Game model editing method and device, storage medium and electronic equipment

By adding hook components to the game model editing interface, the problems of complexity and high barrier to entry in game model editing are solved, achieving the effects of simplifying operations and improving editing efficiency.

CN119951140BActive Publication Date: 2026-07-24NETEASE (SHANGHAI) NETWORK CO LTD
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Patent Information

Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
NETEASE (SHANGHAI) NETWORK CO LTD
Filing Date
2023-11-13
Publication Date
2026-07-24

AI Technical Summary

Technical Problem

Existing game model editing functions are complex, making it difficult to meet players' personalized needs and have a high editing threshold, resulting in limited model types and low editing efficiency.

Method used

This paper provides a method for editing game models. By displaying a model editing interface in a graphical user interface, it allows users to add attachment components to parts of the target model, generate the target model, lower the operational threshold, and increase the degree of editing freedom.

Benefits of technology

It simplifies the game model editing process, lowers the barrier to entry, improves editing efficiency and model diversity, and meets players' personalized needs.

✦ Generated by Eureka AI based on patent content.

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Abstract

The present disclosure provides a game model editing method and device, a storage medium and an electronic device, and relates to the technical field of computers and games. The method comprises the following steps: displaying a model editing interface in a graphical user interface provided by a game program; the model editing interface comprises a to-be-edited model, and the to-be-edited model comprises a plurality of model parts; in response to a first preset operation on a target model part, providing a hanging area corresponding to the target model part in the graphical user interface; any position in the hanging area can be used to place a hanging component; in response to a second preset operation on the hanging area, adding the hanging component in the hanging area; the hanging component is used at least for modifying the external appearance of the target model part; and in response to a model generation instruction, generating a target model based on each model part of the to-be-edited model and the hanging component corresponding to each model part. The present disclosure simplifies the editing operation mode, so that the editing process is convenient, fast and efficient.
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Description

[0001] This application claims priority to Chinese Patent Application No. 202311492084.0, filed on November 9, 2023, the contents of which are incorporated herein by reference. Technical Field

[0002] This 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 Technology

[0003] With the development of computer and human-computer interaction technologies, games have become one of the important forms of daily entertainment. Games require the creation of various virtual models, including game character models, building models, and prop models, thus forming the people and objects in the game.

[0004] In some games, game models are entirely generated by the developers, resulting in a very limited variety that fails to meet players' personalized needs. In other games, while game model editing is available to players, the editing process is complex, raising the barrier to entry for players. Summary of the Invention

[0005] This disclosure provides a game model editing method, a game model editing device, a computer-readable storage medium, and an electronic device, to at least partially solve the problem that related technologies make it difficult to conveniently edit game models.

[0006] According to a first aspect of this disclosure, a method for editing a game model is provided. The method includes: displaying a model editing interface in a graphical user interface provided by a running game program; the model editing interface includes a model to be edited, the model to be edited including multiple model parts; responding to a first preset operation for a target model part, providing a hooking area corresponding to the target model part in the graphical user interface; the target model part is one or more of the multiple model parts, and any position within the hooking area can be used to place a hooking component; responding to a second preset operation for the hooking area, adding a hooking component within the hooking area; the hooking component is at least used to modify the external appearance of the target model part; and responding to a model generation instruction, generating a target model based on each model part of the model to be edited and the hooking components corresponding to each model part.

[0007] According to a second aspect of this disclosure, a game model editing device is provided, the device comprising: a model editing interface display processing module configured to display a model editing interface in a graphical user interface provided by a running game program; the model editing interface includes a model to be edited, the model to be edited including multiple model parts; a first preset operation processing module configured to respond to a first preset operation for a target model part, providing a hooking area corresponding to the target model part in the graphical user interface; the target model part is one or more of the multiple model parts, and any position within the hooking area can be used to place a hooking component; a second preset operation processing module configured to respond to a second preset operation for the hooking area, adding a hooking component within the hooking area; the hooking component is at least used to modify the external appearance of the target model part; and a target model generation module configured to respond to a model generation instruction, generating a target model based on each model part of the model to be edited and the hooking components corresponding to each model part.

[0008] According to a third aspect of this disclosure, a computer-readable storage medium is provided, on which a computer program is stored, which, when executed by a processor, implements the game model editing method of the first aspect described above and its possible implementations.

[0009] According to a fourth aspect of this 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 first aspect and possible implementations thereof by executing the executable instructions.

[0010] The technical solution disclosed herein has the following beneficial effects:

[0011] On the one hand, it provides a solution that supports 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 convenient and quick, lowering the barrier to entry for the editing function and improving editing efficiency. On the other hand, the attachment components can be placed anywhere within the attachment area, thereby increasing the freedom and flexibility of model editing and enabling users to create diverse game models that meet their personalized needs. Attached Figure Description

[0012] Figure 1 This illustration shows a system architecture diagram of an exemplary embodiment.

[0013] Figure 2 This diagram illustrates a flowchart of a game model editing method in this exemplary embodiment;

[0014] Figure 3A schematic diagram of a model editing interface and skeleton is shown in this exemplary embodiment;

[0015] Figure 4 A schematic diagram of a template model in this exemplary embodiment is shown;

[0016] Figure 5 A schematic diagram of a game editing scenario in this exemplary embodiment is shown;

[0017] Figure 6 This diagram illustrates a mounting area in this exemplary embodiment.

[0018] Figure 7 This diagram illustrates an example of adding a mounting component in this exemplary embodiment;

[0019] Figure 8 This illustration shows a schematic diagram of generating a target model in a game editing scene according to this exemplary embodiment;

[0020] Figure 9 This diagram illustrates the structure of a game model editing device according to this exemplary embodiment.

[0021] Figure 10 A schematic diagram of the structure of an electronic device in this exemplary embodiment is shown. Detailed Implementation

[0022] Exemplary embodiments of this disclosure will be described more fully below with reference to the accompanying drawings.

[0023] The accompanying drawings are schematic illustrations of this disclosure and are not necessarily drawn to scale. Some block diagrams shown in the drawings may be functional entities and do not necessarily correspond to physically or logically independent entities. These functional entities may be implemented in software, in hardware modules or integrated circuits, or in networks, processors, or microcontrollers. Implementations can be carried out in various forms and should not be construed as limited to the examples set forth herein. The features, structures, or characteristics described in this disclosure can be combined in any suitable manner in one or more embodiments. Numerous specific details are provided in the following description to give a thorough description of embodiments of this disclosure. However, those skilled in the art will recognize that one or more specific details may be omitted when implementing the technical solutions of this disclosure, or other methods, components, apparatuses, steps, etc., may be used to replace one or more specific details.

[0024] In some games, game models are entirely generated by the developers. For example, the developers might create dozens of different game models, but the total number of model components for different scenes far exceeds the number of model component types. This results in many identical game models, making the game content less diverse and unable to meet players' personalized needs. In other games, game model editing functions are available to players, but the related editing operations are usually quite complex, requiring players to edit detailed parameters of the models. This raises the barrier to entry for players to use the editing functions, and the editing process is also quite time-consuming.

[0025] In view of one or more of the above-mentioned problems, an exemplary embodiment of this disclosure provides a game model editing method.

[0026] Figure 1 A system architecture diagram of the operating environment of this exemplary embodiment is shown. This system architecture may include a terminal device 110 and a server 120. The terminal device 110 may be a mobile phone, tablet computer, personal computer, smart wearable device, game console, or other device with display capabilities, capable of displaying a graphical user interface (GUI). The GUI may include the operating system interface or the application interface. A game program, such as a client program for an online game, is installed on the terminal device 110. When the terminal device 110 runs the game program, a model component editing interface can be displayed in the GUI, allowing users to perform editing operations in the game character editing interface. The server 120 generally refers to the backend system providing the game service in this exemplary embodiment; it may be a single server or a cluster of multiple servers. A game server program is deployed on the server 120 to perform server-side game data processing. The terminal device 110 and the server 120 can be connected via a wired or wireless communication link for data transmission. The game model editing method in this exemplary embodiment can be executed by the terminal device 110 or jointly by the terminal device 110 and the server 120.

[0027] In one implementation, the game model editing method can be implemented and executed based on a cloud interaction system. The cloud interaction system can be the system architecture described above. Various cloud applications, such as cloud gaming, can run under the cloud interaction system. Taking cloud gaming as an example, cloud gaming refers to a gaming method based on cloud computing. In the cloud gaming operating mode, the game program's execution entity and the game screen presentation entity are separated. The storage and execution of the game's control and interaction methods are completed on the cloud gaming server (such as the aforementioned server 120). The cloud gaming client (such as the aforementioned terminal device 110) is used for data reception, transmission, and game screen presentation. For example, the cloud gaming client can be a display device with data transmission capabilities located close to the user, such as a mobile terminal, television, computer, or PDA; while the cloud gaming server in the cloud performs information processing. When playing the game or editing a game scene, the user operates the cloud gaming client to send operation commands to the cloud gaming server. The cloud gaming server runs the game according to the operation commands, encodes and compresses the game screen and other data, returns it to the cloud gaming client via the network, and finally, the cloud gaming client decodes and outputs the game screen.

[0028] In one implementation, the game model editing method can be implemented in a standalone game. No server deployment is required; the entire game program can be installed on the terminal device 110, and the game model editing method can be executed.

[0029] In one implementation, reference Figure 2 As shown, the game model editing method may include the following steps S210 to S240:

[0030] Step S210: Display the model editing interface in the graphical user interface provided by the game program; the model editing interface includes the model to be edited, and the model to be edited includes multiple model parts;

[0031] Step S220: In response to the first preset operation for the target model part, provide the hooking area corresponding to the target model part in the graphical user interface; the target model part is one or more parts among multiple model parts, and any position within the hooking area can be used to place the hooking component;

[0032] Step S230: In response to the second preset operation for the attachment area, add an attachment component to the attachment area; the attachment component is used to modify the external appearance of the target model part at least;

[0033] Step S240: In response to the model generation instruction, generate the target model based on each model part of the model to be edited and the corresponding attachment components of each model part.

[0034] exist Figure 2The method described provides, on the one hand, a solution that supports 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 convenient and quick, lowering the barrier to entry for the editing function and improving editing efficiency. On the other hand, the attachment components can be placed anywhere within the attachment area, thereby increasing the freedom and flexibility of model editing and enabling users to create diverse game models that meet their personalized needs.

[0035] The following is about Figure 2 Each step in the process will be explained in detail.

[0036] refer to Figure 2 In step S210, a model editing interface is displayed in the graphical user interface provided by the game program; the model editing interface includes the model to be edited, and the model to be edited includes multiple model parts.

[0037] The model editing interface is used by users to edit game models. When the terminal device runs the game program, the model editing interface can be displayed in the graphical user interface. This game program can be the main game program, which provides game model editing functions (such as a built-in game editor). When the user uses this function, the model editing interface can be displayed within the main game program. Alternatively, the game program can be an editing program that runs independently of the main game program. When using this editing program to edit game models, the model editing interface is displayed.

[0038] This exemplary implementation supports players to customize and edit game models. Therefore, the term "user" in this document can refer to game developers (such as developers, artists, etc.) or players.

[0039] The model to be edited can be the initial model used by the user during editing. For example, the user can select the model to be edited before entering the model editing interface. If the user enters the model editing interface as a new model, the model to be edited can be a blank model. Alternatively, the user can enter the model editing interface to modify an existing model, in which case the existing model can be the model to be edited. Or, the user can select the model to be edited after entering the model editing interface. If the model editing interface provides selectable models, the user can choose one as the model to be edited.

[0040] In one implementation, before providing the corresponding attachment area for the target model part in the graphical user interface in response to a first preset operation on the target model part, the game model editing method may further include the following steps:

[0041] The model editing interface provides a list of models, which includes one or more candidate models.

[0042] In response to a selection operation on one or more candidate models, the selected candidate model is generated in the model editing interface as the model to be edited.

[0043] Here, a candidate model is a model that can be used as an editable model. For example, the above 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 in detail below.

[0044] A template model is a model that includes specified model parameters. These parameters are used to give the model a specific external appearance and are typically well-defined. Therefore, a template model can be a relatively complete model. For example, a template model can be a model built into the game, such as a model provided by the game developer, usually pre-edited by developers or artists, or edited by the user themselves, or by other users. In one implementation, a model shared by other users can be obtained, such as by entering a sharing code or through other means; this model can be used as a template model.

[0045] A draft model is a model that has been edited but not yet generated into a final model. This means that the user edited the model but did not perform any creation or model generation operations; therefore, the edited model has not generated a final model and is in an incomplete state, hence the term "draft model." Generally, draft models cannot be used directly in the game; for example, they cannot be added to a game editing scene. However, draft models can serve as models to be edited, allowing users to further edit them to form the final model (such as the target model).

[0046] A blank model is a model that does not contain any model parameters. This can be understood as a blank model containing no edited information and having no appearance whatsoever. A blank model can be used as a model to be edited, indicating that the user can edit the model from scratch.

[0047] The model editing interface displays a list of models, which are candidate models, including one or more of the aforementioned models. Users can select from the list, and when a candidate model is selected, it is automatically generated in the model editing interface as the model to be edited. This makes the editing process more convenient and efficient for users.

[0048] In one implementation, the selected candidate model can be a blank model. Accordingly, generating the selected candidate model in the model editing interface can include the following steps:

[0049] The model editing interface displays the bones corresponding to each part of the model.

[0050] This allows for the visualization of the skeletons corresponding to each model part as a blank model. Displaying a blank model means displaying the skeletons corresponding to each model part. The model parts and skeletons can be related to the model type selected by the user. Users can select the model type before or after entering the model editing interface. For example, a user can operate on the model generation controls for a specific type in the generator tool, enter the editing interface for that type of model, and have the corresponding skeletons displayed based on the model parts of that type. Alternatively, a user can enter the general model editing interface, select the model type, and trigger the display of the corresponding skeletons based on the model parts of that type.

[0051] For example, if a user selects to edit a character model, the model parts will be human body parts, including the head, neck, body, left shoulder, right shoulder, etc. The skeleton displayed in the model editing interface will be human-shaped, including the bones of different body parts. If a user selects to edit a flower model, the model parts will include the flower stem, stamen, petals, etc. The skeleton displayed in the model editing interface will be the shape of a flower, including the bones of the flower stem, stamen, petals, etc. Displaying the skeleton helps users understand the model structure and the position of each model part, facilitating accurate editing.

[0052] In one implementation, the selected candidate model can 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 can be displayed in the model editing interface as the model to be edited, without having to display the skeleton.

[0053] Figure 3 The diagram illustrates the model editing interface for game character models. This interface provides multiple editing options, including options for the model being edited (the "base" option) and options for different model parts (body parts). When the user selects an editing option for the model being edited, or when entering the model editing interface, that option is selected by default, triggering the display of the model list, such as... Figure 3 The list of basis models shown represents the candidate models. When the user selects "No Role," it means the user has selected a blank model, which can be displayed as follows: Figure 3 The skeleton shown. The base list can also provide models for various specific professional roles, i.e., template models, such as models for waiters, VIP guests, chefs, etc. When a user selects a template model, that template model can be displayed as the model to be edited. Figure 4It shows the appearance of a template model, which users can edit on the basis of, without having to edit it from scratch, which helps to improve 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 shown in the upper right corner indicates that the current resource usage of the model to be edited is 40, and the maximum allowed resource usage is 10000. Resource usage is a quantifiable indicator of the resources required by a model. Each model requires certain computing power, storage resources, etc. Different types of resources are collectively quantified into a resource usage value to characterize the model's complexity. To prevent users from editing overly complex models that consume excessive resources, an upper limit can be set on the model's resource usage value, i.e. Figure 3 The value shown is 10000. When the resource usage 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 not being able to add hook components, not being able to change the material of the model parts to a more refined material, etc.

[0055] In one implementation, displaying the model editing interface in the graphical user interface provided by the running game program may include the following steps:

[0056] Display the game editing scene in the graphical user interface provided by the game program, and provide model editing controls in the game editing scene;

[0057] In response to a trigger action on the model editing control, display the model editing interface in the graphical user interface.

[0058] The game program provides game scene editing functionality. Users can choose to create a new game scene and edit it, or they can choose to edit an existing game scene. An edited game scene refers to a game scene displayed in an editable state within the graphical user interface. An edited game scene can include the scene's background and one or more pre-generated scene components. These components can be built-in to the edited game scene (e.g., the game program offers various preset game scenes in different styles, which users can choose to edit, and these preset scenes initially include scene components), or they can be user-generated scene components. Scene components can be people or objects (or parts of people or objects) in the game, such as buildings, plants, NPCs (Non-Player Characters), etc. During the game's runtime (i.e., the stage where players use the edited scene to play the game), the scene components can generate corresponding people or objects.

[0059] In one implementation, when displaying a game editing scene, the graphical user interface may also display one or more scene component operation controls. (See reference) Figure 5 As shown, the scene component operation controls can include controls such as "block component", "cylinder component", and "semi-cylinder component", which are used to generate corresponding scene components in the game editing scene in response to user operations on the controls. For example, if the user clicks or drags the "block component" control, a block component can be generated in the game editing scene.

[0060] In one implementation, the game program may come with one or more scene components, such as scene components pre-configured and stored in the game program by artists, and may provide corresponding scene component operation controls, so that players can easily use these scene components to edit the scene, such as adding scene components with one click in the game scene editing.

[0061] In one implementation, players can pre-configure scene components. Players can create these components by modeling them in the game's editing scene or other editing interfaces. Corresponding scene component operation controls can also be provided for the pre-configured scene components. When pre-configuring scene components, one or more parameters such as position, orientation, size, material, and color can be configured. This allows users to directly access the configured information when using these scene components in the game's editing scene, which is very convenient and efficient. Of course, users can also adjust the configured information in the scene components, such as adjusting one or more of the above parameters, to better suit their needs and preferences.

[0062] In one implementation, multiple scene components can be combined into a scene component combination. For example, a block component can be combined onto the circular surface of a cylindrical component to form a roller-shaped scene mechanism, which is a scene component combination. This allows for the creation of complex and diverse virtual models of people or objects within the game. Corresponding scene component operation controls can also be configured for these combinations, enabling users to easily add or generate scene component combinations with a single click during game scene editing.

[0063] For ease of distinction, a single scene component can be referred to as a basic scene component. It is indivisible and can be considered the smallest unit of composition in a game editing scene. Unless otherwise specified, the term "scene component" in this article can refer to either a basic scene component or a combination of scene components.

[0064] In one implementation, a virtual camera can be set up in the game editing scene. A virtual camera is a tool in the game program that simulates a real camera to capture game scene footage. It can be set up anywhere in the game editing scene and capture the game scene from any perspective; that is, the virtual camera can have any pose in the game scene, which can be fixed or dynamically changing. Furthermore, any number of virtual cameras can be set up in the game editing scene, and different virtual cameras can capture different game scene footage.

[0065] The game editing scene can present two different perspectives: the observation perspective and the game perspective. Users can choose which perspective to use in the relevant settings interface of the game editing scene. The observation perspective refers to viewing the game editing scene from a third-person point of view. In the observation perspective, users do not control the game character but directly control the virtual camera to move the view (the virtual camera is not displayed). The game perspective refers to viewing the game editing scene from a first-person point of view. In the game perspective, users can control a game character, which can be bound to the virtual camera. This means the positional relationship between the game character and the virtual camera is fixed; for example, the game character can be located at the virtual camera's focus point. When the user moves the game character, the virtual camera moves synchronously, thus moving the view. Of course, in the observation perspective, invisible game characters can also be set in the game editing scene, equivalent to hiding the game character in the game perspective. When moving the view, users can move the virtual camera by moving the game character. In both the observation and game perspectives, the game editing scene can be equipped with virtual joysticks, up / down controls, etc., which users can use to move the virtual camera or the game character.

[0066] The model editing interface can be a sub-interface within the game editing scene. Model editing controls can be used to create new models or edit existing models. Responding to trigger operations on the model editing controls allows for quick switching between game scene editing and game model editing modes, facilitating user operation.

[0067] In one implementation, the model editing control may include a model creation control. In response to a triggering operation on the model creation control, a model editing interface is displayed in the graphical user interface. The model creation control is used to create game models. For example, a generator tool may be provided in the game editing scene, which may provide creation controls (or generation controls) for different types of models, such as character model creation controls, building model creation controls, etc. A user clicking the model creation control is a model editing triggering operation, causing the model editing interface to pop up.

[0068] In one implementation, the model editing control may include an editing control for an existing model. In response to a trigger operation on the editing control for an existing model, a model editing interface is displayed in the graphical user interface. The existing model is a model that has been edited, such as a model edited and generated by the user, a custom-edited model shared by other users, or a model built into the game program. The existing model may be a template model, i.e., a model including specified model parameters. The editing control for the existing model is a control used to further edit the existing model. For example, a first operation control corresponding to the existing model is provided in the game editing scene. The first operation control is used to generate the existing model in the game editing scene, such as the scene component operation control mentioned above. The user can perform a preset operation on the first operation control to trigger the display of the editing control for the existing model, such as clicking the extended icon (e.g., the "..." icon) in the first operation control, which pops up the editing control for the existing model. The user can then click the editing control to trigger the display of the model editing interface. Alternatively, the editing control for the existing model may be the first operation control; when the user clicks or long-presses the first operation control, the model editing interface is triggered.

[0069] In one implementation, the above response, which is a trigger operation of the model editing control, displays the model editing interface in the graphical user interface, and may include the following steps:

[0070] In response to a trigger operation on the model editing control, if a draft model that has been edited but not yet generated as a final model exists, a draft model is displayed in the model editing interface as the model to be edited; if no draft model exists, 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 the model that has been edited.

[0071] The meanings of draft model, blank model, and existing model can be found above. For example, when entering the model editing interface by creating a new model using the model creation control, if a draft model exists, it can be displayed as the model to be edited after entering the model editing interface. If multiple draft models exist, one can be automatically selected as the model to be edited based on the most recent editing time, or the user can select one from among them. The existing draft model stores information previously edited by the user, such as model parameters, allowing the user to continue editing from where they left off. If no draft model exists, a blank model can be displayed as the model to be edited after entering the model editing interface, allowing the user to start editing from scratch. When entering the model editing interface by editing an existing model using the existing model editing control, the existing model (the existing model corresponding to the editing control triggered by the user's action, i.e., the existing model selected by the user for editing) can be displayed as the model to be edited.

[0072] In one implementation, when displaying the model editing interface in the graphical user interface, the game model editing method may further include the following steps:

[0073] The background of the model editing interface can be generated based on the background of the game editing scene; or a preset background can be used as the background of the model editing interface.

[0074] This involves obtaining the background of the game editing scene by hiding all scene components (including character components). 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 and softening) to obtain the background of the model editing interface. This ensures that the background of the model editing interface and the background of the game editing scene are stylistically consistent, making the target model edited by the user in the model editing interface more suitable for the game editing scene.

[0075] Preset backgrounds can be solid color backgrounds, gradient backgrounds, simple pattern backgrounds, or backgrounds generated based on preset images. Preset backgrounds can be set by the user or automatically determined by the game program. Using preset backgrounds as the background for the model editing interface can reduce the amount of background-related calculations.

[0076] Continue to refer to Figure 2 In step S220, in response to the first preset operation for the target model part, a hooking area corresponding to the target model part is provided in the graphical user interface; the target model part is one or more parts among multiple model parts, and any position within the hooking area can be used to place the hooking component.

[0077] In this exemplary embodiment, attachment components can be added to different model parts. Attachment components are components attached to model parts and can be any object in the game, such as the scene components mentioned above. Attachment areas are areas where attachment components can be placed; each model part can have a corresponding attachment area, and the attachment components attached to each model part can be placed anywhere within its corresponding attachment area.

[0078] The target model part can be any part of the model to be edited. Steps S220 and S230 can be applied to any part of the model to be edited, adding a hook component to any part of the model.

[0079] The first preset operation is an operation that triggers editing of a target model part, indicating the start of editing of that part. In one embodiment, the model editing interface provides editing options corresponding to each model part, which are used to select the object to be edited in the model. The aforementioned first preset operation for the target model part can be a trigger operation for the target editing option corresponding to that part. For example, refer to the above... Figure 3 or Figure 4 As shown, the model to be edited is a human figure, which can be a character model to be edited. The model parts include the head, neck, body, left shoulder, right shoulder, left hand, and right hand. The model editing interface provides editing options for each body part. If the user selects the right hand option, it means that the user starts editing the right hand. This selection operation can be the first preset operation, with the right hand as the target model part, triggering the display of the corresponding attachment area for 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 hanging area 601 corresponding to the right hand can be displayed in the interface, which is a dotted box in the shape of a cuboid.

[0080] The attachment area can be of any shape, such as a cuboid, sphere, or irregular shape. In response to a first preset operation, the provided attachment area can be directly displayed in the graphical user interface in any visual manner, such as through a dashed outline or a graphic with transparency. Alternatively, the provided attachment area can be indirectly indicated in the graphical user interface, such as by restricting the placement range of the attachment component. In one embodiment, the attachment area can be an invisible object in the graphical user interface, i.e., the attachment area can be hidden, such as in... Figure 6The model editing interface shown does not display the attachment area 601. During the process of adding or moving attachment components, when a component moves to the boundary of the attachment area, a prompt can be displayed via text, voice, or other means indicating that it must not exceed the attachment area. Alternatively, the attachment area can be hidden under normal circumstances but displayed under specific conditions (such as when moving a component). This provides the attachment area indirectly.

[0081] The attachment area typically includes the target model part, with some allowance. 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 a head, the attachment area can be a cuboid or a cube, with the head located at 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 a head, the attachment area can be a cuboid or a cube, with the head located at the bottom of the attachment area and tangent to the bottom surface of the attachment area.

[0082] In one implementation, displaying the model editing interface in the graphical user interface provided by the running game program may include the following steps:

[0083] The model editing interface is displayed in the graphical user interface provided by the game program, and the first scene image with the model to be edited as the focus is shown in the model editing interface through a virtual camera;

[0084] In response to a trigger action on the target editing option, adjust the shooting angle of the virtual camera in the model editing interface to display a second scene 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 capture the scene displayed within the interface. Upon entering the interface, the editing options corresponding to the model to be edited (i.e., the "Base" option) can be selected by default, or no editing options can be selected. In this case, the virtual camera is focused on the entire model to be edited. The camera captures the first scene with the model as the focal point and displays it in the model editing interface, allowing the user to see the entire model, centered in the frame.

[0086] When a user triggers an operation targeting an editing option, such as selecting the target editing option (i.e., the first preset operation), it indicates that the user needs to edit a part of the target model. The user can adjust the shooting angle of the virtual camera to focus on the target model part. A second scene image is captured with the target model part as the focus and displayed in the model editing interface, allowing the user to clearly see the target model part and facilitate accurate editing.

[0087] In one implementation, the model editing interface can be configured to allow only adjustment of the virtual camera's shooting angle and viewing distance, while preventing movement of the virtual camera's focus, such as panning. This ensures that the virtual camera's optical axis is always aligned with the center of the model being edited or the target model.

[0088] Continue to refer to Figure 2 In step S230, in response to a second preset operation for the attachment area, an attachment component is added to the attachment area; the attachment component is used at least to modify the external appearance of the target model part.

[0089] The second preset operation refers to the operation of adding a hook component, which may include, but is not limited to, the following methods: When a hook area is provided, the model editing interface can offer optional hook components, which users can select by clicking. This selection operation can be the second preset operation. When a user selects a hook component, it is automatically added to the hook area and can be placed in a specified position within the hook area (such as the center). Alternatively, after providing optional hook components, users can move a hook component to the hook area, such as dragging the hook component to any position within the hook area, or clicking the hook component and then clicking any position within the hook area. This movement operation can be the second preset operation, allowing users to specify the placement position of the hook component when adding it; it can be placed in any position within the hook area.

[0090] Attached components primarily serve a decorative purpose. For example, attached components added to the head can include hats, earrings, glasses, headbands, halo effects, etc., which can make the target model more aesthetically pleasing. Figure 7 The diagram illustrates a cone shape with attached components added to its head. It demonstrates that by adding different attachment components, a wide variety of unique appearances and shapes can be achieved. Furthermore, these attachment components can also serve a functional purpose. For example, they can be game props; by adding these components, the final target model can perform actions or commands related to those game props, effectively adding functionality to the target model.

[0091] The attachment components added within the attachment area can be attached to the target model parts. A relationship can be established between the target model parts and the attachment components. For example, the position of the attachment component can be stored as a position offset value relative to the target model parts (such as relative to the center point of the target model parts). In this way, when the target model parts move, the attachment components can move synchronously.

[0092] In one implementation, 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 the first preset operation on the target model part, the bones corresponding to each model part can be displayed in the model editing interface. Correspondingly, after adding a hooking component to the hooking area in response to the second preset operation on the hooking area, the game model editing method may further include the following steps:

[0093] Show the attached components and hide the bones corresponding to the target model parts.

[0094] In this context, the skeleton serves as the visual representation of a blank model. When a hook component is added, the model to be edited, especially the target model area, is no longer blank. While displaying the hook component, the corresponding skeleton of the target model area can be hidden. For example, with the head as the target model area, when a hook component is added to the head, the added hook component can be displayed, and the corresponding skeleton of the head can be hidden.

[0095] In one implementation, after adding a hooking component to the hooking area in response to a second preset operation for the hooking area, the hooking component can be displayed while the bones corresponding to all model parts are hidden.

[0096] For example, based on Figure 3 The blank model shown is the skeleton. If you add the attachment component only to the head, you can hide the bones corresponding to the head and keep the bones corresponding to other parts of the model. Alternatively, you can hide all the bones.

[0097] In one implementation, the selected candidate model is a template model or a draft model. Accordingly, after adding a hooking component to the hooking area in response to a second preset operation on the hooking area, the game model editing method may further include the following steps:

[0098] If there is no occlusion relationship between the attached component and the model to be edited, then the model to be edited and the attached component will be displayed;

[0099] If there is an occlusion relationship between the attached component and the model to be edited, the attached component will be displayed based on the occlusion relationship, or a portion of the model to be edited and the attached component will be displayed.

[0100] In this context, the occlusion relationship between the attached component and the model to be edited refers to their spatial overlap. For example, if the added attached component is large and a portion of the target model is located within it, that portion may not be displayed; only the unoccluded part of the model to be edited and the attached component are shown. If the model to be edited is completely obscured by the attached component, only the attached component is displayed. In this exemplary embodiment, the display priority of the attached component can be set to be higher than that of the model to be edited; when they overlap, the attached component can be displayed first. If there is no occlusion relationship between the attached component and the model to be edited, both the model to be edited and the attached component are fully displayed.

[0101] In one implementation, the game model editing method may further include the following steps:

[0102] When the number of attachment components added within the attachment area reaches the maximum number of attachments for the target model part, the attachment area will be set to a state where no more attachment components can be added.

[0103] This allows you to pre-set the maximum number of attachments for one or more parts of the model to be edited, representing the maximum number of attachment components that can be added. For example, Figure 7 The maximum number of attachments allowed for the head is shown to be 10. When 10 attachment components have already been added to the corresponding attachment area for the head, that area is set to prevent further additions. This can be achieved by making the attachment control inoperable, or by having the game program display a text or voice prompt indicating that adding attachments is not allowed when the user attempts to add components (such as the second preset operation), and then invalidating the user's action. This limits the number of attachment components that can be added to a single model part, preventing users from creating overly complex models.

[0104] In one implementation, after adding a hook component to the hook area in response to a second preset operation for the hook area, the game model editing method may further include the following steps:

[0105] In response to a movement operation on the attached component, if the destination of the movement operation is any location within the attached area, control the attached component to move to the destination location.

[0106] After adding a hook component, users can move it using a move operation. The destination position of the move operation refers to the location the user wants to move the hook component to. For example, if the move operation is a drag or slide, the destination position is the endpoint of the drag or slide. Hook components can be moved freely within the hook area; therefore, if the destination position of the move operation is any location within the hook area, the move operation is fully effective, controlling the hook component to move to the destination position. This allows users to adjust the position of the hook component for fine-grained editing.

[0107] In one implementation, after adding a hook component to the hook area in response to a second preset operation for the hook area, the game model editing method may further include the following steps:

[0108] In response to a movement operation on the attached component, if the destination of the movement operation is outside the attachment area, the attached component is controlled to move along the movement direction of the movement operation to the boundary of the attachment area.

[0109] For example, in a drag-and-drop operation, the attached component can be controlled to move synchronously along the direction of the movement (e.g., along the drag trajectory) when it reaches the boundary of the attachment area. If the user does not stop the movement and drags it further out of the attachment area, the attached component will stop moving and remain at the boundary of the attachment area. Text or voice prompts can also be used to remind users not to exceed the attachment area.

[0110] In one embodiment, during the process of moving the attachment component, it can be determined whether the center point of the attachment component is located within the attachment area. If the center point is located within the attachment area, the attachment component is considered to be within the attachment area. When moving the attachment component, the position of the center point of the attachment component can also be controlled, such as moving the center point to the target location or the boundary of the attachment area. In another embodiment, it can also be required that the entire attachment component is located within the attachment area. This disclosure does not limit which determination method is used.

[0111] In one implementation, after adding a hook component to the hook area in response to a second preset operation on the hook area, an editing operation on the hook component is performed to adjust one or more of the following information: position, orientation, size, material, and color. For example, the model editing interface can provide editing controls for the hook component, such as one or more of a move control, a rotate control, a scale control, and an attribute editing control. The move control can be used to move the hook component to adjust its position. The rotate control can be used to rotate the hook component to adjust its orientation. The scale control can be used to scale the hook component to adjust its size. The attribute editing control can be used to adjust the hook component's material, color, and other attributes. For example, clicking the attribute editing control displays the hook component's attribute panel, where the user can modify the hook component's attributes. This enables editing of individual hook components, increasing the user's editing freedom.

[0112] Steps S220 and S230 above describe the operation and processing of adding attachment components to target model parts. Attachment components can be added to multiple model parts of the model to be edited through steps S220 and S230. It should be understood that users do not need to add attachment components to every model part; they can edit flexibly according to their own needs. If no attachment component is added to a certain model part, that model part can retain the appearance of that model part in the model to be edited.

[0113] Continue to refer to 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 corresponding attachment components of each model part.

[0114] The model generation command refers to the instruction confirming the completion of editing. For example, the model editing interface can provide a generation confirmation control, such as a "Generate" or "Create" button. When the user interacts with the generation confirmation control, the model generation command is triggered. During the editing process, such as when the user edits model parts or adds attachment components, the game program has already combined and associated the various model parts and attachment components of the model to be edited, but it has not saved the model-related data (such as the model parameters edited by the user) as the target model. Therefore, responding to the model generation command can save the model-related data as the final target model, generating the target model object in the game program.

[0115] In one implementation, if the model editing interface is accessed from the game editing scene during model editing, then after generating the target model, the game model editing method may further include the following steps:

[0116] Provide the first operation control corresponding to the target model in the game editing scene;

[0117] In response to the trigger operation of the first operation control mentioned above, the target model is generated in the game editing scene.

[0118] After generating the target model, the system can automatically return to the game editing scene, or it can respond to the user's exit action and return to the game editing scene. Upon returning to the game editing scene, a primary control corresponding to the target model can be provided. For example, the primary control corresponding to the target model can appear in the list of scene component control controls. The user can trigger an operation using the primary control corresponding to the target model, causing the target model to be generated in the game editing scene. For example, if the user is editing a building model as the target model, after returning to the game editing scene, the primary control corresponding to that building model can be displayed. The user can click on or drag the primary control into the game editing scene to trigger the generation of the corresponding building model. In other words, after completing the editing of the target model, a quick access method for the target model can be provided through the primary control, allowing the user to quickly generate the corresponding target model in the game editing scene.

[0119] refer to Figure 8 As shown, if the target model is a character model, and the target model has already been generated, a corresponding first operation control 801 can be provided in the game editing scene. Responding to the trigger operation of the first operation control 801, the target model 802 can be generated in the game editing scene. 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 implementation, if an existing model is displayed as the model to be edited in the model editing interface in response to a trigger operation on the model editing control, then the aforementioned first operation control corresponding to the target model in the game editing scene may include the following steps:

[0121] If the target model is saved as a new model, the first operation control corresponding to the target model will be generated.

[0122] If the target model is saved by overwriting the existing model, the first operation control corresponding to the existing model will be updated to serve as the first operation control corresponding to the target model.

[0123] In this system, users enter the model editing interface by editing an existing model, using that model as the subject of editing. After completing the editing and generating the target model, users 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. Instead, the system will generate the first operation control corresponding to the target model while retaining the first operation control corresponding to the existing model. This allows users to subsequently use two first operation controls to call the target model or the existing model separately. Alternatively, users can use an overwrite 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 will be updated to match the first operation control corresponding to the target model. The original first operation control corresponding to the existing model will no longer be retained. This helps to reduce the number of models and first operation controls.

[0124] In one implementation, the above-mentioned response model generation instruction generates a target model based on each model part of the model to be edited and the corresponding attachment components of each model part, which may include the following steps:

[0125] In response to the model generation command and given that the model to be edited is a template model, the first target model is generated based on each model part of the model to be edited and the corresponding attachment components of each model part.

[0126] In response to the model generation command 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 corresponding hanging components of each model part.

[0127] The template model is a model that includes specified model parameters, while the blank model is a model that does not contain any model parameters. When the first target model is displayed, each model part and its corresponding attachment components are shown. When the second target model is displayed, only the attachment components corresponding to each model part are shown.

[0128] In other words, when using a template model as the model to be edited, the final edit will generate a first target model that simultaneously displays each model part and its corresponding attachment components. When using a blank model as the model to be edited, the final edit will generate a second target model that only displays the attachment components corresponding to each model part (without displaying the model parts themselves). This allows users to create more diverse models.

[0129] In one implementation, the above-mentioned response model generation instruction generates a target model based on each model part of the model to be edited and the corresponding attachment components of each model part, which may include the following steps:

[0130] Respond to the model generation command and receive the model name and model preview image set for the target model;

[0131] The target model is generated based on the model name, model preview image, each part of the model to be edited, and the corresponding attachment components for each part.

[0132] In this case, when a model name and model preview image are set, the model-related data of the target model, the model preview image, and the model name can be associated and stored to generate a target model with complete information.

[0133] In one implementation, the above-mentioned response model generation instruction, which receives a model name and a model preview image set for the target model, may include the following steps:

[0134] In response to the model generation command, a model settings control is provided, and the model preview image and model name configured for the target model are received through the model settings control.

[0135] The model settings controls can include a model preview setting control and a model name setting control. The model preview setting control is used to set a preview image of the target model, and can take the form of an image selection control, screenshot control, or photo capture control. The model name setting control is used to set the name of the target model, and can take the form of a text input control or a random text control. For example, the model preview setting control is an image selection control. When the user clicks the image selection control, it provides one or more snapshots of the target model (which can be snapshots automatically taken or captured by the game program). The user can select one as the preview image of the target model, or the user can select an image from other image libraries (such as a local photo album). The model name setting control is a text input control where the user can enter the name of the target model. When setting the name of the target model, certain restrictions can be added, such as limiting the number of characters in the name to a certain range, or disallowing duplicate names with other models, and prompting the user to change the name when a duplicate name is detected.

[0136] In one implementation, configuring the model preview image for the target model via the model settings control may include the following steps:

[0137] Respond to trigger operations on the model settings controls and provide candidate images obtained from observing the target model from different viewing angles;

[0138] In response to the selection operation for the target candidate screen, the target candidate screen is determined to be the model preview image of the target model.

[0139] For example, a virtual camera used to photograph the target model can be rotated to capture multiple candidate images from different viewing angles. The user can then select the desired candidate image from these images, which will be used as a preview image of the target model. This allows the user to obtain a more satisfactory preview image of the model.

[0140] In one implementation, the system can respond to a trigger operation on the model preview setting control to display a preview of the target model in the graphical user interface; respond to a viewpoint adjustment operation in the preview screen to adjust the viewing angle of the target model; and respond to a photo-taking operation to take a picture of the target model from the current viewpoint to obtain a preview of the target model. The trigger operation on the model preview setting control refers to the operation of starting to set the preview image, which can trigger the display of the target model's preview in the graphical user interface. This can be done by entering a preview interface displaying the target model's preview, or by displaying the preview of the target model in a window, sub-interface, or other similar manner. In the preview screen, the user can adjust the viewpoint, such as rotating the virtual camera in the preview screen to view the target model from different angles. This allows the user to adjust to their ideal viewpoint and then take a picture to obtain a preview of the target model. This increases the freedom of preview image settings and facilitates the generation of more diverse preview images.

[0141] In one implementation, the game model editing method may further include the following steps:

[0142] If the model to be edited is a blank model and no attachment components have been added to the attachment area corresponding to any part of the model, the target model cannot be generated; a blank model is a model that does not contain any model parameters.

[0143] In this scenario, the model to be edited is a blank model, and no attachment components have been added to any corresponding attachment areas of the model. This indicates that the user has not edited any content, and the model parameters are blank. In other words, it is impossible to generate the target model from a blank model. For example, if the model to be edited is a blank model and no attachment components have been added to any corresponding attachment areas of the model, the generation confirmation control in the model editing interface can be made inoperable (e.g., grayed out, or a lock icon can be added), preventing the user from entering model generation commands. Alternatively, when the user performs model generation-related operations (such as clicking the generation confirmation control), the game program can notify the user via text or voice that the target model cannot be generated and invalidate the user's operation.

[0144] In one implementation, both the model to be edited and the target model can be humanoid, for example, the model to be edited is the character model to be edited, and the target model is the target character model. The aforementioned multiple model parts can be multiple body parts.

[0145] In one implementation, after generating the target model, the game model editing method may further include the following steps:

[0146] Based on the behavior configuration instructions for the target model, the behavior pattern of the target model is set; the target model is used to generate corresponding non-player characters in the game scene, and the non-player characters are configured to perform behaviors according to the behavior pattern during the game operation phase or the testing phase.

[0147] If the target model is a target role model, its behavior patterns can be configured. For example, a behavior configuration interface for the target model can be displayed, where the user sets behavior patterns and other information, and generates behavior configuration instructions to set the behavior patterns of the target model.

[0148] The testing phase can be a game state entered in response to test commands during the game editing phase. For example, in a game editing scene, a user can click the "Test" control to trigger entry into the testing state (a state that simulates the actual operation of the game, used to test the actual effects of models, game scenes, etc.). In the testing state, a player character (i.e., a character controlled by the player) can be generated in the game editing scene. The user can control this player character to move within the game editing scene and interact with NPCs to test the actual effects.

[0149] The target model can generate corresponding NPCs in game scenes (such as game editing scenes). During the game's runtime or testing phase, the NPC can perform corresponding behaviors according to the set behavior patterns. This enables comprehensive editing of the game character model.

[0150] In one implementation, the aforementioned behavior pattern includes a specified behavior and a specified movement pattern. The game model editing method may further include the following steps:

[0151] During the game's operation or testing phase, control a non-player character to move according to a specified movement pattern and perform specified actions during the movement.

[0152] For example, based on the user's behavior configuration instructions, the target model's specified behavior is set to "guard the goal," and its specified movement mode is set to "stand still." During the game's operation or testing phase, the NPC corresponding to the target model is controlled to perform the "stand still" action while simultaneously exhibiting the "guard the goal" behavior, according to the specified movement mode.

[0153] In addition, the above mode can also include interactive behaviors. During the game operation or testing phase, when a non-player character interacts with a player character, such as when a player character enters the non-player character's trigger area, the interaction with the non-player character is automatically triggered, or when a player character performs a specific action on a 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 behavior mode, such as attacking the player character or following the player character's movement.

[0154] In one implementation, the model to be edited is pre-configured with skeletal animation data, which includes at least motion data corresponding to each part of the model. Before generating the target model, the game model editing method may further include the following steps:

[0155] In response to the action preview command, based on the action data corresponding to each part of the model to be edited, control each part of the model to be edited to perform the model action corresponding to the action data.

[0156] The skeletal animation data can be pre-configured by developers or artists, including the motion data of each bone, which can be the position of each bone at different times. The motion data of a bone is equivalent to the motion data of the corresponding model part. The motion preview command is used to make the model to be edited perform a specified action, allowing users to intuitively see the actual dynamic effect of the model. For example, the model editing interface provides a motion preview control. When the user clicks this control, several selectable actions are provided, such as walking, running, and jumping. The user selects one as the action and can obtain the corresponding skeletal animation data. Responding to the motion preview command, based on the motion data corresponding to each model part, the system controls each model part of the model to be edited to perform the corresponding model action. This allows users to preview and view the actual dynamic effect of the model during the editing process, facilitating timely editing and adjustments.

[0157] In one implementation, the game model editing method may further include the following steps:

[0158] In response to the action preview command, based on the action data corresponding to each part of the model to be edited, the attached components corresponding to each part of the model to be edited are controlled to follow the model actions corresponding to the action data of each part.

[0159] When adding attachment components to model parts, these components are linked to the model parts and can move synchronously with them. Therefore, for any model part, the motion data of that part can be used to control the corresponding actions of that part and its attachment components within the model to be edited. The actions of all model parts and their attachment components form the overall motion of the target model, presenting the effect of the target model performing the actions specified in the motion preview command. This allows users to preview the actual dynamic effect of the entire model, including the attachment components, during the editing process, facilitating timely adjustments.

[0160] In one implementation, before generating the target model, the currently edited model can be considered an intermediate model, allowing for motion preview. Specifically, in response to a motion preview command, pre-configured skeletal animation data is obtained, including motion data for each model part. Based on the motion data for each model part, each model part and its corresponding attached component are controlled to perform the corresponding action, enabling the currently edited model to perform the action specified by the motion preview command. This allows the user to preview the actual dynamic effect of the model at any time during the editing process, facilitating timely editing and adjustments.

[0161] Exemplary embodiments of this disclosure also provide a game model editing apparatus. (See reference...) Figure 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 a first preset operation for a target model part and provide a hooking area corresponding to the target model part in the graphical user interface; the target model part is one or more parts among a plurality of model parts, and any position within the hooking area can be used to place the hooking component;

[0164] The second preset operation processing module 930 is configured to respond to a second preset operation for the attachment area and add an attachment component to the attachment area; the attachment component is used at least to modify the external appearance of the target model part;

[0165] The target model generation module 940 is configured to respond to model generation instructions and generate a target model based on each model part of the model to be edited and the corresponding attachment components of each model part.

[0166] In one implementation, the model editing interface display processing module 910 is further configured to:

[0167] Before the first preset operation processing module 920 responds to the first preset operation for the target model part and provides the corresponding attachment area for the target model part in the graphical user interface, it provides a model list in the model editing interface, which includes one or more candidate models; in response to the selection operation for one or more candidate models, it generates the selected candidate model in the model editing interface as the model to be edited.

[0168] In one implementation, the above-mentioned 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 that includes specified model parameters, the draft model is a model that has been edited but has not generated a final model, and the blank model is a model that does not contain any model parameters.

[0169] In one implementation, the selected candidate model is a blank model; generating the selected candidate model in the model editing interface includes:

[0170] The model editing interface displays the bones corresponding to each part of the model.

[0171] In one embodiment, 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 to 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 attachment area, after adding the attachment component within the attachment area, if there is no occlusion relationship between the attachment component and the model to be edited, the model to be edited and the attachment component are displayed; if there is an occlusion relationship between the attachment component and the model to be edited, the attachment component is displayed based on the occlusion relationship, or a portion of the model to be edited and the attachment component are displayed.

[0175] In one embodiment, the second preset operation processing module 930 is further configured to:

[0176] When the number of attachment components added within the attachment area reaches the maximum number of attachments for the target model part, the attachment area will be set to a state where no more attachment components can be added.

[0177] In one embodiment, the second preset operation processing module 930 is further configured to:

[0178] In response to the second preset operation for the attachment area, after adding the attachment component to the attachment area, in response to the movement operation for the attachment component, if the destination of the movement operation is any position within the attachment area, the attachment component is controlled to move to the destination position.

[0179] In one embodiment, the second preset operation processing module 930 is further configured to:

[0180] In response to a second preset operation for the attachment area, after adding a attachment component to the attachment area, in response to a movement operation for the attachment component, if the destination of the movement operation is outside the attachment area, the attachment component is controlled to move to the boundary of the attachment area along the movement direction of the movement operation.

[0181] In one implementation, both the model to be edited and the target model are 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 generating the target model, the behavior pattern of the target model is set according to the behavior configuration instructions for the target model. The target model is used to generate corresponding non-player characters in the game scene. The non-player characters are configured to perform behaviors according to the behavior pattern during the game operation or testing phase.

[0184] In one implementation, the aforementioned behavior pattern includes a specified behavior and a specified motion pattern; the target model generation module 940 is further configured to:

[0185] During the game's operation or testing phase, control a non-player character to move according to a specified movement pattern and perform specified actions during the movement.

[0186] In one implementation, the model to be edited is pre-configured with skeletal animation data, which includes at least motion data corresponding to each part of the model; the target model generation module 940 is further configured to:

[0187] Before generating the target model, respond to the action preview command and control each part of the model to be edited to perform the model actions corresponding to the action data, based on the action data corresponding to each part of the model to be edited.

[0188] In one implementation, the target model generation module 940 is further configured to:

[0189] In response to the action preview command, based on the action data corresponding to each part of the model to be edited, the attached components corresponding to each part of the model to be edited are controlled to follow the model actions corresponding to the action data of each part.

[0190] In one embodiment, displaying the model editing interface in the graphical user interface provided by the running game program includes:

[0191] Display the game editing scene in the graphical user interface provided by the game program, and provide model editing controls in the game editing scene;

[0192] In response to a trigger action on the model editing control, display the model editing interface in the graphical user interface.

[0193] In one implementation, the model editing interface display processing module 910 is further configured to:

[0194] After generating the target model, a first operation control corresponding to the target model is provided in the game editing scene; in response to the trigger operation of the first operation control, the target model is generated in the game editing scene.

[0195] In one implementation, the above response, in response to a triggering operation of the model editing control, displays the model editing interface in the graphical user interface, including:

[0196] In response to a trigger operation on the model editing control, if a draft model that has been edited but not yet generated as a final model exists, a draft model is displayed in the model editing interface as the model to be edited; if no draft model exists, 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 the model that has been edited.

[0197] In one implementation, the first operation control providing the target model in the game editing scene includes:

[0198] If the target model is saved as a new model, the first operation control corresponding to the target model will be generated.

[0199] If the target model is saved by overwriting the existing model, the first operation control corresponding to the existing model will be 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 displaying the model editing interface 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 implementation, the model editing interface provides editing options corresponding to each model part; the first preset operation for the target model part includes: triggering the target editing option corresponding to the target model part.

[0203] In one embodiment, displaying the model editing interface in the graphical user interface provided by the running game program includes:

[0204] The model editing interface is displayed in the graphical user interface provided by the game program, and the first scene image with the model to be edited as the focus is shown in the model editing interface through a virtual camera;

[0205] In response to a trigger action on the target editing option, adjust the shooting angle of the virtual camera in the model editing interface to display a second scene with the target model part as the focus in the model editing interface.

[0206] In one implementation, the above-mentioned response model generation instruction generates a target model based on each model part of the model to be edited and the corresponding attachment components of each model part, including:

[0207] In response to the model generation command and given that the model to be edited is a template model, the first target model is generated based on each model part of the model to be edited and the corresponding attachment components of each model part.

[0208] In response to the model generation command and given that 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 corresponding attachment components of each model part.

[0209] The template model is a model that includes specified model parameters, while the blank model is a model that does not contain any model parameters. When the first target model is displayed, each model part and its corresponding attachment components are shown. When the second target model is displayed, only the attachment components corresponding to each model part are shown.

[0210] In one implementation, the above-mentioned response model generation instruction generates a target model based on each model part of the model to be edited and the corresponding attachment components of each model part, including:

[0211] Respond to the model generation command and receive the model name and model preview image set for the target model;

[0212] The target model is generated based on the model name, model preview image, each part of the model to be edited, and the corresponding attachment components for each part.

[0213] In one implementation, the above-mentioned response model generation instruction receives a model name and a model preview image set for the target model, including:

[0214] In response to the model generation command, a model settings control is provided, and the model preview image and model name configured for the target model are received through the model settings control.

[0215] In one implementation, configuring the model preview image for the target model via the model settings control includes:

[0216] Respond to trigger operations on the model settings controls and provide candidate images obtained from observing the target model from different viewing angles;

[0217] In response to the selection operation for the target candidate screen, the target candidate screen is determined to be the model preview image of the 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 attachment components have been added to the attachment area corresponding to any part of the model, 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 method section of the implementation plan. For any undisclosed details, please refer to the implementation plan of the method section, and therefore will not be repeated here.

[0221] Exemplary embodiments of this disclosure also provide a computer-readable storage medium that can be implemented as a program product including program code, which, when run on an electronic device, causes the electronic device to perform the steps described in the "Exemplary Methods" section of this specification according to various exemplary embodiments of this disclosure. In an alternative embodiment, the program product can be implemented as a portable compact disc read-only memory (CD-ROM) including program code and can run on an electronic device, such as a personal computer. However, the program product of this disclosure is not limited thereto. In this document, the readable storage medium can be any tangible medium that contains or stores a program that can be used by or in conjunction with an instruction execution system, apparatus, or device.

[0222] The program product may employ any combination of one or more readable media. A readable medium may be a readable signal medium or a readable storage medium. A readable storage medium may be, for example, but not limited to, an electrical, magnetic, optical, electromagnetic, infrared, or semiconductor system, apparatus, or device, or any combination thereof. More specific examples of readable storage media (a non-exhaustive list) include: electrical connections having one or more wires, portable disks, hard disks, random access memory (RAM), read-only memory (ROM), erasable programmable read-only memory (EPROM or flash memory), optical fiber, portable compact disk read-only memory (CD-ROM), optical storage devices, magnetic storage devices, or any suitable combination thereof.

[0223] Computer-readable signal media may include data signals propagated in baseband or as part of a carrier wave, carrying readable program code. Such propagated data signals may take various forms, including but not limited to electromagnetic signals, optical signals, or any suitable combination thereof. A readable signal medium may also be any readable medium other than a readable storage medium, capable of sending, propagating, or transmitting programs for use by or in conjunction with an instruction execution system, apparatus, or device.

[0224] The program code contained on the readable medium may be transmitted using any suitable medium, including but not limited to wireless, wired, optical fiber, RF, etc., or any suitable combination thereof.

[0225] Program code for performing the operations of this disclosure can be written in any combination of one or more programming languages, including object-oriented programming languages ​​such as Java and C++, and conventional procedural programming languages ​​such as C or similar languages. The program code can execute entirely on the user's computing device, partially on the user's computing device, as a standalone software package, partially on the user's computing device and partially on a remote computing device, or entirely on a remote computing device or server. In cases involving remote computing devices, the remote computing devices can be connected to the user's computing device via any type of network, including a local area network (LAN) or a wide area network (WAN), or can be connected to an external computing device (e.g., via the Internet using an Internet service provider).

[0226] Exemplary embodiments of this disclosure also provide an electronic device, such as the terminal device 110 or 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 code. The processor executes the executable instructions to perform the methods of this exemplary embodiment. Furthermore, the electronic device may also include a display for displaying a graphical user interface.

[0227] The following is for reference. Figure 10 The electronic device is illustrated by way of a general-purpose computing device. It should be understood that... Figure 10 The electronic device 1000 shown is merely an example and should not be construed as limiting the functionality and scope of use of the embodiments disclosed herein.

[0228] like Figure 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 volatile memory, such as RAM 1021 and cache unit 1022, and may also include non-volatile memory, such as ROM 1023. The memory 1020 may also include one or more program modules 1024, such program modules 1024 including, but not limited to, an operating system, one or more application programs, other program modules, and program data. Each or some combination of these examples may include an implementation of a network environment. For example, program module 1024 may include the modules described above.

[0230] The processor 1010 may include one or more processing units, such as 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).

[0231] The processor 1010 can be used to execute executable instructions stored in the memory 1020, such as performing any one or more method steps in this exemplary embodiment.

[0232] Bus 1030 is used to connect different components of electronic device 1000, and may include data bus, address bus and control bus.

[0233] Electronic device 1000 can communicate with one or more external devices 1100 (such as keyboard, mouse, external controller, etc.) through I / O interface 1040.

[0234] Electronic device 1000 can communicate with one or more networks via network adapter 1050. For example, network adapter 1050 can provide mobile communication solutions such as 3G / 4G / 5G, or wireless communication solutions such as wireless LAN, Bluetooth, and near-field communication. Network adapter 1050 can communicate with other modules of electronic device 1000 via bus 1030.

[0235] Electronic device 1000 can display a graphical user interface, such as a model editing interface or a game editing scene, through display 1060.

[0236] although Figure 10 As not shown in the diagram, other hardware and / or software modules may also be configured 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 for the device used to perform actions have been mentioned in the detailed description above, this division is not mandatory. In fact, according to exemplary embodiments of this 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 and embodied by multiple modules or units.

[0238] Those skilled in the art will understand that various aspects of this disclosure can be implemented as systems, methods, or program products. Therefore, various aspects of this disclosure can be embodied in entirely hardware implementations, entirely software implementations (including firmware, microcode, etc.), or implementations combining hardware and software aspects, collectively referred to herein as “circuit,” “module,” or “system.” Other embodiments of this disclosure will readily occur to those skilled in the art upon consideration of the specification and practice of the invention disclosed herein. This application is intended to cover any variations, uses, or adaptations of this disclosure that follow the general principles of this disclosure and include common knowledge or customary techniques in the art not disclosed herein. The specification and embodiments are to be considered exemplary only, and the true scope and spirit of this disclosure are indicated by the claims.

[0239] It should be understood that this disclosure is not limited to the precise structures described above and shown in the accompanying drawings, and various modifications and changes can be made without departing from its scope. The scope of this disclosure is defined only by the appended claims.

Claims

1. A method for editing game models, characterized in that, The method includes: The model editing interface is displayed in the graphical user interface provided by the game program; the model editing interface includes a model to be edited, and the model to be edited includes multiple model parts; In response to a first preset operation targeting a target model part, a hooking area corresponding to the target model part is provided in the graphical user interface; the target model part is one or more parts among the plurality of model parts, and any position within the hooking area can be used to place a hooking component; the hooking component includes any object in the game; In response to a second preset operation for the attachment area, an attachment component is added to the attachment area; the attachment component is at least used to modify the external appearance of the target model part; In response to the model generation command, a target model is generated based on each model part of the model to be edited and the corresponding attachment components of each model part.

2. The method according to claim 1, characterized in that, Before providing the attachment area corresponding to the target model part in the graphical user interface in response to a first preset operation targeting the target model part, the method further includes: The model editing interface provides a model list, which includes one or more candidate models; In response to a 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.

3. The method according to claim 2, characterized in that, The one or more candidate models include at least one of the following: template model, draft model, blank model; The template model is a model that includes 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 contain any model parameters.

4. The method according to claim 3, characterized in that, The selected candidate model is a blank model; the process of generating the selected candidate model in the model editing interface includes: The model editing interface displays the bones corresponding to each part of the model.

5. The method according to claim 4, characterized in that, After adding a mounting component to the mounting area in response to a second preset operation for the mounting area, the method further includes: The attachment component is displayed, while 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 either a template model or a draft model; After adding a mounting component to the mounting area in response to a second preset operation for the mounting area, the method further includes: If there is no occlusion relationship between the hook component and the model to be edited, then the model to be edited and the hook component are displayed; If there is an occlusion relationship between the attached component and the model to be edited, the attached component is displayed based on the occlusion relationship, or a part of the model to be edited and the attached component are displayed.

7. The method according to claim 1, characterized in that, The method further includes: When the number of attachment components added within the attachment area reaches the maximum number of attachments for the target model part, the attachment area is set to a state where no more attachment components can be added.

8. The method according to claim 1, characterized in that, After adding a mounting component to the mounting area in response to a second preset operation for the mounting area, the method further includes: In response to a movement operation on the attachment component, if the destination of the movement operation is any location within the attachment area, the attachment component is controlled to move to the destination location.

9. The method according to claim 1, characterized in that, After adding a mounting component to the mounting area in response to a second preset operation for the mounting area, the method further includes: In response to a movement operation on the attachment component, if the destination of the movement operation is outside the attachment area, the attachment component is controlled to move along the movement direction of the movement operation to the boundary of the attachment area.

10. The method according to claim 1, characterized in that, Both the model to be edited and the target model are humanoid, 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 instructions for the target model, the behavior mode of the target model is set; the target model is used to generate corresponding non-player characters in the game scene, and the non-player characters are configured to perform behaviors according to the behavior mode during the game operation phase or the testing phase.

12. The method according to claim 11, characterized in that, The behavioral pattern includes a specified behavior and a specified movement pattern; the method further includes: During the game's operation or testing phase, the non-player character is controlled to move according to the specified movement pattern and perform the specified actions 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, which includes at least the motion data corresponding to each part of the model. Before generating the target model, the method further includes: In response to the action preview command, based on the action data corresponding to each model part of the model to be edited, control each model part of the model to be edited to perform the model action corresponding to the action data.

14. The method according to claim 13, characterized in that, The method further includes: In response to the action preview command, based on the action data corresponding to each model part of the model to be edited, the attached components corresponding to each model part of the model to be edited are controlled to follow each model part to execute the model action corresponding to the action data.

15. The method according to claim 1, characterized in that, The process of displaying the model editing interface in the graphical user interface provided by the running game program includes: The game editing scene is displayed in the graphical user interface provided by the game program, and model editing controls are provided in the game editing scene; In response to a trigger 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: The game editing scene provides a first operation control corresponding to the target model; In response to a trigger operation on the first operation 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 has not yet generated a final model, 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 provision of 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, then the first operation control corresponding to the target model is generated; If the target model is saved by overwriting the existing model, then 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 based on 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: triggering the target editing option corresponding to the target model part.

21. The method according to claim 20, characterized in that, The process of displaying the model editing interface in the graphical user interface provided by the running game program includes: The model editing interface is displayed in the graphical user interface provided by the game program, and the first scene image with the model to be edited as the focus is shown in the model editing interface through a virtual camera; In response to a trigger operation on the target editing option, the shooting angle of the virtual camera in the model editing interface is adjusted to display a second scene 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 corresponding attachment components of each model part, including: 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 corresponding hanging components of each model part; In response to a model generation command and given that 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 corresponding attachment components for each model part. The template model is a model that includes specified model parameters, and the blank model is a model that does not contain any model parameters. When the first target model is displayed, each model part and its corresponding attachment component are displayed. When the second target model is displayed, only the attachment components corresponding to each model part are 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 corresponding attachment components of each model part, including: In response to the model generation instruction, receive the model name and model preview image set for the target model; Based on the model name, the model preview image, each model part of the model to be edited, and the corresponding attachment components for each model part, a target model is generated.

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 settings control is provided, and a model preview image and model name configured for the target model through the model settings control are received.

25. The method according to claim 24, characterized in that, Configuring the model preview image for the target model through the model settings control includes: In response to a trigger operation on the control set for the model, candidate images obtained from observing the target model from different viewing angles are provided; In response to the selection operation for the target candidate screen, the target candidate screen is determined to be the model preview image of the target model.

26. The method according to claim 1, characterized in that, The method further includes: If the model to be edited is a blank model and no attachment component has been added to any attachment area corresponding to any part of the model, 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 includes: The model editing interface display processing module is configured to display the model editing interface in the graphical user interface provided by the running game program; the model editing interface includes a model to be edited, and the model to be edited includes multiple model parts. The first preset operation processing module is configured to respond to a first preset operation for a target model part, and to provide a hooking area corresponding to the target model part in the graphical user interface; the target model part is one or more parts among the plurality of model parts, and any position within the hooking area can be used to place a hooking component; the hooking component includes any object in the game; The second preset operation processing module is configured to respond to a second preset operation for the attachment area and add an attachment component to the attachment area; the attachment component is at least used to modify the external appearance of the target model part; The target model generation module is configured to respond to model generation instructions and generate a target model based on each model part of the model to be edited and the corresponding attachment components of 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, it implements the method according to any one of claims 1 to 26.

29. An electronic device, characterized in that, include: processor; Memory for storing the executable instructions of the processor; The processor is configured to execute the method of any one of claims 1 to 26 by executing the executable instructions.