Combined animation information processing system, method and device, storage medium and equipment
By combining the animation information processing system, the complex needs of animation and sound effects development in game development are solved, seamless integration and conversion of animation and sound effects are achieved, and team collaboration efficiency and development process are improved.
Patent Information
- Application Number
- CN202411818404.1
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2024-12-11
- Publication Date
- 2025-03-04
AI Technical Summary
In game development, the development needs of animation and sound effects are complex and changeable, and existing technical frameworks and tools are difficult to adapt flexibly to these changes, resulting in untimely or inaccurate information transmission, increasing project risks, and the independence of sound effects and animation systems makes collaborative work inefficient.
It provides a combined animation information processing system, including scene animation creation module, sound effect component management module, information script module, animation configuration file conversion module, animation information export module, sound effect resource binding module and animation information conversion module. Through the coordinated work of these modules, seamless integration and conversion of animation and sound effects can be achieved.
Through a modular automatic processing system, the complexity of manual communication and coordination is reduced, team collaboration efficiency is improved, the overall development process is accelerated, and the development efficiency of animation and sound effects is improved.
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Figure CN119559303A_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to the field of computer animation technology, and in particular to a combined animation information processing system, method, device, storage medium and equipment. Background Art
[0002] In the field of modern software development, especially game development, collaboration between various modules and teams is crucial to the quality and development efficiency of the final product. However, the current development process often relies on manual communication and coordination across departments, which can easily lead to untimely or inaccurate information transmission in highly dynamic and complex projects, thereby increasing project risks.
[0003] Specifically, animations and sound effects in games are important elements to enhance user experience. However, their development requirements are complex and changeable, and existing technical frameworks and tools are difficult to flexibly adapt to these changes. The introduction of many new features often lacks systematic abstraction and encapsulation, resulting in high costs and technical barriers when reused and expanded.
[0004] In addition, the independence of the sound and animation systems made their collaborative work inefficient during the design and development phases. This system isolation led to a longer development cycle because each module required separate integration and debugging time.
[0005] Therefore, how to improve the collaboration efficiency between different development teams in game development and speed up the overall development process of the project has become a technical problem that technical personnel in this field urgently need to solve. Summary of the invention
[0006] In view of the above problems, the present invention provides a combined animation information processing system, method, device, storage medium and equipment that overcome the above problems or at least partially solve the above problems. The technical solution is as follows:
[0007] A combined animation information processing system includes: a scene animation creation module, a sound effect component management module, an information script module, an animation configuration file conversion module, an animation information export module, a sound effect resource binding module and an animation information conversion module.
[0008] The scene animation creation module is used for a first user to create a scene animation in a game engine, wherein the scene animation includes a plurality of animation nodes;
[0009] The sound effect component management module is used for a first user to add a sound effect component to the animation node without binding an audio resource;
[0010] The information script module is used for the first user to use a preset information script to add additional information to any of the animation nodes and mount the additional information as a component of the animation node to support animation playback in subsequent code development;
[0011] The animation configuration file conversion module is used for the first user to convert the configured scene animation into an animation configuration file through an automatic compilation tool;
[0012] The animation information export module is used for the second user to export the animation configuration file, and export the absolute path of the animation node that has the sound effect component but is not bound to the audio resource in the animation configuration file as a text file;
[0013] The sound effect resource binding module is used for the second user to find the sound effect component of the corresponding animation node in the corresponding scene animation according to the absolute path of the animation node recorded in the text file, and bind the prepared audio resource to the sound effect component;
[0014] The animation information conversion module is used for a third user to export the animation configuration file, run a preset compilation script to translate the animation configuration file into an animation business file, and generate code templates for animation units and animation objects for the animation business file, and then provide corresponding functional support based on the content of the preset information script.
[0015] Optionally, the preset information script is used to provide functional support for priority, interruption and connection of animation playback.
[0016] Optionally, the scene animation creation module further includes a function for the first user to set animation parameters, paths and trigger conditions to ensure the integrity and consistency of the animation information.
[0017] Optionally, the preset information script is used to automatically extract and integrate animation-related data from different resources and settings during the animation production and configuration process, and dynamically supplement the animation data to adapt to different development needs and scene changes.
[0018] Optionally, the animation information export module is configured to verify the integrity and accuracy of the exported file to reduce the error rate during the export process.
[0019] Optionally, the animation information conversion module is specifically used to automatically generate a code structure that supports animation interruption, conflict handling and priority management according to requirements in the animation business file.
[0020] A combined animation information processing method, comprising:
[0021] Creating a scene animation in a game engine, wherein the scene animation includes a plurality of animation nodes;
[0022] Adding a sound effect component to the animation node without binding an audio resource;
[0023] Using a preset information script to add additional information to any of the animation nodes and mounting the additional information as a component of the animation node to support animation playback in subsequent code development;
[0024] Converting the configured scene animation into an animation configuration file through an automatic compilation tool;
[0025] Export the absolute path of the animation node that has a sound effect component but is not bound to an audio resource in the animation configuration file as a text file;
[0026] According to the absolute path of the animation node recorded in the text file, find the sound effect component of the corresponding animation node in the corresponding scene animation, and bind the prepared audio resource to the sound effect component;
[0027] The preset compilation script is run to translate the animation configuration file into an animation service file, and code templates of animation units and animation objects are generated for the animation service file, and corresponding functional support is provided according to the content of the preset information script.
[0028] A combined animation information processing device includes: a scene animation creation unit, a sound effect component adding unit, a component mounting unit, an animation configuration file compilation unit, a text file export unit, an audio resource binding unit and an animation business file translation unit.
[0029] The scene animation creation unit is used to create a scene animation in a game engine, wherein the scene animation includes a plurality of animation nodes;
[0030] The sound effect component adding unit is used to add a sound effect component to the animation node without binding an audio resource;
[0031] The component mounting unit is used to add additional information to any of the animation nodes using a preset information script and mount the additional information as a component of the animation node to support animation playback in subsequent code development;
[0032] The animation configuration file compiling unit is used to convert the configured scene animation into an animation configuration file through an automatic compilation tool;
[0033] The text file exporting unit is used to export the absolute path of the animation node having the sound effect component but not bound to the audio resource in the animation configuration file into a text file;
[0034] The audio resource binding unit is used to find the sound effect component of the corresponding animation node in the corresponding scene animation according to the absolute path of the animation node recorded in the text file, and bind the prepared audio resource to the sound effect component;
[0035] The animation business file translation unit is used to run the preset compilation script to translate the animation configuration file into an animation business file, generate code templates for animation units and animation objects for the animation business file, and then provide corresponding functional support based on the content of the preset information script.
[0036] A computer-readable storage medium stores a program, which implements the combined animation information processing method when executed by a processor.
[0037] An electronic device comprises at least one processor, and at least one memory and a bus connected to the processor; wherein the processor and the memory communicate with each other via the bus; and the processor is used to call program instructions in the memory to execute the combined animation information processing method.
[0038] By means of the above technical scheme, the present invention provides a combined animation information processing system, method, device, storage medium and equipment, which includes: a scene animation creation module, a sound effect component management module, an information script module, an animation configuration file conversion module, an animation information export module, a sound effect resource binding module and an animation information conversion module. A scene animation creation module is used for a first user to create a scene animation in a game engine, wherein the scene animation includes a plurality of animation nodes; a sound effect component management module is used for a first user to add a sound effect component to an animation node without binding an audio resource; an information script module is used for a first user to use a preset information script to add additional information to any animation node and mount the additional information as a component of the animation node to support animation playback in subsequent code development; an animation configuration file conversion module is used for a first user to convert a configured scene animation into an animation configuration file through an automatic compilation tool; an animation information export module is used for a second user to export an animation configuration file and export the absolute path of an animation node that has a sound effect component but is not bound to an audio resource in the animation configuration file as a text file; an sound effect resource binding module is used for a second user to find the sound effect component of a corresponding animation node in the corresponding scene animation according to the node path in the text file and bind the prepared audio resource to the sound effect component; an animation information conversion module is used for a third user to export an animation configuration file, run a preset compilation script to translate the animation configuration file into an animation business file, generate code templates for animation units and animation objects for the animation business file, and then provide corresponding functional support based on the content of the preset information script. The present invention realizes seamless integration and conversion of animation and sound effects through a modular automatic processing system, thereby reducing the complexity of manual communication and coordination, improving team collaboration efficiency, and accelerating the overall development process.
[0039] The above description is only an overview of the technical solution of the present invention. In order to more clearly understand the technical means of the present invention, it can be implemented according to the contents of the specification. In order to make the above and other purposes, features and advantages of the present invention more obvious and easy to understand, the specific implementation methods of the present invention are listed below. BRIEF DESCRIPTION OF THE DRAWINGS
[0040] Various other advantages and benefits will become apparent to those of ordinary skill in the art by reading the detailed description of the preferred embodiments below. The accompanying drawings are only for the purpose of illustrating the preferred embodiments and are not to be considered as limiting the present invention. Moreover, the same reference symbols are used throughout the accompanying drawings to represent the same components. In the accompanying drawings:
[0041] Figure 1 A schematic diagram of a system architecture of a combined animation information processing system provided by an embodiment of the present invention is shown;
[0042] Figure 2A schematic diagram of the collaboration process of a game development team provided by an embodiment of the present invention is shown;
[0043] Figure 3 A schematic flow chart showing an implementation of a combined animation information processing method provided by an embodiment of the present invention;
[0044] Figure 4 A schematic diagram showing a new version of the animation structure provided by an embodiment of the present invention;
[0045] Figure 5 A logic block diagram of a translation process of a preset compilation script provided by an embodiment of the present invention is shown;
[0046] Figure 6 A schematic diagram showing the structure of a combined animation information processing device provided by an embodiment of the present invention is shown;
[0047] Figure 7 A schematic structural diagram of an electronic device provided by an embodiment of the present invention is shown. DETAILED DESCRIPTION
[0048] The exemplary embodiments of the present invention will be described in more detail below with reference to the accompanying drawings. Although the exemplary embodiments of the present invention are shown in the accompanying drawings, it should be understood that the present invention can be implemented in various forms and should not be limited by the embodiments set forth herein. On the contrary, these embodiments are provided in order to enable a more thorough understanding of the present invention and to enable the scope of the present invention to be fully communicated to those skilled in the art.
[0049] In the game development process, art and sound effects are key components of the game experience. However, in the current development process, these two departments usually need to coordinate with the R&D team through detailed documents or verbal communication to support specific animation and sound effect logic. This method that relies on interpersonal communication can easily lead to information asynchrony, increasing the risk in the development process.
[0050] Animation design plays an important role in games, and its requirements are complex and changeable. The existing framework code is difficult to meet the ever-changing design requirements. In addition, many new features in the project are customized and have not been well abstracted and encapsulated, which increases the cost and difficulty of using subsequent similar businesses.
[0051] The challenges faced by the sound effects department are similar. Since the sound effects playback system and the animation system are two relatively independent systems, the sound effects design has a low sense of participation in the art resource stage, and additional time is required for integration. This isolation increases the project cycle.
[0052] To solve these problems, this patent proposes a new solution that aims to combine the animation system with the sound effect system to create an automatically managed system or framework. Through this system, art and sound effect configurations can be automatically triggered and managed based on existing capture information and preset rules, without the need for frequent intervention by the technical team. This will allow the technical team to no longer deal directly with specific configuration details, but to focus on the development and optimization of the system framework. It can be seen that this automated processing mechanism not only improves development efficiency, but also reduces the repetitive work of technical personnel. The art and sound effect teams can focus more on content creation and optimization, while the technical team can devote more energy to the development of new features. Through this division of labor and cooperation, the efficiency of the entire development process and the speed of product iteration are improved, thereby ensuring the quality and consistency of the end-user experience.
[0053] like Figure 1 As shown, a system architecture diagram of a combined animation information processing system provided by an embodiment of the present invention, the system may include: a scene animation creation module, a sound effect component management module, an information script module, an animation configuration file conversion module, an animation information export module, a sound effect resource binding module and an animation information conversion module.
[0054] The scene animation creation module is used for a first user to create a scene animation in a game engine, wherein the scene animation includes a plurality of animation nodes.
[0055] Among them, the first user can be a member of the art team responsible for the creation and design of visual elements during the game development process.
[0056] Among them, a game engine is a software framework that provides a set of tools and functions to help developers create and develop video games. It simplifies the development process so that developers can focus on the game content itself without having to write all the underlying code from scratch. The core components of a game engine include a rendering engine, a physics engine, an audio engine, a scripting system, an animation system, an AI module, network support, a user interface system, and development tools.
[0057] Scene animation refers to animating different objects in a virtual environment (world) to create dynamic visual effects. The virtual environment can be 3D or 2D, containing game objects, visual effects, lighting and other elements. Scene animation is achieved by manipulating the properties of these elements (such as position, rotation, scale, etc.).
[0058] Among them, animation nodes are the basic building blocks of scene animations, and each node represents an animation element or a change in an animation attribute. By combining multiple animation nodes, complex animation effects can be achieved. For example, one animation node may control the movement of a character, and another node controls the change of the character's expression. By creating and managing these nodes in the game engine, developers can flexibly design and adjust animations to achieve the desired visual performance.
[0059] Optionally, the scene animation creation module further includes a function for the first user to set animation parameters, paths and trigger conditions to ensure the integrity and consistency of the animation information.
[0060] The sound effect component management module is used for a first user to add a sound effect component to an animation node without binding an audio resource.
[0061] The audio component is a module attached to an animation node that controls and manages the audio playback behavior. The audio component includes functions such as play, pause, stop, volume adjustment, and loop playback. The audio component can be set to be triggered on specific events or conditions, such as playing a sound effect when an animation node reaches a certain keyframe.
[0062] First, the user adds a sound effect component to the animation node without binding the audio resource, which means that the user has created a framework for playing sound effects for the animation, but has not yet specified a specific sound file. The advantage of this is that the developer can first build the logic of sound triggering, and then bind specific audio resources according to needs.
[0063] Audio resources refer to actual sound files, such as sound effects or music clips in MP3, WAV and other formats. These files are specific content played by the sound effect component. Audio resources can be various sound effects in the game, including background music, character dialogues, environmental sound effects, etc.
[0064] During game development, audio resources are usually organized and managed in a resource library, and developers can select and bind them to sound effect components as needed. Only when the sound effect component is bound to the audio resource can the sound effect component play the expected sound effect at runtime. This separation logic design gives developers greater flexibility during the development process, and they can handle the sound effect logic and actual audio content separately at different development stages.
[0065] The information script module is used for the first user to use the preset information script to add additional information to any animation node and mount the additional information as a component of the animation node to support animation playback in subsequent code development.
[0066] A preset information script is a pre-written code that initializes and configures specific properties or behaviors of an animation node. This script can contain logic on how to associate additional information with a specific animation node. By using preset information scripts, developers can standardize and simplify the setup process, ensuring that animation nodes remain consistent across different scenes.
[0067] In the game engine, scene animation organizes and manages content in the form of a node tree. A node is the smallest unit of the tree structure. When the animation needs to be expanded to meet the needs, a preset information script can be mounted on the node. The script, as a component of the node, allows additional data structures to be added to it. This additional information supports animation playback in subsequent code development, achieving richer functions and effects.
[0068] Optionally, a preset information script can be used to provide support for animation playback priority, interruption, and connection functions.
[0069] Optional, preset information scripts are used to automatically extract and integrate animation-related data from different resources and settings during the animation production and configuration process, and dynamically supplement animation data to adapt to different development needs and scene changes.
[0070] Additional information refers to extra data or functions related to the animation node. This information may not directly affect the animation itself, but it is very useful in extending the animation function. For example, additional information can be a specific identifier, behavior parameters, trigger conditions, or any data related to the game logic of the animation node. Additional information is usually used to dynamically adjust the performance of the animation at runtime or interact with other systems.
[0071] Among them, a component is a functional module of a game object, responsible for implementing a specific function. In a component-oriented programming model, the behavior and properties of a game object are composed of multiple components. By mounting additional information as a component of an animation node, developers can enhance the functionality of an animation node without having to modify the core structure of the animation node. This approach provides a high degree of modularity and reusability, allowing developers to easily add or remove functionality to an animation node.
[0072] Among them, animation playback refers to the presentation of animation effects according to preset keyframes and timelines during the game. Animation playback can be affected by many factors, including the state of animation nodes, script logic, user input, etc. Through additional information and components, the animation playback process can be dynamically adjusted to adapt to different game scenarios and needs. For example, an animation node can decide which animation to play when a game event is triggered based on additional information.
[0073] In order to solve the problem of insufficient data information, the embodiment of the present invention innovatively uses scripts to dynamically supplement data. In this way, not only the current demand is met, but also a reserved space is provided for future functional expansion, ensuring the support and scalability of the system.
[0074] The animation configuration file conversion module is used for the first user to convert the configured scene animation into the animation configuration file through an automatic compilation tool.
[0075] Among them, the automatic compilation tool is a software tool used to automate the process of building, compiling and packaging code and resources. In game development, the automatic compilation tool can greatly simplify the process of converting raw materials and code in the development environment into a releasable version. The automatic compilation tool can automatically convert the animation scenes designed by the developer in the editor into a format that can be directly used by the game engine.
[0076] Among them, the animation configuration file is a file containing animation setting information, usually stored in a data format such as JSON, XML, YAML, etc. These files define various properties and behaviors of the animation, including: keyframe data, animation curves, trigger events, and animation state machines.
[0077] The animation profile conversion module converts scene animations into animation profiles by providing an automatic compilation tool, allowing developers to convert complex animation designs into efficient and manageable formats. This makes it easier to load and play animations in the game's runtime environment, and also facilitates sharing and reusing animation designs in different projects.
[0078] The animation information export module is used for the second user to export the animation configuration file, and export the absolute path of the animation node that has the sound effect component but is not bound to the audio resource in the animation configuration file as a text file.
[0079] Among them, the second user can be a member of the sound team who is responsible for creating and designing game audio during game development.
[0080] The absolute path refers to the complete file or directory path starting from the root directory of the file system. The absolute path of the animation node provides the unique address of the animation node in the entire system.
[0081] Among them, a text file is a file type for storing data, which only contains text characters (usually in a human-readable form) without any formatting information. Text files usually use standard character encoding (such as UTF-8, ASCII, etc.) to represent content. In an embodiment of the present invention, a text file is used to store the absolute paths of animation nodes that have sound effect components but are not bound to audio resources, that is, each line in the text file corresponds to the absolute path of an animation node, so that users can add sound effects to animation nodes.
[0082] Optionally, the animation information export module is configured to verify the integrity and accuracy of the exported file to reduce the error rate during the export process.
[0083] The sound effect resource binding module is used for the second user to find the sound effect component of the corresponding animation node in the corresponding scene animation according to the absolute path of the animation node recorded in the text file, and bind the prepared audio resource to the sound effect component.
[0084] The user can select the absolute path of the specified animation node, use the game engine's editor to navigate to the specified animation node, and select or import the audio resource in the sound effect component of the animation node to complete the binding work. After binding, when the animation node is triggered or played, the sound effect component will automatically play the bound audio resource.
[0085] The animation information conversion module is used for the third user to export the animation configuration file, run the preset compilation script to translate the animation configuration file into an animation business file, and generate code templates for animation units and animation objects for the animation business file, and then provide corresponding functional support based on the content of the preset information script.
[0086] Among them, the third user may be a member of the technical team responsible for implementing the technical framework and functions of the game during game development.
[0087] The preset compilation script is an automated script used to process and convert data files during the development process. These scripts are usually run during the build or deployment process to ensure that the file format or data structure meets the requirements of the application. In an embodiment of the present invention, the preset compilation script translates the animation configuration file into a business file format that can be used for program execution, namely, an animation business file.
[0088] Among them, animation business files refer to files that store business logic or control information in the animation system. These files are usually translated from the original animation configuration files and contain structured data that is more suitable for use when the program is running.
[0089] Animation units refer to the basic building blocks in an animation system, which can be a single animation clip, action, or state.
[0090] Animation objects usually refer to entities used and manipulated in an animation system, which can be characters, props, or any objects that need to be animated in a scene.
[0091] The code template is a class or module that can automatically generate and process animation units and animation objects. The code template provides a basic structure, which allows users to implement specific animation logic and functional support on this basis.
[0092] Optionally, an animation information conversion module is specifically used to automatically generate a code structure that supports animation interruption, conflict handling, and priority management according to requirements in the animation business file.
[0093] The embodiment of the present invention establishes a complete code mechanism to handle the interaction problem between animations. This mechanism goes beyond a single animation and focuses on the interaction between animations. By designing and implementing a complete set of code encapsulation to support animation services, the flexibility and scalability of the system are ensured.
[0094] The scene animation configured in the game engine will generate the corresponding animation text file through the script, and each animation text file corresponds to an animation one by one. The animation text file contains two parts: one part is the information required when the animation is running, and the other part is the information required when the animation is created. In complex projects, multiple animation text files are usually generated in batches, and the code in the game uses these animations according to business needs. For example, if an "entry" animation text file is generated, we need to clarify whether this animation is used for the card table entrance or the character entrance. Therefore, in the preset information script mentioned above, this information will be supplemented, including the business affiliation of the animation and the priority under the current affiliation. This information helps to organize the animation text files into animation files classified by business affiliation. One business may involve multiple animations. In the code logic, the corresponding animation units and animation object instances are generated according to the business affiliation to manage these animations. At this time, the priority defined in the script becomes the attribute of a single animation, and the interruption and conflict of the animation are controlled by the priority value. In order to optimize performance, batch creation is performed in the game loading interface using the information required for animation creation to ensure the smoothness of subsequent animation playback.
[0095] In order to facilitate understanding of the collaboration process between different development teams under the combined animation information processing system provided in the embodiment of the present invention, Figure 2 To explain: Figure 2The figure shows a schematic diagram of the collaborative process of the game development team provided by an embodiment of the present invention. The art team creates and places objects according to the scene in the game engine to form a complete animation sequence. On the animation nodes that require sound effects, they will add sound effect components, but do not bind specific audio resources. In addition, the art team uses script 1 "information script" to add additional information to certain nodes and mount them as components. This operation is intended to provide support for the subsequent code development of the technical team to ensure that the logic of animation playback is implemented in the code. The sound effect team uses the export function of the engine to export the configured animation information. This process generates a text file that records the absolute paths of nodes that have sound effect components but have not yet bound audio resources. According to the node path in the text file, the sound effect team finds the target node component in the corresponding scene, and produces and binds audio resources according to the animation performance. The technical team also uses the export function of the engine to export the configured animation as a scene data text file. Then, they run script 2 "compile script" to organize the animation text file into business-oriented files based on the content of the "information script" and provide code template classes (i.e., animation units and animation objects) for these businesses. During actual runtime, the template class will instantiate and generate objects, and provide further functional support based on the content supplemented by the "information script", such as priority management, animation interruption and connection, etc.
[0096] The embodiment of the present invention implements the key functions of batch exporting animation information files in the scene in the game engine and automatically classifying and managing them according to nodes, so that the automation mechanism provided by the combined animation information processing system allows developers to export information of multiple animation clips at the same time, organize and archive them by nodes, and greatly improve the efficiency of the workflow. By reducing the complexity of manual operations, the mechanism ensures the consistency and traceability of animation data. At the same time, the embodiment of the present invention has built a set of refined code mechanisms for animation management. This mechanism can efficiently manage and coordinate operations between multiple animations, including loading, playing, pausing, stopping and switching. In addition to processing dependencies between animations, it also optimizes resource scheduling and memory usage to ensure that the animation achieves ideal performance in different scenarios. In addition, the management mechanism has good scalability and can easily adapt to and integrate more complex animation logic in the future.
[0097] The combined animation information processing system provided by the present invention comprises: a scene animation creation module, a sound effect component management module, an information script module, an animation configuration file conversion module, an animation information export module, a sound effect resource binding module and an animation information conversion module. A scene animation creation module is used for a first user to create a scene animation in a game engine, wherein the scene animation includes a plurality of animation nodes; a sound effect component management module is used for a first user to add a sound effect component to an animation node without binding an audio resource; an information script module is used for a first user to use a preset information script to add additional information to any animation node and mount the additional information as a component of the animation node to support animation playback in subsequent code development; an animation configuration file conversion module is used for a first user to convert a configured scene animation into an animation configuration file through an automatic compilation tool; an animation information export module is used for a second user to export an animation configuration file and export the absolute path of an animation node that has a sound effect component but is not bound to an audio resource in the animation configuration file as a text file; an sound effect resource binding module is used for a second user to find the sound effect component of a corresponding animation node in the corresponding scene animation according to the node path in the text file and bind the prepared audio resource to the sound effect component; an animation information conversion module is used for a third user to export an animation configuration file, run a preset compilation script to translate the animation configuration file into an animation business file, generate code templates for animation units and animation objects for the animation business file, and then provide corresponding functional support based on the content of the preset information script. The present invention realizes seamless integration and conversion of animation and sound effects through a modular automatic processing system, thereby reducing the complexity of manual communication and coordination, improving team collaboration efficiency, and accelerating the overall development process.
[0098] Corresponding to the above system embodiment, the embodiment of the present invention also provides a combined animation information processing method. Figure 3 As shown, a flowchart of an implementation of a combined animation information processing method provided by an embodiment of the present invention is provided. The method may include:
[0099] S300: Creating a scene animation in a game engine, wherein the scene animation includes a plurality of animation nodes.
[0100] Specifically, in the game engine, the art team is responsible for creating animations in the scene, including setting animation parameters, paths, and trigger conditions for each element in the scene to form a complete animation sequence.
[0101] S310. Add a sound effect component to the animation node without binding an audio resource.
[0102] Specifically, add a sound effect component to the animation node, but do not bind the audio resource immediately. This is done so that the sound effect team can bind the audio resource according to specific needs in the subsequent stage.
[0103] S320. Use the preset information script to add additional information to any animation node and mount the additional information as a component of the animation node to support animation playback in subsequent code development.
[0104] Specifically, the art team uses the "preset information script" to add additional information to any animation node and mount it as a component of the animation node. This information provides support for the subsequent code development of the technical team, especially providing necessary data for the animation playback logic.
[0105] During the animation production and configuration process, use the preset information script to add additional information to any animation node and mount it as a component of the animation node. This process includes dynamically supplementing and integrating animation-related data from different resources and settings. Through the automated processing of the script, it is ensured that the animation data can be updated in real time and adapt to different development needs and scene changes. This method not only improves the efficiency of animation data management, but also provides the necessary support and flexibility for animation playback in subsequent code development.
[0106] The embodiment of the present invention is designed in the workflow mode of the combined animation information processing method to support the realization of key functions, including animation interruption, animation conflict processing, animation priority management, dynamic animation switching and performance optimization, by designing a new version of the animation structure service. These functions will ensure that the animation runs efficiently and smoothly in a complex environment.
[0107] The embodiment of the present invention uses a preset information script to add additional information to any animation node and mount the information as a component of the animation node. This additional information supports animation playback in subsequent code development, ensuring that various functions such as animation interruption, conflict handling, priority management, etc. can operate efficiently in the new version of the animation structure. The role of the preset information script is to provide the animation node with necessary metadata and additional logic to achieve dynamic switching and performance optimization during actual operation, so that the complex animation system can better respond to user operations and game situation changes.
[0108] The new version of the animation structure implemented based on the preset information script in the embodiment of the present invention can be as follows Figure 4 shown.
[0109] Animation interruption refers to the situation where you may need to interrupt the current animation immediately to perform a new action during the animation playback, such as when a character needs to quickly switch from one action to another or state. The new version of the structure will introduce an effective mechanism to ensure that such interruptions can proceed smoothly and avoid interruptions or visual conflicts.
[0110] Among them, animation conflict handling refers to the fact that in a complex animation system, multiple animations may affect the same object at the same time, causing conflicts. To this end, the new version of the structure will include conflict detection and handling mechanisms to ensure coordination between animations. For example, when gait and expression animations are triggered at the same time, the system can reasonably synthesize these animations to avoid visual inconsistencies.
[0111] Animation priority management means that animations may have different priorities depending on the situation. For example, the injured reaction animation takes precedence over the normal walking animation. Through the priority management system, the new structure ensures that high-priority animations can correctly cover low-priority animations, improving rationality and user experience.
[0112] Dynamic animation switching means that the animation structure needs to support dynamic switching at runtime to adapt to different game scenarios and user operations. The system should be able to automatically switch animations according to character state changes, or adjust animation performance in real time according to user input.
[0113] In order to cope with complex animation requirements, the new structure emphasizes performance optimization, including efficient storage and loading of animation data, reducing unnecessary computing overhead, and improving rendering smoothness to ensure efficient operation of the system.
[0114] S330. Convert the configured scene animation into an animation configuration file through an automatic compilation tool.
[0115] After completing the scene animation configuration in the embodiment of the present invention, the scene animation configuration is converted into an animation configuration file through an automatic compilation tool, thereby ensuring that the animation information can be correctly identified and used by the system, laying a foundation for the automatic animation management of the system.
[0116] Through the automatic compilation tool, the configured scene animation is converted into an animation configuration file. In this process, the engine exports the animation in the form of files that contain all the necessary properties and information of the animation, such as animation frames, keyframes, timelines, and related metadata. Each file represents an animation sequence or effect and is stored in a specific format for subsequent processing. The automatic compilation tool merges these exported animation files and integrates the data of multiple animation files into a comprehensive animation configuration. This process may involve deduplication, optimization, and adjustment of animation data to ensure the consistency and efficiency of animation performance. Ultimately, the merged data is easier to further operate and manage, and becomes the core data structure for the system to implement automated animation.
[0117] S340. Export the absolute path of the animation node that has the sound effect component but is not bound to the audio resource in the animation configuration file as a text file.
[0118] The embodiment of the present invention exports the absolute paths of the animation nodes that have sound effect components but are not bound to audio resources in the animation configuration file as text files. The sound effect team uses these paths to locate the nodes that need to be bound to audio in subsequent steps.
[0119] S350. According to the absolute path of the animation node recorded in the text file, find the sound effect component of the corresponding animation node in the corresponding scene animation, and bind the prepared audio resource to the sound effect component.
[0120] Specifically, the sound effects team can find the sound effects components in the corresponding scene animation according to the absolute paths recorded in the text files, and bind the prepared audio resources to these components to ensure that the sound effects and animations are played synchronously.
[0121] S360, run the preset compilation script to translate the animation configuration file into an animation business file, generate code templates for animation units and animation objects for the animation business file, and then provide corresponding functional support based on the content of the preset information script.
[0122] Specifically, the embodiment of the present invention runs a preset compilation script to translate the animation configuration file into an animation service file, and generates code templates for animation units and animation objects. According to the content of the preset information script, these code templates provide corresponding functional support, including priority management, animation interruption and connection logic.
[0123] After the merge process is completed, the preset compilation script is run to translate the animation configuration file into an animation business file to convert the animation data into a code structure, where each animation part or element is organized as a node in the code. At this point, code templates for animation units and animation objects are generated. Through these code templates, the playback, management, and interaction of the animation can be directly controlled. Based on the content of the preset information script, these code templates provide corresponding functional support to ensure that the animation can be efficiently integrated into the engine or game and implement the required control logic and interactive behavior.
[0124] In order to facilitate the understanding of the translation process of the preset compilation script, Figure 5 To illustrate: Figure 5The figure shows a logic block diagram of the translation process of the preset compiled script provided by an embodiment of the present invention. In the translation process of the preset compiled script, the "clusterConfig" folder is first traversed and the JSON files therein are parsed. Next, all the animations in each JSON file are traversed in order to identify the tags therein. Then, check whether the corresponding "tag.lua" file already exists in the "\export\clusterConfig\" directory. If the file exists, add the new animation configuration to it; if it does not exist, create a new "tag.lua" file and add the animation configuration to it.
[0125] In the new art and sound effect technology workflow implemented by the combined animation information processing method provided in the embodiment of the present invention, the communication efficiency from art to development is significantly improved by introducing an automation mechanism. This tool-based process replaces the traditional manual communication method, making the workflow smoother and more efficient.
[0126] The combined animation information processing method provided by the embodiment of the present invention introduces a series of optimization steps in the resource production and development process, and uses the functions of the self-developed engine to improve efficiency and flexibility. The art team ensures that the combination of animation information and scene elements is accurately preserved, and embeds the necessary animation parameters and control settings in the resources. In the sound effect integration stage, the sound effect team embeds sound effect trigger points in the animation to ensure synchronous playback. With the help of tools or scripts provided by the self-developed engine, developers translate animation information into a text file format that is easy to manage and use to support agile development. The animation information in the text file can be quickly loaded and parsed, thereby speeding up the developer's adjustment and testing of animation effects and improving the responsiveness and flexibility of the project. In this way, the entire R&D team can quickly iterate and adjust the animation content and shorten the development cycle.
[0127] Regarding the method in the above embodiment, the explanations of each step can be referred to the detailed description in the embodiment of the system, which will not be repeated here.
[0128] Although operations are depicted in a particular order, this should not be understood as requiring that the operations be performed in the particular order shown or in a sequential order.Multitasking and parallel processing may be advantageous under certain circumstances.
[0129] It should be understood that the various steps described in the method embodiments of the present invention may be performed in different orders and / or in parallel. In addition, the method embodiments may include additional steps and / or omit the steps shown. The scope of the present invention is not limited in this respect.
[0130] Corresponding to the above method embodiment, the embodiment of the present invention also provides a combined animation information processing device, whose structure is as follows: Figure 6 As shown, it may include: a scene animation creation unit 10, a sound effect component adding unit 20, a component mounting unit 30, an animation configuration file compilation unit 40, a text file export unit 50, an audio resource binding unit 60 and an animation business file translation unit 70.
[0131] The scene animation creation unit 10 is used to create a scene animation in a game engine, wherein the scene animation includes a plurality of animation nodes.
[0132] The sound effect component adding unit 20 is used to add a sound effect component to an animation node without binding an audio resource.
[0133] The component mounting unit 30 is used to add additional information to any animation node using a preset information script and mount the additional information as a component of the animation node to support animation playback in subsequent code development.
[0134] The animation configuration file compiling unit 40 is used to convert the configured scene animation into an animation configuration file through an automatic compiling tool.
[0135] The text file exporting unit 50 is used to export the absolute path of the animation node that has the sound effect component but is not bound to the audio resource in the animation configuration file into a text file.
[0136] The audio resource binding unit 60 is used to find the sound effect component of the corresponding animation node in the corresponding scene animation according to the absolute path of the animation node recorded in the text file, and bind the prepared audio resource to the sound effect component.
[0137] The animation service file translation unit 70 is used to run the preset compilation script to translate the animation configuration file into the animation service file, generate code templates of animation units and animation objects for the animation service file, and then provide corresponding functional support according to the content of the preset information script.
[0138] The combined animation information processing device provided by the embodiment of the present invention is used to create a scene animation in a game engine, wherein the scene animation includes multiple animation nodes; adding a sound effect component to the animation node without binding an audio resource; using a preset information script to add additional information to any animation node and mount the additional information as a component of the animation node to support animation playback in subsequent code development; converting the configured scene animation into an animation configuration file through an automatic compilation tool; exporting the absolute path of the animation node with a sound effect component but not bound to an audio resource in the animation configuration file as a text file; according to the absolute path of the animation node recorded in the text file, finding the sound effect component of the corresponding animation node in the corresponding scene animation, and binding the prepared audio resource to the sound effect component; running the preset compilation script to translate the animation configuration file into an animation business file, and generating a code template for an animation unit and an animation object for the animation business file, and then providing corresponding functional support according to the content of the preset information script. The embodiment of the present invention simplifies the cross-team game development task allocation and integration work through an automated and modular process, enabling different development teams to collaborate efficiently and speed up the overall project development process.
[0139] Regarding the device in the above embodiment, the specific manner in which each unit performs the operation has been described in detail in the embodiment of the method, and will not be elaborated here.
[0140] The combined animation information processing device includes a processor and a memory. The above-mentioned scene animation creation unit 10, sound effect component adding unit 20, component mounting unit 30, animation configuration file compilation unit 40, text file export unit 50, audio resource binding unit 60 and animation business file translation unit 70 are all stored in the memory as program units, and the processor executes the above-mentioned program units stored in the memory to realize corresponding functions.
[0141] The processor contains a kernel, which retrieves the corresponding program unit from the memory. One or more kernels can be set, and by adjusting the kernel parameters, a modular automatic processing system is used to achieve seamless integration and conversion of animation and sound effects, thereby reducing the complexity of manual communication and coordination, improving team collaboration efficiency, and accelerating the overall development process.
[0142] An embodiment of the present invention provides a computer-readable storage medium on which a program is stored. When the program is executed by a processor, the combined animation information processing method is implemented.
[0143] An embodiment of the present invention provides a processor, which is used to run a program, wherein the combined animation information processing method is executed when the program is running.
[0144] like Figure 7As shown, an embodiment of the present invention provides an electronic device 1000, which includes at least one processor 1001, at least one memory 1002 connected to the processor 1001, and a bus 1003; wherein the processor 1001 and the memory 1002 communicate with each other through the bus 1003; the processor 1001 is used to call the program instructions in the memory 1002 to execute the above-mentioned combined animation information processing method. The electronic device in this article can be a server, a PC, a PAD, a mobile phone, etc.
[0145] The present invention also provides a computer program product, which, when executed on an electronic device, is suitable for executing a program that initializes the steps of the combined animation information processing method.
[0146] The present invention is described with reference to flowcharts and / or block diagrams of methods, apparatuses, electronic devices (systems), and computer program products according to embodiments of the present invention. It should be understood that each process and / or block in the flowchart and / or block diagram, as well as the combination of processes and / or blocks in the flowchart and / or block diagram, can be implemented by computer program instructions. These computer program instructions can be provided to a processor of a general-purpose computer, a special-purpose computer, an embedded processor, or other programmable device to generate a machine, so that the instructions executed by the processor of the computer or other programmable device generate instructions for implementing the processes in the flowchart and / or block diagram. Figure 1 A process or multiple processes and / or boxes Figure 1 A device that provides the functions specified in a block or multiple blocks.
[0147] In a typical configuration, an electronic device includes one or more processors (CPU), a memory, and a bus. The electronic device may also include an input / output interface, a network interface, and the like.
[0148] The memory may include non-permanent memory in a computer-readable medium, random access memory (RAM) and / or non-volatile memory in the form of read-only memory (ROM) or flash RAM, and the memory includes at least one memory chip. The memory is an example of a computer-readable medium.
[0149] Computer readable media include permanent and non-permanent, removable and non-removable media that can be implemented by any method or technology to store information. Information can be computer readable instructions, data structures, program modules or other data. Examples of computer storage media include, but are not limited to, phase change memory (PRAM), static random access memory (SRAM), dynamic random access memory (DRAM), other types of random access memory (RAM), read-only memory (ROM), electrically erasable programmable read-only memory (EEPROM), flash memory or other memory technology, compact disk read-only memory (CD-ROM), digital versatile disk (DVD) or other optical storage, magnetic cassettes, magnetic disk storage or other magnetic storage devices or any other non-transmission media that can be used to store information that can be accessed by a computing device. As defined herein, computer readable media does not include temporary computer readable media (transitory media), such as modulated data signals and carrier waves.
[0150] 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 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 relevant laws, regulations and standards of relevant countries and regions.
[0151] It is understandable that before using the technical solutions disclosed in the embodiments of the present disclosure, the types, scope of use, usage scenarios, etc. of the personal information involved in the present disclosure should be informed to the user and the user's authorization should be obtained in an appropriate manner in accordance with relevant laws and regulations.
[0152] In the description of the present invention, it should be understood that the terms "up", "down", "front", "back", "left" and "right" etc. indicating directions or positional relationships are based on the directions or positional relationships shown in the accompanying drawings. They are only for the convenience of describing the present invention and simplifying the description. They do not indicate or imply that the positions or elements referred to must have specific directions, be constructed and operate in specific directions. Therefore, they should not be understood as limitations of the present invention.
[0153] It should be noted that, in this article, relational terms such as first and second, etc. are only used to distinguish one entity or operation from another entity or operation, and do not necessarily require or imply any such actual relationship or order between these entities or operations. It should also be noted that the terms "include", "comprise" or any other variants thereof are intended to cover non-exclusive inclusion, so that a process, method, commodity or device including a series of elements includes not only those elements, but also other elements not explicitly listed, or also includes elements inherent to such process, method, commodity or device. In the absence of further restrictions, the elements defined by the sentence "comprise a ..." do not exclude the existence of other identical elements in the process, method, commodity or device including the elements.
[0154] It should be understood by those skilled in the art that the embodiments of the present invention may be provided as methods, systems or computer program products. Therefore, the present invention may take the form of a complete hardware embodiment, a complete software embodiment or an embodiment combining software and hardware aspects. Moreover, the present invention may take the form of a computer program product implemented on one or more computer-usable storage media (including but not limited to disk storage, CD-ROM, optical storage, etc.) containing computer-usable program code.
[0155] The above are only embodiments of the present invention and are not intended to limit the present invention. For those skilled in the art, the present invention may have various modifications and variations. Any modification, equivalent substitution, improvement, etc. made within the spirit and principle of the present invention should be included in the scope of the claims of the present invention.
Claims
1. A combined animation information processing system, characterized in that: include: Scene animation creation module, sound effect component management module, information script module, animation configuration file conversion module, animation information export module, sound effect resource binding module and animation information conversion module, The scene animation creation module is used for a first user to create a scene animation in a game engine, wherein the scene animation includes a plurality of animation nodes; The sound effect component management module is used for a first user to add a sound effect component to the animation node without binding an audio resource; The information script module is used for the first user to use a preset information script to add additional information to any of the animation nodes and mount the additional information as a component of the animation node to support animation playback in subsequent code development; The animation configuration file conversion module is used for the first user to convert the configured scene animation into an animation configuration file through an automatic compilation tool; The animation information export module is used for the second user to export the animation configuration file, and export the absolute path of the animation node that has the sound effect component but is not bound to the audio resource in the animation configuration file as a text file; The sound effect resource binding module is used for the second user to find the sound effect component of the corresponding animation node in the corresponding scene animation according to the absolute path of the animation node recorded in the text file, and bind the prepared audio resource to the sound effect component; The animation information conversion module is used for a third user to export the animation configuration file, run a preset compilation script to translate the animation configuration file into an animation business file, generate code templates for animation units and animation objects for the animation business file, and then provide corresponding functional support based on the content of the preset information script.
2. The system according to claim 1, characterized in that The preset information script is used to provide support for the priority, interruption and connection of animation playback.
3. The system according to claim 1, characterized in that The scene animation creation module further includes a function for the first user to set animation parameters, paths and trigger conditions to ensure the integrity and consistency of the animation information.
4. The system according to claim 1, characterized in that The preset information script is used to automatically extract and integrate animation-related data from different resources and settings during the animation production and configuration process, and dynamically supplement the animation data to adapt to different development needs and scene changes.
5. The system according to claim 1, characterized in that The animation information export module is configured to verify the integrity and accuracy of the exported file to reduce the error rate during the export process.
6. The system according to claim 1, characterized in that The animation information conversion module is specifically used to automatically generate a code structure that supports animation interruption, conflict handling and priority management according to the requirements in the animation business file.
7. A combined animation information processing method, characterized in that: include: Creating a scene animation in a game engine, wherein the scene animation includes a plurality of animation nodes; Adding a sound effect component to the animation node without binding an audio resource; Using a preset information script to add additional information to any of the animation nodes and mounting the additional information as a component of the animation node to support animation playback in subsequent code development; Converting the configured scene animation into an animation configuration file through an automatic compilation tool; Export the absolute path of the animation node that has a sound effect component but is not bound to an audio resource in the animation configuration file as a text file; According to the absolute path of the animation node recorded in the text file, find the sound effect component of the corresponding animation node in the corresponding scene animation, and bind the prepared audio resource to the sound effect component; The preset compilation script is run to translate the animation configuration file into an animation service file, and code templates of animation units and animation objects are generated for the animation service file, and corresponding functional support is provided according to the content of the preset information script.
8. A combined animation information processing device, characterized in that: include: Scene animation creation unit, sound effect component adding unit, component mounting unit, animation configuration file compilation unit, text file export unit, audio resource binding unit and animation business file translation unit, The scene animation creation unit is used to create a scene animation in a game engine, wherein the scene animation includes a plurality of animation nodes; The sound effect component adding unit is used to add a sound effect component to the animation node without binding an audio resource; The component mounting unit is used to add additional information to any of the animation nodes using a preset information script and mount the additional information as a component of the animation node to support animation playback in subsequent code development; The animation configuration file compiling unit is used to convert the configured scene animation into an animation configuration file through an automatic compilation tool; The text file exporting unit is used to export the absolute path of the animation node having the sound effect component but not bound to the audio resource in the animation configuration file into a text file; The audio resource binding unit is used to find the sound effect component of the corresponding animation node in the corresponding scene animation according to the absolute path of the animation node recorded in the text file, and bind the prepared audio resource to the sound effect component; The animation business file translation unit is used to run the preset compilation script to translate the animation configuration file into an animation business file, generate code templates for animation units and animation objects for the animation business file, and then provide corresponding functional support based on the content of the preset information script.
9. A computer-readable storage medium having a program stored thereon, characterized in that: When the program is executed by a processor, the combined animation information processing method of claim 7 is implemented.
10. An electronic device, characterized in that: The electronic device includes at least one processor, and at least one memory and a bus connected to the processor; wherein the processor and the memory communicate with each other via the bus; the processor is used to call program instructions in the memory to execute the combined animation information processing method described in claim 7.