Action control method and device of virtual object, medium, equipment and program product

By determining the target hit action based on the hit surface and attack direction of the virtual object, the problem of pre-made large amounts of action resources in the prior art is solved, and the real, natural and multi-direction hit performance of the virtual object is realized.

CN119925916APending Publication Date: 2025-05-06BEIJING ZITIAO NETWORK TECH CO LTD
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Patent Information

Application Number
CN202510246490.1
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-03-03
Publication Date
2025-05-06

AI Technical Summary

Technical Problem

In virtual scenarios, the existing technology requires developers to pre-made a large number of hard straight action resources to achieve realistic hit actions, especially when the character bones are large, the maintenance cost is high.

Method used

By responding to the attack of the virtual object, the target hit action matching the hit surface and the direction of the attack relative to the virtual object is determined according to the direction of the impacted surface and the direction of the attack relative to the virtual object. The action includes the lower body movement matching the impacted surface, the upper body movement matching the direction of the movement, and the target hit action matching the direction of the movement.

Benefits of technology

Without maintaining a large number of hit action resources, enrich the attack performance of virtual objects, making their performance more realistic, natural, in line with physical laws and visual feelings, and achieve multi-directional hit performance.

✦ Generated by Eureka AI based on patent content.

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Abstract

The invention provides an action control method and device for a virtual object, a medium, equipment and a program product, and relates to the technical field of computers. According to the embodiment of the invention, the target hit action matched with the hit surface and the movement direction is determined, the lower body action in the target hit action is matched with the hit surface, and the upper body action in the target hit action is matched with the movement direction, and then the target hit action is displayed, so that the hit action can be displayed without maintaining more hit action resources. According to the method, the hit performance of the virtual object is enriched, so that the hit performance of the virtual object is more real and natural and accords with physical rules and visual perception, and the hit performance in multiple directions can be realized.
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Description

Technical Field

[0001] The present disclosure relates to the field of computer technology, and in particular to a method, device, medium, equipment and program product for controlling a motion of a virtual object. Background Art

[0002] In virtual scenes, in order to enrich the action feedback of the hit party, multiple stiff actions are generally created to achieve a more realistic hit action. However, this method often requires developers to prepare a large number of action resources in advance. Especially when the skeletons of the characters in the game are very different, a full set of stiff actions needs to be created for characters with different skeletons. Summary of the invention

[0003] This summary is provided to introduce concepts in a brief form that will be described in detail in the detailed description below. This summary is not intended to identify key features or essential features of the claimed technical solution, nor is it intended to limit the scope of the claimed technical solution.

[0004] In a first aspect, the present disclosure provides a method for controlling a motion of a virtual object, comprising: In response to a virtual object being attacked, a target attack action matching the attack surface and the movement direction is determined according to the attack surface of the virtual object and the movement direction of the attack relative to the virtual object; the target attack action includes a lower body action of the virtual object and an upper body action of the virtual object, the lower body action matches the attack surface, and the upper body action matches the movement direction; The target's hit action is displayed.

[0005] In a second aspect, the present disclosure provides a motion control device for a virtual object, comprising: a determination module configured to determine, in response to a virtual object being attacked, a target attack action that matches the attack surface and the movement direction according to the attack surface of the virtual object and the movement direction of the attack relative to the virtual object; the target attack action includes a lower body action of the virtual object and an upper body action of the virtual object, the lower body action matches the attack surface, and the upper body action matches the movement direction; The display module is configured to display the target being hit.

[0006] In a third aspect, the present disclosure provides a computer-readable medium having a computer program stored thereon, which, when executed by a processing device, implements the steps of the method described in the first aspect.

[0007] In a fourth aspect, the present disclosure provides an electronic device, including: a storage device having a computer program stored thereon; A processing device is used to execute the computer program in the storage device to implement the steps of the method described in the first aspect.

[0008] In a fifth aspect, the present disclosure provides a computer program product, including a computer program, which implements the steps of the method described in the first aspect when executed by a processor.

[0009] Based on the above technical scheme, in response to the virtual object being attacked, a target hitting action that matches the hitting surface and the movement direction is determined according to the hitting surface of the virtual object and the movement direction of the attack relative to the virtual object, wherein the lower body movement in the target hitting action matches the hitting surface, and the upper body movement in the target hitting action matches the movement direction, and then the target hitting action is displayed. This not only enriches the hitting performance of the virtual object without maintaining a large number of hitting action resources, so that the hitting performance of the virtual object is more realistic, natural, and in line with physical laws and visual perception, but also realizes multi-directional hitting performance.

[0010] Other features and advantages of the present disclosure will be described in detail in the following detailed description. BRIEF DESCRIPTION OF THE DRAWINGS

[0011] The above and other features, advantages and aspects of the embodiments of the present disclosure will become more apparent with reference to the following detailed description in conjunction with the accompanying drawings. Throughout the drawings, the same or similar reference numerals represent the same or similar elements. It should be understood that the drawings are schematic and the originals and elements are not necessarily drawn to scale. In the drawings: Figure 1 The figure is a flowchart of a method for controlling a motion of a virtual object according to an exemplary embodiment.

[0012] Figure 2 is a schematic diagram of a fifth striking action according to an exemplary embodiment.

[0013] Figure 3 is a schematic diagram of a sixth striking action according to an exemplary embodiment.

[0014] Figure 4 The figure is a schematic diagram showing the structure of a device for controlling a motion of a virtual object according to an exemplary embodiment.

[0015] Figure 5 It is a schematic structural diagram of an electronic device according to an exemplary embodiment. DETAILED DESCRIPTION

[0016] Embodiments of the present disclosure will be described in more detail below with reference to the accompanying drawings. Although certain embodiments of the present disclosure are shown in the accompanying drawings, it should be understood that the present disclosure can be implemented in various forms and should not be construed as being limited to the embodiments described herein, which are instead provided for a more thorough and complete understanding of the present disclosure. It should be understood that the drawings and embodiments of the present disclosure are only for exemplary purposes and are not intended to limit the scope of protection of the present disclosure.

[0017] It should be understood that the various steps described in the method embodiments of the present disclosure may be performed in different orders and / or in parallel. In addition, the method embodiments may include additional steps and / or omit the steps shown. The scope of the present disclosure is not limited in this respect.

[0018] The term "including" and its variations used herein are open inclusions, i.e., "including but not limited to". The term "based on" means "based at least in part on". The term "one embodiment" means "at least one embodiment"; the term "another embodiment" means "at least one additional embodiment"; the term "some embodiments" means "at least some embodiments". The relevant definitions of other terms will be given in the following description.

[0019] It should be noted that the concepts such as "first" and "second" mentioned in the present disclosure are only used to distinguish different devices, modules or units, and are not used to limit the order or interdependence of the functions performed by these devices, modules or units.

[0020] It should be noted that the modifications of "one" and "plurality" mentioned in the present disclosure are illustrative rather than restrictive, and those skilled in the art should understand that unless otherwise clearly indicated in the context, it should be understood as "one or more".

[0021] The names of the messages or information exchanged between multiple devices in the embodiments of the present disclosure are only used for illustrative purposes and are not used to limit the scope of these messages or information.

[0022] Figure 1 FIG. 1 is a flow chart of a method for controlling a motion of a virtual object according to an exemplary embodiment. Figure 1 As shown, the embodiment of the present disclosure provides a method for controlling the motion of a virtual object. The method can be specifically performed by a device for controlling the motion of a virtual object. The device can be implemented by software and / or hardware. Figure 1 As shown, the method may include the following steps.

[0023] In step 110, in response to the virtual object being attacked, a target hitting action that matches the hitting surface and the movement direction is determined based on the hitting surface of the virtual object and the movement direction of the attack relative to the virtual object; the target hitting action includes the lower body movement of the virtual object and the upper body movement of the virtual object, the lower body movement matches the hitting surface, and the upper body movement matches the movement direction.

[0024] Here, the virtual object may be an object in a virtual scene. Taking the virtual scene as a game scene as an example, the virtual object may be a game character in the game scene. Among them, the virtual object may be a player-controlled character. Of course, the virtual object may also be a non-player-controlled character in the virtual scene, for example, the virtual object may be a monster in the virtual scene. Accordingly, the virtual object being attacked may refer to the player-controlled character being attacked by other player-controlled characters or non-player-controlled characters in the virtual scene. Of course, the virtual object being attacked may also refer to the non-player-controlled character being attacked by the player-controlled character or other non-player-controlled characters in the virtual scene. It should be noted that the virtual object being attacked may refer to the virtual object being attacked by a skill attack or an ordinary physical attack.

[0025] The hit surface of a virtual object may refer to the direction surface in which the virtual object is attacked. For example, a virtual object has four direction surfaces that are attacked, namely the front, back, left and right sides of the virtual object. Therefore, the hit surface of a virtual object may refer to any one of the front, back, left and right sides of the virtual object. For example, when the hit surface is the front side of the virtual object, it means that the virtual object is hit from the front. When the hit surface is the back side of the virtual object, it means that the virtual object is hit from the back. When the hit surface is the left side of the virtual object, it means that the virtual object is hit from the left side. When the hit surface is the right side of the virtual object, it means that the virtual object is hit from the right side.

[0026] It should be noted that the direction surface of the virtual object receiving the attack can be determined by the physical collision between the attack and the virtual object. For example, the collision point between the attack and the virtual object is calculated, and then the corresponding impact surface is determined by the direction surface where the collision point is located.

[0027] The direction of movement of the attack relative to the virtual object may refer to the direction of movement of the trajectory corresponding to the attack source against the virtual object from the perspective of the virtual object. For example, assuming that the attack source comes from the back of the virtual object, and the attack source moves from the left side to the right side of the virtual object from the perspective of the virtual object, then the attacked surface of the virtual object is the back of the virtual object, and the movement direction is from left to right (equivalent to the back of the virtual object being attacked to the right). Assuming that the attack source comes from the front of the virtual object, and the attack source moves from the right side to the left side of the virtual object from the perspective of the virtual object, then the attacked surface of the virtual object is the front of the virtual object, and the movement direction is from right to left (equivalent to the front of the virtual object being attacked to the left).

[0028] When a virtual object in a virtual scene is attacked, a target attack action corresponding to the virtual object is determined according to the attack surface and the movement direction. The target attack action may be an attack action that matches both the attack surface and the movement direction. For example, the target attack action that matches the attack surface and the movement direction may be searched from pre-configured attack actions according to the attack surface and the movement direction.

[0029] It is worth noting that the target hit action includes the lower body action of the virtual object and the upper body action of the virtual object. The lower body action in the target hit action is determined by the hit surface, and the upper body action in the target hit action is determined by the movement direction.

[0030] For example, if the hit surface is the front of the virtual object, the lower body movement of the target hit action is a backward movement. If the hit surface is the back of the virtual object, the lower body movement of the target hit action is a forward movement. If the hit surface is the left side of the virtual object, the lower body movement of the target hit action is a lateral movement to the right. If the hit surface is the right side of the virtual object, the lower body movement of the target hit action is a lateral movement to the left.

[0031] For another example, if the direction of the attack relative to the virtual object is from left to right, the upper body movement of the target being hit is a rightward bend. If the direction of the attack relative to the virtual object is from right to left, the upper body movement of the target being hit is a leftward bend. If the direction of the attack relative to the virtual object is moving toward the back of the virtual object, the upper body movement of the target being hit is a forward bend. If the direction of the attack relative to the virtual object is moving toward the front of the virtual object, the upper body movement of the target being hit is a backward lean.

[0032] It should be understood that by determining the target hit action by the hit surface and the movement direction, when the virtual object is attacked from multiple directions, the virtual object can present a richer hit performance. For example, when the virtual object receives an attack from the front and from right to left, the virtual object can present a target hit action of the lower body retreating and the upper body bending to the right, rather than just presenting a target hit action of the lower body retreating and the upper body leaning back.

[0033] In step 120, the target hitting action is displayed.

[0034] Here, the electronic device may display a graphical user interface that at least partially displays a game screen corresponding to the virtual scene. When a virtual object in the game screen is attacked, the electronic device determines a target attack action corresponding to the virtual object based on the attack surface and the movement direction, and then displays the target attack action of the virtual object in the game screen.

[0035] For example, assuming that the target hitting action is the virtual object's upper body leaning backward and the lower body moving backward, the target hitting action can be used to control the skeletal control model corresponding to the virtual object to perform the actions of leaning backward with the upper body and moving backward with the lower body to display the corresponding target hitting action.

[0036] Therefore, in response to the virtual object being attacked, a target hitting action that matches the hitting surface and the movement direction is determined according to the hitting surface of the virtual object and the movement direction of the attack relative to the virtual object, wherein the lower body movement in the target hitting action matches the hitting surface, and the upper body movement in the target hitting action matches the movement direction, and then the target hitting action is displayed. This not only enriches the hitting performance of the virtual object without maintaining a large number of hitting action resources, so that the hitting performance of the virtual object is more realistic, natural, and in line with physical laws and visual perception, but also realizes multi-directional hitting performance.

[0037] In some feasible implementations, in step 110, based on the striking surface and the movement direction, a target striking action matching the striking surface and the movement direction is determined from pre-configured candidate striking actions.

[0038] Here, the pre-configured candidate striking actions are associated with the striking surface and the movement direction. After the striking surface and the movement direction are determined, the determined striking surface and the movement direction can be used to search for a candidate striking action that matches both the striking surface and the movement direction in the pre-configured candidate striking actions, and the found candidate striking action is determined as the target striking action.

[0039] It should be noted that the pre-configured candidate hit actions can be hit actions of virtual objects pre-made by game developers. Of course, the pre-configured candidate hit actions can also be hit actions of virtual objects pre-made by game developers and hit actions generated based on the hit actions of virtual objects pre-made by game developers.

[0040] In some embodiments, the basic striking action corresponding to the virtual object maintained by the game can be obtained, and for each basic striking action, the lower body action of the basic striking action and the upper body action of the remaining basic striking actions are merged to obtain a new striking action, and the basic striking action and the new striking action are determined as candidate striking actions.

[0041] The basic attack action includes the attack action corresponding to the virtual object when the preset attack surface is attacked, and the preset attack surface includes the front, back, left and right sides of the virtual object. In other words, the basic attack actions maintained by the game include the first attack action corresponding to the front of the virtual object being attacked, the second attack action corresponding to the back of the virtual object being attacked, the third attack action corresponding to the left side of the virtual object being attacked, and the fourth attack action corresponding to the right side of the virtual object being attacked.

[0042] Each basic striking action includes an upper body action and a lower body action. For example, the first striking action is equivalent to the striking action when the virtual object is hit from the front, which is manifested as the upper body leaning back and the lower body retreating. The second striking action is equivalent to the virtual object being hit from the back, which is manifested as the upper body bending forward and the lower body moving forward. The third striking action is equivalent to the virtual object being hit from the left side, which is manifested as the upper body bending to the right and the lower body moving sideways to the right. The fourth striking action is equivalent to the virtual object being hit from the right side, which is manifested as the upper body bending to the left and the lower body moving sideways to the left.

[0043] For each basic striking action of the virtual object, the lower body action of the basic striking action and the upper body action of the remaining basic striking actions can be fused to obtain a new striking action. For example, the lower body action of the first striking action is fused with the upper body actions of the second striking action, the third striking action, and the fourth striking action, respectively, to obtain three new striking actions. Similarly, the lower body actions of the second striking action, the third striking action, and the fourth striking action can also be fused with the upper body actions of other basic striking actions. By fusing the lower body actions of the basic striking actions with the upper body actions of the remaining basic striking actions, 12 new striking actions can be obtained, thereby enriching the striking performance.

[0044] It should be understood that the new struck action obtained by fusion can also be bound to the corresponding struck surface and movement direction. For example, the fifth struck action obtained by fusion of the lower body action of the second struck action and the upper body action of the fourth struck action can be bound to the struck surface on the back and the movement direction from left to right. The fifth struck action is equivalent to the struck action presented when the virtual object is subjected to an attack from the back of the virtual object and from left to right. For another example, the sixth struck action obtained by fusion of the lower body action of the first struck action and the upper body action of the third struck action can be bound to the struck surface on the front and the movement direction from right to left. The sixth struck action is equivalent to the struck action presented when the virtual object is subjected to an attack from the front of the virtual object and from right to left.

[0045] Figure 2 FIG. 5 is a schematic diagram of a fifth striking action according to an exemplary embodiment. Figure 2 As shown, the lower body movement of the second striking action 201 and the upper body movement of the fourth striking action are combined to obtain the fifth striking action 202. The fifth striking action 202 is equivalent to the striking action presented when the virtual object is attacked from the back of the virtual object and from left to right, that is, the lower body of the virtual object moves toward the front of the virtual object, and the upper body of the virtual object bends toward the left side of the virtual object.

[0046] Figure 3 FIG. 4 is a schematic diagram of a sixth striking action according to an exemplary embodiment. Figure 3 As shown, the lower body movement of the first striking action 301 and the upper body movement of the third striking action are combined to obtain the sixth striking action 302. The sixth striking action 302 is equivalent to the striking action presented when the virtual object is attacked from the front of the virtual object and from right to left, that is, the lower body of the virtual object moves to the rear of the virtual object, and the upper body of the virtual object bends to the right side of the virtual object.

[0047] It is worth noting that by fusing the lower body movement of a basic striking action with the upper body movement of other basic striking actions, the upper body movement of the new striking action obtained by fusion can present the posture corresponding to the virtual object being attacked from different movement directions while keeping the moving direction of the lower body movement of the basic striking action unchanged. For example, by fusing the lower body movement of the first striking action with the upper body movements of the second striking action, the third striking action and the fourth striking action respectively, the new striking action can be made to present different postures such as bending forward, bending to the right, bending to the left, etc., while keeping the lower body moving backward, so as to present the striking action of the virtual object being attacked from different movement directions on the front.

[0048] It should be noted that when making the basic attack action, the pelvic bones of the virtual object's skeletal control model can be kept relatively stable, and on this basis, the upper body of the skeletal control model can be tilted in different directions. In this way, when fusion is performed, the effect of the fused attack action can be better, and it can have a more obvious action performance that conforms to the tilting along the direction of movement.

[0049] Exemplarily, the motion data of the lower body of a basic striking action can be extracted from the basic striking action, and the motion data of the upper body of the basic striking action can be extracted from another basic striking action, and then a new striking action can be obtained by fusing the two extracted motion data.

[0050] It is worth noting that the pelvic bones of the skeletal control model of the virtual object can be used as the dividing line to extract the motion data of the lower body and the upper body in the basic striking action. By extracting the motion data using the pelvic bones of the skeletal control model of the virtual object as the dividing line, the effect of the fused striking action can be better, and it can have a more obvious action performance that conforms to the tilting along the direction of movement.

[0051] Therefore, by fusing the lower body movement of each basic striking action with the upper body movement of the remaining basic striking actions, a new striking action is obtained. While maintaining the four basic striking actions, new striking actions in different movement directions can be fused. This not only greatly enriches the action performance of the virtual object, but also does not require the maintenance of too many striking actions, greatly improving the production efficiency of the dynamic striking actions of the virtual object.

[0052] In some feasible implementations, in step 110, the lower body movement that matches the struck surface can be determined from the basic striking movements of the virtual object maintained by the game based on the struck surface of the virtual object, and the upper body movement corresponding to the movement direction determined from the basic striking movements can be determined based on the movement direction of the attack relative to the virtual object, and then the target striking movement can be obtained by integrating the lower body movement and the upper body movement.

[0053] Here, the basic attack action includes the corresponding attack action when the virtual object is attacked on a preset attack surface, and the preset attack surface includes the front, back, left and right sides of the virtual object. The detailed description of the basic attack action can refer to the relevant description of the above embodiment, which will not be repeated here.

[0054] For different struck surfaces, the lower body action corresponding to the struck surface can be selected from the basic struck actions. For example, if the struck surface of the virtual object is the front of the virtual object, the lower body action of the virtual object is obtained from the first struck action. For another example, if the struck surface of the virtual object is the back of the virtual object, the lower body action of the virtual object is obtained from the second struck surface.

[0055] For different movement directions, the upper body movement corresponding to the movement direction can be selected from the basic striking movements. For example, if the movement direction is from left to right, the upper body movement of the virtual object is obtained from the fourth striking movement. For another example, if the movement direction is from right to left, the upper body movement of the virtual object is obtained from the third striking movement.

[0056] After obtaining the corresponding lower body movements and upper body movements, the lower body movements and upper body movements are fused to obtain the target striking movement. Accordingly, the lower body movement of the fused target striking movement matches the striking surface, and the upper body movement of the target striking movement matches the movement direction.

[0057] It should be noted that, in this embodiment, the target striking action can be obtained by real-time fusion of the upper body action and the lower body action of the basic striking action to meet different needs and present richer action performance.

[0058] Therefore, through the above implementation, not only can the action performance of virtual objects be greatly enriched, but also the game does not need to maintain too many hitting actions, which greatly improves the efficiency of making dynamic hitting actions of virtual objects. When maintaining four basic hitting actions, the action performance of 16 hitting actions can be achieved.

[0059] In some feasible implementations, the normal vector between the attack and the virtual object may be determined based on the collision point between the attack and the virtual object, and then the movement direction may be determined based on the normal vector and the orientation of the virtual object.

[0060] Here, the collision point between the attack and the virtual object includes a first collision point on the attack and a second collision point on the virtual object. The normal vector between the attack and the virtual object is calculated through the connection line between the first collision point and the second collision point.

[0061] The collision point between the attack and the virtual object may refer to the collision point between the virtual weapon corresponding to the attack and the virtual object, or the collision point between the attack and the virtual object may refer to the collision point between the skill effect corresponding to the attack and the virtual object. It is worth noting that the corresponding collision point can be calculated through the physical collision generated by the model corresponding to the attack and the virtual object.

[0062] The orientation of a virtual object refers to the orientation of the front of the virtual object in the virtual scene. The orientation of the virtual object is used to determine the front direction of the virtual object. The direction of movement can be calculated by the orientation and normal vector of the virtual object. For example, the cross product of the normal vector and the orientation can be calculated to obtain a direction vector perpendicular to the two. Through this direction vector, it can be determined whether the attack comes from the left or right side of the virtual object. For example, if the Z-axis component of the direction vector is positive, it means that the attack comes from the right side of the virtual object. If the Z-axis component of the direction vector is negative, it means that the attack comes from the left side of the virtual object.

[0063] Therefore, through the above implementation, the direction of movement of the virtual object relative to the attack received by the virtual object can be accurately calculated, so as to determine the accurate target hitting action through the movement direction, so that the virtual object can present a real action performance that conforms to physical properties and visual perception when being attacked.

[0064] In some feasible implementations, in step 110, in response to the virtual object being attacked, a target striking action matching the striking surface, the movement direction and the striking part of the virtual object can be determined according to the striking surface of the virtual object, the movement direction of the attack relative to the virtual object and the striking part of the virtual object.

[0065] Here, the hit part of the virtual object may refer to the head, upper body, legs (including thighs, calves, feet), etc. of the virtual object. According to the hit surface, movement direction and hit part, a target hit action matching the hit surface, movement direction and hit part can be determined.

[0066] Following the above implementation, each pre-configured striking action can be bound to a corresponding striking surface, movement direction and striking part, and then the corresponding target striking action can be searched through the determined striking surface, movement direction and striking part. Of course, the corresponding lower body action can also be determined through the striking surface and the corresponding upper body action can be determined through the movement direction and striking part, and then the target striking action can be obtained by fusing the determined upper body action and lower body action.

[0067] For example, the first striking action may be bound to the front striking surface, the direction of movement vertically moving toward the front of the virtual object, and the striking part of the upper body.

[0068] Of course, in other implementations, each striking action may not be bound to the striking part, but the corresponding target striking action may be determined by other means.

[0069] In some embodiments, when the struck part is the leg of a virtual object, an initial striking action that matches the striking surface and the movement direction is determined, and then the target striking action is determined based on the first leaning direction of the upper body of the initial striking action and the first moving direction of the lower body of the initial striking action.

[0070] It should be noted that the initial striking action can be determined by the method provided in the above embodiment. For example, assuming that the striking surface is the front of the virtual object and the movement direction is vertical movement toward the front of the virtual object, the determined initial striking action can be the first striking action. That is, the first striking action is that the upper body leans back and the lower body moves backward.

[0071] However, when the hit part of the virtual object is the leg, the tilting direction of the upper body of the virtual object should be forward bending. Therefore, in this embodiment, the target hit action can be determined according to the first tilting direction of the upper body of the initial hit action and the first moving direction of the lower body of the initial hit action. Among them, the second tilting direction of the lower body of the target hit action is opposite to the first tilting direction, and the second moving direction of the lower body of the target hit action is consistent with the first moving direction.

[0072] That is, the first tilting direction of the upper body in the initial hit action is inverted to adjust the first tilting direction of the upper body in the initial hit action to a second tilting direction opposite to the first tilting direction. Furthermore, since the hit part does not affect the moving direction of the lower body of the virtual object, the second moving direction of the lower body of the target hit action is consistent with the first moving direction.

[0073] For example, when the front leg of the virtual object is attacked, the corresponding target attack action is that the lower body moves backward and the upper body bends forward.

[0074] It is worth noting that an option can be provided on the damage collision box corresponding to different parts of the virtual object. When this option is selected, when the corresponding part of the virtual object is attacked, the steps of determining the initial striking action that matches the striking surface and the movement direction can be executed when the struck part is the leg of the virtual object, and then determining the target striking action according to the first leaning direction of the upper body of the initial striking action and the first moving direction of the lower body of the initial striking action.

[0075] Therefore, through the above implementation, when the legs of the virtual object are attacked, it can also present a real, natural, physical and visually responsive action performance.

[0076] Figure 4 FIG. 1 is a schematic diagram showing a structure of a device for controlling a motion of a virtual object according to an exemplary embodiment. Figure 4As shown, the embodiment of the present disclosure provides a virtual object motion control device 400, and the virtual object motion control device 400 includes: The determination module 401 is configured to determine, in response to a virtual object being attacked, a target attack action that matches the attack surface and the movement direction according to the attack surface of the virtual object and the movement direction of the attack relative to the virtual object; the target attack action includes a lower body action of the virtual object and an upper body action of the virtual object, the lower body action matches the attack surface, and the upper body action matches the movement direction; The display module 402 is configured to display the target being hit.

[0077] Optionally, the determining module 401 is specifically configured to: According to the struck surface and the movement direction, a target struck action matching the struck surface and the movement direction is determined from pre-configured candidate struck actions.

[0078] Optionally, the determining module 401 is specifically configured to: Obtaining a basic attack action corresponding to the virtual object maintained by the game; the basic attack action includes an attack action corresponding to the virtual object when a preset attack surface is attacked, and the preset attack surface includes the front, back, left and right sides of the virtual object; For each of the basic striking actions, the lower body action of the basic striking action is merged with the upper body actions of the remaining basic striking actions to obtain a new striking action; The basic striking action and the new striking action are determined as the candidate striking actions.

[0079] Optionally, the determining module 401 is specifically configured to: According to the hit surface of the virtual object, determine a lower body action matching the hit surface from basic hit actions of the virtual object maintained by the game; the basic hit action includes a hit action corresponding to the virtual object when a preset hit surface is attacked, and the preset hit surface includes the front, back, left and right sides of the virtual object; According to the movement direction of the attack relative to the virtual object, determining an upper body movement matching the movement direction from the basic attacking movement; The target hitting action is obtained by integrating the lower body action and the upper body action.

[0080] Optionally, the determining module 401 is specifically configured to: determining a normal vector between the attack and the virtual object according to a collision point between the attack and the virtual object; The movement direction is determined according to the normal vector and the orientation of the virtual object.

[0081] Optionally, the determining module 401 is specifically configured to: In response to a virtual object being attacked, a target striking action matching the striking surface, the moving direction and the striking part is determined according to the striking surface of the virtual object, the moving direction of the attack relative to the virtual object and the striking part of the virtual object.

[0082] Optionally, the determining module 401 is specifically configured to: In a case where the struck part is a leg of the virtual object, determining an initial striking action that matches the struck surface and the movement direction; The target striking action is determined based on the first leaning direction of the upper body of the initial striking action and the first moving direction of the lower body of the initial striking action, the second leaning direction of the lower body of the target striking action is opposite to the first leaning direction, and the second moving direction of the lower body of the target striking action is consistent with the first moving direction.

[0083] Regarding the virtual object motion control device 400 in the above embodiment, the method logic executed by each functional module has been described in detail in the part about the method, which will not be repeated here.

[0084] Reference below Figure 5 , which shows a schematic diagram of the structure of an electronic device (such as a terminal device or a server) 500 suitable for implementing the embodiment of the present disclosure. The terminal device in the embodiment of the present disclosure may include but is not limited to mobile terminals such as mobile phones, notebook computers, digital broadcast receivers, PDAs (personal digital assistants), PADs (tablet computers), PMPs (portable multimedia players), vehicle-mounted terminals (such as vehicle-mounted navigation terminals), etc., and fixed terminals such as digital TVs, desktop computers, etc. Figure 5 The electronic device shown is only an example and should not bring any limitation to the functions and scope of use of the embodiments of the present disclosure.

[0085] like Figure 5As shown, the electronic device 500 may include a processing device (e.g., a central processing unit, a graphics processing unit, etc.) 501, which can perform various appropriate actions and processes according to a program stored in a read-only memory (ROM) 502 or a program loaded from a storage device 508 to a random access memory (RAM) 503. In the RAM 503, various programs and data required for the operation of the electronic device 500 are also stored. The processing device 501, the ROM 502, and the RAM 503 are connected to each other via a bus 504. An input / output (I / O) interface 505 is also connected to the bus 504.

[0086] Typically, the following devices may be connected to the I / O interface 505: an input device 506 including, for example, a touch screen, a touch pad, a keyboard, a mouse, a camera, a microphone, an accelerometer, a gyroscope, etc.; an output device 507 including, for example, a liquid crystal display (LCD), a speaker, a vibrator, etc.; a storage device 508 including, for example, a magnetic tape, a hard disk, etc.; and a communication device 509. The communication device 509 may allow the electronic device 500 to communicate with other devices wirelessly or by wire to exchange data. Although Figure 5 The electronic device 500 is shown with various devices, but it should be understood that it is not required to implement or possess all the devices shown. More or fewer devices may be implemented or possessed instead.

[0087] In particular, according to an embodiment of the present disclosure, the process described above with reference to the flowchart can be implemented as a computer software program. For example, an embodiment of the present disclosure includes a computer program product, which includes a computer program carried on a non-transitory computer-readable medium, and the computer program contains program code for executing the method shown in the flowchart. In such an embodiment, the computer program can be downloaded and installed from a network through a communication device 509, or installed from a storage device 508, or installed from a ROM 502. When the computer program is executed by the processing device 501, the above-mentioned functions defined in the method of the embodiment of the present disclosure are executed.

[0088] It should be noted that the computer-readable medium mentioned above in the present disclosure may be a computer-readable signal medium or a computer-readable storage medium or any combination of the above two. The computer-readable storage medium may be, for example, but not limited to, an electrical, magnetic, optical, electromagnetic, infrared, or semiconductor system, device or device, or any combination of the above. More specific examples of computer-readable storage media may include, but are not limited to: an electrical connection with one or more wires, a portable computer disk, a hard disk, a random access memory (RAM), a read-only memory (ROM), an erasable programmable read-only memory (EPROM or flash memory), an optical fiber, a portable compact disk read-only memory (CD-ROM), an optical storage device, a magnetic storage device, or any suitable combination of the above. In the present disclosure, a computer-readable storage medium may be any tangible medium containing or storing a program that can be used by or in combination with an instruction execution system, device or device. In the present disclosure, a computer-readable signal medium may include a data signal propagated in a baseband or as part of a carrier wave, which carries a computer-readable program code. This propagated data signal may take a variety of forms, including but not limited to an electromagnetic signal, an optical signal, or any suitable combination of the above. Computer readable signal media may also be any computer readable medium other than computer readable storage media, which may send, propagate or transmit a program for use by or in conjunction with an instruction execution system, apparatus or device. The program code contained on the computer readable medium may be transmitted using any appropriate medium, including but not limited to: wires, optical cables, RF (radio frequency), etc., or any suitable combination of the above.

[0089] In some embodiments, the electronic devices may communicate using any currently known or future developed network protocol such as HTTP (HyperText Transfer Protocol), and may be interconnected with any form or medium of digital data communication (e.g., a communication network). Examples of communication networks include a local area network ("LAN"), a wide area network ("WAN"), an internet (e.g., the Internet), and a peer-to-peer network (e.g., an ad hoc peer-to-peer network), as well as any currently known or future developed network.

[0090] The computer-readable medium may be included in the electronic device, or may exist independently without being incorporated into the electronic device.

[0091] The above-mentioned computer-readable medium carries one or more programs. When the above-mentioned one or more programs are executed by the electronic device, the electronic device: in response to a virtual object being attacked, determine a target hitting action that matches the hitting surface and the movement direction according to the hitting surface of the virtual object and the movement direction of the attack relative to the virtual object; the target hitting action includes the lower body movement of the virtual object and the upper body movement of the virtual object, the lower body movement matches the hitting surface, and the upper body movement matches the movement direction; and display the target hitting action.

[0092] Computer program code for performing the operations of the present disclosure may be written in one or more programming languages ​​or a combination thereof, including, but not limited to, object-oriented programming languages, such as Java, Smalltalk, C++, and conventional procedural programming languages, such as "C" or similar programming languages. The program code may be executed entirely on the user's computer, partially on the user's computer, as a separate software package, partially on the user's computer and partially on a remote computer, or entirely on a remote computer or server. In the case of a remote computer, the remote computer may be connected to the user's computer through any type of network, including a local area network (LAN) or a wide area network (WAN), or may be connected to an external computer (e.g., through the Internet using an Internet service provider).

[0093] The flow chart and block diagram in the accompanying drawings illustrate the possible architecture, function and operation of the system, method and computer program product according to various embodiments of the present disclosure. In this regard, each square box in the flow chart or block diagram can represent a module, a program segment or a part of a code, and the module, the program segment or a part of the code contains one or more executable instructions for realizing the specified logical function. It should also be noted that in some implementations as replacements, the functions marked in the square box can also occur in a sequence different from that marked in the accompanying drawings. For example, two square boxes represented in succession can actually be executed substantially in parallel, and they can sometimes be executed in the opposite order, depending on the functions involved. It should also be noted that each square box in the block diagram and / or flow chart, and the combination of the square boxes in the block diagram and / or flow chart can be implemented with a dedicated hardware-based system that performs a specified function or operation, or can be implemented with a combination of dedicated hardware and computer instructions.

[0094] The modules involved in the embodiments described in the present disclosure may be implemented by software or hardware. The name of a module does not limit the module in some cases.

[0095] The functions described above herein may be performed at least in part by one or more hardware logic components. For example, without limitation, exemplary types of hardware logic components that may be used include: field programmable gate arrays (FPGAs), application specific integrated circuits (ASICs), application specific standard products (ASSPs), systems on chips (SOCs), complex programmable logic devices (CPLDs), and the like.

[0096] In the context of the present disclosure, a machine-readable medium may be a tangible medium that may contain or store a program for use by or in conjunction with an instruction execution system, device, or equipment. A machine-readable medium may be a machine-readable signal medium or a machine-readable storage medium. A machine-readable medium may include, but is not limited to, an electronic, magnetic, optical, electromagnetic, infrared, or semiconductor system, device, or device, or any suitable combination of the foregoing. A more specific example of a machine-readable storage medium may include an electrical connection based on one or more lines, a portable computer disk, a hard disk, a random access memory (RAM), a read-only memory (ROM), an erasable programmable read-only memory (EPROM or flash memory), an optical fiber, a portable compact disk read-only memory (CD-ROM), an optical storage device, a magnetic storage device, or any suitable combination of the foregoing.

[0097] The above description is only a preferred embodiment of the present disclosure and an explanation of the technical principles used. Those skilled in the art should understand that the scope of disclosure involved in the present disclosure is not limited to the technical solutions formed by a specific combination of the above technical features, but should also cover other technical solutions formed by any combination of the above technical features or their equivalent features without departing from the above disclosed concept. For example, the above features are replaced with the technical features with similar functions disclosed in the present disclosure (but not limited to) by each other to form a technical solution.

[0098] In addition, although each operation is described in a specific order, this should not be understood as requiring these operations to be performed in the specific order shown or in a sequential order. Under certain circumstances, multitasking and parallel processing may be advantageous. Similarly, although some specific implementation details are included in the above discussion, these should not be interpreted as limiting the scope of the present disclosure. Some features described in the context of a separate embodiment can also be implemented in a single embodiment in combination. On the contrary, the various features described in the context of a single embodiment can also be implemented in multiple embodiments individually or in any suitable sub-combination mode.

[0099] Although the subject matter has been described in language specific to structural features and / or method logic actions, it should be understood that the subject matter defined in the appended claims is not necessarily limited to the specific features or actions described above. On the contrary, the specific features and actions described above are merely example forms of implementing the claims. Regarding the device in the above embodiment, the specific manner in which each module performs the operation has been described in detail in the embodiment related to the method, and will not be elaborated here.

Claims

1. A method for controlling a motion of a virtual object, characterized in that: include: In response to a virtual object being attacked, a target attack action matching the attack surface and the movement direction is determined according to the attack surface of the virtual object and the movement direction of the attack relative to the virtual object; the target attack action includes a lower body action of the virtual object and an upper body action of the virtual object, the lower body action matches the attack surface, and the upper body action matches the movement direction; The target's hit action is displayed.

2. The method according to claim 1, characterized in that The step of determining a target struck action matching the struck surface and the movement direction according to the struck surface of the virtual object and the movement direction of the attack relative to the virtual object comprises: According to the struck surface and the movement direction, a target struck action matching the struck surface and the movement direction is determined from pre-configured candidate struck actions.

3. The method according to claim 2, characterized in that The pre-configured candidate striking actions are obtained by the following steps: Obtaining a basic attack action corresponding to the virtual object maintained by the game; the basic attack action includes an attack action corresponding to the virtual object when a preset attack surface is attacked, and the preset attack surface includes the front, back, left and right sides of the virtual object; For each of the basic striking actions, the lower body action of the basic striking action is merged with the upper body actions of the remaining basic striking actions to obtain a new striking action; The basic striking action and the new striking action are determined as the candidate striking actions.

4. The method according to claim 1, characterized in that: The step of determining a target struck action matching the struck surface and the movement direction according to the struck surface of the virtual object and the movement direction of the attack relative to the virtual object comprises: According to the hit surface of the virtual object, determine a lower body action matching the hit surface from basic hit actions of the virtual object maintained by the game; the basic hit action includes a hit action corresponding to the virtual object when a preset hit surface is attacked, and the preset hit surface includes the front, back, left and right sides of the virtual object; According to the movement direction of the attack relative to the virtual object, determining an upper body movement matching the movement direction from the basic attacking movement; The target hitting action is obtained by integrating the lower body action and the upper body action.

5. The method according to claim 1, characterized in that The direction of movement is determined by the following steps: determining a normal vector between the attack and the virtual object based on a collision point between the attack and the virtual object; The movement direction is determined according to the normal vector and the orientation of the virtual object.

6. The method according to any one of claims 1 to 5, characterized in that In response to the virtual object being attacked, determining a target attack action matching the attack surface and the movement direction according to the attack surface of the virtual object and the movement direction of the attack relative to the virtual object, comprises: In response to a virtual object being attacked, a target striking action matching the striking surface, the moving direction and the striking part is determined according to the striking surface of the virtual object, the moving direction of the attack relative to the virtual object and the striking part of the virtual object.

7. The method according to claim 6, characterized in that The step of determining a target striking action matching the striking surface, the moving direction and the striking part according to the striking surface of the virtual object, the moving direction of the attack relative to the virtual object and the striking part of the virtual object comprises: In a case where the struck part is a leg of the virtual object, determining an initial striking action that matches the struck surface and the movement direction; The target striking action is determined based on the first leaning direction of the upper body of the initial striking action and the first moving direction of the lower body of the initial striking action, the second leaning direction of the lower body of the target striking action is opposite to the first leaning direction, and the second moving direction of the lower body of the target striking action is consistent with the first moving direction.

8. A motion control device for a virtual object, characterized in that: include: a determination module configured to determine, in response to a virtual object being attacked, a target attack action that matches the attack surface and the movement direction according to the attack surface of the virtual object and the movement direction of the attack relative to the virtual object; the target attack action includes a lower body action of the virtual object and an upper body action of the virtual object, the lower body action matches the attack surface, and the upper body action matches the movement direction; The display module is configured to display the target being hit.

9. A computer readable medium having a computer program stored thereon, characterized in that: When the computer program is executed by a processing device, the steps of the method according to any one of claims 1 to 7 are implemented.

10. An electronic device, characterized in that: include: a storage device having a computer program stored thereon; A processing device, configured to execute the computer program in the storage device to implement the steps of the method according to any one of claims 1 to 7.

11. A computer program product, comprising a computer program, characterized in that When the computer program is executed by a processor, the steps of the method according to any one of claims 1 to 7 are implemented.