Action processing method and device in game, electronic equipment and readable storage medium

By generating the trajectory curves of virtual objects during action in the game and creating a dynamic ground crack effect, the problem of static or disordered ground crack effect in the prior art is solved, and rich dynamic effects and high authenticity combined with the action are achieved.

CN119565144AActive Publication Date: 2025-03-07NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202411463111.6
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2024-10-18
Publication Date
2025-03-07
Estimated Expiration
2044-10-18

AI Technical Summary

Technical Problem

In existing games, the ground splitting effect usually occurs static or disorderly, with single dynamic effects and low authenticity, making it difficult to combine with the actions of virtual objects.

Method used

When the virtual object uses the target moving parts to perform actions, the trajectory curve of the target moving parts on the preset plane is generated. Based on the trajectory curve, a tubular model with a gradient of color depth is generated, and its color attributes are assigned to the ground model to generate crack dissolution maps, normal maps, height maps and mask maps, and control the virtual object to perform actions in the game scene and display dynamic crack effects.

Benefits of technology

The ground crack effect is realized to interact with the action of the virtual object, and the crack effect gradually appears along the trajectory curve, combining it with the action, enriching the dynamic effect and improving the authenticity.

✦ Generated by Eureka AI based on patent content.

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Abstract

The invention discloses an action processing method and device in a game, electronic equipment and a readable storage medium, and relates to the technical field of computers. The method comprises the steps of determining a to-be-executed target action in response to an instruction; determining a trajectory curve of the target moving part projected on a preset plane when the virtual object executes the target action; generating a first tubular model of which the color depth gradually changes along the direction of the track curve by taking the track curve as a central axis; endowing the color attribute of the first tubular model to an intersection part, intersected with the first tubular model, on the first ground model; rendering the intersection part by taking a color channel as a rendering output channel to obtain a dissolution map of the crack; according to the trajectory curve, generating a normal, a height and a mask map of the crack; the virtual object is controlled to execute the target action in the game scene, the action animation and the crack special effect generated by the target moving part on the preset plane are displayed, and the crack special effect is generated according to the dissolution, the normal, the height and the mask map of the crack.
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Description

Technical Field

[0001] The present disclosure relates to the field of computer technology, and in particular to an action processing method in a game, an action processing device in a game, an electronic device, and a computer-readable storage medium. Background Art

[0002] As an important component, game special effects are technologies that enhance the gaming experience through various visual and sound effects, creating a real, vivid, shocking or fantasy atmosphere, and improving the effects and expressiveness of the game.

[0003] In game battles, the use of weapons to attack, such as knife slashing, sword slashing, etc., can leave marks on the ground, which is usually called ground cracking effect. In related technologies, ground cracking effect can be achieved through ground cracking decals, but common ground cracking decals are mostly static, making the ground cracking effect appear all at once, or using noise-type dissolve maps, making the ground cracking effect appear disorderly, with a single dynamic effect and low authenticity. Summary of the invention

[0004] The present disclosure provides an action processing method in a game, an action processing device in a game, an electronic device, and a computer-readable storage medium to solve or at least partially solve the above-mentioned problems, as follows.

[0005] In a first aspect, the present disclosure provides an action processing method in a game, wherein the game includes a virtual object, and the virtual object is equipped with a target motion component, and the method includes:

[0006] In response to the game action execution instruction, determining a target action to be executed;

[0007] determining a trajectory curve of an initial trajectory curve of the target motion component projected onto a preset plane when the virtual object uses the target motion component to perform the target action;

[0008] With the trajectory curve as the central axis, a first tubular model is generated, wherein the color depth gradually changes along the direction of the trajectory curve;

[0009] constructing a first ground model, and assigning the color attribute of the first tubular model to a first intersecting portion of the first ground model that intersects with the first tubular model along a length direction of the first tubular model;

[0010] Rendering the first intersection portion using a color channel as a rendering output channel to obtain a crack dissolution map;

[0011] According to the trajectory curve, respectively generate a crack normal map, a crack height map and a crack mask map;

[0012] Control the virtual object to perform the target action in the game scene, and display the action animation corresponding to the target action and the crack special effect generated by the target motion component on the preset plane when the virtual object uses the target motion component to perform the target action, wherein the crack special effect is generated according to the crack dissolution map, the crack normal map, the crack height map and the crack mask map.

[0013] In a second aspect, the present disclosure further provides an action processing device in a game, wherein the game includes a virtual object, and the virtual object is equipped with a target motion component, and the device includes:

[0014] An action determination module, for determining a target action to be executed in response to a game action execution instruction;

[0015] A curve determination module, used to determine a trajectory curve of an initial trajectory curve of the target motion component projected onto a preset plane when the virtual object uses the target motion component to perform the target action;

[0016] A tubular model generating module, used to generate a first tubular model with a color depth gradually changing along the direction of the trajectory curve, using the trajectory curve as a central axis;

[0017] an attribute inheritance module, configured to construct a first ground model, and assign the color attribute of the first tubular model to a first intersecting portion of the first ground model that intersects with the first tubular model along a length direction of the first tubular model;

[0018] A first map generation module, used for rendering the first intersection portion using a color channel as a rendering output channel to obtain a crack dissolution map;

[0019] A second map generation module, used to generate a crack normal map, a crack height map and a crack mask map according to the trajectory curve;

[0020] A special effects display module is used to control the virtual object to perform the target action in the game scene, and to display the action animation corresponding to the target action and the crack special effects generated by the target motion component on the preset plane when the virtual object uses the target motion component to perform the target action, wherein the crack special effects are generated based on the crack dissolution map, the crack normal map, the crack height map and the crack mask map.

[0021] In a third aspect, the present disclosure further provides an electronic device, comprising: a processor, a memory, and computer program instructions stored in the memory and executable on the processor;

[0022] When the processor executes the computer program instructions, the action processing method in the game as described in the first aspect above is implemented.

[0023] In a fourth aspect, the present disclosure further provides a computer-readable storage medium, in which computer program instructions are stored. When the computer program instructions are executed by a processor, they are used to implement the action processing method in the game as described in the first aspect above.

[0024] The exemplary embodiments of the present disclosure have the following beneficial effects:

[0025] The action processing method in the game provided by the present disclosure first determines the target action to be executed in response to the game action execution instruction; then determines the trajectory curve of the initial trajectory curve of the target moving part projected on the preset plane when the virtual object uses the target moving part to perform the target action; uses the trajectory curve as the central axis to generate a first tubular model with a color depth gradually changing along the direction of the trajectory curve; constructs a first ground model, and assigns the color attribute of the first tubular model to a first intersection part of the first ground model that intersects with the first tubular model along the length direction of the first tubular model; renders the first intersection part using the color channel as the rendering output channel to obtain a crack dissolution map; generates a crack normal map, a crack height map and a crack mask map according to the trajectory curve; controls the virtual object to perform the target action in the game scene, and displays the action animation corresponding to the target action and the crack special effect generated by the target moving part on the preset plane when the virtual object uses the target moving part to perform the target action, wherein the crack special effect is generated according to the crack dissolution map, the crack normal map, the crack height map and the crack mask map. In the game, crack special effects are generated by using a crack dissolution map generated by the trajectory curve of the target moving part on the preset plane, so that the crack effect can interact with the movement of the virtual object. The crack effect can gradually appear along the trajectory curve of the target moving part on the preset plane, so that the crack effect can be combined with the movement of the virtual object. The crack effect no longer appears all at once or disorderly, thereby enriching the dynamic effect of the crack generation process and improving the authenticity of the crack effect. BRIEF DESCRIPTION OF THE DRAWINGS

[0026] Figure 1-Figure 6 is a schematic diagram of ground fissure effect in the related art;

[0027] Figure 7 is a flow chart of an action processing method in a game provided by one of the embodiments of the present disclosure;

[0028] Figure 8-Figure 12 is a schematic diagram of an intermediate result of a process of generating a crack dissolution map provided by one of the embodiments of the present disclosure;

[0029] Fig.13is a crack dissolution map provided by one of the embodiments of the present disclosure;

[0030] Figure 14-17 It is a schematic diagram of an intermediate result of a process of generating a crack normal map and a crack height map provided in one embodiment of the present disclosure;

[0031] Fig.18 is a crack normal map provided by one of the embodiments of the present disclosure;

[0032] Fig.19 is a crack height map provided by one of the embodiments of the present disclosure;

[0033] Fig. 20 is a schematic diagram of an intermediate result of a process of generating a crack mask map provided by one of the embodiments of the present disclosure;

[0034] Fig.21 is a crack mask map provided by one of the embodiments of the present disclosure;

[0035] Fig. 22 It is a schematic diagram of a crack special effect generated according to a crack dissolution map, a crack normal map, a crack height map and a crack mask map provided by one of the embodiments of the present disclosure;

[0036] Fig.23 is a block diagram of an action processing device in a game provided by one embodiment of the present disclosure;

[0037] Fig.24 It is a logical structure diagram of an electronic device for implementing action processing in a game provided by one of the embodiments of the present disclosure. DETAILED DESCRIPTION

[0038] In order to make the purpose, technical scheme and advantages of the embodiments of the present disclosure clearer, the technical scheme in the embodiments of the present disclosure will be clearly and completely described below in conjunction with the drawings in the embodiments of the present disclosure. Obviously, the described embodiments are only part of the embodiments of the present disclosure, rather than all of the embodiments. The components of the embodiments of the present disclosure generally described and shown in the drawings here can be arranged and designed in various different configurations. Therefore, the following detailed description of the embodiments of the present disclosure provided in the drawings is not intended to limit the scope of the present disclosure for protection, but merely represents the selected embodiments of the present disclosure. Based on the embodiments of the present disclosure, each other embodiment obtained by those skilled in the art without making creative work belongs to the scope of protection of the present disclosure.

[0039] The terms "a", "an", "the" and "said" are used in this specification to indicate the presence of one or more elements / components / etc.; the terms "including" and "having" are used to express an open-ended inclusion and mean that additional elements / components / etc. may exist in addition to the listed elements / components / etc.; the terms "first" and "second" etc. are used only as labels and are not intended to limit the quantity of their objects.

[0040] It should be understood that in the embodiments of the present disclosure, "at least one" means one or more, and "more than one" means two or more. "And / or" is merely a way to describe the association relationship of associated objects, indicating that three relationships may exist. For example, A and / or B can represent: A exists alone, A and B exist at the same time, and B exists alone. The character " / " generally indicates that the previous and subsequent associated objects are in an "or" relationship. "Including A, B and / or C" means including any one, any two, or any three of A, B, and C.

[0041] It should be understood that in the embodiments of the present disclosure, "B corresponding to A", "B corresponding to A", "A corresponds to B", or "B corresponds to A" means that B is associated with A, and B can be determined according to A. Determining B according to A does not mean that B is determined only according to A, and B can also be determined according to A and / or other information.

[0042] The execution subject of the action processing method in the game provided by the present disclosure can be a terminal device or a server. The terminal device can be a desktop computer, a laptop computer, a tablet computer, a mobile phone, etc., or other electronic devices, which are not specifically limited by the present disclosure. The server is used to provide background services for the client of the application in the terminal device. For example, the server can be the background server of the above-mentioned application. The server can be an independent physical server, or a server cluster or distributed system composed of multiple physical servers, or a cloud server that provides basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communications, middleware services, domain name services, security services, content delivery networks (Content Delivery Network, CDN), and big data and artificial intelligence platforms, which are not specifically limited by the present disclosure.

[0043] Before describing the embodiments of the present disclosure in detail, the technical terms and related technologies involved in the present disclosure are first further introduced.

[0044] 1. Introduction to technical terms

[0045] Houdini: is a node-based 3D computer graphics software developed by SideFX, which is widely used in visual effects, animation, game development and virtual reality.

[0046] HDA: It is Houdini DigitalAssets, which can package Houdini's nodes into a node plug-in for use by itself and other third-party DCC software and engines.

[0047] Decals: A visual effect element applied to the surface of a 3D model in a video game. They are often used to add details, textures, or logos to make the in-game model look more realistic or have personality. In a game environment, decals can be used to represent damaged or worn areas, such as cracks in a wall or dirt on the ground.

[0048] Normal Map: It is a texture mapping technology used to simulate the details and geometry of an object's surface during rendering. It uses RGB color values ​​to store the normal direction information of each pixel. Normal map can present the details of a high polygon model while keeping the model's polygon count low.

[0049] Height Map: A two-dimensional image that is usually used to represent the height information of different areas in a three-dimensional scene. It is usually used in terrain modeling and graphics rendering to represent the ups and downs of the terrain through changes in grayscale values ​​or colors.

[0050] Dissolve texture: It is often used to describe the process of an object disappearing or transforming. Specifically, the dissolve map simulates the effect of an object gradually disappearing, melting, or transforming into another substance by applying a special texture or pattern on the target surface.

[0051] Mask: Often used to define the visible area of ​​an image, thereby controlling the filters, effects, or adjustments applied to the image. Through the mask map, specific areas of the image can be selectively modified to achieve local adjustments or special effects.

[0052] 2. Introduction to related technologies

[0053] In the related technology, there are six common types of ground fissure effects:

[0054] The first one: reference Figure 1 , multi-layer superimposed ground fissures. This type of ground fissure effect has the lowest consumption, but has no depth information, only surface light. It is the most commonly used method in the game.

[0055] The second type: reference Figure 2 , normal realistic cracks, this type of ground crack effect has more light and shadow details, requires a normal map, and must be produced by a professional modeler or special effects artist.

[0056] The third type: reference Figure 3 , luxurious and realistic cracks. This type of ground crack effect is more realistic, with a large performance overhead. It is often used in important game scenes such as PC and dungeons.

[0057] The fourth type: reference Figure 4 , Shadow offset ground cracks, this type of ground crack effect samples the same ground crack map twice, blackens the second ground crack map, and then offsets it a little to obtain camouflaged depth information.

[0058] Fifth: Reference Figure 5 , parallax ground fissure, this type of ground fissure effect is not easy to show, the depth map and the basic color map are combined into one, but it consumes a lot of resources and is often used in important NPC (Non-Player Character) scenes, such as copies containing bosses (a type of NPC).

[0059] Sixth: Reference Figure 6 , model ground fissure, this type of ground fissure effect is usually composed of two models, and the ground fissure body can be seen through the upper mask.

[0060] At present, the production of ground fissure effects is mainly achieved through the following software and methods, mainly including the use of SubstanceDesigner, Photoshop, 3D Max, Zbrush, etc.

[0061] 1. Substance Designer: It is a professional material design software that can produce realistic ground fissure effect maps. After inputting the main shape of the ground fissure, the visual effect of the ground fissure can be enhanced by adjusting the material parameters through various nodes.

[0062] 2. Photoshop: It is a widely used image processing software, which can also be used to create ground cracking effects. The software is mainly used for hand-drawing and board drawing.

[0063] 3. 3D Max: It is a professional 3D modeling and animation software. By adjusting the material and texture, it can simulate the real ground crack effect. The specific operation includes using raytrace material and bump texture channel to make the surface of the object uneven, and adjusting the parameters to make the surface uneven.

[0064] 4. Zbrush: It is a digital carving and painting software. It mainly carves out the shape of the crack manually, then adjusts the material and outputs the map. It is suitable for high-precision and highly customized maps.

[0065] The present disclosure discusses the production of realistic ground cracking effects, and in an optional embodiment of the present disclosure, Houdini software is innovatively used to produce ground cracking effects.

[0066] Figure 7 A method for processing an action in a game provided by one embodiment of the present disclosure is shown, wherein the game includes a virtual object, and the virtual object is equipped with a target motion component, such as Figure 7 As shown, the method includes the following steps S101 to S107.

[0067] Step S101: In response to a game action execution instruction, determine a target action to be executed.

[0068] Optionally, the player may generate the game action execution instruction through an operation in the game, such as a touch operation (such as a click operation, a long press operation, a slide operation, etc.), a gesture operation, a handle operation, a shortcut key operation, etc. In response to the game action execution instruction, the target action that the virtual object controlled by the player needs to perform next may be determined, such as a slashing action, a sweeping action, etc., and the present disclosure is not intended to be specifically limited to this.

[0069] Step S102: determining a trajectory curve of an initial trajectory curve of a target moving part projected onto a preset plane when the virtual object uses the target moving part to perform a target action.

[0070] When the virtual object uses the target motion component to perform the target action, the target motion component is in motion. The target motion component generates an initial trajectory curve during the virtual object's execution of the target action. The projection of the initial trajectory curve on the preset plane is the trajectory curve projected by the target motion component on the preset plane.

[0071] Optionally, the virtual object may be a virtual character.

[0072] Optionally, the preset plane may be a virtual ground.

[0073] In an optional embodiment, the target motion component includes one or more of the following: limbs of a virtual object (such as arms, wings, etc.), virtual props (such as scepters, magic wands, etc.), virtual weapons (such as knives, swords, etc.).

[0074] In an optional embodiment, the following steps S1021 to S1023 may be used to determine the trajectory curve of the initial trajectory curve of the target moving part projected on the preset plane when the virtual object uses the target moving part to perform the target action.

[0075] Step S1021: Acquire a position sequence of the end points of the target moving part when the virtual object uses the target moving part to perform a target action.

[0076] The end point of the target moving component can be the endpoint of one end of the target moving component away from the virtual object. For example, when the target moving component is the arm of the virtual object, the end point of the target moving component can be the top of the hand of the virtual object. For example, when the target moving component is a long sword equipped with the virtual object, the end point of the target moving component can be the tip of the long sword.

[0077] The position points of the end point of the target moving part at different time points during the movement process can be obtained, and the position sequence of the end point of the target moving part can be obtained by arranging them in time sequence.

[0078] Step S1022: Generate an initial trajectory curve of the target moving part according to the position sequence of the end points.

[0079] In this step, each position point in the position sequence of the end point (i.e., the position point at which the end point of the target moving part is located at different time points during the movement) is used as the emission source, and particles are emitted in a direction away from the target moving part, so that a position sequence of particles, i.e., a sequence formed by the position of each particle, can be obtained. Then, the initial trajectory curve of the target moving part can be generated according to the position sequence of particles.

[0080] Step S1023: Projecting the initial trajectory curve of the target moving component onto a preset plane to obtain a trajectory curve of the initial trajectory curve of the target moving component projected onto the preset plane.

[0081] In this embodiment, the position of each particle is connected in sequence according to the position sequence of the end points, and the curve obtained by the connection is then projected onto a preset plane, thereby obtaining a trajectory curve of the target moving part projected onto the preset plane. Optionally, the curve obtained after the particle positions are connected in sequence can be smoothed and expanded to make the curve smoother and more natural.

[0082] For example, refer to Figure 8 , shows the trajectory curve of the initial trajectory curve of the target moving part determined in the Houdini software projected on the preset plane, hereinafter referred to as the trajectory curve of the target moving part on the preset plane.

[0083] Step S103: Generate a first tubular model with the trajectory curve as the central axis and a color depth that gradually changes along the direction of the trajectory curve.

[0084] In this step, a first tubular model can be generated based on the trajectory curve of the target moving part on the preset plane, wherein the trajectory curve serves as the central axis of the first tubular model, and the color depth of the first tubular model gradually changes along the direction of the trajectory curve. Since the trajectory curve is generated based on the position sequence of the end points of the target moving part, the direction of the trajectory curve is the direction pointed to by the sequence of the position sequence of the end points on the trajectory curve.

[0085] In an optional embodiment, the first tubular model may be generated through the following steps S1031 to S1033.

[0086] Step S1031: determining the color attribute of the trajectory curve including the color depth of the trajectory curve gradually changing along the direction of the trajectory curve.

[0087] In an optional implementation, it may be determined that the color attribute of the trajectory curve includes that the color depth of the trajectory curve gradually changes from dark to light along the direction of the trajectory curve, wherein the color depth of the trajectory curve gradually changes from dark to light to represent that cracks gradually appear along the direction of the trajectory curve.

[0088] In another optional embodiment, the color attribute of the trajectory curve may be determined to include that the color depth of the trajectory curve gradually changes from light to dark along the direction of the trajectory curve, wherein the color depth of the trajectory curve gradually changes from light to dark to represent that cracks gradually appear along the direction of the trajectory curve.

[0089] Exemplarily, in Houdini software, the color attribute of the trajectory curve may be determined to include that the color depth of the trajectory curve gradually changes from dark to light along the direction of the trajectory curve, for example, from black to white.

[0090] Step S1032: Lofting a trajectory curve to obtain a first tubular model, so that the central axis of the first tubular model is the trajectory curve.

[0091] Lofting is a graphics processing method that uses a two-dimensional graphic as a section or centerline along a path to form a complex three-dimensional graphic.

[0092] The trajectory curve is lofted, and a first tubular model can be generated with the trajectory curve as the central axis. First, the thickness attribute of the trajectory curve is determined to include a first thickness attribute value, that is, the thickness of the first tubular model after lofting based on the trajectory curve is set, and then the trajectory curve is lofted according to the first thickness attribute value to obtain the first tubular model. Optionally, the first tubular model can be thin at both ends and thick in the middle.

[0093] Step S1033: Control the first tubular model to inherit the color attribute of the trajectory curve.

[0094] In this step, the first tubular model can be controlled to inherit the color attributes of the trajectory curve, so that the first tubular model has the same color attributes as the trajectory curve, that is, the color attributes of the first tubular model include the color depth of the first tubular model gradually changing along the direction of the first tubular model, wherein the direction of the first tubular model is the direction of the trajectory curve, that is, the central axis direction of the first tubular model.

[0095] For example, refer to Fig. 9 , showing a first tubular model generated in Houdini software with the trajectory curve as the central axis and the color depth gradually changing along the direction of the trajectory curve.

[0096] In an optional embodiment, the first tubular model may also be expanded to widen the scope of the crack body.

[0097] For example, refer to Fig.10 , showing the result after inflating the first tubular model in Houdini software.

[0098] Step S104: constructing a first ground model, and assigning the color attribute of the first tubular model to a first intersecting portion of the first ground model that intersects with the first tubular model along the length direction of the first tubular model.

[0099] In the present disclosure, a first ground model can be constructed, and the first ground model can be controlled to intersect with the first tubular model along the length direction of the first tubular model. The intersection of the first tubular model and the first ground model is the longitudinal section of the first tubular model, and the longitudinal section of the first tubular model reflects the shape of the first tubular model along its length direction. Then, the color attribute of the first tubular model can be assigned to the first intersection on the first ground model, so that the color depth of the first intersection gradually changes along the central axis direction of the first intersection, and then only the first intersection on the first ground model is retained.

[0100] For example, refer to Fig.11 , showing a first intersection portion on the first ground model intersecting with the first tubular model along the length direction of the first tubular model in Houdini software. Fig.12 , showing the result of keeping only the first intersection part in Houdini software.

[0101] Step S105: Rendering the first intersection portion using the color channel as a rendering output channel to obtain a crack dissolution map.

[0102] In this step, the first intersection portion can be rendered, and the color channel can be used as the rendering output channel to obtain a crack dissolution map containing the color information of the first intersection portion. The crack dissolution map can control the crack effect to appear gradually according to the color depth of the first intersection portion.

[0103] For example, refer to Fig.13 , showing the crack dissolution map produced in Houdini software.

[0104] Step S106: Generate a crack normal map, a crack height map and a crack mask map respectively according to the trajectory curve.

[0105] First, the steps of generating the crack normal map and the crack height map are introduced, including the following steps S1061 to S1064.

[0106] Step S1061: Lofting a trajectory curve to obtain a second tubular model, so that the central axis of the second tubular model is the trajectory curve.

[0107] The trajectory curve can be lofted to generate a second tubular model with the trajectory curve as the central axis. First, the thickness of the trajectory curve can be manually set, and the thickness of the trajectory curve can be set to uneven thickness, and then the trajectory curve can be lofted to obtain a second tubular model with uneven thickness. The thickness of the second tubular model can be thin at both ends and thick in the middle.

[0108] For example, refer to Fig.14 , showing a second tubular model generated in Houdini software.

[0109] Step S1062: adding noise to the second tubular model to obtain a third tubular model.

[0110] In this step, you can increase the detail of the second tube model by adding noise.

[0111] For example, refer to Fig.15 , showing a third tubular model generated in Houdini software.

[0112] Step S1063: constructing a terrain model, and adding terrain noise to a second intersecting portion of the terrain model that intersects with the third tubular model along the length direction of the third tubular model.

[0113] In the present disclosure, a terrain model can be constructed, and the terrain model can be controlled to intersect with the third tubular model along the length direction of the third tubular model. The intersection of the third tubular model and the terrain model is the longitudinal section of the third tubular model, and the longitudinal section of the third tubular model reflects the shape of the third tubular model along its length direction. Then, terrain noise can be added to the second intersection on the terrain model. Adding terrain noise can make the main part of the crack sink and have the uneven shape of the real ground.

[0114] For example, refer to Fig.16, showing a second intersection portion intersecting with the third tubular model along the length direction of the third tubular model on the terrain model in Houdini software. Fig.17 , showing the result of adding terrain noise to the second intersection in Houdini software.

[0115] Step S1064: Generate a crack normal map and a crack height map according to the terrain model obtained after adding terrain noise to the second intersection portion.

[0116] In this step, the terrain model obtained by adding terrain noise to the second intersection can be rendered with the color channel as the rendering output channel to obtain a crack normal map. The crack normal map can make the crack look like it has details such as bumps, holes, and undulations, making the crack effect more realistic.

[0117] For example, refer to Fig.18 , showing the crack normal map produced in Houdini software.

[0118] In this step, the terrain model obtained by adding terrain noise to the second intersection can be rendered with the height channel as the rendering output channel to obtain a crack height map. The crack height map can be used to represent the ups and downs of the cracks, helping to present a three-dimensional effect and create a realistic crack effect. In the height map, darker areas usually represent lower heights, while brighter areas represent higher heights.

[0119] For example, refer to Fig.19 , showing the crack height map produced in Houdini software.

[0120] Next, the steps of generating the crack mask map are introduced, including the following steps S1065 to S1067.

[0121] Step S1065: Generate a fourth tubular model with the trajectory curve as the central axis and the color depth gradually changing outward along the central axis.

[0122] In an optional embodiment, step S1065 may be implemented by following steps S1065-1 to S1065-2.

[0123] Step S1065-1: Lofting a trajectory curve to obtain a fourth tubular model, so that the central axis of the fourth tubular model is the trajectory curve.

[0124] The trajectory curve can be lofted to generate a fourth tubular model with the trajectory curve as the central axis. First, the thickness attribute of the trajectory curve is determined to include a second thickness attribute value, that is, the thickness of the fourth tubular model after lofting based on the trajectory curve is set, and then the trajectory curve is lofted according to the second thickness attribute value to obtain the fourth tubular model.

[0125] Step S1065 - 2 : Determining the color attribute of the fourth tubular model includes that the color depth of the fourth tubular model gradually changes outward along the central axis of the fourth tubular model.

[0126] In an optional implementation, it can be determined that the color attribute of the fourth tubular model includes that the color depth of the fourth tubular model gradually changes from light to dark along the central axis of the fourth tubular model, wherein the color depth of the fourth tubular model gradually changes from light to dark indicating that the crack gradually blurs outward along the central axis of the fourth tubular model.

[0127] In another optional implementation, the color attribute of the fourth tubular model may be determined to include that the color depth of the fourth tubular model gradually changes from dark to light along the central axis of the fourth tubular model, wherein the color depth of the fourth tubular model gradually changes from dark to light indicating that the crack gradually blurs outward along the central axis of the fourth tubular model.

[0128] Exemplarily, in Houdini software, it can be determined that the color attribute of the fourth tubular model includes that the color depth of the fourth tubular model gradually changes from light to dark along the central axis of the fourth tubular model, for example, from white to black. In Houdini software, the fourth tubular model can be composed of multiple points, and the distance between each point and the central axis of the fourth tubular model can be mapped to a color, and the closer the point is to the central axis of the fourth tubular model, the lighter the color, and the farther the point is from the central axis of the fourth tubular model, the darker the color.

[0129] For example, refer to Fig. 20 , showing a fourth tubular model with color depth gradient outward along the central axis in Houdini software.

[0130] In an optional embodiment, the fourth tubular model may also be expanded to widen the display range of the cracks.

[0131] Step S1066: construct a second ground model, and assign the color attribute of the fourth tubular model to a third intersecting portion of the second ground model that intersects with the fourth tubular model along the length direction of the fourth tubular model.

[0132] In the present disclosure, a second ground model can be constructed, and the second ground model can be controlled to intersect with the fourth tubular model along the length direction of the fourth tubular model. The intersection of the fourth tubular model and the second ground model is the longitudinal section of the fourth tubular model, and the longitudinal section of the fourth tubular model reflects the shape of the fourth tubular model along its length direction. Then, the color attribute of the fourth tubular model can be assigned to the third intersection on the second ground model, so that the color depth of the third intersection gradually changes along the central axis direction of the third intersection, and then only the third intersection on the second ground model is retained.

[0133] Step S1067: Render the third intersection portion using the color channel as the rendering output channel to obtain a crack mask map.

[0134] In this step, the third intersecting part can be rendered, and the color channel can be used as the rendering output channel to obtain a crack mask map containing the color information of the third intersecting part. The color in the crack mask map is converted into transparency, so that the edge of the crack can be made lighter and less transparent, so that it can be better integrated with the ground environment where the crack is applied.

[0135] The crack mask map is mainly used to remove invalid areas outside the cracks and highlight the crack body.

[0136] For example, refer to Fig.21 , showing the crack mask map produced in Houdini software.

[0137] Step S107: Control the virtual object to perform a target action in the game scene, and display the action animation corresponding to the target action and the crack special effects generated by the target moving parts on the preset plane when the virtual object uses the target moving parts to perform the target action, wherein the crack special effects are generated according to the crack dissolution map, the crack normal map, the crack height map and the crack mask map.

[0138] In an alternative embodiment, referring to Fig. 22 , you can import the crack dissolve map, crack normal map, crack height map and crack mask map into the game engine to generate a crack effect. The crack effect is an animation of the target moving part dynamically generating a crack effect on the preset plane during the process of the virtual object performing the target action. In this effect, the crack can gradually appear. When the preset plane is a virtual ground, the crack effect is the ground crack effect.

[0139] When the virtual object performs the target action in the game scene, the animation of the virtual object performing the target action in the game scene can be seen in the graphical user interface provided by the game, as well as the effect of the target motion part generating cracks on the preset plane when the virtual object uses the target motion part to perform the target action.

[0140] In one embodiment of the present disclosure, step S107 may include: controlling the virtual object to perform a target action in the game scene, and displaying an action animation corresponding to the target action, a crack effect generated by the target motion component on a preset plane when the virtual object uses the target motion component to perform the target action, and a tail effect generated by the target motion component when the virtual object uses the target motion component to perform the target action, wherein the tail effect is generated based on the initial trajectory curve.

[0141] In this embodiment, when the virtual object uses the target motion component to perform the target action in the game scene, the target motion component can not only produce a trailing effect, but also produce a crack effect on the preset plane, so that when the virtual object performs the target action, it can display rich interactive effects in combination with the movement of the target motion component.

[0142] Optionally, the following steps may be performed to generate a tailing effect based on the initial trajectory curve, including:

[0143] Lofting the initial trajectory curve according to the preset cross-section figure to obtain the trailing trajectory model;

[0144] The trailing trajectory model is rendered according to the preset effect map to generate the trailing special effect produced by the target moving part when the virtual object uses the target moving part to perform the target action.

[0145] The cross-sectional graph is a two-dimensional graph, and the cross-sectional graph can be selected according to the shape or attribute of the target moving part. For example, the cross-sectional shape can be a graph composed of two line segments at a certain angle, a single line graph, a cross-piece graph, etc., and the present disclosure does not specifically limit this. In this step, the initial trajectory curve of the target moving part is lofted with the preset cross-sectional graph as the longitudinal section, and a three-dimensional trailing trajectory model can be obtained, and the longitudinal section of the trailing trajectory model is the cross-sectional graph.

[0146] The effect map can be selected based on the shape, attributes, target action (such as moves) of the target moving part, the camp to which the virtual object belongs (such as the martial arts school to which the virtual object belongs), etc. The trailing track model is rendered using the preset effect map to generate the trailing special effect generated by the target moving part when the virtual object uses the target moving part to perform the target action.

[0147] In this step, different cross-sectional graphics and / or different effect maps may be used to achieve different tailing effects.

[0148] The action processing method in the game provided by the present disclosure first determines the target action to be executed in response to the game action execution instruction; then determines the trajectory curve of the initial trajectory curve of the target moving part projected on the preset plane when the virtual object uses the target moving part to perform the target action; uses the trajectory curve as the central axis to generate a first tubular model with a color depth gradually changing along the direction of the trajectory curve; constructs a first ground model, and assigns the color attribute of the first tubular model to a first intersection part of the first ground model that intersects with the first tubular model along the length direction of the first tubular model; renders the first intersection part using the color channel as the rendering output channel to obtain a crack dissolution map; generates a crack normal map, a crack height map and a crack mask map according to the trajectory curve; controls the virtual object to perform the target action in the game scene, and displays the action animation corresponding to the target action and the crack special effect generated by the target moving part on the preset plane when the virtual object uses the target moving part to perform the target action, wherein the crack special effect is generated according to the crack dissolution map, the crack normal map, the crack height map and the crack mask map. In the game, crack special effects are generated by using a crack dissolution map generated by the trajectory curve of the target moving part on the preset plane, so that the crack effect can interact with the movement of the virtual object. The crack effect can gradually appear along the trajectory curve of the target moving part on the preset plane, so that the crack effect can be combined with the movement of the virtual object. The crack effect no longer appears all at once or disorderly, thereby enriching the dynamic effect of the crack generation process and improving the authenticity of the crack effect.

[0149] Corresponding to the action processing method in the game provided by the embodiment of the present disclosure, the embodiment of the present disclosure also provides an action processing device in the game. Fig.23 As shown, the device 700 includes:

[0150] An action determination module 701 is used to determine a target action to be executed in response to a game action execution instruction;

[0151] A curve determination module 702 is used to determine a trajectory curve of an initial trajectory curve of the target motion component projected onto a preset plane when the virtual object uses the target motion component to perform the target action;

[0152] A tubular model generating module 703, for generating a first tubular model with a color depth gradually changing along the direction of the trajectory curve, using the trajectory curve as a central axis;

[0153] The attribute inheritance module 704 is used to construct a first ground model, and assign the color attribute of the first tubular model to a first intersecting portion of the first ground model that intersects with the first tubular model along the length direction of the first tubular model;

[0154] A first map generation module 705 is used to render the first intersection portion using a color channel as a rendering output channel to obtain a crack dissolution map;

[0155] A second map generation module 706, used to generate a crack normal map, a crack height map and a crack mask map according to the trajectory curve;

[0156] The special effects display module 707 is used to control the virtual object to perform the target action in the game scene, and to display the action animation corresponding to the target action and the crack special effects generated by the target motion component on the preset plane when the virtual object uses the target motion component to perform the target action, wherein the crack special effects are generated based on the crack dissolution map, the crack normal map, the crack height map and the crack mask map.

[0157] In an optional embodiment, the controlling the virtual object to perform the target action in the game scene and displaying the action animation corresponding to the target action and the crack special effect generated by the target motion component on the preset plane when the virtual object uses the target motion component to perform the target action includes:

[0158] Control the virtual object to perform the target action in the game scene, and display the action animation corresponding to the target action, the crack special effect generated by the target motion component on the preset plane when the virtual object uses the target motion component to perform the target action, and the tail special effect generated by the target motion component when the virtual object uses the target motion component to perform the target action, wherein the tail special effect is generated according to the initial trajectory curve.

[0159] In an optional embodiment, generating the tailing special effect according to the initial trajectory curve includes:

[0160] Lofting the initial trajectory curve according to a preset cross-sectional figure to obtain a trailing trajectory model;

[0161] The trailing trajectory model is rendered according to a preset effect map to generate a trailing special effect produced by the target moving component when the virtual object uses the target moving component to perform the target action.

[0162] In an optional embodiment, the step of generating a first tubular model with a color depth gradually changing along the direction of the trajectory curve with the trajectory curve as a central axis includes:

[0163] Determining the color attribute of the trajectory curve includes the color depth of the trajectory curve gradually changing along the direction of the trajectory curve;

[0164] Lofting the trajectory curve to obtain a first tubular model, so that the central axis of the first tubular model is the trajectory curve;

[0165] The first tubular model is controlled to inherit the color attribute of the trajectory curve.

[0166] In an optional embodiment, the determining the color attribute of the trajectory curve includes that the color depth of the trajectory curve gradually changes along the direction of the trajectory curve, including:

[0167] Determining the color attribute of the trajectory curve includes that the color depth of the trajectory curve gradually changes from dark to light along the direction of the trajectory curve, wherein the color depth of the trajectory curve gradually changes from dark to light to indicate that the crack gradually appears along the direction of the trajectory curve;

[0168] or,

[0169] Determining the color attribute of the trajectory curve includes the color depth of the trajectory curve gradually changing from light to dark along the direction of the trajectory curve, wherein the color depth of the trajectory curve gradually changing from light to dark represents that the crack gradually appears along the direction of the trajectory curve.

[0170] In an optional embodiment, the lofting the trajectory curve to obtain the first tubular model includes:

[0171] Determining that the thickness attribute of the trajectory curve includes a first thickness attribute value;

[0172] According to the first thickness attribute value, the trajectory curve is lofted to obtain a first tubular model.

[0173] In an optional embodiment, the device is further used for:

[0174] The first tubular matrix is ​​expanded.

[0175] In an optional embodiment, generating a crack normal map and a crack height map according to the trajectory curve includes:

[0176] Lofting the trajectory curve to obtain a second tubular model, so that the central axis of the second tubular model is the trajectory curve;

[0177] adding noise to the second tubular model to obtain a third tubular model;

[0178] constructing a terrain model, and adding terrain noise to a second intersecting portion of the terrain model that intersects with the third tubular model along a length direction of the third tubular model;

[0179] A crack normal map and a crack height map are generated according to the terrain model obtained after adding terrain noise to the second intersection portion.

[0180] In an optional embodiment, generating a crack normal map and a crack height map according to the terrain model obtained by adding terrain noise to the second intersection portion includes:

[0181] The terrain model obtained by adding terrain noise to the second intersection portion is rendered using the color channel as a rendering output channel to obtain a crack normal map.

[0182] In an optional embodiment, generating a crack normal map and a crack height map according to the terrain model obtained by adding terrain noise to the second intersection portion includes:

[0183] The terrain model obtained by adding terrain noise to the second intersection portion is rendered using the height channel as a rendering output channel to obtain a crack height map.

[0184] In an optional embodiment, it is characterized in that generating a crack mask map according to the trajectory curve comprises:

[0185] Using the trajectory curve as a central axis, generating a fourth tubular model whose color depth gradually changes outward along the central axis;

[0186] constructing a second ground model, and assigning the color attribute of the fourth tubular model to a third intersecting portion of the second ground model that intersects with the fourth tubular model along the length direction of the fourth tubular model;

[0187] The third intersection portion is rendered using the color channel as a rendering output channel to obtain a crack mask map.

[0188] In an optional embodiment, the step of generating a fourth tubular model with the trajectory curve as the central axis and the color depth gradually changing outward along the central axis includes:

[0189] Lofting the trajectory curve to obtain a fourth tubular model, so that the central axis of the fourth tubular model is the trajectory curve;

[0190] Determining the color attribute of the fourth tubular model includes that the color depth of the fourth tubular model gradually changes outward along the central axis of the fourth tubular model.

[0191] In an optional embodiment, the determining the color attribute of the fourth tubular model includes that the color depth of the fourth tubular model gradually changes outward along the central axis of the fourth tubular model, including:

[0192] Determining the color attribute of the fourth tubular model includes that the color depth of the fourth tubular model gradually changes from light to dark along the central axis of the fourth tubular model outward, wherein the color depth of the fourth tubular model from light to dark indicates that the crack gradually blurs outward along the central axis of the fourth tubular model;

[0193] or,

[0194] Determining the color attribute of the fourth tubular model includes that the color depth of the fourth tubular model gradually changes from dark to light along the central axis of the fourth tubular model outward, wherein the color depth of the fourth tubular model from dark to light represents that the crack gradually blurs outward along the central axis of the fourth tubular model.

[0195] In an optional embodiment, the lofting the trajectory curve to obtain a fourth tubular model includes:

[0196] Determining that the thickness attribute of the trajectory curve includes a second thickness attribute value;

[0197] According to the second thickness attribute value, the trajectory curve is lofted to obtain a fourth tubular model.

[0198] In an optional embodiment, the device is further used for:

[0199] The fourth tubular matrix is ​​expanded.

[0200] In an optional embodiment, the determining of a trajectory curve of an initial trajectory curve of the target motion component projected onto a preset plane when the virtual object uses the target motion component to perform the target action includes:

[0201] Acquire a position sequence of end points of the target motion component when the virtual object uses the target motion component to perform the target action;

[0202] generating an initial trajectory curve of the target moving part according to the position sequence of the end points;

[0203] The initial trajectory curve of the target moving component is projected onto a preset plane to obtain a trajectory curve of the initial trajectory curve of the target moving component projected onto the preset plane.

[0204] In an optional embodiment, generating the initial trajectory curve of the target moving component according to the position sequence of the end points includes:

[0205] Taking each position point in the position sequence of the end point as an emission source, emitting particles in a direction away from the target moving part to obtain the position sequence of the particles;

[0206] An initial trajectory curve of the target moving part is generated according to the position sequence of the particles.

[0207] In an optional embodiment, the target motion component includes one or more of the following: a limb of the virtual object, a virtual prop, or a virtual weapon.

[0208] The action processing device in the game provided by the present disclosure first responds to the game action execution instruction to determine the target action to be executed; then determines the trajectory curve of the initial trajectory curve of the target moving part projected on the preset plane when the virtual object uses the target moving part to perform the target action; uses the trajectory curve as the central axis to generate a first tubular model with a color depth gradually changing along the direction of the trajectory curve; constructs a first ground model, and assigns the color attribute of the first tubular model to the first intersection part of the first ground model that intersects with the first tubular model along the length direction of the first tubular model; renders the first intersection part using the color channel as the rendering output channel to obtain a crack dissolution map; generates a crack normal map, a crack height map and a crack mask map according to the trajectory curve; controls the virtual object to perform the target action in the game scene, and displays the action animation corresponding to the target action and the crack special effect generated by the target moving part on the preset plane when the virtual object uses the target moving part to perform the target action, wherein the crack special effect is generated according to the crack dissolution map, the crack normal map, the crack height map and the crack mask map. In the game, crack special effects are generated by using a crack dissolution map generated by the trajectory curve of the target moving part on the preset plane, so that the crack effect can interact with the movement of the virtual object. The crack effect can gradually appear along the trajectory curve of the target moving part on the preset plane, so that the crack effect can be combined with the movement of the virtual object. The crack effect no longer appears all at once or disorderly, thereby enriching the dynamic effect of the crack generation process and improving the authenticity of the crack effect.

[0209] Next, an electronic device provided by an embodiment of the present disclosure is introduced. Fig.24 , Fig.24 A schematic diagram of the structure of an electronic device provided in an embodiment of the present disclosure. The electronic device 800 may be equipped with an action processing device in a game described in an embodiment of the present disclosure, so as to realize the functions in an embodiment of the present disclosure. Specifically, the electronic device 800 includes: a receiver 801, a transmitter 802, a processor 803, and a memory 804 (the number of processors 803 in the electronic device 800 may be one or more, Fig.23 In the example of FIG. 801 , the processor 803 may include an application processor 8031 ​​and a communication processor 8032. In some embodiments of the present disclosure, the receiver 801, the transmitter 802, the processor 803 and the memory 804 may be connected via a bus or other means.

[0210] The memory 804 may include a read-only memory and a random access memory, and provides instructions and data to the processor 803. A portion of the memory 804 may also include a non-volatile random access memory (NVRAM). The memory 804 stores processor and operation instructions, executable modules or data structures, or subsets thereof, or extended sets thereof, wherein the operation instructions may include various operation instructions for implementing various operations.

[0211] The processor 803 controls the operation of the execution device. In a specific application, the various components of the execution device are coupled together through a bus system, wherein the bus system includes not only a data bus but also a power bus, a control bus, and a status signal bus, etc. However, for the sake of clarity, various buses are referred to as bus systems in the figure.

[0212] The method disclosed in the above embodiment of the present disclosure can be applied to the processor 803, or implemented by the processor 803. The processor 803 can be an integrated circuit chip with signal processing capabilities. In the implementation process, each step of the above method can be completed by the hardware integrated logic circuit or software instructions in the processor 803. The above processor 803 can be a general processor, a digital signal processor (digital signal processing, DSP), a microprocessor or a microcontroller, and can further include an application specific integrated circuit (application specific integrated circuit, ASIC), a field programmable gate array (field-programmable gate array, FPGA) or other programmable logic devices, discrete gates or transistor logic devices, discrete hardware components. The processor 803 can implement or execute the methods, steps and logic block diagrams disclosed in the embodiment of the present disclosure. The general processor can be a microprocessor or the processor can also be any conventional processor, etc. The steps of the method disclosed in conjunction with the embodiment of the present disclosure can be directly embodied as a hardware decoding processor to be executed, or a combination of hardware and software modules in the decoding processor can be executed. The software module may be located in a storage medium mature in the art, such as a random access memory, a flash memory, a read-only memory, a programmable read-only memory, or an electrically erasable programmable memory, a register, etc. The storage medium is located in the memory 804, and the processor 803 reads the information in the memory 804 and completes the steps of the above method in combination with its hardware.

[0213] The receiver 801 can be used to receive input digital or character information and generate signal input related to the relevant settings and function control of the execution device. The transmitter 802 can be used to output digital or character information through the first interface; the transmitter 802 can also be used to send instructions to the disk group through the first interface to modify the data in the disk group; the transmitter 802 can also include a display device such as a display screen.

[0214] In the embodiment of the present disclosure, the application processor 8031 ​​in the processor 803 is used to execute the action processing method in the game in the embodiment of the present disclosure. It should be noted that the specific manner in which the application processor 8031 ​​executes each step is based on the same concept as the various method embodiments in the present disclosure, and the technical effects it brings are the same as the various method embodiments in the present disclosure. For specific contents, please refer to the description in the method embodiments shown in the above disclosure, and no further description will be given here.

[0215] The disclosed embodiment also provides a chip for executing instructions, which is used to execute the technical solution of the action processing method in the game in the above embodiment.

[0216] The embodiment of the present disclosure also provides a computer-readable storage medium, in which computer instructions are stored. When the computer instructions are executed on a processor, the processor executes the technical solution of the action processing method in the game in the above embodiment.

[0217] The embodiments of the present disclosure also provide a computer program product, including a computer program, which, when executed by a processor, is used to execute the technical solution of the action processing method in the game in the above embodiments.

[0218] The computer readable storage medium mentioned above can be implemented by any type of volatile or non-volatile storage device or a combination thereof, such as static random access memory (SRAM), electrically erasable programmable read-only memory (EEPROM), erasable programmable read-only memory (EPROM), programmable read-only memory (PROM), read-only memory (ROM), magnetic memory, flash memory, magnetic disk or optical disk. The readable storage medium can be any available medium that can be accessed by a general or dedicated server.

[0219] It should be understood that the present disclosure is not limited to the exact structures that have been described above and shown in the drawings, and that various modifications and changes may be made without departing from the scope thereof. The scope of the present disclosure is limited only by the appended claims.

[0220] Although the present disclosure is disclosed as above in the form of a preferred embodiment, it is not intended to limit the present disclosure. Any person skilled in the art may make possible changes and modifications without departing from the spirit and scope of the present disclosure. Therefore, the scope of protection of the present disclosure shall be based on the scope defined by the claims of the present disclosure.

Claims

1. A method for processing actions in a game, characterized in that: The game includes a virtual object, the virtual object is equipped with a target motion component, and the method includes: In response to the game action execution instruction, determining a target action to be executed; determining a trajectory curve of an initial trajectory curve of the target motion component projected onto a preset plane when the virtual object uses the target motion component to perform the target action; With the trajectory curve as the central axis, a first tubular model is generated, wherein the color depth gradually changes along the direction of the trajectory curve; constructing a first ground model, and assigning the color attribute of the first tubular model to a first intersecting portion of the first ground model that intersects with the first tubular model along a length direction of the first tubular model; Rendering the first intersection portion using a color channel as a rendering output channel to obtain a crack dissolution map; According to the trajectory curve, respectively generate a crack normal map, a crack height map and a crack mask map; Control the virtual object to perform the target action in the game scene, and display the action animation corresponding to the target action and the crack special effect generated by the target motion component on the preset plane when the virtual object uses the target motion component to perform the target action, wherein the crack special effect is generated according to the crack dissolution map, the crack normal map, the crack height map and the crack mask map.

2. The method according to claim 1, characterized in that The controlling the virtual object to perform the target action in the game scene, and displaying the action animation corresponding to the target action and the crack special effect generated by the target moving part on the preset plane when the virtual object uses the target moving part to perform the target action, includes: Control the virtual object to perform the target action in the game scene, and display the action animation corresponding to the target action, the crack special effect generated by the target motion component on the preset plane when the virtual object uses the target motion component to perform the target action, and the tail special effect generated by the target motion component when the virtual object uses the target motion component to perform the target action, wherein the tail special effect is generated according to the initial trajectory curve.

3. The method according to claim 2, characterized in that Generating the tailing special effect according to the initial trajectory curve includes: Lofting the initial trajectory curve according to a preset cross-sectional figure to obtain a trailing trajectory model; The trailing trajectory model is rendered according to a preset effect map to generate a trailing special effect produced by the target moving component when the virtual object uses the target moving component to perform the target action.

4. The method according to claim 1, characterized in that: The step of generating a first tubular model with the trajectory curve as the central axis and the color depth gradually changing along the direction of the trajectory curve comprises: Determining the color attribute of the trajectory curve includes the color depth of the trajectory curve gradually changing along the direction of the trajectory curve; Lofting the trajectory curve to obtain a first tubular model, so that the central axis of the first tubular model is the trajectory curve; The first tubular model is controlled to inherit the color attribute of the trajectory curve.

5. The method according to claim 4, characterized in that Determining the color attribute of the trajectory curve includes that the color depth of the trajectory curve gradually changes along the direction of the trajectory curve, including: Determining the color attribute of the trajectory curve includes that the color depth of the trajectory curve gradually changes from dark to light along the direction of the trajectory curve, wherein the color depth of the trajectory curve gradually changes from dark to light to indicate that the crack gradually appears along the direction of the trajectory curve; or, Determining the color attribute of the trajectory curve includes the color depth of the trajectory curve gradually changing from light to dark along the direction of the trajectory curve, wherein the color depth of the trajectory curve gradually changing from light to dark represents that the crack gradually appears along the direction of the trajectory curve.

6. The method according to claim 4, characterized in that The step of lofting the trajectory curve to obtain a first tubular model includes: Determining that the thickness attribute of the trajectory curve includes a first thickness attribute value; According to the first thickness attribute value, the trajectory curve is lofted to obtain a first tubular model.

7. The method according to claim 1, characterized in that The method further comprises: The first tubular matrix is ​​expanded.

8. The method according to claim 1, characterized in that According to the trajectory curve, a crack normal map and a crack height map are generated, including: Lofting the trajectory curve to obtain a second tubular model, so that the central axis of the second tubular model is the trajectory curve; adding noise to the second tubular model to obtain a third tubular model; constructing a terrain model, and adding terrain noise to a second intersecting portion of the terrain model that intersects with the third tubular model along a length direction of the third tubular model; A crack normal map and a crack height map are generated according to the terrain model obtained after adding terrain noise to the second intersection portion.

9. The method according to claim 8, characterized in that The step of generating a crack normal map and a crack height map according to the terrain model obtained by adding terrain noise to the second intersection portion comprises: The terrain model obtained by adding terrain noise to the second intersection portion is rendered using the color channel as a rendering output channel to obtain a crack normal map.

10. The method according to claim 8, characterized in that The step of generating a crack normal map and a crack height map according to the terrain model obtained by adding terrain noise to the second intersection portion comprises: The terrain model obtained by adding terrain noise to the second intersection portion is rendered using the height channel as a rendering output channel to obtain a crack height map.

11. The method according to claim 1, characterized in that: Generate a crack mask map according to the trajectory curve, including: Using the trajectory curve as a central axis, generating a fourth tubular model whose color depth gradually changes outward along the central axis; constructing a second ground model, and assigning the color attribute of the fourth tubular model to a third intersecting portion of the second ground model that intersects with the fourth tubular model along the length direction of the fourth tubular model; The third intersection portion is rendered using the color channel as a rendering output channel to obtain a crack mask map.

12. The method according to claim 11, characterized in that The fourth tubular model with the trajectory curve as the central axis and the color depth gradually changing outward along the central axis comprises: Lofting the trajectory curve to obtain a fourth tubular model, so that the central axis of the fourth tubular model is the trajectory curve; Determining the color attribute of the fourth tubular model includes that the color depth of the fourth tubular model gradually changes outward along the central axis of the fourth tubular model.

13. The method according to claim 12, characterized in that The step of determining the color attribute of the fourth tubular model includes that the color depth of the fourth tubular model gradually changes outward along the central axis of the fourth tubular model, including: Determining the color attribute of the fourth tubular model includes that the color depth of the fourth tubular model gradually changes from light to dark along the central axis of the fourth tubular model outward, wherein the color depth of the fourth tubular model from light to dark indicates that the crack gradually blurs outward along the central axis of the fourth tubular model; or, Determining the color attribute of the fourth tubular model includes that the color depth of the fourth tubular model gradually changes from dark to light along the central axis of the fourth tubular model outward, wherein the color depth of the fourth tubular model from dark to light represents that the crack gradually blurs outward along the central axis of the fourth tubular model.

14. The method according to claim 12, characterized in that The step of lofting the trajectory curve to obtain a fourth tubular model includes: Determining that the thickness attribute of the trajectory curve includes a second thickness attribute value; According to the second thickness attribute value, the trajectory curve is lofted to obtain a fourth tubular model.

15. The method according to claim 11, characterized in that The method further comprises: The fourth tubular matrix is ​​expanded.

16. The method according to claim 1, characterized in that The step of determining that when the virtual object uses the target moving component to perform the target action, the initial trajectory curve of the target moving component is projected onto a preset plane, including: Acquire a position sequence of end points of the target motion component when the virtual object uses the target motion component to perform the target action; generating an initial trajectory curve of the target moving part according to the position sequence of the end points; The initial trajectory curve of the target moving component is projected onto a preset plane to obtain a trajectory curve of the initial trajectory curve of the target moving component projected onto the preset plane.

17. The method according to claim 16, characterized in that The step of generating the initial trajectory curve of the target moving component according to the position sequence of the end points includes: Taking each position point in the position sequence of the end point as an emission source, emitting particles in a direction away from the target moving part to obtain the position sequence of the particles; An initial trajectory curve of the target moving part is generated according to the position sequence of the particles.

18. The method according to claim 1, characterized in that The target moving parts include one or more of the following: limbs of the virtual object, virtual props, and virtual weapons.

19. An action processing device in a game, characterized in that: The game includes a virtual object, the virtual object is equipped with a target motion component, and the device includes: An action determination module, for determining a target action to be executed in response to a game action execution instruction; A curve determination module, used to determine a trajectory curve of an initial trajectory curve of the target motion component projected onto a preset plane when the virtual object uses the target motion component to perform the target action; A tubular model generating module, used to generate a first tubular model with a color depth gradually changing along the direction of the trajectory curve, using the trajectory curve as a central axis; an attribute inheritance module, configured to construct a first ground model, and assign the color attribute of the first tubular model to a first intersecting portion of the first ground model that intersects with the first tubular model along a length direction of the first tubular model; A first map generation module, used for rendering the first intersection portion using a color channel as a rendering output channel to obtain a crack dissolution map; A second map generation module, used to generate a crack normal map, a crack height map and a crack mask map according to the trajectory curve; A special effects display module is used to control the virtual object to perform the target action in the game scene, and to display the action animation corresponding to the target action and the crack special effects generated by the target motion component on the preset plane when the virtual object uses the target motion component to perform the target action, wherein the crack special effects are generated based on the crack dissolution map, the crack normal map, the crack height map and the crack mask map.

20. An electronic device, characterized in that: include: A processor, a memory, and computer program instructions stored on the memory and executable on the processor; When the processor executes the computer program instructions, the action processing method in the game as described in any one of claims 1 to 18 is implemented.

21. A computer-readable storage medium, characterized in that: The computer-readable storage medium stores computer program instructions, which, when executed by a processor, are used to implement the action processing method in a game as described in any one of claims 1 to 18 above.

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