Animation effect generation method and device, electronic equipment and readable storage medium

By using Particle Animation Technology (PAT) between the Houdini and Messiah engines, the problem of vertex animation not being able to interact with the game scene was solved, enabling resource reuse and cost reduction, and improving the interactivity and efficiency of animation effects.

CN120014121BActive Publication Date: 2026-06-12NETEASE (HANGZHOU) NETWORK CO LTD

Patent Information

Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
NETEASE (HANGZHOU) NETWORK CO LTD
Filing Date
2023-11-14
Publication Date
2026-06-12

AI Technical Summary

Technical Problem

In existing technologies, vertex animation cannot interact with the actual scene in game engines, resulting in serious resource waste and non-reusability, leading to high costs and low efficiency.

Method used

Particle Animation Technology (PAT) is used to generate particle animation textures in Houdini software and perform sampling control in the Messiah engine to realize the motion trajectory of object models, reducing the amount of resources imported and improving data accuracy.

🎯Benefits of technology

It enables interaction between the object model and the game scene, saving resources, reducing resource waste and costs, and improving the flexibility and efficiency of animation effects.

✦ Generated by Eureka AI based on patent content.

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Abstract

Embodiments of the present application provide an animation effect generation method and device, electronic equipment and a readable storage medium, the method comprising: obtaining a target motion map, and obtaining displacement information of target particles from the target motion map; wherein the target motion map is used to record the corresponding relationship between the displacement information of the target particles and the motion time; determining a target object model in a game scene, and indicating the position of the target object model according to the displacement information of the target particles to control the motion track of the target object model in the game scene, and generate the animation effect of the target object model. By controlling the motion track of the object model in the game scene based on the displacement information provided by the motion map, the interaction between the animation effect of the object model and the scene is realized, and the motion track control of different models can be realized based on the obtained motion map to generate the corresponding animation effect, and the reuse of the motion map resource on different models is realized.
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Description

Technical Field

[0001] This invention relates to the field of rendering technology, and in particular to an animation effect generation method, an animation effect generation device, a corresponding electronic device, and a corresponding computer-readable storage medium. Background Technology

[0002] The implementation of special effects usually relies on the implementation of animation. Animation can be divided into skeletal animation, particle animation, material animation and vertex animation. The first three types of animation are widely used because of their low cost, small bandwidth and complete tools. Although vertex animation is not commonly used in the game industry that requires real-time rendering, vertex animation technology is usually used to achieve 3A realistic effects.

[0003] In related technologies, complex special effects in engines are mainly achieved by creating animations in external software like Houdini, and then importing the complete model into the Messiah engine for reproduction. However, for special effects generation schemes using vertex animation, the effects cannot interact with the actual scene, and the resources are large and cannot be reused. Summary of the Invention

[0004] In view of the above problems, embodiments of the present invention are proposed to provide an animation effect generation method, an animation effect generation apparatus, a corresponding electronic device, and a corresponding computer-readable storage medium to overcome or at least partially solve the above problems.

[0005] This invention discloses a method for generating animation effects, the method comprising:

[0006] Obtain a target motion map, and obtain the displacement information of the target particle from the target motion map; wherein, the target motion map is used to record the correspondence between the displacement information of the target particle and the motion time;

[0007] A target object model in the game scene is determined, and the position of the target object model is indicated according to the displacement information of the target particles, so as to control the movement trajectory of the target object model in the game scene and generate the animation effect of the target object model.

[0008] This invention also discloses an animation effect generation device, the device comprising:

[0009] The displacement information acquisition module is used to acquire a target motion map and obtain the displacement information of the target particle from the target motion map; wherein, the target motion map is used to record the correspondence between the displacement information of the target particle and the motion time;

[0010] An animation effect generation module is used to determine the target object model in the game scene, indicate the position of the target object model according to the displacement information of the target particles, control the movement trajectory of the target object model in the game scene, and generate the animation effect of the target object model.

[0011] This invention also discloses an electronic device, including: a processor, a memory, and a computer program stored in the memory and capable of running on the processor, wherein the computer program, when executed by the processor, implements any of the animation effect generation methods described above.

[0012] This invention also discloses a computer-readable storage medium storing a computer program, which, when executed by a processor, implements any of the animation effect generation methods described above.

[0013] The embodiments of the present invention have the following advantages:

[0014] In this embodiment of the invention, displacement information of target particles is obtained from a target motion map. The position of a target object model in the game scene is indicated by the correspondence between the recorded displacement information and motion time, thereby controlling the motion trajectory of the target object model in the game scene and generating animation effects. By importing motion maps, the motion trajectory of the object model in the game scene is controlled based on the displacement information provided by the motion maps, realizing the interaction between the object model's animation effects and the scene. Furthermore, the motion trajectory of different models can be controlled based on the acquired motion maps to generate corresponding animation effects, enabling the reuse of motion map resources on different models, saving resources and avoiding waste. Attached Figure Description

[0015] Figure 1 This is a flowchart illustrating the steps of an embodiment of the animation effect generation method of the present invention;

[0016] Figure 2 This is a schematic diagram of the framework of the animation effect generation system provided in the embodiment of the present invention;

[0017] Figure 3 This is a flowchart illustrating the animation effect generation system provided in an embodiment of the present invention;

[0018] Figure 4 This is a flowchart illustrating the steps of another embodiment of the animation effect generation method of the present invention;

[0019] Figures 5A to 5F This is an example diagram of particle motion provided in an embodiment of the present invention;

[0020] Figure 6This is a schematic diagram of the control of the global switch provided in an embodiment of the present invention;

[0021] Figure 7 This is a schematic diagram illustrating the control of the offset range provided in an embodiment of the present invention;

[0022] Figure 8 This is a structural block diagram of an embodiment of an animation effect generation device according to the present invention. Detailed Implementation

[0023] To make the above-mentioned objects, features and advantages of the present invention more apparent and understandable, the present invention will be further described in detail below with reference to the accompanying drawings and specific embodiments.

[0024] To facilitate understanding of the present invention by those skilled in the art, the terms or nouns involved in the following embodiments of the present invention are explained below:

[0025] Houdini is a 3D computer graphics software.

[0026] Messiah: The Chinese translation is "Messiah". The Messiah engine is a brand new game engine for cross-platform development.

[0027] 3A realistic effects: refers to games or images with high resolution, high detail and realistic effects.

[0028] Vertex Animation Texture (VAT) is a technique that pre-encodes the vertex animation information of a model into a texture and invokes it during the real-time rendering stage.

[0029] Particle animation: The particle animation proposed in this embodiment mainly refers to Particle AnimationTexture, abbreviated as PAT. It is a new process and technology proposed in this embodiment. In the traditional Messiah engine, point clouds can be exported in Houdini using textures. In the Messiah engine, each point is controlled to move to the position recorded in the texture after sampling the texture and giving it an appropriate speed.

[0030] Point cloud: A collection of data points in space that represent 3D shapes or objects.

[0031] EXR: OpenEXR, which stands for Extended Range, is an image storage format that can contain a wider color space than the traditional RGB to accommodate higher color depth and a greater dynamic range of exposure, meaning it can store pixel values ​​represented by floating-point numbers.

[0032] TGA: Tagged Image File Format, an image storage format that primarily stores pixel values ​​represented by integers.

[0033] AABB: Axis-Aligned Bounding Box. In games, to simplify collision detection calculations between objects, a regular geometric shape is typically created to enclose the object. AABB is also known as an axially parallel bounding box.

[0034] Complex special effects are usually achieved through complex particle motion, which is controlled by particle animation. For complex special effects in the engine, the animation is mainly created in the external software Houdini and then reproduced through the Messiah engine.

[0035] In related technologies, this can be manifested by generating special effects using vertex animation. Specifically, based on vertex animation textures, the displacement data of each vertex is recorded in the texture. Then, the texture containing the displacement data can be input into the world position parameters of the vertex shader, so that the GPU can reproduce the animation for each frame. For example, in the VAT texture baked by Houdini, its horizontal axis is mainly based on vertex number to indicate that each point corresponds to a vertex on the set, and the vertical axis is the time axis, that is, each point on the plane corresponds to the coordinate displacement of a certain vertex at a certain moment. Then, the displacement map and normal map can be imported into the Messiah engine, and the motion effect can be achieved by matching parameters.

[0036] However, Houdini's baking of VAT textures requires importing the entire model into the Messiah engine. VAT records the motion information of each vertex of the model. For example, in a scenario where the desired effect is to create a pattern from falling leaves, if all 10 vertices of a maple leaf are imported, then importing 1000 vertices per frame and performing 200 frames of animation, and writing data in two rows, would require importing 10 * 1000 * 200 * 2 = 4 million vertices. This not only prevents the created textures from being reused in other existing models in the repository but also easily leads to resource waste. Furthermore, VAT requires two TGA integer textures; assuming 4 million vertices need to be imported... With tens of thousands of points, two texture maps need to be imported, totaling 8 million points. This results in a large data volume, meaning a large amount of resources. Furthermore, the integer format of the textures leads to low precision. Additionally, due to engine limitations on texture size, VAT (Vacuum Amplifier) ​​creation in batches is necessary with a large number of particles, increasing both time and resource costs. When importing texture maps into the Messiah engine, the integer format of VAT maps prevents the storage of absolute coordinates. This necessitates data remapping, requiring the input of bounding box size, frame range, and other data, a cumbersome process. Moreover, the input data cannot control speed, resulting in rigid particle motion effects. Furthermore, VAT is a purely custom animation, limited to fixed playback within the game and unable to interact with the actual game scene, such as interacting with falling leaves. Extensive rigid body animation is also prohibitively expensive, potentially leading to high overhead.

[0037] To enable interaction in the game, simplify the process, reduce overhead, and optimize preparation for mass production, this invention proposes a new process and technology, PAT. The point cloud is exported from Houdini using a texture mapping method. In the Messiah engine, the texture is sampled and, after being given an appropriate speed, the movement of each target object model to the position recorded in the texture is controlled. Specifically, when importing a single frame into the Messiah engine, assuming a scene where the desired effect is to create a pattern from falling leaves, only the 10 vertices of a maple leaf need to be merged into a single center point for import. This center point, obtained by merging multiple vertices, can then be used to indicate the center point of the model being replaced. The imported center point can then be replaced using an existing model from the repository or an object model from the game scene, allowing for the reuse of the created texture across different models and saving resources. Furthermore, PAT only requires a single EXR floating-point texture, resulting in small data size and high precision. Since PAT textures record the overall motion information of a single particle (model), the recorded information is more concise, making PAT textures small and not limited by engine size constraints. Additionally, because PAT textures are in floating-point format, they can directly store absolute coordinate information without requiring data remapping. After importing the texture into the Messiah engine, only a small amount of data, such as the frame rate, is needed to control the motion trajectory, simplifying the process and enabling variable speed control.

[0038] Reference Figure 1 The diagram illustrates a flowchart of an embodiment of the animation effect generation method of the present invention, which may specifically include the following steps:

[0039] Step 101: Obtain the target motion map and extract the displacement information of the target particles from the target motion map;

[0040] Target motion mapping can be used to record the relevant motion of target particles when they are moving. It can mainly reflect the correspondence between the displacement information of the target particle and the motion time. This correspondence can be used to indicate the specific position that the target particle has moved to at a specific point in time.

[0041] In one embodiment of the present invention, a target motion map can be obtained so that subsequent motion control can be performed based on the relevant particle motion information recorded in the target motion map.

[0042] In practical applications, the acquired target motion map can be a PAT map. When importing a PAT map into the Messiah engine, it's unnecessary to import all the numerous particles generated in Houdini software. To reduce the amount of data imported per frame, only a small number of particles need to be imported. As an example, the PAT map can record only a few trajectories, allowing multiple target particles to move along the same PAT trajectory during subsequent runtime. Each particle can have a different random offset added to reduce the data volume. Another example is that the PAT map can record only the motion of the central particle, using it as the target particle. The central particle can be obtained by merging multiple particles in the point cloud; for example, the 10 vertices of a maple leaf can be merged into a single center point for import, enabling the import of only a small number of particles.

[0043] It should be noted that PAT textures can typically be in TAG or EXR format. The motion textures obtained in this embodiment of the invention are in EXR floating-point texture format, which reduces the amount of data imported per frame, further reduces the amount of data, and improves the accuracy of stored data based on floating-point storage.

[0044] Step 102: Determine the target object model in the game scene, indicate the position of the target object model according to the displacement information of the target particles, control the movement trajectory of the target object model in the game scene, and generate the animation effect of the target object model.

[0045] In one embodiment of the present invention, the position of the target object model in the game scene can be indicated based on the displacement information of the target particles recorded by the target motion map. That is, the position of the target object model can be determined according to the displacement information of the target particles, thereby controlling the motion trajectory of the target object model in the game scene.

[0046] Specifically, when indicating position, the target particle can be considered as the center point of the target object model in the game scene. Therefore, the displacement information of the target particle can indicate the position of the target object model, which can be the center point position. In the specific implementation, the acquisition of the target particle's displacement information is related to different sampling modes. Since displacement information is mainly used to indicate the position of the target object model, the sampling mode is specific to the target object model and is mainly based on the relevant animation effects to be presented. In this case, the target motion map can be sampled according to the sampling mode to determine the displacement information of the target particle and indicate the center point position of the target object model.

[0047] In practical applications, since the target particle can be regarded as the center point of the target object model in the game scene, it can be understood as controlling the motion trajectory of the determined target object model based on the center point of the model according to its corresponding sampling mode, so as to realize the control of the motion trajectory of the target object model in the game scene, obtain the animation effect corresponding to the target object model, and thus realize the reuse of the motion texture resource on different models.

[0048] Among them, the animation effect corresponding to the target object model can be an interactive motion effect, which can be triggered by the virtual character's skill. The target object model in the game scene can be represented as materials near the virtual character, such as waterfalls, fallen leaves, etc.

[0049] For example, suppose we want to achieve a special effect where fallen leaves converge to form a pattern. The target object model for creating the interactive animation can be fallen leaves in a game scene. In this case, the target particles in the target motion map can be directly replaced with the aforementioned target object model. The movement trajectory of the replaced fallen leaves is controlled according to the displacement information of the target particles to achieve different animation effects. In this embodiment of the invention, by obtaining the displacement information of the target particles from the target motion map, and through the correspondence between the recorded displacement information and movement time, the position of the target object model in the game scene is indicated, thereby controlling the movement trajectory of the target object model in the game scene and generating the animation effect of the target object model. By importing the motion map, the movement trajectory of the object model in the game scene is controlled based on the displacement information provided by the motion map, realizing the interaction between the animation effect of the object model and the scene. Furthermore, the motion trajectory of different models can be controlled based on the acquired motion map to generate corresponding animation effects, realizing the reuse of the motion map resource on different models, saving resources and avoiding waste.

[0050] Reference Figure 2 The diagram illustrates a framework of an animation effect generation system provided in an embodiment of the present invention. This system primarily focuses on generating particle effects, specifically by controlling particle motion to generate animation effects, such as... Figure 3 As shown, the animation effect generation system 210 may include Houdini software 21 and Messiah engine 22 deployed on the client.

[0051] Houdini 21 is a 3D computer graphics software, while Messiah Engine 22 is a new cross-platform game engine. Complex special effects are usually achieved through complex particle movements, which are controlled based on particle animation. Houdini 21 is a professional special effects software capable of creating more complex particle movements. Therefore, complex special effects within the engine can be primarily achieved by creating animations in the external software Houdini 21 and then reproducing them using Messiah Engine 22.

[0052] Specifically, such as Figure 3 As shown in section (A), particle motion can be generated and particle animation PATs can be created in Houdini software 21. The point cloud information in the particle animation PATs can then be exported as textures to obtain the PAT motion map. This motion map can be used to record the correspondence between particle displacement information and motion time. Then, the motion map exported from Houdini software 21 can be imported into the Messiah engine. In the Messiah engine, displacement information can be sampled from the imported motion map to control the movement of each target particle to the position recorded in the map. It should be noted that when importing into the Messiah engine 22, as... Figure 3 As shown in section (B), in Houdini software 21, only a small number of particles in the point cloud can be imported as target particles, and in Messiah engine 22, as shown in section (B), the target particles can be imported as target particles. Figure 3 As shown in section (C), it allows the imported particles to be replaced with target object models that generate interactive animations in the game scene.

[0053] Reference Figure 4 The flowchart illustrates another embodiment of the animation effect generation method of the present invention, which is applied to, for example... Figure 3 The animation effect generation system shown may specifically include the following steps:

[0054] Step 401: Obtain the target motion map;

[0055] Target motion mapping can be used to record the relevant motion of target particles when they are moving. It can mainly reflect the correspondence between the displacement information of the target particle and the motion time. This correspondence can be used to indicate the specific position that the target particle has moved to at a specific point in time.

[0056] In one embodiment of the present invention, in order to facilitate corresponding motion control based on the relevant particle motion information recorded in the target motion map to generate animation effects, the target motion map can be acquired.

[0057] In practical applications, the target motion map can be obtained by importing the motion map exported by Houdini software into the Messiah engine.

[0058] Specifically, the target particles in the target motion map are mainly used to indicate the position of the target point reached after the motion. At this time, a particle endpoint position map corresponding to the target motion map can be created in Houdini software. The displacement information of the randomly generated particles from their generation position to the endpoint position indicated by the endpoint particle position map can be correlated with the motion time and recorded in the target motion map.

[0059] In the specific implementation, randomly generated particles can be obtained by the particle system from random positions. The collection of a bunch of particles emitted by the particle system can be called a point cloud. The particle point in the particle endpoint position map can be understood as the endpoint of the motion, that is, the position of the particle emitted by the particle system from random positions, after a series of motions, finally reaching the target point.

[0060] For example, suppose we want to achieve the special effect of fallen leaves converging to form a certain pattern. In this case, the particle endpoint position map can be as follows: Figure 5A The custom map shown can contain particle points used to form corresponding custom patterns. The target point position of the randomly generated point cloud can be controlled based on the particle points of the custom pattern, thereby attracting the point cloud into the aforementioned shape.

[0061] This involves acquiring preset trajectories, which refer to the movement trajectories of particles emitted by the particle system from random positions to particle points on a custom map. This allows for the control of randomly generated particles to move from their generation positions to the endpoint positions indicated by the endpoint particle position map, i.e., the positions of particle points on the custom map, according to the preset trajectories. The point cloud information can then be recorded into the motion map. The point cloud information represents the relevant motion information of the particles.

[0062] In practical applications, Houdini software controls particle motion according to preset trajectories via a particle solver. For example, various helical forces, attractive forces, and disruptive forces can be used in the particle solver to attract particles to specific locations. Specifically, this can be achieved through... Figure 5BAs shown. The particle calculation process can be represented by corresponding node triggers. For example, it can be keyframed according to the animation sequence. When the virtual protagonist waves their arms left and right to charge up, a spiral force (node: POP Axis Force) is used to make the particles spin. In the middle, an attraction force (node: POP Attract) is used to gather the particles around the virtual protagonist. Finally, at the moment of releasing the skill, an attraction force (node: POP Attract) is used to give it a negative direction, which will make the particles explode. Throughout the process, it is coordinated with the disturbance force (node: POP Force) and air resistance (node: POP Drag) to make the subsequent animation effects more natural. It should be noted that the function settings of spiral force, attraction force, and disturbance force are preset and are not actively triggered. Usually, it is necessary to manually design and coordinate with the virtual character's movements to control the particle movement. In addition, particles that are outside the shape after calculation can be deleted to obtain, as shown. Figure 5C The clearly defined custom pattern is shown.

[0063] In a preferred embodiment, for ease of production, the process of generating the target motion map can be divided. Specifically, the particle endpoint position map can be divided into multiple position maps. Then, the displacement information of the randomly generated particle from its generation position to the endpoint position indicated by the endpoint particle position map is correlated with the movement time, and the motion map corresponding to each position map is recorded. Then, multiple motion maps are combined into the target motion map.

[0064] The motion map generated by Houdini software is a PAT map. When exporting the map using Houdini software, the motion maps corresponding to each position map are not exported separately. Instead, only the final target motion map obtained by overlaying and merging is exported.

[0065] For example, assuming the particle endpoint position map is a custom map formed by particle points, this custom map can be divided into multiple position maps. The division strategy can reflect the characteristics of the pattern to be formed. For example, the custom map can be divided into a single circle and a rectangle with an arc side, resulting in two position maps. These indicate the position where the randomly generated particle finally reaches the target point after a series of movements. The particle's motion information is recorded in the corresponding motion map. Finally, the motion maps corresponding to the two position maps are merged to form a pattern. Figure 5D The target motion map is shown.

[0066] In a preferred embodiment, the motion time in the target motion map can be adjusted, and the current target motion map can be replaced with the adjusted target motion map. The speed adjustment can be controlled based on the animation rhythm, which is typically determined by the keyframes of the main character's actions, such as accelerating particle animations to explode the instant the main character releases a skill. This embodiment of the invention does not impose any limitations on this.

[0067] In addition, the frame rate corresponding to the target motion map can be recorded. The recorded frame rate can be used to indicate the playback frame rate of the animation effect of the target object model. The frame rate is used throughout the animation and refers to how many frames the animation plays per second, commonly 30 frames per second. The recorded frame rate makes it easier to ensure that the frame rate entered in the Messiah engine is consistent with the frame rate during Houdini production, so as to avoid differences in animation speed due to different input.

[0068] In practical applications, Houdini software exports can be achieved through installed export plugins. Specifically, this can be done by calling relevant nodes within the corresponding export module, such as the `out` module, including nodes like the Labs Vertex AnimationTextures node and the POP node. To ensure the target motion map is output in PAT format, a PAT preset template can be used to set parameters such as the export keyframe range, export nodes, and export path. Then, the point cloud information is recorded into the PAT texture for export. It should be noted that PAT textures typically come in TAG and EXR formats. The motion map obtained in this embodiment uses the EXR floating-point texture format, which reduces the amount of data imported per frame, further reduces the data volume, and improves the precision of the stored data based on floating-point storage.

[0069] In other words, the results exported by Houdini software can include an EXR format PAT texture and a JSON file. The JSON file is used to record additional information besides point cloud information, such as the frame rate corresponding to the target motion texture.

[0070] When importing target motion maps exported from Houdini software into the Messiah engine, it is not necessary to import all the large number of particles generated in Houdini. To reduce the amount of data imported per frame, only a small number of particles need to be imported. As an example, the PAT map can record only a small number of trajectories. In subsequent runtime, multiple target particles can move along the same PAT trajectory, and each particle can have a different random offset added to reduce the amount of data. As another example, the PAT map can record only the relevant motion of the central particle, using the central particle as the target particle. The central particle can be obtained by merging multiple particles in the point cloud. For example, the 10 vertices of a maple leaf can be merged into one center point for import, enabling the import of only a small number of particles. This embodiment of the invention does not limit the scope of this invention.

[0071] Step 402: Determine the target object model in the game scene;

[0072] In this embodiment of the invention, the target particles in the target motion map can be directly replaced with target object models in the game scene, so as to control the corresponding motion trajectory of the replaced target object models according to the displacement information of the target particles, thereby achieving different animation effects.

[0073] Specifically, the subsequent animation effects corresponding to the target object model can be interactive animations. The target object model in the game scene can be represented as materials near the virtual character, such as waterfalls and fallen leaves. At this time, the target object model can be determined based on the virtual character's position and / or actions in the game scene. For example, when the virtual character in the game scene releases a related skill, the skill can usually be triggered by the virtual character's actions. For example, when the virtual protagonist waves his arms to the left and right to charge up, he can attract the fallen leaves falling from the actual trees in the game scene, thereby gathering the fallen leaves to form a certain pattern to attack the enemy. At this time, the fallen leaves can be used as the target object model based on the virtual character's position and / or actions.

[0074] In a preferred embodiment of the present invention, in addition to determining the target object model based on the virtual character's position and / or character actions, the target object model can also be determined based on a preset range. Specifically, this means determining the object model located within the preset range that is affected as the target object model. This can be manifested as determining the target object model based on the position of the object model in the game scene, according to the displacement information of all target particles in the target motion map, and identifying the object model whose starting position in the distance displacement information is within the preset range.

[0075] In practical applications, the Messiah engine can create a GlobalPAT emitter and enable a global switch to achieve scene interaction. This allows the target particles in the target motion map to be directly replaced with the aforementioned target object model, such as a fallen leaf. The replaced object model can then move according to the trajectory of the target particles, achieving, for example,... Figure 5E The scene interaction shown is designed to achieve the following: Figure 5F The virtual character shown attracts fallen leaves to form custom patterns, creating an effect that recreates the martial arts dream that players expect, enhances the player's realistic experience, and presents a more realistic martial arts world.

[0076] The GlobalPAT emitter can be applied to a target motion map (PAT map). When the GlobalPAT emitter runs, the object model in the game scene can be considered equivalent to a GPU particle. GPU particles can be generated by GPU particle emitters, and a PAT map currently applied to each GPU particle can be selected. Based on the displacement information of all target particles in the acquired target motion map, the object model within a preset range can be determined through bounding box calculations. That is, each GPU particle emitter can detect whether it is within the influence range of the PAT. If it is, it means that the object model corresponding to the GPU particle emitted by the GPU particle emitter can be the target object model, and the GPU particle can be controlled to move according to the corresponding PAT position.

[0077] For example, such as Figure 6 As shown, the bounding box approach means that each GPU particle emitter can obtain the GPU particles sent to it by the nearest GlobalPAT emitter within the intersection range of AABB. This determines that its own GPU particles are within the influence range of the PAT. In this case, the sending of its own GPU particles is manifested as sending the object model corresponding to the GPU particles to the GlobalPAT emitter. That is, the sent object model is the target object model, so that the GlobalPAT emitter can control the motion trajectory of the determined target object model according to the displacement information recorded by the PAT map.

[0078] Step 403: Obtain the sampling mode corresponding to the target object model, sample the target motion map according to the sampling mode, determine the displacement information of the target particles and indicate the position of the target object model;

[0079] In one embodiment of the present invention, the position of the target object model in the game scene can be indicated based on the displacement information of the target particles recorded by the target motion map. That is, the position of the target object model can be determined according to the displacement information of the target particles, thereby controlling the motion trajectory of the target object model in the game scene.

[0080] Specifically, when indicating position, the target particle can be considered as the center point of the target object model in the game scene. Therefore, the displacement information of the target particle can indicate the position of the target object model, which can be the center point position. In the specific implementation, the acquisition of the target particle's displacement information is related to different sampling modes. Since displacement information is mainly used to indicate the position of the target object model, the sampling mode is specific to the target object model and is mainly based on the relevant animation effects to be presented. In this case, the target motion map can be sampled according to the sampling mode to determine the displacement information of the target particle and indicate the center point position of the target object model.

[0081] The sampling mode, or PAT Play Mode, is primarily used to indicate which time frame to select for sampling the PAT texture's timeline. Examples include lifecycle sampling mode and time sampling mode. Lifecycle sampling mode (ByLife mode) samples the entire timeline based on the particle's entire lifecycle (Life(0-1)). Time sampling mode (ByTime mode) samples the entire timeline using the particle's playback duration. Specifically, the stop sampling time point = current time point - particle playback time point. For example, assuming a 2-second PAT is exported, when the particle system plays for 0.5 seconds, the displacement information in the texture at that time can be sampled to indicate the position of the corresponding target object model.

[0082] If the sampling mode is the lifecycle sampling mode, the target motion map can be sampled according to the lifecycle mode of the target object model, i.e., Life(0-1) mentioned above, to obtain the first displacement information of the target particle, and the first displacement information is used to indicate the center point position of the target object model; if the sampling mode is the time sampling mode, the target motion map can be sampled according to the sampling time to obtain the second displacement information of the target particle, and the second displacement information is used to indicate the center point position of the target object model. Here, the sampling time is mainly represented by the playback duration of the corresponding target object model.

[0083] In practical applications, the sampling of textures is mainly achieved by using the GPU in the Messiah engine. Specifically, this can be done by creating a GPU Particle and setting multiple parameters in the GPU Particle panel to perform corresponding sampling processing based on the set parameters.

[0084] As an example, in addition to the sampling mode PAT Play Mode mentioned above, the parameters set can also include the setting of PAT playback speed PATSpeed. Specifically, since the center point position of the indicated target object model can be used to form the motion trajectory of the target object model, when the sampling mode is lifecycle sampling mode, a first speed parameter can be obtained and set accordingly to determine the number of motion trajectory loops corresponding to the lifecycle of the target object model. That is, in ByLife mode, the set PATSpeed ​​parameter can be used to control how many times the target particle plays the complete trajectory within one lifecycle. For example, Speed=1 means playing the trajectory once, and Speed=2 means playing the trajectory twice. If the loop is not enabled in the subsequent parameter settings, after playing the motion trajectory for the corresponding number of times, it will no longer be affected by the PAT trajectory, and the target object model can perform free fall motion, such as a leaf falling naturally. When the sampling mode is time sampling mode, a second speed parameter can be obtained and set accordingly to determine the sampling speed of the target motion map. This sampling speed mainly corresponds to the playback speed of the target object model.

[0085] As another example, the parameters set may also include an offset range, namely PATDistributeRange, which can be mainly used to indicate the random offset range set for the recorded position in the PAT texture. Specifically, if there are at least two target object models, the first position of the displacement information of the target particles is used to indicate the center point position of one of the target object models, and the second position of the displacement information of the target particles is used to indicate the center point position of the other target object models, so as to control the movement trajectory of at least two target object models in the game scene. The second position can be a position within the offset range of the first position and at a random offset distance from the first position. This embodiment of the invention does not limit this.

[0086] For example, suppose the current PAT map only records the trajectories of 128 particles, but there is a need to launch 512 particles in the Messiah engine. In the PAT map imported by Houdini, one particle needs to move four target object models in the Messiah engine. This will result in the four target object models potentially being in the same position. In this case, based on the aforementioned offset range PATDistributeRange setting, each target object model can be assigned a random offset position to guide the target object models to disperse their positions. This allows a large number of particles to be driven using a smaller amount of texture data, saving resources. Specifically, as shown... Figure 7As shown, multiple particles follow the same PAT point within the DistributeRange, such as the point indicated by the arrow. It should be noted that when the required number of particles in the Messiah engine is less than or equal to 128, since the target object models do not overlap, no position offset needs to be set.

[0087] As another example, the parameters that can be set can also include the follow speed PATMaxFollowSpeed. In this case, the follow speed can be obtained and set to move the target object model in the game scene from its current position to the starting position in the displacement information of the target particle, based on the follow speed. In practical applications, the target object model does not follow the PAT by directly modifying its position. Instead, it calculates a suitable movement speed after obtaining the target point's position from the displacement information of the target particle in the PAT texture. This allows the target object model to move to the corresponding position according to the calculated speed. If the current target object model is far from the position of the target particle in the PAT texture, it will generate a large speed. The maximum movement speed of the target object model can be controlled based on the follow speed parameter PATMaxFollowSpeed. The corresponding following method can be determined based on the sampling mode. That is, the target point of the current target object model on the PAT track can be determined by information such as particle life and playback time. For example, in the life cycle sampling mode, the target point can be the position of the first frame; in the time sampling mode, the target point can refer to the position of the PAT texture record at the current time point (e.g., 1 second). This embodiment of the invention does not limit this.

[0088] As another example, the parameters set can also include a loop parameter PATLoop, which can be used to indicate whether to loop. In this case, the loop parameter can be obtained and set. When the loop parameter indicates non-loop mode, the target object model can move freely in the game scene according to the preset attributes of the target object model after completing the motion trajectory indicated by the displacement information of the target particle. For example, in non-loop mode, after the target object model plays the complete motion trajectory, PAT will not have any effect on the particle's motion, and the target object model can free fall. When the loop parameter indicates loop mode, the target object model can be controlled to perform looping motion according to the motion trajectory indicated by the displacement information of the target particle. It should be noted that in loop mode, it is also necessary to pay attention to whether the PAT data can be connected end to end.

[0089] As another example, the parameters set can also include the frame rate PATFrameRate, which indicates the playback frame rate of the target object model's animation effects. This frame rate is usually consistent with the one used when creating the Houdini file to avoid inconsistencies in animation speed due to different settings. In practice, it can be obtained from the JSON file exported from Houdini.

[0090] As another example, the parameters set can also include PAT format, i.e., PATTexture, which can be used to indicate the texture format of PAT textures exported from Houdini. PAT textures can typically be in TAG format or EXR format. Tag format textures store data in integer format, represented by the RGB range (0-1), while EXR format textures store data in floating-point format, with a range beyond (0-1), meaning the stored data is more precise. Both types of textures require Non-Compression to be enabled in the texture editor. However, this embodiment of the invention uses the EXR floating-point texture format, which allows for a reduction in the amount of data imported per frame, further reducing the data volume, and improving the precision of the stored data based on floating-point storage.

[0091] As another example, the parameters set can also include the maximum / minimum range of location data, i.e., PATDataMin\PATDataMax. This parameter indicates the maximum / minimum range of location data in the PAT texture, and can be directly determined and filled in when exporting from Houdini. In Houdini, resource creation is generally relative to the origin, meaning there can be a one-to-one correspondence between the system coordinates of Houdini software and the Messiah engine. Therefore, the data exported from Houdini can be converted accordingly based on this relationship to determine and fill in the maximum / minimum range of location data.

[0092] As another example, the parameters set may also include the scaling parameter PATDataScale, which can be used to indicate the scaling process applied to the spatial extent of the original PAT data.

[0093] As another example, the parameters set can also include whether a global switch, EnableGlobalPAT, is enabled. This parameter can be used to indicate whether the GPU particle emitter's probes are affected by global PAT, in order to implement... Figure 6The process of sending the object model shown into the GlobalPAT emitter can also include parameters related to the global switch, namely the PATAffectRange setting. This parameter can be used to indicate the influence range of this PAT. Specifically, the size can be scaled according to the average power consumption of the particle emitter. For example, you can enable GlobalPATDebug in GlobalOptions to visualize the AffectRange of the PAT.

[0094] It should be noted that the above parameters can be automatically filled in by referring to the data exported by Houdini software, or they can be modified manually. This embodiment of the invention does not limit this.

[0095] In this embodiment of the invention, the Messiah engine, based on importing the target motion map that records the motion of the central particle, can replace the central particle in the imported map with the target object model that interacts in the scene, thereby achieving the reuse of existing models in the repository and saving resources.

[0096] For example, suppose we want to achieve a special effect where fallen leaves gather to form a certain pattern. In this case, we need to control the particle movement of the fallen leaves in the scene. Then, the target object model for interaction in the scene can be the fallen leaf model.

[0097] Step 404: Based on the position of the target object model, control the movement trajectory of the target object model in the game scene to generate animation effects for the target object model.

[0098] The target particle can be regarded as the center point of the target object model in the game scene. In the embodiment of the present invention, it can be understood as replacing the determined target object model with the corresponding target particle based on the center point of the model, so as to replace the original target particle with the displacement information collected according to its corresponding sampling mode to control the motion trajectory, so as to realize the control of the motion trajectory of the target object model in the game scene, obtain the animation effect corresponding to the target object model, and thus realize the reuse of the motion texture resource on different models.

[0099] In practical applications, the motion speed can be obtained, and the target object model can be controlled to move to the target object model's position according to the motion speed, forming a motion trajectory.

[0100] In other words, the motion control can be expressed as controlling the speed and target position of the target object model. Specifically, based on the input motion speed, the target object model can be made to move to the position corresponding to the displacement information recorded in the motion map, thereby realizing variable speed control of the motion trajectory of the target object model and achieving the purpose of flexible control of the motion of the target object model.

[0101] In this embodiment of the invention, by importing motion maps, the motion trajectory of the object model in the game scene is controlled based on the displacement information provided by the motion maps, thereby realizing the interaction between the animation effect of the object model and the scene. Furthermore, the motion trajectory of different models can be controlled based on the acquired motion maps to generate corresponding animation effects, thus realizing the reuse of the motion map resource on different models, saving resources and avoiding resource waste.

[0102] It should be noted that, for the sake of simplicity, the method embodiments are all described as a series of actions. However, those skilled in the art should understand that the embodiments of the present invention are not limited to the described order of actions, because according to the embodiments of the present invention, some steps can be performed in other orders or simultaneously. Furthermore, those skilled in the art should also understand that the embodiments described in the specification are preferred embodiments, and the actions involved are not necessarily essential to the embodiments of the present invention.

[0103] Reference Figure 8 The diagram shows a structural block diagram of an embodiment of the animation effect generation device of the present invention, which may specifically include the following modules:

[0104] The displacement information acquisition module 801 is used to acquire a target motion map and obtain the displacement information of the target particle from the target motion map; wherein, the target motion map is used to record the correspondence between the displacement information of the target particle and the motion time;

[0105] Animation effect generation module 802 is used to determine the target object model in the game scene, indicate the position of the target object model according to the displacement information of the target particles, control the movement trajectory of the target object model in the game scene, and generate the animation effect of the target object model.

[0106] In one embodiment of the present invention, the animation effect generation module 802 may include the following sub-modules:

[0107] The position indication submodule is used to obtain the sampling mode corresponding to the target object model; to sample the target motion map according to the sampling mode, to determine the displacement information of the target particles and to indicate the position of the target object model.

[0108] In one embodiment of the present invention, the position indication submodule may include the following units:

[0109] The position indication unit is configured to, when the sampling mode is lifecycle sampling mode, sample the target motion map according to the lifecycle of the target object model to obtain first displacement information of the target particle, and use the first displacement information to indicate the position of the target object model; and when the sampling mode is time sampling mode, sample the target motion map according to the sampling time to obtain second displacement information of the target particle, and use the second displacement information to indicate the position of the target object model.

[0110] In the case where the sampling mode is the lifecycle sampling mode, the position indicator unit can also be used to obtain a first velocity parameter and determine the number of motion trajectory cycles corresponding to the lifecycle of the target object model based on the first velocity parameter; and in the case where the sampling mode is the time sampling mode, the position indicator unit can also be used to obtain a second velocity parameter and determine the sampling speed of the target motion map based on the second velocity parameter.

[0111] In one embodiment of the present invention, the animation effect generation module 802 may further include the following sub-modules:

[0112] The frame rate acquisition submodule is used to acquire the frame rate and play the animation effect at the frame rate.

[0113] In one embodiment of the present invention, the animation effect generation module 802 may further include the following sub-modules:

[0114] The offset range acquisition submodule is used to acquire the offset range. If there are at least two target object models, the first position of the displacement information of the target particle is used to indicate the position of one of the target object models, and the second position of the displacement information of the target particle is used to indicate the position of the other target object models, so as to control the movement trajectory of the at least two target object models in the game scene; wherein, the second position is a position within the offset range of the first position and the distance from the first position is a random offset.

[0115] In one embodiment of the present invention, the animation effect generation module 802 may further include the following sub-modules:

[0116] The following speed acquisition submodule is used to move the target object model in the game scene from its current position to the starting position in the displacement information of the target particle based on the following speed.

[0117] In one embodiment of the present invention, the animation effect generation module 802 may further include the following sub-modules:

[0118] The loop parameter acquisition submodule is used to acquire loop parameters; when the loop parameter indicates a non-loop mode, after the target object model completes the motion trajectory indicated by the displacement information of the target particle, it moves freely in the game scene according to the preset attributes of the target object model; when the loop parameter indicates a loop mode, it controls the target object model to perform loop motion according to the motion trajectory indicated by the displacement information of the target particle.

[0119] In one embodiment of the present invention, the animation effect generation module 802 may include the following sub-modules:

[0120] The target object model determination submodule is used to determine the target object model based on the position of the object model in the game scene and the displacement information of all target particles in the target motion map, and to determine the target object model based on the position of the object model in the game scene and / or the character position and / or character action of the virtual character in the game scene.

[0121] In one embodiment of the present invention, before acquiring the motion map, the apparatus provided in this embodiment may further include the following modules:

[0122] The target motion map generation module is used to create a particle endpoint position map corresponding to the target motion map; it records the displacement information of randomly generated particles from their generation position to the endpoint position indicated by the endpoint particle position map, along with the movement time, into the target motion map.

[0123] The target motion map generation module is also used to obtain a preset trajectory and control the randomly generated particles to move from their generation position to the endpoint position indicated by the endpoint particle position map according to the preset trajectory.

[0124] In one embodiment of the present invention, the particle endpoint position map includes multiple position maps; the target motion map generation module may include the following sub-modules:

[0125] The target motion map generation submodule is used to record the motion maps corresponding to each position map separately and combine multiple motion maps into a target motion map.

[0126] In one embodiment of the present invention, the target motion map generation module is further configured to adjust the motion time in the target motion map and replace the current target motion map with the adjusted target motion map.

[0127] In one embodiment of the present invention, the apparatus provided by the present invention may further include the following modules:

[0128] A frame rate recording module is used to record the frame rate corresponding to the target motion map, and the frame rate is used to indicate the playback frame rate of the animation effect of the target object model.

[0129] In one embodiment of the present invention, the animation effect generation module 802 may include the following sub-modules:

[0130] The motion trajectory control module is used to acquire the motion speed and control the target object model to move to the position of the target object model according to the motion speed, thereby forming a motion trajectory.

[0131] In this embodiment of the invention, the animation effect generation device obtains the displacement information of target particles from a target motion map. Based on the recorded correspondence between the displacement information and motion time of the target particles, it indicates the position of a target object model in a game scene, thereby controlling the motion trajectory of the target object model in the game scene and generating animation effects for the target object model. By importing motion maps and controlling the motion trajectory of the object model in the game scene based on the displacement information provided by the motion maps, the interaction between the object model's animation effects and the scene is realized. Furthermore, it can control the motion trajectory of different models based on the acquired motion maps to generate corresponding animation effects, enabling the reuse of motion map resources on different models, saving resources and avoiding waste.

[0132] As the device embodiment is basically similar to the method embodiment, the description is relatively simple, and relevant parts can be found in the description of the method embodiment.

[0133] This invention also provides an electronic device, comprising:

[0134] It includes a processor, a memory, and a computer program stored in the memory and capable of running on the processor. When the computer program is executed by the processor, it implements the various processes of the above-described animation effect generation method embodiments and can achieve the same technical effect. To avoid repetition, it will not be described again here.

[0135] This invention also provides a computer-readable storage medium storing a computer program. When the computer program is executed by a processor, it implements the various processes of the above-described animation effect generation method embodiments and achieves the same technical effect. To avoid repetition, it will not be described again here.

[0136] The various embodiments in this specification are described in a progressive manner, with each embodiment focusing on the differences from other embodiments. The same or similar parts between the various embodiments can be referred to each other.

[0137] Those skilled in the art will understand that embodiments of the present invention can be provided as methods, apparatus, or computer program products. Therefore, embodiments of the present invention can take the form of entirely hardware embodiments, entirely software embodiments, or embodiments combining software and hardware aspects. Furthermore, embodiments of the present invention can take the form of computer program products implemented on one or more computer-usable storage media (including but not limited to disk storage, CD-ROM, optical storage, etc.) containing computer-usable program code.

[0138] This invention is described with reference to flowchart illustrations and / or block diagrams of methods, terminal devices (systems), and computer program products according to embodiments of the invention. It will be understood that each block of the flowchart illustrations and / or block diagrams, and combinations of blocks in the flowchart illustrations and / or block diagrams, can be implemented by computer program instructions. These computer program instructions can be provided to a processor of a general-purpose computer, special-purpose computer, embedded processor, or other programmable data processing terminal device to produce a machine, such that the instructions, which execute via the processor of the computer or other programmable data processing terminal device, generate instructions for implementing the flowchart illustrations and / or block diagrams. Figure 1 One or more processes and / or boxes Figure 1 A device that provides the functions specified in one or more boxes.

[0139] These computer program instructions may also be stored in a computer-readable storage medium that can direct a computer or other programmable data processing terminal device to operate in a particular manner, such that the instructions stored in the computer-readable storage medium produce an article of manufacture including instruction means, which are implemented in a process Figure 1 One or more processes and / or boxes Figure 1 The function specified in one or more boxes.

[0140] These computer program instructions can also be loaded onto a computer or other programmable data processing terminal equipment, causing a series of operational steps to be performed on the computer or other programmable terminal equipment to produce a computer-implemented process, thereby providing instructions that execute on the computer or other programmable terminal equipment for implementing the process. Figure 1 One or more processes and / or boxes Figure 1 The steps of the function specified in one or more boxes.

[0141] Although preferred embodiments of the present invention have been described, those skilled in the art, upon learning the basic inventive concept, can make other changes and modifications to these embodiments. Therefore, the appended claims are intended to be interpreted as including the preferred embodiments as well as all changes and modifications falling within the scope of the embodiments of the present invention.

[0142] Finally, it should be noted that the user information (including but not limited to user device information, user personal information, etc.) and data (including but not limited to data used for analysis, data stored, data displayed, etc.) involved in this application are all information and data authorized by the user or fully authorized by all parties. Furthermore, the collection, use and processing of the relevant data must comply with the relevant laws, regulations and standards of the relevant countries and regions, and corresponding operation portals are provided for users to choose to authorize or refuse.

[0143] It should also be noted that, in this document, relational terms such as "first" and "second" are used only to distinguish one entity or operation from another, and do not necessarily require or imply any such actual relationship or order between these entities or operations. Furthermore, the terms "comprising," "including," or any other variations thereof are intended to cover non-exclusive inclusion, such that a process, method, article, or terminal device that comprises a list of elements includes not only those elements but also other elements not expressly listed, or elements inherent to such a process, method, article, or terminal device. Without further limitations, an element defined by the phrase "comprising one..." does not exclude the presence of other identical elements in the process, method, article, or terminal device that includes said element.

[0144] The above provides a detailed description of an animation effect generation method, an animation effect generation device, a corresponding electronic device, and a corresponding computer-readable storage medium provided by the present invention. Specific examples have been used to illustrate the principles and implementation methods of the present invention. The description of the above embodiments is only for the purpose of helping to understand the method and core ideas of the present invention. At the same time, for those skilled in the art, there will be changes in the specific implementation methods and application scope based on the ideas of the present invention. Therefore, the content of this specification should not be construed as a limitation of the present invention.

Claims

1. A method for generating animation effects, characterized in that, The method includes: A target motion map is obtained, and the displacement information of the target particles is obtained from the target motion map. The target motion map records the correspondence between the displacement information of the target particles and the motion time, and the target motion map is in EXR floating-point map format. The target motion map records a small number of trajectories, and multiple target particles move along the same trajectory during subsequent runtime. Alternatively, the target motion map records the relevant motion of a central particle, and the central particle is used as the target particle; the central particle is obtained by merging multiple particles in the point cloud. The target object model in the game scene is determined, the target particles in the target motion map are replaced with the target object model in the game scene, the position of the target object model is indicated according to the displacement information of the target particles to obtain the motion speed, the target object model is controlled to move to the position of the target object model according to the motion speed, forming a motion trajectory, and generating the animation effect of the target object model; The method further includes: Obtain the offset range. If there are at least two target object models, use the first position of the displacement information of the target particle to indicate the position of one of the target object models, and use the second position of the displacement information of the target particle to indicate the position of the other target object models, so as to control the movement trajectory of the at least two target object models in the game scene. Wherein, the second position is a position within the offset range of the first position that is at a random offset from the first position.

2. The method according to claim 1, characterized in that, The step of indicating the position of the target object model based on the displacement information of the target particle includes: Obtain the sampling mode corresponding to the target object model; The target motion map is sampled according to the sampling mode to determine the displacement information of the target particles and indicate the position of the target object model.

3. The method according to claim 2, characterized in that, The step of sampling the target motion map according to the sampling mode to determine the displacement information of the target particles and indicate the position of the target object model includes: If the sampling mode is the lifecycle sampling mode, the target motion map is sampled according to the lifecycle of the target object model to obtain the first displacement information of the target particle, and the position of the target object model is indicated by the first displacement information.

4. The method according to claim 3, characterized in that, The step of sampling the target motion map according to the lifecycle of the target object model further includes: When the sampling mode is the lifecycle sampling mode, a first velocity parameter is obtained, and the number of motion trajectory cycles corresponding to the lifecycle of the target object model is determined based on the first velocity parameter.

5. The method according to claim 2 or 3, characterized in that, The step of sampling the target motion map according to the sampling mode to determine the displacement information of the target particles and indicate the position of the target object model includes: If the sampling mode is time sampling mode, the target motion map is sampled according to the sampling time to obtain the second displacement information of the target particle, and the position of the target object model is indicated by the second displacement information.

6. The method according to claim 5, characterized in that, The step of sampling the target motion map according to the sampling time also includes: When the sampling mode is time sampling mode, a second velocity parameter is obtained, and the sampling velocity of the target motion map is determined based on the second velocity parameter.

7. The method according to claim 1, characterized in that, The method further includes: Obtain the frame rate and play the animation effect at the frame rate.

8. The method according to claim 1, 2, or 7, characterized in that, The method further includes: Obtain the following speed, and based on the following speed, move the target object model in the game scene from its current position to the starting position in the displacement information of the target particle.

9. The method according to claim 1, 2, or 7, characterized in that, The method further includes: Get loop parameters; When the loop parameter indicates a non-loop mode, after the target object model completes the motion trajectory indicated by the displacement information of the target particle, it moves freely in the game scene according to the preset attributes of the target object model. When the loop parameter indicates loop mode, the target object model is controlled to perform loop motion according to the motion trajectory indicated by the displacement information of the target particle.

10. The method according to claim 1, characterized in that, The process of determining the target object model in the game scene includes: Based on the position of the object model in the game scene, and according to the displacement information of all target particles in the target motion map, the object model whose distance from the starting position in the displacement information is within a preset range is determined as the target object model.

11. The method according to claim 1, characterized in that, Before acquiring the motion map, the process also includes: Create a particle endpoint location map corresponding to the target motion map; The displacement information of randomly generated particles from their generation position to the endpoint position indicated by the endpoint particle position map is correlated with the movement time and recorded in the target motion map.

12. The method according to claim 11, characterized in that, The method further includes: Obtain a preset trajectory and control the randomly generated particles to move from their generation positions to the endpoint positions indicated by the endpoint particle position map according to the preset trajectory.

13. The method according to claim 12, characterized in that, The particle endpoint position map includes multiple position maps; the displacement information of the randomly generated particle moving from its generation position to the endpoint position indicated by the endpoint particle position map corresponds to the movement time and is recorded in the target motion map, including: Record the motion map corresponding to each position map separately, and combine multiple motion maps into a target motion map.

14. The method according to any one of claims 11 to 13, characterized in that, The method further includes: The motion time in the target motion map is adjusted, and the current target motion map is replaced with the adjusted target motion map.

15. The method according to any one of claims 11 to 13, characterized in that, The method further includes: Record the frame rate corresponding to the target motion map, and the frame rate is used to indicate the playback frame rate of the animation effect of the target object model.

16. The method according to claim 1 or 10, characterized in that, The process of determining the target object model in the game scene includes: The target object model is determined based on the position and / or actions of the virtual characters in the game scene.

17. An animation effect generation device, characterized in that, The device includes: A displacement information acquisition module is used to acquire a target motion map and obtain the displacement information of target particles from the target motion map. The target motion map records the correspondence between the displacement information of the target particles and the motion time, and is in EXR floating-point map format. The target motion map records a small number of trajectories, and multiple target particles move along the same trajectory during subsequent runtime. Alternatively, the target motion map records the relevant motion of a central particle, which is used as the target particle, and the central particle is obtained by merging multiple particles in the point cloud. An animation effect generation module is used to determine the target object model in the game scene, replace the target particles in the target motion map with the target object model in the game scene, indicate the position of the target object model according to the displacement information of the target particles to obtain the motion speed, control the target object model to move to the position of the target object model according to the motion speed, form a motion trajectory, and generate the animation effect of the target object model. The animation effect generation module further includes the following sub-modules: The offset range acquisition submodule is used to acquire the offset range. If there are at least two target object models, the first position of the displacement information of the target particle is used to indicate the position of one of the target object models, and the second position of the displacement information of the target particle is used to indicate the position of the other target object models, so as to control the movement trajectory of the at least two target object models in the game scene; wherein, the second position is a position within the offset range of the first position and the distance from the first position is a random offset.

18. An electronic device, characterized in that, include: A processor, a memory, and a computer program stored in the memory and capable of running on the processor, wherein the computer program, when executed by the processor, implements the animation effect generation method as described in any one of claims 1 to 16.

19. A computer-readable storage medium, characterized in that, A computer program is stored on the computer-readable storage medium, which, when executed by a processor, implements the animation effect generation method as described in any one of claims 1 to 16.