Animation playing method and device, electronic equipment and computer readable storage medium

By playing mixed motion animation of virtual objects in electronic games, the problem of unnatural connection between multiple rotations of virtual vehicles is solved, and the performance effect of rotation is improved.

CN119587969APending Publication Date: 2025-03-11NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202411672219.6
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2024-11-20
Publication Date
2025-03-11

AI Technical Summary

Technical Problem

In electronic games, the connection between multiple rotations of virtual vehicles is unnatural, causing the rotation to look stiff and ghostly, reducing the performance effect of the rotation.

Method used

By obtaining the motion events of the virtual object in the game scene, playing the mixed motion animation of the virtual object at different motion stages, including the first rotation animation, the ascending animation, the descending animation and the second rotation animation, the superimposed playback of the ascending rotation and the descending rotation is realized, so that the rotation connection of the virtual object is natural.

Benefits of technology

Improve the rotation performance of virtual objects, making the connection between multiple rotations more natural and smooth.

✦ Generated by Eureka AI based on patent content.

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Abstract

The invention discloses an animation playing method and device, electronic equipment and a computer readable storage medium. According to the embodiment of the invention, a motion event of a virtual object in a game scene is obtained; based on the motion event, playing a first mixed motion animation corresponding to the virtual object in the first motion stage in the game scene, and before the playing of the first mixed motion animation is finished, if a game event corresponding to the virtual object is detected, playing a second mixed motion animation in the game scene based on the game event; after the second mixed motion animation is played, a third mixed motion animation of the virtual object in a second motion stage is played in the game scene, the second motion stage is further configured with a fourth mixed motion animation played in response to a new game event, and the fourth mixed motion animation is a mixed animation of a descending animation and a second rotating animation. The connection among multiple sections of rotation of the virtual object is natural, and the expression result of the rotation of the virtual object is improved.
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Description

Technical Field

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

[0002] Under the wave of the Internet, there are more and more types of electronic games, and more and more ways to play electronic games.

[0003] Currently, in video games, one way to play is to control a virtual vehicle to rotate. However, when the virtual vehicle is controlled to rotate continuously for multiple stages using the current rotation control method, the connection between the multiple stages of rotation is unnatural, causing the rotation of the virtual vehicle to look very stiff and weird, reducing the performance effect of the rotation. Summary of the invention

[0004] The embodiments of the present application provide an animation playback method, device, electronic device, and computer-readable storage medium, which can make the connection between multiple rotations of a virtual object natural and improve the performance of the rotation of the virtual object.

[0005] In a first aspect, an embodiment of the present application provides an animation playback method, the method comprising:

[0006] Get the motion events of virtual objects in the game scene;

[0007] Based on the motion event, a first mixed motion animation corresponding to the first motion stage of the virtual object is played in the game scene, wherein the first mixed motion animation is a first rotation animation and / or a mixed animation of the first rotation animation and an ascending animation, and the first motion stage is further configured with a second mixed motion animation, wherein the second mixed motion animation is a mixed animation of the descending animation and the first rotation animation;

[0008] Before the first mixed motion animation ends, if a game event corresponding to the virtual object is detected, then based on the game event, the second mixed motion animation is played in the game scene;

[0009] After the second mixed motion animation is finished, the third mixed motion animation of the virtual object in the second motion stage is played in the game scene, wherein the third mixed motion animation is a mixed animation of the second rotation animation and the rising animation, and the second motion stage is also configured with a fourth mixed motion animation played in response to a new game event, and the fourth mixed motion animation is a mixed animation of the descending animation and the second rotation animation.

[0010] In a second aspect, an embodiment of the present application further provides an animation playback device, the device comprising:

[0011] An event acquisition module is used to acquire motion events of virtual objects in the game scene;

[0012] A first playback module is used to play a first mixed motion animation corresponding to the first motion stage of the virtual object in the game scene based on the motion event, wherein the first mixed motion animation is a first rotation animation and / or a mixed animation of the first rotation animation and an ascending animation, and the first motion stage is further configured with a second mixed motion animation, wherein the second mixed motion animation is a mixed animation of a descending animation and the first rotation animation;

[0013] A second playback module is used for, before the playback of the first mixed motion animation ends, if a game event corresponding to the virtual object is detected, to play the second mixed motion animation in the game scene based on the game event;

[0014] The third playback module is used to play the third mixed motion animation of the virtual object in the second motion stage in the above-mentioned game scene after the playback of the above-mentioned second mixed motion animation is completed, wherein the third mixed motion animation is a mixed animation of the second rotation animation and the above-mentioned rising animation, and the above-mentioned second motion stage is also configured with a fourth mixed motion animation played in response to a new game event, and the above-mentioned fourth mixed motion animation is a mixed animation of the above-mentioned descending animation and the above-mentioned second rotation animation.

[0015] In a third aspect, an embodiment of the present application further provides an electronic device, comprising a memory storing a plurality of instructions; the above-mentioned processor loads instructions from the above-mentioned memory to execute any one of the animation playback methods provided in the embodiment of the present application.

[0016] In a fourth aspect, an embodiment of the present application further provides a computer-readable storage medium, wherein the computer-readable storage medium stores a plurality of instructions, and the instructions are suitable for loading by a processor to execute any animation playback method provided in an embodiment of the present application.

[0017] In an embodiment of the present application, a motion event of a virtual object in a game scene is obtained; based on the motion event, a first mixed motion animation corresponding to the virtual object in the first motion stage is played in the game scene, the first mixed motion animation is a first rotation animation, and / or a mixed animation of the first rotation animation and an ascending animation, and the first motion stage is also configured with a second mixed motion animation, the second mixed motion animation is a mixed animation of a descending animation and the first rotation animation; before the first mixed motion animation is played, if a game event corresponding to the virtual object is detected, then based on the game event, a second mixed motion animation is played in the game scene; after the second mixed motion animation is played, a third mixed motion animation of the virtual object in the second motion stage is played in the game scene, wherein the third mixed motion animation is a mixed animation of the second rotation animation and an ascending animation, and the second motion stage is also configured with a fourth mixed motion animation played in response to a new game event, the fourth mixed motion animation is a mixed animation of a descending animation and the second rotation animation, so that the ascending rotation is played in a superimposed manner and the descending rotation is played in a superimposed manner, so that the rotation of the virtual object in different motion stages is naturally connected, thereby improving the performance result of the rotation of the virtual object. BRIEF DESCRIPTION OF THE DRAWINGS

[0018] In order to more clearly illustrate the technical solutions in the embodiments of the present application, the drawings required for use in the description of the embodiments will be briefly introduced below. Obviously, the drawings described below are only some embodiments of the present application. For those skilled in the art, other drawings can be obtained based on these drawings without creative work.

[0019] Figure 1 This is a flowchart of an embodiment of the animation playback method provided in the embodiment of the present application;

[0020] Figure 2 is a schematic diagram of a state machine provided in an embodiment of the present application;

[0021] Figure 3 It is a schematic diagram of another embodiment of the flow chart of the animation playing method provided in the embodiments of the present application;

[0022] Figure 4 is another schematic diagram of a state machine provided in an embodiment of the present application;

[0023] Figure 5 is a schematic diagram of a first sub-node and a timing node provided in an embodiment of the present application;

[0024] Figure 6 is a schematic diagram of a first rotation node and a second rotation node provided in an embodiment of the present application;

[0025] Figure 7is a schematic diagram of the fusion of motion animation provided in an embodiment of the present application;

[0026] Figure 8 is a schematic diagram of a sub-rotation node provided in an embodiment of the present application;

[0027] Fig. 9 is a schematic diagram of an ascending rotation node and a descending rotation node provided in an embodiment of the present application;

[0028] Fig.10 It is a schematic diagram of the structure of the rising rotation node provided in the embodiment of the present application;

[0029] Fig.11 is a schematic diagram of a first rising and falling animation node provided in an embodiment of the present application;

[0030] Fig.12 is a schematic diagram of the structure of a rotating descending node provided in an embodiment of the present application;

[0031] Fig.13 is a schematic diagram of a second rising and falling animation node provided in an embodiment of the present application;

[0032] Fig.14 is a schematic diagram of a descending node provided in an embodiment of the present application;

[0033] Fig.15 is a structural schematic diagram of an animation playback device provided in an embodiment of the present application;

[0034] Fig.16 It is a schematic diagram of the structure of an electronic device provided in an embodiment of the present application. DETAILED DESCRIPTION

[0035] The following will be combined with the drawings in the embodiments of the present application to clearly and completely describe the technical solutions in the embodiments of the present application. Obviously, the described embodiments are only part of the embodiments of the present application, not all of the embodiments. Based on the embodiments in the present application, all other embodiments obtained by those skilled in the art without creative work are within the scope of protection of this application.

[0036] Before explaining the embodiments of the present application in detail, some terms involved in the embodiments of the present application are first explained.

[0037] Among them, in the description of the embodiments of the present application, the terms "first", "second", etc. may be used in this article to describe various concepts, but unless otherwise specified, these concepts are not limited by these terms. These terms are only used to distinguish one concept from another concept. In addition, the terms "including" and "having" and any of their variations are intended to cover non-exclusive inclusions, for example, a process, method, system, product or device that includes a series of steps or units is not necessarily limited to those steps or units clearly listed, but may include other steps or units that are not clearly listed or inherent to these processes, methods, products or devices.

[0038] The embodiments of the present application provide an animation playing method, device, electronic device and computer readable storage medium. Specifically, the animation playing method of the embodiments of the present application can be executed by an electronic device, wherein the electronic device can be a terminal or a server.

[0039] The terminal can be a terminal device such as a smart phone, a tablet computer, a laptop computer, a touch screen, a game console, a personal computer (PC), a personal digital assistant (PDA), etc. The terminal can also include a client, which can be a game application client, a browser client carrying a game program, or an instant messaging client, etc.

[0040] The server can be an independent physical server, 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 (CDNs), as well as big data and artificial intelligence platforms.

[0041] The following is a detailed description of the embodiments in conjunction with the accompanying drawings. It should be noted that the description order of the following embodiments is not intended to limit the preferred order of the embodiments. Although the logical order is shown in the flow chart, in some cases, the steps shown or described may be performed in an order different from that shown in the accompanying drawings.

[0042] In this embodiment, a terminal is used as an example for description. This embodiment provides an animation playing method, such as Figure 1 As shown, the specific process of the animation playing method can be as follows:

[0043] 101. Obtain motion events of virtual objects in the game scene.

[0044] The game scene is a virtual scene displayed (or provided) when the client runs on a terminal or server. Optionally, the virtual scene is a simulation environment of the real world, or a semi-simulation and semi-fictitious virtual environment, or a purely fictitious virtual environment. The virtual scene is any one of a two-dimensional virtual scene and a three-dimensional virtual scene.

[0045] A virtual object refers to a dynamic object that can be controlled in a game scene. Optionally, the dynamic object may be a virtual character, a virtual animal, a virtual vehicle, etc. The virtual object may be a character controlled by a player through an input device, or an artificial intelligence (AI) trained to fight in a virtual environment, or a non-player character (NPC) set in a virtual scene battle. Optionally, the virtual object is a virtual character competing in a virtual scene. Optionally, the number of virtual objects in the virtual scene battle is preset, or is dynamically determined according to the number of clients joining the battle, and the embodiments of the present application are not limited to this.

[0046] In one possible implementation, the user can control the virtual object to move in the virtual scene, for example, to control the virtual object to run, jump, crawl, etc., and can also control the virtual object to compete with other virtual objects using skills and virtual props provided by the client. Virtual props refer to props that can be used by virtual objects in the virtual environment, including but not limited to cold weapons, grenades, shields, springboards, puppets, etc., which can be used by virtual objects to speed up their own attributes, assist in combat, or cause damage to other virtual objects. Virtual props can also be supply props such as bullets, and can also be accessories such as extended magazines, aiming scopes, and flame arresters that are equipped on designated virtual weapons.

[0047] A motion event refers to an event that triggers a virtual object to start rotating. The method of obtaining a motion event of a virtual object can be set according to actual conditions. For example, a skill control may be included in a game scene, and a motion event of a virtual object is generated in response to a triggering operation on the skill control. Alternatively, the player's voice may be collected, the voice may be recognized, and a recognition result may be obtained. Based on the recognition result, a motion event of a virtual object is generated. This embodiment of the present application is not limited here.

[0048] 102. Based on the motion event, a first mixed motion animation corresponding to the virtual object in the first motion stage is played in the game scene, where the first mixed motion animation is a first rotation animation and / or a mixed animation of the first rotation animation and an ascending animation. The first motion stage is also configured with a second mixed motion animation, where the second mixed motion animation is a mixed animation of the descending animation and the first rotation animation.

[0049] Among them, based on the motion event, the first mixed motion animation played in the game scene can be called the first mixed motion animation played based on the motion event.

[0050] The first motion stage refers to a certain rotation stage of the virtual object during the rotation process. When the first mixed motion animation is a mixed animation of the first rotation animation and the rising animation, the first rotation animation and the rising animation can be superimposed to obtain the first mixed motion animation, that is, the first mixed motion animation is a superimposed animation of the first rotation animation and the rising animation. The second mixed motion animation is a mixed animation of the first rotation animation and the descending animation, which can be understood as the second mixed motion animation being a superimposed animation of the first rotation animation and the descending animation, that is, the first rotation animation and the descending animation can be superimposed to obtain the second mixed motion animation.

[0051] When the first mixed motion animation is a mixed animation of the first rotation animation and the rising animation, playing the first mixed motion animation can give the user a visual effect that the virtual object is rotating and rising at the same time. Alternatively, when playing the first mixed motion animation, the user can have an effect that the virtual object is rotating and rising at the same time, and the virtual object will no longer rise but only rotate after rising to a certain height.

[0052] It can be understood that, in the first mixed motion animation, the virtual object can move forward while rotating.

[0053] 103. Before the first mixed motion animation is finished playing, if a game event corresponding to the virtual object is detected, a second mixed motion animation is played in the game scene based on the game event.

[0054] Among them, the game event refers to an event generated based on the game behavior of the virtual object in the game scene, that is, during the process of playing the first mixed motion animation of the virtual object, the terminal can detect the game behavior of the virtual object in the game scene, and if the detected game behavior of the virtual object is the target game behavior, a game event is generated.

[0055] The target game behavior can be set according to the actual situation. For example, if the virtual object is a virtual vehicle, the target game behavior can be overtaking behavior. For another example, if the virtual object is a virtual game character, the target game behavior can be picking up props behavior. The embodiments of the present application are not limited here.

[0056] When the second mixed motion animation is played, the user can be given a visual effect of rotating and falling at the same time.

[0057] It is understandable that, in the second mixed motion animation, the virtual object may rotate while moving forward, or may only rotate without moving forward, which is not limited in this embodiment.

[0058] It is understandable that when a game event is detected, the terminal can immediately play the second mixed motion animation in the game scene based on the game event, or, when a game event is detected, the terminal can play the second mixed motion animation in the game scene based on the game event after the first mixed motion animation is finished.

[0059] 104. After the second mixed motion animation is finished, the third mixed motion animation of the virtual object in the second motion stage is played in the game scene, wherein the third mixed motion animation is a mixed animation of the second rotation animation and the rising animation, and the second motion stage is also configured with a fourth mixed motion animation played in response to a new game event, and the fourth mixed motion animation is a mixed animation of the descending animation and the second rotation animation.

[0060] Among them, the second motion stage refers to a rotation stage of the virtual object in the rotation process and is adjacent to the first motion stage. The third mixed motion animation is a mixed animation of the second rotation animation and the rising animation, which can be understood as the third mixed motion animation being a superimposed animation of the second rotation animation and the rising animation, that is, the second rotation animation and the rising animation can be superimposed to obtain the third mixed motion animation. The fourth mixed motion animation is a mixed animation of the second rotation animation and the descending animation, which can be understood as the fourth mixed motion animation being a superimposed animation of the second rotation animation and the descending animation, that is, the second rotation animation and the descending animation can be superimposed to obtain the fourth mixed motion animation.

[0061] The second rotation animation and the first rotation animation may be the same rotation animation, or the first rotation animation and the second rotation animation may be different rotation animations. When the first rotation animation and the second rotation animation are different rotation animations, the rotation direction of the first rotation animation may be opposite to the rotation direction of the second rotation animation. For example, the rotation direction of the first rotation animation is forward, and the rotation direction of the second rotation animation is reverse. When the forward direction is clockwise, the reverse direction is counterclockwise, and when the forward direction is counterclockwise, the reverse direction is clockwise.

[0062] When the rotation direction of the first rotation animation is opposite to that of the second rotation animation, one rotation animation can be used to realize the first rotation animation and the second rotation animation. That is, one rotation animation can be used as the first rotation animation, and then the node can be used to mirror the first rotation animation to obtain the second rotation animation.

[0063] The rising animation in the first mixed motion animation is the same as the rising animation in the third mixed motion animation, and the falling animation in the second mixed motion animation is the same as the falling animation in the fourth mixed motion animation. Therefore, the present application can achieve the rotation effect of the virtual object through a rotation animation, a rising animation and a falling animation.

[0064] When the second mixed motion animation ends, it means that the virtual object has completed the rotation of the first motion stage. At this time, it can be said that the virtual object has completed the rotation of one motion stage.

[0065] When playing the third mixed motion animation, the user can be given a visual effect of the virtual object rotating and rising at the same time, or, when playing the third mixed motion animation, the user can be given a visual effect of the virtual object rotating and rising at the same time, and the virtual object will no longer rise but only rotate after rising to a certain height.

[0066] It can be understood that, in the third mixed motion animation, the virtual object can rotate and move forward at the same time.

[0067] When the fourth mixed motion animation is played, the user can be given a visual effect of rotating and falling at the same time.

[0068] It is understandable that, in the fourth mixed motion animation, the virtual object may rotate while moving forward, or may only rotate without moving forward, which is not limited in this embodiment.

[0069] If the fourth mixed motion animation is played, when the fourth mixed motion animation ends, it means that the virtual object has completed the rotation of the second motion stage. At this time, it can be said that the virtual object has completed the rotation of two motion stages.

[0070] In this embodiment, since the second mixed motion animation is a mixed animation of the first rotation animation and the descending animation, the connection between the descending rotation of the virtual object and the ascending rotation in the first mixed motion animation is natural, thereby improving the performance effect of the rotation of the virtual object; since the second mixed motion animation is a mixed animation of the first rotation animation and the descending animation and the third mixed motion animation is a mixed animation of the second rotation animation and the ascending animation, the connection between the ascending rotation in the third mixed motion animation and the descending rotation of the virtual object can be natural, thereby improving the performance effect of the rotation of the virtual object; since the fourth mixed motion animation is a mixed animation of the second rotation animation and the descending animation, the connection between the descending rotation of the virtual object and the ascending rotation in the third mixed motion animation is natural, thereby improving the performance effect of the rotation of the virtual object.

[0071] In some embodiments, the present embodiment further includes:

[0072] Before the third mixed motion animation is played, if a new game event is detected, a fourth mixed motion animation is played in the game scene based on the new game event;

[0073] After the fourth mixed motion animation is played, the process returns to the step of playing the first mixed motion animation corresponding to the first motion stage of the virtual object in the game scene.

[0074] Among them, before the third mixed motion animation is finished playing, a new game event is detected. The new game event may be detected during the playing of the third mixed motion animation, or the new game event may be detected during the playing of the second mixed motion animation. This embodiment is not limited here.

[0075] It can be understood that if a new game event is detected during the playing of the second mixed motion animation, the third mixed motion animation can be played after the second mixed motion animation is finished, and the fourth mixed motion animation can be played in the game scene after the third mixed motion animation is finished.

[0076] It can be understood that if a new game event is detected during the playing of the third mixed motion animation, the fourth mixed motion animation can be played in the game scene based on the new game event after the third mixed motion animation is finished playing, or the third mixed motion animation being played can be immediately switched to the fourth mixed motion animation when the new game event is detected.

[0077] It is understandable that if new game events are continuously detected, it means that the virtual object cyclically rotates between the first motion stage and the second motion stage, which means that the virtual object performs multiple rotations, which can be called a cycle of rotations in two motion stages.

[0078] For example, the first mixed motion animation is played based on the motion event, and the second mixed motion animation is played when the game event is detected for the first time. After the second mixed motion animation is finished, the third mixed motion animation is played. When the game event is detected for the second time (the second detected game event is a new game event), the fourth mixed motion animation is played (at this time, a rotation with two motion stages is completed), and after the fourth mixed motion animation is finished, the first mixed motion animation is played. When the game event is detected for the third time (the third detected game event is a new game event), the second mixed motion animation is played, and after the second mixed motion animation is finished, the third mixed motion animation is played. When the game event is detected for the fourth time (the fourth detected game event is a new game event), the fourth mixed motion animation is played, and after the fourth mixed motion animation is finished (at this time, a rotation with two motion stages is completed), the first mixed motion animation is played. At this time, a total of two rotations with two motion stages are completed.

[0079] That is, when the game event is detected for the (2n-1)th time, the second mixed motion animation and the third mixed motion animation are played, and when the game event is detected for the 2nth time, the fourth mixed motion animation and the first mixed motion animation are played, where n is an integer equal to or greater than 1.

[0080] Optionally, the first mixed motion animation played based on the motion event and the first mixed motion animation that returns to play after the fourth mixed motion animation is finished can both include the first rotation animation, or, the first mixed motion animation played based on the motion event and the first mixed motion animation that returns to play after the fourth mixed motion animation is finished can both include the first rotation animation and the rising animation, or, the first mixed motion animation played based on the motion event is the first rotation animation, and the first mixed motion animation that returns to play after the fourth mixed motion animation is finished is a mixed animation of the rising animation and the first rotation animation.

[0081] When the first mixed motion animation played based on a motion event is a first rotation animation, and the first mixed motion animation that is returned to be played after the fourth mixed motion animation is finished is a mixed animation of a rising animation and a first rotation animation, the first mixed motion animation played based on the motion event and the first mixed motion animation that is returned to be played after the fourth mixed motion animation is finished can be made different, thereby diversifying the rotation results of the virtual object and further improving the rotation effect of the virtual object.

[0082] In some embodiments, after the second mixed motion animation is played, a third mixed motion animation of the virtual object in the second motion stage is played in the game scene, including:

[0083] After the second mixed motion animation is played, a transition motion animation is played in the game scene, where the transition motion animation is a mixed animation of a part of the second mixed motion animation and a part of the third mixed motion animation;

[0084] After the transition motion animation is played, the third mixed motion animation of the virtual object in the second motion stage is played in the game scene.

[0085] The transitional motion animation is a mixed animation of a part of the second mixed motion animation and a part of the third mixed motion animation. For example, the transitional motion animation is a mixed animation of the last 3 seconds of the second mixed motion animation and the first 3 seconds of the third mixed motion animation.

[0086] In an embodiment of the present application, after the second mixed motion animation is played, a transition motion animation is played in the game scene, and the transition motion animation is a mixed animation of a part of the second mixed motion animation and a part of the third mixed motion animation. After the transition motion animation is played, the third mixed motion animation of the virtual object in the second motion stage is played in the game scene, so that the transition motion animation is played in the process of switching from the second mixed motion animation to the third mixed motion animation, so that the connection between the rotation in the first motion stage and the rotation in the second motion stage is more natural, thereby further improving the performance result of the rotation of the virtual object.

[0087] In some embodiments, for the convenience of description, the transition motion animation played in the game scene after the second mixed motion animation is finished is called the first transition motion animation, and the first transition motion animation is a mixed animation of part of the second mixed motion animation and part of the third mixed motion animation.

[0088] In some embodiments, after the fourth mixed motion animation is played, returning to the step of playing the first mixed motion animation corresponding to the first motion stage of the virtual object in the game scene includes:

[0089] After the fourth mixed motion animation is played, a second transition motion animation is played in the game scene, where the second transition motion animation is a mixed animation of a part of the fourth mixed motion animation and a part of the first mixed motion animation;

[0090] After the second transition motion animation is played, the process returns to the step of playing the first mixed motion animation corresponding to the first motion stage of the virtual object in the game scene.

[0091] The second transition motion animation is a mixed animation of a part of the fourth mixed motion animation and a part of the first mixed motion animation. For example, the second transition motion animation is a mixed animation of the last 3 seconds of the fourth mixed motion animation and the first 3 seconds of the first mixed motion animation.

[0092] In an embodiment of the present application, after the fourth mixed motion animation is played, the second transition motion animation is played in the game scene, and the second transition motion animation is a mixed animation of a part of the fourth mixed motion animation and a part of the first mixed motion animation; after the second transition motion animation is played, the step of playing the first mixed motion animation corresponding to the first motion stage of the virtual object in the game scene is returned to be executed, so that the second transition motion animation is played in the process of switching from the fourth mixed motion animation to the first mixed motion animation, so that the connection between the rotation in the second motion stage and the rotation in the first motion stage is more natural, further improving the performance result of the rotation of the virtual object.

[0093] In some embodiments, if no game event is detected before the end of the first mixed motion animation or no new game event is detected before the end of the third mixed motion animation, the landing animation corresponding to the virtual object is played in the game scene after the end of the first mixed motion animation or the end of the third mixed motion animation.

[0094] The landing animation is different from the second mixed motion animation and the fourth mixed motion animation. Optionally, in the second mixed motion animation and the fourth mixed motion animation, the virtual object can rotate while descending and not move forward. In the landing animation, the virtual object can descend and move forward at the same time.

[0095] In an embodiment of the present application, the first mixed motion animation is played first. If no game event is detected, the landing animation is played. If a game event is detected, the second mixed motion animation is played, and the third mixed motion animation is played. During the playing of the third mixed motion animation, if no new game event is detected, the landing animation is played. If a new game event is detected, the fourth mixed motion animation is played, so that the falling visual effect of the virtual object when it continues to move is different from the falling visual effect when it does not continue to move, thereby improving the diversity of the virtual object's falling visual effects and further improving the rotation effect of the virtual object.

[0096] In some embodiments, when the landing animation ends, the rotation performance effect of the virtual object ends. If a new motion event is detected after the rotation performance effect ends, the first mixed motion animation can be played based on the new motion event, that is, when a new motion event is detected, the virtual object starts to rotate again.

[0097] In some embodiments, based on the motion event, playing a first mixed motion animation corresponding to a virtual object in a first motion stage in a game scene includes:

[0098] The motion event is transmitted to the state machine of the virtual object, and the state machine plays a first mixed motion animation corresponding to the first motion stage of the virtual object in the game scene based on the motion event;

[0099] Based on the game event, the second blended motion animation is played in the game scene, including:

[0100] The game event is passed to the state machine, and through the state machine, the second mixed motion animation is played in the game scene based on the game event.

[0101] Among them, a state machine is a mathematical model used to describe the transition and behavior of an object between different states. It may include states, trigger events, transition rules, and actions. The transition rules refer to how to transition from one state to another when a trigger event is received, and the actions refer to the actions taken when switching from one state to another.

[0102] The state machine of the virtual object may include a starting state, a motion state, a trigger event, a conversion rule and a motion animation. The conversion rule of the virtual object may include switching the state of the virtual object from the starting state to the motion state when the virtual object is in the starting state and receives a trigger event, and playing the first mixed motion animation of the virtual object in the game scene when the virtual object switches from the starting state to the motion state.

[0103] Therefore, the motion event is a trigger event in the state machine of the virtual object. Before the motion event is obtained, the virtual object is in a starting state. When the motion event is passed to the state machine of the virtual object, the state of the virtual object can be switched from the starting state to the motion state. When the virtual object switches from the starting state to the motion state, the first mixed motion animation of the virtual object is played in the game scene.

[0104] Optionally, the state machine of the virtual object may include an empty node and a motion node, the empty node indicating that the virtual object is in a starting state, and the motion node indicating that the virtual object is in a motion state. When a motion event is passed to the empty node in the state machine, the motion event is passed to the motion node through the empty node so as to switch the state of the virtual object from the starting state to the motion state, and then the first mixed motion animation of the virtual object is played in the game scene through the motion node.

[0105] For example, the state machine of a virtual object can be Figure 2 As shown, in Figure 2 In the state machine shown, the state machine is implemented through the BlendTree structure, the "idle" node represents an empty node, the "rotate" node represents a motion node, fly_start represents a motion event, and custom_end represents a motion end event. When the motion end event is sent to the "idle" node through the "rotate" node, the virtual object is switched from the motion state to the starting state.

[0106] Optionally, after the second mixed motion animation is played through the state machine, a third mixed motion animation of the virtual object in the second motion stage is played in the game scene through the state machine.

[0107] Optionally, before the third mixed motion animation is finished playing, if a new game event is detected, the new game event is passed to the state machine, and through the state machine, based on the new game event, the fourth mixed motion animation is played in the game scene. After the fourth mixed motion animation is finished playing, the process returns to execute the step of playing the first mixed motion animation corresponding to the first motion stage of the virtual object in the game scene.

[0108] In an embodiment of the present application, a motion event is passed to a state machine of a virtual object, and based on the motion event, a first mixed motion animation corresponding to the virtual object in the first motion stage is played in a game scene through the state machine. The game event is passed to the state machine, and based on the game event, a second mixed motion animation is played in the game scene through the state machine, thereby achieving state switching of the virtual object through the design and logic of the state machine, so that the connection between the first mixed motion animation and the second mixed motion animation is smooth, thereby achieving a better rotation performance effect.

[0109] In some embodiments, after the first mixed motion animation is played or after the third mixed motion animation is played, playing a landing animation corresponding to the virtual object in the game scene includes:

[0110] Generate landing events through the state machine;

[0111] Through the state machine, based on the landing event, after the first mixed motion animation is played or after the third mixed motion animation is played, the landing animation corresponding to the virtual object is played in the game scene.

[0112] In an embodiment of the present application, a landing event is generated through a state machine; through the state machine, based on the landing event, after the first mixed motion animation is played or after the third mixed motion animation is played, the landing animation corresponding to the virtual object is played in the game scene, thereby completing the playback of the landing animation through the design and logic of the state machine, and further improving the rotation effect of the virtual object.

[0113] In some embodiments, after the second mixed motion animation is played, the transition motion animation is played in the game scene, including:

[0114] Generate switching events through the state machine;

[0115] Through the state machine, based on the switching event, after the second mixed motion animation is finished playing, the transition motion animation is played in the game scene.

[0116] In an embodiment of the present application, a switching event is generated through a state machine; through the state machine, based on the switching event, after the second mixed motion animation is played, a transition motion animation is played in the game scene, thereby completing the playback of the transition motion animation through the design and logic of the state machine, and further improving the rotation effect of the virtual object.

[0117] As can be seen from the above content, in an embodiment of the present application, a motion event of a virtual object in a game scene is obtained; based on the motion event, a first mixed motion animation corresponding to the virtual object in the first motion stage is played in the game scene, the first mixed motion animation is a first rotation animation, and / or a mixed animation of the first rotation animation and the rising animation, and the first motion stage is also configured with a second mixed motion animation, the second mixed motion animation is a mixed animation of the descending animation and the first rotation animation; before the first mixed motion animation is played, if a game event corresponding to the virtual object is detected, then based on the game event, the second mixed motion animation is played in the game scene; after the second mixed motion animation is played, a third mixed motion animation of the virtual object in the second motion stage is played in the game scene, wherein the third mixed motion animation is a mixed animation of the second rotation animation and the rising animation, and the second motion stage is also configured with a fourth mixed motion animation played in response to a new game event, the fourth mixed motion animation is a mixed animation of the descending animation and the second rotation animation, so that the ascending rotation is played in a superimposed manner and the descending rotation is played in a superimposed manner, so that the rotation of the virtual object in different motion stages is naturally connected, and the performance result of the rotation of the virtual object is improved.

[0118] According to the following Figure 3 , the animation playback method provided by the present application is further described. In this embodiment, the state machine includes an empty node and a motion node, the empty node indicates that the virtual object is in a starting state, the motion node indicates that the virtual object is in a motion state, and the motion node includes a first node and a second node. The transition motion animation includes a first transition motion animation and a second transition motion animation, and the switching event includes a first switching event and a second switching event.

[0119] 301. The terminal displays a game scene and a skill control, where the game scene includes a virtual object.

[0120] 302. The terminal generates a motion event of the virtual object in response to a triggering operation on the skill control.

[0121] 303. The terminal transmits the motion event to the state machine of the virtual object, and transmits the motion event to the first node in the motion nodes through the hollow node in the state machine.

[0122] Among them, the state machine of the virtual object in this embodiment can be as follows Figure 4As shown in the figure, the "idle" node represents an empty node, "zheng" represents the first node, and "ni" represents the second node. The motion event can be Figure 4 "fly_start" shown in .

[0123] 304. The terminal determines, through the first node, whether the virtual object is rotated for the first time.

[0124] Each rotation generated by triggering the skill control may be referred to as the first rotation. The terminal may determine whether the virtual object is rotating for the first time based on the motion event or the second switching event through the first node.

[0125] 305. If the virtual object is rotating for the first time, the terminal plays a first mixed motion animation of a first motion stage in the game scene through a first rotation node in the first node, where the first mixed motion animation is a first rotation animation.

[0126] 306. If the virtual object is not rotating for the first time, the terminal plays the first mixed motion animation of the first motion stage in the game scene through the second rotation node in the first node, where the first mixed motion animation is a mixed animation of the first rotation animation and the rising animation.

[0127] Optionally, the first node may include a first child node and a counting node, the first child node includes a first rotation node and a second rotation node, and the counting node is used to determine whether the virtual object is rotated for the first time.

[0128] For example, after the first node is triggered, the first subnode and timing node displayed can be as follows: Figure 5 As shown, the "EventCounter" node represents the counting node, and the "zheng_fly" node represents the first child node. When the motion event is passed to the "EventCounter" node, the count of the counter in the "EventCounter" node is "1". When the count in the "EventCounter" node is 1, it indicates that the counter is valid. When the counter is valid, it indicates that the virtual object is rotating for the first time. When the second switching event is passed to the "EventCounter" node, the count of the counter in the "EventCounter" node is updated to "2". When the count in the "EventCounter" node is not 1, it indicates that the counter is invalid. When the counter is invalid, it indicates that the virtual object is not rotating for the first time.

[0129] After the first child node is triggered, the displayed first rotation node and second rotation node can be as follows Figure 6 As shown, Figure 6 The "zheng_normal" in the formula represents the second rotation node. Figure 6The "zheng_first" in it represents the first rotation node. When the counter is valid, the first rotation event "first_fly" is generated, and the first rotation event is passed to the first rotation node, so that the first mixed motion animation is played in the game scene through the first rotation node. The first mixed motion animation is the first rotation animation. When the counter is invalid, the non-first rotation event "nonfirst_fly" is generated, and the non-first rotation event is passed to the second rotation node, so that the first mixed motion animation is played in the game scene through the second rotation node. The first mixed motion animation is a mixed animation of the first rotation animation and the rising animation.

[0130] 307. Before the first mixed motion animation ends, if a game event of the virtual object is detected, the terminal transmits the game event to the first node in the state machine.

[0131] 308. The terminal controls the switching of the first mixed motion animation to the second mixed motion animation of the first motion stage for playback based on the game event through the first rotating node or the second rotating node in the first node.

[0132] 309. The terminal generates a first switching event through the first rotation node or the second rotation node after the second mixed motion animation is played, and controls the second mixed motion animation to switch to the first transition motion animation for playback based on the first switching event.

[0133] The first switching event may be as follows: Figure 4 The first transition motion animation refers to a mixed animation of the latter animation of the second blend motion animation and the former animation of the third blend motion animation.

[0134] The first switching event may include a target duration, which is used to indicate the duration of the first transition motion animation. In the first transition motion animation, the sum of the duration of the second mixed motion animation and the duration of the first mixed motion animation is the target duration, and the durations of the two may be the same or different.

[0135] For example, if the target duration is 0.5 seconds, the latter animation of the second mixed motion animation may be the latter 0.25 seconds of the second mixed motion animation, and the former animation of the third mixed motion animation may be the former 0.25 seconds of the third mixed motion animation.

[0136] For another example, if the target duration is 0.5 seconds, the latter part of the second mixed motion animation may be the latter 0.3 seconds of the second mixed motion animation, and the former part of the third mixed motion animation may be the former 0.2 seconds of the third mixed motion animation.

[0137] 3010. After the first transition motion animation is played, the terminal transmits the first switching event to the second node, and controls the switching from the first transition motion animation to the third mixed motion animation of the second motion stage through the second node.

[0138] 3011. Before the third mixed motion animation ends, if a new game event of the virtual object is detected, the terminal transmits the new game event to the second node, and through the second node, controls the switching from the third mixed motion animation to the fourth mixed motion animation of the second motion stage for playback.

[0139] 3012. After the fourth mixed motion animation is finished playing, the terminal generates a second switching event, and based on the second switching event, controls the fourth mixed motion animation to switch to the second transition motion animation for playing.

[0140] The second switching event can be as follows: Figure 4 As shown in “bounce_mid”, the second transition motion animation refers to a mixed animation of the latter part of the fourth blended motion animation and the former part of the first blended motion animation in the first motion animation.

[0141] 3013. After the second transition motion animation is finished playing, the terminal transmits the second switching event to the first node and returns to execute step 304.

[0142] In the embodiment of the present application, the transition animation can not only make the connection between different mixed animations smooth, but also make the connection between rising and falling smooth, thereby achieving a better animation performance effect.

[0143] For example, Figure 7 As shown, the first rotation animation is a forward rotation animation, and the second rotation animation is a reverse rotation animation. At this time, the virtual object includes a forward rotation process (the forward rotation process is the first movement stage) and a reverse rotation process (the reverse rotation process is the second movement stage). During the forward rotation process, the first mixed motion animation is a mixed animation of the forward rotation animation and the rising animation, and the second mixed motion animation is a mixed animation of the forward rotation animation and the falling animation, so that the forward rotation animation and the rising animation are fused, and the forward rotation animation and the falling animation are fused, so that the forward rotation, rise and fall of the virtual object are more natural. Similarly, during the reverse rotation process, the third mixed motion animation is a mixed animation of the reverse rotation animation and the rising animation, and the fourth mixed motion animation is a mixed animation of the reverse rotation animation and the falling animation, so that the reverse rotation, rise and fall of the virtual object are more natural. In addition, Figure 7The fusion transition of positive descent and reverse ascent refers to fusion of the rear animation of the second blended motion animation and the front animation of the third blended motion animation to obtain the first transitional motion animation, or, Figure 7 The reverse descent and forward ascent fusion transition refers to fusing the rear part of the fourth mixed motion animation with the front part of the first mixed motion animation to obtain the second transition motion animation.

[0144] 3014. If no game event is detected before the first mixed motion animation is finished playing, a landing event is generated through the first rotation node or the second rotation node. Based on the landing event, after the first mixed motion animation is finished playing, the landing animation corresponding to the virtual object is played in the game scene.

[0145] 3015. Before the third mixed motion animation is finished playing, if no new game event is detected, a landing event is generated through the second node. Based on the landing event, after the third mixed motion animation is finished playing, a landing animation corresponding to the virtual object is played in the game scene.

[0146] In this embodiment, the structure of the first node is similar to that of the second node. The first node includes a first child node and a counting node. The first child node includes a first rotation node and a second rotation node. The second node includes a third rotation node. The structure of the third rotation node is the same as that of the second rotation node. The structure of the second rotation node is described below.

[0147] The second rotation node may include a sub-rotation node and a landing animation node. The first mixed motion animation and the second mixed motion animation are played through the sub-rotation node, and the landing animation is played through the landing animation node.

[0148] For example, a child rotation node can be Figure 8 The "fly_cycle" shown in the figure, the landing animation node can be Figure 8 The "land" shown in Figure 8 The "fly_end" in the code indicates the landing event, that is, the trigger Figure 6 The nodes displayed after "zheng_normal" in Figure 8 shown.

[0149] The sub-rotation node may include an ascending rotation node and a rotating descending node, the ascending rotation node is used to play the first mixed motion animation, and the rotating descending node is used to play the second mixed motion animation.

[0150] For example, the ascending rotation node can be Fig. 9 As shown in the "enter" in the figure, the rotation descending node can be Fig. 9 The "exit" shown in Fig. 9The word "bounce" in the game event.

[0151] The rise and rotation node may include a rotation animation node, a first rise and fall animation node and a first superposition node. The rotation animation node is used to output the first rotation animation, the first rise and fall animation node is used to output the rise animation, and the first superposition node is used to superimpose the first rotation animation and the rise animation.

[0152] For example, the structure of the ascending rotation node can be as follows Fig.10 As shown, "Juggling_cycle" represents the rotation animation node, "Juggling_2rd" represents the first rise and fall animation node, and "Additive" represents the first superposition node. The first rise and fall animation node can be as follows Fig.11 As shown in the figure, since the rising animation and the falling animation are in one animation segment, in which the second half of the animation is the rising animation, the second half of the animation of this segment is intercepted and superimposed with the first rotation animation, and Fig.11 In the “Overlay Base Frame Position”, you can use the first overlay node to overlay the first rotation animation as the base frame and the rise animation.

[0153] The rotation and decline node may include a rotation animation node, a second rise and decline animation node and a second superposition node. The rotation animation node is used to output a first rotation animation, the second rise and decline animation node is used to output a decline animation, and the second superposition node is used to superimpose the first rotation animation and the decline animation.

[0154] For example, the structure of the rotation descending node can be as follows Fig.12 As shown, "Juggling_cycle" represents the rotation animation node, "StateMachine" represents the second rise and fall animation node, and "Additive" represents the second superposition node. The second rise and fall animation node can be as follows Fig.13 As shown, it includes a child empty node "empty" and a descending node "down". "empty" means an empty node, which does not include any animation. When no game event is detected, the second superposition node superimposes the first rotation animation and "empty", indicating that no other animation is superimposed on the first rotation animation. At this time, a landing event is generated and passed to the landing animation node. "down" is used to input the descending animation. When a game event is detected, the second superposition node superimposes the first rotation animation and "down", indicating that the descending animation is superimposed on the first rotation animation to obtain a second mixed motion animation, and the second mixed motion animation is played.

[0155] “down” can be Fig.14As shown in the figure, since the rising animation and the falling animation are in one animation segment, in which the first half of the animation is the falling animation, the first half of the animation of this animation segment is intercepted and superimposed with the first rotation animation, and Fig.14 In the “Overlay Base Frame Position”, you can use the second overlay node to overlay the first rotation animation as the base frame and the descending animation.

[0156] The specific implementation method and corresponding beneficial effects of this embodiment can be specifically referred to the above method embodiment, and this embodiment will not be described in detail here.

[0157] In order to better implement the above method, the embodiment of the present application also provides an animation playback device, which can be integrated into an electronic device, such as a computer device, which can be a terminal, a server, or other device.

[0158] Among them, the terminal can be a mobile phone, a tablet computer, a smart Bluetooth device, a laptop computer, a personal computer and other devices; the server can be a single server or a server cluster composed of multiple servers.

[0159] For example, in this embodiment, the method of the embodiment of the present application is described in detail by taking the animation playback device specifically integrated in the terminal as an example. This embodiment provides an animation playback device, such as Fig.15 As shown, the animation playing device may include:

[0160] The event acquisition module 1501 is used to acquire motion events of virtual objects in the game scene.

[0161] The first playback module 1502 is used to play the first mixed motion animation corresponding to the first motion stage of the virtual object in the game scene based on the motion event, the first mixed motion animation is the first rotation animation, and / or is a mixed animation of the first rotation animation and the rising animation, and the first motion stage is also configured with a second mixed motion animation, and the second mixed motion animation is a mixed animation of the descending animation and the first rotation animation.

[0162] The second playing module 1503 is used to play the second mixed motion animation in the game scene based on the game event if a game event corresponding to the virtual object is detected before the first mixed motion animation is played.

[0163] The third playback module 1504 is used to play the third mixed motion animation of the virtual object in the second motion stage in the game scene after the second mixed motion animation is played, wherein the third mixed motion animation is a mixed animation of the second rotation animation and the rising animation, and the second motion stage is also configured with a fourth mixed motion animation played in response to a new game event, and the fourth mixed motion animation is a mixed animation of the descending animation and the second rotation animation.

[0164] In some embodiments, the third playback module 1504 is further configured to execute:

[0165] Before the third mixed motion animation is played, if a new game event is detected, a fourth mixed motion animation is played in the game scene based on the new game event;

[0166] After the fourth mixed motion animation is played, the process returns to the step of playing the first mixed motion animation corresponding to the first motion stage of the virtual object in the game scene.

[0167] In some embodiments, the first mixed motion animation played based on the motion event is a first rotation animation, and the first mixed motion animation returned to play after the fourth mixed motion animation is finished is a mixed animation of the rising animation and the first rotation animation.

[0168] In some embodiments, the third playback module 1504 is used to execute:

[0169] After the second mixed motion animation is played, a transition motion animation is played in the game scene, where the transition motion animation is a mixed animation of a part of the second mixed motion animation and a part of the third mixed motion animation;

[0170] After the transition motion animation is played, the third mixed motion animation of the virtual object in the second motion stage is played in the game scene.

[0171] In some embodiments, the third playback module 1504 is further configured to execute:

[0172] If no game event is detected before the end of the first mixed motion animation or no new game event is detected before the end of the third mixed motion animation, the landing animation corresponding to the virtual object will be played in the game scene after the end of the first mixed motion animation or the end of the third mixed motion animation.

[0173] In some embodiments, the first playback module 1502 is used to execute:

[0174] The motion event is transmitted to the state machine of the virtual object, and the state machine plays the first mixed motion animation corresponding to the first motion stage of the virtual object in the game scene based on the motion event.

[0175] The second playing module 1503 is used to execute:

[0176] The game event is passed to the state machine, and through the state machine, the second mixed motion animation is played in the game scene based on the game event.

[0177] In some embodiments, the third playback module 1504 is used to execute:

[0178] Generate switching events through the state machine;

[0179] Through the state machine, based on the switching event, after the second mixed motion animation is finished playing, the transition motion animation is played in the game scene.

[0180] In some embodiments, the third playback module 1504 is used to execute:

[0181] Generate landing events through the state machine;

[0182] Through the state machine, based on the landing event, after the first mixed motion animation is played or after the third mixed motion animation is played, the landing animation corresponding to the virtual object is played in the game scene.

[0183] In specific implementation, the above modules can be implemented as independent entities, or can be arbitrarily combined and implemented as the same or several entities. The specific implementation methods and corresponding beneficial effects of the above modules can be found in the previous method embodiments, which will not be repeated here.

[0184] Accordingly, an embodiment of the present application further provides an electronic device, which may be a terminal, and the terminal may be a smart phone, a tablet computer, a laptop computer, a touch screen, a game console, a personal computer (PC), a personal digital assistant (PDA), or other terminal devices. Fig.16 As shown, Fig.16 A schematic diagram of the structure of an electronic device provided in an embodiment of the present application. The electronic device 1600 includes a processor 1601 having one or more processing cores, a memory 1602 having one or more computer-readable storage media, and a computer program stored in the memory 1602 and executable on the processor. The processor 1601 is electrically connected to the memory 1602. It will be understood by those skilled in the art that the electronic device structure shown in the figure does not constitute a limitation on the electronic device, and may include more or fewer components than shown, or combine certain components, or arrange components differently.

[0185] Processor 1601 is the control center of electronic device 1600. It uses various interfaces and lines to connect various parts of the entire electronic device 1600, executes various functions of electronic device 1600 and processes data by running or loading software programs and / or modules stored in memory 1602, and calling data stored in memory 1602, thereby monitoring electronic device 1600 as a whole.

[0186] In the embodiment of the present application, the processor 1601 in the electronic device 1600 will load instructions corresponding to the processes of one or more application programs into the memory 1602 according to the following steps, and the processor 1601 will run the application programs stored in the memory 1602 to implement various functions, such as:

[0187] Get the motion events of virtual objects in the game scene;

[0188] Based on the motion event, a first mixed motion animation corresponding to the first motion stage of the virtual object is played in the game scene, the first mixed motion animation is a first rotation animation, and / or a mixed animation of the first rotation animation and an ascending animation, and the first motion stage is further configured with a second mixed motion animation, the second mixed motion animation is a mixed animation of the descending animation and the first rotation animation;

[0189] Before the first mixed motion animation ends, if a game event corresponding to the virtual object is detected, a second mixed motion animation is played in the game scene based on the game event;

[0190] After the second mixed motion animation is finished, the third mixed motion animation of the virtual object in the second motion stage is played in the game scene, wherein the third mixed motion animation is a mixed animation of the second rotation animation and the rising animation, and the second motion stage is also configured with a fourth mixed motion animation played in response to a new game event, and the fourth mixed motion animation is a mixed animation of the descending animation and the second rotation animation.

[0191] The specific implementation methods and corresponding beneficial effects of the above operations can be found in the detailed description of the animation playing method above, which will not be elaborated here.

[0192] Optional, such as Fig.16 As shown, the electronic device 1600 further includes: a touch screen 1603, a radio frequency circuit 1604, an audio circuit 1605, an input unit 1606, and a power supply 1607. The processor 1601 is electrically connected to the touch screen 1603, the radio frequency circuit 1604, the audio circuit 1605, the input unit 1606, and the power supply 1607, respectively. Those skilled in the art can understand that Fig.16 The electronic device structure shown in the figure does not constitute a limitation of the electronic device, and may include more or less components than shown in the figure, or combine certain components, or arrange the components differently.

[0193] The touch display screen 1603 can be used to display a graphical user interface and receive operation instructions generated by the user acting on the graphical user interface. The touch display screen 1603 may include a display panel and a touch panel. Among them, the display panel may be used to display information input by the user or information provided to the user and various graphical user interfaces of the electronic device, and these graphical user interfaces may be composed of graphics, text, icons, videos and any combination thereof. Optionally, the display panel may be configured in the form of a liquid crystal display (LCD, Liquid Crystal Display), an organic light emitting diode (OLED, Organic Light-EmittingDiode) and the like. The touch panel may be used to collect the user's touch operation on or near it (such as the user using any suitable object or attachment such as a finger, a stylus, etc. on the touch panel or near the touch panel), and generate corresponding operation instructions, and the operation instructions execute corresponding programs. Optionally, the touch panel may include two parts, a touch detection device and a touch controller. Among them, the touch detection device detects the user's touch orientation, detects the signal brought by the touch operation, and transmits the signal to the touch controller; the touch controller receives the touch information from the touch detection device, converts it into the touch point coordinates, and then sends it to the processor 1601, and can receive the command sent by the processor 1601 and execute it. The touch panel can cover the display panel. When the touch panel detects a touch operation on or near it, it is transmitted to the processor 1601 to determine the type of touch event, and then the processor 1601 provides a corresponding visual output on the display panel according to the type of touch event. In an embodiment of the present application, the touch panel and the display panel can be integrated into the touch display screen 1603 to realize the input and output functions. However, in some embodiments, the touch panel and the touch panel can be used as two independent components to realize the input and output functions. That is, the touch display screen 1603 can also be used as a part of the input unit 1606 to realize the input function.

[0194] The radio frequency circuit 1604 may be used to send and receive radio frequency signals, so as to establish wireless communication with a network device or other electronic devices through wireless communication, and to send and receive signals with the network device or other electronic devices.

[0195] The audio circuit 1605 can be used to provide an audio interface between the user and the electronic device through a speaker and a microphone. The audio circuit 1605 can transmit the electrical signal converted from the received audio data to the speaker, which is converted into a sound signal for output; on the other hand, the microphone converts the collected sound signal into an electrical signal, which is received by the audio circuit 1605 and converted into audio data, and then the audio data is output to the processor 1601 for processing, and then sent to another electronic device through the radio frequency circuit 1604, or the audio data is output to the memory 1602 for further processing. The audio circuit 1605 may also include an earplug jack to provide communication between an external headset and an electronic device.

[0196] The input unit 1606 may be used to receive input numbers, character information or user feature information (such as fingerprint, iris, facial information, etc.), and generate keyboard, mouse, joystick, optical or trackball signal input related to user settings and function control.

[0197] The power supply 1607 is used to supply power to various components of the electronic device 1600. Optionally, the power supply 1607 can be logically connected to the processor 1601 through a power management system, so that the power management system can manage charging, discharging, and power consumption. The power supply 1607 can also include one or more DC or AC power supplies, recharging systems, power failure detection circuits, power converters or inverters, power status indicators, and other arbitrary components.

[0198] although Fig.16 Not shown, the electronic device 1600 may also include a camera, a sensor, a wireless fidelity module, a Bluetooth module, etc., which will not be described in detail here.

[0199] In the above embodiments, the description of each embodiment has its own emphasis. For parts that are not described in detail in a certain embodiment, reference can be made to the relevant descriptions of other embodiments.

[0200] A person of ordinary skill in the art will appreciate that all or part of the steps in the various methods of the above embodiments may be completed by instructions, or by controlling related hardware through instructions. The instructions may be stored in a computer-readable storage medium and loaded and executed by a processor.

[0201] To this end, an embodiment of the present application provides a computer-readable storage medium, in which multiple computer programs are stored, and the computer program can be loaded by a processor to execute any animation playback method provided in the embodiment of the present application. For example, the computer program can execute the following steps:

[0202] Get the motion events of virtual objects in the game scene;

[0203] Based on the motion event, a first mixed motion animation corresponding to the first motion stage of the virtual object is played in the game scene, the first mixed motion animation is a first rotation animation, and / or a mixed animation of the first rotation animation and an ascending animation, and the first motion stage is further configured with a second mixed motion animation, the second mixed motion animation is a mixed animation of the descending animation and the first rotation animation;

[0204] Before the first mixed motion animation ends, if a game event corresponding to the virtual object is detected, a second mixed motion animation is played in the game scene based on the game event;

[0205] After the second mixed motion animation is finished, the third mixed motion animation of the virtual object in the second motion stage is played in the game scene, wherein the third mixed motion animation is a mixed animation of the second rotation animation and the rising animation, and the second motion stage is also configured with a fourth mixed motion animation played in response to a new game event, and the fourth mixed motion animation is a mixed animation of the descending animation and the second rotation animation.

[0206] The specific implementation methods and corresponding beneficial effects of the above operations can be found in the detailed description of the animation playing method above, which will not be elaborated here.

[0207] The computer-readable storage medium may include: a read-only memory (ROM), a random access memory (RAM), a magnetic disk or an optical disk, etc.

[0208] Since the computer program stored in the computer-readable storage medium can execute any animation playback method provided in the embodiments of the present application, the beneficial effects that can be achieved by any animation playback method provided in the embodiments of the present application can be achieved. Please refer to the previous embodiments for details and will not be repeated here.

[0209] The above is a detailed introduction to an animation playback method, device, electronic device and computer-readable storage medium provided in the embodiments of the present application. Specific examples are used herein to illustrate the principles and implementation methods of the present application. The description of the above embodiments is only used to help understand the method of the present application and its core idea. At the same time, for technical personnel in this field, according to the idea of ​​the present application, there will be changes in the specific implementation method and application scope. In summary, the content of this specification should not be understood as a limitation on the present application.

Claims

1. An animation playing method, characterized in that: The method comprises: Get the motion events of virtual objects in the game scene; Based on the motion event, a first mixed motion animation corresponding to the first motion stage of the virtual object is played in the game scene, wherein the first mixed motion animation is a first rotation animation and / or a mixed animation of the first rotation animation and an ascending animation, and the first motion stage is further configured with a second mixed motion animation, wherein the second mixed motion animation is a mixed animation of the descending animation and the first rotation animation; Before the first mixed motion animation ends, if a game event corresponding to the virtual object is detected, then based on the game event, the second mixed motion animation is played in the game scene; After the second mixed motion animation is finished, the third mixed motion animation of the virtual object in the second motion stage is played in the game scene, wherein the third mixed motion animation is a mixed animation of the second rotation animation and the rising animation, and the second motion stage is also configured with a fourth mixed motion animation played in response to a new game event, and the fourth mixed motion animation is a mixed animation of the descending animation and the second rotation animation.

2. The animation playing method according to claim 1, characterized in that: The method further comprises: Before the third mixed motion animation ends playing, if the new game event is detected, then based on the new game event, the fourth mixed motion animation is played in the game scene; After the fourth mixed motion animation is played, the step of returning to play the first mixed motion animation corresponding to the first motion stage of the virtual object in the game scene is performed.

3. The animation playing method according to claim 2, characterized in that: The first mixed motion animation played based on the motion event is the first rotation animation, and the first mixed motion animation returned to play after the fourth mixed motion animation is finished playing is a mixed animation of the rising animation and the first rotation animation.

4. The animation playing method according to claim 1, characterized in that: After the second mixed motion animation is played, playing the third mixed motion animation of the virtual object in the second motion stage in the game scene includes: After the second mixed motion animation is finished playing, a transition motion animation is played in the game scene, wherein the transition motion animation is a mixed animation of a part of the second mixed motion animation and a part of the third mixed motion animation; After the transition motion animation is played, the third mixed motion animation of the virtual object in the second motion stage is played in the game scene.

5. The animation playing method according to claim 1, characterized in that: The method further comprises: If the game event is not detected before the end of the first mixed motion animation or the new game event is not detected before the end of the third mixed motion animation, then after the end of the first mixed motion animation or the end of the third mixed motion animation, the landing animation corresponding to the virtual object is played in the game scene.

6. The animation playing method according to any one of claims 1 to 5, characterized in that: The step of playing the first mixed motion animation corresponding to the first motion stage of the virtual object in the game scene based on the motion event includes: The motion event is transmitted to the state machine of the virtual object, and based on the motion event, the state machine plays a first mixed motion animation corresponding to the first motion stage of the virtual object in the game scene; Based on the game event, playing the second mixed motion animation in the game scene includes: The game event is passed to the state machine, and through the state machine, the second mixed motion animation is played in the game scene based on the game event.

7. The animation playing method according to claim 6, characterized in that: After the second mixed motion animation is played, playing the transition motion animation in the game scene includes: Generate a switching event through the state machine; Through the state machine, based on the switching event, after the second mixed motion animation is finished playing, the transition motion animation is played in the game scene.

8. The animation playing method according to claim 6, characterized in that: After the first mixed motion animation is played or after the third mixed motion animation is played, playing the landing animation corresponding to the virtual object in the game scene includes: Generate a landing event through the state machine; Through the state machine, based on the landing event, after the first mixed motion animation is played or after the third mixed motion animation is played, the landing animation corresponding to the virtual object is played in the game scene.

9. An animation playback device, characterized in that: The device comprises: An event acquisition module is used to acquire motion events of virtual objects in the game scene; A first playback module is used to play a first mixed motion animation corresponding to the first motion stage of the virtual object in the game scene based on the motion event, wherein the first mixed motion animation is a first rotation animation and / or a mixed animation of the first rotation animation and an ascending animation, and the first motion stage is further configured with a second mixed motion animation, wherein the second mixed motion animation is a mixed animation of a descending animation and the first rotation animation; A second playing module is used for playing the second mixed motion animation in the game scene based on the game event if a game event corresponding to the virtual object is detected before the first mixed motion animation ends playing; The third playback module is used to play the third mixed motion animation of the virtual object in the second motion stage in the game scene after the playback of the second mixed motion animation is completed, wherein the third mixed motion animation is a mixed animation of the second rotation animation and the rising animation, and the second motion stage is also configured with a fourth mixed motion animation played in response to a new game event, and the fourth mixed motion animation is a mixed animation of the descending animation and the second rotation animation.

10. An electronic device, characterized in that: It comprises a processor and a memory, wherein the memory stores a plurality of instructions; the processor loads instructions from the memory to execute the animation playing method as claimed in any one of claims 1 to 8.

11. A computer-readable storage medium, characterized in that: The computer-readable storage medium stores a plurality of instructions, and the instructions are suitable for being loaded by a processor to execute the animation playing method according to any one of claims 1 to 8.