state transitions, improves development efficiency and user experience, and enhances the immersion of the game.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The embodiment of the invention provides an animation playing method and device, a medium, equipment and a program product, and the method comprises the steps: obtaining behavior data and environment data of a target virtual character in a virtual environment; determining animation data corresponding to the behavior data, and determining playing parameters based on the animation data and the environment data; and playing the animation data according to the playing parameters. According to the method, the behavior data and the environment data of the target virtual character are intelligently analyzed, the corresponding animation playing mode and position are automatically generated and optimized, the requirement of traditional manual configuration state conversion is greatly reduced, the development efficiency is improved, and the error rate is effectively reduced. Meanwhile, the action performance of the role can be automatically adjusted according to different terrains and environments, so that animation transition is more natural and smoother, and the game immersion of players is enhanced.
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Description

Technical Field

[0001] The embodiments of the present invention relate to the field of computer technology, and in particular to an animation playing method, device, medium, equipment and program product. Background Art

[0002] In modern games, the character animation system, as a core component of visual expression, is crucial to creating an immersive gaming experience. It not only involves the basic movements of the character, such as walking, running, and jumping, but also covers complex interactive movements, such as fighting, climbing, and swimming. A high-quality animation system can significantly enhance the realism of the game and the player's sense of immersion, making the virtual world more vivid and attractive.

[0003] However, as the number of character states and actions in the game environment increases dramatically, the complexity of the animation system also increases, making it extremely difficult to manage animation switching and transitions. Traditional animation management systems often require manual configuration of a large number of state transitions, which is not only time-consuming and labor-intensive, but also prone to errors. In addition, animation adaptation in different terrains and environments is also a challenge. How to make characters move naturally and smoothly in various scenes has become a major problem faced by developers.

[0004] Therefore, a method for playing animations with natural connection is urgently needed. Summary of the invention

[0005] In view of this, an embodiment of the present invention provides an animation playing method. One or more embodiments of the present invention also relate to an animation playing device, a computing device, a computer readable storage medium and a computer program product to solve the technical defects existing in the prior art.

[0006] According to a first aspect of an embodiment of the present invention, there is provided an animation playing method, comprising: In the virtual environment, obtaining behavior data and environment data of the target virtual character; Determine the animation data corresponding to the behavior data, and determine the playback parameters based on the animation data and the environment data; Play animation data according to the playback parameters.

[0007] According to a second aspect of an embodiment of the present invention, there is provided an animation playing device, comprising: An acquisition module is configured to acquire behavior data and environment data of a target virtual character in a virtual environment; A determination module, configured to determine the animation data corresponding to the behavior data, and determine the playback parameters based on the animation data and the environment data; The playing module is configured to play the animation data according to the playing parameters.

[0008] According to a third aspect of an embodiment of the present invention, there is provided a computing device, including: Memory and processor; The memory is used to store computer programs / instructions, and the processor is used to execute the computer programs / instructions. When the computer programs / instructions are executed by the processor, the steps of the above-mentioned animation playing method are implemented.

[0009] According to a fourth aspect of an embodiment of the present invention, a computer-readable storage medium is provided, which stores a computer program / instruction, and the computer program / instruction implements the steps of the above-mentioned animation playback method when executed by a processor.

[0010] According to a fifth aspect of an embodiment of the present invention, there is provided a computer program product, comprising a computer program / instruction, which implements the steps of the above-mentioned animation playback method when executed by a processor.

[0011] An embodiment of the present invention realizes obtaining the behavior data and environmental data of the target virtual character in a virtual environment; determining the animation data corresponding to the behavior data, determining the playback parameters based on the animation data and the environmental data; and playing the animation data according to the playback parameters. By intelligently analyzing the behavior data and environmental data of the target virtual character, the corresponding animation playback mode and position are automatically generated and optimized, which greatly reduces the need for traditional manual configuration state transitions, improves development efficiency, and effectively reduces the error rate. At the same time, it can automatically adjust the character's action performance according to different terrains and environments, making the animation transition more natural and smooth, and enhancing the player's game immersion. BRIEF DESCRIPTION OF THE DRAWINGS

[0012] Figure 1 is an interactive schematic diagram of an animation playback system provided by an embodiment of the present invention; Figure 2 is a flow chart of an animation playing method provided by an embodiment of the present invention; Figure 3 is a processing flow chart of an animation playing method provided by an embodiment of the present invention; Figure 4 is a structural schematic diagram of an animation playback device provided by an embodiment of the present invention; Figure 5 It is a structural block diagram of a computing device provided by an embodiment of the present invention. DETAILED DESCRIPTION

[0013] Many specific details are set forth in the following description to facilitate a full understanding of the present invention. However, the present invention can be implemented in many other ways than those described herein, and those skilled in the art can make similar generalizations without violating the connotation of the present invention, so the present invention is not limited to the specific implementation disclosed below.

[0014] The terms used in one or more embodiments of the present invention are only for the purpose of describing specific embodiments, and are not intended to limit one or more embodiments of the present invention. The singular forms of "a", "said" and "the" used in one or more embodiments of the present invention and the appended claims are also intended to include plural forms, unless the context clearly indicates other meanings. It should also be understood that the term "and / or" used in one or more embodiments of the present invention refers to and includes any or all possible combinations of one or more associated listed items.

[0015] It should be understood that, although the terms first, second, etc. may be used to describe various information in one or more embodiments of the present invention, these information should not be limited to these terms. These terms are only used to distinguish the same type of information from each other. For example, without departing from the scope of one or more embodiments of the present invention, the first may also be referred to as the second, and similarly, the second may also be referred to as the first. Depending on the context, the word "if" as used herein may be interpreted as "at the time of" or "when" or "in response to determining".

[0016] In addition, it should be noted that the user information (including but not limited to user device information, user personal information, etc.) and data (including but not limited to data used for analysis, stored data, displayed data, etc.) involved in one or more embodiments of the present invention are all information and data authorized by the user or fully authorized by all parties, and the collection, use and processing of relevant data must comply with the relevant laws, regulations and standards of the relevant countries and regions, and provide corresponding operation entrances for users to choose to authorize or refuse.

[0017] First, the terms involved in one or more embodiments of the present invention are explained.

[0018] Runtime: In the present invention, it refers to the state and environment of a game or application during its actual operation.

[0019] In modern game development, open-world exploration games are popular for their vast maps, rich terrain and diverse player interactions. This type of game provides players with a variety of exploration environments, from endless grasslands to cliffs that reach the sky, from quiet and deep dense forests to bottomless lakes. Players can explore this world by riding horses through endless grasslands, climbing steep cliffs, flying down towering peaks, diving into sparkling lakes, and shuttling through high and deep dense forests. Rich action designs, such as walking, running, sprinting, turning, jumping, falling, squatting, climbing, grappling, diving, riding, flying, sliding, etc., have become an indispensable part of the game. These actions not only increase the playability of the game, but also greatly enhance the player's sense of immersion and substitution.

[0020] However, with the rapid increase in the types of character states and actions in the game environment, the complexity of the animation system has also increased, making the management of animation switching and transitions extremely difficult. Traditional animation management systems often require manual configuration of a large number of state transitions, which is not only time-consuming and labor-intensive, but also prone to errors. In addition, animation adaptation in different terrains and environments is also a challenge. How to make the characters move naturally and smoothly in various scenes has become a major problem faced by developers. When faced with a large number of actions and states, the existing animation system is difficult to ensure the orderly expansion of actions, smooth connection switching, and realistic terrain detection. It lacks an effective automated configuration process and debugging capabilities. These problems seriously affect the game development efficiency and the final user experience. Therefore, there is an urgent need for an animation system that is flexible, scalable, and has strong debugging capabilities to cope with the increasingly complex character animation requirements.

[0021] In response to the above problems, the present invention provides an animation playback method. The present invention also relates to an animation playback system, an animation playback device, a computing device, a computer-readable storage medium, and a computer program product, which are described in detail one by one in the following embodiments.

[0022] See also Figure 1 , Figure 1 The interactive schematic diagram of an animation playback system provided by an embodiment of the present invention. The animation playback system includes a user end and a server end, wherein the user end is used to send an animation playback instruction to the server end; the server end is used to obtain the behavior data and environment data of the target virtual character in the virtual environment, determine the animation data corresponding to the behavior data, determine the playback parameters based on the animation data and the environment data, and play the animation data according to the playback parameters.

[0023] Applied to the animation playback system, the user end is responsible for sending animation playback instructions to the server end, and the server end obtains the behavior data and environmental data of the target virtual character in the virtual environment, determines the corresponding optimal animation data based on these data, and determines the playback position and playback method based on the animation data and environmental data, so as to play the animation data according to the playback parameters. This intelligent analysis and dynamic adjustment mechanism can automatically adjust the character's action performance according to different terrains and environments, making the animation transition more natural and smooth, and enhancing the player's game immersion.

[0024] See also Figure 2 , Figure 2 It is a flowchart of an animation playing method provided by an embodiment of the present invention, which specifically includes the following steps.

[0025] Step 202: In the virtual environment, obtain the behavior data and environment data of the target virtual character.

[0026] Among them, behavior data refers to the current movement status, action status and player input of the target virtual character. Environmental data refers to the terrain, object location and other relevant environmental information in the virtual environment where the target virtual character is located.

[0027] In actual applications, the system obtains the behavior data and environmental data of the target virtual character in the virtual environment. First, the behavior data generated by the system during operation is obtained, which includes the character's movement status (such as walking, running, jumping, etc.), action status (such as attacking, defending, using props, etc.) and player input (such as keystrokes, touch screen operations, etc.). These behavior data reflect the character's current activity status and the player's operation intention.

[0028] At the same time, the system will also obtain environmental data generated by the game engine through data interfaces related to the game engine. Environmental data usually includes terrain information (such as flat land, hillside, water area, etc.), the location and properties of surrounding objects (such as buildings, trees, obstacles, etc.), and other environmental factors that may affect the behavior of the character (such as weather, lighting, etc.). These environmental data can be obtained through the physical ray detection method of the 3D engine, map data and the properties of scene objects.

[0029] For example, the system can emit rays through the physical ray detection method to detect the type of terrain under or around the character and determine whether the character is on flat ground, on a hillside or in water. The system can also obtain the position and properties of surrounding objects, such as the height of buildings and the density of trees, through the properties of scene objects. These environmental data provide important reference information for subsequent behavior pattern generation and animation selection.

[0030] In a specific embodiment of the present invention, it is assumed that in an open world game, the system needs to obtain the behavior data and environmental data of the target virtual character. The behavior data generated by the system during operation is obtained. At the same time, the system emits rays through a physical ray detection method to detect the terrain under the character's feet and finds that the character is on flat ground. The system also obtains data on the surrounding environment, for example, there is a big tree in front of the character and a small hill on the right. These behavior data and environmental data are collected and stored by the system, providing basic information for subsequent behavior pattern generation and animation selection.

[0031] Furthermore, the playback parameters include a playback position and a playback mode; and playing the animation data according to the playback parameters includes: playing the animation data at the playback position according to the playback mode.

[0032] The play mode includes translation play, rotation play, etc., which are used to control the movement form and direction of the animation in the virtual environment. The play position refers to the specific position where the animation starts playing in the virtual environment, which is used to determine the starting point of the animation.

[0033] In practical applications, the system first needs to determine the animation data corresponding to the behavior data. This step is usually achieved through behavior recognition or a predefined behavior mapping table. For example, if the virtual character is performing a running behavior, the system will select the animation data corresponding to the running behavior from the predefined animation library. Next, the system determines the playback parameters based on the animation data and environmental data. Environmental data may include information such as the current location of the virtual character, the surrounding terrain, obstacles, etc. The system will combine this information to determine the playback position of the animation. For example, if the virtual character is running on a slope, the playback position may be adjusted to adapt to the inclination angle of the slope. At the same time, the system will also determine the playback method, for example, whether the speed, direction or viewing angle of the animation needs to be adjusted to ensure the coordination of the animation with the environment. Finally, the system plays the animation data at the determined playback position according to the determined playback method to ensure the smoothness and naturalness of the animation.

[0034] In a specific embodiment of the present invention, it is assumed that a virtual character needs to perform a running behavior in a virtual environment. The system first identifies the running behavior from the behavior data, and selects animation data corresponding to the running behavior from a predefined animation library. Next, the system obtains the environmental data where the current virtual character is located, for example, the virtual character is located on a terrain with obstacles. The system determines the playback parameters based on these environmental data. For example, the system may adjust the playback position to a flat path in front of the virtual character to avoid conflicts between the animation and the obstacles. At the same time, the system may adjust the playback method of the animation, for example, slowing down the speed of the animation to adapt to the complexity of the terrain. Finally, the system plays the running animation at a determined playback position and in a determined playback method to ensure the coordination and naturalness of the animation and the virtual environment.

[0035] Based on this, the system determines the animation data corresponding to the behavior data and determines the playback parameters in combination with the environment data, which can ensure that the playback position and playback method of the animation in the virtual environment are more reasonable and natural. This method not only improves the smoothness and realism of the animation, but also enhances the interaction between the virtual character and the environment, and improves the user experience. The system can dynamically adjust the playback parameters of the animation according to different environmental conditions, making the movements of the virtual character more realistic and natural.

[0036] Furthermore, in the virtual environment, the behavior data and environmental data of the target virtual character are obtained, including: in the virtual environment, the environmental data of the target virtual character is obtained; in response to the action instructions input by the front-end user, the behavior data of the target virtual character is determined based on the action instructions and the environmental data.

[0037] In actual applications, the system obtains the behavior data and environmental data of the target virtual character in the virtual environment. First, the system obtains the environmental data of the target virtual character. Environmental data usually includes terrain information (such as flat land, hillside, water area, etc.), the location and attributes of surrounding objects (such as buildings, trees, obstacles, etc.), and other environmental factors that may affect the character's behavior (such as weather, lighting, etc.). These environmental data can be obtained through the physical ray detection method of the 3D engine, map data, and the attributes of scene objects.

[0038] Next, the system responds to the input action instructions of the front-end user. The user sends action instructions through input devices (such as keyboard, mouse, handle, etc.). After receiving these instructions, the system will determine the next behavior data of the target virtual character based on the action instructions, environmental data, and current behavior data. For example, jumping while walking and jumping while standing in place are different types of animations. Determine the behavior data of the target virtual character. For example, if the user presses the jump key, the system will determine whether the character can jump and the specific method of jumping (such as take-off height, jump distance, etc.) based on the current environmental data (such as terrain type, location of surrounding objects, etc.). The system will also consider the current state of the character (such as whether it is in the air, whether it is squatting, etc.), and combine this information to determine the character's behavior data.

[0039] For the step "determine the behavior data of the target virtual character based on the action instructions and environmental data in response to the action instructions input by the front-end user", one implementation method is to manage the behavior of the character through a state machine. The state machine can define different states of the character (such as walking, running, jumping, squatting, etc.), and switch the state of the character according to the action instructions input by the user and the current environmental data. Another implementation method is to manage the behavior of the character through a behavior tree or a decision tree. The behavior tree or decision tree can dynamically select the behavior of the character based on the action instructions input by the user and the environmental data.

[0040] In a specific embodiment of the present invention, it is assumed that in an open world game, the system needs to obtain the behavior data and environmental data of the target virtual character. The system first obtains the environmental data of the character through the physical ray detection method of the 3D engine. For example, the character is currently on flat ground, there is a big tree in front, and there is a small hill on the right. Next, the system responds to the input action command of the front-end user. Assuming that the user presses the jump key, the system will determine whether the character can jump and the specific way of jumping according to the current environmental data (such as terrain type, the position of surrounding objects, etc.) and the current state of the character (such as whether it is in the air, whether it is squatting, etc.). The system will calculate the character's take-off height and jump distance to ensure that the character can successfully cross the obstacle. If the user presses the squat key, the system will determine whether the character can squat and the specific position of squatting according to the current environmental data (such as terrain type, height of surrounding objects, etc.). In this way, the system can dynamically determine the character's behavior data according to the action command and environmental data input by the user, ensuring that the character's action is both in line with the user's intention and can adapt to the environment.

[0041] Based on this, by obtaining the behavior data and environmental data of the target virtual character in the virtual environment, the system can fully understand the current state of the character and the environment it is in. These data provide accurate information support for the subsequent behavior pattern generation and animation selection, ensuring the natural and smooth character movements and environmental adaptability. The system can intelligently generate appropriate behavior data based on the action instructions and environmental data input by the user, enhancing the immersion of the game and the player experience.

[0042] Furthermore, in the virtual environment, environmental data of the target virtual character is obtained, including: obtaining position information of the target virtual character in the virtual environment; detecting the terrain of the position information by physical rays to obtain terrain information; and determining the environmental data of the target virtual character based on the position information and the terrain information.

[0043] Among them, the position information refers to the specific coordinates of the target virtual character in the virtual environment. The terrain information refers to the type of terrain where the character is located, such as flat land, hillside, water, etc. Physical ray detection is a technology that uses rays to detect collisions with objects in the virtual environment to determine the specific terrain type where the character is located and its relative position to the terrain.

[0044] In actual applications, the system obtains the environmental data of the target virtual character in the virtual environment. First, the system obtains the position information of the target virtual character in the virtual environment. The position information usually includes the character's three-dimensional position coordinates (x, y, z) and orientation coordinates (x, y, z, w), which can accurately describe the character's specific position and orientation in the virtual environment. The system can obtain this position information through the game engine's API or internal data structure.

[0045] Next, the system detects the terrain of the location information through the physical ray detection method to obtain the terrain information. Physical ray detection usually emits one or more rays from a key part of the character (such as the foot). The ray propagates in the virtual environment until it collides with an object (such as the ground, hillside, water surface, etc.). The system records the point where the ray collides with the object, as well as the attribute information of the point, such as the terrain type (flat land, hillside, water, etc.), height and normal direction. With this information, the system can determine the specific terrain type where the character is located.

[0046] Finally, the system determines the target virtual character's environmental data based on the location information and terrain information. Environmental data includes not only terrain information, but also the location and attributes of surrounding objects (such as buildings, trees, obstacles, etc.), as well as other environmental factors that may affect the character's behavior (such as weather, lighting, etc.). The system will integrate this information to form complete environmental data to support subsequent behavior pattern generation and animation selection.

[0047] In a specific embodiment of the present invention, it is assumed that in an open world game, the system needs to obtain the environmental data of the target virtual character. The system first obtains the position information of the character in the virtual environment through the API of the game engine, for example, the current coordinates of the character are (100, 50, 200). Next, the system uses a physical ray detection method to emit a ray from the position of the character's feet to detect the terrain under the character's feet. Assuming that the ray collides with the ground, the system records the attribute information of the collision point, such as the terrain type is flat, the height is 50, and the normal direction is vertically upward. Based on this information, the system determines that the terrain where the character is currently located is flat. The system also obtains the position and attributes of the surrounding objects, for example, there is a big tree in front of the character and a small hill on the right. This information is integrated together to form complete environmental data. In this way, the system can fully understand the environment in which the character is located and provide accurate information support for subsequent behavior pattern generation and animation selection.

[0048] Based on this, by obtaining the environmental data of the target virtual character in the virtual environment, the system can fully understand the current state and environment of the character. These data provide accurate information support for the subsequent behavior pattern generation and animation selection, ensuring the natural and smooth character movements and environmental adaptability. The system can intelligently generate appropriate environmental data based on the character's location information and terrain information, enhancing the game's immersion and player experience.

[0049] Furthermore, in response to action instructions input by a front-end user, behavior data of a target virtual character is determined based on the action instructions and environmental data, including: in response to action instructions input by a front-end user, a behavior pattern of the target virtual character is determined based on the action instructions and environmental data; position change information of the target virtual character within a preset time period is calculated; based on the position change information, the behavior data of the target virtual character is determined from candidate behavior data corresponding to the behavior pattern.

[0050] The position change information refers to the position change of the target virtual character within a preset time period.

[0051] In actual applications, the system responds to the action instructions input by the front-end user, and determines the behavior data of the target virtual character based on the action instructions and environmental data. The system first receives the action instructions sent by the front-end user through the input device, such as movement instructions (forward, backward, turn left, turn right) and action instructions (jump, squat, attack, etc.). The system determines the behavior pattern of the target virtual character based on the received action instructions and the current environmental data. For example, if the user presses the jump button, the system will check the current environmental data, such as the terrain type and the position of the surrounding objects, to determine whether the character can jump, and the specific way to jump. If the user presses the squat button, the system will check the terrain type and the height of the surrounding objects to determine whether the character can squat, and the specific position of the squat.

[0052] The system also calculates the position change information of the target virtual character within a preset period of time. The preset period can be a fixed time interval, such as 0.1 seconds or 0.5 seconds, or a dynamic time interval that is adjusted according to the character's current speed and action state. The position change information includes the character's movement distance, direction, and speed during the period. For example, if the character moves forward 2 meters in 0.1 seconds, the system will record this position change information.

[0053] Based on the position change information, the system determines the behavior data of the target virtual character from the candidate behavior data corresponding to the behavior pattern. The system selects the most appropriate candidate behavior data based on the character's position change information. For example, if the character needs to cross a large distance during a jump, the system will select animation data suitable for long-distance jumps. If the character needs to avoid obstacles during a squat, the system will select animation data suitable for squatting and moving. In this way, the system ensures that the character's behavior data not only conforms to the action instructions input by the user, but also adapts to the current environmental data.

[0054] In a specific embodiment of the present invention, it is assumed that in an open world game, the system needs to respond to the action instructions input by the front-end user, and determine the behavior data of the target virtual character based on the action instructions and environmental data. The user presses the jump key through the handle. After the system receives the jump instruction, it will check the current environmental data, such as the type of terrain where the character is located and the position of surrounding objects. Assuming that the character is currently on flat ground and there is a big tree in front, the system determines that the character can jump and calculates the moving distance and direction of the character within 0.1 seconds. The system records the position change information of the character, such as moving forward 2 meters. Based on this position change information, the system selects the most appropriate jumping animation data from the candidate behavior data to ensure that the character can successfully cross the obstacle. In this way, the system can dynamically determine the behavior data of the character based on the action instructions and environmental data input by the user, ensuring that the character's actions are both in line with the user's intentions and can adapt to the environment.

[0055] Based on this, by calculating the position change information within the preset period, the most suitable candidate behavior data is selected, which improves the natural fluency and environmental adaptability of the character's movements. The system can intelligently generate and adjust the character's behavior data according to different user inputs and environmental conditions, enhancing the game's immersion and player experience.

[0056] Step 204: Determine the animation data corresponding to the behavior data, and determine the playback parameters based on the animation data and the environment data.

[0057] Among them, behavior data refers to information such as the current movement status, action status, and player input of the target virtual character. Animation data refers to the specific animation resources corresponding to the behavior data. Environmental data refers to the terrain, object positions, and other relevant environmental information in the virtual environment where the target virtual character is located. Play position refers to the starting position of the animation in the virtual environment. Play mode refers to the way the animation is played, such as normal play, accelerated play, decelerated play, etc.

[0058] In actual applications, after determining the animation data corresponding to the behavior data, the system determines the playback position and playback mode based on the animation data and environmental data. First, the system determines the most appropriate animation data based on the behavior data. For example, if the behavior data indicates that the character is running, the system will select the running animation; if the behavior data indicates that the character is jumping, the system will select the jumping animation. The system will further refine and select the corresponding animation clip based on the specific action state in the behavior data (such as taking off, falling, landing, etc.).

[0059] Next, the system determines the playback position and playback mode based on the animation data and environmental data. The determination of the playback position usually depends on the character's current position and environmental data. For example, if the character is running on flat ground, the playback position is the character's current foot position; if the character is jumping in the air, the playback position may be the character's take-off point. The system will use physical ray detection methods to detect the type of terrain under or around the character's feet to ensure the accuracy of the playback position.

[0060] The determination of the playback mode depends on the comprehensive consideration of animation data and environmental data. For example, if the character encounters an obstacle while running, the system can choose to speed up the running animation so that the character can cross the obstacle faster; if the character needs to cross a large distance when jumping, the system can choose to extend the playback time of the falling animation to make the character's jump look more natural. The system will also consider other factors in the environment, such as wind speed, ground friction, etc., and adjust the playback mode of the animation to make the character's movements more realistic and natural.

[0061] In a specific embodiment of the present invention, assuming that in an open world game, the system needs to determine the animation data corresponding to the behavior data of the target virtual character, and determine the playback position and playback mode based on the animation data and environmental data. The system first determines that the character is currently running based on the behavior data and selects the running animation. Assuming that the character is currently running on flat ground, the system detects that the terrain under the character's feet is flat ground through a physical ray detection method, and determines that the playback position is the current foot position of the character. The system also detects that there is a big tree in front of the character. In order to enable the character to smoothly bypass the big tree, the system chooses to accelerate the playback of the running animation so that the character can avoid obstacles faster. If the character suddenly encounters a small slope during the running process, the system will adjust the playback mode to slightly increase the stride of the running animation to adapt to the change in slope. In this way, the system can ensure that the character's actions are consistent with both the behavior data and the environmental data, making the animation playback more natural and smooth.

[0062] Furthermore, the playback parameters include a playback position; accordingly, the animation data corresponding to the behavior data is determined, and the playback parameters are determined based on the animation data and the environmental data, including: determining the animation data corresponding to the behavior data, playing the animation data, and recording the animation position information; based on the difference between the animation position information and the environmental data, the playback position is calculated.

[0063] In actual applications, the system first determines the animation data corresponding to the behavior data. For example, when the character performs a running action, the system selects the running animation data. The system starts playing the animation data and records the animation position information, including the position and state of the character in the animation. For example, the position of the character's left and right feet, body posture, etc. are recorded. Next, the system calculates the playback position based on the difference between the animation position information and the environmental data. Environmental data can include ground type, obstacle position, etc., which will affect the playback position of the animation. The system adjusts the playback position of the animation by comparing the animation position information and the environmental data to ensure that the animation is coordinated with the environment. For example, if the character encounters an obstacle while running, the system will adjust the playback position of the running animation based on the animation position information and the position of the obstacle, so that it can start the obstacle avoidance action at the appropriate time.

[0064] In a specific embodiment of the present invention, it is assumed that the character is performing a running animation, and the right foot of the current character has stepped out but has not yet landed. At this time, the character presses the jump key, and the system needs to determine the starting frame of the jumping animation. The system first determines the animation data corresponding to the behavior data, that is, the jumping animation. The system starts to play the jumping animation and records the animation position information, including the position of the character's right foot and the body posture. The system calculates the playback position based on the difference between the animation position information and the environmental data. For example, the system finds that the character's right foot has stepped out but has not yet landed, and the starting frame of the jumping animation should be the state where the character's right foot has stepped out but has not yet landed. The system aligns the starting frame of the jumping animation to the state of the current character, ensuring that the jumping animation starts playing from the state where the character's right foot has stepped out but has not yet landed. In this way, the running animation and the jumping animation of the character can transition smoothly, improving the realism and fluency of the animation.

[0065] Furthermore, the playback parameters include a playback mode; accordingly, the animation data corresponding to the determined behavior data determines the playback parameters based on the animation data and the environmental data, including: when the animation data includes a moving phase, the moving phase is deformed based on the environmental data, and the deformation processing process is determined as the playback mode of the animation data, wherein the moving phase includes any one of a displacement phase and a rotation phase.

[0066] In actual applications, the system first determines the animation data corresponding to the behavior data. For example, when the character performs a running action, the system selects the running animation data. If the animation data includes a movement phase, the system deforms the movement phase based on the environmental data. Environmental data can include ground type, slope, etc., which affect the way the animation is played. The system adjusts the movement phase of the animation by comparing the animation data with the environmental data to ensure that the animation is coordinated with the environment. For example, if the character is running uphill, the system adjusts the direction of the running animation according to the slope. Specifically, the system calculates the effect of the slope on the displacement and rotation of the character, and deforms the displacement phase and rotation phase of the running animation. The deformation process is determined as the playback mode of the animation data to ensure that the animation can adapt to changes in the environment during playback.

[0067] In a specific embodiment of the present invention, it is assumed that the character is running uphill. The system first determines the animation data corresponding to the behavior data, that is, the running animation. The system finds that the running animation includes a moving phase, including a displacement phase and a rotation phase. The system obtains environmental data and finds that the ground where the character is located has a slope. The system performs deformation processing on the moving phase based on the slope. For example, the system calculates the effect of the slope on the displacement of the character, adjusts the displacement phase of the running animation, and makes the stride and speed of the character when going uphill different from those on flat ground. At the same time, the system calculates the effect of the slope on the rotation of the character, and adjusts the rotation phase of the running animation, so that the body posture of the character when going uphill is more natural. The system determines these deformation processing processes as the playback mode of the animation data, ensuring that the running animation can be appropriately adjusted according to the slope when playing. In this way, when the character is running uphill, the animation can truly reflect the action characteristics of the uphill, improving the realism and fluency of the animation.

[0068] In actual applications, the playback parameters may also include the playback position and playback mode at the same time, specifically including: after the system determines the animation data corresponding to the behavior data, it determines the playback position and playback mode based on the animation data and the environment data. The system first determines the animation data corresponding to the behavior data, plays the animation data, and records the animation position information. The system records the position, direction, speed and other information of the character in each frame of animation to ensure the accuracy of the animation playback.

[0069] Next, the system calculates the playback position based on the difference between the animation position information and the environmental data. The system compares the recorded animation position information with the current environmental data and adjusts the starting position of the animation to align with the current position of the character. For example, if the first frame position of the animation is inconsistent with the current position of the character's feet, the system will adjust the starting position of the animation to align with the character's feet. The system also takes into account the terrain type in the environmental data and the position of surrounding objects to ensure that the playback position of the animation matches the environmental data.

[0070] In the case where the animation data includes a moving phase, the system deforms the moving phase based on the playback position, and determines the deformation process as the playback mode of the animation data. The moving phase includes a displacement phase and a rotation phase. For example, if the animation data includes a jumping animation, the system will adjust the displacement phase of the jumping animation according to the position of the target platform so that the character can accurately cross the distance. In addition, the system will adjust the rotation phase according to the orientation at the end of the animation. For example, an animation was originally to rotate to the direction of 21 o'clock and then punch an enemy, but when the animation was played at Runtime, it was found that the enemy was at 1 o'clock. The system will rotate the character to 1 o'clock before punching when the animation is played. In this way, the system can ensure that the playback mode of the animation is consistent with the current behavior data and can adapt to the environmental data, making the character's movements more natural and realistic.

[0071] In a specific embodiment of the present invention, it is assumed that in an open world game, the system needs to determine the animation data corresponding to the behavior data, and determine the playback position and playback mode based on the animation data and the environment data. The system first determines that the character is jumping according to the behavior data and selects the jumping animation. The system starts to play the jumping animation and records the position change information of the animation during the playback process, such as the position and direction of the character in each frame of the animation. The system compares the recorded animation position information with the current environment data to calculate the playback position of the animation. Assuming that the character needs to jump from one platform to another, the system will calculate the position of the target platform and adjust the starting position of the animation so that it can accurately land on the target platform. The system will also adjust the displacement phase of the jumping animation according to the height and distance of the target platform so that the character can accurately cross the distance. In addition, the system will adjust the rotation phase according to the direction at the end of the animation. For example, if the animation is originally rotated to the direction of 21 o'clock and then punches an enemy, but when the animation is played at Runtime, it is found that the enemy is at 1 o'clock, the system will rotate the character to the direction of 1 o'clock before punching when the animation is played. If there is a change in wind speed in the environment, the system will also adjust the rotation phase to make the character's movements more natural and realistic. In this way, the system can ensure that the animation plays in a way that is consistent with both the current behavioral data and the environmental data, making the character's movements more fluid and natural.

[0072] Based on this, when the animation data includes a moving phase, the system adjusts the displacement phase and rotation phase of the animation through deformation processing, so that the character can reach the target position more accurately, improving the natural fluency and environmental adaptability of the animation.

[0073] Step 206: Play the animation data according to the playback parameters.

[0074] The playback mode refers to the playback mode of the animation, including normal playback, accelerated playback, decelerated playback, loop playback, and deformed playback, etc. Deformed playback means that when playing the animation, the animation is dynamically adjusted according to the current position of the character and environmental data, so that it reaches the target position more accurately.

[0075] In actual applications, after the system determines the playback position and playback mode, it will play the animation data according to the playback parameters. First, the system places the start frame of the animation at the corresponding position of the character according to the determined playback position. For example, if the playback position is the position of the character's feet, the system will align the start frame of the animation to the character's feet to ensure that the starting position of the animation is consistent with the actual position of the character. Specifically, if the current animation is a running animation, the character's right foot has stepped out but has not yet landed, and then the character presses the jump key, the system will adjust the start frame of the jump animation to the state where the character's right foot has stepped out but has not yet landed. This ensures that the position of the footsteps will not change suddenly when the animation is connected, thereby ensuring the smoothness and naturalness of the connection.

[0076] Next, the system plays the animation data according to the determined playback mode. The playback modes can include normal playback, accelerated playback, decelerated playback, loop playback, and deformed playback. The system will select the appropriate playback mode according to the specific situation. For example, if the character encounters an obstacle while running, the system can choose to accelerate the running animation so that the character can cross the obstacle faster; if the character needs to cross a large distance when jumping, the system can adjust the jump height and extend the playback time of the floating animation to make the character's jump look more natural. The system will also consider other factors in the environment, such as wind speed, ground friction, etc., and adjust the playback mode of the animation to make the character's movements more realistic and natural.

[0077] In particular, for deformation playback, the system will dynamically adjust the animation based on the character's current position and environmental data to make it reach the target position more accurately. For example, if the character needs to jump from one platform to another, the system will adjust the displacement and rotation of the jump animation based on the position of the target platform to ensure that the character can land accurately on the target platform. The system will calculate the difference in the position of the character's feet in the current frame, and adjust the starting position of the animation to be played based on these differences to align it with the position of the feet in the current frame. This ensures that the transition of the animation is smoother and more natural.

[0078] In a specific embodiment of the present invention, it is assumed that in an open world game, the system needs to play animation data according to the playback parameters. The system first determines that the current playback position of the character is the foot position, and selects the jumping animation. Assuming that the character needs to jump from one platform to another, the system decides to use a deformation playback method to ensure that the character can accurately land on the target platform. The system aligns the starting frame of the animation according to the footstep position. For example, the current animation is a running animation, and the character's right foot has stepped out but has not yet landed. Next, the character presses the jump key, then the starting frame of the jumping animation needs to be the state where the character's right foot has stepped out but has not yet landed, and then adjusts the displacement and rotation of the jumping animation according to the position of the target platform. The system calculates the difference in the position of the feet of the character in the current frame, and adjusts the starting position of the animation to be played according to these differences to align it with the position of the feet of the current frame. In this way, the character's movements look more smooth and natural, and can accurately land on the target platform. If the character encounters a change in wind speed during the jump, the system will also dynamically adjust the playback speed and direction of the animation to make the character's movements more realistic and natural.

[0079] Furthermore, after determining the animation data corresponding to the behavior data and determining the playback parameters based on the animation data and the environmental data, it also includes: playing the animation data according to the playback parameters in the visualization window; and updating the playback position and playback mode in response to the update instructions of the front-end user in the visualization window.

[0080] The visualization window is an interface for displaying the animation playback effect, through which the front-end user can view and adjust the animation playback effect.

[0081] In actual applications, after the system determines the animation data corresponding to the behavior data and determines the playback position and playback method based on the animation data and environment data, it also needs to play the animation data in the visualization window according to the playback parameters. The system plays the determined animation data in the visualization window to ensure that the animation is played accurately at the playback position according to the specified playback method. For example, if the character needs to jump from one platform to another, the system will display the entire jumping process from the take-off position to the target platform in the visualization window.

[0082] The system will also update the playback position and playback mode in response to the front-end user's update instructions in the visualization window. The system will listen to the front-end user's update instructions in the visualization window. If the user is not satisfied with the playback position or playback mode of the animation, he can send an update instruction through the visualization window. After receiving the update instruction, the system will adjust the playback position and playback mode according to the user's instructions. For example, the user can adjust the character's take-off position so that the character can land on the target platform more accurately; the user can also adjust the animation playback speed to make the character's movements smoother. The system will update the animation playback position and playback mode in real time to ensure that the animation playback effect meets the user's needs.

[0083] In a specific embodiment of the present invention, it is assumed that in an open world game, the system needs to play animation data in a visualization window and respond to the update instructions of the front-end user. The system first determines that the character is jumping based on the behavior data and selects the jumping animation. The system calculates the playback position and playback mode, and plays the jumping animation in the visualization window. The user can see the entire jumping process of the character from the take-off position to the target platform in the visualization window. If the user finds that the take-off position of the character is not accurate enough, the update instruction can be sent through the visualization window to adjust the take-off position. After receiving the update instruction, the system will recalculate the playback position and update the playback effect of the animation in the visualization window. The user can also adjust the playback speed of the animation to make the character's movements smoother. The system will update the playback position and playback mode of the animation in real time to ensure that the playback effect of the animation meets the needs of the user.

[0084] Based on this, the system provides an intuitive debugging tool through a visualization window, allowing users to easily adjust the playback position and playback mode of the animation, improving the natural fluency and environmental adaptability of the animation.

[0085] An embodiment of the present invention realizes obtaining the behavior data and environmental data of the target virtual character in a virtual environment; determining the animation data corresponding to the behavior data, determining the playback parameters based on the animation data and the environmental data; and playing the animation data according to the playback parameters. By intelligently analyzing the behavior data and environmental data of the target virtual character, the corresponding animation playback mode and position are automatically generated and optimized, which greatly reduces the need for traditional manual configuration state transitions, improves development efficiency, and effectively reduces the error rate. At the same time, it can automatically adjust the character's action performance according to different terrains and environments, making the animation transition more natural and smooth, and enhancing the player's game immersion.

[0086] The following combination Figure 3 Taking the application of the animation playback method provided by the present invention in the action animation playback of the target virtual character in an open world game as an example, the animation playback method is further described. Figure 3It is a processing flow chart of an animation playing method provided by an embodiment of the present invention, which specifically includes the following steps.

[0087] Step 302: Detect the terrain where the current target virtual character is located by using the physical ray detection method provided by the 3D engine.

[0088] Specifically, the physical ray detection method provided by the 3D engine is used to detect the terrain where the current target virtual character is located to determine whether the character is on flat ground, a hillside, in water or in the air.

[0089] Step 304: Generate a target virtual character behavior pattern based on the player's current input, location, and terrain.

[0090] Specifically, the behavior mode of the target virtual character is generated according to the player's current input (such as buttons), location and terrain information, such as flying mode in the air and crouching mode when crouching.

[0091] Step 306: Find a state in the behavior mode that best matches the current moving state.

[0092] Specifically, among the determined behavior patterns, find a state that best matches the current movement state, such as jumping state, walking state, standing state, etc., to ensure the accuracy of animation selection.

[0093] Step 308: Get the current animation according to the moving state.

[0094] Specifically, according to the determined moving state, the corresponding animation resource is selected. For example, when jumping, it is divided into a take-off animation, a falling animation and a landing animation to ensure the continuity of the animation.

[0095] Step 310: Dynamically load the animation at Runtime based on the animation of the moving state.

[0096] Specifically, according to the movement status, the required animation resources are dynamically loaded at runtime to avoid preloading all animations, saving memory and improving performance.

[0097] Step 312: Obtain the position difference of the two feet in the current frame of the currently playing animation.

[0098] Specifically, the position difference of the character's feet in the current frame of the currently playing animation is obtained, which is used to adjust the subsequent animation playback position to ensure the smoothness of the animation transition.

[0099] Step 314: The loaded animation to be played will be played at the most appropriate playback position calculated according to the position difference of the two feet in the current frame.

[0100] Specifically, load the animation to be played, and calculate the most appropriate playback position based on the position difference of the two feet in the current frame to ensure seamless connection of the animation.

[0101] Step 316: When playing an animation with displacement or rotation, the original displacement and rotation of the animation are deformed at a specific time to accurately reach the position where the character wants to go.

[0102] Specifically, for animations with displacement or rotation (such as attack pursuit, wall climbing, etc.), the original displacement and rotation of the animation are deformed at a specific time point so that the character can accurately reach the target position, enhancing the sense of reality.

[0103] Step 318: Automatically collect information such as the character's behavior pattern, movement status, bone position, and location for each frame, and display it in a visualization window for debugging.

[0104] Through the above steps 302-318, a highly modular action system, posture matching and animation deformation are provided, so that any project can quickly expand and develop other action states based on the current action system, and take into account development efficiency while maintaining the flexibility and smoothness of the character's movements.

[0105] Corresponding to the above method embodiment, the present invention also provides an animation playback device embodiment, Figure 4 FIG. 1 is a schematic diagram of the structure of an animation playback device provided by an embodiment of the present invention. Figure 4 As shown, the device comprises: The acquisition module 402 is configured to acquire the behavior data and environment data of the target virtual character in the virtual environment; A determination module 404 is configured to determine the animation data corresponding to the behavior data, and determine the playback parameters based on the animation data and the environment data; The playing module 406 is configured to play the animation data according to the playing parameters.

[0106] Optionally, the playing module 406 is further configured to play the animation data at the playing position according to the playing mode.

[0107] Optionally, the acquisition module 402 is further configured to acquire environmental data of the target virtual character in the virtual environment; and determine the behavior data of the target virtual character based on the action instructions and the environmental data in response to an action instruction input by a front-end user.

[0108] Optionally, the acquisition module 402 is further configured to acquire position information of the target virtual character in the virtual environment; detect the terrain of the position information by physical rays to obtain terrain information; and determine the environment data of the target virtual character based on the position information and the terrain information.

[0109] Optionally, the acquisition module 402 is further configured to respond to action instructions input by the front-end user, determine the behavior pattern of the target virtual character based on the action instructions and environmental data; calculate the position change information of the target virtual character within a preset time period; and determine the behavior data of the target virtual character in the candidate behavior data corresponding to the behavior pattern based on the position change information.

[0110] Optionally, the determination module 404 is further configured to determine the animation data corresponding to the behavior data, play the animation data, and record the animation position information; based on the difference between the animation position information and the environment data, calculate the play position.

[0111] Optionally, the determination module 404 is further configured to, when the animation data includes a moving phase, deform the moving phase based on the environmental data, and determine the deformation processing process as the playback mode of the animation data, wherein the moving phase includes any one of a displacement phase and a rotation phase.

[0112] Optionally, the animation playback device further includes an updating module configured to play the animation data in the visualization window according to the playback parameters; and update the playback position and playback mode in response to an update instruction from a front-end user in the visualization window.

[0113] Applied to the animation playback device, the acquisition module 402 is configured to acquire the behavior data and environmental data of the target virtual character in the virtual environment, wherein these data include the player's input, the character's position and terrain information; the determination module 404 intelligently determines the corresponding optimal animation data based on the acquired behavior data and environmental data, and calculates the most suitable playback position and playback mode to ensure the accuracy of the animation selection and playback position; the playback module 406 plays the animation data at the determined playback position in accordance with the specified playback mode. In this way, the device can automatically adjust the character's action performance according to different terrains and environments, making the animation transition more natural and smooth, thereby enhancing the player's sense of immersion in the game.

[0114] The above is a schematic scheme of an animation playback device of this embodiment. It should be noted that the technical scheme of the animation playback device and the technical scheme of the animation playback method described above are of the same concept, and the details not described in detail in the technical scheme of the animation playback device can be found in the description of the technical scheme of the animation playback method described above.

[0115] Figure 5 The block diagram of a computing device 500 provided according to an embodiment of the present invention is shown. The components of the computing device 500 include but are not limited to a memory 510 and a processor 520. The processor 520 is connected to the memory 510 via a bus 530, and the database 550 is used to store data.

[0116] The computing device 500 also includes an access device 540 that enables the computing device 500 to communicate via one or more networks 560. Examples of these networks include a public switched telephone network (PSTN), a local area network (LAN), a wide area network (WAN), a personal area network (PAN), or a combination of communication networks such as the Internet. The access device 540 may include one or more of any type of network interface (e.g., a network interface card (NIC)) that is wired or wireless, such as an IEEE 802.11 wireless local area network (WLAN) wireless interface, a world-wide interoperability for microwave access (Wi-MAX) interface, an Ethernet interface, a universal serial bus (USB) interface, a cellular network interface, a Bluetooth interface, and a near field communication (NFC).

[0117] In one embodiment of the present invention, the above components of the computing device 500 and Figure 5 Other components not shown in the figure may also be connected to each other, for example, via a bus. It should be understood that Figure 5 The computing device structure block diagram shown is only for the purpose of illustration, and is not intended to limit the scope of the present invention. Those skilled in the art may add or replace other components as needed.

[0118] The computing device 500 may be any type of stationary or mobile computing device, including a mobile computer or mobile computing device (e.g., a tablet computer, a personal digital assistant, a laptop computer, a notebook computer, a netbook, etc.), a mobile phone (e.g., a smart phone), a wearable computing device (e.g., a smart watch, smart glasses, etc.), or other types of mobile devices, or a stationary computing device such as a desktop computer or a personal computer (PC). The computing device 500 may also be a mobile or stationary server.

[0119] The processor 520 is used to execute the following computer program / instruction, which implements the steps of the above-mentioned animation playing method when executed by the processor.

[0120] Each embodiment of the present invention is described in a progressive manner, and the same or similar parts between the embodiments can be referred to each other, and each embodiment focuses on the differences from other embodiments. In particular, for the computing device embodiment, since it is basically similar to the animation playback method embodiment, the description is relatively simple, and the relevant parts can be referred to the partial description of the animation playback method embodiment.

[0121] An embodiment of the present invention further provides a computer-readable storage medium storing a computer program / instruction, which implements the steps of the above-mentioned animation playing method when executed by a processor.

[0122] Each embodiment of the present invention is described in a progressive manner, and the same or similar parts between the embodiments can be referred to each other, and each embodiment focuses on the differences from other embodiments. In particular, for the computer-readable storage medium embodiment, since it is basically similar to the animation playback method embodiment, the description is relatively simple, and the relevant parts can be referred to the partial description of the animation playback method embodiment.

[0123] An embodiment of the present invention further provides a computer program product, including a computer program / instruction, which implements the steps of the above-mentioned animation playing method when executed by a processor.

[0124] The above is a schematic scheme of a computer program product of this embodiment. It should be noted that the technical scheme of the computer program product and the technical scheme of the above animation playback method belong to the same concept, and the details not described in detail in the technical scheme of the computer program product can be referred to the description of the technical scheme of the above animation playback method.

[0125] The above describes specific embodiments of the present invention. Other embodiments are within the scope of the appended claims. In some cases, the actions or steps recorded in the claims can be performed in an order different from that in the embodiments and still achieve the desired results. In addition, the processes depicted in the accompanying drawings do not necessarily require the specific order or continuous order shown to achieve the desired results. In some embodiments, multitasking and parallel processing are also possible or may be advantageous.

[0126] The computer instructions include computer program codes, which may be in source code form, object code form, executable files or some intermediate forms, etc. The computer-readable medium may include: any entity or device capable of carrying the computer program code, recording medium, USB flash drive, mobile hard disk, magnetic disk, optical disk, computer memory, read-only memory (ROM), random access memory (RAM), electric carrier signal, telecommunication signal and software distribution medium, etc. It should be noted that the content contained in the computer-readable medium may be appropriately increased or decreased according to the requirements of patent practice. For example, in some regions, according to patent practice, computer-readable media do not include electric carrier signals and telecommunication signals.

[0127] It should be noted that, for the convenience of description, the aforementioned method embodiments are all described as a series of action combinations, but those skilled in the art should be aware that the embodiments of the present invention are not limited by the described action sequence, because according to the embodiments of the present invention, certain steps can be performed in other sequences or simultaneously. Secondly, those skilled in the art should also be aware that the embodiments described in the specification are all preferred embodiments, and the actions and modules involved are not necessarily required by the embodiments of the present invention.

[0128] 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.

[0129] The preferred embodiments of the present invention disclosed above are only used to help explain the present invention. The optional embodiments do not describe all the details in detail, nor do they limit the invention to the specific implementation methods described. Obviously, many modifications and changes can be made according to the content of the embodiments of the present invention. The present invention selects and specifically describes these embodiments in order to better explain the principles and practical applications of the embodiments of the present invention, so that those skilled in the art can understand and use the present invention well. The present invention is limited only by the claims and their full scope and equivalents.

Claims

1. An animation playing method, characterized in that: include: In the virtual environment, obtaining behavior data and environment data of the target virtual character; Determine the animation data corresponding to the behavior data, and determine the playback parameters based on the animation data and the environment data; The animation data is played according to the playing parameters.

2. The method according to claim 1, characterized in that: The playback parameters include a playback position and a playback mode; and playing the animation data according to the playback parameters includes: The animation data is played at the playing position according to the playing mode.

3. The method according to claim 1, characterized in that The step of obtaining the behavior data and environment data of the target virtual character in the virtual environment includes: In the virtual environment, obtaining environmental data of the target virtual character; In response to an action instruction input by a front-end user, the behavior data of the target virtual character is determined based on the action instruction and the environmental data.

4. The method according to claim 3, characterized in that The step of obtaining the environment data of the target virtual character in the virtual environment includes: Acquire the position information of the target virtual character in the virtual environment; Detecting the terrain of the location information by physical rays to obtain terrain information; Based on the position information and the terrain information, environmental data of the target virtual character is determined.

5. The method according to claim 3, characterized in that: The step of responding to the action instruction input by the front-end user and determining the behavior data of the target virtual character based on the action instruction and the environmental data includes: In response to an action instruction input by a front-end user, determining a behavior mode of the target virtual character based on the action instruction and the environmental data; Calculating position change information of the target virtual character within a preset time period; Based on the position change information, the behavior data of the target virtual character is determined from the candidate behavior data corresponding to the behavior pattern.

6. The method according to claim 1, characterized in that The playback parameters include a playback position; accordingly, the determining the animation data corresponding to the behavior data and determining the playback parameters based on the animation data and the environment data include: Determine the animation data corresponding to the behavior data, play the animation data, and record the animation position information; Based on the difference between the animation position information and the environment data, the playback position is calculated.

7. The method according to claim 1, characterized in that The playback parameters include a playback mode; accordingly, the determining of the animation data corresponding to the behavior data, and determining the playback parameters based on the animation data and the environment data, include: In the case where the animation data includes a moving phase, the moving phase is deformed based on the environmental data, and the deformation processing process is determined as the playback mode of the animation data, wherein the moving phase includes any one of a displacement phase and a rotation phase.

8. The method according to claim 1, characterized in that: After determining the animation data corresponding to the behavior data and determining the playback parameters based on the animation data and the environment data, the method further includes: In the visualization window, playing the animation data according to the playing parameters; In response to an update instruction from a front-end user in the visualization window, the play position and the play mode are updated.

9. An animation playback device, characterized in that: include: An acquisition module is configured to acquire behavior data and environment data of a target virtual character in a virtual environment; A determination module, configured to determine the animation data corresponding to the behavior data, and determine a playback parameter based on the animation data and the environment data; The playing module is configured to play the animation data according to the playing parameters.

10. A computing device, characterized in that include: Memory and processor; The memory is used to store computer programs / instructions, and the processor is used to execute the computer programs / instructions. When the computer programs / instructions are executed by the processor, the steps of the animation playback method according to any one of claims 1 to 8 are implemented.

11. A computer-readable storage medium, characterized in that: It stores a computer program / instruction, which, when executed by a processor, implements the steps of the animation playing method described in any one of claims 1-8.

12. A computer program product, characterized in that It includes a computer program / instruction, which, when executed by a processor, implements the steps of the animation playing method described in any one of claims 1 to 8.