Riding interaction method, device, equipment, medium and program product

By creating animation blueprints and configuring nodes, diverse riding performances for virtual characters and pet virtual characters were achieved, solving the problem of insufficient riding performance in existing technologies and improving the display efficiency of riding animations and human-computer interaction efficiency.

CN121243767APending Publication Date: 2026-01-02TENCENT TECHNOLOGY (SHENZHEN) CO LTD
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Patent Information

Application Number
CN202511615368.3
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-11-05
Publication Date
2026-01-02

AI Technical Summary

Technical Problem

Existing technologies lack complete interactive solutions for riding virtual characters and pet virtual characters, especially in terms of riding and transformation performance, which fails to meet users' interactive needs.

Method used

A riding interaction method is provided, which creates an animation blueprint by configuring state machine nodes, Boolean variable nodes, cached posture nodes, etc., to realize riding animations of virtual characters and pet virtual characters, including different riding types, such as ground riding, flying riding and special riding, and supports pet virtual character transformation and virtual character change.

Benefits of technology

It enables diverse riding performances for virtual characters and pet virtual characters, improves the display efficiency of riding animations and human-computer interaction efficiency, adapts to various riding types, and enhances the flexibility and adaptability of the interactive experience.

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Abstract

The invention discloses a riding interaction method, device and equipment, a medium and a program product, and is applied to the field of human-computer interaction. The method comprises the following steps: displaying a virtual character in a virtual environment; displaying a pet virtual character in the virtual environment; and in response to a riding interaction operation for the pet virtual character, displaying a riding animation of the virtual character riding the pet virtual character, the riding animation being related to a riding type of the virtual character riding the pet virtual character, different riding types correspond to different pet virtual role riding expressions and virtual role riding expressions. According to the scheme, an overall scheme of riding interaction between the virtual character and the pet virtual character is provided.
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Description

TECHNICAL FIELD

[0001] Embodiments of the present application relate to the field of human-computer interaction, and in particular to a riding interaction method, device, equipment, medium and program product. BACKGROUND

[0002] With the development of the game industry and the rise of the companion economy, pet virtual character racing games are moving from "play attachment" to "experience hub", which relies on technology-driven emotional design. Among them, the interaction between virtual characters and pet virtual characters is the embodiment of emotional design.

[0003] In related technologies, with the exploration of pet virtual character racing games, role-playing games (RPG) have appeared, in which players are responsible for playing a virtual character in a realistic or fictional world. However, there is currently no complete solution for virtual character and pet virtual character riding interaction. SUMMARY

[0004] Embodiments of the present application provide a riding interaction method, device, equipment, medium and program product. The technical solution is as follows: On the one hand, a riding interaction method is provided, the method comprising: displaying a virtual character located in a virtual environment; displaying a pet virtual character located in the virtual environment; in response to a riding interaction operation for the pet virtual character, displaying a riding animation of the virtual character riding the pet virtual character, the riding animation being related to a riding type of the virtual character riding the pet virtual character, different riding types corresponding to different pet virtual character riding performances and virtual character riding performances.

[0005] In some embodiments, the animation blueprint of the flying riding performance of the pet virtual character is configured based on at least one of a state machine node, a Boolean variable node, a cached pose node, a Boolean mixed pose node, a slot node, and a pose node, comprising: connecting a flying riding state machine node, the cached pose node, and a flying riding Boolean variable node to the input of the corresponding Boolean mixed pose node; connecting the output of the Boolean mixed pose node to the input of the slot node; connecting the output of the slot node to the input of the pose node; The flight ride state machine node is configured to manage animation states and transitions for a flight ride, the cached pose node is configured to use a cached pose, the flight ride Boolean variable node is configured to flag whether in a flight ride state, the Boolean blend pose node is configured to blend between two poses based on a Boolean value, the slot node is configured to stack a blended pose on a slot, and the pose node is configured to store the blended pose.

[0006] In some embodiments, the ride animation includes a first type of ride performance, the first type of ride performance including a pet virtual character ride performance, the pet virtual character ride performance including a special ride performance. The configuring the ride animation of the virtual character riding the pet virtual character includes: The configuring the animation blueprint of the special ride performance of the pet virtual character based on at least one of a state machine node, a local to component space node, a transform skeleton node, a Boolean blend pose node, a component space to local node, a Boolean variable node, and a pose node.

[0007] In some embodiments, the configuring the animation blueprint of the special ride performance of the pet virtual character based on at least one of a state machine node, a local to component space node, a transform skeleton node, a Boolean blend pose node, a component space to local node, a Boolean variable node, and a pose node includes: connecting a special ride state machine node to an input of the local to component space node; connecting an output of the local to component space node to an input of a root bone transform skeleton node; connecting an output of the root bone transform skeleton node to an input of the component space to local node; connecting a special type Boolean variable node, an output of the component space to local node to an input of a corresponding Boolean blend pose node; connecting an output of the Boolean blend pose node to an input of the pose node; The special ride state machine node is configured to manage animation states and transitions for a special ride, the local to component space node is configured to convert an animation pose in a local space to a pose in a component space to be compatible with the root bone transform skeleton node, the root bone transform skeleton node is configured to modify a translation, a rotation, a scale of a root bone to adjust a skeleton pose, the component space to local node is configured to convert an animation pose in the component space back to a pose in the local space to be compatible with various nodes, the special type Boolean variable node is configured to flag whether in a special type ride state, and the Boolean blend pose node is configured to blend between two poses based on a Boolean value, and the pose node is configured to store the blended pose.

[0008] In some embodiments, the method further comprises: creating a generic animation blueprint for the pet virtual character.

[0009] In some embodiments, the pet virtual character further comprises a ground riding pet virtual character; and the method further comprises: configuring an animation blueprint for entering a falling state or a jumping state based on a speed of the ground riding pet virtual character.

[0010] In some embodiments, for a deflection of the ground riding pet virtual character when the camera is rotated, the method further comprises: configuring an animation blueprint for the deflection of the ground riding pet virtual character when the camera is rotated based on at least one of a cached pose node, a local to component space node, a float variable node, a transform bone node, a component space to local node, a pose node.

[0011] In some embodiments, the configuring an animation blueprint for the deflection of the ground riding pet virtual character when the camera is rotated based on at least one of a cached pose node, a local to component space node, a float variable node, a transform bone node, a component space to local node, a pose node comprises: connecting the cached pose node to an input of the local to component space node; connecting an input of a body deflection float variable node, a body deflection weight float variable node, an output of the local to component space node to an input of a root bone transform bone node; connecting an output of the root bone transform bone node to an input of the component space to local node; connecting an output of the component space to local node to an input of the pose node; wherein the cached pose node is configured to use a cached pose, the local to component space node is configured to convert an animated pose in a local space to a pose in a component space to be compatible with the root bone transform bone node, the body deflection float variable node is configured to control a degree of body deflection, the body deflection weight float variable node is configured to control a weight of the degree of body deflection, the root bone transform bone node is configured to modify a translation, a rotation, a scale of a root bone to adjust a bone pose, the component space to local node is configured to convert an animated pose in the component space back to a pose in the local space to be compatible with the nodes, and the pose node is configured to store a pose after the superposition.

[0012] In some embodiments, the pet virtual character further comprises a flying riding pet virtual character; and the method further comprises: configure at least two flight movement animations of the flight ride pet virtual role in a flight movement state.

[0013] In some embodiments, the method further comprises: determining the flight movement animation of the flight ride pet virtual role in the flight state from the at least two flight movement animations in a first random mode, or in a second random mode; wherein the first random mode is used to randomly determine the flight movement animation from the at least two flight movement animations, the second random mode is used to determine a first flight movement animation in the at least two flight movement animations as the flight movement animation, and a second flight movement animation in the at least two flight movement animations is determined as the flight movement animation in a case that a play times of the first flight movement animation reaches a threshold.

[0014] In some embodiments, for a deflection of the flight ride pet virtual role when flying, the method further comprises: configuring an animation blueprint of the deflection of the flight ride pet virtual role when flying based on at least one of a cached pose node, a float variable node, a blend reference node, a blend space player node, an apply mesh space node, a bool variable node, a blend by bool pose node, and a pose node.

[0015] In some embodiments, the configuring the animation blueprint of the deflection of the flight ride pet virtual role when flying based on at least one of the cached pose node, the float variable node, the blend reference node, the blend space player node, the apply mesh space node, the bool variable node, the blend by bool pose node, and the pose node comprises: connecting a flight yaw angle float variable node, a flight pitch angle float variable node, and the blend reference node to an input of the blend space player node; connecting an output of the cached pose node, the flight float variable node, and the blend space player node to an input of the apply mesh space node; connecting an output of the apply mesh space node, and a flight ride bool variable node to an input of a corresponding blend by bool pose node; connecting an output of the blend by bool pose node to an input of the pose node; The flight yaw float variable node is configured to control a flight yaw angle, the flight pitch float variable node is configured to control a flight pitch angle, the blend reference node is configured to blend the flight yaw angle and the flight pitch angle, the blend space player node is configured to blend the flight yaw angle and the flight pitch angle, the cached pose node is configured to use a cached pose, the flight float variable node is configured to control an additional animation blend weight, the apply mesh body control node is configured to apply the pose output by the blend space player node as an additional animation to the cached pose, the flight ride Boolean variable node is configured to mark whether in a flight ride standby state, the blend pose by Boolean node is configured to blend between two poses based on a Boolean value, and the pose node is configured to store a blended pose.

[0016] In some embodiments, the ride animation includes a second type of ride performance, and the second type of ride performance includes a specified pet virtual character ride performance. The configuring the ride animation of the virtual character riding the pet virtual character includes: The configuring the ride animation of the specified pet virtual character in each direction of different states. The state of the specified pet virtual character in the ride animation includes at least one of a ride standby state, a ride standby to ride moving state, a ride moving state, and a ride moving to ride standby state.

[0017] In some embodiments, the ride animation includes a second type of ride performance, and the second type of ride performance includes a pet virtual character deformation ride performance. The configuring the ride animation of the virtual character riding the pet virtual character includes: The configuring the ride animation of the specified pet virtual character in each direction of different states.

[0018] In some embodiments, the method further includes: Synchronizing the parameters of the virtual character to an animation blueprint of the pet virtual character, and adding an animation state machine of a skill in the animation blueprint of the virtual character.

[0019] In some embodiments, the synchronizing the parameters of the virtual character to the animation blueprint of the pet virtual character includes: Connecting the character blueprint node to inputs of a skill start Boolean variable node and a skill end Boolean variable node. connect an output of the skill start boolean variable node to an input of the skill start set node; connect an output of the skill end boolean variable node, an output of the skill start set node to an input of the skill end set node respectively; connect an output of the skill end set node to an input of the branch node; connect an output of the branch node to an input of the skill end switch set node; The character blueprint node is used to refer to the animation blueprint of the virtual character, the skill start boolean variable node is used to mark whether the skill starts, the skill end boolean variable node is used to mark whether the skill ends, the skill start set node is used to set the skill start, the skill end set node is used to set the skill end, the branch node is used to judge whether the riding standby animation is switched after the skill ends based on the boolean value, and the skill end switch set node is used to set whether the riding standby animation is switched from the skill end.

[0020] In some embodiments, the riding animation includes a second type of riding performance, and the second type of riding performance includes a virtual character changing riding performance. The configuration of the riding animation of the virtual character riding the pet virtual character includes: The animation parameters of the virtual character are configured in real time based on the animation of the pet virtual character, so that the animation of the pet virtual character is synchronized with the animation of the virtual character.

[0021] In some embodiments, the animation parameters include a riding standby start time; and the configuration of the animation parameters of the virtual character in real time based on the animation of the pet virtual character includes: connect a riding start time node to an input of an obtain node; connect an output of the obtain node to an input of a riding standby start time set node; connect an output of the riding standby start time set node to an input of a riding standby start time float variable node; The riding start time node is used to calculate the riding start time, the obtain node is used to obtain the riding start time, the riding standby start time set node is used to set the riding standby start time, and the riding standby start time float variable node is used to store the riding standby start time.

[0022] In some embodiments, the riding animation includes a second type of riding performance, and the second type of riding performance includes a pet virtual character changing virtual prop riding performance; The configuration of the riding animation of the virtual character riding the pet virtual character includes: configuring a slot of the virtual role, adding a prop skeleton network in the slot of the virtual role; and configuring a material parameter of the prop skeleton network to realize display and hiding of the virtual prop.

[0023] In some embodiments, the method further comprises: For the virtual prop being in a normal state, configuring prop animations of a standby state, a flight standby state, and a flight moving state in the normal state respectively; and for the virtual prop being in an attack state, configuring prop animations of a flight start state, a flight middle state, and a flight end state in the attack state respectively.

[0024] In some embodiments, for deflection of the virtual role when the camera is rotating, the method further comprises: configuring an animation blueprint of the deflection of the virtual role when the camera is rotating based on at least one of a float variable node, a blend space player node, a from local to component space node, a transform bone node, a from component space to local node, a bool variable node, a blend by bool pose node, and a pose node.

[0025] In some embodiments, the configuring the animation blueprint of the deflection of the virtual role when the camera is rotating based on at least one of the float variable node, the blend space player node, the from local to component space node, the transform bone node, the from component space to local node, the bool variable node, the blend by bool pose node, and the pose node comprises: connecting a flight role yaw angle float variable node and a ride speed float variable node to an input of the blend space player node; connecting an output of the blend space player node to an input of the from local to component space node; connecting an output of the from local to component space node to an input of a spine transform bone node; connecting an output of the spine transform bone node to an input of a head transform bone node; connecting an output of the head transform bone node to an input of the from component space to local node; connecting a special flight mode bool variable node and an output of the from component space to local node to inputs of a corresponding blend by bool pose node; connecting an output of the blend by bool pose node to an input of the pose node; The flight role yaw angle float variable node is configured to control the flight yaw angle, the ride speed float variable node is configured to control the flight pitch angle, the mixed space player node is configured to mix the flight yaw angle and the flight pitch angle, the from local to component space node is configured to convert the animation pose in the local space into the pose in the component space to be compatible with the spine transform skeleton node and the head transform skeleton node, the spine transform skeleton node is configured to modify the translation, rotation and scaling of the spine to adjust the skeleton pose, the from component space to local node is configured to convert the animation pose in the component space back to the pose in the local space to be compatible with the nodes, the special flight mode Boolean variable node is configured to mark whether a special flight mode is in, the Boolean mixed pose node is configured to mix between two poses based on a Boolean value, and the pose node is configured to store the mixed pose.

[0026] In some embodiments, the method further comprises: storing the respective transform skeleton nodes in the same animation blueprint linked animation layer; The transform skeleton nodes include at least one of a root bone transform skeleton node, a spine transform skeleton node, and a head transform skeleton node.

[0027] In some embodiments, the method further comprises: coding the control logic of the respective animation blueprints and moving the code to the code layer.

[0028] In some embodiments, the method further comprises: multiplexing the same animation blueprint structure for the same type of ride.

[0029] In another aspect, a ride interaction apparatus is provided, the apparatus comprising: a display module configured to display a virtual character located in a virtual environment; the display module is configured to display a pet virtual character located in the virtual environment; an interaction module configured to, in response to a ride interaction operation directed to the pet virtual character, display a ride animation of the virtual character riding the pet virtual character, the ride animation being related to a ride type of the virtual character riding the pet virtual character, different ride types corresponding to different pet virtual character ride performances and virtual character ride performances.

[0030] In another aspect, a computer device is provided, the computer device comprising a processor and a memory, the memory storing a computer program, the computer program being loaded and executed by the processor to implement the ride interaction method as described above.

[0031] In another aspect, a computer-readable storage medium is provided, which stores a computer program, the computer program is loaded and executed by a processor to implement the ride interaction method as described above.

[0032] In another aspect, a computer program product is provided, which includes computer instructions stored in a computer-readable storage medium, the computer instructions are acquired by a processor from the computer-readable storage medium, so that the processor is loaded and executed to implement the ride interaction method as described above.

[0033] The technical scheme provided by the embodiments of the present application has at least the following beneficial effects: The embodiments of the present application provide an overall scheme of ride interaction between a virtual character and a pet virtual character. When a user performs a ride interaction operation on a pet virtual character, a ride animation of the virtual character riding the pet virtual character can be displayed, and the ride animation is related to a ride type of the virtual character riding the pet virtual character. Different ride types correspond to different pet virtual character ride performances and virtual character ride performances. On the one hand, the present scheme realizes the division of ride types, and different pet virtual character ride performances and virtual character ride performances are set for different ride types, which is beneficial to the performance optimization of the ride animation, improves the display efficiency of the ride animation, and improves the human-computer interaction efficiency. On the other hand, the present scheme is also suitable for various ride types, has high adaptability and strong flexibility. BRIEF DESCRIPTION OF DRAWINGS

[0034] In order to more clearly illustrate the technical schemes in the embodiments of the present application, the drawings needed in the embodiment description will be briefly introduced. Obviously, the drawings in the following description are only some embodiments of the present application, and other drawings can be obtained by those skilled in the art without creative labor.

[0035] Figure 1 is a structural block diagram of a computer system provided by an exemplary embodiment of the present application; Figure 2 is a whole schematic diagram of a ride interaction method provided by an exemplary embodiment of the present application; Figure 3 is a flowchart of a ride interaction method provided by an exemplary embodiment of the present application; Figure 4 is an interface schematic diagram of a ride interaction method provided by an exemplary embodiment of the present application; Figure 5 is an interface schematic diagram of a ride interaction method provided by an exemplary embodiment of the present application; Figure 6Fig. 1 is a schematic diagram of an interface of a ride interaction method provided by an example embodiment of the present application; Figure 7 Fig. 1 is a schematic diagram of an interface of a ride interaction method provided by an example embodiment of the present application; Figure 8 Fig. 1 is a schematic diagram of an interface of a ride interaction method provided by an example embodiment of the present application; Figure 9 Fig. 1 is a schematic diagram of an interface of a ride interaction method provided by an example embodiment of the present application; Figure 10 Fig. 1 is a schematic diagram of an interface of a ride interaction method provided by an example embodiment of the present application; Figure 11 Fig. 1 is a schematic diagram of an interface of a ride interaction method provided by an example embodiment of the present application; Figure 12 Fig. 1 is a schematic diagram of an interface of a ride interaction method provided by an example embodiment of the present application; Figure 13 Fig. 1 is a schematic diagram of an interface of a ride interaction method provided by an example embodiment of the present application; Figure 14 Fig. 1 is a schematic diagram of an interface of a ride interaction method provided by an example embodiment of the present application; Figure 15 Fig. 1 is a schematic diagram of an interface of a ride interaction method provided by an example embodiment of the present application; Figure 16 Fig. 1 is a schematic diagram of an interface of a ride interaction method provided by an example embodiment of the present application; Figure 17 Fig. 1 is a schematic diagram of an interface of a ride interaction method provided by an example embodiment of the present application; Figure 18 Fig. 1 is a schematic diagram of an interface of a ride interaction method provided by an example embodiment of the present application; Figure 19 Fig. 1 is a schematic diagram of an interface of a ride interaction method provided by an example embodiment of the present application; Figure 20 Fig. 1 is a schematic diagram of an interface of a ride interaction method provided by an example embodiment of the present application; Figure 21 Fig. 1 is a schematic diagram of an interface of a ride interaction method provided by an example embodiment of the present application; Figure 22 Fig. 1 is a schematic diagram of an interface of a ride interaction method provided by an example embodiment of the present application; Figure 23 Fig. 1 is a schematic diagram of an interface of a ride interaction method provided by an example embodiment of the present application; Figure 24 Fig. 1 is a schematic diagram of an interface of a ride interaction method provided by an example embodiment of the present application; Figure 25 is a state transition diagram of the ride interaction method provided by an example embodiment of the present application; Figure 26 is a state transition diagram of the ride interaction method provided by an example embodiment of the present application; Figure 27 is a state transition diagram of the ride interaction method provided by an example embodiment of the present application; Figure 28 is a state transition diagram of the ride interaction method provided by an example embodiment of the present application; Figure 29 is a state transition diagram of the ride interaction method provided by an example embodiment of the present application; Figure 30 is a state transition diagram of the ride interaction method provided by an example embodiment of the present application; Figure 31 is a state transition diagram of the ride interaction method provided by an example embodiment of the present application; Figure 32 is a state transition diagram of the ride interaction method provided by an example embodiment of the present application; Figure 33 is a state transition diagram of the ride interaction method provided by an example embodiment of the present application; Figure 34 is a state transition diagram of the ride interaction method provided by an example embodiment of the present application; Figure 35 is a state transition diagram of the ride interaction method provided by an example embodiment of the present application; Figure 36 is a state transition diagram of the ride interaction method provided by an example embodiment of the present application; Figure 37 is a state transition diagram of the ride interaction method provided by an example embodiment of the present application; Figure 38 is a state transition diagram of the ride interaction method provided by an example embodiment of the present application; Figure 39 is a state transition diagram of the ride interaction method provided by an example embodiment of the present application; Figure 40 is a state transition diagram of the ride interaction method provided by an example embodiment of the present application; Figure 41 is a state transition diagram of the ride interaction method provided by an example embodiment of the present application; Figure 42 is a state transition diagram of the ride interaction method provided by an example embodiment of the present application; Figure 43Fig. 1 is a schematic diagram of an interface of a ride interaction method according to an example embodiment of the present application; Figure 44 Fig. 1 is a schematic diagram of an interface of a ride interaction method according to an example embodiment of the present application; Figure 45 Fig. 1 is a schematic diagram of an interface of a ride interaction method according to an example embodiment of the present application; Figure 46 Fig. 1 is a schematic diagram of an interface of a ride interaction method according to an example embodiment of the present application; Figure 47 Fig. 1 is a schematic diagram of an interface of a ride interaction method according to an example embodiment of the present application; Figure 48 Fig. 1 is a schematic diagram of an interface of a ride interaction method according to an example embodiment of the present application; Figure 49 Fig. 1 is a schematic diagram of an interface of a ride interaction method according to an example embodiment of the present application; Figure 50 Fig. 1 is a schematic diagram of an interface of a ride interaction method according to an example embodiment of the present application. DETAILED DESCRIPTION

[0036] For the purpose of clarity, technical solution and advantages of the present application will be further described in detail below with reference to the accompanying drawings.

[0037] The example embodiments will be described in detail below with reference to the accompanying drawings. The following description relates to the drawings, unless otherwise indicated, in which like numerals refer to like elements throughout. The embodiments described in the following example embodiments are not meant to represent all implementations consistent with the present application. Rather, they are simply examples of apparatuses and methods consistent with some aspects of the present application as detailed in the appended claims.

[0038] The terminology used in this application is for the purpose of describing particular embodiments only and is not intended to be limiting of the present application. As used in this application and the appended claims, the singular forms "a," "an" and "the" are intended to include the plural forms as well, unless the context clearly indicates otherwise. It will also be understood that the term "and / or," as used herein, refers to and encompasses any and all possible combinations of one or more of the associated listed items.

[0039] It should be understood that, although the terms first, second, etc. can be employed in this application to describe various information, these information should not be limited to these terms. These terms are only used to differentiate one piece of information from another piece of information. For example, a first parameter can also be called a second parameter without departing from the scope of the application, and similarly, a second parameter can also be called a first parameter. Depending on the context, the word "if" as used herein can be interpreted as "when" or "upon" or "in response to determining".

[0040] It should be noted that, before collecting the relevant data of the user and the user account, and in the process of collecting the relevant data of the user, for example, the data of the ride interaction operation, the configuration operation, the animation blueprint, the ride animation, various components, and nodes, the application can display a prompt interface, a pop-up window, or output voice prompt information. The prompt interface, the pop-up window, or the voice prompt information is used to prompt the user that the relevant data of the user is currently being collected, so that the application only starts to perform the relevant steps of acquiring the relevant data of the user after obtaining the confirmation operation of the user to the prompt interface or the pop-up window, otherwise, i.e., without obtaining the confirmation operation of the user to the prompt interface or the pop-up window, ending the relevant steps of acquiring the relevant data of the user, i.e., not acquiring the relevant data of the user. In other words, all the user data collected by the application is collected under the condition that the user agrees and authorizes, and the collection, use, and processing of the relevant user data need to comply with the relevant laws, regulations, and standards of the relevant countries and regions.

[0041] First, briefly introduce the terms involved in the embodiments of the application: Virtual environment: a virtual environment displayed or provided by a client when running on a terminal. The virtual environment can be a simulated world of the real world, a semi-simulated and semi-fictional three-dimensional world, or a purely fictional three-dimensional world. The virtual environment can be any one of a two-dimensional virtual environment, a 2.5-dimensional virtual environment, and a three-dimensional virtual environment. Optionally, the virtual environment is also used for a virtual environment battle between at least two virtual characters, and the virtual environment has virtual resources available for use by the at least two virtual characters. Optionally, the virtual environment includes a symmetrical left lower corner region and a right upper corner region, and virtual characters belonging to two opposing camps occupy one of the regions.

[0042] Virtual character: refers to the movable object that the player plays in the virtual environment. The movable object can be at least one of a virtual person, a virtual animal, and an animation character. Alternatively, when the virtual environment is a three-dimensional virtual environment, the virtual character can be a three-dimensional virtual model, each virtual character has its own shape and volume in the three-dimensional virtual environment, and occupies a part of the space in the three-dimensional virtual environment. Alternatively, the virtual character is a three-dimensional character constructed based on three-dimensional human skeleton technology, and the virtual character realizes different external images by wearing different skins. In some implementations, the virtual character can also be implemented in 2.5-dimensional or 2-dimensional models, which are not limited in the embodiments of the application.

[0043] Pet virtual character: refers to the movable object controlled by artificial intelligence (AI) in the virtual environment. The pet virtual character can be a virtual creature, a virtual animal, a virtual monster, a virtual spirit, a virtual pet, etc., such as a movable object in the form of an animal or other forms displayed in a three-dimensional virtual environment. The pet virtual character can be at least one of the interactive operations of capturing, raising, upgrading, and riding performed by the virtual character. The pet virtual character can assist the virtual character in at least one of the interactive operations of collecting, fighting, and changing plots.

[0044] Game engine: is a type of game development platform. The game engine is a real-time three-dimensional creation tool that can provide various plug-ins or tools. The main functions cover at least one of the following fields: game development, film and animation, architecture and industry, virtual reality, augmented reality, and mixed reality.

[0045] Able: is an Able Ability System plug-in developed by the community or third party in the game engine, which is a high-performance plug-in for implementing in-game skills, abilities, and attribute systems. The Able Ability System plug-in can be regarded as an alternative or enhanced solution, which emphasizes performance, multithreading, and ease of use.

[0046] DataTable: is a core tool in the game engine, which is like a structured database table that helps users use external data, such as comma-separated values (CSV) files, to drive game content, making development and adjustment more flexible.

[0047] Animation Blueprint (ABP): is a program / blueprint in game engine that is used to control the animation of virtual characters and / or pet virtual characters, is a visual scripting tool that determines "when" to play "what" animation and how to smoothly blend these animations together. In Animation Blueprint, a series of parameters are configured through computer code or blueprint nodes, so that animation blending, state switching, etc. can be achieved.

[0048] Data Asset: is an important tool for managing and organizing game data.

[0049] Blueprint (BP): is a visual scripting tool in game engine, which can realize at least one of game play logic design, behavior design, animation and state machine control. Blueprint includes character blueprint, which is a special type of blueprint, used to define and control the behavior, appearance and interaction logic of "characters" in the game, which are active and usually controlled by players or artificial intelligence (AI).

[0050] Blend Space (BS): is a way of realizing animation expression. Blend Space is a powerful animation tool that allows you to smoothly blend between two or more animations based on one or two parameters, such as speed, direction, to generate continuous and natural transition animations.

[0051] Animation Blueprint Link: allows complex animation logic to be split and modularized into multiple Animation Blueprints (ABP), which are combined to work through "linking".

[0052] Curve: allows a value, usually time or another parameter, to drive and get another value. It visually represents data as a curve in a two-dimensional coordinate system, and is a core tool for implementing smooth interpolation, complex animation and dynamic changes in game development.

[0053] For example, JumpAttachProgress curve is a data curve that controls the transition animation or logic of virtual characters in the process of riding pet virtual characters, so that the process of riding pet virtual characters matches the riding animation, making the action more natural. The horizontal axis of JumpAttachProgress curve can be time or trigger parameter, and the vertical axis is a progress value of 0-1, which is a data curve resource that needs to be customized in Animation Blueprint.

[0054] In response to: a condition or state on which the executed operation depends, when the dependent condition or state is met, the executed one or more operations can be real-time or have a set delay; in the absence of a specific description, there is no restriction on the execution order of the executed multiple operations.

[0055] Figure 1 is a structural block diagram of a computer system provided by an exemplary embodiment of the present application. The computer system 100 can become a system architecture for implementing the riding interaction method. The computer system 100 includes: a terminal 120, a server 140.

[0056] The terminal 120 installs and runs a virtual environment supported client. The virtual environment supported client can be any one of: a battle royale shooting game, a virtual reality (VR) client, an augmented reality (AR) program, a three-dimensional map program, a virtual reality game, an augmented reality game, a first-person shooting game (FPS), a third-person shooting game (TPS), a multiplayer online battle arena game (MOBA), a strategy game (SLG), a party game, a role-playing game (RPG), and a turn-based game.

[0057] The terminal 120 is a terminal used by a user, and the user uses the terminal 120 to control a virtual character located in a virtual environment, which includes but is not limited to at least one of adjusting a body posture, crawling, walking, flying, running, riding, jumping, driving, picking up, shooting, attacking, throwing, building a virtual building, and riding. In some embodiments, the terminal 120 also displays a pet virtual character located in the virtual environment, and the user uses the terminal 120 to perform a riding interaction operation, so that the virtual character rides the pet virtual character, and the terminal 120 also displays a riding animation of the virtual character riding the pet virtual character.

[0058] In some embodiments, the terminal further installs and runs a game development platform, the game development platform comprising at least one of a game engine, a client supporting a virtual environment, a content creation tool, a visual editor, a User Generated Content (UGC) editor. The game development platform is used for creation in at least one of the following fields: game development, film and television animation, building visualization, augmented reality, simulated reality, mixed reality, and further provides at least one of the following functions: real-time rendering, physical simulation, animation blueprint construction.

[0059] The terminal 120 is connected to the server 140 through a wireless network or a wired network.

[0060] The server 140 can be a stand-alone physical server, a server cluster composed of multiple physical servers or a distributed system, or a cloud server providing cloud computing services. The server 140 comprises at least one of a server, multiple servers, a cloud computing platform and a virtualization center.

[0061] The server 140 comprises a processor 144 and a memory 142, and the memory 142 comprises a receiving module 1421, a control module 1422 and a sending module 1423. The receiving module 1421 is configured to receive a request sent by the client. The control module 1422 is configured to control rendering of the virtual environment. The sending module 1423 is configured to send a response to the client. The server 140 is configured to provide background services for the client of the terminal 120.

[0062] Optionally, the server 140 undertakes primary computing work, and the terminal 120 undertakes secondary computing work; or the server 140 undertakes secondary computing work, and the terminal 120 undertakes primary computing work; or the server 140 and the terminal 120 adopt a distributed computing architecture to cooperatively compute.

[0063] The embodiments of the present application do not limit the form of the client installed on the terminal 120, which includes but is not limited to an App (Application) installed in the terminal 120, a mini-program and the like, and can also be in the form of a webpage. The terminal 120 can generally refer to one of multiple terminals, and the embodiments of the present application are only used as an example. The device type of the terminal 120 comprises at least one of a smart phone, a smart watch, a smart television, a tablet computer, a wearable device, an electronic book reader, a Personal Computer (PC), a laptop computer, a desktop computer and a smart voice control device.

[0064] Those skilled in the art can know that the number of the terminal 120 can be more or less. For example, the terminal 120 is one, or the terminal 120 is multiple, or the number is more. The embodiments of the present application do not limit the number and device type of the terminal 120.

[0065] With the development of the game industry and the rise of the companion economy, pet virtual character racing games are moving from "play attachment" to "experience hub", which relies on technology-driven emotional design. Among them, the interaction between virtual characters and pet virtual characters is the embodiment of their emotional design.

[0066] In related technologies, with the exploration of pet virtual character racing games, role-playing games have emerged, in which players are responsible for playing a virtual character in a realistic or fictional world. However, there is currently no complete solution for virtual character and pet virtual character riding interaction. In addition, most virtual character rides are pet virtual characters such as horses, and there is a lack of pet virtual character riding performance before and after riding. It also does not involve special riding such as pet virtual character transformation, virtual character change, pet virtual character becoming a virtual prop, etc.

[0067] The embodiment of the present application provides a complete solution for virtual character and pet virtual character riding interaction. Figure 2 is the overall schematic diagram of the riding interaction method provided by an exemplary embodiment of the present application. For virtual character and pet virtual character riding interaction, a riding system is implemented, which at least includes: pet virtual character in riding, pet virtual character on riding, and pet virtual character off riding. The riding type in this embodiment is divided into at least one of the following: ground riding, flying riding, and special riding. Special riding includes at least one of the following: designated pet virtual character riding, pet virtual character transformation riding, virtual character change riding, and pet virtual character becoming a virtual prop riding. This embodiment also implements performance optimization, specifically riding performance optimization.

[0068] The key points of the complete solution of the riding interaction of this embodiment include at least one of the following: 1, basic riding performance system construction, at least including: virtual character riding pet virtual character riding performance, virtual character riding pet virtual character riding performance, and virtual character riding pet virtual character riding performance; 2, flying and ground riding performance system construction, at least including: virtual character riding performance and pet virtual character riding performance; 3, special riding performance system construction, at least including: designated pet virtual character riding performance, pet virtual character transformation riding performance, virtual character change riding performance, and pet virtual character becoming a virtual prop riding performance; 4, performance optimization: riding performance optimization.

[0069] Figure 3 is a flowchart of the riding interaction method provided by an exemplary embodiment of the present application. The method is executed by a computer device, which installs and runs a client supporting a virtual environment. The computer device can be Figure 1The method is executed by the terminal 120 and / or the server 140. The method comprises at least part of the following steps: step 210, step 220, step 230.

[0070] Step 210: Display a virtual character located in a virtual environment.

[0071] The virtual environment is a virtual environment displayed or provided by the client in the computer device. The virtual character is a character controlled by the user / player, and the virtual character is located in the virtual environment. In some embodiments, the virtual character is in a battle state or a non-battle state in the virtual environment, without limitation.

[0072] Step 220: Display a pet virtual character located in a virtual environment.

[0073] The pet virtual character is a character controlled by artificial intelligence, and the pet virtual character is located in the virtual environment. The pet virtual character can be executed at least one of the following interactive operations by the virtual character: capture, nurture, upgrade, ride, etc. The ride refers to the virtual character riding to a position on the pet virtual character, which includes at least one of the following: back, head, limbs. For example, the pet virtual character is a horse, and the virtual character can ride on the back of the pet virtual character.

[0074] In some embodiments, when the virtual character rides the pet virtual character, the pet virtual character can be movable, or deformable, or steerable, which is adaptively set according to at least one of the following: type, attribute, level of the pet virtual character. For different virtual characters, the displayed pet virtual character can be the same or different, without limitation. It is also set that the virtual character can unlock the pet virtual character corresponding to the task based on the executed task.

[0075] Step 230: In response to the ride interactive operation for the pet virtual character, display a ride animation of the virtual character riding the pet virtual character, the ride animation being related to the ride type of the virtual character riding the pet virtual character, different ride types corresponding to different pet virtual character riding performances and virtual character riding performances.

[0076] The ride interactive operation is an interactive operation for realizing the virtual character riding the pet virtual character. The ride interactive operation is realized in at least one of the following ways: trigger operation on the ride control, trigger operation on the pet virtual character, specified gesture operation, specified voice operation. The trigger operation is realized in at least one of the following ways: single click, double click, long press, sliding, text input, voice input, triggering by using an external device or an operation platform. The external device includes at least one of the following: keyboard, mouse, button, handheld game console.

[0077] When the virtual character performs the riding interaction operation on the pet virtual character, the user interface displays a riding animation of the virtual character riding the pet virtual character. The riding animation is related to a riding type of the virtual character riding the pet virtual character, and different riding types correspond to different pet virtual character riding performances and virtual character riding performances. Among them, the riding performance is a performance in the riding animation, that is, a visual effect, which can be embodied as different pictures. The riding performance can be represented in at least one of the following ways: animation modeling, action performance, movement performance, style design, and lens performance.

[0078] In some embodiments, setting the riding type includes at least one of the following: a first type of riding and a second type of riding. The first type of riding refers to some more conventional riding types. For example, at least one of ground riding and flight riding is classified as the first type of riding in this embodiment. The second type of riding refers to some more special riding types. For example, the second type of riding in this embodiment includes at least one of the following: designated pet virtual character riding, pet virtual character transformation riding, virtual character change riding, and pet virtual character into virtual prop riding.

[0079] The riding type is different, and accordingly, the riding animation is different. The riding animation includes at least one of the following pictures: a picture of the virtual character riding the pet virtual character, a picture of the virtual character riding the pet virtual character, and a picture of the virtual character dismounting the pet virtual character. In the picture of the virtual character riding the pet virtual character, at least one of the following pictures can also be displayed: a picture of ground riding in ground riding, a picture of flight riding in air riding, a picture of the pet virtual character and / or the virtual character deflection during riding, a picture of the pet virtual character transformation during riding, a picture of the virtual character change during riding, and a picture of the pet virtual character into a virtual prop during riding.

[0080] To sum up, the riding interaction method provided by the embodiments of the present application comprises the following steps: a computer device displays a virtual character located in a virtual environment; the computer device displays a pet virtual character located in the virtual environment; in response to a riding interaction operation performed on the pet virtual character, the computer device displays a riding animation of the virtual character riding the pet virtual character, and the riding animation is related to a riding type of the virtual character riding the pet virtual character, and different riding types correspond to different riding performances of the pet virtual character and different riding performances of the virtual character. The embodiments of the present application provide an overall solution for the riding interaction between the virtual character and the pet virtual character. When a user performs a riding interaction operation on the pet virtual character, the riding animation of the virtual character riding the pet virtual character can be displayed, and the riding animation is related to the riding type of the virtual character riding the pet virtual character, and different riding types correspond to different riding performances of the pet virtual character and different riding performances of the virtual character. On the one hand, the present solution realizes the division of the riding type, and different riding types correspond to different riding performances of the pet virtual character and different riding performances of the virtual character, which is conducive to the performance optimization of the riding animation, improves the display efficiency of the riding animation, and improves the human-computer interaction efficiency. On the other hand, the present solution is also suitable for various riding types, has high adaptability, and is highly flexible.

[0081] Display of the riding animation In some embodiments, step 230 is specifically implemented as steps 231 and 232. Step 231: display a riding control of the pet virtual character. Step 232: in response to a triggering operation performed on the riding control, display a riding animation of the virtual character riding the pet virtual character based on a riding type of the virtual character riding the pet virtual character.

[0082] When the pet virtual character supports the riding function, the pet virtual character corresponds to a riding control. The riding control can be displayed in at least one of the following forms: a button, an icon, a graphical element, an image, and text. The triggering operation performed on the riding control is implemented in at least one of the following ways: single-click, double-click, long press, sliding, text input, voice input, and triggering by using an external device or an operation platform. The external device includes at least one of the following: a keyboard, a mouse, a button, and a handheld game console.

[0083] For example, the computer device displays a riding control of the pet virtual character; in response to a triggering operation performed on the riding control, the computer device displays a riding animation of the virtual character riding the pet virtual character based on a riding type of the virtual character riding the pet virtual character.

[0084] The embodiments provide a triggering manner of the riding animation, which is relatively simple, improves the triggering efficiency, improves the human-computer interaction efficiency, and realizes the rapid display of the riding animation.

[0085] In some embodiments, the ride type includes a first type of ride, and the ride animation includes a first type of ride animation. The first type of ride refers to some more conventional ride types. For example, the present embodiment classifies at least one of ground rides and flight rides as the first type of ride. Then, step 230 and / or step 232 are specifically implemented as step 2321: Step 2321: displaying a first type of ride animation of the virtual character riding the pet virtual character. The first type of ride includes at least one of ground rides and flight rides, and the first type of ride animation includes at least one of ground ride animations and flight ride animations.

[0086] For example, the computer device displays a first type of ride animation of the virtual character riding the pet virtual character. The first type of ride includes at least one of ground rides and flight rides, and the first type of ride animation includes at least one of ground ride animations and flight ride animations.

[0087] The present embodiment provides a display method of the first type of ride animation, which can improve the display efficiency of the first type of ride animation, improve the human-computer interaction efficiency, and realize the rapid display of the first type of ride animation.

[0088] In some embodiments, the ride type includes a second type of ride, and the ride animation includes a second type of ride animation. The second type of ride refers to some more special ride types. For example, the second type of ride of the present embodiment includes at least one of the following: designated pet virtual character ride, pet virtual character transformation ride, virtual character change ride, and pet virtual character into virtual prop ride. Then, step 230 and / or step 232 are specifically implemented as step 2322: Step 2322: displaying a second type of ride animation of the virtual character riding the pet virtual character. The second type of ride includes at least one of designated pet virtual character ride, pet virtual character transformation ride, virtual character change ride, and pet virtual character into virtual prop ride, and the second type of ride animation includes at least one of designated pet virtual character ride animation, pet virtual character transformation ride animation, virtual character change ride animation, and pet virtual character into virtual prop ride animation.

[0089] The computer device displays a second type of riding animation of the virtual pet virtual character ridden by the virtual character, for example. The second type of riding includes at least one of a specified pet virtual character riding, pet virtual character transformation riding, virtual character change riding, and pet virtual character changing into a virtual prop riding. The second type of riding animation includes at least one of a specified pet virtual character riding animation, pet virtual character transformation riding animation, virtual character change riding animation, and pet virtual character changing into a virtual prop riding animation.

[0090] The embodiment provides a display manner of the second type of riding animation, improves the display efficiency of the second type of riding animation, improves the human-computer interaction efficiency, and realizes fast display of the second type of riding animation.

[0091] Configuration of the riding animation In some embodiments, before step 210, the method further includes step 300: Step 300: Configuring a riding animation of the virtual pet virtual character ridden by the virtual character.

[0092] The configuration of the riding animation is implemented by using a game development platform. For example, the game development platform includes at least one of a game engine, a client supporting a virtual environment, a content creation tool, a visual editor, and a UGC editor. The game development platform used in the embodiment is a game engine.

[0093] It should be further noted that the user uses the game development platform to perform a configuration operation, and the configuration of the riding animation is implemented by the computer device in response to the configuration operation. The configuration operation includes at least one of a component adding operation, a component deleting operation, a component connecting operation, a parameter editing operation, and a picture configuration operation.

[0094] In some embodiments, the riding animation of the virtual pet virtual character ridden by the virtual character is configured by configuring different animation blueprints of the virtual pet virtual character ridden by the virtual character. For example, the functions of the animation blueprint include at least animation logic control and state machine management. The animation logic is implemented by using an event chart, an animation chart, and a state machine, for example. For example, the moving animation is automatically switched to walking / running according to the speed of the virtual character, or different actions are smoothly transitioned by combining a hybrid space. The state machine is used to define the behaviors of the virtual character and / or the pet virtual character in different scenes, such as standby, movement, jumping, and the like. The state machine supports automatic switching of states based on parameters such as speed, direction, and the like, and can realize smooth transition of actions by using a transition condition.

[0095] 1. Basic riding performance system construction In some embodiments, the building of the basic riding performance system includes the building of the virtual character riding up pet virtual character riding performance, virtual character riding pet virtual character riding performance, and virtual character riding down pet virtual character riding performance. The following embodiments are introduced respectively.

[0096] 1.1. Virtual character riding up pet virtual character riding performance In some embodiments, the riding animation includes a basic riding performance, which includes a virtual character riding up pet virtual character riding performance, specifically a performance of the virtual character riding up to a certain position of the pet virtual character from the current position. When the pet virtual character is a horse, it is also called riding up horse performance. Step 300 is specifically implemented as steps 311 and 312. Step 311: configuring a general control time length and a speed curve of the virtual character riding up pet virtual character; Step 312: based on the riding animation name in the animation table, indexing to the riding animation of the virtual character riding up pet virtual character, and configuring the first data curve of the virtual character in the riding animation; In the first data curve, the numerical value is used to indicate the exclusive control time length of the virtual character riding up pet virtual character, so as to match the virtual character riding up pet virtual character riding performance with the riding animation.

[0097] When the virtual character rides up the pet virtual character, the riding animation is controlled by the skill editor (Able), which is specifically implemented by executing a play animation montage. The animation montage is one of the forms in the animation sequence. The specific riding animation to be played is defined by the animation table. The animation table is an electronic table, for example, an Excel table or a similar table. The riding animation name and parameters are configured in the animation table. Based on the riding animation name, the corresponding riding animation can be indexed, so that the computer device determines which riding animation to play.

[0098] For the riding animation of the virtual character riding up the pet virtual character, it is a local animation. When the riding animation is played, the physical position of the virtual character is unchanged, which is specifically implemented by resetting the root bone (root) of the virtual character to the initial value, so as to avoid the movement of the virtual character caused by the position of the riding animation itself.

[0099] Although the riding animation of the virtual character riding on the pet virtual character is a kind of in-place animation, the riding performance of the virtual character riding on the pet virtual character still needs to match the riding animation to simulate the reasonable rotation and jumping process of the virtual character, which is realized by the skill editor (Able) reading the speed curve in the data table (DataTable). The data table includes a plurality of speed curves, for example, a rotation interpolation curve and a path curve. The rotation interpolation curve is used to control the change of the body rotation angle of the virtual character in the process of riding on the pet virtual character, and the path curve is used to control the trajectory of the virtual character when jumping.

[0100] The general control duration is the duration of the virtual character riding on the pet virtual character. The first data curve can be a JumpAttachProgress curve, which is used to control the transition animation or logic of the virtual character in the process of riding on the pet virtual character and riding off the pet virtual character, so that the process of the virtual character riding on the pet virtual character and riding off the pet virtual character matches the riding animation, and the motion is more natural. The horizontal axis of the JumpAttachProgress curve can be time or a trigger parameter, and the vertical axis is a progress value of 0-1. The JumpAttachProgress curve is also a mapping function of time and progress, which is used to indicate the change of the attachment progress of the virtual character with time in the process of riding on the pet virtual character and riding off the pet virtual character. In this embodiment, when the vertical axis value of the JumpAttachProgress curve is set to 0, the virtual character has not started to ride the pet virtual character, and when the vertical axis value of the JumpAttachProgress curve is set to 1, the virtual character has successfully ridden on the pet virtual character and is no longer controlled by the program to displace, so that the computer device ensures that the performance of the virtual character riding on the pet virtual character and the program logic of the riding animation are synchronized. It should be noted that different values of the JumpAttachProgress curve can be configured for different virtual characters.

[0101] For example, the computer device configures the general control duration and the speed curve of the virtual character riding on the pet virtual character; based on the riding animation name in the animation configuration table, indexes to the riding animation of the virtual character riding on the pet virtual character, and configures the first data curve of the virtual character in the riding animation; wherein the value in the first data curve is used to indicate the exclusive control duration of the virtual character riding on the pet virtual character, so that the riding performance of the virtual character riding on the pet virtual character matches the riding animation.

[0102] Reference Figure 4The interface diagram shows that the red and green in the frame area 11 represent the general control duration of the virtual character, and the Jump Attach Config in the frame area 12 is the attachment logic configuration of the virtual character riding the pet virtual character. When the user clicks the frame area 12, the Figure 5 The interface diagram shows that the red and green in the frame area 11 represent the general control duration of the virtual character, and the Jump Attach Config in the frame area 12 is the attachment logic configuration of the virtual character riding the pet virtual character. When the user clicks the frame area 12, the Figure 13 or display Figure 6 The interface diagram shows that the red and green in the frame area 11 represent the general control duration of the virtual character, and the Jump Attach Config in the frame area 12 is the attachment logic configuration of the virtual character riding the pet virtual character. When the user clicks the frame area 12, the Figure 14 The interface diagram shows that the red and green in the frame area 11 represent the general control duration of the virtual character, and the Jump Attach Config in the frame area 12 is the attachment logic configuration of the virtual character riding the pet virtual character. When the user clicks the frame area 12, the Figure 13 and the interface diagram Figure 14 Some specific parameter values of the speed curve in the DataTable can be configured in the interface diagram Figure 7 The interface diagram shows that the red and green in the frame area 11 represent the general control duration of the virtual character, and the Jump Attach Config in the frame area 12 is the attachment logic configuration of the virtual character riding the pet virtual character. When the user clicks the frame area 12, the

[0103] 1.2, the virtual character rides the pet virtual character: In some embodiments, the riding animation includes a basic riding performance, and the basic riding performance includes a virtual character riding a pet virtual character performance. When the pet virtual character is a horse, it is also called a riding horse performance. Then step 300 is specifically implemented as steps 313 and 314: Step 313: configuring the general control duration and speed curve of the virtual character riding the pet virtual character; Step 314: based on the riding animation name in the animation table, indexing to the riding animation of the virtual character riding the pet virtual character, and configuring the second data curve of the virtual character in the riding animation; The values in the second data curve are used to indicate the exclusive control duration of the virtual character riding the pet virtual character, so that the virtual character riding the pet virtual character performance matches the riding animation.

[0104] In some embodiments, the virtual character riding on the pet virtual character and the virtual character riding under the pet virtual character are controlled using the same skill editor (Able), and the playing logic of the riding animation of both is shared. However, the speed curve of both, such as the trajectory, speed change of the virtual character riding on the pet virtual character, and the trajectory, speed change of the virtual character riding under the pet virtual character, is transmitted through the data table (DataTable) DA_SPRideSystemConfig, without being coded in the riding animation or program. In this way, without modifying the control logic, only by adjusting the different speed curves, curve parameters, etc. in the data table, the separate control of the virtual character riding on the pet virtual character and the virtual character riding under the pet virtual character can be achieved, realizing logic reuse and flexibility of action.

[0105] When the virtual character rides under the pet virtual character, the riding animation is controlled by the skill editor (Able), specifically by executing an animation montage. The animation montage is one of the forms of animation sequences. The specific riding animation played is defined by an animation table. The animation table is an electronic table, such as an Excel table or a similar table. The riding animation name, parameters, etc. are configured in the animation table, and based on the riding animation name, the corresponding riding animation can be indexed to determine which riding animation to play.

[0106] For the riding animation of the virtual character riding under the pet virtual character, it is a stationary animation, and when the riding animation is played, the physical position of the virtual character does not change, specifically by zeroing or resetting the root bone of the virtual character to the initial value, to avoid the movement of the virtual character caused by the position of the riding animation itself.

[0107] Although the riding animation of the virtual character riding under the pet virtual character is a stationary animation, the riding performance of the virtual character riding under the pet virtual character still needs to be matched with the riding animation to simulate the reasonable rotation and jumping process of the virtual character. This process is achieved by the skill editor (Able) reading the speed curve in the data table (DataTable). The data table includes multiple speed curves, such as a rotation interpolation curve and a path curve. The rotation interpolation curve is used to control the change of the body rotation angle of the virtual character riding under the pet virtual character, and the path curve is used to control the trajectory of the virtual character jumping.

[0108] The general control duration is a duration for the virtual character to ride the pet virtual character. The second data curve can also refer to a JumpAttachProgress curve, which is used to control the transition animation or logic of the virtual character in the process of riding the pet virtual character, so that the process of the virtual character riding the pet virtual character matches the riding animation, and the action is more natural. The horizontal axis of the JumpAttachProgress curve can be time or a trigger parameter, and the vertical axis is a progress value of 0-1. The JumpAttachProgress curve is also a mapping function of time and progress, which is used to indicate the change of the attachment progress of the virtual character in the process of riding the pet virtual character with time. In this embodiment, when the vertical axis value of the JumpAttachProgress curve is 1, the virtual character has successfully ridden the pet virtual character, and when the vertical axis value of the JumpAttachProgress curve is 0, the virtual character has successfully ridden the pet virtual character, and the displacement is no longer controlled by the program, so that the computer device ensures that the performance of the virtual character riding the pet virtual character and the program logic of the riding animation are synchronized.

[0109] For example, the computer device configures a general control duration and a speed curve for the virtual character to ride the pet virtual character; based on the riding animation name in the animation table, indexes to the riding animation of the virtual character riding the pet virtual character, and configures the second data curve of the virtual character in the riding animation; wherein the value in the second data curve is used to indicate the exclusive control duration of the virtual character riding the pet virtual character, so that the riding performance of the virtual character riding the pet virtual character matches the riding animation.

[0110] 1.3, riding performance of the virtual character riding the pet virtual character: In some embodiments, the riding animation includes a basic riding performance, and the basic riding performance includes a virtual character riding a pet virtual character riding performance. Then, step 300 is specifically implemented as step 315: Step 315: based on the mixed animation name in the animation table, index to the mixed riding animation of the virtual character riding the pet virtual character, and pass the mixed riding animation into the animation blueprint of the pet virtual character.

[0111] The virtual character riding pet virtual character riding performance refers to the riding performance of the virtual character riding on the pet virtual character. This riding performance is controlled by an animation blueprint (ABP), and specific mixed riding animation is played by defining an animation table. The mixed riding animation is a combination of the virtual character and the pet virtual character. The animation table is an electronic table, such as an Excel table or a similar table. In the animation table, the mixed animation name and parameters are also configured, and based on the mixed animation name, the corresponding mixed riding animation can be indexed to determine which mixed riding animation to play. The mixed riding animation can be transmitted to the variable of the animation blueprint in the form of parameters, and after receiving these parameters, the animation blueprint automatically mixes and plays the corresponding riding animation according to a certain logic, presenting a relatively smooth virtual character riding pet virtual character riding performance.

[0112] For example, the computer device indexes the mixed riding animation of the virtual character riding the pet virtual character based on the mixed animation name in the animation table, and transmits the mixed riding animation to the animation blueprint of the pet virtual character.

[0113] In some embodiments, step 300 further includes step 316: Step 316: Configure the slot of the pet virtual character; wherein the slot is created based on the image of the pet virtual character and is used to mount the role blueprint of the virtual character.

[0114] The riding state is not controlled by the virtual character, but by the pet virtual character itself, that is, the role blueprint (BP) of the pet virtual character. That is, the switching of the riding state, the movement or action performed by the pet virtual character is managed and driven based on the role blueprint of the pet virtual character, and the virtual character is only followed or attached to the pet virtual character. At this time, the virtual character is regarded as a role blueprint mounted on the pet virtual character.

[0115] In order to enable the virtual character to be mounted on the pet virtual character, the slot of the pet virtual character, also known as the mount point (MountPoint), is also configured. The slot is created based on the image of the pet virtual character, and different pet virtual characters correspond to different slots, which are used to mount the role blueprint of the virtual character to present the visual effect of the virtual character riding the pet virtual character.

[0116] For example, the computer device also configures the slot of the pet virtual character. Referring to the interface schematic diagram shown in Figure 8 The slot 18 is set on the back of the pet virtual character, and the mount point name (MountPoint) 17 of the pet virtual character is created.

[0117] The above embodiments provide a way of building a basic riding performance system when configuring a riding animation of a virtual character riding a pet virtual character, so that the virtual character riding, riding, and riding off the pet virtual character riding performance can match the riding animation, improving the matching degree of these actions of the virtual character and the riding animation, improving the display efficiency of the riding animation, improving the human-computer interaction efficiency, and reducing the abruptness when the riding animation is displayed.

[0118] 2. Flight and ground riding performance system building: In some embodiments, the flight and ground riding performance system building includes at least the building of virtual character riding performance and pet virtual character riding performance. The following embodiments are introduced respectively.

[0119] 2.1. Virtual character riding performance: In some embodiments, the first type of riding performance refers to ground riding performance and / or flight riding performance. In the first type of riding performance, the system is built respectively for virtual character riding performance and pet virtual character riding performance. The riding animation includes: the first type of riding performance, the first type of riding performance includes: virtual character riding performance. Step 300 is specifically implemented as step 320: Step 320: based on at least one of a Boolean variable node, a state machine node, an enumeration variable node, an animation sequence node, a Boolean mixed pose node, and a pose node, configure an animation blueprint of the virtual character riding performance of the virtual character in the riding standby state; Among them, the state of the virtual character in the riding animation includes at least one of the following states: riding standby state, riding moving state, jump start state, jump in state, and jump end state.

[0120] The normal performance of the virtual character in the riding state includes at least five states: riding standby state (Idle), riding moving state (Walk and Run), jump start state (JumpStart), jump in state (JumpLoop), and jump end state (JumpEnd). Among them, the riding standby state is also called the idle state, which is the state of the virtual character when riding still, for example, the virtual character stops at the original place. The riding moving state is also called the walking and running state, which is the dynamic movement of the virtual character when riding, for example, fast walking, slow running, and fast running. The jump start state is the instantaneous action state of the virtual character when starting to jump. The jump in state is the continuous action state of the virtual character in the jumping process. The jump end state is the finishing action state of the virtual character when landing after jumping.

[0121] In some embodiments, these states of the virtual character in the riding state are allowed to be converted. For example, referring to Figure 9The state transition diagram of the virtual character, the ride standby state (Idle) 21 and the ride moving state (Walk and Run) 22 can be converted to each other, the ride standby state (Idle) 21 or the ride moving state (Walk and Run) 22 or the jump end state (JumpEnd) 25 can be converted to the jump start state (JumpStart) 23, the jump start state (JumpStart) 23 can be converted to the jump in state (JumpLoop) 24, the jump in state (JumpLoop) 24 can be converted to the jump end state (JumpEnd) 25, and the jump end state (JumpEnd) 25 can be converted to the ride standby state (Idle) 21 or the ride moving state (Walk and Run) 22.

[0122] For the ride standby state, at least one of the three states is further subdivided: a ground ride standby state, a flight ride standby state, and a special ride standby state. The ground ride standby state is a state in which the virtual character is stationary when riding the pet virtual character on the ground, for example, the virtual character is stationary on the ground while riding a horse pet virtual character. The flight ride standby state is a state in which the virtual character is stationary when riding the pet virtual character in the air, for example, the virtual character is hovering in the air while riding a flying pet virtual character. The special ride standby state is a state in which the virtual character is stationary when riding the pet virtual character in some special scenarios, for example, the virtual character is stationary on a cloud while riding a flying pet virtual character. It should be noted that the special ride standby state is further subdivided into at least one of the following states: a special flight ride standby state and a special ground ride standby state, and the embodiment mainly describes the special flight ride standby state.

[0123] For example, the computer device configures the animation blueprint of the virtual character in the ride standby state based on at least one of the following nodes: a Boolean variable node, a state machine node, an enumeration variable node, an animation sequence playing node, a Boolean mixed pose node, and a pose node.

[0124] Specifically, for the three states subdivided in the ride standby state, the ride is distinguished based on the enumeration variable and the Boolean variable. The enumeration variable is specifically the Ride Move Phase For Anim enumeration variable, which includes the three states subdivided in the ride standby state, and the computer device determines which state it belongs to by judging the enumeration value of the enumeration variable. The Boolean variable is specifically the Fake Flying Boolean variable, which is a switch variable used to distinguish whether it is in a flight state. In this way, by subdividing the ride standby state and combining the enumeration variable and the Boolean variable, the precise matching and switching of the ride animation of the virtual character in different rides are realized, and the richness and logic of the ride performance are ensured.

[0125] In some embodiments, the virtual character in the ride animation in the ride standby state further comprises: a ground ride standby state, a flying ride standby state, and a special ride standby state. Step 320 is specifically implemented as steps 321, 322, 323, 324, and 325: Step 321: connecting the flying ride Boolean variable node to the input of the corresponding play animation sequence node; Step 322: connecting the ground ride Boolean variable node to the input of the corresponding play animation sequence node; Step 323: connecting the state machine node, the output of the play animation sequence node corresponding to the flying ride Boolean variable node, and the pseudo-flying state Boolean variable node to the input of the corresponding Boolean-mixed pose node; Step 324: connecting the output of the play animation sequence node corresponding to the ground ride Boolean variable node to the input of the corresponding Boolean-mixed pose node; Step 325: connecting the output of the Boolean-mixed pose node corresponding to the state machine node and the enumeration variable node to the input of the pose node; Wherein, the flying ride Boolean variable node is used to mark whether in the flying ride standby state, the ground ride Boolean variable node is used to mark whether in the ground ride standby state, the state machine node is used to manage the animation state and transition of the flying ride, the pseudo-flying state Boolean variable node is used to mark whether in the flying state, the enumeration variable node is used to distinguish the ground ride standby state and the flying ride standby state, the play animation sequence node is used to play the ground ride standby animation sequence or the flying ride standby animation sequence, the Boolean-mixed pose node is used to mix between two poses based on the Boolean value, and the pose node is used to store the mixed pose.

[0126] In the animation blueprint of the ride standby state, at least the following nodes are involved: the flying ride Boolean variable node (Ride Fly Idle), the ground ride Boolean variable node (Ride Ground Idle), the play animation sequence node, the state machine node (Flying State), the pseudo-flying state Boolean variable node (Fake Flying), the Boolean-mixed pose node, the enumeration variable node (Ride Move Phase For Anim), and the pose node (output animation pose node).

[0127] The ride fly Boolean variable node is used to mark whether in a ride fly idle state, the ride ground Boolean variable node is used to mark whether in a ride ground idle state, the state machine node is used to manage the animation state and transition of the ride fly, the fake fly state Boolean variable node is used to mark whether in a fly state, the enumeration variable node is used to distinguish the ride ground idle state and the ride fly idle state, the play animation sequence node is used to play a ride ground idle animation sequence or a ride fly idle animation sequence, the Boolean blend pose node is used to blend between two poses based on a Boolean value (True or False), and the pose node is used to store the blended pose.

[0128] Referring to Figure 10 As shown in the interface schematic diagram, the ride fly Boolean variable node (Ride Fly Idle) 26 is connected to the input of the corresponding play animation sequence node 29, the ride ground Boolean variable node (Ride Ground Idle) 27 is connected to the input of the corresponding play animation sequence node 30, the state machine node (Flying State) 28, the output of the ride fly Boolean variable node (Ride Fly Idle) 26 corresponding to the play animation sequence node 29, and the fake fly state Boolean variable node (Fake Flying) 31-1 are connected to the input of the corresponding Boolean blend pose node 32, the output of the ride ground Boolean variable node (Ride Ground Idle) 27 corresponding to the play animation sequence node 30 is connected to the input of the corresponding Boolean blend pose node 33, and the enumeration variable node (Ride Move Phase For Anim) 31-2 and the output of the Boolean blend pose node 32 corresponding to the state machine node 28 are connected to the input of the pose node 34.

[0129] The ride idle states are distinguished separately, mainly to facilitate the virtual character to perform some differentiated ride performance in the ride idle state, and to avoid the monotony of the ride performance. For example, the virtual character of a horse pet can swing its tail, the virtual character of a pet can adjust its sitting posture, and the like in the ride ground idle state, the virtual character can have clothes floating with the air flow in the ride fly idle state, and the virtual character can have exclusive character gestures, exclusive light effects, and the like in the special ride idle state.

[0130] In some embodiments, the ride movement state is made by using a blend space (BS). The blend space can calculate and blend different ride animation clips according to input parameters, such as movement speed, movement direction, and the like, to realize smooth movement, turning, and the like transition effects. Referring to Figure 11The interface diagram shown is used to make the performance effect of the mixed animation of the riding movement state of the virtual character 35 in the mixed space.

[0131] In some embodiments, the method further includes step 326: Step 326: For different types of pet virtual characters, respectively make the riding animation assets of the virtual character, so that the virtual character displays the corresponding riding animation when riding different types of pet virtual characters.

[0132] The riding animation is made separately for different riding types. For regular pet virtual characters, make riding animation assets for large, medium and small sizes, and for special pet virtual characters, such as some designated pet virtual characters, such as gorillas, etc., make separate virtual character riding animation assets. Figure 12 The interface diagram shown is used to make the performance effect of the mixed animation of the riding movement state of the virtual character 35 in the mixed space. Figure 36 For different types of pet virtual characters, respectively make the riding animation assets of the virtual character, so that the virtual character displays the corresponding riding animation when riding different types of pet virtual characters, and realize the performance making of the mixed animation of the virtual character.

[0133] In some embodiments, the method further includes step 327: Step 327: In the case of virtual character swinging when the pet virtual character jumps in the riding animation, whether to play the virtual character's riding jump animation in the riding animation is also configured.

[0134] The control of the riding state is not the virtual character, but the pet virtual character itself, that is, the pet virtual character's character blueprint (BP). That is, the switching of the riding state, the movement or action performed by the pet virtual character is managed and driven based on the character blueprint of the pet virtual character, and the virtual character is only followed or attached to the pet virtual character.

[0135] In some cases, the pet virtual character can swing the virtual character together when jumping, and the swinging of the virtual character may be too severe, for example, the swinging amplitude of the virtual character is too large. At this time, if the virtual character is made separately for the virtual character corresponding to the jumping animation asset of the pet virtual character, the improvement effect of the virtual character riding performance is not obvious.

[0136] The embodiment adopts a variable distinction manner, which can distinguish the jumping condition of the pet virtual role, such as whether to jump, which jumping stage, and the value of the variable is transmitted to the animation blueprint of the virtual role by the animation blueprint of the pet virtual role. Then the animation blueprint of the virtual role adjusts its riding animation according to the value of the variable. For example, when the pet virtual role jumps, the variable transmits the "jumping state to the animation blueprint of the virtual role, and the animation blueprint of the virtual role plays the adaptive riding jump animation of the virtual role, so as to avoid the situation that the swing amplitude of the virtual role is too large, and reduce the sense of strangeness.

[0137] For example, the computer device enables the virtual role to swing in the riding animation when the pet virtual role jumps in the riding animation. In some specific embodiments, the animation blueprint corresponding to whether to play the riding jump animation of the virtual role in the riding animation is configured in the following manner: connecting the riding jump Boolean variable node, the trigger riding jump Boolean variable node to the input of the AND operation node, connecting the output of the AND operation node to the input of the result node.

[0138] Among them, the riding jump Boolean variable node (Ridden Was Jumping) is used to judge the jumping state of the pet virtual role, the trigger riding jump Boolean variable node (Need Ride Jump) is used to judge whether to trigger the riding jump logic, the AND operation node is used to AND operation on the two judgment results, and the result node (Can Enter Transition) is used to determine whether to switch to the riding jump animation of the virtual role based on the AND operation result.

[0139] Reference Figure 13 The interface schematic diagram shown connects the riding jump Boolean variable node (Ridden Was Jumping) 37, the trigger riding jump Boolean variable node (Need Ride Jump) 38 to the input of the AND operation node (AND) 39, and connects the output of the AND operation node (AND) 39 to the input of the result node (Can Enter Transition) 40. Among them, only when the pet virtual role is jumping, and the riding jump needs to be triggered, both conditions are met, the corresponding riding jump animation transition is allowed to enter. In Figure 13 Among them, the riding jump Boolean variable node (Ridden Was Jumping) 37, the trigger riding jump Boolean variable node (Need Ride Jump) 38, the AND operation node (AND) 39 form a conditional judgment, which realizes shielding the backward swing and avoids the abnormal performance of the virtual role due to the problem of the number of associated pet virtual role backward actions.

[0140] 2.2, Pet virtual role riding performance: In some embodiments, the first type of riding performance refers to ground riding performance and / or flight riding performance. In the first type of riding performance, system construction is carried out respectively for virtual role riding performance and pet virtual role riding performance. The method further includes: Step 335: creating a general animation blueprint of the pet virtual role.

[0141] For the pet virtual role, a general animation blueprint of the pet virtual role is created, which is also understood as a basic animation blueprint. The animation blueprint includes state machines, variables, animation logic common to all pet virtual roles, such as movement, stillness, turning, and other common control logic. Subsequent riding logic directly inherits the animation blueprint, and only needs to configure specific riding animations and add special logic during riding, without the need to create a completely new animation blueprint. For example, referring to the interface shown in Figure 14 Figure 41 The general animation blueprint of the pet virtual role is configured.

[0142] 2.2.1, Ground riding performance: In the pet virtual role riding performance, it is further subdivided to include at least one of the following: ground riding performance and flight riding performance. In some embodiments, the riding animation includes: the first type of riding performance, the first type of riding performance includes: the pet virtual role riding performance, the pet virtual role riding performance includes: the ground riding performance. At this time, the pet virtual role supports ground riding function. Step 300 is specifically implemented as step 330: Step 330: configuring the animation blueprint of the ground riding performance of the pet virtual role based on at least one of the state machine node, the Boolean variable node, the cached pose node, the Boolean-mixed pose node, the slot node, and the pose node.

[0143] For the pet virtual role riding performance, it is further subdivided to include at least one of the following: ground riding performance, flight riding performance, and special riding performance. The special riding performance refers to a designated pet virtual role riding performance, such as a dragon pet virtual role riding performance.

[0144] For example, the computer device configures the animation blueprint of the ground riding performance of the pet virtual role based on at least one of the state machine node, the Boolean variable node, the cached pose node, the Boolean-mixed pose node, the slot node, and the pose node.

[0145] Specifically, step 330 is specifically implemented as step 331, step 332, and step 333: Step 331: connecting the ground riding state machine node, the cached pose node, and the role control Boolean variable node to the input of the corresponding Boolean-mixed pose node;​ Step 332: connecting the output of the Boolean-mix pose node to the input of the slot node; Step 333: connecting the output of the slot node to the input of the pose node; The ground ride state machine node is used to manage the animation state and transition of the ground ride, the cached pose node is used to use the cached pose, the actor controlled Boolean variable node is used to mark whether the ride animation is controlled by the virtual actor, the Boolean-mix pose node is used to mix between two poses based on a Boolean value, the slot node is used to stack the mixed pose on a slot, and the pose node is used to store the mixed pose.

[0146] In the animation blueprint of the ground ride performance of the pet virtual actor, at least the following nodes are involved: the ground ride state machine node (RideLocomotion), the cached pose node (using the cached pose “BaseLocomotion”), the actor controlled Boolean variable node (Contorlled For Anim By Rider), the Boolean-mix pose node, the slot node (slot “Dizziness”), and the pose node (CachedLocomotion).

[0147] The ground ride state machine node is used to manage the animation state and transition of the ground ride, the cached pose node is used to use the cached pose, the actor controlled Boolean variable node is used to mark whether the ride animation is controlled by the virtual actor, the Boolean-mix pose node is used to mix between two poses based on a Boolean value, the slot node is used to stack the mixed pose on a slot, and the pose node is used to store the mixed pose.

[0148] Reference Figure 15 As shown in the interface schematic diagram, the ground ride state machine node (RideLocomotion) 43, the cached pose node (using the cached pose “BaseLocomotion”) 44, and the actor controlled Boolean variable node (Contorlled For Anim By Rider) 42 are connected to the input of the corresponding Boolean-mix pose node 45; the output of the Boolean-mix pose node 45 is connected to the input of the slot node (slot “Dizziness”) 46; and the output of the slot node (slot “Dizziness”) 46 is connected to the input of the pose node (CachedLocomotion) 47.

[0149] 2.2.2, flight ride performance: In the pet virtual role riding performance, it is further subdivided into ground riding performance and flying riding performance. In some embodiments, the riding animation includes: a first type of riding performance, the first type of riding performance includes: a pet virtual role riding performance, the pet virtual role riding performance includes: a flying riding performance. At this time, the pet virtual role supports the flying riding function. Step 300 is specifically implemented as step 340: Step 340: based on at least one of the state machine node, the Boolean variable node, the cached pose node, the Boolean-mixed pose node, the slot node, and the pose node, configure the animation blueprint of the flying riding performance of the pet virtual role.

[0150] For the pet virtual role riding performance, it is further subdivided into at least one of the following: ground riding performance, flying riding performance, and special riding performance. The special riding performance refers to a designated pet virtual role riding performance, for example, a dragon pet virtual role riding performance.

[0151] Similar to the configuration method of the animation blueprint of the ground riding performance, the computer device configures the animation blueprint of the flying riding performance of the pet virtual role based on at least one of the state machine node, the Boolean variable node, the cached pose node, the Boolean-mixed pose node, the slot node, and the pose node.

[0152] Specifically, step 340 is specifically implemented as step 341, step 342, and step 343: Step 341: connecting the flying riding state machine node, the cached pose node, and the flying riding Boolean variable node to the input of the corresponding Boolean-mixed pose node; Step 342: connecting the output of the Boolean-mixed pose node to the input of the slot node; Step 343: connecting the output of the slot node to the input of the pose node; Wherein, the flying riding state machine node is used to manage the animation state and transition of the flying riding, the cached pose node is used to use the cached pose, the flying riding Boolean variable node is used to mark whether it is in the flying riding state, the Boolean-mixed pose node is used to mix between two poses based on the Boolean value, the slot node is used to superimpose the mixed pose on the slot, and the pose node is used to store the mixed pose.

[0153] In the animation blueprint of the flying riding performance of the pet virtual role, at least the following nodes are involved: the flying riding state machine node (RideFlyLocomotion), the cached pose node (using the cached pose “BaseLocomotion”), the flying riding Boolean variable node (Is Ride Flying), the Boolean-mixed pose node, the slot node (slot “Dizziness”), and the pose node (CachedLocomotion).

[0154] wherein the ride fly locomotion state machine node is used to manage the animation states and transitions of the ride fly, the cached pose node is used to use the cached pose, the ride fly boolean variable node is used to mark whether in the ride fly state, the boolean blend pose node is used to blend between two poses based on a boolean value, the slot node is used to stack the blended pose on a slot, and the pose node is used to store the blended pose.

[0155] Referring to Figure 16 As shown in the interface schematic diagram, the ride fly locomotion state machine node (RideFlyLocomotion) 49, the cached pose node (use the cached pose “BaseLocomotion”) 50, and the ride fly boolean variable node (Is RideFlying) 48 are connected to the inputs of the corresponding boolean blend pose node 51; the output of the boolean blend pose node 51 is connected to the input of the slot node (slot “Dizziness”) 52; and the output of the slot node (slot “Dizziness”) 52 is connected to the input of the pose node (CachedLocomotion) 53.

[0156] 2.2.3, special ride performance: In the pet virtual role ride performance, in addition to the ground ride performance and the fly ride performance, it is further subdivided into a special ride performance. The special ride performance can be used in combination with the ground ride performance and the fly ride performance. The special ride performance refers to a ride performance in which the pet virtual role produces some pose transformation. The pose transformation includes at least one of the following: changing the orientation, pose, motion trajectory, moving direction, and rotating direction of the pet virtual role. For example, the pet virtual role turns around, tilts the body, or adjusts the view angle, etc., to realize the turning around, jumping, etc. of the pet virtual role. In some embodiments, the ride animation includes: a first type of ride performance, the first type of ride performance includes: a pet virtual role ride performance, the pet virtual role ride performance includes: a special ride performance. Step 300 is specifically implemented as step 350: Step 350: based on at least one of the state machine node, the local to component space node, the transform bone node, the boolean blend pose node, the component space to local node, the boolean variable node, and the pose node, configure the animation blueprint of the special ride performance of the pet virtual role.

[0157] For the pet virtual role ride performance, it is further subdivided to include at least one of the following: ground ride performance, fly ride performance, and special ride performance. The special ride performance refers to a designated pet virtual role ride performance, for example, a dragon pet virtual role ride performance.

[0158] Exemplarily, the computer device configures the animation blueprint of the special riding performance of the pet virtual role based on at least one of a special riding state machine node, a local-to-component space node, a transform bone node, a Boolean-mixed pose node, a component space-to-local node, a Boolean variable node, and a pose node.

[0159] Specifically, the step 350 is specifically implemented as a step 351, a step 352, a step 353, a step 354, and a step 355. The step 351 is to connect the special riding state machine node to an input of the local-to-component space node. The step 352 is to connect the input of the local-to-component space node to an input of the root bone transform skeleton node. The step 353 is to connect an output of the root bone transform skeleton node to an input of the component space-to-local node. The step 354 is to connect an output of the component space-to-local node to an input of the corresponding Boolean-mixed pose node. The step 355 is to connect an output of the Boolean-mixed pose node to an input of the pose node. The special riding state machine node is used to manage the animation state and transition of the special riding, the local-to-component space node is used to convert the animation pose in the local space into the pose in the component space, to be compatible with the root bone transform skeleton node, the root bone transform skeleton node is used to modify the translation, rotation, and scaling of the root bone, to adjust the pose of the skeleton, the component space-to-local node is used to convert the animation pose in the component space back into the pose in the local space, to be compatible with the nodes, the special type Boolean variable node is used to mark whether the special type riding state is in, the Boolean-mixed pose node is used to mix between two poses based on the Boolean value, and the pose node is used to store the mixed pose.

[0160] In the animation blueprint of the special riding performance of the pet virtual role, taking the dragon pet virtual role as an example, at least the following nodes are involved: a special riding state machine node (DragonLocomotion), a local-to-component space node, a root bone (Root) transform skeleton node, a component space-to-local node, a special type Boolean variable node (Is Dragon), a Boolean-mixed pose node, and a pose node (Locomotion).

[0161] The special locomotion state machine node is used to manage the animation state and transition of the special locomotion, the from local to component space node is used to convert the animation pose in the local space to the pose in the component space, the root bone transform skeleton node is used to modify the translation, rotation, and scale of the root bone to adjust the pose of the skeleton, the from component space to local node is used to convert the animation pose in the component space back to the pose in the local space to be compatible with various nodes, the special type bool variable node is used to mark whether it is in a special type of riding state, the by bool blend pose node is used to blend between two poses based on a boolean value, and the pose node is used to store the blended pose.

[0162] Reference Figure 17 Referring to the interface schematic diagram shown in the figure, taking a dragon pet virtual character as an example, the special locomotion state machine node (DragonLocomotion) 54 is connected to the input of the from local to component space node 55; the input of the from local to component space node 55 is connected to the input of the root bone (Root) transform skeleton node 56; the output of the root bone (Root) transform skeleton node 56 is connected to the input of the from component space to local node 58; the special type bool variable node (Is Dragon) 57 and the output of the from component space to local node 58 are connected to the input of the corresponding by bool blend pose node 59; the output of the by bool blend pose node 59 is connected to the input of the pose node (Locomotion) 60.

[0163] 2.2.4, ground riding pet virtual character: In some embodiments, the state switching logic of the animation blueprint is also configured according to the riding type of the pet virtual character. The pet virtual character further includes a ground riding pet virtual character. The ground riding pet virtual character supports ground riding function. The method further includes step 361: Step 361: configure the animation blueprint based on the speed of the ground riding pet virtual character, enter the falling state or the jumping state.

[0164] For the ground riding performance of the ground riding pet virtual character, the jumping structure is mainly constructed, and part of the ground riding pet virtual character also supports two-stage jumping, that is, the ground riding pet virtual character can trigger the second jump before the first jump and landing.

[0165] The regular behaviors of the virtual character in the ride state include at least five states: a ride idle state (Idle), a ride moving state (Walk and Run), a jump start state (Jump Start), a jump in state (Jump Loop), and a jump end state (Jump End), and the states are allowed to transition. Accordingly, the regular behaviors of the pet virtual character in the ride state also include at least five states: a ride idle state (Idle), a ride moving state (Walk and Run), a jump start state (Jump Start), a jump in state (Jump Loop), and a jump end state (Jump End).

[0166] In some embodiments, the states of the pet virtual character in the ride state are allowed to transition. For example, referring to the state transition diagram of FIG. 6A, the ride idle state (Idle) 65 and the ride moving state (Walk and Run) 66 can transition to each other, from either the ride idle state (Idle) 65 or the ride moving state (Walk and Run) 66 to the jump start state (Jump Start) 67, the jump start state (Jump Start) 67 and the jump end state (Jump End) 68 can transition to each other, from the jump start state (Jump Start) 67 to the jump in state (Jump Loop) 69, from the jump in state (Jump Loop) 69 to the jump end state (Jump End) 68, and from the jump end state (Jump End) 68 to the ride idle state (Idle) 65 or the ride moving state (Walk and Run) 66. Figure 18

[0167] ​In some embodiments, the state transition from the ride idle state (Idle) to the jump start state (JumpStart) needs to prevent the sudden drop caused by teleportation, for example, the pet virtual character teleports to the air with the virtual character and plays the ride animation of hovering in the air. The state transition from the ride idle state (Idle) to the ride movement state (WalkandRun) is driven by the jump of the movement speed (Speed), for example, when the movement speed increases from 0 to the running speed threshold, the ride animation of the ride movement state is switched. The subsequent state transition from the jump start state (JumpStart) needs to take into account the entry into the falling state (Falling) or the jumping state (Jump) according to the actual technical scene, which can correspond to the two scenes of running to the cliff and falling or jumping. For example, the pet virtual character jumps the skill, and then enters the jumping state (Jump) from the jump start state (JumpStart), and needs to play the jumping animation; the pet virtual character runs to the cliff, and then enters the falling state (Falling) from the jump start state (JumpStart), and needs to play the falling animation. In this way, the jump start state (JumpStart) is adapted to multiple scenes of movement, jumping, and falling, ensuring that the ride animation is smoother and more natural.

[0168] For example, the computer device configures an animation blueprint for entering the falling state or the jumping state based on the speed of the ground riding pet virtual character. In some specific embodiments, the way to configure the animation blueprint for entering the falling state or the jumping state based on the speed of the ground riding pet virtual character is as follows: Connect the speed float variable node, the falling Boolean variable node to the input of the AND operation node, connect the jumping Boolean variable node, the output of the AND operation node to the input of the OR operation node, and connect the output of the OR operation node to the input of the result node.

[0169] Wherein, the speed float variable node (Monster Speed Z) is used to determine the vertical (Z-axis) movement speed of the pet virtual character, or to determine the pitch angle (Pitch) of the pet virtual character, the falling Boolean variable node (Is Falling) is used to determine whether the pet virtual character is in the falling state, the AND operation node (AND) is used to perform AND operation on the two determination results, the jumping Boolean variable node (Was Jumping) is used to determine whether the pet virtual character is in the jumping state, and the OR operation node (OR) is used to perform OR operation on the two determination results. The result node (Can Enter Transition) is used to determine whether to switch to the ride animation of the jumping state or the falling state based on the OR operation result.

[0170] Reference Figure 19The interface diagram shown connects the speed float variable node (Monster Speed Z) 61, the falling Boolean variable node (Is Falling) 62 to the input of the AND operation node (AND) 64-1, connects the jumping Boolean variable node (Was Jumping) 63, the output of the AND operation node (AND) 64-1 to the input of the OR operation node (OR) 64-2, and connects the output of the OR operation node (OR) 64-2 to the input of the result node (Can Enter Transition) 64-3. Among them, only when the vertical (Z-axis) movement speed of the pet virtual role is greater than the speed threshold, for example, 100, and the pet virtual role enters the falling state, it is determined that the pet virtual role is in the falling state. When the pet virtual role is in the jumping state, or either condition of being in the falling state is met, the switching to the corresponding riding animation of the jumping state or the falling state is allowed.

[0171] In some embodiments, for the deflection of the ground-riding pet virtual role when the camera is rotated, the method further comprises step 362: Step 362: configuring an animation blueprint of the deflection of the ground-riding pet virtual role when the camera is rotated based on at least one of the cached pose node, the from local to component space node, the float variable node, the transform bone node, the from component space to local node, and the pose node.

[0172] When ground-riding, there is also a case where the ground-riding pet virtual role is deflected due to the user rotating the camera. In order to reduce the asset amount, a way of controlling the bone of the pet virtual role including a root bone based on inverse kinematics (IK) is adopted to achieve this. Specifically, the computer device configures an animation blueprint of the deflection of the ground-riding pet virtual role when the camera is rotated based on at least one of the cached pose node, the from local to component space node, the float variable node, the transform bone node, the from component space to local node, and the pose node.

[0173] Specifically, step 362 is specifically implemented as step 3621, step 3622, step 3623, and step 3624: Step 3621: connecting the cached pose node to the input of the from local to component space node; Step 3622: connecting the body deflection float variable node, the body deflection weight float variable node, the output of the from local to component space node to the input of the root bone transform bone node; Step 3623: connecting the output of the root bone transform bone node to the input of the from component space to local node; Step 3624: connecting the output of the from component space to local node to the input of the pose node; wherein the cached pose node is used to use the cached pose, the from local to component space node is used to convert the animated pose in local space to pose in component space to be compatible with the root bone transform skeletal node, the body deflection float variable node is used to control the degree of body deflection, the body deflection additive alpha float variable node is used to control the additive weight of the degree of body deflection, the root bone transform skeletal node is used to modify the translation, rotation, scale of the root bone to adjust the skeletal pose, the from component space to local node is used to convert the animated pose in component space back to pose in local space to be compatible with the various nodes, and the pose node is used to store the pose after the additive.

[0174] In the animation blueprint of the deflection of the virtual pet character of the ground ride when the camera is rotating, at least the following nodes are involved: the cached pose node (using the cached pose “LookAtPose”), the from local to component space node, the body deflection float variable node (Body Deflection), the body deflection additive alpha float variable node (Body Deflection Additive Alpha), the from local to component space node, the root bone (Root) transform skeletal node, the from component space to local node, and the pose node (RideAdditive).

[0175] wherein the cached pose node is used to use the cached pose, the from local to component space node is used to convert the animated pose in local space to pose in component space to be compatible with the root bone transform skeletal node, the body deflection float variable node is used to control the degree of body deflection, the body deflection additive alpha float variable node is used to control the additive weight of the degree of body deflection, the root bone transform skeletal node is used to modify the translation, rotation, scale of the root bone to adjust the skeletal pose, the from component space to local node is used to convert the animated pose in component space back to pose in local space to be compatible with the various nodes, and the pose node is used to store the pose after the additive.

[0176] Reference Figure 20 As shown in the interface schematic diagram, the cached pose node (using the cached pose “LookAtPose”) 70 is connected to the input of the from local to component space node 72; the body deflection float variable node (Body Deflection) 71, the body deflection additive alpha float variable node (Body Deflection Additive Alpha) 73, and the output of the from local to component space node 72 are connected to the input of the root bone (Root) transform skeletal node 74; the output of the root bone (Root) transform skeletal node 74 is connected to the input of the from component space to local node 75; and the output of the from component space to local node 75 is connected to the input of the pose node (RideAdditive) 76.

[0177] 2.2.5, flying ride pet virtual role: In some embodiments, the state switching logic of the animation blueprint is also configured according to the ride type of the pet virtual role. The pet virtual role also includes a flying ride pet virtual role. The flying ride pet virtual role supports the flying ride function. The flying ride pet virtual role can be a pet virtual role that flies in the air all the time, or a pet virtual role that exists on the regular ground at first and then switches to fly in the air after the virtual role rides on it. The method also includes step 363: Step 363: configuring at least two flying movement animations of the flying ride pet virtual role in the flying movement state.

[0178] For the flying ride performance of the flying ride pet virtual role, at least includes: take-off process and falling process, and the corresponding ride animation at least includes: start phase (Start) and end phase (End). In some embodiments, a part of the pet virtual role exists on the regular ground, but can take off after riding. In this scenario, it is necessary to design the ride animation of the start phase (Start) and the end phase (End) to avoid the sudden feeling that the pet virtual role changes from the ground to fly in the air or the pet virtual role teleports from flying in the air to the ground. If the pet virtual role is a pet virtual role that always flies in the air, only the ride animation of the ride standby state needs to be configured.

[0179] For the part of the pet virtual role that exists on the regular ground but can take off after riding, the performance of the pet virtual role in the ride state at least includes four states: ground state (Ground), take-off state (Start), flying movement state (FlyMove), and end state (End).

[0180] In some embodiments, these states of the virtual role in the ride state are allowed to be converted. For example, referring to the state conversion diagram of Figure 21 From the ground state (Ground) 77 to the take-off state (Start) 78, from the take-off state (Start) 78 to the flying movement state (FlyMove) 79, from the flying movement state (FlyMove) 79 to the end state (End) 80, and from the end state (End) 80 to the ground state (Ground) 77.

[0181] For the flying movement state, in order to avoid the monotony of flying movement, the computer device also configures at least two flying movement animations of the flying ride pet virtual role in the flying movement state, and displays the flying movement animations according to actual technical needs.

[0182] In some embodiments, the flight movement animation is selected in a random mode. The method further comprises step 364: Step 364: determining the flight movement animation of the flying ride pet virtual character in the flying state from the at least two flight movement animations in a first random mode, or in a second random mode. Wherein, the first random mode is used to randomly determine the flight movement animation from the at least two flight movement animations, the second random mode is used to determine a first flight movement animation of the at least two flight movement animations as the flight movement animation, and a second flight movement animation of the at least two flight movement animations is determined as the flight movement animation when the number of playing times of the first flight movement animation reaches a threshold.

[0183] The random mode includes at least one of the following: the first random mode, the second random mode. Wherein, the first random mode is completely random, that is, the at least two flight movement animations are completely switched. The second random mode is conditional random, that is, when the number of playing times of one of the at least two flight movement animations reaches a threshold, it is switched to another flight movement animation.

[0184] For example, the computer device determines the flight movement animation of the flying ride pet virtual character in the flying state from the at least two flight movement animations in the first random mode, or in the second random mode. In some embodiments, in terms of computer code implementation, the computer device uses computer code to define the ride random flight type, and determines the random mode of the ride random flight type according to the value of the variable. Wherein, when the value of the variable is 0, the first random mode is adopted, and when the value of the variable is 1, the second random mode is adopted.

[0185] In some embodiments, in the flight movement state, it is further subdivided to include at least one of the following: a first flight ride movement state (FlyRideMoveFir), a second flight ride movement state (FlyRideMoveSec). These states are allowed to be converted. For example, referring to the state transition diagram of Figure 22 The first flight ride movement state (FlyRideMoveFir) 79-1 and the second flight ride movement state (FlyRideMoveSec) 79-2 can be converted to each other. In these states, the corresponding flight movement animation can be played to realize the diversity and smooth transition of the flight movement animation, and avoid the monotony of the flight movement.

[0186] In some embodiments, for the deflection of the flying ride pet virtual character when flying, the method further comprises step 365: Step 365: configuring the animation blueprint of the deflection of the flying ride pet virtual role in flight based on at least one of the cached pose node, the float variable node, the blend reference node, the blend space player node, the apply mesh space node, the bool variable node, the blend pose by bool node, the pose node.

[0187] In the flying ride, there is also a situation that the flying ride pet virtual role deflects due to the user turning the lens. In this case, more complex superposition is needed to simulate the effect of the deflection of the flying ride pet virtual role in flight. Specifically, the computer device configures the animation blueprint of the deflection of the flying ride pet virtual role in flight based on at least one of the cached pose node, the float variable node, the blend reference node, the blend space player node, the apply mesh space node, the bool variable node, the blend pose by bool node, the pose node.

[0188] Specifically, step 365 is specifically implemented as step 3651, step 3652, step 3653, step 3654: Step 3651: connecting the flight yaw angle float variable node, the flight pitch angle float variable node, the blend reference node to the input of the blend space player node; Step 3652: connecting the output of the cached pose node, the flight float variable node, the blend space player node to the input of the apply mesh space node; Step 3653: connecting the output of the apply mesh space node, the flight ride bool variable node to the input of the corresponding blend pose by bool node; Step 3654: connecting the output of the blend pose by bool node to the input of the pose node; Wherein, the flight yaw angle float variable node is used to control the flight yaw angle, the flight pitch angle float variable node is used to control the flight pitch angle, the blend reference node is used to blend the flight yaw angle and the flight pitch angle, the blend space player node is used to blend the flight yaw angle and the flight pitch angle, the cached pose node is used to use the cached pose, the flight float variable node is used to control the additional animation blend weight, the apply mesh space node is used to apply the pose output by the blend space player node as an additional animation to the cached pose, the flight ride bool variable node is used to mark whether it is in the flying ride standby state, the blend pose by bool node is used to blend between two poses based on a boolean value, and the pose node is used to store the blended pose.

[0189] The animation blueprint of the deflection of the flying ride pet virtual role in flight involves at least the following nodes: a flying yaw float variable node (Fly Yaw), a flying pitch float variable node (Fly Pitch), a mixed reference node (ABS Fly), a mixed space player node, a cached state node (using a cached state pose "CachedStatePose"), a flying float variable node (Can Fly BS), an apply mesh space node (applying a mesh space to an animation "Additive animation"), a flying ride Boolean variable node (Is Ride Flying), a Boolean mixed pose node, and a pose node (RideAdditivePose).

[0190] The flying yaw float variable node is used to control the flying yaw angle, the flying pitch float variable node is used to control the flying pitch angle, the mixed reference node is used to mix the flying yaw angle and the flying pitch angle, the mixed space player node is used to mix the flying yaw angle and the flying pitch angle, the cached state node is used to use the cached state pose, the flying float variable node is used to control the additional animation mixing weight, the apply mesh space node is used to apply the pose output by the mixed space player node to the cached state pose as an additional animation, the flying ride Boolean variable node is used to mark whether it is in the flying ride standby state, the Boolean mixed pose node is used to mix between two poses based on a Boolean value, and the pose node is used to store the mixed pose.

[0191] Referring to Figure 23 As shown in the interface schematic diagram, the flying yaw float variable node (Fly Yaw) 81, the flying pitch float variable node (Fly Pitch) 82, and the mixed reference node (ABS Fly) 83 are connected to the input of the mixed space player node 85; the cached state node (using a cached state pose "CachedStatePose") 84, the flying float variable node (Can Fly BS) 86, and the output of the mixed space player node 85 are connected to the input of the apply mesh space node (applying a mesh space to an animation "Additive animation") 87; the output of the apply mesh space node (applying a mesh space to an animation "Additive animation") 87 and the flying ride Boolean variable node (Is Ride Flying) 88 are connected to the input of the corresponding Boolean mixed pose node 89; and the output of the Boolean mixed pose node 89 is connected to the input of the pose node (RideAdditivePose) 90. Figure 24 As shown in the interface schematic diagram, for the deflection of the flying ride pet virtual role 92 in flight, at least 4 poses (poses) of the deflection of the orientation (up, down, left, and right) 91 need to be made to realize the performance of the mixed space.

[0192] The above embodiments provide a flying and ground riding performance system building method when configuring a virtual character riding pet virtual character riding animation, distinguish virtual character riding performance and pet virtual character riding performance, realize separate configuration of virtual character riding performance and pet virtual character riding performance, comprehensively consider various performance conditions, improve the display efficiency of the flying and ground riding animation, improve the human-computer interaction efficiency, and also reduce the abruptness of the riding animation display.

[0193] 3. Special riding performance system building: In some embodiments, the special riding performance building at least includes: building of a designated pet virtual character riding performance, a pet virtual character deformation riding performance, a virtual character change riding performance, and a pet virtual character changing into a virtual prop riding performance. The following embodiments are introduced respectively.

[0194] 3.1. Designated pet virtual character riding performance: In some embodiments, the riding animation includes: a second type of riding performance, and the second type of riding performance includes: a designated pet virtual character riding performance. The designated pet virtual character refers to a pet virtual character with a body length exceeding a threshold value, for example, a dragon pet virtual character. Specifically, step 300 is implemented as step 370: Step 370: configuring the riding animation of the designated pet virtual character in each direction in different states; Wherein, the state of the designated pet virtual character in the riding animation includes at least one of: a riding standby state, a riding moving state from a riding standby state, a riding moving state, and a riding standby state from a riding moving state.

[0195] For the designated pet virtual character, due to the longer body size, the normal performance of the designated pet virtual character in the riding state includes at least four states: a riding standby state (Idle), a riding moving state (Move), a riding standby state from a riding moving state (MoveToIdle), and a riding moving state from a riding standby state (IdleToMove). Among them, the riding standby state is also called an idle state, which is a state of the designated pet virtual character when riding and being stationary, for example, the designated pet virtual character lying in the original place. The riding moving state is a state of the designated pet virtual character continuously moving, for example, flying, crawling. The riding standby state from the riding moving state is a transition state of the designated pet virtual character from being stationary when riding to starting to move. The riding moving state from the riding standby state is a transition state of the designated pet virtual character from moving when riding to being stationary.

[0196] In some embodiments, these states of the designated pet virtual character in the riding state are allowed to be converted. For example, referring to Figure 25The state transition diagram shown can be converted from the ride standby state (Idle) 95 to the ride standby to ride moving state (IdleToMove) 97, from the ride standby to ride moving state (IdleToMove) 97 to the ride moving state (Move) 101, from the ride moving state (Move) 101 to the ride moving to ride standby state (MoveToIdle) 99, and from the ride moving to ride standby state (MoveToIdle) 99 to the ride standby state (Idle) 95. This state division can make the action of each stage of the designated pet virtual role conform to the movement rules of the designated pet virtual role with a longer body, such as the head of the designated pet virtual role turning first when starting to move, and then the tail turning, avoiding the case of stiff animation performance.

[0197] In addition to the ride standby state of the designated pet virtual role, for other states, the ride animation of the designated pet virtual role in each direction (up, down, left, right) of different states needs to be configured respectively, and the mixed space is used to make the performance effect of the mixed animation of each state. For example, the computer device configures the ride animation of the designated pet virtual role in each direction of different states. Referring to Figure 26 The interface diagram shown takes the designated pet virtual role as a dragon pet virtual role as an example. For the dragon pet virtual role 93, the mixed space is used to make the performance effect of the ride animation in each direction of different states, Figure 26 is a mixed space picture of the dragon pet virtual role turning only the head.

[0198] 3.2, pet virtual role transformation ride performance: In some embodiments, the ride animation includes a second type of ride performance, and the second type of ride performance includes a pet virtual role transformation ride performance. The pet virtual role supports a ride transformation function. The pet virtual role transformation mainly refers to that when the user triggers the ride control of the pet virtual role, the pet virtual role is transformed from an original image to another image. For example, from the image of a cat to the image of a butterfly. Specifically, step 300 is implemented as step 380: Step 380: configure to replace the pre-transformation mesh model of the pet virtual role with the post-transformation mesh model of the pet virtual role when the ride control of the pet virtual role is triggered, and configure the animation blueprint of the post-transformation mesh model of the pet virtual role.

[0199] For pet virtual role transformation ride, when the user triggers the ride control, the skill editor (Able) plays the corresponding transformation skill, which will replace the mesh model (Mesh). For example, refer to Figure 27Figure 6 is a schematic diagram of an interface showing a virtual character 102 riding on a feline pet virtual character 103, at which time the mesh model of the cat needs to be replaced with the mesh model of the butterfly. After the transformation, the animation blueprint corresponding to the transformed mesh model is inserted to control the basic movement and sprint attack riding animations of the transformed mesh model.

[0200] For example, the computer device is configured to replace the pre-transformed mesh model of the pet virtual character with the post-transformed mesh model of the pet virtual character, and configure the animation blueprint of the post-transformed mesh model of the pet virtual character, in the case of triggering the riding control of the pet virtual character.

[0201] In some embodiments, the animation blueprint of the post-transformed mesh model of the pet virtual character. The state machine (Locomotion) in the animation blueprint includes some basic riding animations, such as the Jump state animation, the Run state animation, and the Idle state animation. The animation blueprint also includes the SkillStart, SkillLoop, and SkillEnd riding animations of the transformation skill of the pet virtual character. These riding animations correspond to the sprint attack start phase, the sprint attack middle phase, and the sprint attack end phase of the ground sprint attack, respectively, and are used to control the fighting actions of the pet virtual character in the riding state, ensuring the continuity of the attack animations.

[0202] In some embodiments, the three states of the transformation skill of the pet virtual character are allowed to be converted. For example, referring to the state conversion diagram shown in Figure 7, the SkillStart 105 can be converted to the SkillLoop 107, the SkillLoop 107 can be converted to the SkillEnd 106, and the SkillEnd 106 can be converted to the SkillStart 105. Figure 28

[0203] The normal performance of the pet virtual character in the riding state includes at least five states: the Idle state, the Move state, the JumpStart state, the JumpLoop state, and the JumpEnd state.

[0204] In some embodiments, the states of the transformation skill of the pet virtual character are allowed to be converted. For example, referring to the state conversion diagram shown in Figure 7, the SkillStart 105 can be converted to the SkillLoop 107, the SkillLoop 107 can be converted to the SkillEnd 106, and the SkillEnd 106 can be converted to the SkillStart 105. Figure 29 ​The state transition diagram shown, from the ride moving state (Move) 108 can be converted to the jump start state (JumpStart) 109, from the jump start state (JumpStart) 109 can be converted to the jump in state (JumpLoop) 111 or the jump end state (JumpEnd) 110, from the jump in state (JumpLoop) 111 can be converted to the jump end state (JumpEnd) 110, from the jump end state (JumpEnd) 110 can be converted to the ride moving state (Move) 108. Reference Figure 30 The state transition diagram shown, the ride standby state (Idle) 112 and the ride moving state (Move) 113 can be converted to each other.

[0205] In some embodiments, the method further comprises step 381: Step 381: Synchronize the parameters of the virtual role to the animation blueprint of the pet virtual role, and add the animation state machine of the skill in the animation blueprint of the virtual role.

[0206] For the pet virtual role transformation ride, since the actions of the pet virtual role before and after transformation are relatively different, and the virtual role is mounted on the pet virtual role, in order to ensure the synchronization of the actions of the two, the parameters of the virtual role need to be synchronized to the animation blueprint of the pet virtual role, so as to avoid the case that the pet virtual role has been transformed, but the virtual role still maintains the riding posture or skill action before the pet virtual role is transformed. The parameters of the virtual role include at least one of the following: moving speed, turning angle, skill parameter, animation progress. In this embodiment, the parameters of the virtual role are mainly some skill parameters.

[0207] In order to make the action of the virtual role match the pet virtual role after transformation, the animation state machine of the skill is also added in the animation blueprint of the virtual role, which is used to control the skill action of the virtual role in the transformation state. In some embodiments, the skill of the virtual role adopts a 3-stage design: start stage (Start), continuous stage (Loop), and end stage (End). The skill of the virtual role includes at least one of the following: ground sprint skill (GroundSkill), air drop skill (JumpSkill). Among them, the ground sprint skill is a sprint attack launched by the virtual role on the ground after the pet virtual role is transformed. The air drop skill is a drop attack launched by the virtual role in the air after the pet virtual role is transformed.

[0208] In some embodiments, the attack state of the ground sprint skill (GroundSkill) and the air drop skill (JumpSkill) of the virtual role is allowed to be converted. Reference Figure 31As shown in the state transition diagram, the aerial jump skill attack state (JumpSkillAttack) 124 can be converted to the ground sprint skill attack state (GroundSkillAttack) 123 through the riding movement state (WalkAndRun).

[0209] In some embodiments, for the ground sprint skill (GroundSkill), the following 3 states are included: the ground sprint skill start state (GroundSkillStart), the ground sprint skill loop state (GroundSkillLoop), and the ground sprint skill end state (GroundSkillEnd). These states are convertible. Referring to Figure 32 As shown in the state transition diagram, the ground sprint skill start state (GroundSkillStart) 125 can be converted to the ground sprint skill loop state (GroundSkillLoop) 126, and the ground sprint skill loop state (GroundSkillLoop) 126 can be converted to the ground sprint skill end state (GroundSkillEnd) 127.

[0210] In some embodiments, for the aerial jump skill (JumpSkill), the following 3 states are included: the aerial jump skill start state (JumpSkillStart), the aerial jump skill loop state (JumpSkillLoop), and the aerial jump skill end state (JumpSkillEnd). These states are convertible. Referring to Figure 33 As shown in the state transition diagram, the aerial jump skill start state (JumpSkillStart) 128 can be converted to the aerial jump skill loop state (JumpSkillLoop) 129, and the aerial jump skill loop state (JumpSkillLoop) 129 can be converted to the aerial jump skill end state (JumpSkillEnd) 130.

[0211] For example, the computer device synchronizes the parameters of the virtual role to the animation blueprint of the pet virtual role, and adds the animation state machine of the skill in the animation blueprint of the virtual role.

[0212] Specifically, step 381 synchronizes the parameters of the virtual role to the animation blueprint of the pet virtual role, which is specifically implemented as steps 3811, 3812, 3813, 3814, and 3815: Step 3811: connecting the role blueprint node to the input of the skill start boolean variable node and the skill end boolean variable node; Step 3812: connecting the output of the skill start boolean variable node to the input of the skill start set node; Step 3813: connect the output of the skill end boolean variable node and the output of the skill start set node to the input of the skill end set node respectively; Step 3814: connect the output of the skill end set node to the input of the branch node; Step 3815: connect the output of the branch node to the input of the skill end switch set node; The character blueprint node is used to refer to the animation blueprint of the virtual character, the skill start boolean variable node is used to mark whether the skill starts, the skill end boolean variable node is used to mark whether the skill ends, the skill start set node is used to set the skill start, the skill end set node is used to set the skill end, the branch node is used to judge whether to switch to the riding standby animation after the skill ends based on the boolean value, and the skill end switch set node is used to set whether to switch to the riding standby animation from the skill end.

[0213] In the animation blueprint of the pet virtual character, taking the jump skill as an example, at least the following nodes are involved: the character blueprint node (Character ABP), the skill start boolean variable node (Jump Skill Start), the skill end boolean variable node (Jump Skill End), the skill start set node (SET Jump Skill Start), the skill end set node (SET Jump Skill End), the branch node (Condition), and the skill end switch set node (SET Can JumpEnd to Idle).

[0214] The character blueprint node is used to refer to the animation blueprint of the virtual character, the skill start boolean variable node is used to mark whether the skill starts, the skill end boolean variable node is used to mark whether the skill ends, the skill start set node is used to set the skill start, the skill end set node is used to set the skill end, the branch node is used to judge whether to switch to the riding standby animation after the skill ends based on the boolean value, and the skill end switch set node is used to set whether to switch to the riding standby animation from the skill end.

[0215] Reference Figure 34The interface diagram shown connects the character blueprint node (Character ABP) 114 to the input of the skill start boolean variable node (Jump Skill Start) 115, the skill end boolean variable node (Jump Skill End) 116; connects the output of the skill start boolean variable node (Jump Skill Start) 115 to the input of the skill start setting node (SET Jump Skill Start) 117; connects the output of the skill end boolean variable node (Jump Skill End) 116, the output of the skill start setting node (SET Jump Skill Start) 117 to the input of the skill end setting node (SET Jump Skill End) 118 respectively; connects the output of the skill end setting node (SET Jump Skill End) 118 to the input of the branch node (Condition) 119; connects the output of the branch node (Condition) 119 to the input of the skill end switch setting node (SET Can Jump End to Idle) 121 and 122.

[0216] 3.3, virtual character changing ride performance: In some embodiments, the ride animation includes: a second type of ride performance, the second type of ride performance includes: a virtual character changing ride performance. The virtual character supports ride changing function. The virtual character changing mainly refers to the body change of the virtual character when riding, the body shaking following the pet virtual character, etc. Specifically, step 300 is implemented as step 390: Step 390: configuring the animation parameters of the virtual character in real time based on the animation of the pet virtual character, so that the animation of the pet virtual character and the animation of the virtual character are kept synchronous.

[0217] When the virtual character rides the pet virtual character, for example, refer to Figure 35 The interface diagram shown shows that the virtual character 131 rides on the bear pet virtual character 132. Since the virtual character needs to follow the body shaking of the pet virtual character, and the body shaking involves the frequency, amplitude, etc. of the body shaking, which are some dynamic changing parameters, the animation parameters of the virtual character also need to be state synchronized to match the body shaking rhythm of the pet virtual character. For example, refer to Figure 36 The interface diagram shown shows the configuration of the animation parameters of the virtual character 133. Among them, for the pet virtual character, the pet virtual character can reuse the animation blueprint of the ground ride and / or the flight ride.

[0218] For example, the computer device configures the animation parameters of the virtual character in real time based on the animation of the pet virtual character, so that the animation of the pet virtual character is synchronized with the animation of the virtual character.

[0219] In some embodiments, the animation parameters of the virtual character mainly include some time parameters, for example, the animation parameters include a ride idle begin time. Specifically, step 390 is specifically implemented as steps 391, 392 and 393. Step 391: connecting the ride begin time node to the input of the get node; Step 392: connecting the output of the get node to the input of the ride idle begin time setting node; Step 393: connecting the output of the ride idle begin time setting node to the input of the ride idle begin time float variable node. The ride begin time node is used to calculate the ride begin time, the get node is used to get the ride begin time, the ride idle begin time setting node is used to set the ride idle begin time, and the ride idle begin time float variable node is used to store the ride idle begin time.

[0220] In the animation blueprint for configuring the animation parameters of the virtual character in real time based on the animation of the pet virtual character, at least the following nodes are involved: the ride begin time node (Cal Ride Begin Time), the get node (GET), the ride idle begin time setting node (SET Ride Idle Begin Time), and the ride idle begin time float variable node (RideIdle Begin Time).

[0221] The ride begin time node is used to calculate the ride begin time, the get node is used to get the ride begin time, the ride idle begin time setting node is used to set the ride idle begin time, and the ride idle begin time float variable node is used to store the ride idle begin time.

[0222] Reference Figure 37 As shown in the interface schematic diagram, the ride begin time node (Cal Ride Begin Time) 134 is connected to the input of the get node (GET) 135; the output of the get node (GET) 135 is connected to the input of the ride idle begin time setting node (SET Ride Begin Time) 136 through a series of branch nodes (Condition); and the output of the ride idle begin time setting node (SET Ride Idle Begin Time) 136 is connected to the input of the ride idle begin time float variable node (Ride Idle Begin Time) 137.

[0223] In some embodiments, in the computer code implementation, the computer device defines the animation parameters of the riding standby state of the virtual role using computer code, and by obtaining the C++ base class of the animation blueprint of the pet virtual role, the computer device calculates the frame to which the riding animation is played, and synchronizes the riding standby start time to the C++ base class of the animation blueprint of the virtual role, so as to ensure that the virtual role matches the riding standby animation duration of the pet virtual role, and realize the motion synchronization of the two, and the riding performance is coherent.

[0224] 3.4, the pet virtual role becomes a virtual prop riding performance: In some embodiments, the riding animation includes: a second type of riding performance, the second type of riding performance includes: a pet virtual role becomes a virtual prop riding performance. The pet virtual role supports the function of becoming a virtual prop, and the virtual prop is mounted on the virtual role and can move with the virtual role. The virtual prop includes at least one of the following: a decorative prop, a battle prop. For example, wings, instruments. Specifically, step 300 is implemented as step 400: Step 400: configure the slot of the virtual role, add the prop bone network in the slot of the virtual role; and configure the material parameters of the prop bone network to realize the display and hiding of the virtual prop.

[0225] The slot is added on the virtual role, the prop bone network corresponding to the virtual prop is hung, and the pet virtual role is also hidden and displayed. For example, taking the pet virtual role transforming into a wing prop as an example, referring to the interface schematic diagram of Figure 38 , a skeletal mesh (SkeletalMesh) is added in the slot 140 of the virtual role, and the skeletal mesh is named as a wing skeletal mesh (WingSkeletalMesh). In addition, the material parameters are controlled to realize the display and hiding of the virtual prop.

[0226] In some embodiments, the virtual prop includes at least two states: a normal state (Normal) and an attack state (Attack). These states are allowed to be converted. For example, referring to the state conversion diagram shown in Figure 39 , the normal state (Normal) 141 and the attack state (Attack) 142 can be converted to each other.

[0227] The virtual prop in the normal state also includes at least: an idle state (Idle), a flying standby state (FlyIdle), and a flying movement state (FlyRun). These states are allowed to be converted. For example, referring to Figure 40As shown in the state transition diagram, the Idle state 143 can be converted to the FlyIdle state 144, and the FlyIdle state 144 and the FlyRun state 145 can be converted to each other.

[0228] The virtual prop in the attack state further includes at least three states: a FlyStart state, a FlyLoop state, and a FlyEnd state in the attack state. Taking the pet virtual character transformed into a wing prop as an example, the three states are respectively a start state, a middle state, and an end state of the wing prop in the attack state. These states are allowed to be converted. For example, referring to Figure 41 As shown in the state transition diagram, the FlyStart state 146 can be converted to the FlyLoop state 147, and the FlyLoop state 147 can be converted to the FlyEnd state 148.

[0229] In the flight state, the state of the virtual character further includes a FlyStop state and a FlyIdle state. These states are allowed to be converted. For example, referring to Figure 42 As shown in the state transition diagram, the FlyStop state 149 can be converted to the FlyIdle state 150. The corresponding riding animations of these states are all made by using a hybrid space to represent the riding animations of each direction (up, down, left, and right) in different states. Taking the pet virtual character transformed into a wing prop as an example, referring to Figure 43 As shown in the interface schematic diagram, the virtual character 151 is mounted with a wing prop.

[0230] In some embodiments, the method further includes step 410: Step 410: for the virtual prop in a normal state, configuring prop animations in the normal state respectively for the Idle state, the FlyIdle state, and the FlyRun state; and for the virtual prop in an attack state, configuring prop animations in the attack state respectively for the FlyStart state, the FlyLoop state, and the FlyEnd state.

[0231] When the pet virtual character is transformed into a virtual prop, for different states of the virtual prop, corresponding prop animations are configured for each state. For example, for the virtual prop in a normal state, a computer device configures prop animations in the normal state respectively for the Idle state, the FlyIdle state, and the FlyRun state; and for the virtual prop in an attack state, the computer device configures prop animations in the attack state respectively for the FlyStart state, the FlyLoop state, and the FlyEnd state.

[0232] In some embodiments, for the deflection of the virtual character when the camera is rotated, the method further comprises step 420: Step 420: configuring the animation blueprint of the deflection of the virtual character when the camera is rotated based on at least one of the float variable node, the blend space player node, the from local to component space node, the transform bone node, the from component space to local node, the bool variable node, the blend by bool pose node, and the pose node.

[0233] When the pet virtual character becomes a virtual prop, there may be a turning performance during the flight of the virtual character mounting the virtual prop. Referring to Figure 44 , the virtual character 152 has a wing prop mounted on the body, which can turn during flight. It is controlled by a special flight mode bool variable node (SpecialFlyMode). In normal flight, according to the flight speed of the virtual character and the rotation speed of the camera, the spine (Spine / Spine1) and head (Head) bones of the body of the virtual character are deflected to realize that when the user rotates the camera, the virtual character will have corresponding virtual character riding performance.

[0234] For example, the computer device configures the animation blueprint of the deflection of the virtual character when the camera is rotated based on at least one of the float variable node, the blend space player node, the from local to component space node, the transform bone node, the from component space to local node, the bool variable node, the blend by bool pose node, and the pose node.

[0235] Specifically, step 420 is specifically implemented as step 421, step 422, step 423, step 424, step 425, step 426, and step 427: Step 421: connecting the flight character yaw float variable node and the riding speed float variable node to the input of the blend space player node; Step 422: connecting the output of the blend space player node to the input of the from local to component space node; Step 423: connecting the output of the from local to component space node to the input of the spine transform bone node; Step 424: connecting the output of the spine transform bone node to the input of the head transform bone node; Step 425: connecting the output of the head transform bone node to the input of the from component space to local node; Step 426: connecting the special flight mode bool variable node and the output of the from component space to local node to the input of the corresponding blend by bool pose node; Step 427: connecting the output of the blend by bool pose node to the input of the pose node; The flight character yaw float variable node is used for controlling the flight yaw, the ridden speed float variable node is used for controlling the flight pitch, the mixed space player node is used for mixing the flight yaw and the flight pitch, the from local to component space node is used for converting the animation pose in the local space into the pose in the component space, compatible with the spine transform skeleton node and the head transform skeleton node, the spine transform skeleton node is used for modifying the translation, rotation and scaling of the spine, so as to adjust the skeleton pose, the from component space to local node is used for converting the animation pose in the component space back to the pose in the local space, compatible with various nodes, the special fly mode Boolean variable node is used for marking whether in the special fly mode, the Boolean mixed pose node is used for mixing between two poses based on the Boolean value, and the pose node is used for storing the mixed pose.

[0236] In the animation blueprint of the deflection of the virtual character when the camera rotates, at least the following nodes are involved: a flight character yaw float variable node (FLY Character Yaw), a ridden speed float variable node (Ridden Speed Z), a mixed space player node (AS_SP_xingmeng_Fly_BS_TM), a from local to component space node, a spine (Spine / Spine1) transform skeleton node, a head (Head) transform skeleton node, a from component space to local node, a special fly mode Boolean variable node (Special Fly Mode), a Boolean mixed pose node, and a pose node.

[0237] The flight character yaw float variable node is used for controlling the flight yaw (Fly Yaw), the ridden speed float variable node is used for controlling the flight pitch (Fly Pitch), the mixed space player node is used for mixing the flight yaw and the flight pitch, the from local to component space node is used for converting the animation pose in the local space into the pose in the component space, compatible with the spine transform skeleton node and the head transform skeleton node, the spine transform skeleton node is used for modifying the translation, rotation and scaling of the spine, so as to adjust the skeleton pose, the from component space to local node is used for converting the animation pose in the component space back to the pose in the local space, compatible with various nodes, the special fly mode Boolean variable node is used for marking whether in the special fly mode, the Boolean mixed pose node is used for mixing between two poses based on the Boolean value, and the pose node is used for storing the mixed pose.

[0238] Reference Figure 45The interface diagram shown connects the flight character yaw float variable node (FLY CharacterYaw) 153, the ridden speed float variable node (Ridden Speed Z) 154 to the input of the mixed space player node (AS_SP_xingmeng_Fly_BS_TM) 155; connects the output of the mixed space player node (AS_SP_xingmeng_Fly_BS_TM) 155 to the input of the from local to component space node 156; connects the output of the from local to component space node 156 to the input of the spine transform skeletal node 157; connects the output of the spine transform skeletal node 157 to the input of the spine1 transform skeletal node 158; connects the output of the spine1 transform skeletal node 158 to the input of the head transform skeletal node 159; connects the output of the head transform skeletal node 159 to the input of the from component space to local node 161; connects the special fly mode boolean variable node (Special Fly Mode) 162, the output of the from component space to local node 161 to the input of the corresponding boolean mixed pose node 163; connects the output of the boolean mixed pose node 163 to the input of the pose node (not shown in the figure).

[0239] The above embodiments provide a special riding performance system building method when configuring the riding animation of the virtual character riding the pet virtual character, realize the separate configuration of the virtual character riding performance and the pet virtual character riding performance in the special scene, comprehensively consider various performance conditions, are conducive to the display efficiency of the riding animation, improve the human-computer interaction efficiency, and also reduce the sense of strangeness when the riding animation is displayed.

[0240] 4. Performance optimization In some embodiments, the performance optimization at least includes: transform skeletal node optimization, code optimization, animation blueprint structure simplification. The following embodiments are introduced respectively.

[0241] 4.1. Transform skeletal node optimization: In some embodiments, the method further includes step 431: Step 431: store each transform skeletal node in the same animation blueprint linked animation layer; Wherein, the transform skeletal node includes at least one of the root bone transform skeletal node, the spine transform skeletal node, and the head transform skeletal node.

[0242] The transformation skeleton nodes are stored in the same animation blueprint link animation layer based on inverse kinematics (IK), and are switched and controlled by passing parameters. The transformation skeleton nodes include at least one of a root transformation skeleton node, a spine transformation skeleton node, and a head transformation skeleton node.

[0243] For example, the computer device stores the transformation skeleton nodes in the same animation blueprint link animation layer. Referring to Figure 46 As shown in the interface diagram, the transformation skeleton nodes are placed in an associated animation layer (CharacterIKFix) 164.

[0244] 4.2, code optimization: In some embodiments, the method further includes step 432: Step 432: code the control logic of each animation blueprint and move the code to the code layer.

[0245] For example, the computer device codes the control logic of each animation blueprint (nativizes) and moves the code to the code layer, i.e., to the C++ layer.

[0246] In some embodiments, taking the CallFarSkillTurn_Implementation logic of the general skill of the lower body of the pet virtual character as an example, in the computer code implementation, the computer device defines two Boolean values: bMonsterCanTurn and bCanTurnAdditive using computer code, and determines whether the pet virtual character can perform a turning action according to the two Boolean values. If the turning condition is met, the turning action animation is activated; if the turning condition is not met, the turning action animation is faded out. Taking the CallFlyRideRandom_Implementation logic of the flying movement animation of the pet virtual character as an example, in the computer code implementation, the computer device uses computer code to determine three parameters: NeedFlyRandom, IsValid (A_RideFly), and IsValid (A_RideFly_Move_Sec), and determines whether to switch to the flying movement animation according to the three parameters. If the speed condition is met, the flying movement animation can be switched to, and if the speed condition is not met, other logic related to the state machine is entered.

[0247] 4.3, animation blueprint structure simplification: In some embodiments, the method further includes step 433: Step 433: the computer device reuses the same animation blueprint structure for the animation blueprints of the same type of ride.

[0248] For example, the computer device reuses the same animation blueprint structure for the animation blueprints of the same type of ride, as shown in the interface diagram of FIG. 13. Figure 47 As shown in the interface diagram of FIG. 13, the animation blueprints related to the ground ride are all placed in the ground ride state machine node (RideLocomotion) 165.

[0249] The embodiments provide various performance optimization manners, which are suitable for performance optimization of various ride performances. These manners can be used according to actual technical needs, and the performance optimization of the computer device is realized, and the flexibility of the performance optimization of the computer device is improved.

[0250] It should be noted that each of the above embodiments can be implemented independently or in combination with any two or more embodiments, and the combination is not limited.

[0251] For each of the above embodiments related to displaying ride animations, the embodiment can be implemented as a display method of ride interaction. For each of the above embodiments related to configuring ride animations, the embodiment can be implemented as a configuration method of ride interaction. For each of the above embodiments related to configuring basic ride performances, the embodiment can be implemented as a configuration method of ride interaction. For each of the above embodiments related to configuring flight and ground ride performances, the embodiment can be implemented as a configuration method of ride interaction. For each of the above embodiments related to configuring special ride performances, the embodiment can be implemented as a configuration method of ride interaction. For each of the above embodiments related to performance optimization, the embodiment can be implemented as an optimization method of ride interaction, and the combination is not limited.

[0252] For each of the above embodiments related to configuring basic ride performances, configuring special ride performances, and performance optimization, the embodiment can be implemented as a configuration method of ride interaction. For each of the above embodiments related to configuring basic ride performances, configuring flight and ground ride performances, and performance optimization, the embodiment can be implemented as a configuration method of ride interaction, and the combination is not limited.

[0253] Figure 48 FIG. 14 is a block diagram of a ride interaction device provided by an exemplary embodiment of the present application. The ride interaction device 800 includes a display module 810 and at least part of an interaction module 820.

[0254] The display module 810 is configured to display a virtual character located in a virtual environment. The display module 810 is configured to display a pet virtual character located in the virtual environment. The interaction module 820 is configured to, in response to a riding interaction operation on the pet virtual character, display a riding animation of the virtual character riding the pet virtual character, the riding animation being related to a riding type of the virtual character riding the pet virtual character, and different riding types corresponding to different pet virtual character riding performances and virtual character riding performances.

[0255] In some embodiments, the interaction module 820 is configured to: display a riding control of the pet virtual character; in response to a triggering operation on the riding control, display the riding animation of the virtual character riding the pet virtual character based on the riding type of the virtual character riding the pet virtual character.

[0256] In some embodiments, the riding type includes a first type of riding, and the riding animation includes a first type of riding animation. The display module 810 is configured to: display the first type of riding animation of the virtual character riding the pet virtual character; The first type of riding includes at least one of ground riding and flight riding, and the first type of riding animation includes at least one of a ground riding animation and a flight riding animation.

[0257] In some embodiments, the riding type includes a second type of riding, and the riding animation includes a second type of riding animation. The display module 810 is configured to: display the second type of riding animation of the virtual character riding the pet virtual character; The second type of riding includes at least one of designated pet virtual character riding, pet virtual character transformation riding, virtual character change riding, and pet virtual character turning into virtual prop riding, and the second type of riding animation includes at least one of designated pet virtual character riding animation, pet virtual character transformation riding animation, virtual character change riding animation, and pet virtual character turning into virtual prop riding animation.

[0258] In some embodiments, the method further includes a configuration module. The configuration module is configured to: configure the riding animation of the virtual character riding the pet virtual character.

[0259] In some embodiments, the riding animation comprises a base riding performance, and the base riding performance comprises the pet virtual character riding performance of the virtual character; The configuration module is configured to: configure a general control duration and a speed curve of the pet virtual character riding on the virtual character; index to a riding animation of the pet virtual character riding on the virtual character based on a riding animation name in an animation table, and configure a first data curve of the virtual character in the riding animation; The value in the first data curve is used to indicate a special control duration of the pet virtual character riding on the virtual character, so that the pet virtual character riding performance of the virtual character matches the riding animation.

[0260] In some embodiments, the riding animation comprises a base riding performance, and the base riding performance comprises the pet virtual character riding performance of the virtual character; The configuration module is configured to: configure a general control duration and a speed curve of the pet virtual character riding on the virtual character; index to a riding animation of the pet virtual character riding on the virtual character based on a riding animation name in an animation table, and configure a second data curve of the virtual character in the riding animation; The value in the second data curve is used to indicate a special control duration of the pet virtual character riding on the virtual character, so that the pet virtual character riding performance of the virtual character matches the riding animation.

[0261] In some embodiments, the riding animation comprises a base riding performance, and the base riding performance comprises the pet virtual character riding performance of the virtual character; The configuration module is configured to: index to a hybrid riding animation of the pet virtual character riding on the virtual character based on a hybrid animation name in an animation table, and pass the hybrid riding animation into an animation blueprint of the pet virtual character.

[0262] In some embodiments, the configuration module is configured to: configure a slot of the pet virtual character; The slot is created based on the image of the pet virtual character, and is used to mount a character blueprint of the virtual character.

[0263] In some embodiments, the riding animation comprises a first type of riding performance, and the first type of riding performance comprises a virtual character riding performance; The configuration module is configured to: configure, based on at least one of a Boolean variable node, a state machine node, an enumeration variable node, a play animation sequence node, a Boolean blend pose node, and a pose node, an animation blueprint of a virtual character in a riding standby state of the virtual character riding performance. The state of the virtual character in the riding animation includes at least one of a riding standby state, a riding moving state, a jump start state, a jump in state, and a jump end state.

[0264] In some embodiments, the riding standby state of the virtual character in the riding animation further includes a ground riding standby state, a flying riding standby state, and a special riding standby state. The configuration module is configured to: connect the flying riding Boolean variable node to an input of the corresponding play animation sequence node; connect the ground riding Boolean variable node to an input of the corresponding play animation sequence node; connect the state machine node, an output of the play animation sequence node corresponding to the flying riding Boolean variable node, and a pseudo flying state Boolean variable node to an input of the corresponding Boolean blend pose node; connect an output of the play animation sequence node corresponding to the ground riding Boolean variable node to an input of the corresponding Boolean blend pose node; connect an output of the Boolean blend pose node corresponding to the enumeration variable node and the state machine node to an input of the pose node; The flying riding Boolean variable node is used to mark whether in a flying riding standby state, the ground riding Boolean variable node is used to mark whether in a ground riding standby state, the state machine node is used to manage the animation state and transition of the flying riding, the pseudo flying state Boolean variable node is used to mark whether in a flying state, the enumeration variable node is used to distinguish the ground riding standby state and the flying riding standby state, the play animation sequence node is used to play a ground riding standby animation sequence or a flying riding standby animation sequence, the Boolean blend pose node is used to blend between two poses based on a Boolean value, and the pose node is used to store the blended pose.

[0265] In some embodiments, the configuration module is configured to: For different types of pet virtual characters, riding animation assets of the virtual characters are respectively made, so that the virtual characters display corresponding riding animations when riding different types of pet virtual characters.

[0266] In some embodiments, the configuration module is configured to: In a case that the virtual character is configured to swing when the pet virtual character jumps in the ride animation, whether to play a ride jump animation of the virtual character in the ride animation is also configured.

[0267] In some embodiments, the ride animation includes a first type of ride performance, the first type of ride performance including a pet virtual character ride performance, the pet virtual character ride performance including a ground ride performance. The configuration module is configured to: configure an animation blueprint of the ground ride performance of the pet virtual character based on at least one of a state machine node, a Boolean variable node, a cached pose node, a Boolean blend pose node, a slot node, and a pose node.

[0268] In some embodiments, the configuration module is configured to: connect a ground ride state machine node, the cached pose node, and a character control Boolean variable node to an input of a corresponding Boolean blend pose node; connect an output of the Boolean blend pose node to an input of the slot node; connect an output of the slot node to an input of the pose node; wherein the ground ride state machine node is configured to manage animation states and transitions of the ground ride, the cached pose node is configured to use a cached pose, the character control Boolean variable node is configured to mark whether the ride animation is controlled by the virtual character, the Boolean blend pose node is configured to blend between two poses based on a Boolean value, the slot node is configured to stack the blended pose on a slot, and the pose node is configured to store the blended pose.

[0269] In some embodiments, the ride animation includes a first type of ride performance, the first type of ride performance including a pet virtual character ride performance, the pet virtual character ride performance including a flight ride performance. The configuration module is configured to: configure an animation blueprint of the flight ride performance of the pet virtual character based on at least one of a state machine node, a Boolean variable node, a cached pose node, a Boolean blend pose node, a slot node, and a pose node.

[0270] In some embodiments, the configuration module is configured to: connect a flight ride state machine node, the cached pose node, and a flight ride Boolean variable node to an input of a corresponding Boolean blend pose node; connect an output of the Boolean blend pose node to an input of the slot node; connect an output of the slot node to an input of the pose node; wherein the flight ride state machine node is configured to manage animation states and transitions of a flight ride, the cached pose node is configured to use a cached pose, the flight ride Boolean variable node is configured to flag whether in a flight ride state, the Boolean blend pose node is configured to blend between two poses based on a Boolean value, the slot node is configured to stack a blended pose on a slot, and the pose node is configured to store the blended pose.

[0271] In some embodiments, the ride animation includes a first type of ride performance, the first type of ride performance including a pet virtual character ride performance, the pet virtual character ride performance including a special ride performance. The configuration module is configured to: configure an animation blueprint of the special ride performance of the pet virtual character based on at least one of a state machine node, a local to component space node, a transform bone node, a Boolean blend pose node, a component space to local node, a Boolean variable node, and a pose node.

[0272] In some embodiments, the configuration module is configured to: connect a special ride state machine node to an input of the local to component space node; connect an output of the local to component space node to an input of a root bone transform bone node; connect an output of the root bone transform bone node to an input of the component space to local node; connect a special type Boolean variable node, an output of the component space to local node to an input of a corresponding Boolean blend pose node; connect an output of the Boolean blend pose node to an input of the pose node; wherein the special ride state machine node is configured to manage animation states and transitions of a special ride, the local to component space node is configured to convert an animation pose in a local space to a pose in a component space to be compatible with the root bone transform bone node, the root bone transform bone node is configured to modify a translation, a rotation, a scale of a root bone to adjust a bone pose, the component space to local node is configured to convert an animation pose in the component space back to a pose in the local space to be compatible with various nodes, the special type Boolean variable node is configured to flag whether in a special type ride state, the Boolean blend pose node is configured to blend between two poses based on a Boolean value, and the pose node is configured to store the blended pose.

[0273] In some embodiments, the configuration module is configured to: create a general animation blueprint of the pet virtual character.

[0274] In some embodiments, the pet virtual role further comprises: a ground riding pet virtual role; The configuration module is configured to: configure an animation blueprint of entering a falling state or a jumping state based on a speed of the ground riding pet virtual role.

[0275] In some embodiments, for deflection of the ground riding pet virtual role when the camera rotates, the configuration module is configured to: configure an animation blueprint of deflection of the ground riding pet virtual role when the camera rotates based on at least one of a cached pose node, a local to component space node, a float variable node, a transform bone node, a component space to local node, and a pose node.

[0276] In some embodiments, the configuration module is configured to: connect an input of the cached pose node to an input of the local to component space node; connect an output of the local to component space node to an input of a root bone transform bone node; connect an output of the root bone transform bone node to an input of the component space to local node; connect an output of the component space to local node to an input of the pose node; wherein the cached pose node is configured to use a cached pose, the local to component space node is configured to convert an animated pose in a local space to a pose in a component space to be compatible with the root bone transform bone node, the body deflection float variable node is configured to control a degree of body deflection, the body deflection weight float variable node is configured to control a weight of the degree of body deflection, the root bone transform bone node is configured to modify a translation, a rotation, and a scale of a root bone to adjust a bone pose, the component space to local node is configured to convert an animated pose in the component space back to a pose in the local space to be compatible with the nodes, and the pose node is configured to store the pose after superposition.

[0277] In some embodiments, the pet virtual role further comprises: a flying riding pet virtual role; The configuration module is configured to: configure at least two flying movement animations of the flying riding pet virtual role in a flying movement state.

[0278] In some embodiments, the configuration module is configured to: determine a flying movement animation of the flying riding pet virtual role in the flying state from the at least two flying movement animations in a first random mode, or in a second random mode; The first random mode is used to determine the flight movement animation randomly from the at least two flight movement animations, the second random mode is used to determine a first flight movement animation in the at least two flight movement animations as the flight movement animation, and in a case where a play number of the first flight movement animation reaches a threshold value, a second flight movement animation in the at least two flight movement animations is determined as the flight movement animation.

[0279] In some embodiments, for deflection of the flight ride pet virtual role in flight, the configuration module is configured to: Based on at least one of the cached pose node, the float variable node, the blend reference node, the blend space player node, the apply mesh space node, the bool variable node, the blend by bool pose node, and the pose node, the animation blueprint of the deflection of the flight ride pet virtual role in flight is configured.

[0280] In some embodiments, the configuration module is configured to: Connect the flight yaw angle float variable node, the flight pitch angle float variable node, and the blend reference node to an input of the blend space player node; Connect an output of the cached pose node, the flight float variable node, and the blend space player node to an input of the apply mesh space node; Connect an output of the apply mesh space node and the flight ride bool variable node to an input of the corresponding blend by bool pose node; Connect an output of the blend by bool pose node to an input of the pose node; The flight yaw angle float variable node is used to control a flight yaw angle, the flight pitch angle float variable node is used to control a flight pitch angle, the blend reference node is used to blend reference the flight yaw angle and the flight pitch angle, the blend space player node is used to blend the flight yaw angle and the flight pitch angle, the cached pose node is used to use a cached pose, the flight float variable node is used to control an additional animation blend weight, the apply mesh space node is used to apply the pose output by the blend space player node as an additional animation to the cached pose, the flight ride bool variable node is used to mark whether in a flight ride standby state, the blend by bool pose node is used to blend between two poses based on a bool value, and the pose node is used to store a blended pose.

[0281] In some embodiments, the ride animation includes a second type of ride performance, and the second type of ride performance includes a designated pet virtual role ride performance. The configuration module is configured to: configure a riding animation of the specified pet virtual role in each direction of different states; The state of the specified pet virtual role in the riding animation includes at least one of a riding standby state, a riding standby to riding movement state, a riding movement state, and a riding movement to riding standby state.

[0282] In some embodiments, the riding animation includes a second type of riding performance, and the second type of riding performance includes a pet virtual role deformation riding performance. The configuration module is configured to: In the case that the riding control of the pet virtual role is triggered, the pre-deformation mesh model of the pet virtual role is replaced by the post-deformation mesh model of the pet virtual role, and the animation blueprint of the post-deformation mesh model of the pet virtual role is configured.

[0283] In some embodiments, the configuration module is configured to: synchronize the parameters of the virtual role to the animation blueprint of the pet virtual role, and add an animation state machine of a skill to the animation blueprint of the virtual role.

[0284] In some embodiments, the configuration module is configured to: connect the role blueprint node to the input of a skill start Boolean variable node and a skill end Boolean variable node; connect the output of the skill start Boolean variable node to the input of a skill start set node; connect the output of the skill end Boolean variable node and the output of the skill start set node to the input of a skill end set node, respectively; connect the output of the skill end set node to the input of a branch node; connect the output of the branch node to the input of a skill end switch set node; The role blueprint node is used to reference the animation blueprint of the virtual role, the skill start Boolean variable node is used to mark whether the skill starts, the skill end Boolean variable node is used to mark whether the skill ends, the skill start set node is used to set the start of the skill, the skill end set node is used to set the end of the skill, the branch node is used to determine whether to switch to the riding standby animation after the end of the skill based on the Boolean value, and the skill end switch set node is used to set whether to switch from the end of the skill to the riding standby animation.

[0285] In some embodiments, the riding animation includes a second type of riding performance, and the second type of riding performance includes a virtual role change riding performance. The configuration module is configured to: configure, in real time, animation parameters of the virtual character based on the animation of the pet virtual character, so as to keep the animation of the pet virtual character synchronized with the animation of the virtual character.

[0286] In some embodiments, the animation parameter comprises a ride standby start time; The configuration module is configured to: connect an input of the ride start time node to an output of the get node; connect an output of the get node to an input of the ride standby start time setting node; connect an output of the ride standby start time setting node to an input of the ride standby start time float variable node; The ride start time node is configured to calculate a ride start time, the get node is configured to obtain the ride start time, the ride standby start time setting node is configured to set a ride standby start time, and the ride standby start time float variable node is configured to store the ride standby start time.

[0287] In some embodiments, the ride animation comprises a second type of ride performance, and the second type of ride performance comprises a virtual prop ride performance in which the pet virtual character changes. The configuration module is configured to: configure a slot of the virtual character, add a prop bone network to the slot of the virtual character, and configure material parameters of the prop bone network to realize display and hiding of the virtual prop.

[0288] In some embodiments, the configuration module is configured to: for the virtual prop being in a normal state, configure prop animations in a standby state, a flight standby state, and a flight moving state respectively in the normal state, and for the virtual prop being in an attack state, configure prop animations in a flight start state, a flight state, and a flight end state respectively in the attack state.

[0289] In some embodiments, for deflection of the virtual character when the camera rotates, the configuration module is configured to: configure, based on at least one of a float variable node, a blend space player node, a from local to component space node, a transform bone node, a from component space to local node, a bool variable node, a blend by bool pose node, and a pose node, an animation blueprint of the deflection of the virtual character when the camera rotates.

[0290] In some embodiments, the configuration module is configured to: connect a flight character yaw angle float variable node and a ride speed float variable node to inputs of the blend space player node; connecting an output of the mixed space player node to an input of the from local to component space node; connecting an output of the from local to component space node to an input of the spine transform skeletal node; connecting an output of the spine transform skeletal node to an input of the head transform skeletal node; connecting an output of the head transform skeletal node to an input of the from component space to local node; connecting a special flight mode boolean variable node, an output of the from component space to local node to an input of a corresponding boolean blended pose node; connecting an output of the boolean blended pose node to an input of the pose node; wherein the flight character yaw angle float variable node is configured to control a flight yaw angle, the ride speed float variable node is configured to control a flight pitch angle, the mixed space player node is configured to blend the flight yaw angle and the flight pitch angle, the from local to component space node is configured to convert an animated pose in a local space to a pose in a component space to be compatible with the spine transform skeletal node and the head transform skeletal node, the spine transform skeletal node is configured to modify a translation, a rotation, a scale of a spine to adjust a skeletal pose, the from component space to local node is configured to convert an animated pose in the component space back to a pose in the local space to be compatible with the respective nodes, the special flight mode boolean variable node is configured to mark whether in a special flight mode, the boolean blended pose node is configured to blend between two poses based on a boolean value, and the pose node is configured to store the blended pose.

[0291] In some embodiments, the configuration module is configured to: store the respective transform skeletal nodes in a same animation blueprint link animation layer; wherein the transform skeletal nodes include at least one of a root bone transform skeletal node, a spine transform skeletal node, and a head transform skeletal node.

[0292] In some embodiments, the configuration module is configured to: code control logic of the respective animation blueprints and move the code to a code layer.

[0293] In some embodiments, the configuration module is configured to: reuse a same animation blueprint structure for animation blueprints of a same type of ride.

[0294] It should be noted that the specific limitations in the above-provided embodiment of the one or more ride interaction devices 800 can refer to the above limitations for the ride interaction method, which will not be repeated here. The modules of the above device can be implemented by software, hardware and combinations thereof in whole or in part, and each module can be embedded in the form of hardware or independent of the processor of the computer device, or stored in the form of software in the memory of the computer device, so as to be called and executed by the processor to perform the corresponding operations of each module.

[0295] The embodiments of the present application also provide a computer device, which comprises a processor and a memory, the memory storing a computer program; and the processor is configured to execute the computer program in the memory to implement the ride interaction method provided by the above-mentioned method embodiments.

[0296] Figure 49 is a structural block diagram of the computer device provided by an exemplary embodiment of the present application.

[0297] The computer device 1000 can be a terminal, such as a smart phone, a tablet computer, an MP3 player (Moving Picture Experts Group Audio Layer III), an MP4 player (Moving Picture Experts Group Audio Layer IV), an unmanned ordering terminal, a smart home appliance, a smart voice interaction device, and a self-service terminal. The computer device 1000 can also be referred to as a user device, a portable terminal, a portable mobile terminal, and other names.

[0298] Generally, the computer device 1000 comprises a processor 1001 and a memory 1002.

[0299] The processor 1001 can include one or more processing cores, such as a 4-core processor, an 8-core processor, and the like. The processor 1001 can be implemented in the form of hardware using at least one of a DSP (Digital Signal Processing), an FPGA (Field Programmable Gate Array), a PLA (Programmable Logic Array). The processor 1001 can also include a main processor and a co-processor, the main processor being a processor for processing data in an awake state, also referred to as a CPU (Central Processing Unit), and the co-processor being a low-power processor for processing data in a standby state. In some embodiments, the processor 1001 can be integrated with a GPU (Graphics Processing Unit) that is responsible for rendering and drawing of content to be displayed on a display screen. In some embodiments, the processor 1001 can further include an AI (Artificial Intelligence) processor for processing machine learning-related computing operations.

[0300] The memory 1002 can include one or more computer-readable storage media that can be tangible and non-transitory. The memory 1002 can also include high-speed random access memory and non-volatile memory such as one or more disk storage devices, flash storage devices. In some embodiments, the non-transitory computer-readable storage medium in the memory 1002 is used to store at least one instruction for being executed by the processor 1001 to implement the ride interaction method provided in the embodiments of the present application.

[0301] In some embodiments, the computer device 1000 can also optionally include a peripheral device interface 1003 and at least one peripheral device. Specifically, the peripheral device includes at least one of radio frequency circuitry 1004, a touch display screen 1005, a camera assembly 1006, audio circuitry 1007, and a power supply 1008.

[0302] The peripheral interface 1003 can be used to connect at least one I / O (Input / Output) related peripheral device to the processor 1001 and the memory 1002. In some embodiments, the processor 1001, the memory 1002 and the peripheral interface 1003 are integrated on the same chip or circuit board; in some other embodiments, any one or two of the processor 1001, the memory 1002 and the peripheral interface 1003 can be implemented on a separate chip or circuit board, to which the present embodiment is not limited.

[0303] The radio frequency circuit 1004 is used to receive and transmit RF (Radio Frequency) signals, also known as electromagnetic signals. The radio frequency circuit 1004 communicates with a communication network and other communication devices through electromagnetic signals. The radio frequency circuit 1004 converts electrical signals into electromagnetic signals for transmission, or converts received electromagnetic signals into electrical signals. Optionally, the radio frequency circuit 1004 includes an antenna system, an RF transceiver, one or more amplifiers, a tuner, an oscillator, a digital signal processor, a codec chipset, a subscriber identity module card, etc. The radio frequency circuit 1004 can communicate with other terminals through at least one wireless communication protocol. The wireless communication protocol includes but is not limited to: the World Wide Web, a metropolitan area network, an intranet, various generations of mobile communication networks (2G, 3G, 4G and 5G), a wireless local area network and / or a WiFi (Wireless Fidelity) network. In some embodiments, the radio frequency circuit 1004 can also include NFC (Near Field Communication) related circuitry, to which the present application is not limited.

[0304] The touch display screen 1005 is configured to display a UI (User Interface). The UI can include graphics, text, icons, video, and any combination thereof. The touch display screen 1005 is further configured to capture touch signals on or above the surface of the touch display screen 1005. The touch signals can be input to the processor 1001 as control signals for processing. The touch display screen 1005 is configured to provide virtual buttons and / or virtual keyboard, also known as soft buttons and / or soft keyboard. In some embodiments, the touch display screen 1005 can be one, configured to set the front panel of the computer device 1000; in other embodiments, the touch display screen 1005 can be at least two, respectively configured to set different surfaces of the computer device 1000 or in a folding design; in some embodiments, the touch display screen 1005 can be a flexible display screen, configured to set a curved surface or a folding surface of the computer device 1000. Even, the touch display screen 1005 can also be configured to be an irregular shape other than a rectangle, i.e., a special-shaped screen. The touch display screen 1005 can be made of materials such as LCD (Liquid Crystal Display), OLED (Organic Light-Emitting Diode), etc.

[0305] The camera assembly 1006 is configured to capture images or videos. Optionally, the camera assembly 1006 includes a front camera and a rear camera. Generally, the front camera is configured to implement video call or selfie, and the rear camera is configured to implement photo or video shooting. In some embodiments, the rear camera is at least two, respectively configured to be any one of a main camera, a depth-of-field camera, and a wide-angle camera, to implement the background blurring function by fusing the main camera and the depth-of-field camera, and to implement the panoramic shooting and VR (Virtual Reality) shooting functions by fusing the main camera and the wide-angle camera. In some embodiments, the camera assembly 1006 can further include a flash. The flash can be a single-color-temperature flash or a dual-color-temperature flash. The dual-color-temperature flash refers to the combination of a warm light flash and a cold light flash, which can be used for light compensation under different color temperatures.

[0306] The audio circuit 1007 is configured to provide an audio interface between a user and the computer device 1000. The audio circuit 1007 can include a microphone and a speaker. The microphone is configured to collect sound waves from the user and the environment, and convert the sound waves into an electrical signal input to the processor 1001 for processing, or to the radio frequency circuit 1004 for voice communication. The microphone can be multiple microphones arranged at different positions of the computer device 1000 for stereo sound collection or noise reduction. The microphone can also be an array microphone or an omnidirectional collection microphone. The speaker is configured to convert an electrical signal from the processor 1001 or the radio frequency circuit 1004 into sound waves. The speaker can be a traditional thin-film speaker or a piezoelectric ceramic speaker. When the speaker is a piezoelectric ceramic speaker, it can convert electrical signals into sound waves audible to humans, or sound waves inaudible to humans for ranging purposes. In some embodiments, the audio circuit 1007 can further include a headphone jack.

[0307] The power supply 1008 is configured to supply power to various components of the computer device 1000. The power supply 1008 can be an alternating current, a direct current, a disposable battery, or a rechargeable battery. When the power supply 1008 includes a rechargeable battery, the rechargeable battery can be a wired rechargeable battery or a wireless rechargeable battery. The wired rechargeable battery is a battery that is charged through a wired line, and the wireless rechargeable battery is a battery that is charged through a wireless coil. The rechargeable battery can also be used to support fast charging technology.

[0308] In some embodiments, the computer device 1000 further includes one or more sensors 1009. The one or more sensors 1009 include, but are not limited to, an acceleration sensor 1010, a gyroscope sensor 1011, a pressure sensor 1012, an optical sensor 1013, and a proximity sensor 1014.

[0309] The acceleration sensor 1010 can detect the acceleration in three coordinate axes of a coordinate system established by the computer device 1000. For example, the acceleration sensor 1010 can be used to detect the components of gravitational acceleration in three coordinate axes. The processor 1001 can control the touch display 1005 to display a user interface in a landscape view or a portrait view according to the gravitational acceleration signals collected by the acceleration sensor 1010. The acceleration sensor 1010 can also be used for game or user motion data collection.

[0310] The gyroscope sensor 1011 can detect the body direction and rotation angle of the computer device 1000, and the gyroscope sensor 1011 can cooperate with the acceleration sensor 1010 to collect the 3D action of the user on the computer device 1000. According to the data collected by the gyroscope sensor 1011, the processor 1001 can realize the following functions: action sensing (such as changing the UI according to the tilt operation of the user), image stabilization when shooting, game control, and inertial navigation.

[0311] The pressure sensor 1012 can be arranged on the side frame of the computer device 1000 and / or the lower layer of the touch display screen 1005. When the pressure sensor 1012 is arranged on the side frame of the computer device 1000, the holding signal of the user on the computer device 1000 can be detected, and left-hand or right-hand recognition or shortcut operation can be performed according to the holding signal. When the pressure sensor 1012 is arranged on the lower layer of the touch display screen 1005, the operable control on the UI interface can be controlled according to the pressure operation of the user on the touch display screen 1005. The operable control includes at least one of a button control, a scroll bar control, an icon control, and a menu control.

[0312] The optical sensor 1013 is used to collect the ambient light intensity. In an embodiment, the processor 1001 can control the display brightness of the touch display screen 1005 according to the ambient light intensity collected by the optical sensor 1013. Specifically, when the ambient light intensity is high, the display brightness of the touch display screen 1005 is increased; when the ambient light intensity is low, the display brightness of the touch display screen 1005 is decreased. In another embodiment, the processor 1001 can also dynamically adjust the shooting parameters of the camera assembly 1006 according to the ambient light intensity collected by the optical sensor 1013.

[0313] The proximity sensor 1014, also known as a distance sensor, is usually arranged on the front of the computer device 1000. The proximity sensor 1014 is used to collect the distance between the user and the front of the computer device 1000. In an embodiment, when the proximity sensor 1014 detects that the distance between the user and the front of the computer device 1000 gradually decreases, the processor 1001 controls the touch display screen 1005 to switch from the bright screen state to the off-screen state; when the proximity sensor 1014 detects that the distance between the user and the front of the computer device 1000 gradually increases, the processor 1001 controls the touch display screen 1005 to switch from the off-screen state to the bright screen state.

[0314] For example, Figure 50 is a structural block diagram of a computer device provided by an exemplary embodiment of the present application. Optionally, the computer device is a server 1200.

[0315] Generally, the server 1200 includes a processor 1201 and a memory 1202.

[0316] The processor 1201 can include one or more processing cores, such as a 4-core processor, an 8-core processor, and the like. The processor 1201 can be implemented in at least one of a hardware form of a Digital Signal Processing (DSP), a Field-Programmable Gate Array (FPGA), a Programmable Logic Array (PLA). The processor 1201 can also include a main processor and a coprocessor, the main processor being a processor for processing data in an awake state, also known as a Central Processing Unit (CPU), and the coprocessor being a low-power processor for processing data in a standby state. In some embodiments, the processor 1201 can be integrated with a Graphics Processing Unit (GPU), which is responsible for rendering and drawing the content required to be displayed on the display screen. In some embodiments, the processor 1201 can also include an Artificial Intelligence (AI) processor, which is used to process computing operations related to machine learning.

[0317] The memory 1202 can include one or more computer-readable storage media that can be non-transitory. The memory 1202 can also include a high-speed random access memory, and a non-volatile memory such as one or more disk storage devices, flash storage devices. In some embodiments, the non-transitory computer-readable storage medium in the memory 1202 is used to store at least one instruction for being executed by the processor 1201 to implement the ride interaction method provided by the above-mentioned method embodiments.

[0318] In some embodiments, server 1200 may optionally include an input interface 1203 and an output interface 1204. Processor 1201, memory 1202, and input interface 1203 and output interface 1204 can be connected via a bus or signal lines. Various peripheral devices can be connected to input interface 1203 and output interface 1204 via a bus, signal lines, or circuit board. Input interface 1203 and output interface 1204 can be used to connect at least one input / output (I / O) related peripheral device to processor 1201 and memory 1202. In some embodiments, processor 1201, memory 1202, and input interface 1203 and output interface 1204 are integrated on the same chip or circuit board; in some other embodiments, any one or two of processor 1201, memory 1202, and input interface 1203 and output interface 1204 can be implemented on separate chips or circuit boards, and this application embodiment does not limit this.

[0319] Those skilled in the art will understand that Figure 49 , Figure 50 The structure shown does not constitute a limitation on the computer device and may include more or fewer components than shown, or combine certain components, or use different component arrangements.

[0320] In an exemplary embodiment, this application also provides a chip, which includes programmable logic circuits and / or computer instructions, and is used to implement the riding interaction method provided in the above method embodiments when the chip is running on a computer device.

[0321] This application also provides a computer-readable storage medium storing a computer program, which is loaded and executed by a processor to implement the riding interaction method provided in the above method embodiments.

[0322] This application also provides a computer program product or computer program, which includes computer instructions stored in a computer-readable storage medium. A processor of a computer device reads the computer instructions from the computer-readable storage medium and executes the computer instructions, causing the processor of the computer device to load and execute to implement the riding interaction method provided in the above-described method embodiments.

[0323] The sequence numbers of the embodiments in this application are for descriptive purposes only and do not represent the superiority or inferiority of the embodiments.

[0324] Those skilled in the art can understand that all or part of the steps of the above-mentioned embodiments can be completed by hardware, or can be instructed by programs to complete the related hardware, and the programs can be stored in a computer readable storage medium. The computer readable storage medium mentioned above can be a read-only memory, a magnetic disk or an optical disk, etc.

[0325] Those skilled in the art should be aware that, in one or more examples described above, the functions described in the embodiments of the present application can be implemented in hardware, software, firmware or any combination thereof. When implemented in software, the functions can be stored in a computer readable medium or transmitted as one or more instructions or codes on a computer readable medium. The computer readable medium includes computer storage medium and communication medium, wherein the communication medium includes any medium that facilitates the transfer of computer programs from one place to another. The storage medium can be any available medium that can be accessed by a general or special purpose computer.

[0326] The above description is only optional embodiments of the present application, and is not used to limit the present application. Any modification, equivalent replacement, improvement, etc. made within the spirit and principle of the present application shall be included in the protection scope of the present application.

Claims

1. A riding interaction method, characterized in that, The method includes: Displays virtual characters located in a virtual environment; Displays a virtual pet character located in the virtual environment; In response to a riding interaction operation on the pet virtual character, a riding animation of the virtual character riding the pet virtual character is displayed. The riding animation is related to the riding type of the virtual character riding the pet virtual character, and different riding types correspond to different riding performances of the pet virtual character and the virtual character.

2. The method according to claim 1, characterized in that, The step of displaying a riding animation between the virtual character and the pet virtual character in response to a riding interaction operation on the pet virtual character includes: Displays the riding controls for the virtual pet character; In response to a trigger operation on the riding control, the riding animation of the virtual character riding the pet virtual character is displayed based on the riding type of the virtual character riding the pet virtual character.

3. The method according to claim 1 or 2, characterized in that, The riding type includes: a first type of riding, and the riding animation includes: a first type of riding animation; The riding animation displaying the virtual character riding the pet virtual character includes: Displays the first type of riding animation of the virtual character riding the pet virtual character; The first type of riding includes at least one of ground riding and flying riding, and the first type of riding animation includes at least one of ground riding animation and flying riding animation.

4. The method according to claim 1 or 2, characterized in that, The riding type includes: second type riding, and the riding animation includes: second type riding animation; The riding animation displaying the virtual character riding the pet virtual character includes: Displays the second type of riding animation of the virtual character riding the pet virtual character; The second type of riding includes at least one of the following: riding a designated pet virtual character, riding a transformed pet virtual character, riding a virtual character that changes shape, and riding a pet virtual character that becomes a virtual item. The second type of riding animation includes at least one of the following: riding an animation of a designated pet virtual character, riding an animation of a transformed pet virtual character, riding an animation of a virtual character that changes shape, and riding an animation of a pet virtual character that becomes a virtual item.

5. The method according to any one of claims 1 to 4, characterized in that, The method further includes: Configure the riding animation of the virtual character riding the pet virtual character.

6. The method according to claim 5, characterized in that, The riding animation includes: basic riding performance, which includes: the virtual character riding the pet virtual character; The configuration of the riding animation of the virtual character riding the pet virtual character includes: Configure the general control duration and speed curve for the virtual character riding the pet virtual character; Based on the riding animation name in the animation table, the riding animation of the virtual character riding the pet virtual character is indexed, and the first data curve of the virtual character is configured in the riding animation. The values ​​in the first data curve are used to indicate the exclusive control duration of the virtual character riding the pet virtual character, so that the riding performance of the virtual character riding the pet virtual character matches the riding animation.

7. The method according to claim 5, characterized in that, The riding animation includes: basic riding performance, which includes: the riding performance of the pet virtual character under the virtual character's riding; The configuration of the riding animation of the virtual character riding the pet virtual character includes: Configure the general control duration and speed curve of the pet virtual character under the virtual character's riding; Based on the riding animation name in the animation table, the riding animation of the pet virtual character under the virtual character is indexed, and the second data curve of the virtual character is configured in the riding animation; The values ​​in the second data curve are used to indicate the exclusive control duration of the pet virtual character under the virtual character's riding, so that the riding performance of the pet virtual character under the virtual character's riding matches the riding animation.

8. The method according to claim 5, characterized in that, The riding animation includes: basic riding performance, which includes: the virtual character riding the pet virtual character riding performance; The configuration of the riding animation of the virtual character riding the pet virtual character includes: Based on the hybrid animation name in the animation list, the hybrid riding animation of the virtual character riding the pet virtual character is indexed, and the hybrid riding animation is passed into the animation blueprint of the pet virtual character.

9. The method according to any one of claims 6 to 8, characterized in that, The method further includes: Configure the slot for the pet virtual character; The slot is created based on the image of the pet virtual character and is used to mount the character blueprint of the virtual character.

10. The method according to claim 5, characterized in that, The riding animation includes: a first type of riding performance, which includes: virtual character riding performance; The configuration of the riding animation of the virtual character riding the pet virtual character includes: Based on at least one of Boolean variable nodes, state machine nodes, enumeration variable nodes, animation sequence playback nodes, Boolean mixed posture nodes, and posture nodes, configure the animation blueprint of the virtual character's riding performance in the riding standby state. The virtual character's state in the riding animation includes at least one of the following: riding standby state, riding movement state, jump start state, jump in progress state, and jump end state.

11. The method according to claim 10, characterized in that, The virtual character's riding standby state in the riding animation also includes: ground riding standby state, flight riding standby state, and special riding standby state; The configuration of the animation blueprint for the virtual character's riding performance in the riding standby state, based on at least one of Boolean variable nodes, state machine nodes, enumerated variable nodes, animation sequence playback nodes, Boolean mixed posture nodes, and posture nodes, includes: Connect the flight riding Boolean variable node to the input of the corresponding playback animation sequence node; Connect the ground riding Boolean variable node to the input of the corresponding playback animation sequence node; Connect the output of the playback animation sequence node corresponding to the state machine node and the flight riding Boolean variable node, and the pseudo flight state Boolean variable node to the input of the corresponding Boolean hybrid attitude node; Connect the output of the playback animation sequence node corresponding to the ground riding Boolean variable node to the input of the corresponding Boolean hybrid attitude node; Connect the outputs of the Boolean-based mixed attitude nodes corresponding to the enumerated variable nodes and the state machine nodes to the inputs of the attitude nodes; The system includes a flight riding Boolean variable node to mark whether the rider is in flight riding standby state, a ground riding Boolean variable node to mark whether the rider is in ground riding standby state, a state machine node to manage the animation state and transitions of flight riding, a pseudo-flight state Boolean variable node to mark whether the rider is in flight state, an enumeration variable node to distinguish between ground riding standby state and flight riding standby state, an animation sequence playback node to play ground riding standby animation sequence or flight riding standby animation sequence, a Boolean-based attitude mixing node to mix two attitudes based on Boolean values, and an attitude node to store the mixed attitude.

12. The method according to claim 10 or 11, characterized in that, The method further includes: For different types of pet virtual characters, separate riding animation assets are created for each virtual character so that the virtual character displays the corresponding riding animation when riding different types of pet virtual characters.

13. The method according to any one of claims 10 to 12, characterized in that, The method further includes: In the riding animation, if the virtual pet character swings when it jumps, the riding animation is further configured to play the riding jump animation of the virtual character.

14. The method according to any one of claims 5 to 13, characterized in that, The riding animation includes: a first type of riding performance, which includes: a pet virtual character riding performance, which includes: a ground riding performance; The configuration of the riding animation of the virtual character riding the pet virtual character includes: An animation blueprint for the ground riding performance of the pet virtual character is configured based on at least one of the following: state machine node, boolean variable node, cached pose node, boolean mixed pose node, slot node, and pose node.

15. The method according to claim 14, characterized in that, The animation blueprint for configuring the ground riding performance of the pet virtual character based on at least one of state machine nodes, Boolean variable nodes, cached pose nodes, Boolean hybrid pose nodes, slot nodes, and pose nodes includes: Connect the ground riding state machine node, the cached posture node, and the role control Boolean variable node to the input of the corresponding Boolean hybrid posture node; Connect the output of the Boolean-mixed attitude node to the input of the slot node; Connect the output of the slot node to the input of the attitude node; The ground riding state machine node is used to manage the animation state and transition of ground riding, the cached posture node is used to use cached postures, the character control boolean variable node is used to mark whether the riding animation is controlled by the virtual character, the boolean blend posture node is used to blend between two postures based on boolean values, the slot node is used to superimpose blended postures on slots, and the posture node is used to store the blended postures.

16. The method according to any one of claims 5 to 15, characterized in that, The riding animation includes: a first type of riding performance, which includes: a pet virtual character riding performance, which includes: a flying riding performance; The configuration of the riding animation of the virtual character riding the pet virtual character includes: An animation blueprint for configuring the flying riding performance of the pet virtual character is configured based on at least one of the following: state machine node, boolean variable node, cached attitude node, boolean mixed attitude node, slot node, and attitude node.

17. A riding interaction device, characterized in that, The device includes: The display module is used to display virtual characters located in the virtual environment; The display module is used to display the virtual pet character located in the virtual environment; The interaction module is used to respond to the riding interaction operation of the pet virtual character and display the riding animation of the virtual character riding the pet virtual character. The riding animation is related to the riding type of the virtual character riding the pet virtual character. Different riding types correspond to different pet virtual character riding performances and virtual character riding performances.

18. A computer device, characterized in that, The computer device includes a processor and a memory, the memory storing a computer program that is loaded and executed by the processor to implement the riding interaction method as described in any one of claims 1 to 16.

19. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores a computer program that is loaded and executed by a processor to implement the riding interaction method as described in any one of claims 1 to 16.

20. A computer program product, characterized in that, The computer program product includes computer instructions stored in a computer-readable storage medium, from which a processor retrieves the computer instructions, causing the processor to load and execute them to implement the riding interaction method as described in any one of claims 1 to 16.