Game model editing method and device, storage medium and electronic equipment
By providing a graphical user interface model editing interface in the game, users can support them to add hook components to the game model, solving the problems of complex and high threshold for the existing game model editing functions, and achieving a more efficient and flexible model editing experience.
Patent Information
- Application Number
- CN202311512471.6
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Priority Date
- 2023-11-09
- Filing Date
- 2023-11-13
- Publication Date
- 2025-05-09
- Estimated Expiration
- 2043-11-13
AI Technical Summary
The game model editing functions in existing games are complex and have high thresholds, making it difficult to edit game models conveniently and cannot meet the personalized needs of players.
Provide a game model editing method, by displaying the model editing interface in the graphical user interface, in response to preset operations for the target model part, providing a hook area and adding hook components to generate a target model.
It lowers the threshold for using editing functions, improves editing efficiency, increases the freedom and flexibility of model editing, and facilitates users to edit diverse and personalized game models.
Smart Images

Figure CN119951140A_ABST
Abstract
Description
[0001] This application claims priority to Chinese patent application number 202311492084.0 and filing date November 9, 2023, the contents of which are incorporated herein by reference. Technical Field
[0002] The present disclosure relates to the field of computer and game technology, and in particular to a game model editing method, a game model editing device, a computer-readable storage medium, and an electronic device. Background Art
[0003] With the development of computer and human-computer interaction technology, games have become one of the important ways for people to entertain themselves in daily life. Various virtual models need to be set up in the game, including game role models, building models, prop models, etc., to form people and objects in the game.
[0004] In some games, game models are completely edited and generated by developers, resulting in very limited types and difficulty in meeting the personalized needs of players. In other games, although the editing function of game models is open to players, the related editing operations are relatively complicated and the threshold for players to use the editing function is high. Summary of the invention
[0005] The present disclosure provides a game model editing method, a game model editing device, a computer-readable storage medium and an electronic device, so as to at least to some extent solve the problem that it is difficult to conveniently edit game models in related technologies.
[0006] According to a first aspect of the present disclosure, a game model editing method is provided, the method comprising: displaying a model editing interface in a graphical user interface provided by running a game program; the model editing interface comprises a model to be edited, the model to be edited comprises a plurality of model parts; in response to a first preset operation for a target model part, providing a hanging area corresponding to the target model part in the graphical user interface; the target model part is one or more of the plurality of model parts, and any position in the hanging area can be used for placing a hanging component; in response to a second preset operation for the hanging area, adding a hanging component in the hanging area; the hanging component is at least used to modify the external performance of the target model part; in response to a model generation instruction, generating a target model based on each model part of the model to be edited and the hanging components corresponding to each model part.
[0007] According to a second aspect of the present disclosure, there is provided a game model editing device, the device comprising: a model editing interface display processing module, configured to display a model editing interface in a graphical user interface provided by running a game program; the model editing interface comprises a model to be edited, the model to be edited comprises a plurality of model parts; a first preset operation processing module, configured to respond to a first preset operation on a target model part, and provide a hanging area corresponding to the target model part in the graphical user interface; the target model part is one or more of the plurality of model parts, and any position in the hanging area can be used to place a hanging component; a second preset operation processing module, configured to respond to a second preset operation on the hanging area, and add a hanging component in the hanging area; the hanging component is at least used to modify the external performance of the target model part; a target model generation module, configured to respond to a model generation instruction, and generate a target model based on each model part of the model to be edited and the hanging components corresponding to each model part.
[0008] According to a third aspect of the present disclosure, a computer-readable storage medium is provided, on which a computer program is stored. When the computer program is executed by a processor, the game model editing method of the first aspect and its possible implementation methods are implemented.
[0009] According to a fourth aspect of the present disclosure, an electronic device is provided, comprising: a processor; and a memory for storing executable instructions of the processor; wherein the processor is configured to execute the game model editing method of the above-mentioned first aspect and its possible implementation method by executing the executable instructions.
[0010] The technical solution disclosed in this disclosure has the following beneficial effects:
[0011] On the one hand, a solution is provided to support user-defined editing of game models. Users can edit the target model by adding attachment components to different parts of the model to be edited. The operation is relatively simple, and the editing process is relatively convenient and fast, which reduces the threshold for using the editing function and improves editing efficiency. On the other hand, the attachment components can be placed at any position within the attachment area, thereby improving the freedom and flexibility of model editing, which is conducive to users editing diversified game models that meet their personalized needs. BRIEF DESCRIPTION OF THE DRAWINGS
[0012] Figure 1 A system architecture diagram in this exemplary embodiment is shown;
[0013] Figure 2 A flowchart showing a method for editing a game model in this exemplary embodiment is shown;
[0014] Figure 3A schematic diagram showing a model editing interface and a skeleton in this exemplary embodiment;
[0015] Figure 4 A schematic diagram showing a template model in this exemplary embodiment;
[0016] Figure 5 A schematic diagram showing a game editing scene in this exemplary embodiment;
[0017] Figure 6 A schematic diagram showing a hooking area in this exemplary embodiment;
[0018] Figure 7 A schematic diagram showing an example of adding a hook component in this exemplary embodiment;
[0019] Figure 8 A schematic diagram showing a method of generating a target model in a game editing scene in this exemplary embodiment;
[0020] Fig. 9 A schematic diagram showing the structure of a game model editing device in this exemplary embodiment is shown;
[0021] Fig.10 A schematic structural diagram of an electronic device in this exemplary embodiment is shown. DETAILED DESCRIPTION
[0022] Exemplary embodiments of the present disclosure will be described more fully hereinafter with reference to the accompanying drawings.
[0023] The accompanying drawings are schematic diagrams of the present disclosure and are not necessarily drawn to scale. Some of the block diagrams shown in the accompanying drawings may be functional entities and do not necessarily correspond to physically or logically independent entities. These functional entities can be implemented in software form, or in hardware modules or integrated circuits, or in networks, processors or microcontrollers. The embodiments can be implemented in various forms and should not be construed as being limited to the examples set forth herein. The features, structures or characteristics described in the present disclosure may be combined in one or more embodiments in any suitable manner. In the description below, many specific details are provided to provide a full description of the embodiments of the present disclosure. However, those skilled in the art should appreciate that one or more specific details may be omitted when implementing the technical solution of the present disclosure, or one or more specific details may be replaced by other methods, components, devices, steps, etc.
[0024] In some games, game models are completely edited and generated by developers. For example, developers edit dozens of game models, but the total number of model components in different scenes in the game far exceeds the number of types of model components. This results in many identical game models in the game, making the game content less diverse and difficult to meet the personalized needs of players. In other games, the editing function of game models is open to players, but the related editing operations are usually more complicated, such as requiring players to edit detailed parameters of the model, which raises the threshold for players to use the editing function, and the editing process is also more time-consuming.
[0025] In view of one or more of the above problems, an exemplary embodiment of the present disclosure provides a game model editing method.
[0026] Figure 1 The system architecture diagram of the operating environment of this exemplary embodiment is shown. The system architecture may include a terminal device 110 and a server 120. Among them, the terminal device 110 may be a mobile phone, a tablet computer, a personal computer, an intelligent wearable device, a game console, etc., which has a display function and can display a graphical user interface. The graphical user interface may include an operating system interface or an application interface, etc. A game program is installed on the terminal device 110, such as a client program of an online game. When the terminal device 110 runs the game program, a model component editing interface may be displayed in the graphical user interface, and the user may perform editing operations in the game character editing interface. The server 120 generally refers to a background system that provides game services in this exemplary embodiment, which may be a server or a cluster of multiple servers. A game server program is deployed on the server 120 for executing game data processing on the server side. The terminal device 110 and the server 120 may be connected via a wired or wireless communication link to perform data transmission. The game model editing method in this exemplary embodiment may be executed by the terminal device 110, or jointly executed by the terminal device 110 and the server 120.
[0027] In one embodiment, the game model editing method can be implemented and executed based on a cloud interactive system. The cloud interactive system can be the above-mentioned system architecture. Various cloud applications can be run under the cloud interactive system, such as cloud games. Taking cloud games as an example, cloud games refer to a game method based on cloud computing. In the operation mode of cloud games, the operation subject of the game program and the game screen presentation subject are separated, and the storage and operation of the control and interaction methods in the game are completed on the cloud game server (such as the above-mentioned server 120), and the cloud game client (such as the above-mentioned terminal device 110) is used for receiving and sending data and presenting the game screen. For example, the cloud game client can be a display device with data transmission function close to the user side, such as a mobile terminal, a TV, a computer, a handheld computer, etc.; and the cloud game server in the cloud performs information processing. When playing games or editing game scenes, the user operates the cloud game client to send operation instructions to the cloud game server. The cloud game server runs the game according to the operation instructions, encodes and compresses the game screen and other data, and returns it to the cloud game client through the network. Finally, the cloud game client decodes and outputs the game screen.
[0028] In one embodiment, the game model editing method can be implemented in a stand-alone game. No server needs to be deployed, and the entire game program can be installed by the terminal device 110 and the game model editing method can be executed.
[0029] In one embodiment, reference Figure 2 As shown, the game model editing method may include the following steps S210 to S240:
[0030] Step S210, displaying a model editing interface in a graphical user interface provided by running the game program; the model editing interface includes a model to be edited, and the model to be edited includes a plurality of model parts;
[0031] Step S220, in response to a first preset operation on a target model part, providing a mounting area corresponding to the target model part in a graphical user interface; the target model part is one or more parts among the multiple model parts, and any position in the mounting area can be used to place a mounting component;
[0032] Step S230, in response to the second preset operation on the hanging area, adding a hanging component in the hanging area; the hanging component is at least used to modify the external performance of the target model part;
[0033] Step S240 , in response to the model generation instruction, a target model is generated based on each model part of the model to be edited and the attachment components corresponding to each model part.
[0034] exist Figure 2The method shown, on the one hand, provides a solution that supports user-defined editing of game models. Users can edit the target model by adding attachment components to different model parts of the model to be edited. The operation method is relatively simple, and the editing process is relatively convenient and fast, which reduces the threshold for using the editing function and improves the editing efficiency. On the other hand, the attachment components can be placed at any position within the attachment area, thereby improving the freedom and flexibility of model editing, which is conducive to users editing diversified game models that meet their personalized needs.
[0035] Below Figure 2 Provide detailed instructions for each step.
[0036] refer to Figure 2 In step S210, a model editing interface is displayed in a graphical user interface provided by running the game program; the model editing interface includes a model to be edited, and the model to be edited includes multiple model parts.
[0037] Among them, the model editing interface is an interface for users to edit game models. When the terminal device runs a game program, the model editing interface can be displayed in the graphical user interface. The game program can be a main game program, and the game main program provides a game model editing function (such as a game editor built into the game program). When the user uses this function, the model editing interface can be displayed in the main game program. Alternatively, the game program can also be an editing program that is compatible with the main game program. The editing program can run independently without running the main game program. When the editing program is used to edit the game model, the model editing interface is displayed.
[0038] This exemplary embodiment supports players to customize and edit game models. Therefore, the user in this article can refer to the game production personnel of the game manufacturer (such as developers, artists, etc.), or it can refer to the player.
[0039] The model to be edited may be the initial model when the user is editing. Exemplarily, the user may select the model to be edited before entering the model editing interface. For example, the user may enter the model editing interface by creating a new model, and the model to be edited may be a blank model. The user may also enter the model editing interface by modifying an existing model, and the model to be edited may be the existing model. Alternatively, the user may select the model to be edited after entering the model editing interface. For example, the model editing interface provides optional models, and the user may select one of them as the model to be edited.
[0040] In one embodiment, before providing the attachment area corresponding to the target model part in the graphical user interface in response to the first preset operation on the target model part, the game model editing method may further include the following steps:
[0041] A model list is provided in the model editing interface, wherein the model list includes one or more candidate models;
[0042] In response to a selection operation on one or more candidate models, the selected candidate models are generated in the model editing interface as models to be edited.
[0043] The candidate model is a model that can be used as a model to be edited. Exemplarily, the one or more candidate models may include at least one of the following: a template model, a draft model, and a blank model. These models are described below.
[0044] The template model is a model that includes specified model parameters. The specified model parameters are used to make the model present a specific external performance, which is usually a relatively complete model parameter, so the template model can be a relatively complete model. Exemplarily, the template model can be a model built into the game, such as a model uniformly provided by a game manufacturer, which is usually a model edited in advance by a developer or artist, or a model edited by the user himself, or a model edited by other users. In one embodiment, a model shared by other users can be obtained, such as by entering a sharing code to obtain it or obtaining it through other means, and the model can be used as a template model.
[0045] A draft model is a model that has been edited but not yet generated as a final model. Edited but not yet generated as a final model means that the user previously edited the model but did not perform any creation or model generation operations. The edited model has not yet generated a final model and is in an unfinished state, called a draft model. Generally, a draft model cannot be used directly in the game, for example, a draft model cannot be added to a game editing scene. A draft model can be used as a model to be edited, allowing the user to further edit the draft model to form a final model (such as a target model).
[0046] A blank model is a model that does not contain any model parameters. It can be understood that a blank model does not contain any edited information and does not have any appearance. A blank model can be used as a model to be edited, which means that the user edits the model from scratch.
[0047] The model editing interface can display a model list, and the models in the model list are candidate models, including one or more of the above models. The user can select in the model list, and when a candidate model is selected, the selected candidate model is triggered to be generated in the model editing interface as the model to be edited. This makes the user's editing process more convenient and efficient.
[0048] In one embodiment, the selected candidate model may be a blank model. Accordingly, the step of generating the selected candidate model in the model editing interface may include the following steps:
[0049] The bones corresponding to each model part are displayed in the model editing interface.
[0050] Among them, the bones corresponding to each model part can be used as the visualization state of the blank model. Displaying a blank model means displaying the bones corresponding to each model part. The model parts and bones can be related to the model type selected by the user for editing. The user can select the model type before or after entering the model editing interface. For example, the user can operate the model generation control of a specific type in the generator tool, enter the model editing interface of that type, and display the corresponding bones according to the model part of that type. Alternatively, the user can enter the general model editing interface, select the model type in the interface, and trigger the display of the corresponding bones according to the model part of that type.
[0051] For example, if the user chooses to edit the character model, the model parts are human body parts, including the head, neck, body, left shoulder, right shoulder, etc. The skeleton displayed in the model editing interface is a human figure, including the skeletons of different body parts. If the user chooses to edit the flower model, the model parts include the flower stem, stamens, petals, etc. The skeleton displayed in the model editing interface is in the shape of a flower, including the skeletons of the flower stem, stamens, petals, etc. Displaying the skeleton can help users understand the model structure and the location of each model part, etc., so that users can edit accurately.
[0052] In one embodiment, the selected candidate model may be a draft model or a template model. Since both the draft model and the template model have a certain appearance, the draft model or the template model may be displayed in the model editing interface as a model to be edited without displaying the skeleton.
[0053] Figure 3 A schematic diagram of a model editing interface for a character model is shown, and the model editing interface can be used to edit a game character model. In the model editing interface, multiple editing options are provided, including editing options corresponding to the model to be edited (i.e., "base" options) and editing options corresponding to different model parts (i.e., body parts). When a user selects an editing option corresponding to a model to be edited, or when entering the model editing interface, the editing option corresponding to the model to be edited is selected by default, triggering the display of a model list, such as Figure 3 The base list shown in the figure is a candidate model. When the user selects no role, it means that the user selects a blank model, and the following can be displayed: Figure 3 The base list may also provide models of multiple specific professional roles, namely template models, such as models of waiters, senior guests, chefs, etc. When a user selects a template model, the template model may be displayed as a model to be edited. Figure 4The appearance of a template model is shown, and users can edit it based on it without having to edit it bit by bit from scratch, which is conducive to improving editing efficiency.
[0054] In one implementation, the model editing interface may also display resource usage information of the model to be edited, such as Figure 3 The 40 / 10000 in the upper right corner indicates that the current resource usage value of the model to be edited is 40, and the maximum allowed resource usage value is 10000. The resource usage value is an indicator that quantifies the resources required by the model. Each model requires a certain amount of computing resources, storage resources, etc. Different types of resources are quantified as resource usage values to represent the complexity of the model. To prevent users from editing overly complex models and consuming too many resources, you can set an upper limit on the resource usage value of the model, that is, Figure 3 10000 is shown. When the resource usage value of the model to be edited reaches the upper limit, it is not allowed to add content to the model to be edited, such as adding mounting components, changing the material of the model part to a more refined material, etc.
[0055] In one embodiment, the displaying of the model editing interface in the graphical user interface provided by the running game program may include the following steps:
[0056] Displaying a game editing scene in a graphical user interface provided by running the game program, and providing a model editing control in the game editing scene;
[0057] In response to a trigger operation on the model editing control, a model editing interface is displayed in the graphical user interface.
[0058] Among them, the game program provides the function of editing the game scene. The user can choose to create a new game scene and edit it, or choose to edit an existing game scene. The game editing scene refers to the game scene displayed in an edited state in the graphical user interface. The game editing scene may include the background of the scene and one or more generated scene components. These scene components may be the scene components that come with the game editing scene (such as the game program may provide preset game scenes of various styles, and the user may choose a preset game scene to edit, which initially comes with scene components), or may be scene components generated by user editing. The scene components may be people, objects (or partial people, objects) in the game, such as buildings, plants, NPCs (Non-Player Characters), etc. In the game running stage (i.e., the stage in which the player uses the edited scene to play the game), the scene components may generate corresponding people or objects.
[0059] In one embodiment, when displaying a game editing scene, one or more scene component operation controls may also be displayed in the graphical user interface. Figure 5 As shown, the scene component operation controls may include controls such as "block component", "cylinder component", "semi-cylinder component", etc., which are used to generate corresponding scene components in the game editing scene in response to user operations on the controls. For example, if a user clicks or drags a "block component" control, a block component can be generated in the game editing scene.
[0060] In one embodiment, the game program may come with one or more scene components, such as scene components pre-configured by artists and stored in the game program, and may provide corresponding scene component operation controls so that players can conveniently use these scene components to edit scenes, such as adding scene components in the game editing scene with one click.
[0061] In one embodiment, the scene components can be pre-configured by the player, and the player can obtain the scene components that were not originally in the game program by modeling in the game editing scene or other editing interface. For the scene components pre-configured by the player, corresponding scene component operation controls can also be provided. When pre-configuring the scene components, one or more information such as the position, direction, size, material, color, etc. of the scene components can be configured. In this way, when the user uses these scene components in the game editing scene, the configured information can be directly called, which is very convenient and efficient. Of course, the user can also adjust the configured information in the scene components, such as adjusting one or more of the above information to make it more in line with their own needs and preferences.
[0062] In one embodiment, a plurality of scene components may be combined into a scene component combination. For example, a block component may be combined onto the circular surface of a cylindrical component to form a scene mechanism in the form of a roller, and the scene mechanism is a scene component combination. In this way, complex and diverse virtual models of people or objects may be formed in the game. For the scene component combination, corresponding scene component operation controls may also be configured, so that the user can add or generate a scene component combination in the game editing scene with one click, which is very convenient.
[0063] For the sake of distinction, a single scene component can be called a basic scene component, which cannot be separated and can be regarded as the smallest component unit in the game editing scene. Unless otherwise specified, the scene component mentioned in this article can refer to the basic scene component or the scene component combination.
[0064] In one embodiment, a virtual camera may be provided in the game editing scene. The virtual camera is a tool in the game program that simulates a real camera to shoot the game scene. The virtual camera may be provided at any position in the game editing scene and shoot the game scene from any perspective. That is, the virtual camera may have any position in the game scene, and the position may be fixed or dynamically changed. Furthermore, any number of virtual cameras may be provided in the game editing scene, and different virtual cameras may shoot different game scene images.
[0065] The game editing scene can present two different perspectives, namely the observation perspective and the game perspective. The user can choose which perspective to use in the relevant setting interface of the game editing scene. The observation perspective refers to observing the game editing scene from a third-person perspective. In the observation perspective, the user can directly control the virtual camera to move the perspective (the virtual camera is not displayed) instead of controlling the game character in the game editing scene. The game perspective refers to observing the game editing scene from a first-person perspective. In the game perspective, the user can control a game character in the game editing scene. The game character can be bound to a virtual camera, that is, the position relationship between the game character and the virtual camera is fixed. For example, the game character can be located at the focus of the virtual camera. When the user controls the game character to move, the virtual camera moves synchronously, thereby moving the perspective. Of course, in the observation perspective, an invisible game character can also be set in the game editing scene, which is equivalent to hiding the game character in the game perspective. When the user moves the perspective, the virtual camera can be moved by moving the game character. In the observation perspective or the game perspective, a virtual joystick, up or down controls, etc. can be set in the game editing scene. The user can move the virtual camera or move the game character by operating these controls.
[0066] The model editing interface can be a sub-interface in the game editing scene. The model editing control can be a control for creating a new model or editing an existing model. In response to a trigger operation on the model editing control, entering the model editing interface from the game editing scene can achieve a quick switch between the two editing modes of game scene editing and game model editing, which is convenient for user operation.
[0067] In one embodiment, the model editing control may include a model creation control. In response to a trigger operation on the model creation control, a model editing interface is displayed in a graphical user interface. The model creation control is a control for creating a game model. Exemplarily, a generator tool may be provided in the game editing scene, and the generator tool may provide creation controls (or generation controls) for different types of models, such as a character model creation control, a building model creation control, etc. The operation of a user clicking on the model creation control is a model editing trigger operation, which triggers the pop-up model editing interface.
[0068] In one embodiment, the model editing control may include an editing control for an existing model. In response to a triggering operation for the editing control of an existing model, a model editing interface is displayed in a graphical user interface. Wherein, the existing model is a model that has been edited, such as a model that has been edited and generated by the user himself, a custom edited model shared by other users, or a model built into a game program. The existing model may be the above-mentioned template model, i.e., a model including specified model parameters. The editing control of the existing model is a control for further editing the existing model. Exemplarily, a first operation control corresponding to an existing model is provided in the game editing scene, and the first operation control is used to generate an existing model in the game editing scene, such as the above-mentioned scene component operation control. The user can perform a preset operation on the first operation control to trigger the display of the editing control of the existing model, such as clicking an extended icon (such as a "..." icon) in the first operation control, etc., to pop up the editing control of the existing model, and the user can click the editing control to trigger the display of the model editing interface. Alternatively, the editing control of the existing model may be the first operation control, and when the user clicks or long presses the first operation control, the display of the model editing interface is triggered.
[0069] In one embodiment, the above-mentioned response to the triggering operation on the model editing control to display the model editing interface in the graphical user interface may include the following steps:
[0070] In response to a trigger operation on a model editing control, if there is a draft model that has been edited but no final model has been generated, a draft model is displayed in the model editing interface as the model to be edited; if there is no draft model, a blank model is displayed in the model editing interface as the model to be edited; or, in response to a trigger operation on a model editing control, an existing model is displayed in the model editing interface as the model to be edited; the existing model is a model that has been edited.
[0071] Among them, the meanings of draft model, blank model, and existing model can refer to the above. Exemplarily, when entering the model editing interface by creating a new model through the model creation control, if there is a draft model, then after entering the model editing interface, the draft model can be displayed as the model to be edited. If there are multiple draft models, a draft model can be automatically selected as the model to be edited in the order of the most recent editing, or the user can select a draft model from them as the model to be edited. The draft model saves the information previously edited by the user, such as model parameters, so that the user can continue editing according to the previous editing. If there is no draft model, after entering the model editing interface, a blank model can be displayed as the model to be edited, and the user can edit from scratch. In the case of entering the model editing interface by editing and modifying an existing model through the editing control of an existing model, the existing model (the existing model corresponding to the editing control acted on by the user's trigger operation, that is, the existing model selected by the user to edit) can be displayed in the model editing interface as the model to be edited.
[0072] In one embodiment, when the model editing interface is displayed in the graphical user interface, the game model editing method may further include the following steps:
[0073] Generate the background of the model editing interface according to the background of the game editing scene; or use a preset background as the background of the model editing interface.
[0074] Among them, the background can be obtained by hiding all scene components (including character components) in the game editing scene. The background of the game editing scene can be used as the background of the model editing interface, or the background of the game editing scene can be post-processed (including but not limited to blurring, softening, etc.) to obtain the background of the model editing interface. In this way, the background of the model editing interface and the background of the game editing scene are unified in style, so that the target model edited by the user in the model editing interface is more suitable for the game editing scene.
[0075] The preset background can be a solid color background, a gradient color background, a pattern background with relatively simple colors, a background generated based on a preset image, etc. The preset background can be set by the user or automatically determined by the game program. Using the preset background as the background of the model editing interface can reduce the amount of background-related calculations.
[0076] Continue to refer Figure 2 In step S220, in response to a first preset operation for a target model part, a hanging area corresponding to the target model part is provided in a graphical user interface; the target model part is one or more parts among a plurality of model parts, and any position within the hanging area can be used to place a hanging component.
[0077] In this exemplary embodiment, attachment components can be added to different model parts. An attachment component is a component attached to a model part, and can be any object in the game, such as the above-mentioned scene component. An attachment area is an area where an attachment component is allowed to be placed. Each model part can have a corresponding attachment area, and an attachment component attached to each model part can be placed at any position within its corresponding attachment area.
[0078] The target model part can be any model part of the model to be edited. Step S220 and subsequent S230 can be applied to any model part of the model to be edited, and a mounting component can be added to any model part.
[0079] The first preset operation is an operation that triggers editing of the target model part, indicating that the first preset operation is started to be edited. In one embodiment, the model editing interface provides editing options corresponding to each model part, and the editing options are used to select the editing object in the model to be edited. The above-mentioned first preset operation for the target model part can be a triggering operation for the target editing option corresponding to the target model part. For example, referring to the above Figure 3 or Figure 4 As shown, the model to be edited is a human figure, which may be a character model to be edited, and the model parts include the head, neck, body, left shoulder, right shoulder, left hand, right hand, etc. The model editing interface provides editing options corresponding to each body part. If the user selects the option for the right hand, it means that the user starts to edit the right hand. The selection operation may be the first preset operation, with the right hand as the target model part, triggering the display of the corresponding attachment area of the right hand. Figure 6 The model editing interface is shown when the editing option corresponding to the right hand is selected. At this time, the interface may display a hanging area 601 corresponding to the right hand, which is a dotted box in the shape of a rectangular parallelepiped.
[0080] The attachment area can be any shape, such as a cuboid, a sphere, or an irregular shape. In response to the first preset operation, the provided attachment area can be directly displayed in the graphical user interface in any visual manner, such as by displaying the attachment area in a dotted box, a graphic with transparency, etc. The provided attachment area can also be indirectly indicated in the graphical user interface, such as by limiting the placement range of the attachment component, etc. In one embodiment, the attachment area can be an invisible object in the graphical user interface, that is, the attachment area can be hidden, such as in Figure 6The model editing interface shown does not display the attachment area 601. In the process of adding or moving an attachment component, when the attachment component moves to the boundary of the attachment area, a prompt may be provided in the form of text, voice, etc. to indicate that the attachment area must not be exceeded. Alternatively, the attachment area may not be displayed in normal circumstances, but may be displayed in specific circumstances (such as when moving an attachment component). Thus, the attachment area is provided in an indirect manner.
[0081] The attachment area usually includes the target model part, and a certain margin may be left. In one embodiment, the center of the attachment area coincides with the center of the target model part. For example, if the target model part is the head, the attachment area may be a cuboid or a cube, and the head is located in the center of the attachment area. Alternatively, the target model part is tangent to the edge of the attachment area. For example, if the target model part is the head, the attachment area may be a cuboid or a cube, and the head is located at the bottom of the attachment area and is tangent to the bottom surface of the attachment area.
[0082] In one embodiment, the displaying of the model editing interface in the graphical user interface provided by the running game program may include the following steps:
[0083] Displaying a model editing interface in a graphical user interface provided by running the game program, and displaying a first scene image with the model to be edited as the focus, shot by a virtual camera, on the model editing interface;
[0084] In response to the trigger operation for the target editing option, the shooting angle of the virtual camera in the model editing interface is adjusted to display a second scene image with the target model part as the focus in the model editing interface.
[0085] The virtual camera in the model editing interface is used to shoot the screen in the model editing interface. When entering the model editing interface, the editing option corresponding to the model to be edited (i.e., the "base" option) can be selected by default, or no editing option can be selected. At this time, the virtual camera is aimed at the entire model to be edited. With the model to be edited as the focus, the first scene screen is shot and displayed in the model editing interface, so that the user can see the entire model to be edited, and the model to be edited is located in the center of the screen.
[0086] When the user performs a trigger operation on the target editing option, such as selecting the target editing option (i.e., the first preset operation), it means that the user currently needs to edit the target model part, and the shooting angle of the virtual camera can be adjusted to aim at the target model part. With the target model part as the focus, the second scene image is captured and displayed in the model editing interface, so that the user can see the target model part more clearly, which is convenient for accurate editing.
[0087] In one embodiment, in the model editing interface, it can be set that only the shooting angle and viewing distance of the virtual camera can be adjusted, but the focus of the virtual camera cannot be moved, such as translation, etc. This ensures that the optical axis of the virtual camera is always aligned with the center of the model to be edited or the target model part.
[0088] Continue to refer Figure 2 In step S230, in response to the second preset operation for the hanging area, a hanging component is added in the hanging area; the hanging component is at least used to modify the external performance of the target model part.
[0089] The second preset operation refers to the operation of adding a mounting component, which may include but is not limited to the following operation methods: when a mounting area is provided, an optional mounting component may be provided in the model editing interface, and the user may select it by clicking or the like, and the selection operation may be the second preset operation, and when the user selects a mounting component, it is automatically added to the mounting area, and may be placed at a specified position (such as a center position) in the mounting area. Alternatively, after providing an optional mounting component, the user may move a mounting component into the mounting area, such as dragging the mounting component to any position in the mounting area, or clicking the mounting component and then clicking any position in the mounting area, and the moving operation may be the second preset operation, which allows the user to specify the placement position of the mounting component when adding the mounting component, and the mounting component may be placed at any position in the mounting area.
[0090] The attachment components are mainly used for decoration. For example, the attachment components added to the head can be hats, earrings, glasses, head flowers, halo effects, etc., which can make the target model part more beautiful. Figure 7 A schematic diagram of adding a cone of a hanging component to the head is shown. It can be seen that by adding different hanging components, a very diverse and special appearance and shape can be presented. In addition, the hanging component can also play a functional role. For example, the hanging component can be a game prop. When the hanging component is added, the target model finally generated can execute actions or instructions related to the game prop, which is equivalent to adding functions to the target model.
[0091] The attachment components added in the attachment area can be attached to the target model part. An association relationship between the target model part and the attachment components can be established. For example, the position of the attachment component is stored as a position offset value relative to the target model part (such as relative to the center point of the target model part), so that when the target model part moves, the attachment component can be driven to move synchronously.
[0092] In one embodiment, if the model to be edited is a blank model, for example, a blank model is selected from a model list as the model to be edited, then before performing a first preset operation on the target model part, the bones corresponding to each model part can be displayed in the model editing interface. Accordingly, in response to a second preset operation on the hanging area, after adding a hanging component in the hanging area, the game model editing method can also include the following steps:
[0093] Display the attachment components and hide the bones corresponding to the target model parts.
[0094] Among them, the skeleton is the visualization state of the blank model. When the attachment component is added, the model to be edited, especially the target model part, is no longer blank. While displaying the attachment component, the skeleton corresponding to the target model part can be hidden. For example, taking the head as the target model part, when adding the attachment component to the head, the added attachment component can be displayed and the skeleton corresponding to the head can be hidden.
[0095] In one embodiment, in response to the second preset operation on the attachment area, after adding the attachment component in the attachment area, the attachment component can be displayed and the bones corresponding to all model parts can be hidden.
[0096] For example, based on Figure 3 The blank model shown is the skeleton. If you only add the attachment component to the head, you can hide the skeleton corresponding to the head and keep the skeleton corresponding to other parts of the model, or you can hide all the skeletons.
[0097] In one embodiment, the selected candidate model is a template model or a draft model. Accordingly, in response to the second preset operation on the hanging area, after adding the hanging component in the hanging area, the game model editing method may further include the following steps:
[0098] If there is no occlusion relationship between the mounted component and the model to be edited, the model to be edited and the mounted component are displayed;
[0099] If there is an occlusion relationship between the mounted component and the model to be edited, the mounted component is displayed based on the occlusion relationship, or a part of the model to be edited and the mounted component are displayed.
[0100] Among them, the occlusion relationship between the hanging component and the model to be edited refers to the overlap between the two in space. For example, if the added hanging component is large and a part of the target model part is located inside the hanging component, this part may not be displayed, and only the unobstructed part of the model to be edited and the hanging component are displayed. If the model to be edited is completely obstructed by the hanging component, only the hanging component is displayed. In this exemplary embodiment, the display priority of the hanging component can be set higher than the model to be edited, and when the two overlap, the hanging component can be displayed first. If there is no occlusion relationship between the hanging component and the model to be edited, the model to be edited and the hanging component are fully displayed.
[0101] In one embodiment, the game model editing method may further include the following steps:
[0102] When the number of attachment components added in the attachment area reaches the maximum number of attachments in the target model part, the attachment area is set to prevent further addition of attachment components.
[0103] The maximum number of attachments can be preset for one or more model parts of the model to be edited, indicating the maximum number of attachment components that can be added. Figure 7 It shows that the maximum number of attachments for the head is 10. When 10 attachment components have been added to the attachment area corresponding to the head, the attachment area is set to not allow further attachment components to be added. For example, the control for adding attachment components can be set to an inoperable state, or when the user performs an operation to add an attachment component (such as the second preset operation), the game program prompts that it cannot be added in text, voice, etc., and the user's operation is invalidated. In this way, the number of attachment components for a single model part is limited to prevent the user from editing a model that is too complicated.
[0104] In one embodiment, after adding a hook component in the hook area in response to the second preset operation on the hook area, the game model editing method may further include the following steps:
[0105] In response to a moving operation on the hanging component, if the destination position of the moving operation is any position in the hanging area, the hanging component is controlled to move to the destination position.
[0106] Among them, after adding the hanging component, the user can move the hanging component through the move operation. The destination position of the move operation refers to the position to which the user wants to move the hanging component through the move operation. For example, the move operation is a drag or slide operation, and the destination position is the end point of the drag or slide. The hanging component can be moved arbitrarily in the hanging area. Therefore, if the destination position of the move operation is any position in the hanging area, the move operation is completely effective and controls the hanging component to move to the destination position. This enables the user to adjust the position of the hanging component to complete fine editing.
[0107] In one embodiment, after adding a hook component in the hook area in response to the second preset operation on the hook area, the game model editing method may further include the following steps:
[0108] In response to a moving operation on the hanging component, if the destination position of the moving operation is outside the hanging area, the hanging component is controlled to move to the boundary of the hanging area along the moving direction of the moving operation.
[0109] For example, if the moving operation is a dragging operation, during the moving operation, the hanging component can be controlled to move synchronously along the moving direction of the moving operation (such as along the track of the dragging operation). After moving to the boundary of the hanging area, if the user does not stop the moving operation and further drags outside the hanging area, the hanging component will not be moved and will be kept at the boundary position of the hanging area. It can also be prompted in text, voice, etc. not to exceed the hanging area.
[0110] In one embodiment, during the process of moving the hanging component, it can be determined whether the center point of the hanging component is located in the hanging area. When the center point is located in the hanging area, it is considered that the hanging component is located in the hanging area. When moving the hanging component, the position of the center point of the hanging component can also be controlled, such as moving the center point to the target position or the boundary of the hanging area. In another embodiment, it can also be required that all the hanging components are located in the hanging area. The present disclosure does not limit which judgment method is used.
[0111] In one embodiment, in response to the second preset operation for the hanging area, after adding the hanging component in the hanging area, in response to the editing operation of the hanging component, one or more of the following information of the hanging component is adjusted: position, direction, size, material, color. For example, an editing control for the hanging component may be provided in the model editing interface, such as one or more of a moving control, a rotating control, a scaling control, and a property editing control. The moving control may be used to move the hanging component to adjust its position. The rotating control may be used to rotate the hanging component to adjust its direction. The scaling control may be used to scale the hanging component to adjust its size. The property editing control may be used to adjust the material, color and other properties of the hanging component, such as displaying the property bar of the hanging component after clicking the property editing control, and the user may modify the properties of the hanging component in the property bar. This enables the editing of a single hanging component, thereby improving the user's freedom of editing.
[0112] The above steps S220 and S230 illustrate the operation and processing of adding a hanging component to a target model part. Hanging components can be added to multiple model parts of the model to be edited through steps S220 and S230. It should be understood that the user does not need to add hanging components to each model part, and can flexibly edit according to their own needs. If a hanging component is not added to a model part, the model part can maintain the appearance of the model part in the model to be edited.
[0113] Continue to refer Figure 2 In step S240, in response to the model generation instruction, a target model is generated based on each model part of the model to be edited and the hanging components corresponding to each model part.
[0114] Among them, the model generation instruction refers to the instruction to confirm the completion of editing. For example, a generation confirmation control may be provided in the model editing interface, such as a "Generate" or "Create" button. When the user operates the generation confirmation control, the model generation instruction is triggered. During the editing process, such as when the user edits the model parts and adds hanging components, the game program has combined and associated the various model parts and hanging components of the model to be edited, but has not saved the model-related data (such as the model parameters edited by the user, etc.) as the target model. Therefore, in response to the model generation instruction, the model-related data can be saved as the final target model, and the target model object is generated in the game program.
[0115] In one embodiment, if the model editing interface is entered from the game editing scene during model editing, then correspondingly, after the target model is generated, the game model editing method may further include the following steps:
[0116] Providing a first operation control corresponding to the target model in the game editing scene;
[0117] In response to the triggering operation on the first operation control, a target model is generated in the game editing scene.
[0118] Among them, after the target model is generated, it can automatically return to the game editing scene, or it can return to the game editing scene in response to the user's exit operation. After returning to the game editing scene, a first operation control corresponding to the target model can be provided. For example, the first operation control corresponding to the target model can appear in the list of scene component operation controls. The user can trigger the operation through the first operation control corresponding to the target model, so that the target model is generated in the game editing scene. For example, the target model edited by the user is a building model. After returning to the game editing scene, the first operation control corresponding to the building model can be displayed, and the user can click the first operation control or drag the first operation control to the game editing scene to trigger the generation of the corresponding building model in the game editing scene. In other words, after completing the editing of the target model, a quick call of the target model can be provided in the form of a first operation control, and the user can quickly generate the corresponding target model in the game editing scene through the first operation control.
[0119] refer to Figure 8 As shown, if the target model is a character model, when the target model has been generated, a corresponding first operation control 801 can be provided in the game editing scene, and a target model 802 can be generated in the game editing scene in response to a trigger operation on the first operation control 801. It should be noted that the target model 802 generated at this time is a specific object in the game editing scene, and the generation process here is different from the process of generating the target model in step S240.
[0120] In one embodiment, if in response to a trigger operation on a model editing control, an existing model is displayed in the model editing interface as a model to be edited, then correspondingly, the above-mentioned first operation control corresponding to the target model is provided in the game editing scene, and may include the following steps:
[0121] If the target model is saved as a new model, a first operation control corresponding to the target model is generated;
[0122] If the target model overwrites the existing model when being saved, the first operation control corresponding to the existing model is updated to serve as the first operation control corresponding to the target model.
[0123] Among them, the user enters the model editing interface in the way of editing the existing model, and uses the existing model as the model to be edited. After completing the editing and generating the target model, the user can save the target model as a new model. If the user selects the "Save As" option or control when generating the target model, the target model will not overwrite the existing model, and the first operation control corresponding to the target model can be generated, and the first operation control corresponding to the existing model can be retained. In this way, the user can use the two first operation controls to call the target model or the existing model respectively. The user can also use the overwriting saving method. If the user selects the "Update" option or control when generating the target model, the target model will overwrite the existing model, and the first operation control corresponding to the existing model can be updated to the first operation control corresponding to the target model, and the first operation control corresponding to the original existing model will no longer be retained. This is conducive to streamlining the number of models and first operation controls.
[0124] In one embodiment, the above-mentioned response model generation instruction generates a target model based on each model part of the model to be edited and the attachment components corresponding to each model part, which may include the following steps:
[0125] In response to the model generation instruction and the model to be edited is a template model, a first target model is generated based on each model part of the model to be edited and the attachment components corresponding to each model part;
[0126] In response to the model generation instruction and when the model to be edited is a blank model, a second target model is generated based on each model part of the model to be edited and the attachment components corresponding to each model part;
[0127] Among them, the template model is a model including specified model parameters, the blank model is a model that does not contain any model parameters, the first target model displays each model part and the corresponding hanging components when displayed, and the second target model displays only the hanging components corresponding to each model part when displayed.
[0128] That is to say, when the template model is used as the model to be edited, a first target model showing both the model parts and the corresponding hanging components can be generated when the final editing is completed. When the blank model is used as the model to be edited, a second target model showing only the hanging components corresponding to the model parts (without showing the model parts) can be generated when the final editing is completed. This allows users to edit more diverse models.
[0129] In one embodiment, the above-mentioned response model generation instruction generates a target model based on each model part of the model to be edited and the attachment components corresponding to each model part, which may include the following steps:
[0130] In response to the model generation instruction, a model name and a model preview image set for the target model are received;
[0131] The target model is generated based on the model name, the model preview image, each model part of the model to be edited, and the mounting components corresponding to each model part.
[0132] Wherein, when the model name and the model preview image are set, the model-related data of the target model, the model preview image and the model name may be associated and stored to generate a target model with complete information.
[0133] In one embodiment, the above-mentioned response model generation instruction to receive the model name and model preview image set for the target model may include the following steps:
[0134] In response to the model generation instruction, a model setting control is provided, and a model preview image and a model name for a target model configured through the model setting control are received.
[0135] Among them, the model setting control may include a model preview image setting control and a model name setting control. The model preview image setting control is used to set the preview image of the target model, which may be in the form of an image selection control, a screenshot control, a photo control, etc. The model name setting control is used to set the name of the target model, which may be in the form of a text input control, a random text control, etc. Exemplarily, the model preview image setting control is an image selection control. When the user clicks the image selection control, one or more snapshots of the target model are provided (which may be snapshots automatically taken or captured by the game program). The user can select one of them as the preview image of the target model, or the user can select an image from other image libraries (such as local photo albums, etc.) as the preview image of the target model. The model name setting control is a text input control, in which the user can enter the name of the target model. When setting the name of the target model, certain restrictions may also be added, such as limiting the number of characters in the name to a certain range, or not allowing the same name as other models, and reminding the user to modify the name when a duplicate name is detected.
[0136] In one implementation, configuring the model preview image for the target model through the model setting control may include the following steps:
[0137] In response to a trigger operation of a control set for a model, candidate pictures obtained by observing the target model from different observation perspectives are provided;
[0138] In response to a selection operation on a target candidate picture, the target candidate picture is determined to be a model preview picture of a target model.
[0139] For example, the virtual camera used to shoot the target model can be rotated to shoot multiple candidate images from different observation angles. The user can further select from the candidate images, and the selected candidate image is the target candidate image, and the target candidate image is used as the model preview image of the target model. This makes it easier for the user to obtain a more ideal model preview image.
[0140] In one embodiment, in response to a trigger operation of setting a control for a model preview image, a preview screen of a target model can be displayed in a graphical user interface; in response to a view angle adjustment operation in the preview screen, the view angle for observing the target model can be adjusted; in response to a photo operation, a photo of the target model can be taken at the current view angle to obtain a preview of the target model. Among them, the trigger operation of setting a control for a model preview image refers to an operation of starting to set a preview image, which can trigger the display of a preview screen of the target model in a graphical user interface, such as entering a preview interface in which a preview screen of the target model is displayed, or the preview screen of the target model can be displayed in a window, a sub-interface, or the like. In the preview screen, a user can perform a view angle adjustment operation, such as rotating a virtual camera in the preview screen to view the target model from different view angles, so that the user can adjust to an ideal view angle, and then perform a photo operation to obtain a preview of the target model. This improves the degree of freedom of setting the preview image, which is conducive to generating more diverse preview images.
[0141] In one embodiment, the game model editing method may further include the following steps:
[0142] If the model to be edited is a blank model, and no mounting components are added in the mounting area corresponding to any model part, the target model cannot be generated; a blank model is a model that does not contain any model parameters.
[0143] Among them, the model to be edited is a blank model, and no hanging components are added in the hanging area corresponding to any model part, which means that the user has not edited any content, and the model parameters are blank at this time, that is, the target model cannot be generated with a blank model. Exemplarily, if the model to be edited is a blank model, and no hanging components are added in the hanging area corresponding to any model part, the generation confirmation control in the model editing interface can be set to inoperable (such as graying it out, or adding a lock icon, etc.), and the user cannot enter the model generation instruction. Alternatively, when the user performs operations related to model generation (such as clicking the generation confirmation control), the game program reminds in the form of text, voice, etc. that the target model cannot be generated, and the user's operation is invalidated.
[0144] In one embodiment, the model to be edited and the target model may both be humanoid, for example, the model to be edited is a character model to be edited, and the target model is a target character model. The multiple model parts may be multiple body parts.
[0145] In one embodiment, after generating the target model, the game model editing method may further include the following steps:
[0146] According to the behavior configuration instructions for the target model, the behavior mode of the target model is set; the target model is used to generate a corresponding non-player character in the game scene, and the non-player character is configured to behave according to the behavior mode during the game running phase or the test phase.
[0147] If the target model is a target role model, the behavior mode can be configured for it. For example, the behavior configuration interface of the target model can be displayed, and the user can set the behavior mode and other information in the interface to generate a behavior configuration instruction, which is used to set the behavior mode of the target model.
[0148] The test phase can be a game state entered in response to a test instruction during the game editing phase. For example, in a game editing scene, a user can click the "test" control to trigger the current game editing scene to enter the test state (the test state refers to the state of simulating the actual operation of the game, which is used to test the actual effects of models, game scenes, etc.). In the test state, a player character (i.e., a character controlled by the player) can be generated in the game editing scene, and the user controls the player character to move in the game editing scene and can also interact with NPCs to test the actual effects.
[0149] The target model can generate a corresponding NPC in the game scene (such as the game editing scene). During the game running stage or testing stage, the NPC can perform corresponding behaviors according to the set behavior mode, thereby achieving comprehensive editing of the game character model.
[0150] In one embodiment, the above-mentioned behavior mode includes a specified behavior and a specified motion mode. The game model editing method may also include the following steps:
[0151] During the game running phase or testing phase, the non-player character is controlled to move according to the specified movement mode and perform specified behaviors during the movement.
[0152] For example, according to the user's behavior configuration instructions, the specified behavior of the target model is set to "guarding the door" and the specified movement mode is set to "standing still". During the game running stage or testing stage, the NPC corresponding to the target model is controlled to perform "standing still" according to the specified movement mode and perform the "guarding the door" behavior at the same time.
[0153] In addition, the above-mentioned mode may also include interactive behaviors. During the game running stage or the testing stage, when a non-player character interacts with a player character, such as when a player character enters the triggering area of the non-player character, the interaction with the non-player character is automatically triggered, or when a player character performs a specific behavior on the non-player character, the interaction with the non-player character is triggered. At this time, the non-player character can be controlled to perform interactive behaviors according to the above-mentioned behavior mode, such as attacking the player character, following the movement of the player character, etc.
[0154] In one embodiment, the model to be edited is pre-configured with skeletal animation data, and the skeletal animation data at least includes action data corresponding to each model part. Before generating the target model, the game model editing method may further include the following steps:
[0155] In response to the action preview instruction, according to the action data corresponding to each model part of the model to be edited, each model part of the model to be edited is controlled to execute the model action corresponding to the action data.
[0156] Among them, the skeletal animation data can be pre-configured by the developer or artist, including the action data of each skeleton, which can be the position of each skeleton at different times, and the action data of the skeleton is equivalent to the action data of the model part corresponding to the skeleton. The action preview instruction is used to make the model to be edited perform a specified action, so that the user can intuitively see the actual dynamic effect of the model to be edited. Exemplarily, an action preview control is provided in the model editing interface. When the user clicks on the control, a variety of optional actions are provided, such as walking, running, jumping, etc. The user selects one of them as an action, and the skeletal animation data corresponding to the action can be obtained. In response to the action preview instruction, according to the action data corresponding to each model part, each model part of the model to be edited is controlled to perform the corresponding model action. This allows the user to preview and view the actual dynamic effect of the model during the editing process, so as to facilitate timely editing and adjustment.
[0157] In one embodiment, the game model editing method may further include the following steps:
[0158] In response to the action preview instruction, according to the action data corresponding to each model part of the model to be edited, the hanging components corresponding to each model part of the model to be edited are controlled to follow each model part to perform the model action corresponding to the action data.
[0159] When adding a hanging component to a model part, the hanging component is associated with the model part and can move synchronously with the model part. Therefore, for any model part, the model part of the model to be edited and the hanging component corresponding to the model part can be controlled to perform corresponding actions according to the action data of the model part. The actions of all model parts and their hanging components form the overall action of the target model, presenting the effect of the target model performing the action specified by the action preview instruction. In this way, the user can preview and view the actual dynamic effect of the entire model including the hanging component during the editing process, so as to facilitate timely editing and adjustment.
[0160] In one embodiment, before generating the target model, the currently edited model can be regarded as an intermediate model, and the intermediate model can be previewed in action. Specifically, in response to the action preview instruction, the corresponding pre-configured skeletal animation data is obtained according to the action preview instruction, and the skeletal animation data includes the action data of each model part; according to the action data of each model part, each model part of the currently edited model and the corresponding hanging component of each model part are controlled to perform the corresponding action, so that the currently edited model performs the action specified by the action preview instruction. In this way, the user can preview and view the actual dynamic effect of the model at any time during the editing process, so as to facilitate timely editing and adjustment.
[0161] The exemplary embodiment of the present disclosure also provides a game model editing device. Fig. 9 As shown, the game model editing device 900 may include the following program modules:
[0162] The model editing interface display processing module 910 is configured to display the model editing interface in the graphical user interface provided by the running game program; the model editing interface includes the model to be edited, and the model to be edited includes multiple model parts;
[0163] The first preset operation processing module 920 is configured to respond to the first preset operation on the target model part and provide a mounting area corresponding to the target model part in the graphical user interface; the target model part is one or more parts among the multiple model parts, and any position in the mounting area can be used to place the mounting component;
[0164] The second preset operation processing module 930 is configured to add a hanging component in the hanging area in response to the second preset operation on the hanging area; the hanging component is at least used to modify the external performance of the target model part;
[0165] The target model generation module 940 is configured to respond to the model generation instruction and generate a target model based on each model part of the model to be edited and the hanging components corresponding to each model part.
[0166] In one implementation, the model editing interface display processing module 910 is further configured to:
[0167] In response to the first preset operation for the target model part, the first preset operation processing module 920 provides a model list in the model editing interface before providing the hanging area corresponding to the target model part in the graphical user interface, and the model list includes one or more candidate models; in response to the selection operation for one or more candidate models, a selected candidate model is generated in the model editing interface as the model to be edited.
[0168] In one embodiment, the one or more candidate models include at least one of the following: a template model, a draft model, and a blank model; wherein the template model is a model including specified model parameters, the draft model is a model that has been edited but the final model has not been generated, and the blank model is a model that does not contain any model parameters.
[0169] In one embodiment, the selected candidate model is a blank model; and the step of generating the selected candidate model in the model editing interface includes:
[0170] The bones corresponding to each model part are displayed in the model editing interface.
[0171] In one implementation, the second preset operation processing module 930 is further configured to:
[0172] In response to the second preset operation for the attachment area, after adding the attachment component in the attachment area, the attachment component is displayed and the bones corresponding to the target model part are hidden.
[0173] In one implementation, the selected candidate model is a template model or a draft model; the second preset operation processing module 930 is further configured to:
[0174] In response to the second preset operation for the hanging area, after adding a hanging component in the hanging area, if there is no occlusion relationship between the hanging component and the model to be edited, the model to be edited and the hanging component are displayed; if there is an occlusion relationship between the hanging component and the model to be edited, the hanging component is displayed based on the occlusion relationship, or a part of the model to be edited and the hanging component are displayed.
[0175] In one implementation, the second preset operation processing module 930 is further configured to:
[0176] When the number of attachment components added in the attachment area reaches the maximum number of attachments in the target model part, the attachment area is set to prevent further addition of attachment components.
[0177] In one implementation, the second preset operation processing module 930 is further configured to:
[0178] In response to the second preset operation on the hanging area, after adding the hanging component in the hanging area, in response to the moving operation on the hanging component, if the destination position of the moving operation is any position in the hanging area, the hanging component is controlled to move to the destination position.
[0179] In one implementation, the second preset operation processing module 930 is further configured to:
[0180] In response to the second preset operation for the hanging area, after adding the hanging component in the hanging area, in response to the moving operation for the hanging component, if the destination position of the moving operation is outside the hanging area, the hanging component is controlled to move to the boundary of the hanging area along the moving direction of the moving operation.
[0181] In one implementation, the model to be edited and the target model are both humanoid, and the multiple model parts are multiple body parts.
[0182] In one implementation, the target model generation module 940 is further configured to:
[0183] After the target model is generated, the behavior mode of the target model is set according to the behavior configuration instructions for the target model; the target model is used to generate a corresponding non-player character in the game scene, and the non-player character is configured to behave according to the behavior mode during the game running phase or the testing phase.
[0184] In one embodiment, the above-mentioned behavior mode includes a specified behavior and a specified motion mode; the target model generation module 940 is further configured to:
[0185] During the game running phase or testing phase, the non-player character is controlled to move according to the specified movement mode and perform specified behaviors during the movement.
[0186] In one embodiment, the model to be edited is pre-configured with skeletal animation data, which at least includes action data corresponding to each model part; the target model generation module 940 is further configured to:
[0187] Before generating the target model, in response to the action preview instruction, according to the action data corresponding to each model part of the model to be edited, each model part of the model to be edited is controlled to execute the model action corresponding to the action data.
[0188] In one implementation, the target model generation module 940 is further configured to:
[0189] In response to the action preview instruction, according to the action data corresponding to each model part of the model to be edited, the hanging components corresponding to each model part of the model to be edited are controlled to follow each model part to perform the model action corresponding to the action data.
[0190] In one embodiment, the displaying of the model editing interface in the graphical user interface provided by running the game program includes:
[0191] Displaying a game editing scene in a graphical user interface provided by running the game program, and providing a model editing control in the game editing scene;
[0192] In response to a trigger operation on the model editing control, a model editing interface is displayed in the graphical user interface.
[0193] In one implementation, the model editing interface display processing module 910 is further configured to:
[0194] After the target model is generated, a first operation control corresponding to the target model is provided in the game editing scene; in response to a trigger operation on the first operation control, the target model is generated in the game editing scene.
[0195] In one embodiment, the above-mentioned response to the triggering operation on the model editing control to display the model editing interface in the graphical user interface includes:
[0196] In response to a trigger operation on a model editing control, if there is a draft model that has been edited but no final model has been generated, a draft model is displayed in the model editing interface as the model to be edited; if there is no draft model, a blank model is displayed in the model editing interface as the model to be edited; or, in response to a trigger operation on a model editing control, an existing model is displayed in the model editing interface as the model to be edited; the existing model is a model that has been edited.
[0197] In one embodiment, the first operation control corresponding to the target model is provided in the game editing scene, including:
[0198] If the target model is saved as a new model, a first operation control corresponding to the target model is generated;
[0199] If the target model is saved by overwriting the existing model, the first operation control corresponding to the existing model is updated to serve as the first operation control corresponding to the target model.
[0200] In one implementation, the model editing interface display processing module 910 is further configured to:
[0201] When the model editing interface is displayed in the graphical user interface, the background of the model editing interface is generated according to the background of the game editing scene; or a preset background is used as the background of the model editing interface.
[0202] In one embodiment, the model editing interface provides editing options corresponding to each model part; the first preset operation for the target model part includes: a triggering operation for the target editing option corresponding to the target model part.
[0203] In one embodiment, the displaying of the model editing interface in the graphical user interface provided by running the game program includes:
[0204] Displaying a model editing interface in a graphical user interface provided by running the game program, and displaying a first scene image with the model to be edited as the focus, shot by a virtual camera, on the model editing interface;
[0205] In response to the trigger operation for the target editing option, the shooting angle of the virtual camera in the model editing interface is adjusted to display a second scene image with the target model part as the focus in the model editing interface.
[0206] In one embodiment, the above-mentioned response model generation instruction generates a target model based on each model part of the model to be edited and the attachment components corresponding to each model part, including:
[0207] In response to the model generation instruction and the model to be edited is a template model, a first target model is generated based on each model part of the model to be edited and the attachment components corresponding to each model part;
[0208] In response to the model generation instruction and when the model to be edited is a blank model, a second target model is generated based on each model part of the model to be edited and the attachment components corresponding to each model part;
[0209] Among them, the template model is a model including specified model parameters, the blank model is a model that does not contain any model parameters, the first target model displays each model part and the corresponding hanging components when displayed, and the second target model displays only the hanging components corresponding to each model part when displayed.
[0210] In one embodiment, the above-mentioned response model generation instruction generates a target model based on each model part of the model to be edited and the attachment components corresponding to each model part, including:
[0211] In response to the model generation instruction, a model name and a model preview image set for the target model are received;
[0212] The target model is generated based on the model name, the model preview image, each model part of the model to be edited, and the mounting components corresponding to each model part.
[0213] In one embodiment, the above-mentioned response model generation instruction receives the model name and model preview image set for the target model, including:
[0214] In response to the model generation instruction, a model setting control is provided, and a model preview image and a model name for a target model configured through the model setting control are received.
[0215] In one embodiment, configuring the model preview image for the target model through the model setting control includes:
[0216] In response to a trigger operation of a control set for a model, candidate pictures obtained by observing the target model from different observation perspectives are provided;
[0217] In response to a selection operation on a target candidate picture, the target candidate picture is determined to be a model preview picture of a target model.
[0218] In one implementation, the target model generation module 940 is further configured to:
[0219] If the model to be edited is a blank model, and no mounting components are added in the mounting area corresponding to any model part, the target model cannot be generated; a blank model is a model that does not contain any model parameters.
[0220] The specific details of each part of the above-mentioned device have been described in detail in the implementation method of the method part. The undisclosed details can be found in the implementation method of the method part, so they will not be repeated here.
[0221] The exemplary embodiments of the present disclosure also provide a computer-readable storage medium, which can be implemented in the form of a program product, which includes a program code, and when the program product is run on an electronic device, the program code is used to cause the electronic device to perform the steps described in the above "Exemplary Method" section of this specification according to various exemplary embodiments of the present disclosure. In an optional embodiment, the program product can be implemented as a portable compact disk read-only memory (CD-ROM) and includes program code, and can be run on an electronic device, such as a personal computer. However, the program product of the present disclosure is not limited to this, and in this document, the readable storage medium can be any tangible medium containing or storing a program, which can be used by or in combination with an instruction execution system, device or device.
[0222] The program product may use any combination of one or more readable media. The readable medium may be a readable signal medium or a readable storage medium. The 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 readable storage media (a non-exhaustive list) include: an electrical connection with one or more wires, a portable 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.
[0223] Computer readable signal media may include data signals propagated in baseband or as part of a carrier wave, in which readable program code is carried. Such propagated data signals may take a variety of forms, including but not limited to electromagnetic signals, optical signals, or any suitable combination of the above. Readable signal media may also be any readable medium other than a readable storage medium, which may send, propagate, or transmit a program for use by or in conjunction with an instruction execution system, apparatus, or device.
[0224] The program code embodied on the readable medium may be transmitted using any appropriate medium, including but not limited to wireless, wired, optical cable, RF, etc., or any suitable combination of the foregoing.
[0225] Program code for performing the operations of the present disclosure may be written in any combination of one or more programming languages, including object-oriented programming languages such as Java, C++, etc., and conventional procedural programming languages such as "C" or similar programming languages. The program code may be executed entirely on the user computing device, partially on the user device, as a separate software package, partially on the user computing device and partially on a remote computing device, or entirely on a remote computing device or server. In cases involving a remote computing device, the remote computing device may be connected to the user computing device through any type of network, including a local area network (LAN) or a wide area network (WAN), or may be connected to an external computing device (e.g., through the Internet using an Internet service provider).
[0226] The exemplary embodiment of the present disclosure also provides an electronic device, such as the terminal device 110 or the server 120 described above. The electronic device may include a processor and a memory. The memory stores executable instructions of the processor, such as program codes. The processor executes the method in the exemplary embodiment by executing the executable instructions. In addition, the electronic device may also include a display for displaying a graphical user interface.
[0227] Reference below Fig.10 , the electronic device is exemplarily described in the form of a general-purpose computing device. It should be understood that Fig.10 The electronic device 1000 shown is merely an example and should not limit the functions and scope of use of the embodiments of the present disclosure.
[0228] like Fig.10 As shown, the electronic device 1000 may include: a processor 1010 , a memory 1020 , a bus 1030 , an I / O (input / output) interface 1040 , a network adapter 1050 , and a display 1060 .
[0229] The memory 1020 may include a volatile memory, such as a RAM 1021, a cache unit 1022, and may also include a non-volatile memory, such as a ROM 1023. The memory 1020 may also include one or more program modules 1024, such program modules 1024 include but are not limited to: an operating system, one or more application programs, other program modules, and program data, each of which or a combination thereof may include the implementation of a network environment. For example, the program module 1024 may include each module in the above-mentioned device.
[0230] The processor 1010 may include one or more processing units. For example, the processor 1010 may include an AP (Application Processor), a modem processor, a GPU (Graphics Processing Unit), an ISP (Image Signal Processor), a controller, an encoder, a decoder, a DSP (Digital Signal Processor), a baseband processor and / or an NPU (Neural-Network Processing Unit), etc.
[0231] The processor 1010 may be configured to execute executable instructions stored in the memory 1020 , such as executing any one or more method steps in the exemplary embodiment.
[0232] The bus 1030 is used to realize the connection between different components of the electronic device 1000, and may include a data bus, an address bus, and a control bus.
[0233] The electronic device 1000 can communicate with one or more external devices 1100 (eg, a keyboard, a mouse, an external controller, etc.) through the I / O interface 1040 .
[0234] The electronic device 1000 can communicate with one or more networks through the network adapter 1050. For example, the network adapter 1050 can provide mobile communication solutions such as 3G / 4G / 5G, or provide wireless communication solutions such as wireless LAN, Bluetooth, near field communication, etc. The network adapter 1050 can communicate with other modules of the electronic device 1000 through the bus 1030.
[0235] The electronic device 1000 can display a graphical user interface through the display 1060, such as a model editing interface, a game editing scene, etc.
[0236] although Fig.10 Not shown, other hardware and / or software modules may also be provided in the electronic device 1000, including but not limited to: microcode, device drivers, redundant processors, external disk drive arrays, RAID systems, tape drives, and data backup storage systems.
[0237] It should be noted that, although several modules or units of the device for action execution are mentioned in the above detailed description, this division is not mandatory. In fact, according to the exemplary embodiments of the present disclosure, the features and functions of two or more modules or units described above can be embodied in one module or unit. Conversely, the features and functions of one module or unit described above can be further divided into multiple modules or units to be embodied.
[0238] It will be appreciated by those skilled in the art that various aspects of the present disclosure may be implemented as a system, method or program product. Therefore, various aspects of the present disclosure may be specifically implemented in the following forms, namely: a complete hardware implementation, a complete software implementation (including firmware, microcode, etc.), or an implementation combining hardware and software aspects, which may be collectively referred to herein as a "circuit", "module" or "system". Those skilled in the art will readily think of other embodiments of the present disclosure after considering the specification and practicing the invention disclosed herein. The present application is intended to cover any variations, uses or adaptive changes of the present disclosure, which follow the general principles of the present disclosure and include common knowledge or customary technical means in the art that are not disclosed in the present disclosure. The specification and implementation are intended to be exemplary only, and the true scope and spirit of the present disclosure are indicated by the claims.
[0239] It should be understood that the present disclosure is not limited to the exact structures that have been described above and shown in the drawings, and that various modifications and changes may be made without departing from the scope thereof. The scope of the present disclosure is limited only by the appended claims.
Claims
1. A game model editing method, characterized in that: The method comprises: Displaying a model editing interface in a graphical user interface provided by running a game program; the model editing interface includes a model to be edited, and the model to be edited includes a plurality of model parts; In response to a first preset operation on a target model part, providing a mounting area corresponding to the target model part in the graphical user interface; the target model part is one or more parts among the multiple model parts, and any position in the mounting area can be used to place a mounting component; In response to a second preset operation on the attachment area, adding an attachment component in the attachment area; the attachment component is at least used to modify the external performance of the target model part; In response to the model generation instruction, a target model is generated based on each model part of the model to be edited and the hanging components corresponding to each model part.
2. The method according to claim 1, characterized in that In response to a first preset operation on a target model part, before providing a hooking area corresponding to the target model part in the graphical user interface, the method further includes: Providing a model list in the model editing interface, wherein the model list includes one or more candidate models; In response to a selection operation on the one or more candidate models, a selected candidate model is generated in the model editing interface as the model to be edited.
3. The method according to claim 2, characterized in that The one or more candidate models include at least one of the following: a template model, a draft model, and a blank model; The template model is a model including specified model parameters, the draft model is a model that has been edited but has not yet generated a final model, and the blank model is a model that does not include any model parameters.
4. The method according to claim 3, characterized in that The selected candidate model is a blank model; and generating the selected candidate model in the model editing interface includes: The bones corresponding to each model part are displayed in the model editing interface.
5. The method according to claim 4, characterized in that In response to a second preset operation on the mounting area, after adding a mounting component in the mounting area, the method further includes: The attachment component is displayed, and the bones corresponding to the target model part are hidden.
6. The method according to claim 3, characterized in that: The selected candidate model is a template model or a draft model; In response to a second preset operation on the mounting area, after adding a mounting component in the mounting area, the method further includes: If there is no occlusion relationship between the hanging component and the model to be edited, displaying the model to be edited and the hanging component; If there is an occlusion relationship between the hanging component and the model to be edited, the hanging component is displayed based on the occlusion relationship, or a part of the model to be edited and the hanging component are displayed.
7. The method according to claim 1, characterized in that The method further comprises: When the number of hanging components added in the hanging area reaches the maximum hanging number of the target model part, the hanging area is set to be unable to add hanging components further.
8. The method according to claim 1, characterized in that In response to a second preset operation on the mounting area, after adding a mounting component in the mounting area, the method further includes: In response to a moving operation on the hanging component, if a destination position of the moving operation is any position within the hanging area, the hanging component is controlled to move to the destination position.
9. The method according to claim 1, characterized in that: In response to a second preset operation on the mounting area, after adding a mounting component in the mounting area, the method further includes: In response to a moving operation on the hanging component, if a destination position of the moving operation is outside the hanging area, the hanging component is controlled to move to a boundary of the hanging area along a moving direction of the moving operation.
10. The method according to claim 1, characterized in that The model to be edited and the target model are both human-shaped, and the multiple model parts are multiple body parts.
11. The method according to claim 10, characterized in that After generating the target model, the method further includes: According to the behavior configuration instruction for the target model, the behavior mode of the target model is set; the target model is used to generate a corresponding non-player character in a game scene, and the non-player character is configured to behave according to the behavior mode during the game running phase or the test phase.
12. The method according to claim 11, characterized in that The behavior pattern includes a specified behavior and a specified motion pattern; the method further includes: During the game running phase or the testing phase, the non-player character is controlled to move according to the specified movement mode and to perform the specified behavior during the movement.
13. The method according to claim 1, characterized in that The model to be edited is pre-configured with skeletal animation data, and the skeletal animation data at least includes action data corresponding to each model part; Before generating the target model, the method further includes: In response to the action preview instruction, according to the action data corresponding to each model part of the model to be edited, each model part of the model to be edited is controlled to execute the model action corresponding to the action data.
14. The method according to claim 13, characterized in that The method further comprises: In response to the action preview instruction, according to the action data corresponding to each model part of the model to be edited, the hanging components corresponding to each model part of the model to be edited are controlled to follow each model part to perform the model action corresponding to the action data.
15. The method according to claim 1, characterized in that The step of displaying the model editing interface in the graphical user interface provided by running the game program includes: Displaying a game editing scene in a graphical user interface provided by running a game program, and providing a model editing control in the game editing scene; In response to a triggering operation on the model editing control, the model editing interface is displayed in the graphical user interface.
16. The method according to claim 15, characterized in that After generating the target model, the method further includes: Providing a first operation control corresponding to the target model in the game editing scene; In response to a triggering operation on the first operating control, the target model is generated in the game editing scene.
17. The method according to claim 15, characterized in that In response to a trigger operation on the model editing control, displaying the model editing interface in the graphical user interface includes: In response to a trigger operation on the model editing control, if there is a draft model that has been edited but no final model has been generated, a draft model is displayed in the model editing interface as the model to be edited; if there is no draft model, a blank model is displayed in the model editing interface as the model to be edited; or, in response to a trigger operation on the model editing control, an existing model is displayed in the model editing interface as the model to be edited; the existing model is a model that has been edited.
18. The method according to claim 17, characterized in that The providing a first operation control corresponding to the target model in the game editing scene includes: If the target model is saved as a new model, a first operation control corresponding to the target model is generated; If the target model overwrites the existing model when being saved, the first operation control corresponding to the existing model is updated to serve as the first operation control corresponding to the target model.
19. The method according to claim 15, characterized in that When displaying the model editing interface in the graphical user interface, the method further includes: The background of the model editing interface is generated according to the background of the game editing scene; or a preset background is used as the background of the model editing interface.
20. The method according to claim 1, characterized in that The model editing interface provides editing options corresponding to each model part; the first preset operation for the target model part includes: a triggering operation for the target editing option corresponding to the target model part.
21. The method according to claim 20, characterized in that The step of displaying the model editing interface in the graphical user interface provided by running the game program includes: Displaying a model editing interface in a graphical user interface provided by running the game program, and displaying a first scene image with the model to be edited as the focus, shot by a virtual camera, on the model editing interface; In response to a trigger operation for the target editing option, the shooting angle of the virtual camera in the model editing interface is adjusted to display a second scene image with the target model part as the focus in the model editing interface.
22. The method according to claim 1, characterized in that The response model generation instruction generates a target model based on each model part of the model to be edited and the attachment components corresponding to each model part, including: In response to a model generation instruction and the model to be edited is a template model, a first target model is generated based on each model part of the model to be edited and the attachment components corresponding to each model part; In response to a model generation instruction and the model to be edited is a blank model, a second target model is generated based on each model part of the model to be edited and the attachment components corresponding to each model part; Among them, the template model is a model including specified model parameters, the blank model is a model that does not contain any model parameters, the first target model displays the model parts and corresponding hanging components when displayed, and the second target model only displays the hanging components corresponding to the model parts when displayed.
23. The method according to claim 1, characterized in that The response model generation instruction generates a target model based on each model part of the model to be edited and the attachment components corresponding to each model part, including: In response to the model generation instruction, receiving a model name and a model preview image set for the target model; A target model is generated based on the model name, the model preview image, each model part of the model to be edited, and the mounting components corresponding to each model part.
24. The method according to claim 23, characterized in that The response model generation instruction receives a model name and a model preview image set for the target model, including: In response to the model generation instruction, a model setting control is provided, and a model preview image and a model name for the target model configured by the model setting control are received.
25. The method according to claim 24, characterized in that The configuring the model preview image for the target model through the model setting control includes: In response to a triggering operation of setting a control for the model, providing candidate pictures obtained by observing the target model from different observation perspectives; In response to a selection operation on a target candidate picture, the target candidate picture is determined to be a model preview picture of the target model.
26. The method according to claim 1, characterized in that The method further comprises: If the model to be edited is a blank model, and no attachment component is added in the attachment area corresponding to any model part, it is set that the target model cannot be generated; the blank model is a model that does not contain any model parameters.
27. A game model editing device, characterized in that: The device comprises: A model editing interface display processing module is configured to display a model editing interface in a graphical user interface provided by running a game program; the model editing interface includes a model to be edited, and the model to be edited includes a plurality of model parts; A first preset operation processing module is configured to respond to a first preset operation on a target model part and provide a mounting area corresponding to the target model part in the graphical user interface; the target model part is one or more parts of the multiple model parts, and any position in the mounting area can be used to place a mounting component; A second preset operation processing module is configured to add a hanging component in the hanging area in response to a second preset operation on the hanging area; the hanging component is at least used to modify the external performance of the target model part; The target model generation module is configured to respond to the model generation instruction and generate a target model based on each model part of the model to be edited and the hanging components corresponding to each model part.
28. A computer-readable storage medium having a computer program stored thereon, characterized in that: When the computer program is executed by a processor, the method according to any one of claims 1 to 26 is implemented.
29. An electronic device, characterized in that: include: processor; A memory, configured to store executable instructions of the processor; The processor is configured to perform the method of any one of claims 1 to 26 by executing the executable instructions.
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