Game non-player character action expression method and terminal
By establishing a library of non-player character animations and adjusting the animation combinations in real time based on environmental data, the problem of unreasonable NPC movements in complex scenes was solved, thus improving the gaming experience.
Patent Information
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2024-09-11
- Publication Date
- 2026-03-13
AI Technical Summary
In existing games, non-player characters (NPCs) are prone to clipping and getting stuck when moving in complex scenes, and their movements are unreasonable, which reduces the player's immersion and gaming experience.
A library of non-player character motion animations is pre-built. Combining character data and external environment data, motion animation combinations are generated. Data changes are detected in real time, and animation combinations are regenerated to adapt to environmental changes, thus optimizing the NPC's motion performance.
By adjusting the combination of action animations in real time, the realism and rationality of NPC actions are improved, thereby enhancing the player's gaming experience.
Smart Images

Figure CN121661203A_ABST
Abstract
Description
Technical Field
[0001] This invention relates to the field of video games, and in particular to a method and terminal for representing the actions of non-player characters in games. Background Technology
[0002] Many existing games feature a large number of non-player character (NPC) characters. This is especially true in 3D games, where NPCs interact frequently with players through voice chat, movement, and gestures. As game content becomes richer and more realistic environments are created, many games feature increasingly complex scenes with diverse terrains, buildings, and equipment. In these scenes, the animations of existing NPC characters, when moving towards a target location or reaching a designated point, often suffer from clipping and misalignment issues. Furthermore, unsafe or illogical behaviors, such as children swimming across a river while holding torches, can reduce player immersion and negatively impact the overall gaming experience. Summary of the Invention
[0003] The technical problem to be solved by the present invention is to provide a method and terminal for the performance of non-player character actions in games, optimize the performance of non-player character actions, and improve the player's gaming experience.
[0004] To solve the above-mentioned technical problems, the technical solution adopted by the present invention is as follows:
[0005] A method for representing non-player character actions in a game includes the following steps:
[0006] S1. Create a non-player character motion animation library and store different motion animations in the non-player character motion animation library;
[0007] S2. During interaction, acquire the interaction task, and combine the character data of the non-player character and the external environment data around the non-player character to generate a combination of motion animations to complete the interaction task.
[0008] S3. Call the motion animations from the non-player character motion animation library and control the non-player character to execute the motion animation combination;
[0009] S4. During execution, the latest character data and external environment data of the non-player character are obtained in real time. It is determined whether the latest character data and the latest external environment data make it impossible to complete the interactive task. If so, step S2 is re-executed based on the latest character data and external environment data. Otherwise, step S3 is continued.
[0010] To solve the above-mentioned technical problems, another technical solution adopted by the present invention is as follows:
[0011] A terminal for displaying non-player character actions in a game includes a memory, a processor, and a computer program stored in the memory and executable on the processor. When the processor executes the computer program, it performs the following steps:
[0012] S1. Create a non-player character motion animation library and store different motion animations in the non-player character motion animation library;
[0013] S2. During interaction, acquire the interaction task, and combine the character data of the non-player character and the external environment data around the non-player character to generate a combination of motion animations to complete the interaction task.
[0014] S3. Call the motion animations from the non-player character motion animation library and control the non-player character to execute the motion animation combination;
[0015] S4. During execution, the latest character data and external environment data of the non-player character are obtained in real time. It is determined whether the latest character data and the latest external environment data make it impossible to complete the interactive task. If so, step S2 is re-executed based on the latest character data and external environment data. Otherwise, step S3 is continued.
[0016] The beneficial effects of this invention are as follows: It provides a method and terminal for the action performance of non-player characters in games. A non-player character action animation library is established in advance. Then, during interaction, the non-player character's character data and the external environment data surrounding the non-player character are combined to generate a combination of action animations to complete the interactive task. The action animations from the non-player character action animation library are then used to complete the action animation combination. During the process, changes in the non-player character's character data and external environment data are detected in real time. When the original action animation combination is no longer applicable, a new action animation combination is generated to continue completing the interactive task. In this way, the combined influence of character data and external environment data can be fully considered and adjusted in real time when generating action performance, thereby optimizing the action performance of non-player characters and improving the player's gaming experience. Attached Figure Description
[0017] Figure 1 This is a schematic diagram illustrating the steps of a method for representing the actions of a non-player character in a game according to the present invention;
[0018] Figure 2 This is a system block diagram of a game non-player character action display terminal according to the present invention.
[0019] Label Explanation:
[0020] 1. A terminal for displaying non-player character actions in a game; 2. Memory; 3. Processor. Detailed Implementation
[0021] To explain in detail the technical content, objectives, and effects of the present invention, the following description is provided in conjunction with the embodiments and accompanying drawings.
[0022] Please refer to Figure 1 A method for representing non-player character actions in a game, comprising the following steps:
[0023] S1. Create a non-player character motion animation library and store different motion animations in the non-player character motion animation library;
[0024] S2. During interaction, acquire the interaction task, and combine the character data of the non-player character and the external environment data around the non-player character to generate a combination of motion animations to complete the interaction task.
[0025] S3. Call the motion animations from the non-player character motion animation library and control the non-player character to execute the motion animation combination;
[0026] S4. During execution, the latest character data and external environment data of the non-player character are obtained in real time. It is determined whether the latest character data and the latest external environment data make it impossible to complete the interactive task. If so, step S2 is re-executed based on the latest character data and external environment data. Otherwise, step S3 is continued.
[0027] As can be seen from the above description, the beneficial effects of the present invention are as follows: a non-player character action animation library is established in advance, and then during interaction, the non-player character's character data and the external environment data surrounding the non-player character are combined to generate an action animation combination for completing the interaction task. The action animations from the non-player character action animation library are then used to complete the action animation combination. During the completion process, changes in the non-player character's character data and external environment data are detected in real time. When the original action animation combination is no longer applicable, a new action animation combination is generated to continue completing the interaction task. In this way, the combined influence of character data and external environment data can be fully considered and adjusted in real time when generating action performance, thereby optimizing the action performance of non-player characters and improving the player's gaming experience.
[0028] Further, step S1 includes:
[0029] S11. Obtain basic motion animations from the motion matching system;
[0030] S12. Combining different types of character data and terrain features yields different scene constraints.
[0031] S13. Apply the scene constraints one by one to adjust the basic motion animation to obtain the special motion animation corresponding to each scene constraint of the basic motion animation;
[0032] S14. Save all the basic motion animations and all the special motion animations derived from each of the basic motion animations to the non-player character motion animation library.
[0033] As can be seen from the above description, when preparing the non-player character motion animation library, in addition to selecting the basic motion animation of the motion matching system, the influence of terrain factors and character data is fully considered to generate the changes of the same basic motion of the non-player character under different scene constraints, obtain special motion animations, and store them in the non-player character motion animation library, so that in the subsequent execution of motion animation combinations, the non-player character's motion performance can be closer to the real effect, avoid clipping and other phenomena, and optimize the player's visual experience.
[0034] Furthermore, the interactive task is to move to a target location, and step S2 includes:
[0035] Based on the external environment data, identify all preset paths that can lead to the target location; based on the character data, select the optimal path suitable for the non-player character from all the preset paths.
[0036] The terrain features of the optimal path are determined from the external environment data, and the motion animation combination is generated based on the terrain features.
[0037] As described above, when the interactive task involves character movement, the system can identify paths based on external environment data, select the optimal path by combining it with character data, and derive action animation combinations by fully incorporating the terrain features of the optimal path. This ensures that the movement path selection for non-player characters is more reasonable. Furthermore, the action selection based on terrain features makes the movement performance of non-player characters more realistic.
[0038] Furthermore, determining the optimal path suitable for the non-player character from all the preset paths specifically includes:
[0039] The estimated time for the non-player character to reach the target location along each preset path and the player's instructions are obtained. The player's instructions are given the first priority, and the shortest estimated time is given the second priority. The optimal path is selected from the preset paths.
[0040] As can be seen from the above description, when selecting a path, a priority strategy is adopted under the constraints of external environmental data. When there are player commands, non-player characters can prioritize determining the optimal path according to the player commands. When there are no player commands, non-player characters can prioritize the path with the shortest time as the optimal path.
[0041] Furthermore, step S2 also includes:
[0042] The animation state machine is used to set the transition animations required for each action animation in the action animation combination to be executed by the non-player character according to a preset execution order.
[0043] As can be seen from the above description, animation state machines can enable smoother state transitions during the execution of actions by non-player characters, thus achieving a smooth transition of complex actions.
[0044] Please refer to Figure 2 A game non-player character action display terminal 1 includes a memory 2, a processor 3, and a computer program stored on the memory 2 and executable on the processor 3. When the processor 3 executes the computer program, it performs the following steps:
[0045] S1. Create a non-player character motion animation library and store different motion animations in the non-player character motion animation library;
[0046] S2. During interaction, acquire the interaction task, and combine the character data of the non-player character and the external environment data around the non-player character to generate a combination of motion animations to complete the interaction task.
[0047] S3. Call the motion animations from the non-player character motion animation library and control the non-player character to execute the motion animation combination;
[0048] S4. During execution, the latest character data and external environment data of the non-player character are obtained in real time. It is determined whether the latest character data and the latest external environment data make it impossible to complete the interactive task. If so, step S2 is re-executed based on the latest character data and external environment data. Otherwise, step S3 is continued.
[0049] As can be seen from the above description, the beneficial effects of the present invention are as follows: a non-player character action animation library is established in advance, and then during interaction, the non-player character's character data and the external environment data surrounding the non-player character are combined to generate an action animation combination for completing the interaction task. The action animations from the non-player character action animation library are then used to complete the action animation combination. During the completion process, changes in the non-player character's character data and external environment data are detected in real time. When the original action animation combination is no longer applicable, a new action animation combination is generated to continue completing the interaction task. In this way, the combined influence of character data and external environment data can be fully considered and adjusted in real time when generating action performance, thereby optimizing the action performance of non-player characters and improving the player's gaming experience.
[0050] Further, step S1 includes:
[0051] S11. Obtain basic motion animations from the motion matching system;
[0052] S12. Combining different types of character data and terrain features yields different scene constraints.
[0053] S13. Apply the scene constraints one by one to adjust the basic motion animation to obtain the special motion animation corresponding to each scene constraint of the basic motion animation;
[0054] S14. Save all the basic motion animations and all the special motion animations derived from each of the basic motion animations to the non-player character motion animation library.
[0055] As can be seen from the above description, when preparing the non-player character motion animation library, in addition to selecting the basic motion animation of the motion matching system, the influence of terrain factors and character data is fully considered to generate the changes of the same basic motion of the non-player character under different scene constraints, obtain special motion animations and store them in the non-player character motion animation library, so that in the subsequent execution of motion animation combination, the non-player character's motion performance can be closer to the real effect, avoid clipping and other phenomena, and optimize the player's visual experience.
[0056] Furthermore, the interactive task is to move to a target location, and step S2 includes:
[0057] Based on the external environment data, identify all preset paths that can lead to the target location; based on the character data, select the optimal path suitable for the non-player character from all the preset paths.
[0058] The terrain features of the optimal path are determined from the external environment data, and the motion animation combination is generated based on the terrain features.
[0059] As described above, when the interactive task involves character movement, the system can identify paths based on external environment data, select the optimal path by combining it with character data, and derive action animation combinations by fully incorporating the terrain features of the optimal path. This ensures that the movement path selection for non-player characters is more reasonable. Furthermore, the action selection based on terrain features makes the movement performance of non-player characters more realistic.
[0060] Furthermore, determining the optimal path suitable for the non-player character from all the preset paths specifically includes:
[0061] The estimated time for the non-player character to reach the target location along each preset path and the player's instructions are obtained. The player's instructions are given the first priority, and the shortest estimated time is given the second priority. The optimal path is selected from the preset paths.
[0062] As can be seen from the above description, when selecting a path, a priority strategy is adopted under the constraints of external environmental data. When there are player commands, non-player characters can prioritize determining the optimal path according to the player commands. When there are no player commands, non-player characters can prioritize the path with the shortest time as the optimal path.
[0063] Furthermore, step S2 also includes:
[0064] The animation state machine is used to set the transition animations required for each action animation in the action animation combination to be executed by the non-player character according to a preset execution order.
[0065] As can be seen from the above description, animation state machines can enable smoother state transitions during the execution of actions by non-player characters, thus achieving a smooth transition of complex actions.
[0066] Please refer to Figure 1 Embodiment 1 of the present invention is as follows:
[0067] A method for representing non-player character actions in a game includes the following steps:
[0068] S1. Create a non-player character motion animation library and store different motion animations in the non-player character motion animation library;
[0069] In this embodiment, step S1 includes:
[0070] S11. Obtain basic motion animations from the motion matching system;
[0071] The motion matching system should ideally integrate UE5's Motion Matching system to create basic NPC motion animations, including walking, running, jumping, and attacking, ensuring the diversity and realism of the movements. If possible, motion capture technology can be used to obtain more natural motion data. Furthermore, the animation resources need to cover all basic movements that NPCs might perform, as well as some special movements, such as falling and dodging.
[0072] S12. Combining different types of character data and terrain features yields different scene constraints.
[0073] In this embodiment, character data includes, but is not limited to, the character's type, direction of movement, and speed, while terrain features include, but are not limited to, uphill roads at a certain angle, downhill roads at a certain angle, and flat road sections.
[0074] S13. Adjust the basic motion animation according to the constraints of each application scenario to obtain the special motion animation corresponding to each scenario constraint of the basic motion animation.
[0075] Regarding special motion animations, examples are as follows:
[0076] 1. When the character enters an uphill section, the Motion Matching system detects the increase in slope. At this time, the system will select an animation with stronger leg power, the character's stride will become shorter, and the body will lean forward to better cope with the resistance of the uphill slope. At the same time, according to the change in the coefficient of friction, the character's foot movements will be adjusted to increase friction with the ground to ensure stable climbing.
[0077] 2. When the character enters a downhill section, the system will choose an animation with larger strides and a backward lean to utilize the gravity of the slope for acceleration. The footwork will be adjusted accordingly to reduce friction with the ground, allowing the character to glide more smoothly.
[0078] 3. On flat terrain, the system will select between normal walking or running animations based on the character's speed, while ensuring that the friction coefficient between the feet and the ground matches the movement to maintain stable movement.
[0079] S14. Save all basic motion animations and all special motion animations derived from each basic motion animation to the non-player character motion animation library.
[0080] Furthermore, based on the Motion Matching system, an animation state machine is introduced, defining the NPC's action states and the transition logic between them. The logic already integrated into UE5's Motion Matching is applied. The NPC's action states are defined as follows:
[0081] 1. Determine the possible basic action states of NPCs, such as standing, walking, running, attacking, defending, jumping, etc.
[0082] 2. Define specific animation clips for each action state, and these animation clips should be able to accurately represent that action state.
[0083] 3. Consider the special action states of NPCs, such as being injured, dying, celebrating, etc., and design corresponding animations for them. These animations will also be stored in the non-player character motion animation library.
[0084] The logic for transitions between states is explained below:
[0085] 1. Define the conditions that trigger action state transitions. These conditions can include changes in the NPC's own attributes (such as health points, energy points, etc.), changes in the external environment (such as the appearance of enemies, changes in terrain, etc.), and player interactions (such as attacking, talking, etc.). In the subsequent execution of the animation action combination, the conditions that trigger the action state transition can serve as one of the prerequisites for execution, that is, the starting time of the entire interactive task.
[0086] 2. Determine the priority of transitions between action states. For example, when an NPC simultaneously meets multiple action state transition conditions, the system should select which transition to execute based on a preset priority. In interactive tasks, each action in a corresponding action animation combination may have a sequential relationship or a parallel relationship, triggered by preset priority selection or prerequisite conditions.
[0087] 3. Design smooth transition animations to ensure natural and fluid transitions between action states, avoiding abrupt changes.
[0088] 4. Consider the cyclical and repetitive logic of action states. For example, an NPC may cycle between certain action states without specific triggering conditions, or automatically return to the default state after performing an action.
[0089] S2. During interaction, acquire the interaction task, combine the character data of the non-player character and the external environment data around the non-player character, and generate a combination of action animations to complete the interaction task; at the same time, set the transition animations required for the non-player character to execute each action animation of the action animation combination according to the preset execution order through the animation state machine.
[0090] In this embodiment, taking the interactive task of moving to a target location as an example, step S2 includes:
[0091] Based on external environment data, identify all preset paths that can lead to the target location; based on character data, select the optimal path from all preset paths that is suitable for non-player characters; determine the terrain features of the optimal path based on external environment data, and generate a combination of motion animations based on the terrain features.
[0092] In this embodiment, the external environment data refers to the scene corresponding to the non-player character's current position in the game. Therefore, the possible paths to the target location need to be determined based on the elements in the scene. For example, it may involve swimming across a river or crossing a bridge over a river to reach the target location. Based on the physical characteristics of the terrain, it is determined which areas are passable and which are difficult or impassable. This results in multiple preset paths. Then, based on the character data, the optimal path suitable for the non-player character needs to be selected from all the preset paths. The character data can be the non-player character's attributes, fatigue value, etc. For example, if the non-player character is set to not be able to swim, then the path of swimming across the river is not suitable.
[0093] Taking the journey from crossing a bridge over a river to the destination as an example, the terrain features of the optimal path can be roughly divided into three segments: arriving at the bridge, crossing the bridge, and arriving at the destination. Each of the three segments has its own terrain characteristics, so different walking actions need to be selected to complete them. The animation state machine dynamically selects and transitions to the appropriate animation state based on the NPC's current action, speed, and player interaction.
[0094] Furthermore, the system obtains the estimated time for non-player characters to reach the target location along each preset path, as well as player commands. Player commands are given the highest priority, followed by the path with the shortest estimated time, and the optimal path is selected from the preset paths. If no player commands are available, the NPC selects a target based on a combination of factors. For example, it compares the path lengths of running across a bridge and swimming across a river, choosing the shorter path as the target. Additionally, other factors, such as the NPC's current state (e.g., fatigue), are considered to adjust the weighting of target selection.
[0095] Based on the selected path and goal, the animation state machine triggers the corresponding action animation. If it's running across a bridge, the animation state machine switches to a running animation and adjusts the action according to the bridge's terrain, such as changes in stride when going uphill or downhill. If it's swimming across a river, the animation state machine switches to a swimming animation and displays corresponding swimming movements based on the water flow, such as the frequency and force of the strokes.
[0096] S3: Call the motion animation library of non-player characters and control the non-player characters to execute the motion animation combination;
[0097] S4. During execution, obtain the latest character data and external environment data of non-player characters in real time, and determine whether the latest character data and the latest external environment data cause the action animation combination to fail to complete the interactive task. If so, re-execute step S2 based on the latest character data and external environment data; otherwise, continue to execute step S3.
[0098] In this embodiment, when performing interactive tasks, the non-player character has the following characteristics in real time:
[0099] 1. Environmental perception
[0100] NPCs are aware of their surroundings in real time, including terrain, river locations, bridge presence, and player position. They identify usable paths to reach their target location, such as running across a bridge or swimming across a river. They evaluate terrain factors for each path, including path length, slope, and water flow speed.
[0101] 2. Target Selection
[0102] Based on player interaction commands, if the player specifies a particular path or action, the NPC will prioritize selecting the target according to the player's instructions. If no player instructions are given, the NPC will select the target based on a combination of factors. For example, comparing the path lengths of running across a bridge and swimming across a river, the shorter path will be chosen as the target.
[0103] Consider other factors, such as the NPC's current state.
[0104] 3. Detailed route planning
[0105] If you choose to run across the bridge, the NPC will plan a specific path to the bridge and ensure you avoid obstacles while running. If you choose to swim across the river, the NPC will consider the speed and direction of the water flow and plan the optimal swimming route to reduce swimming time and energy consumption.
[0106] 4. Animation state machine response
[0107] Based on the selected path and target, the animation state machine triggers the corresponding action animation.
[0108] 5. Real-time adjustment
[0109] As the NPC approaches the target location, it continuously monitors changes in external environmental data, such as whether bridges are damaged or water flow changes abruptly. If the environment changes, the NPC re-plans its path and selects its target, adjusting its animation state machine accordingly.
[0110] Regarding the determination of whether the latest character data and the latest external environment data cause the action animation combination to be unable to complete the interactive task, taking moving to the target location as an example, it could be due to the appearance of new obstacles on the optimal path derived from the external environment information, or the non-player character being attacked on this optimal path as derived from the character data, which would prevent it from completing the interactive task. In such cases, the path planning would be re-executed.
[0111] Please refer to Figure 2 Embodiment two of the present invention is as follows:
[0112] A game non-player character action performance terminal 1 includes a memory 2, a processor 3, and a computer program stored on the memory 2 and executable on the processor 3. When the processor 3 executes the computer program, it implements a game non-player character action performance method according to Embodiment 1.
[0113] In summary, the present invention provides a method and terminal for non-player character action performance in games. It pre-establishes a non-player character action animation library. Then, during interaction, it combines the non-player character's data with the surrounding external environment data to generate a combination of action animations for completing the interactive task. The motion animations from the library are then used to complete the action animation combination. During this process, changes in the non-player character's data and external environment data are detected in real time, including terrain awareness and character attribute change detection. When the original action animation combination is no longer applicable, a new action animation combination is generated to continue completing the interactive task. In this way, the combined influence of character data and external environment data can be fully considered and adjusted in real time when generating action performance, optimizing the non-player character's action performance and improving the player's gaming experience.
[0114] The above description is merely an embodiment of the present invention and does not limit the patent scope of the present invention. Any equivalent modifications made based on the content of the present invention specification and drawings, or direct or indirect applications in related technical fields, are similarly included within the patent protection scope of the present invention.
Claims
1. A method for representing the actions of a non-player character in a game, characterized in that, Includes the following steps: S1. Create a non-player character motion animation library and store different motion animations in the non-player character motion animation library; S2. During interaction, acquire the interaction task, and combine the character data of the non-player character and the external environment data around the non-player character to generate a combination of motion animations to complete the interaction task. S3. Call the motion animations from the non-player character motion animation library and control the non-player character to execute the motion animation combination; S4. During execution, the latest character data and external environment data of the non-player character are obtained in real time. It is determined whether the latest character data and the latest external environment data make it impossible to complete the interactive task. If so, step S2 is re-executed based on the latest character data and external environment data. Otherwise, step S3 is continued.
2. The method for representing non-player character actions in a game according to claim 1, characterized in that, Step S1 includes: S11. Obtain basic motion animations from the motion matching system; S12. Combining different types of character data and terrain features yields different scene constraints. S13. Apply the scene constraints one by one to adjust the basic motion animation to obtain the special motion animation corresponding to each scene constraint of the basic motion animation; S14. Save all the basic motion animations and all the special motion animations derived from each of the basic motion animations to the non-player character motion animation library.
3. The method for representing non-player character actions in a game according to claim 1, characterized in that, The interactive task is to move to the target location, and step S2 includes: Based on the external environment data, identify all preset paths that can lead to the target location; based on the character data, select the optimal path suitable for the non-player character from all the preset paths. The terrain features of the optimal path are determined from the external environment data, and the motion animation combination is generated based on the terrain features.
4. The method for representing non-player character actions in a game according to claim 3, characterized in that, The step of determining the optimal path suitable for the non-player character from all the preset paths specifically includes: The estimated time for the non-player character to reach the target location along each preset path and the player's instructions are obtained. The player's instructions are given the first priority, and the shortest estimated time is given the second priority. The optimal path is selected from the preset paths.
5. The method for representing non-player character actions in a game according to claim 1, characterized in that, Step S2 further includes: The animation state machine is used to set the transition animations required for each action animation in the action animation combination to be executed by the non-player character according to a preset execution order.
6. A terminal for displaying non-player character actions in a game, comprising a memory, a processor, and a computer program stored in the memory and executable on the processor, characterized in that, When the processor executes the computer program, it performs the following steps: S1. Create a non-player character motion animation library and store different motion animations in the non-player character motion animation library; S2. During interaction, acquire the interaction task, and combine the character data of the non-player character and the external environment data around the non-player character to generate a combination of motion animations to complete the interaction task. S3. Call the motion animations from the non-player character motion animation library and control the non-player character to execute the motion animation combination; S4. During execution, the latest character data and external environment data of the non-player character are obtained in real time. It is determined whether the latest character data and the latest external environment data make it impossible to complete the interactive task. If so, step S2 is re-executed based on the latest character data and external environment data. Otherwise, step S3 is continued.
7. A game non-player character action performance terminal according to claim 6, characterized in that, Step S1 includes: S11. Obtain basic motion animations from the motion matching system; S12. Combining different types of character data and terrain features yields different scene constraints. S13. Apply the scene constraints one by one to adjust the basic motion animation to obtain the special motion animation corresponding to each scene constraint of the basic motion animation; S14. Save all the basic motion animations and all the special motion animations derived from each of the basic motion animations to the non-player character motion animation library.
8. A game non-player character action performance terminal according to claim 6, characterized in that, The interactive task is to move to the target location, and step S2 includes: Based on the external environment data, identify all preset paths that can lead to the target location; based on the character data, select the optimal path suitable for the non-player character from all the preset paths. The terrain features of the optimal path are determined from the external environment data, and the motion animation combination is generated based on the terrain features.
9. A game non-player character action performance terminal according to claim 8, characterized in that, The step of determining the optimal path suitable for the non-player character from all the preset paths specifically includes: The estimated time for the non-player character to reach the target location along each preset path and the player's instructions are obtained. The player's instructions are given the first priority, and the shortest estimated time is given the second priority. The optimal path is selected from the preset paths.
10. A game non-player character action performance terminal according to claim 6, characterized in that, Step S2 further includes: The animation state machine is used to set the transition animations required for each action animation in the action animation combination to be executed by the non-player character according to a preset execution order.