Object action control method and related device

By reducing motion complexity and reserving motion frames when the display area of ​​game objects is small, and adjusting the object's posture to gradually approach the initial posture, the problem of data processing pressure and posture change caused by high motion complexity of game objects is solved, thus improving the smoothness and realism of the game.

CN121288293APending Publication Date: 2026-01-09TENCENT TECHNOLOGY (SHENZHEN) CO LTD
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Patent Information

Application Number
CN202511667339.1
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-11-13
Publication Date
2026-01-09

AI Technical Summary

Technical Problem

In existing technologies, the high complexity of object actions in games leads to excessive data processing resource consumption, affecting the stability and smoothness of game operation. Furthermore, sudden changes can easily occur when objects switch poses, impacting the game experience.

Method used

By reducing the complexity of object actions when the display area of ​​game objects is small, and reserving at least one action frame for action switching, the object posture of the target action frame is adjusted in combination with the initial object posture, so that it gradually approaches the initial posture during the switching process, avoiding sudden posture changes.

Benefits of technology

It effectively reduces the data processing burden on game objects, improves the smoothness and realism of actions, optimizes game display effects, and provides players with a more realistic and high-quality gaming experience.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The embodiment of the invention discloses an object action control method and a related device. When a game object needs to be controlled to be switched from a state of executing a first object action to a target object state with relatively low object action complexity, at least one action frame is reserved for action switching; according to the initial object posture corresponding to the target object state of the game object, the object posture corresponding to the first object action in the at least one action frame is adjusted, so that the object posture of the game object in the at least one action frame can bear the first object action and can be closer to the initial object posture; therefore, in the process that the game object enters the target object state, the change of the object posture is smoother and more real, and the display effect of the game object in the game interface is optimized while the data processing performance consumption required by a game program is reduced.
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Description

Technical Field

[0001] This application relates to the field of data processing technology, and in particular to an object motion control method and related apparatus. Background Technology

[0002] With the continuous development of computer technology, games have become one of the important tools for people's entertainment and leisure. In order to improve the performance of game objects, game developers design diverse object actions.

[0003] In related technologies, controlling game objects to perform object actions requires loading motion data (such as skeletal data) and state machines to adjust object actions. The more complex the object actions, the more data needs to be processed to determine the object pose for each frame when the game object performs object actions.

[0004] Therefore, games in this technology consume a lot of data processing resources when running, as they control game objects to perform object actions, making it difficult to guarantee the stability and smoothness of the game, and placing high demands on the devices running the game. Summary of the Invention

[0005] To address the aforementioned technical issues, this application provides an object action control method that can improve the smoothness of object actions performed by game objects and optimize the player's gaming experience.

[0006] The embodiments of this application disclose the following technical solutions:

[0007] In a first aspect, embodiments of this application disclose an object action control method, wherein a target game object in a game program is in a state of performing a first object action, the method comprising:

[0008] Based on the fact that the display area size of the target game object in the game interface of the game program is smaller than the preset size, the initial object posture corresponding to the target object state is determined, and the object action complexity of the target game object in the target object state is less than the object action complexity of the first object action;

[0009] Determine at least one action frame before the target game object enters the target object state, where the target action frame is any one of the at least one action frames;

[0010] By combining the first object's action with the first object's pose in the target action frame and the initial object's pose, the second object pose of the target game object in the target action frame is determined. The similarity between the second object pose and the initial object pose is greater than the similarity between the first object pose and the initial object pose.

[0011] Based on the pose of the second object, control the target game object to perform object actions in the target action frame;

[0012] Based on the completion of the target game object's action in at least one action frame, the target game object is controlled to enter the target object state.

[0013] Secondly, embodiments of this application disclose an object motion control device, the device comprising a first determining unit, a second determining unit, a third determining unit, a first controlling unit, and a second controlling unit:

[0014] The first determining unit is used to determine the initial object posture corresponding to the target object state based on the fact that the display area size of the target game object in the game interface of the game program is smaller than a preset size, wherein the object action complexity of the target game object in the target object state is less than the object action complexity of the first object action, and the target game object in the game program is in the state of executing the first object action;

[0015] The second determining unit is used to determine at least one action frame before the target game object enters the target object state, wherein the target action frame is any one of the at least one action frames;

[0016] The third determining unit is used to combine the first object action in the first object pose corresponding to the target action frame and the initial object pose to determine the second object pose of the target game object in the target action frame, wherein the similarity between the second object pose and the initial object pose is greater than the similarity between the first object pose and the initial object pose.

[0017] The first control unit is configured to control the target game object to perform object actions in the target action frame according to the second object posture;

[0018] The second control unit is configured to control the target game object to enter the target object state after the target game object has completed the object action in at least one action frame.

[0019] In one possible implementation, the first determining unit is specifically used for:

[0020] Based on the fact that the positional difference between the target game object and the virtual camera exceeds a preset difference, the initial object posture corresponding to the target object state is determined. The position of the virtual camera is used to determine the game content displayed in the game interface. The positional difference is inversely correlated with the display area size of the target game object in the game interface.

[0021] In one possible implementation, the third determining unit is specifically used for:

[0022] Obtain the first weight and the second weight corresponding to the target action frame. The first weight is used to control the degree of reference to the object posture in the first object action when the object posture is combined. The second weight is used to control the degree of reference to the initial object posture when the object posture is combined. The later the target action frame is in the order of the at least one action frame, the smaller the first weight and the larger the second weight.

[0023] Based on the first weight and the second weight, and in combination with the first object pose and the initial object pose, the second object pose is determined.

[0024] In one possible implementation, the third determining unit is specifically used for:

[0025] When the target game object performs the first object action, the object bone of the target game object is at the first bone position corresponding to the target action frame, and the first bone position is used to make the target game object be in the first object pose.

[0026] Determine the initial bone position corresponding to the object skeleton, and the initial bone position is used to put the target game object in the initial object pose;

[0027] Based on the first weight and the second weight, and combined with the first bone position and the initial bone position, the second bone position corresponding to the object bone is obtained. The second bone position is used to make the target game object be in the second object pose.

[0028] In one possible implementation, the third determining unit is specifically used for:

[0029] Based on the fact that the number of action frames between the target action frame and the action frame corresponding to the last weight update reaches a preset number, the updated first weight and second weight are obtained as the first weight and second weight corresponding to the target action frame.

[0030] The device further includes a fourth determining unit:

[0031] Since the number of action frames between the target action frame and the action frame corresponding to the last weight update does not reach the preset number, the first weight and the second weight after the last update are used as the first weight and the second weight corresponding to the target action frame.

[0032] In one possible implementation, the target game object maintains the initial object pose while in the target object state.

[0033] In one possible implementation, when the target game object is in the target state, it cyclically executes a second object action, the object action complexity of the second object action is less than that of the first object action, and the initial object pose is the initial object pose of the target game object when executing the second object action.

[0034] In one possible implementation, the target device is used to run the game program, and the object action complexity of the second object action is positively correlated with the processing performance of the target device.

[0035] In one possible implementation, the target device is used to run the game program, and the number of action frames included in the at least one action frame is positively correlated with the processing performance of the target device.

[0036] In one possible implementation, the device further includes a switching unit:

[0037] The switching unit is used to switch the object model corresponding to the target game object from a skeletal model to a skeletonless model based on the target game object being in the target object state. The object skeletons corresponding to the skeletal model are used to adjust the object posture of the target game object. The skeletonless model does not have corresponding object skeletons. The object posture corresponding to the skeletonless model and the object posture of the target game object in the target object state satisfy the posture similarity condition.

[0038] In one possible implementation, the switching unit is specifically used for:

[0039] Based on the fact that the target game object has been in the target object state for a period of time that reaches a first preset duration, the object model corresponding to the target game object is switched from a skeletal model to a non-skeletal model.

[0040] In one possible implementation, the target device is used to run the game program, and the length of the first preset duration is positively correlated with the processing performance of the target device.

[0041] In one possible implementation, the target device is used to run the game program, and the accuracy of the skeletonless model is positively correlated with the processing performance of the target device.

[0042] In one possible implementation, the device further includes an unloading unit:

[0043] The unloading unit is used to switch the object model corresponding to the target game object to the skeletonless model, and unload the bone data and state machine corresponding to the skeleton model loaded in memory. The bone data is used to control the bone position of the object skeleton corresponding to the skeleton model, and the state machine is used to adjust the object posture of the target game object by adjusting the bone data.

[0044] In one possible implementation, the switching unit is specifically used for:

[0045] Based on the fact that the target game object is in the target object state and the number of game objects in the game program that are in the switching process has not reached the preset number of objects, the object model corresponding to the target game object is switched from a skeletal model to a non-skeletal model. The switching process is the process of switching the corresponding object model to a non-skeletal model.

[0046] In one possible implementation, the first determining unit is specifically used for:

[0047] Based on the duration for which the display area size corresponding to the target game object in the game program's game interface is smaller than a preset size for a second preset duration, the initial object posture corresponding to the target object state is determined.

[0048] Thirdly, embodiments of this application disclose a computer device, which includes a processor and a memory:

[0049] The memory is used to store computer programs and to transfer the computer programs to the processor;

[0050] The processor is configured to execute the object action control method described in any one of the first aspects according to the instructions in the computer program;

[0051] Fourthly, embodiments of this application disclose a computer-readable storage medium for storing a computer program for executing the object action control method described in any one of the first aspects;

[0052] Fifthly, embodiments of this application disclose a computer program product including a computer program, which, when run on a computer device, causes the computer device to execute the object action control method described in any one of the first aspects.

[0053] As can be seen from the above technical solution, this application will trigger the adjustment of the object's actions when the display area of ​​the game object in the game interface is small, so that the game object enters the target object state with low object action complexity, thereby reducing the amount of data processing required to render the game object. To avoid abrupt changes in the object posture of game objects due to object action adjustments, which could affect the smoothness of game object actions, this application reserves at least one action frame for action switching. Based on the initial object posture corresponding to the target object state, it adjusts the object posture corresponding to each action frame of the currently executing object action before entering the target object state. This reduces the difference between the object posture of the game object in these action frames and the initial object posture, allowing the game object to smoothly transition to the initial object posture when passing through these action frames. This reduces the drastic change in object posture caused by adjusting object actions. Firstly, it allows for determining whether to adjust the object action based on the display area size, effectively reducing the data processing pressure caused by game object display while ensuring the game display effect. Secondly, it avoids abrupt changes in object posture caused by object action adjustments, thus ensuring the realism and smoothness of game object actions, optimizing the display effect of game objects, and providing players with a more realistic and high-quality gaming experience. Attached Figure Description

[0054] To more clearly illustrate the technical solutions in the embodiments of this application or the prior art, the drawings used in the description of the embodiments or the prior art will be briefly introduced below. Obviously, the drawings described below are only some embodiments of this application. For those skilled in the art, other drawings can be obtained based on these drawings without creative effort.

[0055] Figure 1 A schematic diagram of an object motion control method in a related art provided in an embodiment of this application;

[0056] Figure 2 A schematic diagram of a device interaction scenario provided in an embodiment of this application;

[0057] Figure 3 A schematic diagram illustrating an object action control method in a practical application scenario provided by an embodiment of this application;

[0058] Figure 4 A flowchart of an object motion control method provided in an embodiment of this application;

[0059] Figure 5 A schematic diagram illustrating an object motion control method provided in an embodiment of this application;

[0060] Figure 6A schematic diagram illustrating an object motion control method provided in an embodiment of this application;

[0061] Figure 7 A schematic diagram illustrating an object motion control method provided in an embodiment of this application;

[0062] Figure 8 A flowchart illustrating an object action control method in a practical application scenario provided in this application embodiment;

[0063] Figure 9 A schematic diagram illustrating an object action control method in a practical application scenario provided by an embodiment of this application;

[0064] Figure 10 A structural block diagram of an object motion control device provided in an embodiment of this application;

[0065] Figure 11 A structural diagram of a terminal provided in an embodiment of this application;

[0066] Figure 12 This is a structural diagram of a server provided in an embodiment of this application. Detailed Implementation

[0067] The embodiments of this application will now be described with reference to the accompanying drawings.

[0068] The object actions performed by game objects are achieved by adjusting the object skeleton of the game object. The computer device determines the bone position of the game object in each action frame based on the bone data corresponding to the object action in each action frame, thereby determining the object posture of the game object in each action frame. These object postures constitute the object actions performed.

[0069] Generally, the more complex the object actions performed by a game object, the more bones undergo positional changes in each action frame, and the larger the amount of skeletal data the computer needs to process. Therefore, if a game object continuously performs complex object actions during game execution, it will place a significant data processing burden on the computer running the game.

[0070] Based on this, in order to reduce the data processing performance consumption required to run a game, in some scenarios, the object actions performed by the game object can be switched from complex actions to simple actions, thereby reducing the complexity of the object actions performed by the game object.

[0071] However, because the object's posture differs before and after the switch, the related technologies cause abrupt changes in the object's posture when switching object actions, resulting in low smoothness and a lack of realism in the game object's movements, which affects the display effect of the game object in the game interface.

[0072] For example Figure 1 As shown, in related technologies, when it is necessary to reduce the data processing pressure, the game object will be switched from a more complex crouching action to a simpler standing action. During the switch, the object's posture will change abruptly from a crouching posture to a standing posture.

[0073] To address the aforementioned technical issues, this application provides an object action control method. When it is necessary to control a game object to switch from a state performing a first object action to a target object state with lower object action complexity, at least one action frame is reserved for the action switch. Based on the initial object posture of the game object in the target object state, the object posture corresponding to the first object action in at least one action frame is adjusted. This ensures that the object posture of the game object in at least one action frame can both inherit the first object action and be closer to the initial object posture. As a result, the change in object posture during the process of entering the target object state is smoother and more realistic. This reduces the data processing performance consumption required by the game program while optimizing the display effect of the game object in the game interface.

[0074] Understandably, this method can be applied to computer devices capable of object motion control, such as terminal devices or servers. This method can be executed independently by a terminal device or server, or it can be applied to network scenarios where the terminal device and server communicate, executing in cooperation. The terminal device can be a mobile phone, tablet, laptop, desktop computer, etc. The terminal device can also include various virtual reality devices, such as augmented reality (AR) devices like AR glasses and AR screens, and virtual reality (VR) devices like VR headsets. The server can be understood as an application server or a web server. In actual deployment, the server can be a standalone server, a cluster server, or a cloud server, etc.

[0075] See Figure 2 , Figure 2 This is a schematic diagram of a device interaction scenario provided in an embodiment of this application, illustrating various device interaction scenarios that may be involved in this application.

[0076] In scenario 1, the computer equipment includes a terminal device 101 for running a game program, which players can use. During operation, the terminal device 101 can control the actions of game objects within the game program and render the game interface for display to the player.

[0077] In scenario 2, the computer equipment includes a terminal device 102 and a server 103. Server 103 is the game server corresponding to the game program, and the game program runs on the terminal device 102. Players can use the game program through the terminal device 102. During the player's use of the game program, the terminal device 102 generates player operation instructions corresponding to the game operations performed by the player and sends these instructions to the server 103. The server 103 generates server instructions to control the actions of game objects based on the player's operation instructions and sends these server instructions to the terminal device 102. The terminal device 102 then controls the actions of the game objects according to the server instructions and renders the game interface for display to the player.

[0078] In scenario 3, the computer equipment includes a terminal device 104 and a server 105. The server 105 is used to run the game program and control the object actions of game objects and render the game interface. The server 105 sends the rendered game interface image to the terminal device 104, enabling the terminal device 104 to display the game interface through the game interface image.

[0079] To facilitate understanding of the technical solution provided in this application, the object motion control method provided in this application will be introduced next in conjunction with a practical application scenario.

[0080] See Figure 3 , Figure 3 This is a schematic diagram illustrating an object action control method in a practical application scenario provided by an embodiment of this application. In this practical application scenario, the device interaction scenario is as follows: Figure 2 As shown in Scenario 1, the computer device is terminal device 101.

[0081] In this practical application scenario, before the action switch, the game object is performing the first object action (crouching action), and the state after the switch is the target object state (standing state). The terminal device 101 can determine whether the display area size corresponding to the game object in the game interface is smaller than the preset size. If it is smaller, it means that reducing the object action complexity of the game object will not affect the performance of the game object. The terminal device 101 will control the game object to enter the target object state with lower object action complexity.

[0082] The terminal device 101 determines the initial object pose corresponding to the target object state, that is, the object pose of the game object when it first enters the target object state. Additionally, the terminal device 101 determines at least one action frame used for action switching before the game object enters the target object state; the target action frame can be any one of the at least one action frames.

[0083] Taking the target action frame as an example, the terminal device 101 can determine the first object posture corresponding to the first object action in the target action frame, and then adjust the first object posture according to the initial object posture so that the adjusted second object posture can be closer to the initial object posture.

[0084] The terminal device 101 controls the game object to perform object actions in the target action frame based on the second object's pose, making the game object's pose in the target action frame closer to the initial object pose. Simultaneously, since the second object pose is adjusted based on the first object pose, it can also more smoothly connect to the first object action. In this way, the terminal device 101 can ensure that the game object's pose in at least one action frame both connects to the first object action and is closer to the initial object pose. This allows the game object to smoothly change its pose to the initial object pose and enter the target object state through at least one action frame. Furthermore, by reducing the drastic change in object pose caused by action switching, the smoothness and realism of the game object's actions are improved, providing players with a superior gaming experience.

[0085] Next, the technical solution provided in this application will be described in detail with reference to the accompanying drawings.

[0086] See Figure 4 , Figure 4 A flowchart of an object action control method provided in this application embodiment, the method including:

[0087] S401: Determine the initial object posture corresponding to the target object state based on the fact that the display area size of the target game object in the game program's game interface is smaller than the preset size.

[0088] In the game program, the target game object is in a state of performing the first object action. The target game object can be any type of game object, such as a player object controlled by the player or a non-player object controlled by the game program itself. An object action refers to an action performed by the game object, and the first object action can be any type of object action. The game program can be of any type, such as a shooting game or a role-playing game.

[0089] In order to reduce the data processing pressure on computer equipment while ensuring the display effect of game objects for players, the computer equipment will analyze whether the display area of ​​the target game object in the game interface is smaller than the preset size to determine whether the display effect of the target game object in the game interface is significant.

[0090] If the value is smaller, it means the display area of ​​the target game object in the game interface is small, and the display effect is not significant. Therefore, even if the object action complexity of the target game object is reduced, it will not have a significant impact on the display effect of the target game object. At this time, the computer device will switch the target game object from the state of performing the first object action to the target object state. The object action complexity of the target game object in the target object state is less than that of the first object action, thereby reducing the data processing pressure required to perform object actions after entering the target object state.

[0091] To ensure a smoother change in the object's posture when switching to the target object state and to avoid abrupt changes in the object's posture, the computer device adjusts the object's posture when performing the first object action based on the initial object posture corresponding to the target object state. This makes the object's posture more closely resemble the object posture in the target object state.

[0092] The computer device can determine the initial object posture corresponding to the target object state. The initial object posture is the initial object posture when the game object is in the target object state. That is, the computer device needs to make the object posture of the target game object smoothly change to the initial object posture in order to achieve the above goal.

[0093] S402: Determine at least one action frame before the target game object enters the target object state.

[0094] To ensure smooth changes in the pose of a target game object, the computer device assigns at least one action frame to the target game object. This action frame allows the target game object's pose to smoothly transition back to its initial pose. An action frame is a unit frame that controls the action of a game object. By adjusting the object's pose in each action frame, various actions can be performed. The target action frame can be any one of the at least one action frames.

[0095] S403: Combine the first object pose and the initial object pose corresponding to the first object action in the target action frame to determine the second object pose of the target game object in the target action frame.

[0096] The computer device can adjust the object pose of the target game object in at least one action frame based on the initial object pose and the first object action, so that the object pose in at least one action frame can both connect with the first object action and be closer to the initial object pose.

[0097] Taking the target action frame as an example, firstly, the computer device can determine the first object pose corresponding to the target action frame in order to perform the first object action. Then, based on the initial object pose, the first object pose is adjusted to obtain the second object pose, so that the similarity between the second object pose and the initial object pose is greater than the similarity between the first object pose and the initial object pose, that is, it is closer to the initial object pose.

[0098] For example Figure 3 In the process, the first object's action is a squatting action, and the first object's posture is a squatting posture with a large squatting range. The target object's state is a standing state, and the initial object's posture is a standing posture. At this time, the determined posture of the second object is a posture with a small squatting range and a large standing range.

[0099] This method allows the target game object's pose in the target action frame to both connect with the movement trend of the first object's action and more closely approximate the initial object pose.

[0100] S404: Based on the pose of the second object, control the target game object to perform object actions in the target action frame.

[0101] The computer device can adjust the object posture of the target game object to a second object posture when the target action frame is reached during the process of controlling the target game object to perform object actions.

[0102] S405: Based on the fact that the target game object has completed the execution of the object action in at least one action frame, control the target game object to enter the target object state.

[0103] When the target game object enters the target object state, the corresponding object posture is the initial object posture mentioned above. Therefore, by controlling the target game object to enter the target object state in the above way, the change in the object posture of the target game object can be less drastic, and the change in posture can be reflected as a gradual change. This makes the change in the object posture smoother and more natural, and can present a higher quality and more realistic action effect.

[0104] As can be seen from the above technical solution, this application has the following technical effects compared with related technologies:

[0105] 1. In order to avoid sudden changes in the object posture of the game object due to the adjustment of the object's action, which would affect the smoothness of the game object's action, this application will reserve at least one action frame for action switching, so that the game object can complete the gradual change of the object posture in at least one action frame.

[0106] Second, it can determine whether to adjust the object actions of game objects based on the size of the display area, so as to adjust the object actions only for game objects with low display effect, reducing the player's perception of object action adjustment, and effectively reducing the data processing pressure brought by the display of game objects while ensuring the game display effect.

[0107] Third, it can avoid sudden changes in object posture caused by object action adjustment, so that the determined object posture can effectively connect the action trend of the object action executed before adjustment and the initial object posture of the object state after adjustment, thereby ensuring the naturalness and smoothness of game object actions, optimizing the display effect of game objects, and bringing players a more realistic and high-quality game experience.

[0108] The technical details involved in this application will now be described in detail with reference to the accompanying drawings.

[0109] First, this application introduces the method used to determine the display area size corresponding to a game object.

[0110] In this application, the computer device can directly identify whether the display area size corresponding to the game object is smaller than the preset size through the game interface image, or the computer device can analyze whether the display area size corresponding to the game object is smaller than the preset size by analyzing the factors that affect the display area size corresponding to the game object.

[0111] For example, in a game program, the size of the display area of ​​a game object on the game interface is usually determined by the positional difference between the game object and the virtual camera. The virtual camera is used to render the game interface corresponding to the game program, and the virtual camera image follows the principle of objects appearing larger when closer and smaller when farther away. Therefore, in one possible implementation, the computer device can analyze whether the display area size corresponding to the target game object is smaller than a preset size by analyzing the positional difference between the target game object and the virtual camera.

[0112] When executing step S401, the computer device may execute step S4011 (not shown in the figure). Step S4011 is a possible implementation of step S401, including:

[0113] S4011: Based on the fact that the positional difference between the target game object and the virtual camera exceeds a preset difference, determine the initial object pose corresponding to the target object state.

[0114] The virtual camera's position determines the game content displayed in the game interface, and the positional difference is inversely correlated with the size of the display area corresponding to the target game object in the game interface. The greater the positional difference, the smaller the display area size of the target game object in the game interface.

[0115] Based on this, the computer device can obtain a preset difference. When the positional difference between the target game object and the virtual camera is the preset difference, the display area of ​​the target game object in the game interface corresponds to the preset size. Therefore, if the positional difference between the target game object and the virtual camera exceeds the preset difference, the computer device can determine that the display area size corresponding to the target game object is too small and switch the action of the target game object.

[0116] In this way, the computer device only needs to obtain the position information corresponding to the virtual camera and the game object to accurately analyze the size of the display area corresponding to the game object. There is no need for the computer device to perform complex operations such as game object recognition and size analysis on the game interface image. The analysis difficulty is lower, which helps to reduce the data processing pressure on the computer device and improve the efficiency of object motion control.

[0117] Next, we will introduce the specific methods for adjusting the pose of an object.

[0118] In order to make the pose of the game object more smoothly connect the first object action and the initial object pose, in one possible implementation, the computer device can add weights so that the pose of the game object gradually approaches the initial object pose over time.

[0119] When executing step S403, the computer device may execute steps S4031-S4032 (not shown in the figure). Steps S4031-S4032 are one possible implementation of step S403, including:

[0120] S4031: Obtain the first weight and second weight corresponding to the target action frame.

[0121] In this implementation, each of the at least one action frame has a corresponding first weight and second weight, which are used to control the combination of the object pose and the initial object pose in the first object action.

[0122] Taking the target action frame as an example, the computer device can obtain the first weight and the second weight corresponding to the target action frame. The first weight is used to control the degree of reference of the object posture in the first object action when the object posture is combined. The larger the first weight, the closer the object posture obtained after combination is to the object posture in the first object action, that is, the closer the second object posture is to the first object posture.

[0123] The second weight is used to control the degree of reference to the initial object pose when combining object poses. The larger the second weight, the closer the combined object pose is to the initial object pose, that is, the closer the second object pose is to the initial object pose.

[0124] For example, the computer device can set a first weight and a second weight to parameters between 0 and 1, with the sum of the two weights being 1. When adjusting the weights, the computer device can limit the sum of the first and second weights to 1, and ensure that neither weight exceeds the range of 0-1. The computer device can perform parameter interpolation calculations on the two weights based on the timing of the action frames to obtain the weight corresponding to each action frame, allowing the weights to change as the action frames progress.

[0125] In this process, the later the target action frame is in the sequence of at least one action frame, the smaller the first weight and the larger the second weight. That is, the later the target action frame is, the closer the determined second object posture is to the initial object posture. Thus, when the target game object passes through at least one action frame, the corresponding object posture can gradually approach the initial object posture, presenting a gradual change effect of the object posture towards the initial object posture over time. This makes the transition from the opposing posture to the initial object posture smoother and more natural, further improving the presentation effect of the object action.

[0126] like Figure 5 As shown, the first object pose is the object pose when performing the crouching action, and the initial object pose is the object pose when standing. The later the target action frame is, the greater the degree of standing and the smaller the degree of crouching of the determined second object pose, and the closer it is to the object pose when standing.

[0127] S4032: Determine the second object pose based on the first weight and the second weight, combined with the first object pose and the initial object pose.

[0128] Specifically, in one possible implementation, the computer device can combine the two object poses in the following way:

[0129] When executing step S4032, the computer device may execute steps S40321-S40323 (not shown in the figure). Steps S40321-S40323 are one possible implementation of step S4032, including:

[0130] S40321: Determine the position of the target game object's object skeleton at the first bone position corresponding to the target action frame when the target game object performs the first object action.

[0131] As mentioned above, the pose of a game object is achieved by adjusting the position of the object's skeleton. Therefore, computer devices can adjust the proximity between the object's pose and different object poses by adjusting the proximity between the target game object's skeleton position and the skeleton position corresponding to different object poses.

[0132] The computer device can analyze the bone position changes of the target game object at the target action frame when the target game object performs the first object action based on the bone data corresponding to the first object action, thereby determining the first bone position corresponding to the target action frame. The first bone position is used to put the target game object in the first object pose.

[0133] S40322: Determine the initial bone position corresponding to the object's skeleton.

[0134] The initial bone position is used to position the target game object in its initial pose. The initial bone position can be determined by the bone data corresponding to the target object's state.

[0135] S40323: Based on the first weight and the second weight, and combined with the first bone position and the initial bone position, obtain the second bone position corresponding to the object bone.

[0136] The second bone position is used to position the target game object in the second object pose. The first weight is used to control the degree of reference of the second bone position to the first bone position. The larger the first weight, the closer the second bone position is to the first bone position, and the closer the determined second object pose is to the first object pose. The second weight is used to control the degree of reference of the second bone position to the initial bone position. The larger the second weight, the closer the second bone position is to the initial bone position, and the closer the determined second object pose is to the initial object pose.

[0137] In this way, computer devices can precisely control the proximity between the second object's pose and the two object poses based on weights, so that the object pose corresponding to the target game object can accurately transition to the initial object pose, ensuring the smoothness and accuracy of the object pose change.

[0138] As can be seen from the above, computer devices adjust the pose of objects by acquiring weights. If weights are acquired frequently, it may cause the computer devices to bear a large data transmission burden.

[0139] Based on this, in one possible implementation, the computer device can perform weight acquisition every few action frames to reduce data transmission pressure.

[0140] When executing step S4031, the computer device may execute step S40311 (not shown in the figure). Step S40311 is a possible implementation of step S4031, including:

[0141] S40311: Based on the fact that the number of action frames between the target action frame and the action frame corresponding to the last weight update has reached a preset number, obtain the updated first weight and second weight as the first weight and second weight corresponding to the target action frame.

[0142] When performing object pose analysis on action frames, the computer device can adjust the weights every preset number of action frames to reduce the first weight and increase the second weight, so that the object pose in the subsequent preset number of action frames can be closer to the initial object pose. This way, at least one action frame can satisfy the relative relationship between the weights and the order of the action frames in the overall trend of object pose change.

[0143] Taking the target action frame as an example, the computer device will determine that the number of action frames between the target action frame and the action frame corresponding to the last weight update has reached a preset number. If the preset number is reached, the computer device will determine that the first weight and the second weight need to be updated. The updated first weight and the second weight can be obtained as the first weight and the second weight corresponding to the target action frame. Compared with the weight before the update, the first weight is smaller and the second weight is larger.

[0144] If the number of action frames between the target action frame and the action frame corresponding to the last weight update has not reached the preset number, the computer device determines that there is no need to update the weights. The computer device can use the first and second weights after the last update as the first and second weights corresponding to the target action frame.

[0145] In this way, on the one hand, the computer device can ensure that at least one action frame satisfies the relative relationship between the weight and the order of the action frames in the overall trend of object pose change, so that the overall object pose can gradually approach the initial object pose and achieve the gradual change effect of object pose; on the other hand, it can reduce the update frequency of weights, thereby reducing the frequency of weight acquisition, so as to reduce the amount of data transmission and reduce the data processing pressure.

[0146] Next, we will introduce several target object states with low complexity of object actions that may be involved in this application.

[0147] First type: static state

[0148] In one possible implementation, the target game object maintains its initial pose while in the target object state, meaning it does not perform any object actions, thus minimizing the complexity of object actions.

[0149] For example in Figure 3 In the game, once the target object enters the target object state, the game object will remain standing.

[0150] In this target object state, since the target game object will no longer perform object actions, there will be no change in the object's posture. The computer device does not need to adjust the object's bone position in subsequent action frames, thereby greatly reducing the data processing pressure on the computer device.

[0151] The second type: repeatedly executing the same action state.

[0152] In another possible implementation, in order to further enhance the realism of game objects and bring players a more dynamic display effect of game objects, the computer device can also control the game objects to repeatedly perform object actions with low object action complexity in the target object state in order to maintain the dynamic effect of the game objects.

[0153] For example, when the target game object is in the target state, it can repeatedly execute the second object action. The object action complexity of the second object action is less than that of the first object action. The initial object posture is the initial object posture of the target game object when executing the second object action. That is, the second object action is the object action that changes the object posture starting from the initial object posture.

[0154] For example, the second object action could be a slightly swaying standing motion of the game object's body, to simulate the natural swaying effect of a real person's body when standing, thereby further enhancing the realism of the game object's actions.

[0155] This approach reduces the data processing burden on executing object actions by using a second object with lower complexity; it also enhances the realism and display of game objects by maintaining their dynamic effects.

[0156] Since the object's actions are repeated, the computer device can calculate the bone position only once when the object's action is performed, and reuse that bone position for posture adjustment without repeating the calculation, which can further reduce the amount of data processing.

[0157] Understandably, repeatedly executing object actions requires some skeletal data processing, which consumes certain data processing resources. Since the processing performance of devices running the game may vary, repeatedly executing complex object actions could put a strain on devices with lower processing power.

[0158] Based on this, in one possible implementation, the repetitive actions of game objects can be adjusted according to the processing performance of the device running the game program, making the game program more adaptable to devices with different processing performance.

[0159] For example, the target device is used to run the aforementioned game program. The target device can be any device capable of running game programs, such as mobile phones, computers, tablets, smart home devices, smart wearable devices, and other devices capable of running game programs. The object action complexity of the second object action is positively correlated with the processing performance of the target device. The higher the processing performance, but not higher than the object action complexity of the first object action, the more the data processing pressure on devices with lower processing performance can be further reduced. Devices with higher processing performance can reduce the object action complexity through action switching while still allowing the game object to maintain relatively flexible and vivid object actions, thereby better ensuring the display effect of the game object while reducing the data processing pressure.

[0160] Processing performance can be measured using various metrics, such as cache size, CPU model, and GPU model; no specific measurement is provided here. The following discussion of target devices and processing performance related to running game programs can refer to this technical explanation.

[0161] As mentioned above, this application can achieve smooth and fluid object pose changes by adding at least one action frame for transition when switching object actions. Theoretically, the more action frames included in at least one action frame, the longer the object pose change process, and the lower and smoother the distance of the pose change is usually. However, more object poses need to be analyzed, and the device running the game program needs to have stronger processing performance.

[0162] Based on this, in one possible implementation, in order to balance the display effect of game objects and the data processing pressure, this application can adjust the number of action frames based on the processing performance of the device running the game program.

[0163] In this implementation, the target device is used to run the game program, and the number of action frames included in at least one action frame is positively correlated with the processing performance of the target device.

[0164] In other words, the stronger the processing performance, the more action frames are used for action switching. The more action frames are used when the target game object adjusts its posture, the smoother and more fluid the changes in the object's posture can be, further improving the action effect of the target game object. When the processing performance is weaker, the number of action frames used for action switching can be reduced, thereby reducing the data processing pressure for calculating the object's posture for these action frames. While ensuring a certain degree of smoothness in the object's posture switching, the game program can run more smoothly on devices with lower processing performance, optimizing the player's gaming experience.

[0165] As mentioned above, game objects that can perform object actions usually have object skeletons. When rendering these game objects, the computer device needs to load the corresponding skeleton data of the game object. Compared with unskeletonized game objects that cannot perform object actions, the amount of data that needs to be loaded is much larger.

[0166] Because game objects that switch actions have low visibility in the game interface, even if the game object stops performing actions, it won't cause a significant change in the player's perception. Therefore, in one possible implementation, the computer device can further reduce the data processing load required to run the game program by switching the model corresponding to the game object to a skeletonless model.

[0167] like Figure 6 As shown, based on the target game object being in the target object state, that is, after reducing the complexity of the object actions corresponding to the target game object, the computer device can switch the object model corresponding to the target game object from a skeletal model to a non-skeletal model.

[0168] In this model, the corresponding object skeleton is used to adjust the pose of the target game object, while the skeletonless model does not have a corresponding object skeleton, and therefore cannot change the pose of the object. For example, the skeletal model can be a Skinmesh with skeletal bindings, while the skeletonless model can be a static Mesh without skeletal bindings.

[0169] To avoid sudden changes in the pose of the target game object caused by model switching, the object pose corresponding to the skeletonless model selected in this application satisfies the pose similarity condition with the object pose of the target game object in the target object state. The pose similarity condition is used to determine whether the poses of two objects are sufficiently similar. If it is satisfied, it means that the similarity between the poses of the two objects is high, and there will be no significant change effect when the pose changes. The player's perception is low, so the impact on the player's game experience is small.

[0170] Meanwhile, since the pose of the object in the skeletonless model is quite similar to that of the object in the target object state, even if the computer device directly cancels rendering of the skeletonized model and starts rendering of the skeletonless model, there will be no significant change in the object pose. This allows the computer device to render only one object model (skeletonized or skeletonless) at the same time, without involving overlapping rendering of multiple models. The rendering effect is clearer, and the amount of model data required for rendering is lower, which will not bring additional data processing pressure to the computer device.

[0171] This approach reduces the amount of data required to render game objects and alleviates data processing pressure by combining the reduction of object motion complexity with the replacement of game object models. On the other hand, it allows for the adjustment of object poses using certain motion frames to ensure smooth and fluid switching of the corresponding object poses. Then, by replacing the object model with an object pose similar to the object's pose, sudden changes in object poses can be avoided, resulting in smoother and more natural overall motion control and reducing the impact on the player's gaming experience.

[0172] Since the target game object has a different object model before and after the model switch, it may affect the display effect of the target game object. The reduction of the object's action complexity will also affect the display effect of the target game object to some extent. Therefore, in one possible implementation, in order to avoid the target game object's display effect from abruptly changing due to the simultaneous execution of the above two adjustments for the target game object, which would affect the player's game experience, the computer device can execute the two adjustment methods separately to reduce the drastic change in display effect.

[0173] When performing the step of switching the object model corresponding to the target game object from a skeletal model to a non-skeletal model based on the target game object being in the target object state, the computer device can first determine whether the duration of the target game object being in the target object state has reached a first preset duration (for example, 0.5 seconds).

[0174] If the duration of the target game object in the target object state has not reached the first preset duration, it means that the time for switching the target game object's actions is relatively close, and the player's perception of the action switch remains relatively strong. At this time, the computer device can temporarily refrain from switching the target game object's model to avoid further enhancing the player's perception.

[0175] If the duration of the target game object in the target object state reaches the first preset duration, it means that the time remaining before the action switch for the target game object is sufficient, and the player's perception of the action switch is minimal. At this point, the computer device can switch the object model corresponding to the target game object from a skeletal model to a non-skeletal model to avoid sudden changes in the display effect of the target game object caused by performing action and model switches in a short period of time. This can effectively reduce the player's perception of adjustments to the target game object, reducing data processing pressure while ensuring the player's gaming experience.

[0176] like Figure 7 As shown, the target game object will maintain its initial pose in the target object state. After the duration of entering the target object state reaches the first preset duration, the computer device will switch the object model for the target game object, switching from a skeletal model to a non-skeletal model.

[0177] Since rendering a skeletal model requires loading the corresponding skeletal data, the longer the rendering time, the greater the data processing load on the computer device, resulting in greater data processing pressure. Therefore, in one possible implementation, to balance the display effect of the game object with the data processing pressure on the device running the game program, this application can also adjust the timing of switching object models based on the processing performance of the device running the game program.

[0178] In this implementation, the target device is used to run the game program, and the length of the first preset duration is positively correlated with the processing performance of the target device.

[0179] In other words, the stronger the processing performance of the target device, the later the target device switches the object model corresponding to the target game object to the skeletonless model, and the longer the target game object maintains the target object state. This can further increase the time difference between action switching and model switching, thereby further reducing the impact on the display effect of the target game object and ensuring the player's gaming experience.

[0180] The weaker the processing performance of the target device, the earlier the target device switches the object model corresponding to the target game object to the skeletonless model, and the shorter the time the target game object maintains the target object state. This reduces the amount of skeleton data that the target device needs to process, further reducing the data processing pressure on the target device and enabling the game program to run more smoothly on devices with low processing performance.

[0181] The above solution adapts to devices with different processing performance from the perspective of model switching timing. In another possible implementation, the computer device can also adapt to devices with different processing performance from the perspective of model accuracy.

[0182] Understandably, the higher the model precision of an object model, the more model networks it has, and the greater the amount of data that needs to be processed during model rendering (e.g., loading more mesh vertices). Therefore, computer devices can determine the precision of the object models rendered on the device based on the processing power of the device running the game program, in order to adapt to devices with different processing capabilities.

[0183] For example, if the target device is used to run the aforementioned game program, the accuracy of the aforementioned skeletonless model is positively correlated with the processing performance of the target device.

[0184] Game developers can set up multiple skeletonless models with different levels of precision for the target game. The stronger the processing power of the target device, the higher the precision of the skeletonless model loaded after switching, which can bring players a better game rendering effect. The weaker the processing power of the target device, the lower the precision of the skeletonless model loaded after switching. This can reduce the amount of data processing required for rendering the model, and at the same time, it can still reduce the impact of model switching on the display effect of the target game object by using the object posture that is relatively close to the state of the target object. In this way, the game program can run stably and smoothly on devices with low processing power, while having a relatively high-quality game display effect.

[0185] Normally, rendering a skeletal model requires loading skeletal data and a state machine into the device's memory. The skeletal data controls the position of the model's bones, and the state machine adjusts the skeletal data, thereby adjusting the object's pose to control various actions. When switching to non-skeletal data, since there's no need to adjust the object's pose and there are no bones, the skeletal data and state machine become invalid.

[0186] Based on this, in one possible implementation, in order to release unused memory space in a timely manner so that the computer device can perform new data processing tasks through this memory, the computer device can unload invalid data after completing the model switch.

[0187] Based on the object model corresponding to the target game object being switched to a skeletonless model, the computer device can unload the skeleton data and state machine corresponding to the skeleton model loaded in memory. The skeleton data is used to control the bone position of the object skeleton corresponding to the skeleton model, and the state machine is used to adjust the object posture of the target game object by adjusting the skeleton data.

[0188] Therefore, when there is no need to adjust the object's pose using skeletal data and state machines, the computer device can promptly release the memory space used to store skeletal data and state machines. This allows the computer device to utilize that memory space to perform more data processing tasks, thereby improving memory utilization and the overall data processing capability of the computer device. For example, the freed-up memory can be used to load the skeletal data and state machine data corresponding to the skeletal models of other game objects, in order to adjust the pose of those other game objects.

[0189] Furthermore, to improve data processing efficiency, computer devices can utilize memory in combination with various memory usage methods. For example, computer devices can load data through asynchronous loading mechanisms, completing the data loading of the skeletonless model before the time to switch models, thereby enabling a rapid model switch when the time comes.

[0190] Furthermore, computer devices can manage memory allocation using a pooling approach. That is, before actually using memory, the computer device can allocate a large amount of memory resources for the game program as a memory pool. When actually using memory, it can directly use the allocated memory resources from the memory pool without having to allocate them temporarily, thus improving data processing efficiency.

[0191] Since game programs typically contain a large number of game objects, switching models for a large number of game objects simultaneously can cause computer devices to need to load and unload a large amount of data in a short period of time (such as loading skeletonless models, unloading skeleton data and state machines, etc.), which can easily cause computer device malfunctions.

[0192] Based on this, in one possible implementation, in order to avoid the computer equipment being subjected to excessive data processing pressure in a short period of time, the computer equipment can also limit the number of game objects that switch models simultaneously.

[0193] When performing the step of switching the object model corresponding to the target game object from a skeletal model to a skeletonless model based on the target game object being in the target object state, the computer device can determine whether the number of game objects in the switching process has reached the preset number of objects. The switching process is the process of switching the corresponding object model to a skeletonless model.

[0194] If the target game object is in the target object state and the number of game objects in the switching process in the game program has reached the preset number, it means that there are too many game objects in the switching process. If the model switching is continued for the target game object, it may put too much data processing pressure on the computer device. Therefore, the computer device will not switch the model for the target game object.

[0195] If the target game object is in the target object state and the number of game objects in the switching process in the game program has not reached the preset number of objects, it means that the number of game objects in the switching process is small. Even if the model is switched for the target game object, it will not put too much data processing pressure on the computer device. Therefore, the computer device can switch the object model corresponding to the target game object from a skeletal model to a non-skeletal model.

[0196] This method effectively avoids the computer device switching models for too many game objects in a short period of time, thereby preventing the computer device from being subjected to excessive data processing pressure, reducing the risk of computer device malfunctions, and ensuring the safety and stability of the computer device.

[0197] The number of preset objects can be set based on the actual processing performance of the computer equipment. The more powerful the computer equipment, the more preset objects it can have. This allows the computer equipment with stronger processing performance to switch models more efficiently and improve the utilization rate of processing performance.

[0198] It is understandable that the size of the display area of ​​a game object in the game interface may change constantly due to various factors. For example, when a game object moves continuously in the game scene, the positional difference between the game object and the virtual camera will change continuously, causing the size of the display area of ​​the game object in the game interface to change continuously.

[0199] Therefore, there may be situations where the display area size of a game object is small for a short period of time, but quickly recovers to a larger display area size. In this case, if the action or model of the game object is adjusted directly when the display area size is small, the game object may exhibit a simpler action effect or a more complex model effect when the display area size recovers to a larger size, thus affecting the display effect of the game object.

[0200] Based on this, in one possible implementation, the computer device can analyze the duration for which the display area of ​​the game object is in a small size to determine whether the game object is stably in a state where the display effect is not significant, and then decide whether to adjust the motion or the model.

[0201] When performing step S401, the computer device may perform step S4012 (not shown in the diagram). Step S4012 is a possible implementation of step S401, including:

[0202] S4012: Based on the fact that the display area size of the target game object in the game program's game interface is less than the preset size for a period of time that reaches the second preset time, determine the initial object posture corresponding to the target object state.

[0203] The computer device can preset a second preset duration, which is used to measure whether the display area of ​​the game object is in a small size state for a long enough time, that is, to measure whether the game object is stably in a state with a low degree of display effect.

[0204] If the display area of ​​the target game object in the game program's interface remains smaller than a preset size for a period of time equal to a second preset duration, it indicates that the target game object is stably in a state with a low degree of display effectiveness, and the probability of it transitioning to a state with a higher degree of display effectiveness is low. At this point, the computer device can perform an operation to determine the initial object posture for the target game object, thereby adjusting the target game object's actions.

[0205] If the duration for which the display area corresponding to the target game object in the game program's interface is smaller than a preset size reaches a second preset duration, it indicates that the target game object has been in a state with low display effectiveness for a relatively short period. It's unlikely that the target game object can stably remain in this state and is more likely to transition to a state with higher display effectiveness. In this case, adjusting the target game object's actions might result in the target game object remaining in a low-complexity state even when its corresponding display area is increased, thus affecting the display effect. Therefore, the computer device can initially refrain from adjusting the target game object's actions to avoid impacting its display effect.

[0206] This method allows for adjustments to the game object's actions only when the object is in a stable state with minimal display effects. This further reduces the impact of action adjustments on the game object's display, thereby minimizing the player's perception of the adjustments and ensuring a better gaming experience.

[0207] To facilitate understanding of the technical solution provided in this application, the object motion control method provided in this application will be introduced next in conjunction with a practical application scenario.

[0208] See Figure 8 , Figure 8 A flowchart illustrating an object action control method in a practical application scenario provided in this application embodiment, the method comprising:

[0209] S801: Determine whether the positional difference between the target game object and the virtual camera exceeds the preset difference.

[0210] If the size of the target game object is not exceeded, it means that the display area of ​​the target game object in the game interface is too large. Reducing the complexity of the object's actions will easily have a significant impact on the display effect of the target game object. The computer device will not adjust the object's actions and will continue to judge the position difference.

[0211] If the size exceeds the limit, it indicates that the display area of ​​the target game object in the game interface is too small. In this case, step S802 is executed to start adjusting the object action of the target game object.

[0212] S802: Determine the initial object pose corresponding to the target object's state.

[0213] The complexity of the opposing action of the target game object in the target object state is lower than the complexity of the first object action that the target game object is currently executing. By controlling the target game object to enter the target object state, the object action complexity of the object action executed by the target game object can be reduced, thereby reducing the data processing pressure.

[0214] The complexity of object actions in the target object state can be set based on the processing performance of the computer device; the stronger the processing performance, the greater the complexity of object actions.

[0215] S803: Determine at least one action frame before entering the target object state.

[0216] The number of at least one action frame is positively correlated with the processing performance of the computer device. The stronger the processing performance, the more action frames there are, which can make the object movements of the target game object smoother and more fluid.

[0217] S804: Determine the pose of the first object corresponding to the first object action in the target action frame.

[0218] The target action frame can be any one of the at least one action frames.

[0219] S805: Determine the first and second weights corresponding to the target action frame.

[0220] The first and second weights corresponding to the action frames are updated every few action frames to reduce the update frequency of the action frames, thereby reducing the amount of weight information transmitted. The update frequency of the weights can be positively correlated with the processing performance of the computer device, so that devices with more powerful processing capabilities produce better object motion gradation effects.

[0221] S806: Based on the first weight and the second weight, and combined with the first object pose and the initial object pose, determine the second object pose corresponding to the target action frame.

[0222] S807: Based on the pose of the second object, control the target game object to perform object actions in the target action frame.

[0223] S808: Based on the fact that the target game object has completed the execution of the object action in at least one action frame, control the target game object to enter the target object state.

[0224] The target game object can maintain its initial object posture in the target object state, or it can perform low-complexity object actions starting from the initial object posture.

[0225] S809: Based on the fact that the target game object has been in the target object state for a preset duration and the number of game objects in the switching process has not reached the preset number of objects, the object model corresponding to the target game object is switched from a skeletal model to a non-skeletal model.

[0226] The preset duration is positively correlated with the processing performance of the computer device. The stronger the processing performance, the longer the computer device can keep the target game object in the target object state. This can increase the time interval between action switching and model switching, thereby reducing the impact of action switching and model switching on the target game object's display effect and reducing the player's perception of the switching.

[0227] Furthermore, the accuracy of skeletonless models can be positively correlated with the processing performance of computer devices, enabling more powerful computer devices to display more accurate models in the game interface, thus providing players with a better gaming experience.

[0228] When switching models, the computer device will determine whether the number of game objects in the switching state has reached the preset number. If it has not reached the preset number, the model will be switched to avoid performing too many model switches at the same time, which would put too much data processing pressure on the computer device.

[0229] S810: Switches the object model corresponding to the target game object to a skeletonless model, and unloads the skeleton data and state machine from memory.

[0230] After the model switch is completed, the computer device can unload the skeletal data and state machine corresponding to the previous skeletal model from memory to free up memory for other data processing tasks.

[0231] The overall object motion control process can be as follows Figure 9As shown, when a game object with a skeletal model triggers an action switching condition, the computer device first controls the game object to enter an action switching state. By continuously updating the weights, the object pose in the original object's action and the initial object pose are mixed to obtain the object pose corresponding to the action frame of the game object during the switching process, thus completing the action switching. Then, the model of the game object is switched to a skeletal-free model.

[0232] As can be seen from the above, this application has the following technical advantages compared to related technologies:

[0233] 1. In order to avoid sudden changes in the object posture of the game object due to the adjustment of the object's action, which would affect the smoothness of the game object's action, this application will reserve at least one action frame for action switching, so that the game object can complete the gradual change of the object posture in at least one action frame.

[0234] Second, it can determine whether to adjust the object actions of game objects based on the size of the display area, so as to adjust the object actions only for game objects with low display effect, reducing the player's perception of object action adjustment, and effectively reducing the data processing pressure brought by the display of game objects while ensuring the game display effect.

[0235] Third, it can avoid sudden changes in object posture caused by object action adjustment, so that the determined object posture can effectively connect the action trend of the object action executed before adjustment and the initial object posture of the object state after adjustment, thereby ensuring the naturalness and smoothness of game object actions, optimizing the display effect of game objects, and bringing players a more realistic and high-quality game experience.

[0236] Fourth, after switching actions, model switching can further reduce the data processing pressure required to render game objects. Simultaneously, computer equipment can reduce the drastic changes in the display effects of game objects caused by the switching by increasing the time interval between action and model switching, thereby reducing the player's perception of the changes.

[0237] Fifth, during the entire model switching process, the computer device only needs to render one object model (with or without skeleton) at the same time, without involving the overlapping rendering of multiple models. The rendering effect is relatively clear, and the amount of model data required for rendering is low, which will not bring additional data processing pressure to the computer device.

[0238] VI. This application performs performance matching from multiple dimensions for computer devices with different processing capabilities, so that the game program can run relatively smoothly on computer devices with different processing capabilities and maintain a relatively high-quality game effect.

[0239] Based on the object motion control method provided in the above embodiments, this application also provides an object motion control device, see [link to relevant documentation]. Figure 10 , Figure 10 This application provides a structural block diagram of an object motion control device 1000, which includes a first determining unit 1001, a second determining unit 1002, a third determining unit 1003, a first controlling unit 1004, and a second controlling unit 1005.

[0240] The first determining unit 1001 is used to determine the initial object posture corresponding to the target object state based on the fact that the display area size of the target game object in the game interface of the game program is smaller than a preset size, wherein the object action complexity of the target game object in the target object state is less than the object action complexity of the first object action, and the target game object in the game program is in the state of executing the first object action.

[0241] The second determining unit 1002 is used to determine at least one action frame before the target game object enters the target object state, wherein the target action frame is any one of the at least one action frames;

[0242] The third determining unit 1003 is used to combine the first object pose corresponding to the first object action in the target action frame and the initial object pose to determine the second object pose of the target game object in the target action frame, wherein the similarity between the second object pose and the initial object pose is greater than the similarity between the first object pose and the initial object pose.

[0243] The first control unit 1004 is used to control the target game object to perform object actions in the target action frame according to the second object posture;

[0244] The second control unit 1005 is used to control the target game object to enter the target object state after the target game object has completed the object action in at least one action frame.

[0245] In one possible implementation, the first determining unit 1001 is specifically used for:

[0246] Based on the fact that the positional difference between the target game object and the virtual camera exceeds a preset difference, the initial object posture corresponding to the target object state is determined. The position of the virtual camera is used to determine the game content displayed in the game interface. The positional difference is inversely correlated with the display area size of the target game object in the game interface.

[0247] In one possible implementation, the third determining unit 1003 is specifically used for:

[0248] Obtain the first weight and the second weight corresponding to the target action frame. The first weight is used to control the degree of reference to the object posture in the first object action when the object posture is combined. The second weight is used to control the degree of reference to the initial object posture when the object posture is combined. The later the target action frame is in the order of the at least one action frame, the smaller the first weight and the larger the second weight.

[0249] Based on the first weight and the second weight, and in combination with the first object pose and the initial object pose, the second object pose is determined.

[0250] In one possible implementation, the third determining unit 1003 is specifically used for:

[0251] When the target game object performs the first object action, the object bone of the target game object is at the first bone position corresponding to the target action frame, and the first bone position is used to make the target game object be in the first object pose.

[0252] Determine the initial bone position corresponding to the object skeleton, and the initial bone position is used to put the target game object in the initial object pose;

[0253] Based on the first weight and the second weight, and combined with the first bone position and the initial bone position, the second bone position corresponding to the object bone is obtained. The second bone position is used to make the target game object be in the second object pose.

[0254] In one possible implementation, the third determining unit 1003 is specifically used for:

[0255] Based on the fact that the number of action frames between the target action frame and the action frame corresponding to the last weight update reaches a preset number, the updated first weight and second weight are obtained as the first weight and second weight corresponding to the target action frame.

[0256] The device further includes a fourth determining unit:

[0257] Since the number of action frames between the target action frame and the action frame corresponding to the last weight update does not reach the preset number, the first weight and the second weight after the last update are used as the first weight and the second weight corresponding to the target action frame.

[0258] In one possible implementation, the target game object maintains the initial object pose while in the target object state.

[0259] In one possible implementation, when the target game object is in the target state, it cyclically executes a second object action, the object action complexity of the second object action is less than that of the first object action, and the initial object pose is the initial object pose of the target game object when executing the second object action.

[0260] In one possible implementation, the target device is used to run the game program, and the object action complexity of the second object action is positively correlated with the processing performance of the target device.

[0261] In one possible implementation, the target device is used to run the game program, and the number of action frames included in the at least one action frame is positively correlated with the processing performance of the target device.

[0262] In one possible implementation, the device further includes a switching unit:

[0263] The switching unit is used to switch the object model corresponding to the target game object from a skeletal model to a skeletonless model based on the target game object being in the target object state. The object skeletons corresponding to the skeletal model are used to adjust the object posture of the target game object. The skeletonless model does not have corresponding object skeletons. The object posture corresponding to the skeletonless model and the object posture of the target game object in the target object state satisfy the posture similarity condition.

[0264] In one possible implementation, the switching unit is specifically used for:

[0265] Based on the fact that the target game object has been in the target object state for a period of time that reaches a first preset duration, the object model corresponding to the target game object is switched from a skeletal model to a non-skeletal model.

[0266] In one possible implementation, the target device is used to run the game program, and the length of the first preset duration is positively correlated with the processing performance of the target device.

[0267] In one possible implementation, the target device is used to run the game program, and the accuracy of the skeletonless model is positively correlated with the processing performance of the target device.

[0268] In one possible implementation, the device further includes an unloading unit:

[0269] The unloading unit is used to switch the object model corresponding to the target game object to the skeletonless model, and unload the bone data and state machine corresponding to the skeleton model loaded in memory. The bone data is used to control the bone position of the object skeleton corresponding to the skeleton model, and the state machine is used to adjust the object posture of the target game object by adjusting the bone data.

[0270] In one possible implementation, the switching unit is specifically used for:

[0271] Based on the fact that the target game object is in the target object state and the number of game objects in the game program that are in the switching process has not reached the preset number of objects, the object model corresponding to the target game object is switched from a skeletal model to a non-skeletal model. The switching process is the process of switching the corresponding object model to a non-skeletal model.

[0272] In one possible implementation, the first determining unit 1001 is specifically used for:

[0273] Based on the duration for which the display area size corresponding to the target game object in the game program's game interface is smaller than a preset size for a second preset duration, the initial object posture corresponding to the target object state is determined.

[0274] This application also provides a computer device; please refer to [link to relevant documentation]. Figure 11 As shown, the computer device can be a terminal device; for example, a mobile phone can be used as a terminal device.

[0275] Figure 11 This diagram illustrates a partial structure of a mobile phone related to the terminal device provided in the embodiments of this application. (Reference) Figure 11 The mobile phone includes components such as: a radio frequency (RF) circuit 710, a memory 720, an input unit 730, a display unit 740, a sensor 750, an audio circuit 760, a wireless Fidelity (WiFi) module 770, a processor 780, and a power supply 790. Those skilled in the art will understand that... Figure 11 The mobile phone structure shown does not constitute a limitation on the mobile phone and may include more or fewer components than shown, or combine certain components, or have different component arrangements.

[0276] The following is combined Figure 11 A detailed introduction to each component of a mobile phone:

[0277] RF circuit 710 can be used for receiving and transmitting signals during information transmission or calls. Specifically, it receives downlink information from the base station and processes it with processor 780; additionally, it transmits uplink data to the base station. Typically, RF circuit 710 includes, but is not limited to, an antenna, at least one amplifier, a transceiver, a coupler, a low-noise amplifier (LNA), and a duplexer. Furthermore, RF circuit 710 can also communicate wirelessly with networks and other devices. The aforementioned wireless communication can use any communication standard or protocol, including but not limited to Global System for Mobile Communications (GSM), General Packet Radio Service (GPRS), Code Division Multiple Access (CDMA), Wideband Code Division Multiple Access (WCDMA), Long Term Evolution (LTE), email, and Short Messaging Service (SMS).

[0278] The memory 720 can be used to store software programs and modules. The processor 780 executes various mobile phone functions and data processing by running the software programs and modules stored in the memory 720. The memory 720 may mainly include a program storage area and a data storage area. The program storage area may store the operating system, at least one application program required for a function (such as sound playback function, image playback function, etc.), etc.; the data storage area may store data created according to the use of the mobile phone (such as audio data, phonebook, etc.). In addition, the memory 720 may include high-speed random access memory, and may also include non-volatile memory, such as at least one disk storage device, flash memory device, or other volatile solid-state storage device.

[0279] The input unit 730 can be used to receive input numerical or character information, and to generate key signal inputs related to user settings and function control of the mobile phone. Specifically, the input unit 730 may include a touch panel 731 and other input devices 732. The touch panel 731, also known as a touch screen, can collect touch operations performed by the user on or near it (such as operations performed by the user using a finger, stylus, or any suitable object or accessory on or near the touch panel 731), and drive the corresponding connected devices according to a pre-set program. Optionally, the touch panel 731 may include two parts: a touch detection device and a touch controller. The touch detection device detects the user's touch position and the signal generated by the touch operation, and transmits the signal to the touch controller; the touch controller receives touch information from the touch detection device, converts it into touch point coordinates, and sends it to the processor 780, and can also receive and execute commands sent by the processor 780. In addition, the touch panel 731 can be implemented using various types such as resistive, capacitive, infrared, and surface acoustic wave. In addition to the touch panel 731, the input unit 730 may also include other input devices 732. Specifically, other input devices 732 may include, but are not limited to, one or more of the following: physical keyboard, function keys (such as volume control buttons, power buttons, etc.), trackball, mouse, joystick, etc.

[0280] The display unit 740 can be used to display information input by the user or information provided to the user, as well as various menus of the mobile phone. The display unit 740 may include a display panel 741, which may optionally be configured as a Liquid Crystal Display (LCD), Organic Light-Emitting Diode (OLED), or similar display panel. Further, a touch panel 731 may cover the display panel 741. When the touch panel 731 detects a touch operation on or near it, it transmits the information to the processor 780 to determine the type of touch event. Subsequently, the processor 780 provides corresponding visual output on the display panel 741 based on the type of touch event. Although in Figure 11 In this embodiment, the touch panel 731 and the display panel 741 are two separate components to realize the input and output functions of the mobile phone. However, in some embodiments, the touch panel 731 and the display panel 741 can be integrated to realize the input and output functions of the mobile phone.

[0281] The mobile phone may also include at least one sensor 750, such as a light sensor, a motion sensor, and other sensors. Specifically, the light sensor may include an ambient light sensor and a proximity sensor. The ambient light sensor can adjust the brightness of the display panel 741 according to the ambient light level, and the proximity sensor can turn off the display panel 741 and / or backlight when the phone is moved to the ear. As a type of motion sensor, an accelerometer sensor can detect the magnitude of acceleration in various directions (generally three axes). When stationary, it can detect the magnitude and direction of gravity and can be used for applications that recognize the phone's posture (such as landscape / portrait switching, related games, magnetometer posture calibration), vibration recognition-related functions (such as pedometer, taps), etc. Other sensors that may be configured in the mobile phone, such as gyroscopes, barometers, hygrometers, thermometers, and infrared sensors, will not be described in detail here.

[0282] Audio circuit 760, speaker 761, and microphone 762 provide an audio interface between the user and the mobile phone. Audio circuit 760 converts received audio data into electrical signals and transmits them to speaker 761, where speaker 761 converts them into sound signals for output. On the other hand, microphone 762 converts collected sound signals into electrical signals, which are received by audio circuit 760, converted into audio data, and then processed by processor 780 before being transmitted via RF circuit 710 to, for example, another mobile phone, or the audio data can be output to memory 720 for further processing.

[0283] WiFi is a short-range wireless transmission technology. Through the WiFi module 770, mobile phones can help users send and receive emails, browse web pages, and access streaming media, providing users with wireless broadband internet access. Although Figure 11 The WiFi module 770 is shown, but it is understood that it is not an essential component of a mobile phone and can be omitted as needed without changing the essence of the invention.

[0284] The processor 780 is the control center of the mobile phone, connecting various parts of the phone through various interfaces and lines. It executes software programs and / or modules stored in the memory 720, and calls data stored in the memory 720 to perform various functions and process data, thereby performing overall detection of the phone. Optionally, the processor 780 may include one or more processing units; preferably, the processor 780 may integrate an application processor and a modem processor, wherein the application processor mainly handles the operating system, user interface, and applications, and the modem processor mainly handles wireless communication. It is understood that the modem processor may also not be integrated into the processor 780.

[0285] The mobile phone also includes a power supply 790 (such as a battery) that supplies power to various components. Preferably, the power supply can be logically connected to the processor 780 through a power management system, thereby enabling functions such as charging, discharging, and power consumption management through the power management system.

[0286] Although not shown, mobile phones may also include a camera, Bluetooth module, etc., which will not be described in detail here.

[0287] In this embodiment, the processor 780 included in the terminal device also has the following functions:

[0288] Based on the fact that the display area size of the target game object in the game interface of the game program is smaller than the preset size, the initial object posture corresponding to the target object state is determined, and the object action complexity of the target game object in the target object state is less than the object action complexity of the first object action;

[0289] Determine at least one action frame before the target game object enters the target object state, where the target action frame is any one of the at least one action frames;

[0290] By combining the first object's action with the first object's pose in the target action frame and the initial object's pose, the second object pose of the target game object in the target action frame is determined. The similarity between the second object pose and the initial object pose is greater than the similarity between the first object pose and the initial object pose.

[0291] Based on the pose of the second object, control the target game object to perform object actions in the target action frame;

[0292] Based on the completion of the target game object's action in at least one action frame, the target game object is controlled to enter the target object state.

[0293] This application also provides a server; please refer to [link / reference]. Figure 12 As shown, Figure 12This is a structural diagram of a server 800 provided in an embodiment of this application. The server 800 can vary significantly due to different configurations or performance. It may include one or more central processing units (CPUs) 822 (e.g., one or more processors) and a memory 832, and one or more storage media 830 (e.g., one or more mass storage devices) for storing application programs 842 or data 844. The memory 832 and storage media 830 can be temporary or persistent storage. The program stored in the storage media 830 may include one or more modules (not shown in the diagram), each module including a series of instruction operations on the server. Furthermore, the central processing unit 822 may be configured to communicate with the storage media 830 and execute the series of instruction operations in the storage media 830 on the server 800.

[0294] Server 800 may also include one or more power supplies 826, one or more wired or wireless network interfaces 850, one or more input / output interfaces 858, and / or one or more operating systems 841, such as Windows Server. TM Mac OS X TM Unix TM Linux TM FreeBSD TM etc.

[0295] The steps performed by the server in the above embodiments can be based on Figure 12 The server structure shown.

[0296] This application also provides a computer-readable storage medium for storing a computer program that executes any one of the object action control methods described in the foregoing embodiments.

[0297] This application also provides a computer program product including a computer program, which, when run on a computer device, causes the computer device to execute the object action control method described in any of the above embodiments.

[0298] It is understood that in the specific embodiments of this application, data related to user information ****** is involved. When the above embodiments of this application are applied to specific products or technologies, user permission or consent is required, and the collection, use and processing of related data must comply with the relevant laws, regulations and standards of the relevant countries and regions.

[0299] Those skilled in the art will understand that all or part of the steps of the above method embodiments can be implemented by hardware related to program instructions. The aforementioned program can be stored in a computer-readable storage medium. When the program is executed, it performs the steps of the above method embodiments. The aforementioned storage medium can be at least one of the following media: read-only memory (ROM), RAM, magnetic disk or optical disk, and other media capable of storing program code.

[0300] It should be noted that the various embodiments in this specification are described in a progressive manner, and the same or similar parts between the various embodiments can be referred to mutually. Each embodiment focuses on describing the differences from other embodiments. In particular, for the device and system embodiments, since they are basically similar to the method embodiments, the description is relatively simple, and the relevant parts can be referred to the description of the method embodiments. The device and system embodiments described above are merely illustrative. The units described as separate components may or may not be physically separate, and the components shown as units may or may not be physical units, that is, they may be located in one place or distributed across multiple network units. Some or all of the modules can be selected to achieve the purpose of the solution in this embodiment according to actual needs. Those skilled in the art can understand and implement this without creative effort.

[0301] The above description is merely one specific embodiment of this application, but the scope of protection of this application is not limited thereto. Any variations or substitutions that can be easily conceived by those skilled in the art within the technical scope disclosed in this application should be included within the scope of protection of this application. Therefore, the scope of protection of this application should be determined by the scope of the claims.

Claims

1. A method for controlling object actions, characterized in that, The method includes: The target game object in the game program is in a state of executing a first object action. Based on the fact that the display area size of the target game object in the game interface of the game program is smaller than the preset size, the initial object posture corresponding to the target object state is determined, and the object action complexity of the target game object in the target object state is less than the object action complexity of the first object action; Determine at least one action frame before the target game object enters the target object state, where the target action frame is any one of the at least one action frames; By combining the first object's action with the first object's pose in the target action frame and the initial object's pose, the second object pose of the target game object in the target action frame is determined. The similarity between the second object pose and the initial object pose is greater than the similarity between the first object pose and the initial object pose. Based on the pose of the second object, control the target game object to perform object actions in the target action frame; Based on the completion of the target game object's action in at least one action frame, the target game object is controlled to enter the target object state.

2. The method according to claim 1, characterized in that, The step of determining the initial object posture corresponding to the target object state based on the fact that the display area size corresponding to the target game object in the game program's game interface is smaller than a preset size includes: Based on the fact that the positional difference between the target game object and the virtual camera exceeds a preset difference, the initial object posture corresponding to the target object state is determined. The position of the virtual camera is used to determine the game content displayed in the game interface. The positional difference is inversely correlated with the display area size of the target game object in the game interface.

3. The method according to claim 1, characterized in that, The step of determining the second object pose of the target game object in the target action frame by combining the first object pose corresponding to the first object action in the target action frame with the initial object pose includes: Obtain the first weight and the second weight corresponding to the target action frame. The first weight is used to control the degree of reference to the object posture in the first object action when the object posture is combined. The second weight is used to control the degree of reference to the initial object posture when the object posture is combined. The later the target action frame is in the order of the at least one action frame, the smaller the first weight and the larger the second weight. Based on the first weight and the second weight, and in combination with the first object pose and the initial object pose, the second object pose is determined.

4. The method according to claim 3, characterized in that, The step of determining the second object pose based on the first weight and the second weight, combined with the first object pose and the initial object pose, includes: When the target game object performs the first object action, the object bone of the target game object is at the first bone position corresponding to the target action frame, and the first bone position is used to make the target game object be in the first object pose. Determine the initial bone position corresponding to the object skeleton, and the initial bone position is used to put the target game object in the initial object pose; Based on the first weight and the second weight, and combined with the first bone position and the initial bone position, the second bone position corresponding to the object bone is obtained. The second bone position is used to make the target game object be in the second object pose.

5. The method according to claim 3, characterized in that, The step of obtaining the first weight and the second weight corresponding to the target action frame includes: Based on the fact that the number of action frames between the target action frame and the action frame corresponding to the last weight update reaches a preset number, the updated first weight and second weight are obtained as the first weight and second weight corresponding to the target action frame. The method further includes: Since the number of action frames between the target action frame and the action frame corresponding to the last weight update does not reach the preset number, the first weight and the second weight after the last update are used as the first weight and the second weight corresponding to the target action frame.

6. The method according to claim 1, characterized in that, When the target game object is in the target object state, it maintains the initial object posture unchanged.

7. The method according to claim 1, characterized in that, When the target game object is in the target state, it repeatedly executes the second object action. The object action complexity of the second object action is less than that of the first object action. The initial object posture is the initial object posture of the target game object when executing the second object action.

8. The method according to claim 7, characterized in that, The target device is used to run the game program, and the complexity of the object action of the second object is positively correlated with the processing performance of the target device.

9. The method according to claim 1, characterized in that, The target device is used to run the game program, and the number of action frames included in the at least one action frame is positively correlated with the processing performance of the target device.

10. The method according to claim 1, characterized in that, The method further includes: Based on the target game object being in the target object state, the object model corresponding to the target game object is switched from a skeletal model to a skeletonless model. The object skeletons corresponding to the skeletal model are used to adjust the object posture of the target game object. The skeletonless model does not have corresponding object skeletons. The object posture corresponding to the skeletonless model and the object posture of the target game object in the target object state satisfy the posture similarity condition.

11. The method according to claim 10, characterized in that, The step of switching the object model corresponding to the target game object from a skeletal model to a non-skeletal model based on the target game object being in the target object state includes: Based on the fact that the target game object has been in the target object state for a period of time that reaches a first preset duration, the object model corresponding to the target game object is switched from a skeletal model to a non-skeletal model.

12. The method according to claim 11, characterized in that, The target device is used to run the game program, and the length of the first preset duration is positively correlated with the processing performance of the target device.

13. The method according to claim 10, characterized in that, The target device is used to run the game program, and the accuracy of the skeletonless model is positively correlated with the processing performance of the target device.

14. The method according to claim 10, characterized in that, The method further includes: Based on the object model corresponding to the target game object, the skeleton model is switched to the skeletonless model, and the skeleton data and state machine corresponding to the skeleton model loaded in memory are unloaded. The skeleton data is used to control the bone position of the object skeleton corresponding to the skeleton model, and the state machine is used to adjust the object posture of the target game object by adjusting the skeleton data.

15. The method according to claim 10, characterized in that, The step of switching the object model corresponding to the target game object from a skeletal model to a non-skeletal model based on the target game object being in the target object state includes: Based on the fact that the target game object is in the target object state and the number of game objects in the game program that are in the switching process has not reached the preset number of objects, the object model corresponding to the target game object is switched from a skeletal model to a non-skeletal model. The switching process is the process of switching the corresponding object model to a non-skeletal model.

16. The method according to claim 1, characterized in that, The step of determining the initial object posture corresponding to the target object state based on the fact that the display area size corresponding to the target game object in the game program's game interface is smaller than a preset size includes: Based on the duration for which the display area size corresponding to the target game object in the game program's game interface is smaller than a preset size for a second preset duration, the initial object posture corresponding to the target object state is determined.

17. An object motion control device, characterized in that, The device includes a first determining unit, a second determining unit, a third determining unit, a first controlling unit, and a second controlling unit. The first determining unit is used to determine the initial object posture corresponding to the target object state based on the fact that the display area size of the target game object in the game interface of the game program is smaller than a preset size, wherein the object action complexity of the target game object in the target object state is less than the object action complexity of the first object action, and the target game object in the game program is in the state of executing the first object action; The second determining unit is used to determine at least one action frame before the target game object enters the target object state, wherein the target action frame is any one of the at least one action frames; The third determining unit is used to combine the first object action in the first object pose corresponding to the target action frame and the initial object pose to determine the second object pose of the target game object in the target action frame, wherein the similarity between the second object pose and the initial object pose is greater than the similarity between the first object pose and the initial object pose. The first control unit is configured to control the target game object to perform object actions in the target action frame according to the second object posture; The second control unit is configured to control the target game object to enter the target object state after the target game object has completed the object action in at least one action frame.

18. A computer device, characterized in that, The computer device includes a processor and memory: The memory is used to store computer programs and to transfer the computer programs to the processor; The processor is configured to execute the object action control method according to any one of claims 1-16 according to instructions in the computer program.

19. A computer-readable storage medium, characterized in that, The computer-readable storage medium is used to store a computer program for executing the object action control method according to any one of claims 1-16.

20. A computer program product comprising a computer program, which, when run on a computer device, causes the computer device to perform the object motion control method according to any one of claims 1-16.