Game scene processing method and device, electronic equipment and readable storage medium
By dynamically configuring the virtual camera, using the role's stance and dialogue attribute information to filter the appropriate perspective, the problem of single configuration and cumbersome operation of virtual cameras in the existing technology is solved, and the diversity and in-depth display of dialogue scenarios is achieved, and the player's gaming experience is improved.
Patent Information
- Application Number
- CN202311774754.8
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2023-12-21
- Publication Date
- 2025-06-24
AI Technical Summary
In the prior art, the virtual camera configuration has a single perspective and cumbersome configuration operations, which leads to the inability to fully demonstrate the diversity and depth of the plot, reducing the accuracy of players' understanding of the dialogue content, and seriously affecting the player's gaming experience.
By obtaining the lines and dialogue attribute information of the character in the virtual dialogue scenario, determine the benchmark role and filtering conditions based on the character's position, including atmosphere information and/or the target lens orientation of the benchmark role, filter the target virtual camera, and shoot the virtual dialogue scenario through the target virtual camera.
It realizes the dynamic configuration of the virtual camera, enriches the perspective selection, increases the dynamicity of the dialogue scene production, improves the diversity and depth of the game screen, improves the viewing experience of players, and reduces development costs and complexity.
Smart Images

Figure CN120189700A_ABST
Abstract
Description
Technical Field
[0001] The present application relates to the field of game production, and in particular, to a method, device, electronic device, and readable storage medium for processing game scenes. Background Art
[0002] With the development of computer technology and the diversification of terminal functions, the types of games that can be realized on devices such as terminals are increasing. For example, racing, sandbox, role-playing games (RPG), and shooting games. In games, the user's perspective and game screen can be controlled by controlling a virtual camera.
[0003] In the related art, the form of presenting game dialogues is usually to configure a virtual camera at a fixed position through simple parameters, so as to shoot and produce dialogue scenarios. However, the virtual camera configured at a fixed position is static, and dialogue scenarios are often generated by multi-character interactions. As a result, the simple static virtual camera cannot present diverse perspective views, lacks dynamic visual effects, has poor expressiveness, which leads to the inability of dialogue scenarios to fully display the diversity and depth of the plot, reduces the accuracy of players' understanding of dialogue content, and seriously affects players' game experience. Moreover, in dialogue scenarios with more characters, the distance between characters is relatively compact. If we want to ensure that the virtual camera can completely shoot each character, more precise manual intervention is required, which also increases the complexity of the configuration work and makes the dialogue presentation consume a large amount of resource costs. Summary of the Invention
[0004] In view of this, the present application provides a method, device, electronic device, and readable storage medium for processing game scenes, mainly aiming to solve the problems of single perspective configuration and cumbersome configuration operation of existing virtual cameras.
[0005] In a first aspect, an embodiment of the present application provides a method for processing a game scene, including:
[0006] Obtain the lines and dialogue attribute information of characters in a virtual dialogue scenario, where the dialogue attribute information includes atmosphere information;
[0007] Determine the reference character and screening conditions of the virtual dialogue scenario according to the positions of characters in the virtual dialogue scenario, where the screening conditions include atmosphere information and / or the target camera orientation of the reference character, and the reference character faces the positions of other characters in the virtual dialogue scenario except the reference character;
[0008] Screen a target virtual camera from the general character camera library of the character to which the line belongs according to the screening conditions, and shoot the virtual dialogue scenario through the target virtual camera.
[0009] In the above technical solution, optionally, the method for processing the game scene further includes:
[0010] If it is determined according to the dialogue attribute information that a preset dialogue event occurs in the virtual dialogue scenario, update the target virtual camera according to the priority of the preset dialogue event and the event lens library corresponding to the preset dialogue event, where the priority is determined according to the standing positions of the characters in the virtual dialogue scenario, and the dialogue attribute information includes at least one of the character to which the line belongs, the timing information of the line, the action characteristic information of the character to which the line belongs, the identification label of the line, and the atmosphere information.
[0011] In the above technical solution, optionally, the method for processing the game scene further includes:
[0012] In the case where the dialogue attribute information includes the action characteristic information of the character to which the line belongs, if the action characteristic information conforms to the target action, it is determined that a first preset dialogue event occurs in the virtual dialogue scenario.
[0013] In the above technical solution, optionally, the method for processing the game scene further includes:
[0014] In the case where the dialogue attribute information includes the identification label of the line, if the line carries the target animation label, it is determined that a second preset dialogue event occurs in the virtual dialogue scenario.
[0015] In the above technical solution, optionally, the method for processing the game scene further includes:
[0016] In the case where the dialogue attribute information includes the timing information of the line, if the line is located at the first target timing position in the timing information, it is determined that a third preset dialogue event occurs in the virtual dialogue scenario.
[0017] In the above technical solution, optionally, the method for processing the game scene further includes:
[0018] In the case where the dialogue attribute information includes the timing information of the line, if the line is located at the second target timing position in the timing information, it is determined that a fourth preset dialogue event occurs in the virtual dialogue scenario.
[0019] In the above technical solution, optionally, the method for processing the game scene further includes:
[0020] In the case where the dialogue attribute information includes the timing information of the line and the character to which the line belongs, if the consecutive lines in the timing information all belong to the same output character, it is determined that a fifth preset dialogue event occurs in the virtual dialogue scenario.
[0021] In the above technical solution, optionally, the method for processing the game scene further includes:
[0022] When the dialogue attribute information includes the timing information of the lines and the characters to which the lines belong, if consecutive lines in the timing information belong to different output characters, it is determined that the sixth preset dialogue event occurs in the virtual dialogue scenario.
[0023] In the above technical solution, optionally, updating the target virtual camera according to the event shot library corresponding to the preset dialogue event includes:
[0024] If it is determined that the first preset dialogue event occurs in the virtual dialogue scenario and the character to which the line belongs is different from the character that generates the target action, the first virtual camera is screened from the event shot library of the first preset dialogue event corresponding to the character that generates the target action according to the screening conditions, and the target virtual camera is replaced with the first virtual camera.
[0025] In the above technical solution, optionally, updating the target virtual camera according to the event shot library corresponding to the preset dialogue event includes:
[0026] If it is determined that the second preset dialogue event occurs in the virtual dialogue scenario, the second virtual camera is screened from the event shot library corresponding to the second preset dialogue event according to the screening conditions, and the target virtual camera is replaced with the second virtual camera.
[0027] In the above technical solution, optionally, updating the target virtual camera according to the event shot library corresponding to the preset dialogue event includes:
[0028] If it is determined that the third preset dialogue event occurs in the virtual dialogue scenario, the target line is determined according to the first trigger probability associated with the third preset dialogue event; and, if the line is the target line and the line belongs to a character other than the reference character in the virtual dialogue scenario, the third virtual camera is screened from the event shot library corresponding to the third preset dialogue event according to the screening conditions, and the target virtual camera is replaced with the third virtual camera.
[0029] In the above technical solution, optionally, updating the target virtual camera according to the event shot library corresponding to the preset dialogue event includes:
[0030] If it is determined that the fourth preset dialogue event occurs in the virtual dialogue scenario, the fourth virtual camera is screened from the event shot library corresponding to the fourth preset dialogue event according to the screening conditions, and the target virtual camera is replaced with the fourth virtual camera.
[0031] In the above technical solution, optionally, updating the target virtual camera according to the event shot library corresponding to the preset dialogue event includes:
[0032] If it is determined that the fifth preset dialogue event occurs in the virtual dialogue scenario, determine the number of lines in the first line group corresponding to the fifth preset dialogue event; and, determine the shot distribution rule associated with the number of lines and the second trigger probability of the shot distribution rule; and, according to the screening conditions, select the fifth virtual camera of the character to which the line belongs from the event shot library corresponding to the fifth preset dialogue event, and replace the target virtual camera with the fifth virtual camera according to the second trigger probability, where the first line group includes multiple consecutive lines belonging to the same output character.
[0033] In the above technical solution, optionally, updating the target virtual camera according to the event shot library corresponding to the preset dialogue event includes:
[0034] If it is determined that the sixth preset dialogue event occurs in the virtual dialogue scenario, determine the first character dialogue sequence of the second line group according to the timing information of the second line group corresponding to the sixth preset dialogue event and the output character to which the line belongs; and, if the line belongs to a character other than the reference character in the virtual dialogue scenario, select the sixth virtual camera from the event shot library corresponding to the sixth preset dialogue event according to the screening conditions, and replace the target virtual camera with the sixth virtual camera according to the third trigger probability associated with the first character dialogue sequence; where the second line group includes multiple consecutive lines belonging to different characters.
[0035] In the above technical solution, optionally, determining the screening conditions according to the positions of the characters in the virtual dialogue scenario includes:
[0036] If the positions of the characters in the virtual dialogue scenario meet the target positions, determine that the screening conditions include the atmosphere information and the target shot orientation;
[0037] If the positions of the characters in the virtual dialogue scenario do not meet the target positions, determine that the screening conditions include the atmosphere information.
[0038] In the above technical solution, optionally, the method for processing the game scene further includes:
[0039] Determine the second character dialogue sequence according to the character to which the line belongs in the dialogue attribute information and the timing information of the line;
[0040] If it is determined that the second character dialogue sequence meets the preset repair rule, select the standby virtual camera from the standby character shot library according to the rule content corresponding to the preset repair rule and the screening conditions;
[0041] Perform off-axis repair processing on the target virtual camera according to the standby virtual camera;
[0042] Among them, the lens parameters of the preset virtual camera in the general character shot library and the preset virtual camera in the standby character shot library are different.
[0043] In the above technical solution, optionally, the method for processing a game scene further includes:
[0044] If there is a loop structure in the second character dialogue sequence, and the character before the loop structure is different from the character after the loop structure, it is determined that the second character dialogue sequence conforms to the first preset repair rule;
[0045] If there is a loop structure in the second character dialogue sequence, and the character before the loop structure is the same as the character after the loop structure, it is determined that the second character dialogue sequence conforms to the second preset repair rule;
[0046] Wherein, the characters in the loop structure are arranged alternately.
[0047] In a second aspect, an embodiment of the present application provides a device for processing a game scene, including:
[0048] An acquisition module, configured to acquire the lines and dialogue attribute information of the characters in the virtual dialogue scenario, wherein the dialogue attribute information includes atmosphere information;
[0049] A first determination module, configured to determine the reference character and screening conditions of the virtual dialogue scenario according to the positions of the characters in the virtual dialogue scenario, wherein the screening conditions include atmosphere information and / or the target camera orientation of the reference character, and the reference character faces the positions of other characters in the virtual dialogue scenario except the reference character;
[0050] A scene processing module, configured to screen a target virtual camera from the general character camera library of the character to which the line belongs according to the screening conditions, and perform shooting of the virtual dialogue scenario through the target virtual camera.
[0051] In the above technical solution, optionally, the scene processing module is further configured to, if it is determined according to the dialogue attribute information that a preset dialogue event occurs in the virtual dialogue scenario, update the target virtual camera according to the priority of the preset dialogue event and the event camera library corresponding to the preset dialogue event, wherein the priority is determined according to the positions of the characters in the virtual dialogue scenario, and the dialogue attribute information includes at least one of the character to which the line belongs, the timing information of the line, the action feature information of the character to which the line belongs, the identification label of the line, and the atmosphere information.
[0052] In the above technical solution, optionally, the device for processing a game scene further includes:
[0053] A second determination module, configured to, when the dialogue attribute information includes the action feature information of the character to which the line belongs, determine that a first preset dialogue event occurs in the virtual dialogue scenario if the action feature information conforms to the target action; and, when the dialogue attribute information includes the identification label of the line, determine that a second preset dialogue event occurs in the virtual dialogue scenario if the line carries the target animation label; and, when the dialogue attribute information includes the timing information of the line, determine that a third preset dialogue event occurs in the virtual dialogue scenario if the line is located at the first target timing position in the timing information; and, when the dialogue attribute information includes the timing information of the line, determine that a fourth preset dialogue event occurs in the virtual dialogue scenario if the line is located at the second target timing position in the timing information; and, when the dialogue attribute information includes the timing information of the line and the character to which the line belongs, determine that a fifth preset dialogue event occurs in the virtual dialogue scenario if the consecutive lines in the timing information all belong to the same output character; and, when the dialogue attribute information includes the timing information of the line and the character to which the line belongs, determine that a sixth preset dialogue event occurs in the virtual dialogue scenario if the consecutive lines in the timing information belong to different output characters.
[0054] In the above technical solution, optionally, the scene processing module is specifically configured to, if it is determined that a first preset dialogue event occurs in the virtual dialogue scenario and the character to which the line belongs is different from the character that generates the target action, screen a first virtual camera from the event lens library of the first preset dialogue event corresponding to the character that generates the target action according to the screening conditions, and replace the target virtual camera with the first virtual camera.
[0055] In the above technical solution, optionally, the scene processing module is specifically configured to, if it is determined that a second preset dialogue event occurs in the virtual dialogue scenario, screen a second virtual camera from the event lens library corresponding to the second preset dialogue event according to the screening conditions, and replace the target virtual camera with the second virtual camera.
[0056] In the above technical solution, optionally, the scene processing module is specifically configured to, if it is determined that a third preset dialogue event occurs in the virtual dialogue scenario, determine the target line according to the first trigger probability associated with the third preset dialogue event; and, if the line is the target line and the line belongs to a character other than the reference character in the virtual dialogue scenario, screen a third virtual camera from the event lens library corresponding to the third preset dialogue event according to the screening conditions, and replace the target virtual camera with the third virtual camera.
[0057] In the above technical solution, optionally, the scene processing module is specifically configured to, if it is determined that a fourth preset dialogue event occurs in the virtual dialogue scenario, screen a fourth virtual camera from the event lens library corresponding to the fourth preset dialogue event according to the screening conditions, and replace the target virtual camera with the fourth virtual camera.
[0058] In the above technical solution, optionally, the scene processing module is specifically configured to, if it is determined that a fifth preset dialogue event occurs in the virtual dialogue scenario, determine the number of lines in the first line group corresponding to the fifth preset dialogue event; and determine a shot distribution rule associated with the number of lines and a second triggering probability of the shot distribution rule; and, according to the screening conditions, screen a fifth virtual camera of the character to which the line belongs from the event shot library corresponding to the fifth preset dialogue event, and replace the target virtual camera with the fifth virtual camera according to the second triggering probability, where the first line group includes multiple consecutive lines belonging to the same output character.
[0059] In the above technical solution, optionally, the scene processing module is specifically configured to, if it is determined that a sixth preset dialogue event occurs in the virtual dialogue scenario, determine a first character dialogue sequence of the second line group according to the timing information of the second line group corresponding to the sixth preset dialogue event and the output character to which the line belongs; and, if the line belongs to a character other than the reference character in the virtual dialogue scenario, screen a sixth virtual camera from the event shot library corresponding to the sixth preset dialogue event according to the screening conditions, and replace the target virtual camera with the sixth virtual camera according to a third triggering probability associated with the first character dialogue sequence; where the second line group includes multiple consecutive lines belonging to different characters.
[0060] In the above technical solution, optionally, the first determination module is specifically configured to, if the standing positions of the characters in the virtual dialogue scenario conform to the target standing positions, determine that the screening conditions include atmosphere information and the target shot orientation; and, if the standing positions of the characters in the virtual dialogue scenario do not conform to the target standing positions, determine that the screening conditions include atmosphere information.
[0061] In the above technical solution, optionally, the first determination module is further configured to determine a second character dialogue sequence according to the character to which the line belongs and the timing information of the line in the dialogue attribute information; the processing device for the game scene further includes: a correction module, configured to, if it is determined that the second character dialogue sequence conforms to a preset repair rule, screen a spare virtual camera from the spare character shot library according to the rule content corresponding to the preset repair rule and the screening conditions; and perform an axis-crossing repair process on the target virtual camera according to the spare virtual camera; where the lens parameters of the preset virtual camera in the general character shot library and the preset virtual camera in the spare character shot library are different.
[0062] In the above technical solution, optionally, the correction module is specifically configured to, if there is a loop structure in the second character dialogue sequence and the characters before the loop structure are different from the characters after the loop structure, determine that the second character dialogue sequence conforms to the first preset repair rule; if there is a loop structure in the second character dialogue sequence and the characters before the loop structure are the same as the characters after the loop structure, determine that the second character dialogue sequence conforms to the second preset repair rule; where the characters in the loop structure are arranged alternately.
[0063] In a third aspect, an embodiment of the present application provides an electronic device, which includes a processor and a memory. The memory stores a program or instructions that can run on the processor. When the program or instructions are executed by the processor, the steps of the method in the first aspect are implemented.
[0064] In a fourth aspect, an embodiment of the present application provides a readable storage medium, on which a program or instructions are stored. When the program or instructions are executed by a processor, the steps of the method in the first aspect are implemented.
[0065] In a fifth aspect, an embodiment of the present application provides a chip, which includes a processor and a communication interface. The communication interface is coupled to the processor, and the processor is used to run a program or instructions to implement the method in the first aspect.
[0066] In a sixth aspect, an embodiment of the present application provides a computer program product, which is stored in a storage medium and is executed by at least one processor to implement the method in the first aspect.
[0067] In the embodiment of the present application, the lines and dialogue attribute information of the characters in the virtual dialogue scenario are obtained. According to the positional relationship between the characters in the virtual dialogue scenario, that is, the character positions, a reference character serving as a reference for the virtual camera position and the screening conditions of the virtual camera matching the character positions are located, where the screening conditions include the atmosphere information in the dialogue attribute information and / or the target lens orientation of the reference character. A preset virtual camera is screened from the general character lens library of the character to which the lines belong as the target virtual camera according to the screening conditions, and the content captured by the target virtual camera is rendered and displayed to present a multi-perspective dialogue screen to the player.
[0068] In one aspect, the embodiments of the present application can dynamically set screening conditions through character positions, enabling the system to use different conditions to match virtual cameras with different lens parameters for shooting virtual dialogue scenarios and presenting different game scenes, enriching the shooting perspectives of virtual cameras, increasing the dynamics of dialogue scenario production, and programmatically implementing a flexible and automatic virtual camera configuration function in virtual dialogue scenarios. In another aspect, fully considering the possible mutual occlusion situations and dialogue atmosphere between characters, using the reference character in the virtual dialogue scenario as a reference to position the target lens orientation that can present a better visual effect, and configuring a suitable virtual camera based on the target lens orientation and / or atmosphere information, enabling as many game characters as possible to fall within the shooting field of view of the camera and allowing players to intuitively perceive the dialogue atmosphere through the game scene. Especially when there are a large number of characters in the virtual dialogue scenario, it is beneficial to ensure the picture quality and effect of the virtual dialogue scenario and improve the viewing experience of players. In yet another aspect, the workload of manually arranging lenses is eliminated, greatly improving the production efficiency of virtual cameras, reducing the development cost of lens sequences in scenarios such as dialogues in games, and helping to improve the development efficiency.
[0069] The above description is only an overview of the technical solution of the present application. In order to be able to understand the technical means of the present application more clearly, it can be implemented according to the content of the specification. And in order to make the above and other purposes, features and advantages of the present application more obvious and understandable, the specific embodiments of the present application are specifically exemplified below. BRIEF DESCRIPTION OF THE DRAWINGS
[0070] The drawings described herein are used to provide a further understanding of the present application and constitute a part of the present application. The schematic embodiments of the present application and their descriptions are used to explain the present application and do not constitute an improper limitation to the present application. In the drawings:
[0071] Figure 1 FIG. 1 shows one of the flow diagrams of the method for processing a game scene according to an embodiment of the present application;
[0072] Figure 2 FIG. 2 shows another flow diagram of the method for processing a game scene according to an embodiment of the present application;
[0073] Figure 3 FIG. 3 shows one of the standing position diagrams provided by an embodiment of the present application;
[0074] Figure 4 FIG. 4 shows another standing position diagram provided by an embodiment of the present application;
[0075] Figure 5 FIG. 5 shows the structural block diagram of the device for processing a game scene according to an embodiment of the present application;
[0076] Figure 6The structural block diagram of the electronic device provided by the embodiment of the present application is shown. Detailed implementation manners
[0077] Next, the technical solutions in the embodiments of the present application will be clearly described in conjunction with the accompanying drawings in the embodiments of the present application. Obviously, the described embodiments are part of the embodiments of the present application, rather than all the embodiments. Based on the embodiments in the present application, all other embodiments obtained by those of ordinary skill in the art belong to the scope of protection of the present application.
[0078] The terms "first", "second", etc. in the specification and claims of the present application are used to distinguish similar objects, rather than to describe a specific order or sequence. It should be understood that such data can be interchanged under appropriate circumstances so that the embodiments of the present application can be implemented in an order other than those illustrated or described herein, and the objects distinguished by "first", "second", etc. are usually of the same category, and the number of objects is not limited. For example, the first object can be one or multiple. In addition, "and / or" in the specification and claims means at least one of the connected objects, and the character " / " generally represents an "or" relationship between the associated objects before and after.
[0079] Next, in conjunction with the accompanying drawings, the method, device, electronic device, and readable storage medium for processing game scenarios provided by the embodiments of the present application will be described in detail through specific embodiments and their application scenarios.
[0080] The embodiment of the present application provides a method for processing a game scenario, as Figure 1 shown, the method includes:
[0081] Step 101, obtain the lines and dialogue attribute information of the characters in the virtual dialogue scenario.
[0082] In the embodiment of the present application, the virtual dialogue scenario includes, but is not limited to, the task dialogue between task NPCs, the task dialogue between the player character and the task NPC, and the scenario of the dialogue content generated by the dialogue between player characters. In the embodiment of the present application, the virtual dialogue scenario is applicable to online games or stand-alone games, including, but not limited to, puzzle games, Massive Multiplayer Online Role-Playing Games (MMORPGs), competitive games, etc., so that when a task dialogue occurs between NPCs or player characters, the dialogue scenario is captured based on an automatically configured virtual camera, and then rendered into a scene picture and displayed through the display interface of the player's electronic device.
[0083] Among them, the dialogue attribute information of the characters in the virtual dialogue scenario includes the configuration information related to the dialogue with the characters. For example, the atmosphere information of the virtual dialogue scenario, the character to which the line belongs, the number of dialogue characters, the character positions, the character audio, the character emotions, the timing information of the lines, the action characteristic information of the character to which the line belongs, the identification label of the line, etc. These are not enumerated one by one in the embodiments of the present application. A line refers to the content generated by different dialogue characters in the virtual dialogue scenario. The position refers to the positional relationship between virtual characters. The atmosphere information refers to a distinctive and highly individualized atmosphere surrounding or belonging to a specific origin. For example, normal, tense, ambiguous, etc. The atmosphere information can be set by the creator of the line or can be matched by the system according to the intention and semantics of the line. The identification label of the line is used to mark special lines and can be set according to the needs of the line creator. For example, an animation label indicating that the character makes a large movement when speaking the line, or a music label inserting an accompaniment when speaking the line, etc. The timing information is used to record the front-back order of the output of multiple lines. The number of dialogue characters in the virtual dialogue scenario can be multiple.
[0084] Step 102: Determine the reference character and the screening conditions of the virtual dialogue scenario according to the positions of the characters in the virtual dialogue scenario.
[0085] Among them, the screening conditions include the atmosphere information and / or the target camera orientation of the reference character. The reference character faces the positions of other characters in the virtual dialogue scenario except the reference character. The target camera orientation of the reference character refers to the shooting direction, angle range, and position range of the camera lens relative to the reference character. The target camera orientation of the reference character can be determined according to the preset positioning rules. This is not specifically limited in the embodiments of the present application. For example, the target camera orientation is set to the left of the reference character with a 60% probability and to the right of the reference character with a 40% probability.
[0086] In this embodiment, the reference character facing the positions of other characters in the virtual dialogue scenario is found according to the character positions. At the same time, suitable virtual camera screening conditions are matched according to the character positions, so as to dynamically select the target virtual camera to shoot the virtual dialogue scenario and present different game pictures by using the atmosphere information and / or the target camera orientation of the reference character in the subsequent process. Thus, the diversity of the character perspective can be realized without manual lens arrangement, the dynamics of the dialogue scenario production is increased, and the immersion and substitution feelings of the player in the game are improved. The shooting perspective of the virtual camera is enriched.
[0087] In an embodiment of the present application, step 102, that is, determining the screening conditions according to the positions of the characters in the virtual dialogue scenario, specifically includes the following steps:
[0088] Step 102-1: If the positions of the characters in the virtual dialogue scenario conform to the target positions, determine that the screening conditions include the atmosphere information and the target camera orientation of the reference character.
[0089] Step 102-2: If the standing position of the character in the virtual dialogue scenario does not meet the target standing position, determine that the screening condition includes atmosphere information.
[0090] Among them, the target station is a position relationship with relatively compact stations, for example Figure 3 As shown, characters B and C stand side by side and face character A. Since the distance between characters B and C is small, when character B or character C talks to character A, if a virtual camera deployed near character B or character C is used to shoot character A, there may be some occlusion in some viewing angles. Figure 4 As shown, character A, character B, and character C stand facing each other, and there are large gaps between the three characters. The virtual cameras deployed near the characters can have a better field of view, and the possibility of occlusion is low. The occlusion problem can be easily avoided when deploying the virtual cameras, and there are more options for virtual cameras during subsequent shooting.
[0091] In this embodiment, whether the position of the character in the virtual dialogue scene meets the target position is determined to determine whether there is a relatively compact positional relationship between the characters. When the character position is the target position, it means that the space between some characters is small, and there may be a problem of mutual occlusion when the lens is shot. The target lens position and atmosphere information of the reference character are used as conditions for screening the target virtual camera. In this way, when the target virtual camera is shooting, the game character can fall into the camera's shooting field of view as much as possible, ensuring the presentation quality of the dialogue scene picture, and the player can intuitively perceive the dialogue atmosphere through the game picture, which is conducive to achieving an immersive game experience. On the contrary, when the character position is not the target position, it means that the character position is relatively loose, and there are more positions with better visual effects that can be deployed between the characters. The atmosphere information is used as a condition for screening the target virtual camera, thereby providing richer lenses for picture acquisition, better meeting the diverse presentation requirements of the virtual dialogue scene, and supporting the generation of more expressive lens sequences, thereby better expressing the plot and character emotions of the virtual dialogue scene.
[0092] Step 103 , select a target virtual camera from a general role lens library of the role to which the lines belong according to the screening conditions, and shoot the virtual dialogue scene through the target virtual camera.
[0093] Among them, the roles to which the lines belong include the output role (the speaker) and the receiving role (the dialogue target). The general role shot library (ConditionSpeaker) refers to a preset shot library determined by the output role (the speaker) and / or the receiving role (the dialogue target) of the dialogue. It includes multiple role shot libraries related to different roles. Each role shot library is pre-configured with multiple preset virtual cameras with shot parameters such as shot position, rotation angle, focal length, following target, and gazing target. The shot parameters of the preset virtual cameras deployed in the general role shot library can be reasonably set according to the shooting requirements of the virtual dialogue scenario, and the embodiments of the present application do not make specific limitations. For example, if the output role is role A and the receiving role is role B, the corresponding role shot library is denoted as LensA2B. The multiple preset virtual cameras in LensA2B are used to shoot multiple perspectives of role A speaking to role B. When the output role is role B and the receiving role is role A, the corresponding role shot library is denoted as LensB2A. The multiple preset virtual cameras in LensB2A are used to shoot multiple perspectives of role B speaking to role A. Similarly, if the output role is role B and the receiving role is role C, the corresponding role shot library is denoted as LensB2C. The multiple preset virtual cameras in LensB2C are used to shoot multiple perspectives of role B speaking to role C.
[0094] It is worth mentioning that the role shot libraries related to the same role in the general role shot library can be deployed in groups. For example, when it is necessary to configure 2 virtual cameras for role A, the shot library group {LensA2B, LensA2C} related to role A can be first selected from ConditionSpeaker, and then one virtual camera can be selected from LensA2B and LensA2C respectively.
[0095] In the embodiments of the present application, the lines and dialogue attribute information of the characters in the virtual dialogue scenario are obtained. According to the positional relationship between the characters in the virtual dialogue scenario, that is, the character standing positions, a reference character serving as a reference for the virtual camera position is located, as well as the screening conditions for the virtual camera matching the character standing positions, where the screening conditions include the atmosphere information in the dialogue attribute information and / or the target lens orientation of the reference character. A preset virtual camera is screened from the general character lens library of the character to which the line belongs as the target virtual camera according to the screening conditions, and the content captured by the target virtual camera is rendered and displayed to present a multi-perspective dialogue screen to the player. On the one hand, the screening conditions can be dynamically set according to the character standing positions, enabling the system to use different conditions to match virtual cameras with different lens parameters for shooting the virtual dialogue scenario and presenting different game screens, enriching the shooting perspectives of the virtual camera, increasing the dynamics of the dialogue scenario production, and realizing the flexible and automatic virtual camera configuration function in the virtual dialogue scenario. On the other hand, fully considering the possible mutual occlusion situation and dialogue atmosphere between characters, using the reference character in the virtual dialogue scenario as a reference to locate the target lens orientation that can present a better visual effect, and configuring a suitable virtual camera based on the target lens orientation and / or atmosphere information, so that as many game characters as possible fall into the shooting field of view of the camera and the player can intuitively perceive the dialogue atmosphere through the game screen. Especially in the case of a large number of characters in the virtual dialogue scenario, it is beneficial to ensure the picture quality and effect of the virtual dialogue scenario and improve the viewing experience of the player. On the other hand, the workload of manually arranging the lenses is saved, the production efficiency of the virtual camera is greatly improved, the development cost of the lens sequence in scenarios such as dialogues in the game is reduced, and the development efficiency is helped to be improved.
[0096] Exemplarily, as Figure 3 shown in the character standing positions, for each SingleLine (single sentence), when the output character is character A and the receiving character is character B, a lens is randomly selected from the character lens library configuration table (LensA2B) according to the target lens orientation, atmosphere, and the lens weight under this atmosphere, and applied. As Figure 4 shown in the standing positions, for each SingleLine (single sentence), when the output character is character B and the receiving character is character C, a lens is randomly selected from the character lens library configuration table (LensB2C) according to the atmosphere and the lens weight under this atmosphere, and applied.
[0097] In one embodiment of the present application, when the screening condition includes atmosphere information, screening a target virtual camera from the general character lens library of the character to which the line belongs in step 103 according to the screening condition specifically includes the following steps: matching the weight value of the atmosphere information with different preset virtual cameras in the general character lens library, and determining the preset virtual camera that matches the weight value of the atmosphere information as the target virtual camera.
[0098] It should be noted that the general character lens library includes at least one preset virtual camera, and different weight values correspond to at least one preset virtual camera in the same general character lens library.
[0099] In another embodiment of the present application, when the screening condition includes the target lens orientation of the reference character, screening a target virtual camera from the general character lens library of the character to which the line belongs in step 103 according to the screening condition specifically includes the following steps: determining the preset virtual camera in the general character lens library whose lens parameters meet the target lens orientation as the target virtual camera.
[0100] In one embodiment of the present application, before shooting the virtual dialogue scenario with the target virtual camera in step 103, the game scene processing method further includes: if it is determined according to the dialogue attribute information that a preset dialogue event occurs in the virtual dialogue scenario, updating the target virtual camera according to the priority of the preset dialogue event and the event lens library corresponding to the preset dialogue event.
[0101] Among them, the event lens library corresponding to the preset dialogue event is used to process dialogue events with different functions. Different preset dialogue events can be associated with different event lens libraries according to specific display functions, which are not specifically limited in the embodiments of the present application. The event lens library includes the general character lens library (ConditionSpeaker) and other special lens libraries, such as the dedicated character lens library (LensSpecial), the insert lens library (LensInsert), the turn head lens library (LensTurn), the take lens library (LensTake), the hand close-up lens library (LensHand), the large movement lens library (LensAction), the long shot lens library (LensTele), etc. The lens parameters of at least one preset virtual camera in the same event lens library are all within the lens parameter range corresponding to the event lens library, and the corresponding lens parameter ranges in different event lens libraries are different to facilitate adapting to different dialogue events.
[0102] It can be understood that for different positions, the same preset dialogue event can also correspond to different event lens libraries to achieve variable visual effect requirements.
[0103] It should be noted that different priorities of preset dialogue events associated with different positions are pre-configured in the system. Before or after determining the occurrence of a preset dialogue event, the priority of the preset dialogue event stored in the system that matches the position of the character in the virtual dialogue scenario is determined, so as to facilitate the screening of the target virtual camera through the preset priority. For example, taking Figure 3 the position shown as an example, the priority levels can be: First preset dialogue event / Second preset dialogue event > Sixth preset dialogue event > Third preset dialogue event > Fifth preset dialogue event > Fourth preset dialogue event. Taking Figure 4 the position shown as an example, the preset priority levels can be: First preset dialogue event / Second preset dialogue event > Third preset dialogue event > Fifth preset dialogue event > Fourth preset dialogue event > Sixth preset dialogue event.
[0104] In this embodiment, considering that when a character makes an action or is in a special scene, there are often multiple lines of dialogue content that interact with each other. When it is determined that a preset dialogue event occurs in the virtual dialogue scenario, it means that relatively special events such as lines and character actions have occurred in the dialogue scenario. At this time, the target virtual camera can be reselected according to the event shot library corresponding to the preset dialogue event with the highest priority, so as to highlight the expressiveness of the preset dialogue event, make the dialogue process in which the preset dialogue event occurs more flexible and rich in content visually, provide a more diverse shot perspective for the virtual dialogue scenario, and facilitate the generation of a more expressive shot sequence for the virtual dialogue scenario, greatly enhancing the attraction of the virtual dialogue scenario to players. In addition, since the priority is associated with the preset dialogue event, the operator does not need to set independent virtual camera screening rules for different preset dialogue events, which helps to simplify the configuration requirements for the operator, facilitates the reuse of the virtual camera screening rules, reduces the development cost of the shot sequence in the dialogue and other scenarios in the game, and improves the shot development efficiency.
[0105] Specifically, the following methods can be used to determine that a preset dialogue event occurs in the virtual dialogue scenario based on the dialogue attribute information:
[0106] Method 1: If the action feature information of the character to which the line belongs conforms to the target action, it is determined that the first preset dialogue event occurs in the virtual dialogue scenario.
[0107] Among them, the target action can be a giving action, a taking action, a turning action, etc., which can be reasonably set according to the actual visual effect requirements, and the embodiments of the present application do not make specific limitations.
[0108] In this embodiment, when the action feature information of the character to which the line belongs includes the action features related to the target action, it indicates that the target action appears in the virtual dialogue scenario, and then it is determined that the first preset dialogue event occurs, so that the perspective of the target virtual camera can follow the target action made by the character.
[0109] In the second method, if the line carries a target animation tag, it is determined that a second preset dialogue event occurs in the virtual dialogue scenario.
[0110] In this embodiment, when generating the lines, identification tags can be pre-marked for key lines or lines with special scenes. When it is detected that the line has a target animation tag for a large movement of the character, it is determined that the second preset dialogue event occurs, so that the perspective of the target virtual camera can highlight the large movement animation of the character.
[0111] Exemplarily, check whether the line hits a keyword. If it does, check whether the animation corresponding to the keyword has a target animation tag with a large movement. If so, the second preset dialogue event occurs.
[0112] In the third method, if the line is at the first target timing position in the timing information of the lines, it is determined that a third preset dialogue event occurs in the virtual dialogue scenario.
[0113] Among them, the first target timing position is used to mark the initial line or the ending line of the dialogue.
[0114] In this embodiment, if the line is at the position of the initial line or the ending line in the timing information, it is determined that a third preset dialogue event occurs in the virtual dialogue scenario, so that the perspective of the target virtual camera enables the player to perceive the start stage or the end stage of the dialogue, so that the player can quickly enter and exit the dialogue scenario.
[0115] In the fourth method, if the line is at the second target timing position in the timing information, it is determined that a fourth preset dialogue event occurs in the virtual dialogue scenario.
[0116] Among them, the second target timing position is used to mark the lines in the dialogue that require specified shots, such as long-shot, special shot, etc.
[0117] In this embodiment, if the line is at the position of the specified-shot line in the timing information of the lines, it is determined that a fourth preset dialogue event occurs in the virtual dialogue scenario. So as to adjust the perspective of the fixed character through variable virtual cameras, thereby reducing the boredom of the player.
[0118] Exemplarily, among the lines other than the initial line, consecutive lines (MultiLines) of the same output character, lines for giving items, lines for taking items, and lines with large dynamics, every 10 lines are designated as long-shots, that is, the fourth preset dialogue event is triggered every 10 lines. Or, there is a 30% probability of inserting a special shot, and the interval for inserting a special shot does not exceed 3 lines, that is, the second target timing position is determined according to the fourth trigger probability associated with the fourth preset dialogue event, and the fourth preset dialogue event is triggered every 1 - 3 lines.
[0119] Method Five: If consecutive lines in the timing information belong to the same output character, it is determined that the fifth preset dialogue event occurs in the virtual dialogue scenario.
[0120] In this embodiment, if consecutive lines in the timing information of the lines belong to the same output character, it indicates that the same output character speaks continuously. Multiple consecutive lines together form a line group with a multi-line structure, and it can be determined that the fifth preset dialogue event occurs in the virtual dialogue scenario. This is to facilitate adjusting the perspective of the fixed character through variable virtual cameras, thereby reducing the boredom of the player.
[0121] Method Six: If consecutive lines in the timing information of the lines belong to different output characters, it is determined that the sixth preset dialogue event occurs in the virtual dialogue scenario.
[0122] In this embodiment, if consecutive lines in the timing information of the lines belong to different output characters, it indicates that multiple characters speak alternately. Multiple consecutive lines together form a line group with an interactive structure, and it can be determined that the sixth preset dialogue event occurs in the virtual dialogue scenario. This is to facilitate adjusting the perspectives of multiple characters through variable virtual cameras, thereby avoiding the discomfort of the player caused by frequent camera switching.
[0123] Exemplarily, Table 1 is a timing table of a segment of lines. As shown in Table 1, according to the chronological order, the output characters corresponding to lines 1 to 8 are AAACBABC respectively. Each line in lines 1 to 8 corresponds to its own output character. Lines 1 to 3 are consecutive lines spoken by character A, and lines 3 to 8 are consecutive lines spoken by different characters alternately. Then, it can be determined that the fifth preset dialogue event occurs through lines 1 to 3, and the sixth preset dialogue event occurs through lines 3 to 8. Further, according to the priorities of the fifth preset dialogue event and the sixth preset dialogue event, the preset dialogue event to which line 3 belongs is determined. If the priority of the fifth preset dialogue event is higher than that of the sixth preset dialogue event, then lines 1 to 3 correspond to the fifth preset dialogue event, and lines 4 to 8 correspond to the sixth preset dialogue event; if the priority of the fifth preset dialogue event is higher than that of the sixth preset dialogue event, then lines 1 to 2 correspond to the fifth preset dialogue event, and lines 3 to 8 correspond to the sixth preset dialogue event.
[0124] Table 1
[0125]
[0126]
[0127] It can be understood that the preset dialogue events and their determination conditions can be reasonably set according to requirements such as the plot, style, and device, and are not limited to the solutions proposed in the embodiments of the present application. Other preset dialogue events may also be included. For example, when the line corresponds to a character making a pointing action, it can be determined that a dialogue event of the pointing action occurs; when music accompanies the appearance time of the line, it can be determined as a dialogue event of the accompaniment type, etc. The embodiments of the present application will not elaborate further.
[0128] Further, for the occurrence of the first preset dialogue event in the virtual dialogue scenario, the target virtual camera is updated according to the event lens library corresponding to the preset dialogue event. Specifically, if the character to which the line belongs is different from the character that generates the target action in the first preset dialogue event, the first virtual camera is screened from the event lens library of the first preset dialogue event corresponding to the character that generates the target action according to the screening conditions, and the target virtual camera is replaced with the first virtual camera.
[0129] In this embodiment, when the target action and the speaker are not the same output character during the dialogue, the virtual camera screened according to the current speaker is replaced with the first virtual camera corresponding to the character of the target action. Thus, the perspective is transferred to the perspective related to the character that generates the target action, so as to highlight the target action during the dialogue, make the virtual camera lens echo the dialogue action, and improve the visual effect.
[0130] Exemplarily, through the giver and receiver of the item, a lens is randomly selected from the corresponding general character lens library (ConditionSpeaker) according to the atmosphere and the lens weight under this atmosphere, and applied.
[0131] For the occurrence of the second preset dialogue event in the virtual dialogue scenario, the target virtual camera is updated according to the event lens library corresponding to the preset dialogue event. Specifically, the second virtual camera is screened from the event lens library corresponding to the second preset dialogue event according to the screening conditions, and the target virtual camera is replaced with the second virtual camera.
[0132] Exemplarily, when the second preset dialogue event is triggered during the dialogue, that is, the large dynamic logic is triggered, a lens is randomly selected from the LensAction (large amplitude action lens library) according to the atmosphere and the lens weight under this atmosphere and applied. Thus, the large amplitude action during the dialogue is highlighted, make the virtual camera lens echo the dialogue action, and improve the visual effect.
[0133] For a third preset dialogue event occurring in a virtual dialogue scenario, update the target virtual camera according to the event shot library corresponding to the preset dialogue event, specifically including: determining the target line based on the first trigger probability associated with the third preset dialogue event; and, if the line is the target line and the line belongs to a character other than the reference character in the virtual dialogue scenario, screening the third virtual camera from the event shot library corresponding to the third preset dialogue event according to the screening conditions, and replacing the target virtual camera with the third virtual camera.
[0134] Among them, the first trigger probability refers to the selection probability of the target line position. The first trigger probability can be determined by the system according to the standing positions of virtual characters in the virtual dialogue scenario, or can be set by the operator. The embodiments of the present application do not make specific limitations.
[0135] In this embodiment, the target line of the lens that needs to be replaced is determined through the first trigger probability, thereby realizing the random setting of the target line with a certain probability. There is no need to define a fixed target line. Even for the same line, different target virtual cameras may be used, meeting the personalized needs of diverse virtual camera lenses, increasing the dynamics of the dialogue scenario production, and thus presenting rich visual effects to players.
[0136] Exemplarily, taking Figure 3 the standing position shown as an example, the probability of replacing the second initial line is 20% through standing position matching, and the probability of replacing the first initial line is 80%. When the character to which the current line belongs is character A which is not the reference character, with an 80% probability, a virtual camera is randomly selected from the dedicated character shot library (LensSpecial) for processing rules related to characters B and C according to the target shot orientation, atmosphere, and the lens weight under this atmosphere of the position of character A and applied to the first initial line; with a 20% probability, a virtual camera is randomly selected from the dedicated character shot library (LensSpecial) for processing rules related to characters B and C according to the target shot orientation, atmosphere, and the lens weight under this atmosphere of the position of character A and applied to the second initial line.
[0137] Taking Figure 4 the standing position shown as an example, the probability of replacing the second initial line is 70% through standing position matching, and the probability of not replacing is 30%. When the character to which the current line belongs is character A which is not the reference character, with an 80% probability, a virtual camera is randomly selected from the long-shot library (LensTele) related to characters B and C according to the target shot orientation, atmosphere, and the lens weight under this atmosphere of the position of character A and applied to the second initial line.
[0138] For the occurrence of the fourth preset dialogue event in the virtual dialogue scenario, update the target virtual camera according to the event shot library corresponding to the preset dialogue event, specifically including: screening the fourth virtual camera from the event shot library corresponding to the fourth preset dialogue event according to the screening conditions, and replacing the target virtual camera with the fourth virtual camera.
[0139] In this embodiment, if the fourth preset dialogue event is triggered, it indicates that a long shot is required for this line of dialogue, and the fourth virtual camera is screened from the corresponding long shot library and applied. This makes the configuration of the virtual camera flexible and variable, realizes the dynamic configuration of the camera lens, helps to show the diversity and depth of the plot, and improves the accuracy of the player's understanding of the dialogue content.
[0140] For the occurrence of the fifth preset dialogue event in the virtual dialogue scenario, update the target virtual camera according to the event shot library corresponding to the preset dialogue event, specifically including: determining the number of lines in the first line group corresponding to the fifth preset dialogue event; and determining the shot distribution rule associated with the number of lines and the second trigger probability of the shot distribution rule; and screening the fifth virtual camera of the character to which the line belongs from the event shot library corresponding to the fifth preset dialogue event according to the screening conditions, and replacing the target virtual camera with the fifth virtual camera according to the second trigger probability.
[0141] Among them, the first line group includes multiple consecutive lines belonging to the same output character.
[0142] In this embodiment, the lines in the first line group are divided according to the target shot allocation rule and the second trigger probability of the shot distribution rule, and the corresponding fifth virtual camera is allocated according to the division result. Thus, the appropriate shot distribution rule is dynamically selected according to the number of lines, enabling the virtual camera to be switched multiple times when a character speaks continuously, allowing the player to observe the dialogue scenario from multiple perspectives, avoiding the boredom caused by using the same perspective for a long time, and enhancing the display effect of the multi-line structured lines and characters.
[0143] Exemplarily, for Figure 3 and Figure 4For the MultiLines (the first line group) generated in the middle position, first determine the number of lines in the first line group. When the number of lines in the first line group is 2, randomly select 1 virtual camera corresponding to a speaker from the ConditionSpeaker configuration table according to the atmosphere and the shot weight in that atmosphere, and apply it to the 2 lines of the first line group with a 100% probability (the second trigger probability). That is, the 2 lines share one virtual camera. When the number of lines in the first line group is 3, randomly select 2 virtual cameras corresponding to speakers from the ConditionSpeaker configuration table according to the atmosphere and the shot weight in that atmosphere. With a 100% probability, the first virtual camera covers the 1st and 2nd lines, that is, the 1st and 2nd lines share one virtual camera, and the second virtual camera covers the 3rd line. When the number of lines in the first line group is 4, with a 50% probability (the second trigger probability), randomly select 2 virtual cameras corresponding to speakers from the ConditionSpeaker configuration table according to the atmosphere and the shot weight in that atmosphere. The first virtual camera covers the 1st and 2nd lines, and the second virtual camera covers the 3rd and 4th lines; with a 50% probability, randomly select 3 virtual cameras corresponding to speakers from the ConditionSpeaker configuration table according to the atmosphere and the shot weight in that atmosphere. The first virtual camera covers the 1st and 2nd lines, the second virtual camera covers the 3rd line, and the third virtual camera covers the 4th line. When the number of lines in the first line group is equal to 5, randomly select 3 virtual cameras corresponding to speakers from the ConditionSpeaker configuration table according to the atmosphere and the shot weight in that atmosphere. With a 50% probability, the first virtual camera covers the 1st and 2nd lines, the second virtual camera covers the 3rd line, and the third virtual camera covers the 4th and 5th lines; with a 50% probability, the first virtual camera covers the 1st and 2nd lines, the second virtual camera covers the 3rd and 4th lines, and the third virtual camera covers the 5th line. When the number of lines in the first line group is greater than 5, take 5 lines as a group, and the lines after the 5th line refer to the distribution rules of the 1st to 5th lines. For example, the 6th line is processed as a single-line (SingleLine), that is, the target virtual camera is selected from the general role shot library of the character to which the line belongs according to the screening conditions, and the 7th to 10th lines are processed in the same way as the above fifth preset dialogue event (MultiLines).
[0144] For the occurrence of the sixth preset dialogue event in the virtual dialogue scenario, update the target virtual camera according to the event shot library corresponding to the preset dialogue event, specifically including: determining the first character dialogue sequence of the second line group according to the timing information of the second line group corresponding to the sixth preset dialogue event and the output character to which the line belongs; and, if the line belongs to other characters in the virtual dialogue scenario except the benchmark character, screening the sixth virtual camera from the event shot library corresponding to the sixth preset dialogue event according to the screening conditions, and replacing the target virtual camera with the sixth virtual camera according to the third trigger probability associated with the first character dialogue sequence; wherein, the second line group includes multiple consecutive lines belonging to different characters.
[0145] It is worth mentioning that in a multi-person dialogue scenario, the more characters there are, the greater the possibility of generating an interactive structure of the second line group. If the number of lines in the second line group is too large, it will cause confusion in the virtual camera configuration. Therefore, when the number of lines in the second line group is greater than the preset threshold, the lines in the second line group can be segmented according to the preset segmentation rules, so as to cut the continuous lines into multiple short line segments, and then the line segments are used as independent individuals of the sixth preset dialogue event for screening and configuration of the sixth virtual camera. This not only reduces the efficiency of the system in processing the lines of the sixth preset dialogue event and ensures the accuracy of the virtual camera configuration, but also facilitates adding other pictures between dialogues, improves the visual rhythm, and makes the player more engaged and attracted. Among them, the segmentation rules can be segmentation after reaching a certain number, satisfying that there is exactly one line corresponding to the same output character in the continuous lines, satisfying that the continuous conjunctions belong to different characters, or appearing a specified sequence structure, etc. The embodiments of the present application will not list them one by one. Taking Table 1 as an example, according to the chronological order, the output characters corresponding to lines 1 to 8 are AAACBABC respectively. Lines 3 to 8 are used as the second line group of the sixth preset dialogue event, and the corresponding first character dialogue sequence is ACBABC. This first character dialogue sequence can be further segmented into ACB, ABC or ACBA, BC.
[0146] In this embodiment, the character order of the second line group is associated with the update of the virtual camera. On the premise of ensuring the coherence of the dialogue plot, it can accurately express the dialogue process between characters, highlight the personalities and characteristics of different characters, enable the player to clearly understand the speaking order of each character, and facilitate understanding the plot and the relationship between characters. At the same time, it avoids the possible problem of camera occlusion when the standing positions are compact, which is beneficial to improving the quality of the overall picture. In addition, different update strategies triggered by the second trigger probability are used to perform the update operation of the target virtual camera corresponding to the character to which the line belongs, so as to achieve the randomness of different camera replacements with a certain probability, make the configuration of the target virtual camera flexible and changeable, realize the dynamic configuration of the target virtual camera, help to show the diversity and depth of the plot, and improve the player's understanding accuracy of the dialogue content.
[0147] Exemplarily, taking the Figure 3 character positions in [] as an example, when the first character dialogue sequence of the second line group is ACAB, the lines belonging to character A do not update the target virtual camera. When the current line belongs to character B or character C, with a 60% probability (the third trigger probability), a virtual camera is randomly selected from the dedicated character lens library (LensSpecial) for processing rules related to characters BC according to the target lens orientation, atmosphere, and lens weight under this atmosphere of character A's positioning, and applied to the lines spoken by characters B and C. With a 40% probability, the target virtual cameras corresponding to characters B and C are not updated.
[0148] When the first character dialogue sequence of the second line group is ABC, the lines belonging to character A do not update the target virtual camera. When the current line belongs to character B or character C, with a 30% probability, a virtual camera is randomly selected from the dedicated character lens library (LensSpecial) for processing rules related to characters BC according to the target lens orientation, atmosphere, and lens weight under this atmosphere of character A's positioning, and applied to the lines spoken by character B. With a 30% probability, a virtual camera is randomly selected from the dedicated character lens library (LensSpecial) for processing rules related to characters BC according to the target lens orientation, atmosphere, and lens weight under this atmosphere of character A's positioning, and applied to the lines spoken by character C. With a 40% probability, the target virtual cameras corresponding to characters B and C are not updated.
[0149] When the first character dialogue sequence of the second line group is ACB, the lines belonging to character A do not update the target virtual camera. When the current line belongs to character B or character C, with a 30% probability, a virtual camera is randomly selected from the dedicated character lens library (LensSpecial) for processing rules related to characters BC according to the target lens orientation, atmosphere, and lens weight under this atmosphere of character A's positioning, and applied to the lines spoken by characters B and C. With a 30% probability, a virtual camera is randomly selected from the dedicated character lens library (LensSpecial) for processing rules related to characters BC according to the target lens orientation, atmosphere, and lens weight under this atmosphere of character A's positioning, and applied to the lines spoken by character C. With a 40% probability, the target virtual cameras corresponding to characters B and C are not updated.
[0150] In an embodiment of the present application, as Figure 2 shown, the method for processing the game scene further includes:
[0151] Step 201: Determine the second character dialogue sequence according to the character to which the line in the dialogue attribute information belongs and the timing information of the line.
[0152] Among them, arranging the output characters to which the lines belong according to the time sequence of all lines can form a second character dialogue sequence. For example, if the first line is character A speaking to character B, and the second line is character B speaking to character C, then the second character dialogue sequence is AB. Or connecting the output character and the receiving character to which each line belongs in sequence according to the time sequence of all lines to form a second character dialogue sequence. For example, if the first line is character A speaking to character B, and the second line is character B speaking to character C, then the second character dialogue sequence is ABBC.
[0153] Step 202, if it is determined that the second character dialogue sequence conforms to the preset repair rule, screen for standby virtual cameras from the standby character lens library according to the rule content and screening conditions corresponding to the preset repair rule.
[0154] Further, in an embodiment, determining that the second character dialogue sequence conforms to the preset repair rule in step 302 specifically includes: if there is a loop structure in the second character dialogue sequence, and the character before the loop structure is different from the character after the loop structure, it is determined that the second character dialogue sequence conforms to the first preset repair rule; if there is a loop structure in the second character dialogue sequence, and the character before the loop structure is the same as the character after the loop structure, it is determined that the second character dialogue sequence conforms to the second preset repair rule.
[0155] Among them, the characters in the loop structure are arranged alternately.
[0156] In this embodiment, the problem of axis crossing caused by frequent switching during camera configuration in the same and continuous alternating loop structure is fully considered. According to different loop structure situations, corresponding repair rules are adopted to repair the missing or incorrect dialogue pictures, which can make the presentation of the dialogue scenario more smooth and coherent.
[0157] It can be understood that the rule content of different preset repair rules can be reasonably set according to the actual severity of axis crossing, and the embodiments of the present application do not make specific limitations.
[0158] Step 203, perform axis crossing repair processing on the target virtual camera according to the standby virtual camera.
[0159] Among them, the lens parameters of the preset virtual camera in the general character lens library and the preset virtual camera in the standby character lens library are different. Taking character A as an example, the general character lens library is denoted as LensA2B, and the standby character lens library is denoted as LensA2B02. The formats of their lens parameters are the same but the contents are different.
[0160] It should be noted that the axis refers to an imaginary straight line or curve formed by the line of sight direction of the object being photographed, the movement direction, and the relationship between different objects. When setting up and shooting a virtual camera position, the axis rule should be observed, that is, the camera position is set within the area on one side of the axis. Otherwise, setting the camera position outside the area on one side of the axis is called "crossing the axis". If the problem of crossing the axis occurs, it will cause the player to have a confused perception of the spatial relationship of the characters in the scene. In this embodiment, all the second-character dialogue sequences of all the lines in the virtual dialogue scenario are determined by traversing all the lines. When the second-character dialogue sequence meets the preset repair rules for axis-crossing repair, spare virtual cameras are selected from the spare character lens library according to the rule content and screening conditions of the preset repair rules, and the target virtual camera with the axis-crossing problem is used to adjust the lens parameters such as the lens position, angle, or zoom of the target virtual camera used for shooting, so that the line or character being photographed returns to the correct display area, ensuring the consistency between the lens perspective and the dialogue characters, thereby solving the axis-crossing problem in the game screen, optimizing the character performance and visual effects, and enhancing the user experience.
[0161] Exemplarily, taking the Figure 3 standing positions in... as an example for illustration, when the character order of the lines appears as ABCBC... (... is the BC cycle), the lines of character A should use the virtual camera in the spare character lens library LensA2B02, the lines of character B should use the virtual camera in the spare character lens library LensB2C02, and the lines of character C should use the virtual camera in the spare character lens library LensC2B02. When the character order of the lines appears as ABCBC...A (... is the BC cycle), the first line of character A should use the virtual camera in the spare character lens library LensA2B02, and for the second line of character A, according to the character after speaking, the virtual camera in the spare character lens library LensA2B02 or the virtual camera in the spare character lens library LensA2C02 should be used. The lines of character B should use the virtual camera in the spare character lens library LensB2C02, and the lines of character C should use the virtual camera in the spare character lens library LensC2B02.
[0162] Similarly, when the role order of the lines appears as ACBCB... (... is a CB cycle), the lines of role A should use the virtual camera in the spare role lens library LensA2C02. The lines of role B should use the virtual camera in the spare role lens library LensB2C02. The lines of role C should use the virtual camera in the spare role lens library LensC2B02. When the role order of the lines appears as ACBCB... AX (... is a CB cycle), the first line of role A should use the virtual camera in the spare role lens library LensA2C02. The first line of role A should, according to the role after speaking, use the virtual camera in the spare role lens library LensA2B02 or the virtual camera in the spare role lens library LensA2C02. The lines of role B should use the virtual camera in the spare role lens library LensB2C02. The lines of role C should use the virtual camera in the spare role lens library LensC2B02.
[0163] It can be understood that when the lines simultaneously meet the preset repair rules and the preset dialogue events, since the target virtual camera also needs to be updated after the preset dialogue events are triggered, the target virtual camera with the axis-crossing problem is likely to be replaced, thus correcting the lens orientation. Therefore, the axis-crossing repair rules should not be applied when the specified preset dialogue events occur, so as to avoid unnecessary work of the system and save the consumption of system resources.
[0164] It should be noted that the magnitudes of the sequence numbers of the steps in the above embodiments do not mean the order of execution. The execution order of each process should be determined according to its function and internal logic, and should not constitute any limitation to the implementation process of the embodiments of the present application.
[0165] As a specific implementation of the above method for processing game scenarios, an embodiment of the present application provides a device for processing game scenarios. As Figure 5 shown, the device 500 for processing game scenarios includes: an acquisition module 501, a first determination module 502, and a scenario processing module 503.
[0166] Among them, the acquisition module 501 is used to acquire the lines and dialogue attribute information of the characters in the virtual dialogue scenario, where the dialogue attribute information includes atmosphere information;
[0167] The first determination module 502 is used to determine the reference character and screening conditions of the virtual dialogue scenario according to the positions of the characters in the virtual dialogue scenario, where the screening conditions include atmosphere information and / or the target lens orientation of the reference character, and the reference character faces the positions of other characters in the virtual dialogue scenario except the reference character;
[0168] The scene processing module 503 is configured to screen a target virtual camera from the general character shot library of the character to which the line belongs according to the screening conditions, and shoot a virtual dialogue scenario through the target virtual camera.
[0169] In a possible implementation manner, the scene processing module 503 is further configured to, if it is determined according to the dialogue attribute information that a preset dialogue event occurs in the virtual dialogue scenario, update the target virtual camera according to the priority of the preset dialogue event and the event shot library corresponding to the preset dialogue event, where the priority is determined according to the positions of the characters in the virtual dialogue scenario, and the dialogue attribute information includes at least one of the character to which the line belongs, the timing information of the line, the action feature information of the character to which the line belongs, the identification label of the line, and the atmosphere information.
[0170] In a possible implementation manner, the game scene processing device 500 further includes: a second determination module (not shown in the figure), where the second determination module is configured to, when the dialogue attribute information includes the action feature information of the character to which the line belongs, determine that a first preset dialogue event occurs in the virtual dialogue scenario if the action feature information conforms to the target action; and, when the dialogue attribute information includes the identification label of the line, determine that a second preset dialogue event occurs in the virtual dialogue scenario if the line carries the target animation label; and, when the dialogue attribute information includes the timing information of the line, determine that a third preset dialogue event occurs in the virtual dialogue scenario if the line is located at the first target timing position in the timing information; and, when the dialogue attribute information includes the timing information of the line, determine that a fourth preset dialogue event occurs in the virtual dialogue scenario if the line is located at the second target timing position in the timing information; and, when the dialogue attribute information includes the timing information of the line and the character to which the line belongs, determine that a fifth preset dialogue event occurs in the virtual dialogue scenario if the consecutive lines in the timing information all belong to the same output character; and, when the dialogue attribute information includes the timing information of the line and the character to which the line belongs, determine that a sixth preset dialogue event occurs in the virtual dialogue scenario if the consecutive lines in the timing information belong to different output characters.
[0171] In a possible implementation manner, the scene processing module 503 is specifically configured to, if it is determined that a first preset dialogue event occurs in the virtual dialogue scenario and the character to which the line belongs is different from the character that generates the target action, screen a first virtual camera from the event shot library of the first preset dialogue event corresponding to the character that generates the target action according to the screening conditions, and replace the target virtual camera with the first virtual camera.
[0172] In a possible implementation manner, the scene processing module 503 is specifically configured to, if it is determined that a second preset dialogue event occurs in the virtual dialogue scenario, screen a second virtual camera from the event shot library corresponding to the second preset dialogue event according to the screening conditions, and replace the target virtual camera with the second virtual camera.
[0173] In a possible implementation manner, the scene processing module 503 is specifically configured to, if it is determined that a third preset dialogue event occurs in the virtual dialogue scene, determine a target line according to a first trigger probability associated with the third preset dialogue event; and, if the line is the target line and the line belongs to a character other than the reference character in the virtual dialogue scene, screen a third virtual camera from the event shot library corresponding to the third preset dialogue event according to a screening condition, and replace the target virtual camera with the third virtual camera.
[0174] In a possible implementation manner, the scene processing module 503 is specifically configured to, if it is determined that a fourth preset dialogue event occurs in the virtual dialogue scene, screen a fourth virtual camera from the event shot library corresponding to the fourth preset dialogue event according to a screening condition, and replace the target virtual camera with the fourth virtual camera.
[0175] In a possible implementation manner, the scene processing module 503 is specifically configured to, if it is determined that a fifth preset dialogue event occurs in the virtual dialogue scene, determine the number of lines in a first line group corresponding to the fifth preset dialogue event; and determine a shot distribution rule and a second trigger probability of the shot distribution rule associated with the number of lines; and screen a fifth virtual camera of the character to which the line belongs from the event shot library corresponding to the fifth preset dialogue event according to a screening condition, and replace the target virtual camera with the fifth virtual camera according to the second trigger probability, where the first line group includes multiple consecutive lines belonging to the same output character.
[0176] In a possible implementation manner, the scene processing module 503 is specifically configured to, if it is determined that a sixth preset dialogue event occurs in the virtual dialogue scene, determine a first character dialogue sequence of a second line group according to the timing information of the second line group corresponding to the sixth preset dialogue event and the output character to which the line belongs; and, if the line belongs to a character other than the reference character in the virtual dialogue scene, screen a sixth virtual camera from the event shot library corresponding to the sixth preset dialogue event according to a screening condition, and replace the target virtual camera with the sixth virtual camera according to a third trigger probability associated with the first character dialogue sequence; where the second line group includes multiple consecutive lines belonging to different characters.
[0177] In a possible implementation manner, the first determination module 502 is specifically configured to, if the standing positions of the characters in the virtual dialogue scene conform to the target standing positions, determine that the screening condition includes atmosphere information and a target shot orientation; and, if the standing positions of the characters in the virtual dialogue scene do not conform to the target standing positions, determine that the screening condition includes atmosphere information.
[0178] In a possible implementation manner, the first determination module 502 is further configured to determine a second character dialogue sequence according to the character to which the line in the dialogue attribute information belongs and the timing information of the line; the processing device 500 for the game scene further includes: a correction module (not shown in the figure), where the correction module is configured to, if it is determined that the second character dialogue sequence conforms to a preset repair rule, screen a spare virtual camera from the spare character lens library according to the rule content and screening conditions corresponding to the preset repair rule; and perform off-axis repair processing on the target virtual camera according to the spare virtual camera; where the lens parameters of the preset virtual camera in the general character lens library are different from those of the preset virtual camera in the spare character lens library.
[0179] In a possible implementation manner, specifically, the correction module is configured to, if there is a loop structure in the second character dialogue sequence and the character before the loop structure is different from the character after the loop structure, determine that the second character dialogue sequence conforms to the first preset repair rule; if there is a loop structure in the second character dialogue sequence and the character before the loop structure is the same as the character after the loop structure, determine that the second character dialogue sequence conforms to the second preset repair rule; where the characters in the loop structure are arranged alternately.
[0180] The processing device 500 for the game scene in the embodiments of the present application may be an electronic device or a component in an electronic device, such as an integrated circuit or a chip. The electronic device may be a terminal or other devices other than the terminal. Exemplarily, the electronic device may be a mobile phone, a tablet computer, a notebook computer, a handheld computer, an in-vehicle electronic device, a Mobile Internet Device (MID), an Augmented Reality (AR) / Virtual Reality (VR) device, a robot, a wearable device, an Ultra-Mobile Personal Computer (UMPC), a netbook, or a Personal Digital Assistant (PDA), etc., and may also be a server, a Network Attached Storage (NAS), a Personal Computer (PC), a Television (TV), a teller machine, or a self-service machine, etc. The embodiments of the present application do not make specific limitations.
[0181] The processing device 500 for the game scene provided in the embodiments of the present application can implement Figure 1 and Figure 2 each process implemented by the embodiment of the game scene processing method, and for the sake of brevity, it will not be repeated here.
[0182] The embodiments of the present application further provide an electronic device, such as Figure 6 As shown, the electronic device 600 includes a processor 601 and a memory 602. A program or instruction that can run on the processor 601 is stored on the memory 602. When the program or instruction is executed by the processor 601, each step of the processing method embodiment of the above game scenario is implemented, and the same technical effect can be achieved. To avoid repetition, it will not be elaborated here.
[0183] It should be noted that the electronic devices in the embodiments of the present application include mobile electronic devices and non-mobile electronic devices.
[0184] The memory 602 can be used to store software programs and various data. The memory 602 mainly includes a first storage area for storing programs or instructions and a second storage area for storing data. Among them, the first storage area can store an operating system, application programs or instructions required for at least one function (such as a sound playback function, an image playback function, etc.). In addition, the memory 602 can include a volatile memory or a non-volatile memory, or the memory 602 can include both a volatile memory and a non-volatile memory. Among them, the non-volatile memory can be a read-only memory (ROM), a programmable read-only memory (PROM), an erasable programmable read-only memory (EPROM), an electrically erasable programmable read-only memory (EEPROM), or a flash memory. The volatile memory can be a random access memory (RAM), a static random access memory (SRAM), a dynamic random access memory (DRAM), a synchronous dynamic random access memory (SDRAM), a double data rate synchronous dynamic random access memory (DDR SDRAM), an enhanced synchronous dynamic random access memory (ESDRAM), a synch link dynamic random access memory (SLDRAM), and a direct rambus random access memory (DRRAM). The memory 602 in the embodiments of the present application includes but is not limited to these and any other suitable types of memories.
[0185] The processor 601 may include one or more processing units; optionally, the processor 601 integrates an application processor and a modem processor. Among them, the application processor mainly processes operations related to the operating system, user interface, application programs, etc., and the modem processor mainly processes wireless communication signals, such as a baseband processor. It can be understood that the above-mentioned modem processor may not be integrated into the processor 601 either.
[0186] The embodiments of the present application also provide a readable storage medium, on which a program or instruction is stored. When the program or instruction is executed by a processor, it implements each process of the above-mentioned embodiment of the processing method for the game scenario, and can achieve the same technical effect. To avoid repetition, it will not be elaborated here.
[0187] The embodiments of the present application also provide a chip, which includes a processor and a communication interface. The communication interface is coupled to the processor, and the processor is used to run a program or instruction to implement each process of the above-mentioned embodiment of the processing method for the game scenario, and can achieve the same technical effect. To avoid repetition, it will not be elaborated here.
[0188] It should be understood that the chip mentioned in the embodiments of the present application may also be referred to as a system-on-chip, system chip, chip system, or system-on-chip, etc.
[0189] The embodiments of the present application also provide a computer program product, which is stored in a storage medium. The program product is executed by at least one processor to implement each process of the above-mentioned embodiment of the processing method for the game scenario, and can achieve the same technical effect. To avoid repetition, it will not be elaborated here.
[0190] It should be noted that in this article, the term "including", "comprising", or any other variant thereof is intended to cover non-exclusive inclusion, so that a process, method, article, or device including a series of elements not only includes those elements, but also includes other elements not explicitly listed, or further includes elements inherent to such process, method, article, or device. Without more limitations, an element defined by the statement "including one..." does not exclude the existence of another identical element in the process, method, article, or device including that element. In addition, it should be pointed out that the methods and devices in the embodiments of the present application are not limited to performing functions in the order shown or discussed. They may also include performing functions in a substantially simultaneous manner or in the reverse order according to the functions involved. For example, the described method may be executed in an order different from that described, and various steps may be added, omitted, or combined. Additionally, the features described with reference to certain examples may be combined in other examples.
[0191] The embodiments of the present application have been described above in conjunction with the accompanying drawings. However, the present application is not limited to the above specific embodiments. The above specific embodiments are merely illustrative rather than restrictive. Under the inspiration of the present application, those of ordinary skill in the art can also make many forms without departing from the purpose of the present application and the scope protected by the claims, and all of them fall within the protection scope of the present application.
Claims
1. A method for processing a game scene, characterized in that, Including: Obtaining the lines of the characters in the virtual dialogue scenario and the dialogue attribute information, where the dialogue attribute information includes atmosphere information; Determining the reference character and the screening conditions of the virtual dialogue scenario according to the positions of the characters in the virtual dialogue scenario, where the screening conditions include the atmosphere information and / or the target camera orientation of the reference character, and the reference character faces the positions of other characters in the virtual dialogue scenario except the reference character; Screening a target virtual camera from the general character camera library of the character to which the line belongs according to the screening conditions, and shooting the virtual dialogue scenario through the target virtual camera.
2. The method according to claim 1, wherein The method further includes: If it is determined according to the dialogue attribute information that a preset dialogue event occurs in the virtual dialogue scenario, updating the target virtual camera according to the priority of the preset dialogue event and the event camera library corresponding to the preset dialogue event, where the priority is determined according to the positions of the characters in the virtual dialogue scenario, and the dialogue attribute information includes at least one of the character to which the line belongs, the timing information of the line, the action feature information of the character to which the line belongs, the identification label of the line, and the atmosphere information.
3. The method according to claim 2, wherein The method further includes: When the dialogue attribute information includes the action feature information of the character to which the line belongs, if the action feature information conforms to the target action, it is determined that a first preset dialogue event occurs in the virtual dialogue scenario; When the dialogue attribute information includes the identification label of the line, if the line carries a target animation label, it is determined that a second preset dialogue event occurs in the virtual dialogue scenario; When the dialogue attribute information includes the timing information of the line, if the line is at the first target timing position in the timing information, it is determined that a third preset dialogue event occurs in the virtual dialogue scenario; When the dialogue attribute information includes the timing information of the line, if the line is at the second target timing position in the timing information, it is determined that a fourth preset dialogue event occurs in the virtual dialogue scenario; When the dialogue attribute information includes the timing information of the line and the character to which the line belongs, if the consecutive lines in the timing information all belong to the same output character, it is determined that a fifth preset dialogue event occurs in the virtual dialogue scenario; When the dialogue attribute information includes the timing information of the line and the character to which the line belongs, if the consecutive lines in the timing information belong to different output characters, it is determined that a sixth preset dialogue event occurs in the virtual dialogue scenario.
4. The method according to claim 1, characterized in that The updating the target virtual camera according to the event camera library corresponding to the preset dialogue event includes: If it is determined that the first preset dialogue event occurs in the virtual dialogue scenario and the character to which the line belongs is different from the character generating the target action, screening a first virtual camera from the event camera library of the first preset dialogue event corresponding to the character generating the target action according to the screening conditions, and replacing the target virtual camera with the first virtual camera; If it is determined that a second preset dialogue event occurs in the virtual dialogue scenario, a second virtual camera is screened from the event shot library corresponding to the second preset dialogue event according to the screening conditions, and the target virtual camera is replaced with the second virtual camera; If it is determined that a third preset dialogue event occurs in the virtual dialogue scenario, a target line is determined according to a first trigger probability associated with the third preset dialogue event; and, if the line is the target line and the line belongs to a character other than the reference character in the virtual dialogue scenario, a third virtual camera is screened from the event shot library corresponding to the third preset dialogue event according to the screening conditions, and the target virtual camera is replaced with the third virtual camera; If it is determined that a fourth preset dialogue event occurs in the virtual dialogue scenario, a fourth virtual camera is screened from the event shot library corresponding to the fourth preset dialogue event according to the screening conditions, and the target virtual camera is replaced with the fourth virtual camera; If it is determined that a fifth preset dialogue event occurs in the virtual dialogue scenario, the number of lines in a first line group corresponding to the fifth preset dialogue event is determined; and a shot distribution rule associated with the number of lines and a second trigger probability of the shot distribution rule are determined; and a fifth virtual camera of the character to which the line belongs is screened from the event shot library corresponding to the fifth preset dialogue event according to the screening conditions, and the target virtual camera is replaced with the fifth virtual camera according to the second trigger probability, where the first line group includes multiple consecutive lines belonging to the same output character; If it is determined that a sixth preset dialogue event occurs in the virtual dialogue scenario, a first character dialogue sequence of a second line group is determined according to the timing information of the second line group corresponding to the sixth preset dialogue event and the output character to which the line belongs; and, if the line belongs to a character other than the reference character in the virtual dialogue scenario, a sixth virtual camera is screened from the event shot library corresponding to the sixth preset dialogue event according to the screening conditions, and the target virtual camera is replaced with the sixth virtual camera according to a third trigger probability associated with the first character dialogue sequence; where the second line group includes multiple consecutive lines belonging to different characters.
5. The method according to any one of claims 1 to 4, characterized in that, The determining the screening conditions according to the positions of the characters in the virtual dialogue scenario includes: If the positions of the characters in the virtual dialogue scenario conform to the target positions, it is determined that the screening conditions include the atmosphere information and the target camera orientation; If the positions of the characters in the virtual dialogue scenario do not conform to the target positions, it is determined that the screening conditions include the atmosphere information.
6. The method according to any one of claims 1 to 4, characterized in that The method further includes: Determining a second character dialogue sequence according to the character to which the line belongs in the dialogue attribute information and the timing information of the line; If it is determined that the second character dialogue sequence conforms to a preset repair rule, a spare virtual camera is screened from a spare character shot library according to the rule content corresponding to the preset repair rule and the screening conditions; Performing an axis-crossing repair process on the target virtual camera according to the spare virtual camera; Among them, the lens parameters of the preset virtual cameras in the general character lens library are different from those of the preset virtual cameras in the spare character lens library.
7. The method according to claim 6, wherein The method further includes: If there is a loop structure in the second character dialogue sequence and the characters before and after the loop structure are different, it is determined that the second character dialogue sequence conforms to the first preset repair rule; If there is a loop structure in the second character dialogue sequence and the characters before and after the loop structure are the same, it is determined that the second character dialogue sequence conforms to the second preset repair rule; Among them, the characters in the loop structure are arranged alternately.
8. A processing device for a game scene, characterized in that, It includes: An acquisition module, configured to acquire the lines of the characters in the virtual dialogue scenario and the dialogue attribute information, where the dialogue attribute information includes atmosphere information; A first determination module, configured to determine the reference character and the screening conditions of the virtual dialogue scenario according to the positions of the characters in the virtual dialogue scenario, where the screening conditions include the atmosphere information and / or the target lens orientation of the reference character, and the reference character faces the positions of other characters in the virtual dialogue scenario except the reference character; A scene processing module, configured to screen a target virtual camera from the general character lens library of the character to which the line belongs according to the screening conditions, and perform shooting of the virtual dialogue scenario through the target virtual camera.
9. An electronic device, characterized in that, It includes a processor and a memory, and the memory stores a program or instruction that runs on the processor. When the program or instruction is executed by the processor, the steps of the processing method of the game scene according to any one of claims 1 to 7 are implemented.
10. A readable storage medium having a program or instructions stored thereon, characterized in that, When the program or instruction is executed by the processor, the steps of the processing method of the game scene according to any one of claims 1 to 7 are implemented.