Interactive animation generation method and device

By determining object information and adjusting response actions using an action library, adaptive interactive animations are generated, solving the problem of low development efficiency in existing technologies and improving resource utilization and expressiveness.

CN121982168APending Publication Date: 2026-05-05ZHUHAI KINGSOFT ONLINE GAME TECH CO LTD
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Patent Information

Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
ZHUHAI KINGSOFT ONLINE GAME TECH CO LTD
Filing Date
2026-01-29
Publication Date
2026-05-05

AI Technical Summary

Technical Problem

In existing technologies, virtual object interactive animation generation requires creating independent interactive animations for each object and each action combination, resulting in low development efficiency and flexibility.

Method used

By determining the information of the object to be interacted with, obtaining the target interactive action, adjusting the initial response action based on the response action library, generating an interactive animation adapted to the object, and using a general response action library and object feature information for animation generation.

Benefits of technology

It improves resource utilization and development efficiency, ensures animation expressiveness, and avoids the need to create independent animations for each object and action combination.

✦ Generated by Eureka AI based on patent content.

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Abstract

The embodiment of the invention provides an interactive animation generation method and device, and the method comprises the steps: determining a to-be-interacted first object and a to-be-interacted second object in response to an interactive animation generation request, and obtaining the first object information of the first object and the second object information of the second object; obtaining a to-be-executed target interaction action based on the first object information; determining an initial response action of the target interaction action based on a response action library, and adjusting the initial response action based on the second object information to obtain an updated response action; and generating an interaction animation of the first object and the second object based on the target interaction action and the update response action. According to the method, the excellent animation expressive force is obtained, meanwhile, independent interactive animations do not need to be made for each object and action combination, the resource use efficiency and development efficiency are improved, and the method can be widely applied to the field of digital culture creative software in the digital creative industry.
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Description

Technical Field

[0001] This specification relates to the field of digital cultural and creative software in the digital creative industry, and particularly to an interactive animation generation method and apparatus. Background Technology

[0002] In digital cultural software products, there are various types of virtual objects that can interact with actions in virtual scenes. In order to enhance expressiveness, it is often necessary to insert close-up interactive animations for the virtual objects that are interacting during the interaction process. These close-up animations are usually generated in real time based on pre-built resources and the virtual objects that are currently interacting with their environment.

[0003] In existing technologies, a common method for generating close-up interactive animations is to pre-create complete animation clips containing interactive objects. However, this method requires creating independent interactive animations for each object and action combination, resulting in excessive processing resources and low development efficiency and flexibility. Summary of the Invention

[0004] In view of this, embodiments of this specification provide an interactive animation generation method. One or more embodiments of this specification also relate to an interactive animation generation apparatus, a computing device, a computer-readable storage medium, and a computer program product, to address the technical deficiencies existing in the prior art.

[0005] According to a first aspect of the embodiments of this specification, an interactive animation generation method is provided, comprising: In response to the interactive animation generation request, determine the first object and the second object to be interacted with, and obtain the first object information of the first object and the second object information of the second object; Based on the information of the first object, obtain the target interactive action to be executed; The initial response action is determined based on the response action library, and the initial response action is adjusted based on the second object information to obtain the updated response action; Based on the target interaction action and the update response action, generate the interaction animation of the first object and the second object.

[0006] According to a second aspect of the embodiments of this specification, an interactive animation generation apparatus is provided, comprising: The determination module is configured to, in response to an interactive animation generation request, determine the first object and the second object to be interacted with, and obtain the first object information of the first object and the second object information of the second object. The acquisition module is configured to acquire the target interactive action to be executed based on the first object information; The adjustment module is configured to determine the initial response action of the target interaction action based on the response action library, adjust the initial response action based on the second object information, and obtain the updated response action. The generation module is configured to generate interactive animations for the first and second objects based on the target interactive action and the update response action.

[0007] According to a third aspect of the embodiments of this specification, a computing device is provided, comprising: Memory and processor; The memory is used to store computer-executable instructions, and the processor is used to execute the computer-executable instructions. When the computer-executable instructions are executed by the processor, they implement the steps of the above-described interactive animation generation method.

[0008] According to a fourth aspect of the embodiments of this specification, a computer-readable storage medium is provided that stores computer-executable instructions, which, when executed by a processor, implement the steps of the above-described interactive animation generation method.

[0009] According to a fifth aspect of the embodiments of this specification, a computer program product is provided, including a computer program / instructions that, when executed by a processor, implement the steps of the above-described interactive animation generation method.

[0010] The interactive animation generation method provided in this specification, in response to an animation generation request, determines the first and second objects to be interacted with, and obtains the first object information of the first object and the second object information of the second object. Based on the first object information, it obtains the target interactive action to be executed. Using the target interactive action of the first object as a basis, it determines the initial response action of the target interactive action based on the response action library, ensuring the interactive logic in the animation. On this basis, it adjusts the initial response action based on the role information of the second object, ensuring that the actions in the response action library can adapt to the specific type of the second object. Based on the target interactive action and the update response action, it generates the interactive animation of the first and second objects. Since the target interactive action is determined first based on the information of the first object, and the initial response action is obtained by matching the target interactive action, and then adjusted based on the initial response action of the role information of the second object to obtain the target interactive action that adapts to both the first object and the update response action that adapts to the second object, only a general response action library needs to be built when constructing resources. This achieves excellent animation performance without the need to create independent interactive animations for each type of object and action combination, improving resource utilization efficiency and development efficiency. Attached Figure Description

[0011] Figure 1 This is a flowchart illustrating an interactive animation generation method provided in one embodiment of this specification; Figure 2 This is a flowchart illustrating the processing steps of an interactive animation generation method for digital cultural and creative software, provided in one embodiment of this specification. Figure 3 This is a schematic diagram of the structure of an interactive animation generation device provided in one embodiment of this specification; Figure 4 This is a structural block diagram of a computing device provided in one embodiment of this specification. Detailed Implementation

[0012] Many specific details are set forth in the following description to provide a full understanding of this specification. However, this specification can be implemented in many other ways than those described herein, and those skilled in the art can make similar extensions without departing from the spirit of this specification. Therefore, this specification is not limited to the specific implementations disclosed below.

[0013] The terminology used in one or more embodiments of this specification is for the purpose of describing particular embodiments only and is not intended to be limiting of the one or more embodiments of this specification. The singular forms “a” and “the” as used in one or more embodiments of this specification and the appended claims are also intended to include the plural forms, unless the context clearly indicates otherwise. It should also be understood that the term “and / or” as used in one or more embodiments of this specification refers to and includes any or all possible combinations of one or more associated listed items.

[0014] It should be understood that although the terms first, second, etc., may be used to describe various information in one or more embodiments of this specification, such information should not be limited to these terms. These terms are only used to distinguish information of the same type from one another. For example, first may also be referred to as second without departing from the scope of one or more embodiments of this specification, and similarly, second may also be referred to as first. Depending on the context, the word "if" as used herein may be interpreted as "when," "when," or "in response to a determination."

[0015] Furthermore, it should be noted that the user information (including but not limited to user device information, user personal information, etc.) and data (including but not limited to data used for analysis, stored data, displayed data, etc.) involved in one or more embodiments of this specification are all information and data authorized by the user or fully authorized by all parties. Moreover, the collection, use and processing of related data must comply with the relevant laws, regulations and standards of the relevant countries and regions, and corresponding operation entry points are provided for users to choose to authorize or refuse.

[0016] First, the terms and concepts used in one or more embodiments of this specification will be explained.

[0017] Mesh, a core geometric representation method in computer graphics, is a three-dimensional structure composed of vertices, edges, and faces, with triangular meshes being a common form. Its core is defining shape through vertex coordinates and topological connections, and it can be enhanced with textures, normals, and other information to optimize the rendering effect. Combining flexible structure and computational efficiency, it is widely used in 3D modeling, game development, animation production, and scientific visualization, serving as the fundamental medium for real-time rendering and physical simulation.

[0018] Rendering is a core technology in computer graphics, referring to the process of converting digital models (such as meshes), materials, lighting, camera parameters, and other data of a 3D scene into 2D images or animation frames.

[0019] This specification provides an interactive animation generation method, and also relates to an interactive animation generation apparatus, a computing device, a computer-readable storage medium, and a computer program product, which will be described in detail in the following embodiments.

[0020] See Figure 1 , Figure 1 This is a flowchart of an interactive animation generation method provided in one embodiment of this specification, specifically including the following steps 102-108.

[0021] Step 102: In response to the interactive animation generation request, determine the first object and the second object to be interacted with, and obtain the first object information of the first object and the second object information of the second object.

[0022] An interactive animation generation request is an instruction or event that triggers the generation of a specific interactive animation in a corresponding application scenario (such as a video game scenario, an industrial simulation scenario, or a virtual reality scenario). For example, an interactive animation generation request can be triggered by player input (such as pressing a specific key), game logic conditions (such as meeting a execution condition), or a script event. For example, in an industrial digital twin scenario, when the system detects that two virtual robotic arms need to perform assembly actions, a synchronization instruction automatically issued by the simulation engine, containing the assembly type and target pose parameters, constitutes an interactive animation generation request.

[0023] The first object and the second object refer to two entities, such as characters, equipment, and components, participating in the interactive animation within a virtual scene. The first object is typically the entity that initiates the interaction and performs an active action; the second object is typically the entity that receives the interaction, generates a passive response, or engages in a two-way interaction. For example, the first object can be a virtual character, robot, or tool controlled by the player; the second object can be a virtual character not controlled by the player, an interactive object in the environment, or another user-controlled virtual entity. For example, in a video game scene, the first object can be a player-controlled character (mech, samurai, monster, etc.), and the second object can be an enemy not controlled by the player, an environmental object, or another player.

[0024] The first object information refers to a data set describing the attributes and states of the first object related to the current interactive animation, such as object type, object data, and object interaction context state. For example, the first object information may include its character type (e.g., "warrior-type mech"), equipment or weapon type (e.g., "handheld power hammer"), current state (e.g., energy level, skill cooldown), and spatial location and orientation.

[0025] Second object information refers to a data set describing the attributes, states, and characteristics of the second object in relation to the current interactive animation. For example, second object information may include its character type, body type (such as "heavy" or "light"), specific model or variant, current state (such as health points or whether it is under control), and possible interactive part attributes (such as the durability or destruction threshold of a part).

[0026] One option is that the interactive animation generation request is directly triggered by a specific input signal generated by a user input device (such as a keyboard, mouse, gamepad, or touchscreen); another option is that it is automatically triggered by the application's logic system or state machine when it detects that preset interaction conditions are met; yet another option is that it is triggered by script events, task progress updates, or plot nodes.

[0027] To determine the first and second objects to be interacted with, one option is to directly determine the first and second objects by parsing the context data (such as collision detection results and skill target selection results) carried by the triggering event; another option is to dynamically calculate and select the objects to be interacted with based on the current game state and preset rules (such as closest distance and highest aggro value).

[0028] It should be noted that, for the sake of explaining the methods in this manual, the specific examples below are mostly applied to video game scenarios. The methods provided in this manual can be widely applied to the field of digital cultural product production software and digital cultural and creative software in the digital creative industry, and are not limited to video game scenarios.

[0029] As an example, taking an action game scenario, when the player-controlled character (first object) successfully uses a specific "defense break" skill against an elite enemy (second object) in an action game, the game logic layer generates an interactive animation generation request. In response to this request, the player character is first identified as the first object and the elite enemy as the second object based on the skill's target lock data. Then, information about the first object is retrieved from the game object management component, including its character type (swordsman), currently equipped main weapon (greatsword), and its coordinates and orientation in world space. Simultaneously, information about the second object is retrieved, including its character type (heavy armored guard), body type (large), specific model (model: Iron Wall IV), whether it is currently in a "blocking" state, and whether its shield is marked as "destructible."

[0030] As another example, consider a multiplayer competitive game scenario. In such a game, when one team successfully captures a key objective, a celebration / interactive animation is triggered. The generated interactive animation request includes the team identifier, identifying the key player who captured the objective as the first object, and a nearby teammate as the second object (e.g., a high-five celebration). Information about the first object is obtained, including their class (assault) and the ID of the celebration emote used. Simultaneously, information about the second object is obtained, including their class (support) and body type (standard), to ensure that the subsequently generated high-five emote matches correctly in height and position.

[0031] In the embodiments described in this specification, by clearly identifying the interactive participants and obtaining their key information, a data foundation is provided for the subsequent intelligent selection and adaptation of animation resources based on object characteristics.

[0032] Step 104: Based on the first object information, obtain the target interactive action to be executed.

[0033] A target interactive action refers to an abstract definition or data set of a sequence of actions with clear semantics executed by a first object to achieve a specific interactive purpose. A target interactive action can be a pre-set, complete sequence of actions (such as a fixed set of skeletal animations), or a composite action instruction dynamically constructed by selecting and combining multiple sub-actions from a pre-set action library based on the first object's information. For example, a target interactive action can be a complete "sword slash" action, defining the entire process from raising the sword, slashing, to retracting the stance. Alternatively, a target interactive action can be an "execution" action composed of three sub-actions: "rapid approach," "grab and chokehold," and "over-the-shoulder throw."

[0034] Based on the information of the first object, the target interactive action to be executed is obtained. One possible method is to directly retrieve the preset action corresponding to the attribute of the first object by querying the pre-configured mapping relationship. Another possible method is to dynamically select and combine multiple basic action fragments from the action library based on the information of the first object and the interaction context. Yet another possible method is to perform real-time calculation and adjustment on the basic action template according to the specific parameters of the first object to generate parameterized action instances.

[0035] As an example, taking an action game scenario as an example, in the development scenario of digital cultural and creative software, the user-controlled warrior character (the first object) performs a finishing move on a downed monster. Based on the obtained information of the first object (character type is "human warrior", main-hand equipment is "greatsword"), the preset "weapon-finishing move" mapping table is queried. This table indicates that the finishing move corresponding to equipping "greatsword" is "action greatsword execution". Subsequently, through this action identifier, the complete action data of "action greatsword execution" (including skeletal animation sequence, special effect trigger points, sound effect timestamps, etc.) is loaded from the resource library and used as the target interaction action for this interaction.

[0036] As another example, in the development of digital cultural and creative software, a reconnaissance mech (the first target) uses the skill "Arc Entanglement" to control an enemy mech. Based on the first target's information (mech type is "reconnaissance," currently active skill is "Arc Entanglement"), the corresponding skill action template is retrieved from the action library. This template is a logical action sequence containing three sub-actions: "launch traction anchor cable," "tighten cable," and "apply high voltage." Combined with the first target's real-time energy level (included in the information), the duration and intensity parameters of the "apply high voltage" sub-action are dynamically adjusted, ultimately generating a parameterized, specific target interaction action command sequence.

[0037] In the embodiments described in this specification, the core sequence of behaviors that should be executed by the first object in the current interaction to drive the entire animation is determined based on the characteristics and state of the first object. Transforming abstract interactive animation requests into specific, executable action logic of the initiator is a key step in connecting object attributes with the final animation performance.

[0038] Step 106: Determine the initial response action of the target interaction action based on the response action library, adjust the initial response action based on the second object information, and obtain the updated response action.

[0039] A response action library refers to a pre-built collection of standardized action data that stores virtual objects' responses to various interactions. The response action library can store complete, independent response actions directly corresponding to specific interaction semantics, or it can store a large number of finer-grained, modular basic response sub-action units. These sub-action units can be combined and assembled as needed to form complete responses adapted to different specific scenarios. For example, a response action library can be a database containing categorized actions such as "being pushed," "being hit," "being set on fire," and "being electrocuted," with each action described by a skeletal animation sequence and associated tags (such as trigger momentum and point of impact). For example, a response action library can also be a modular collection storing a large number of basic response sub-actions such as "head thrown back after being hit," "torso twisting due to imbalance," and "legs staggering backward." Multiple sub-actions can be selected from this collection based on the specific parameters of the current interaction (such as the point of impact and the direction of force), and then assembled into a complete response action that conforms to the current context according to physical logic and timing.

[0040] An initial response action refers to one or more basic reaction actions retrieved from a response action library based on the semantic or physical characteristics of the target interaction action. An initial response action can be a complete predefined reaction action, a composite sequence of multiple sub-actions, or a single sub-action adapted to the current interaction context. For example, for a "punch" interaction, the initial response action might be a generic "chest hit and lean back" animation from the library; for a complex "combo" interaction, the initial response action might be a sequence logically combined from multiple sub-actions such as "slight stagger," "turn," and "loss of balance" from the library.

[0041] Updated response actions refer to the final reaction action data obtained by modifying, deforming, or reorienting the initial response action based on the specific attributes of the second object (such as bone size, body shape, and material). Updated response actions can be adjustment actions based on bone structure adaptation, actions based on physical attribute correction, or custom actions based on material and state fusion. For example, a generic "leaning back" animation can be scaled and its posture adjusted according to the leg length and torso proportions of a short, stout character; an example is a generic "being knocked away" animation can be slowed down and its parabolic height reduced according to the mass parameters of a heavy unit.

[0042] To determine the initial response action of a target interaction based on a response action library, one option is to treat the target interaction as a whole unit and directly match a complete response action from the response action library as the initial response action based on its overall semantic attributes (such as action type and attack intensity). Another option is to treat the target interaction as multiple interaction sub-actions arranged in chronological order, match the most suitable response sub-action from the response action library for each interaction sub-action, and then combine these response sub-actions into a complete initial response action according to the original chronological order.

[0043] Adjusting the initial response action based on the information of the second object to obtain the updated response action: One option is to use action redirection technology to map and adapt the skeletal motion data of the initial response action based on a general skeletal template to the specific skeletal structure of the second object; Another option is to scale or reshape the time curve of the initial response action (such as acceleration and buffer time) according to the physical attribute parameters (such as mass and inertia) of the second object to reflect the difference in realism.

[0044] As an example, in the application scenario of digital cultural and creative software, a player character (the first object) performs a "heavy shield slam" (target interaction action) on an enemy (the second object). Treating this slam as a whole, based on its "blunt" and "high intensity" attribute tags, a complete "being knocked back by a heavy shield" animation is directly matched from the response action library as the initial response action. Subsequently, the second object's information (an orc warrior) is read, and its skeletal data is obtained. Through motion redirection, the "being knocked back by a heavy shield" animation is adapted from a general humanoid skeleton to the specific skeletal structure of the orc warrior, which is taller and has a different spinal curvature, and the orc-specific impact sound effects are invoked, ultimately generating an updated response action.

[0045] As an example, in the application scenario of digital cultural and creative software, a player launches a combo skill (target interaction action) called "Whirlwind Slash," which can be broken down into three consecutive interactive sub-actions: "Horizontal Slash," "Upward Slash," and "Downward Slash." A frame-by-frame matching strategy is used: the "left side injury" response sub-action is matched to the "Horizontal Slash," the "leaning backward" sub-action to the "Upward Slash," and the "kneeling tremor" sub-action to the "Downward Slash." These three sub-actions are then sequentially combined to form a complete initial response action. Next, for the second target—a knight wearing heavy plate armor—the initial response action is adjusted based on the second target information (heavy equipment, low center of gravity): the amplitude of the "leaning backward" is reduced, and the recovery time of the "kneeling tremor" is extended, making the overall reaction appear heavier, thus obtaining an updated response action.

[0046] In one optional embodiment of this specification, the target interactive action includes multiple interactive sub-actions arranged in sequence, and the response action library includes multiple response sub-actions. Accordingly, step 106 includes: Based on posture constraints, the skeletal position information of each interactive sub-action is matched with the skeletal position information of each response sub-action in the response action library to obtain the basic response sub-action corresponding to each interactive sub-action. Based on the temporal relationship of each interactive sub-action, the basic response sub-actions obtained by matching are combined to generate the initial response action.

[0047] An interactive sub-action refers to a constituent unit with independent semantics and a complete posture sequence, obtained by decomposing a target interactive action in the time dimension. Interactive sub-actions enable the modular decomposition of complex interactive actions, providing more accurate time points and posture contexts for subsequent fine-grained matching with the response action library. For example, an interactive sub-action can be a "sword slash" action decomposed into three consecutive parts: "raising the sword," "slashing," and "retracting the stance."

[0048] A response sub-action refers to the basic reaction unit that constitutes the response action library. It is a pre-defined sequence of local or full-body posture changes made by a virtual object in response to a specific type or moment of interaction. Serving as the "building blocks" for constructing complex response actions, it allows for the combination of diverse interactive inputs. For example, a response sub-action could be a simple "head tilt backward after being hit"; it could also be a complex combination of "upper body twisting and leg staggering due to being hit in the waist."

[0049] Posture constraints refer to the preset rules or metrics that must be met when matching interactive and response sub-actions, regarding the relative positions, orientations, or trajectories of the skeletons of both parties in space. Their purpose is to provide a quantitative and objective basis for action matching, ensuring that the matched response is logically reasonable and credible in space. For example, a posture constraint could be "the minimum distance between the attacking weapon skeleton (e.g., sword tip) and the attacked part skeleton (e.g., torso) in a specific frame is less than a threshold"; another example is "the range of angles between the attacker's force direction (defined by the line connecting the shoulder, elbow, and wrist bones) and the expected direction of the defender's push."

[0050] Skeletal position information refers to data describing the position, rotation (and possible scaling) of each bone node in the skeleton of a virtual object at a specific moment in local or world space, typically represented in the form of transformation matrices. Its function is to accurately depict the posture of the virtual object in three-dimensional space, serving as the core data foundation for motion analysis, matching, and synthesis. For example, skeletal position information can be a set of transformation matrices for all bones of a character in a frame of animation data; alternatively, it can be sampled data of the three-dimensional coordinates of key joints in a real-time motion capture system.

[0051] A basic response sub-action refers to one or more of the most suitable response sub-actions selected from the response action library based on posture constraints for a specific interaction sub-action. Its function is to find a reasonable, localized response for each step of a complex interaction, serving as the material for the final synthesized complete response action. For example, for the "slash" interaction sub-action, its basic response sub-action might be "left arm injury blocking"; for the "thrust" interaction sub-action, its basic response sub-action might be "torso retreating to dodge".

[0052] Based on posture constraints, the skeletal position information of each interactive sub-action is matched with the skeletal position information of each response sub-action in the response action library to obtain the basic response sub-action corresponding to each interactive sub-action. One possible approach is to calculate the motion trajectory of the attacker's feature bones (such as hands or weapons) on keyframes for each interactive sub-action, and perform nearest distance and direction similarity analysis with the positions of the receiver's feature bones (such as the expected hit area) at the corresponding time points for each response sub-action, and select the optimal match after comprehensive scoring. Another possible approach is to use a pre-trained neural network model to encode the skeletal sequences of the interactive sub-action and the response sub-action into feature vectors respectively, and find the best match by calculating the similarity between the vectors or by using an attention mechanism.

[0053] Based on the temporal relationship of each interactive sub-action, the matched basic response sub-actions are combined to generate the initial response action. One option is to splice the animation clips of the corresponding basic response sub-actions together according to the original occurrence sequence of the interactive sub-actions, and apply a brief pose blending or transition animation at the connection point for smooth connection. Another option is to treat each basic response sub-action as a different state of the animation state machine, define the state transition conditions and blending rules according to the temporal relationship of the interactive sub-actions, and dynamically generate a coherent initial response action by running the state machine.

[0054] As an example, in digital cultural and creative software, the target interactive action "three-stage combo" is decomposed into three sub-actions: A1 (diagonal slash from lower right to upper left), A2 (horizontal slash from upper left to right), and A3 (vertical downward slash). The skeletal position information (blade trajectory) of A1 is analyzed. Based on posture constraints (such as the closest distance between the blade and the enemy's torso on the attack path and the angle of entry), the most suitable sub-action R1 ("staggering to the right and blocking") is matched from the response action library and used as the basic response sub-action for A1. Similarly, R2 ("losing balance to the left and forward") is matched for A2, and R3 ("kneeling and defending") is matched for A3. Subsequently, according to the temporal relationship of A1, A2, and A3, the three animation clips R1, R2, and R3 are combined sequentially, and a 0.1-second posture fusion is added between R1 and R2, and between R2 and R3, thus smoothly generating a complete initial response action describing the enemy's transition from staggering and blocking to losing balance and then kneeling and defending.

[0055] As an example, in digital cultural and creative software, the target interactive action "charged punch" is parsed as a sequence of bone position information arranged in time sequence, and decomposed into two interactive sub-actions: B1 (charged back dash, corresponding to frame sequence F1-F30) and B2 (punch attack, corresponding to frame sequence F31-F60). Each interactive sub-action is precisely defined by the transformation matrix (i.e., bone position information) of all bones in each frame within its time period. The bone position information of sub-action B2 is analyzed, and the motion trajectory and velocity change curve of its "right fist" bone in world space from frame F31 to F60 are extracted. Subsequently, based on preset posture constraints (e.g., in the expected hit frame F55 of B2, the collision box distance between the right fist bone and the enemy's head bone must be less than a threshold D, and the angle between the fist velocity vector and the normal to the head surface must be less than θ), this trajectory data is matched with the bone data of each response sub-action (such as "backward lean", "stun", "knockback") in the response action library. Each response sub-action is also defined by a series of skeletal position information and marked with its expected "effective hit site" bones (such as the head and chest) and its corresponding "hit reaction" trajectory. By calculating the spatiotemporal similarity between the punch trajectory of B2 and the "hit reaction" trajectories of each response sub-action (such as dynamic time warping algorithm), the response sub-action corresponding to the "stun" reaction trajectory with the highest similarity was finally selected as the basic response sub-action of B2. For sub-action B1, the overall posture changes reflected by its skeletal position information (such as the shift of the center of gravity backward and the arms in a defensive posture) were analyzed. Similarly, based on posture constraints (such as the overall displacement direction and amplitude of the torso bones), the "vigilant retreat" response sub-action, which best reflects the intention of "predictive defense," was matched from the response action library as its basic response sub-action. Finally, based on the temporal relationship between B1 and B2, an animation state machine was used to combine these two basic response sub-actions to obtain a logically coherent initial response action.

[0056] By breaking down complex interactive actions into finer-grained sub-actions and independently matching the most suitable response sub-action to each sub-action, precise alignment between response actions and interactive actions in terms of micro-temporal and spatial logic is achieved. This improves the rationality, subtlety, and visual impact of reaction actions in complex interactive animations, enabling the final generated animation to more realistically reflect every detail of the interaction process.

[0057] In one optional embodiment of this specification, the second object information includes at least one of object type, object size, and object model; Accordingly, step 106 includes: Based on at least one of object type, object shape, and object model, adjust the skeletal position information of each sub-action in the initial response action to obtain the updated response action.

[0058] Object type, object shape, and object model refer to a set of attributes used to describe and define the visual and structural characteristics of a second object. Together, they determine the object's precise skeletal structure information, providing the necessary data foundation for subsequent motion retargeting. These attributes collectively characterize the unique skeletal features of a virtual object: object type (e.g., "humanoid," "quadruped," "mech") defines the basic skeletal topology and hierarchical relationships; object shape (e.g., "tall and thin," "short and stout," "medium") defines the overall proportions and scaling relationships of the skeleton; and object model (e.g., "soldier-03," "wolf warrior-alpha") provides the most specific detailed parameters such as bone length and joint rotation limitations. Through the combination of these three attributes, a unique skeletal instance suitable for motion adaptation can be identified.

[0059] Based on at least one of object type, object shape, and object model, adjust the skeletal position information of each sub-action in the initial response action to obtain the updated response action. One option is to index the corresponding skeletal model and constraint data based on at least one of the object's type, shape, and model information, and then recalculate and map the pose of each frame of the initial response action based on the general skeleton onto the specific skeletal model using motion redirection technology. Another option is to physically scale and reshape the skeletal animation curves involving motion amplitude, speed, and force feedback in the initial response action based on the proportional parameters and physical properties (such as mass and center of gravity) provided by at least one of the object's shape, model, and type.

[0060] As an example, in digital cultural and creative software, the second object is identified as the object model "Iron Guard." Based on this information, the skeletal model data of the "Iron Guard" heavy mech (including shorter leg bones, thicker torso bones, and specific joint range of motion compared to the general mech) is loaded from the resource library. The motion retargeting module uses the "Iron Guard's" skeletal data to recalculate each frame of the initial response animation based on the standard mech skeleton, shortening the backward stride to accommodate the short legs, increasing the torso tilt angle to reflect a sense of weight, and limiting the rotation of the shoulder joints to avoid exceeding the model's allowable range, ultimately outputting an updated response animation that fits the "Iron Guard's" appearance and structure.

[0061] As an example, in digital cultural and creative software, the second object is an elite enemy of type "orc". Based on the "orc" type, its skeletal structure information is obtained, and a generic initial response animation of "being headshot and leaning back" is adjusted. The displacement and rotation data of all bones are scaled up proportionally, the movement trajectory of the jawbone during head tilting back is corrected, and the amplitude and timing of the long arms swinging when unbalanced are adjusted, so that the final generated updated response animation perfectly matches the large and clumsy physical characteristics of this specific orc character.

[0062] By utilizing the specific attribute information such as the type, shape, and model of the second object, targeted skeletal-level adjustments are made to the general response actions, achieving precise adaptation between the motion data and the target model. This ensures that no matter how the appearance of the second object changes, its reaction animation can maintain a reasonable anatomical structure and physical logic, thereby improving the animation quality and immersion while avoiding the huge cost of creating individual response animations for a large number of characters.

[0063] In the embodiments described in this specification, the matching and personalized adaptation of response actions for target interactive actions are implemented. First, the issue of the universality and reusability of reactive animations is solved by using a response action library, avoiding the need to create all reactive animations for each object individually. Then, by adjusting based on the information of a second object, problems such as distortion and clipping that may occur when general animations are applied to objects with different characteristics are solved. This process reduces the high art costs required to create custom interactive animations for a large number of object combinations, while ensuring the diversity and visual fidelity of the final animation output.

[0064] Step 108: Generate interactive animations for the first and second objects based on the target interactive action and the update response action.

[0065] Interactive animation refers to a complete and continuous visual sequence generated by synchronizing, choreographing, and rendering the active behavior of one object and the passive reaction of another object in time and space based on target interactive actions and update response actions. It transforms the logical intent of the interaction (actions and reactions) into expressive audiovisual content ultimately presented to the user. Interactive animation can be real-time animation in game scenes, plot-triggered animation in virtual reality scenes, or process demonstration animation in industrial simulation scenes. For example, interactive animation can be a complete combat animation where a player character swings a sword, an enemy is hit and retreats, and hit effects and sound effects play; alternatively, interactive animation can be a sequence of transitional performances where one mech lifts another mech, slams it to the ground, and causes an explosion.

[0066] Based on the target interaction action and the update response action, an interactive animation of the first object and the second object is generated. One option is to create a unified interaction timeline, use the animation data of the target interaction action and the update response action as the main track, and synchronously arrange the actions, effects, sound effects and camera movements of both objects on this timeline. The rendering engine is driven by the timeline to play them in sequence and synthesize the final animation. Another option is to start the target interaction action and the update response action as two independent but logically related animation instances, synchronize and trigger them through an event mechanism (such as a hit event or a state transition event), and drive the rendering pipeline to perform real-time synthesis.

[0067] As an example, in the context of digital cultural and creative software, after obtaining the "high-mobility thrust" (target interaction action) and the "heavy imbalance" (update response action), a unified interactive timeline method is used to generate interactive animations: First, a timeline instance is created, using the skeletal animation sequence of the "high-mobility thrust" as the orbital data for the first object, and the skeletal animation sequence of the "heavy imbalance" as the orbital data for the second object. Then, preset particle effects (sparks), sound effects (metallic impact sound), and camera shake events are inserted at specific points in the timeline (such as the moment of contact). Finally, the rendering engine strictly follows this timeline to drive the animation playback, effect triggering, and camera control of both mechs, thereby synthesizing an interactive animation of the attacker's high-speed thrust and the defender's unbalanced backward lean accompanied by impact effects.

[0068] As an example, in the context of digital cultural and creative software, after obtaining the "charged hammer" (target interaction action) and "being knocked back" (update response action), an interactive animation is generated using an event-synchronized approach. Simultaneously, the "charged hammer" animation of the first object and the standby animation of the second object are played. When the "charged hammer" animation reaches the predefined "hammer hit" event frame, the event is triggered. This event, on the one hand, forces the synchronous activation of the second object's "being knocked back" animation, and on the other hand, notifies the special effects and audio systems to play the "shockwave" effect and the "heavy hit" sound effect, while instructing the camera system to switch to slow-motion close-up mode. Through this event-triggered real-time synchronization, an interactive animation of the attacker swinging a hammer and the defender being knocked back is rendered in real time.

[0069] In one optional embodiment of this specification, the second object includes an interactive portion; Accordingly, step 108 specifically includes the following steps: Obtain the interaction trigger parameters for each interactive part of the second object; Determine whether the action parameters of the target interactive action meet the interaction trigger parameters of the target interactive part, where the target interactive part is the interactive part that updates the response action indication among all interactive parts; If the conditions are met, then based on the target interactive action, the update response action, and the target interactive part, the interactive animation of the first object and the second object is generated.

[0070] Interactive parts refer to predefined local areas or components in the second object model that can produce specific advanced physical or visual effects in response to the interaction actions of the first object. Their function is to provide more refined targets and feedback points for interaction, going beyond the overall character response to achieve effects such as localized destruction and equipment destruction. For example, interactive parts could be a mech's "left arm," "right leg," or "head sensors"; or, for example, a character's "handheld shield" or "back energy tank."

[0071] Interaction trigger parameters refer to the set of threshold conditions configured for each interactive part to determine whether to trigger a special interaction effect (such as destruction or separation) for that part. For example, interaction trigger parameters may include "minimum impact force threshold", "effective attack angle range", and "cumulative damage value"; for example, they may also be "specific attack type marker" (such as "cutting" being effective for armor seams).

[0072] The target interactive part refers to the specific part of a second object that is expected to be interacted with in the current interaction context, as implied or specified by the update response action. For example, if the update response action is "staggering with the left arm severed", then the target interactive part is "left arm".

[0073] Action parameters refer to quantitative data that are calculated in real time or predefined during the execution of a target interactive action, describing the physical or logical characteristics of the action. For example, action parameters may include calculated "instantaneous impact force", "linear velocity of the weapon blade", and "attack type identifier" (such as "slash" or "blunt strike").

[0074] To obtain the interaction trigger parameters for each interactive part of the second object, one option is to read the physical attribute configuration table of each interactive part from the model configuration file or metadata of the second object. This table defines the condition parameters required to trigger destruction or special effects for each part. Another option is to dynamically calculate or adjust the interaction trigger parameters of each interactive part at runtime based on the current state of the second object (such as durability or enhancement status).

[0075] To determine whether the action parameters of the target's interactive action meet the interaction trigger parameters of the target's interactive parts, one possible approach is to calculate the momentum, energy, or attack type of the collision point in real time based on the state of the first object during the expected contact frame of the target's interactive action, and compare these parameters with the preset interaction trigger parameters (such as minimum destructive force, effective attack type) of the target's interactive parts. Another possible approach is to check whether the target's interactive action itself has predefined action parameters (such as the action having 'high impact force' and 'cutting' attributes) meet the interaction trigger parameters of the target's interactive parts (such as the part being vulnerable to 'cutting' type attacks).

[0076] As an example, in digital cultural and creative software, the "shield" of a shield-wielding monster (the second object) is defined as an interactive part. This part is mesh-bound to the "left-hand shield-wielding skeleton" in the original model's skeleton and is configured with interaction trigger parameters (accumulated "blunt" damage exceeding a durability threshold). When the player character (the first object) continuously uses the target interaction action "Heavy Hammer Strike" (action parameters include "Attack Type: Blunt Strike" and "Single Damage Value: 50 points"), the target interactive part is determined to be the "shield" based on the updated response action, and damage is continuously accumulated. Once the accumulated damage exceeds the threshold, the trigger condition is met. In this interactive animation generation, a new mesh copy of the shield mesh is first created as an independent physical entity, and the original shield mesh is unbound from the skeleton; then, the new mesh copy is given an initial velocity based on the action parameters, and the physics engine drives it to fly off the trajectory, ultimately generating the interactive animation.

[0077] By introducing a detection and judgment mechanism for interactive parts, interactive trigger parameters, and action parameters, interactive animations are no longer just preset playback animations, but can dynamically trigger complex physical simulations and visual effects related to the state of object parts based on specific interaction conditions, thereby enhancing the realism of the interaction, the visual impact, and the diversity of gameplay.

[0078] In one optional embodiment of this specification, the first object information includes the first initial position and the first role type of the first object, and the second object information includes the second initial position and the second role type of the second object. Accordingly, step 108 includes: Load the interactive animation resources for the target interactive action, and update the response animation resources for the response action; In response to an interaction trigger event, determine the interaction type between the first object and the second object, wherein the interaction type is used to indicate the distance constraint for the interaction between the first object and the second object; Based on the first initial position, the first role type, the second initial position, and the second role type, combined with the interaction type and the interaction environment of the first object and the second object, the first initial position and the second initial position are updated to obtain the interaction position of the first object and the response position of the second object; Render interactive animation resources at the interactive position of the first object and render response animation resources at the responsive position of the second object to generate interactive animations between the first and second objects.

[0079] Interactive animation resources refer to the collection of all data assets required to drive and represent a first object performing a target interactive action. For example, interactive animation resources may include: a skeletal animation sequence of the first object, particle effects attached to it (such as sword flashes, fist gusts), corresponding sound effect files, and possible camera motion scripts.

[0080] Responsive animation assets refer to the collection of all data assets required to drive and represent the updating response actions of a second object. Their purpose is to provide the visual and auditory responses of the second object when interacted with. For example, responsive animation assets may include: skeletal animation sequences of the second object, hit-triggered effects (such as sparks, blood mist), hit sound effects, and possible physical breakage effect assets.

[0081] An interaction trigger event, in game or animation logic, refers to an instantaneous signal that marks the beginning of the formal execution and synchronization of a target interactive action and an update response action. Its function is to serve as the starting point for precisely synchronizing the playback of animations, the triggering of special effects, and the physical simulation of both parties. For example, an interaction trigger event can be a specific marker frame (such as a "contact frame") within a segment of the target interactive action animation; alternatively, it can be an event emitted by the logic system when specific conditions are met (such as a threshold between the two parties).

[0082] Interaction type: This refers to the classification of the spatial relationship and mode of action of the upcoming interaction between a first object and a second object. Its function is to define the spatial constraints on the interaction, particularly the distance constraints between the two parties, providing a basis for calculating a reasonable interaction location. For example, the interaction type could be "melee attack," where the distance constraint requires the two parties to be close enough to make physical contact; or, for example, "ranged shooting," where the distance constraint requires a valid ballistic connection between the two parties.

[0083] Distance constraints refer to the spatial distance relationship that a first object and a second object must satisfy when performing a specific interaction, as specified by the interaction type. Their purpose is to ensure the rationality and credibility of the interaction in physical space. For example, for the "hug" interaction type, distance constraints might require that the core colliders of both character models overlap or be in close proximity.

[0084] The interaction environment refers to the spatial and physical attributes within the virtual scene where the first and second objects reside, which may affect their interaction positions. For example, the interaction environment includes the slope of the ground, the location of obstacles in the scene, and the boundaries of the standing area.

[0085] Interactive position refers to the ideal spatial position and orientation for playing interactive animation resources, calculated based on the initial position of the first object, according to the interaction type, distance constraints, and environment.

[0086] Response position: refers to the ideal spatial position and orientation for playing its response animation resource, calculated based on the initial position of the second object, according to the interaction type, distance constraints, environment, and the content of the update response action.

[0087] Loading interactive animation resources for the target interactive action and updating response animation resources for the response action can be done in two ways: one is to asynchronously load the relevant animation, effects, and sound resources into memory or video memory before the interactive trigger event occurs, based on a prediction or preloading strategy; another is to synchronously or on-demand stream the required core resources when the interactive trigger event occurs, and asynchronously load non-critical resources.

[0088] Another alternative approach specifically includes the following steps: Determine the interaction type between the first object and the second object, search for at least one type of interaction resource package in the first interaction database based on the first object information and the interaction type, and search for at least one type of response resource package in the second interaction database based on the second object information and the interaction type, wherein the first interaction database and the second interaction database are the same or different, and the first interaction database and the second interaction database store at least one type of resource package; Interactive animation resources are obtained based on at least one type of interactive resource package, and responsive animation resources are obtained based on at least one type of responsive resource package.

[0089] Interaction type refers to an abstract classification of the interactive behavior between a first object and a second object. The classification can include the distance, method, intensity, and action category of the interaction. For example, the interaction type can be "melee physical attack", "ranged magic projection", "healing interaction", or "environmental interaction"; for example, it can also be more specific such as "heavy blunt weapon strike", "rapid piercing attack", "area explosion", etc.

[0090] An interaction resource package refers to a pre-packaged set of resources designed to enable a first object to perform a specific type of interaction. Its purpose is to provide complete audiovisual content for the first object when performing the interaction. For example, an interaction resource package for "sword swing" might include: a skeletal animation sequence of the sword swing, sword trajectory effects, wind-breaking sound effects, and sound effects of the character exerting force.

[0091] A response asset package refers to a pre-packaged set of resources designed to respond to a specific type of interaction for a second object. Its purpose is to provide complete audiovisual materials for the second object's visual and auditory response when interacted with. For example, a "burning in flames" response asset package might include a character's knockback animation, particle effects of the body catching fire, a burning damage UI text, and painful scream sound effects.

[0092] The first and second interactive databases refer to resource management systems or data warehouses used to store interactive resource packages and response resource packages, respectively. Their function is to enable resource classification, efficient retrieval, and management. These two databases can be logically or physically independent, or they can be different partitions or tables within the same database. For example, the first interactive database can be indexed by primary role types such as "warrior" and "mage" and interaction types such as "melee" and "ranged"; the second interactive database can be indexed by secondary object types such as "humanoid" and "mechanical" and interaction types such as "hit" and "magic-affected".

[0093] As an example, applied to digital cultural and creative software scenarios, this system enables the rapid creation of interactive animations through a data-driven architecture and a visual editor. In the system's resource library, all animation clips, visual effects, sound effects, and physical parameters are registered as independent data assets with metadata tags (such as action type and trigger conditions). Designers can drag and drop registered animations, effects, and sound effects within the editor interface to arrange and combine them, and configure their parameters (such as effect color and physical intensity) and trigger sequences, thereby quickly defining a new interaction type (such as "Quantum Tear") and its corresponding interaction flow. During this process, the editor automatically generates structured interaction resource packages and response resource packages, registering them respectively in the corresponding interaction database and associating them with specific first object types (such as "Traveler"), second object types (such as "Prophet"), and interaction types. When the interactive animation is triggered at runtime, the system retrieves and loads these pre-configured resource packages from the corresponding database based on the type of the two parties involved and the determined interaction type. It then parses the data-driven instruction sequence (including animation playback order, effect instantiation frames, sound effect trigger points, and physical event conditions) and finally generates and renders a complete interactive animation that is entirely defined by the editor configuration and contains complex visual effects, sound effects, and physical logic in real time.

[0094] By introducing resource packages and structured databases based on interaction type and object information indexes, modular and categorized management of resources is achieved, making resource loading accurate and efficient (quickly located via shortcut keys), significantly improving scalability (adding new types only requires configuring new packages), ensuring consistency in interaction performance, and decoupling resource logic from business logic.

[0095] In response to an interaction trigger event, determine the interaction type of the first and second objects. One option is to directly determine the interaction type based on the attribute label of the target interaction action (such as "Action Type: Melee Slash"). Another option is to query a preset interaction configuration table based on the first character type, the second character type, and the target interaction action to determine the interaction type and its distance constraints.

[0096] Based on the first initial position, the first and second initial positions are updated to obtain the interaction position of the first object and the response position of the second object. One possible approach is to move the first and second objects along the center line between them using collision detection or raycasting, provided the environment allows, according to the distance constraints specified by the interaction type (such as "contact distance"), until the distance constraints are met, and then use the positions at this point as the interaction position and the response position, respectively. Another possible approach is to combine the expected displacement contained in the updated response action, first calculate a basic contact point based on the interaction type and the initial position, then set the response position of the second object to the basic contact point plus the response action displacement, and adjust the collision constraints according to the environment (such as walls). The interaction position of the first object is then derived by reverse deduction based on the response position and the interaction type.

[0097] Interactive animation resources are rendered at the interactive position of the first object and response animation resources are rendered at the responsive position of the second object to generate interactive animations between the first and second objects. One option is to instantaneously teleport the first and second objects (or move them through interpolation for a very short time) to the interactive and responsive positions, and then play the interactive and responsive animation resources of both objects synchronously. Another option is to control the first and second objects to move to the interactive and responsive positions at a certain speed, and trigger animation playback during or after the movement to achieve a smoother transition. Another alternative approach specifically includes the following steps: Based on the first object information and the second object information, as well as the target interaction action and the update response action, an interaction flow based on the interaction timeline is generated. The interaction flow is used to indicate the animation resources to be rendered at each interaction moment on the interaction timeline. The animation resources to be rendered are interaction animation resources and / or response animation resources. Based on the interaction flow, the corresponding target animation resources are rendered at each interaction moment on the interaction timeline to generate the interaction animations of the first object and the second object. Specifically, when the target animation resource is an interactive animation resource, the target animation resource is rendered at the interaction position; when the target animation resource is a response animation resource, the target animation resource is rendered at the response position.

[0098] An interactive timeline refers to a unified, linear time axis used to arrange and synchronize the playback sequence of all visual and auditory elements between a first object and a second object throughout the interactive animation process. It provides a time reference for the interactive animation, ensuring that the actions, effects, and sound effects of both objects are triggered strictly according to a preset logical order and time points, achieving frame-level synchronization. For example, an interactive timeline can be a sequence of events starting from 0 milliseconds and ending at N milliseconds, defining the operations to be performed at each millisecond or keyframe; alternatively, an interactive timeline can be a progress axis based on normalized time (0.0 to 1.0).

[0099] An interaction flow refers to a specific sequence of execution instructions generated based on the interaction timeline. It specifies which specific animation resource should be rendered or played at each or every group of interaction moments on the timeline, transforming the timeline into a list of operations that can be directly executed by the rendering engine or animation system. For example, an interaction flow can be a data structure containing a series of timestamps and their corresponding resource IDs and playback parameters; for example, an interaction flow can be an executable script or a state machine configuration.

[0100] To generate an interaction flow based on the interaction timeline, one option is to align the animation resources of both parties to a common starting time point based on the original animation duration and key event points of the target interaction action and the update response action, and generate a timeline arrangement table based on this. This table specifies the start time, duration, and blending relationship of the skeletal animation, attached effects, ambient sound effects, and other resources of both parties. Another option is to predefine templated timelines for different interaction types, and dynamically instantiate and generate a unique interaction flow for this interaction by filling the specific action resources and character information of this interaction into the corresponding tracks of the template (such as the first object animation track, the second object animation track, the effects track, and the sound effects track).

[0101] Based on the interaction flow, the corresponding target animation resources are rendered at each interaction moment on the interaction timeline. One possible approach is to use a timeline player or animation state machine to drive the entire interaction flow. The player progresses according to the interaction timeline, and when it reaches a certain interaction moment, it submits the corresponding target animation resource and its rendering parameters (such as position and orientation) to the rendering queue according to the instructions of the interaction flow. Another possible approach is to compile the interaction flow into a set of callback events or messages triggered at specific time points. The rendering engine or various resource management systems subscribe to these events, are awakened at the corresponding time, and perform resource rendering or playback operations.

[0102] In one optional embodiment of this specification, before rendering the corresponding target animation resources at each interaction moment on the interaction timeline and generating the interaction animation between the first object and the second object, the following steps are further included: Based on the interaction timeline and rendering frame rate constraints, the interaction moments of the animation resources to be rendered on the interaction timeline are determined. The rendering frame rate constraints are used to constrain the rendering moments of the animation resources, but do not constrain the logical calculation of the interaction results between the first object and the second object.

[0103] Rendering frame rate constraints refer to the dynamically set target value of the rendering frame rate for generating slow-motion visual effects. By actively adjusting the number of frames actually rendered and output per unit of time, the visual duration of each frame is adjusted while the logical time remains unchanged, thereby creating a visual effect of time slowing down or speeding up. This does not constrain the frequency of logical calculations that determine the interactive result. For example, in a normal 60FPS runtime, to represent slow motion, the rendering frame rate constraint can be set to 15FPS, meaning that one frame is rendered and output every 66.7 milliseconds (instead of 16.7 milliseconds), thus slowing down the visual perception of time passage to about 1 / 4 speed.

[0104] An interaction moment refers to a precise point in time, defined on the interaction timeline and based on logical time, that triggers the rendering of a specific animation resource. Its purpose is to serve as the logical time reference for triggering rendering commands.

[0105] Logical computation refers to the calculation process that determines the essential outcome of an interaction (such as hit detection, damage value, or state change) during interactive animation. It operates according to a fixed logical time step, independent of the visual rendering rhythm. Its function is to ensure the determinism of game rules and states.

[0106] As an example, in digital cultural and creative software, a character unleashes a finishing move, triggering a slow-motion effect upon the final hit. The default slow-motion effect stretches 1 second of logical time into a 4-second visual effect, generating an interaction timeline containing multiple interaction moments, such as: T=0.0s (logical time) the sword swing begins, T=0.8s the sword light appears, and T=1.0s the hit triggers sparks. To achieve the slow-motion effect, the 1-second logical time is mapped to the 4-second performance time at a ratio of 1:4. If a rendering frame rate constraint of 15 FPS (within the performance time) is applied, only about 60 frames will be rendered within the 4-second performance time (4 seconds * 15 frames / second). It is necessary to determine which content to render within these 60 rendering frames. For example, the hit spark at the original logical time T=1.0s is located at T=4.0s on the performance timeline. The calculated rendering time for the 57th frame is approximately T_render=3.8s (57 / 15), the 58th frame is approximately T_render=3.87s, the 59th frame is approximately T_render=3.93s, and the 60th frame is T_render=4.0s. The rendering instructions for the hit spark will be scheduled for execution in frame 60 (T_render=4.0s). In this way, the number of frames rendered per unit time is reduced, and the screen update is slower, thus achieving slow motion. However, the logical calculations such as damage calculation still occur precisely at logical time T=1.0s.

[0107] By treating the rendering frame rate constraint as an actively controllable parameter and making it independent of logical calculations, a true visual slow motion is achieved, which "lengthens" the viewer's visual perception time by reducing the number of rendering frames per unit time.

[0108] In one optional embodiment of this specification, after determining the interaction moments of the animation resource to be rendered on the interaction timeline based on the interaction timeline and rendering frame rate constraints, the following steps may also be included: Interpolate the interaction times on the interaction timeline to determine the update interaction times; Accordingly, based on the interaction flow, the corresponding target animation resources are rendered at each interaction moment on the interaction timeline to generate the interaction animations of the first object and the second object, including: Based on the interaction flow, the corresponding target animation resources are rendered at each interaction moment on the interaction timeline to generate the interaction animation of the first object and the second object.

[0109] Interactive moments refer to key points in the original interactive flow that require the rendering of specific animation resources, after being mapped onto the presentation timeline according to the slow-motion time stretch ratio. After time stretching, these moments become sparse on the presentation timeline.

[0110] Updated interaction moments refer to the sequence of rendering time points that is denser and more evenly distributed on the presentation timeline, obtained by interpolating sparse interaction moments. Its purpose is to ensure smooth animation playback and avoid stuttering caused by reduced rendering frame rate or time stretching, while maintaining the visual effect of slow motion, by increasing the number of rendering sampling points per unit presentation time. For example, if slow motion stretches 1 second of logical time to 4 seconds of presentation time, and the original interaction flow defines 10 interaction moments within this 1-second logical time, then after mapping, there will only be 10 sparse interaction moments within these 4 seconds of presentation time. Through interpolation, additional intermediate points can be generated between these 10 points, bringing the total number of moments to 240 updated interaction moments to match the target presentation frame rate (e.g., 60fps).

[0111] One option is to calculate the theoretical time point of each frame on the performance timeline after slow motion stretching, based on the rendering frame rate constraint. At these theoretical time points, linear or spline interpolation is performed on the animation states (such as skeletal pose and effect positions) defined by adjacent interaction moments to calculate the intermediate state corresponding to each frame. These calculated time points and states are then used to update the interaction moments and their corresponding rendering states. Another option is to resample the original sequence of interaction moments mapped to the performance timeline, generating a new sequence of time points at fixed time intervals (determined by the target performance frame rate) as the updated interaction moments, and using an interpolation algorithm to calculate the corresponding animation resource parameters for each new time point.

[0112] By interpolating between sparse original interaction moments, dense update interaction moments are generated, thus providing the rendering system with sufficiently high frequency of state update data even on a slow-motion timescale, thereby improving the visual quality and immersiveness of slow-motion close-ups.

[0113] As an example, in digital cultural and creative software, the first object (warrior) performs a "shield slam" on the second object (skeleton soldier). An interactive timeline with a total duration of 1.5 seconds is generated. Based on this, a corresponding interactive flow is created, precisely specifying that: at time T=0.0s, the warrior's "shield slam" interactive animation resource (skeletal animation) begins rendering at the first object's interaction position; at T=0.4s (attack contact frame), the skeleton soldier's "being crushed by a heavy blow" response animation resource (skeletal animation and bone-breaking effects) begins rendering at the second object's response position, simultaneously triggering a "shield bash" sound effect at that position; at T=0.5s, an "impact spark" effect is triggered on the first object's shield. A timeline driver within the system strictly follows this flow, instructing the rendering engine to render the target animation resource at the specified position at each interaction moment in the interactive timeline, thereby generating a perfectly synchronized shattering interactive animation in terms of action, hit, effects, and sound.

[0114] By introducing the concepts of interactive timeline and interactive flow, a centralized, time-precise animation choreography and scheduling system was built, which seamlessly integrates and synchronously controls scattered animation, special effects, sound effects and other resources in the time dimension, ensuring that every detail in the interactive animation can be triggered and rendered at the right time and in the right place.

[0115] As an example, in digital cultural and creative software, a player character (first object, character type "Samurai") launches a "thrust" attack (target interaction action) against an enemy (second object, character type "Ronin"). First, the interactive animation resources for the "thrust" (including the lunge step, stabbing animation, and the cold glint of the sword tip) and the matching generated response animation resources for the Ronin being struck and falling backward are loaded. When the attack is confirmed, an interaction trigger event occurs. Based on the action tag, the interaction type is determined to be "melee thrust," with the distance constraint that the sword tip must touch the enemy's body. Based on the first and second initial positions of both parties, calculations show that the current distance is slightly too far. Therefore, considering the flat interactive environment (grass), the first object is slightly moved forward, and the second object's orientation is slightly adjusted to update and obtain the precise interaction position (the position where the samurai's sword tip just touches the Ronin's torso) and the response position (the position where the Ronin's center of gravity shifts backward after being stabbed). Finally, at these two calculated positions, the samurai's thrust animation and the Ronin's backward strike animation are instantiated and rendered respectively, generating a precise hit interaction animation.

[0116] By introducing interaction types and their distance constraints, and combining them with the interaction environment, logical interaction and response positions are calculated and adjusted. This allows pre-made or generated animation resources to be accurately placed at appropriate spatial points in the virtual world, ensuring visual alignment between interactive actions and reactions.

[0117] In the optional embodiments of this specification, the discrete action and reaction logic determined in the preceding steps are integrated into a complete audiovisual experience that is highly coordinated in terms of time, space and performance elements through technical means. This determines the expressiveness, smoothness and immersion of the interaction, and is a key link in the final transformation of the interaction design intent into content that can be perceived by the user.

[0118] The interactive animation generation method provided in this specification, in response to an animation generation request, determines the first and second objects to be interacted with, and obtains the first object information of the first object and the second object information of the second object. Based on the first object information, it obtains the target interactive action to be executed. Using the target interactive action of the first object as a basis, it determines the initial response action of the target interactive action based on a response action library, ensuring the interactive logic in the animation. On this basis, it adjusts the initial response action based on the role information of the second object, ensuring that the actions in the response action library can adapt to the specific type of the second object. Based on the target interactive action and the update response action, it generates the interactive animation of the first and second objects. Since the target interactive action is determined first based on the information of the first object, and the initial response action is obtained by matching the target interactive action, and then adjusted based on the initial response action of the role information of the second object to obtain the target interactive action that adapts to both the first object and the update response action that adapts to the second object, only a general response action library needs to be built when constructing resources. This achieves excellent animation performance without the need to create independent interactive animations for each type of object and action combination, reducing development costs.

[0119] The following is in conjunction with the appendix Figure 2 This paper takes the application of the interactive animation generation method provided in this manual in the development scenario of a mecha combat video game as an example to further explain the interactive animation generation method. Specifically, Figure 2 This is a flowchart illustrating the processing steps of an interactive animation generation method for digital cultural and creative software, provided in one embodiment of this specification.

[0120] Step 202: Status detection, interactive prompts, and request generation; The user controls a standard mech (the first object). When the durability of a heavy mech (the second object) falls below a certain threshold and enters an "unbalanced" state, a preset interaction trigger condition is detected. To avoid accidental operations and provide immersion, a highlighted indicator icon is dynamically overlaid on the user's interface, accompanied by a sound effect, indicating that the player can launch a special attack. When the player presses the corresponding button, an interaction animation generation request is formally initiated. Subsequently, both interacting objects are immediately locked, and the information of the first object is extracted, including the first character type (standard type) and the first initial position (world coordinates Pos_A), as well as the information of the second object, including the second initial position (world coordinates Pos_B) and the second object's body type (heavy).

[0121] Step 204: Semantic retrieval and response matching of interactive actions; Based on the first character type (standard type), the target interactive action to be executed is obtained. This action is parsed into a sequence of multiple interactive sub-actions arranged in time, such as "charge," "punch," "hit," and "retract." Each sub-action is defined by a complete set of skeletal position information (skeletal transformation data that drives the mech to make the corresponding posture). Simultaneously, based on posture constraints (e.g., the gauntlet's attack trajectory must spatially match the preset hit area of ​​the enemy mech's torso), the skeletal data of the "punch" sub-action is matched with the skeletal position information of various response sub-actions (such as "slight sway," "moderate backward lean," and "violent stagger") in a pre-built response action library containing multiple hit reactions, selecting the most suitable basic response sub-action, "violent stagger." Similarly, corresponding responses are matched for other interactive sub-actions, and initial response actions are generated by combining them in time sequence.

[0122] Step 206: Motion redirection based on the target skeletal structure; After obtaining the initial response action generated by the matching, the action is redirected according to the body type (heavy) of the second object. Specifically, the skeletal structure data corresponding to the second object's body type (such as the length ratio of each bone and the range of joint rotation) is obtained. Then, this skeletal structure data is used as a constraint to adjust the skeletal pose data for each frame of the initial response action. For example, for the "violent stagger" response action, based on the heavy mech's lower center of gravity, shorter leg bones, and more restricted range of motion in the lumbar joint, the angle of its torso's forward lean is scaled proportionally, the displacement of its backward leg movement is reduced, and the overall rhythm of the action is adjusted to simulate its enormous inertia. Through this process, the initial response action derived from the general skeleton is adapted to a more physically realistic updated response action that fits the second object's own skeleton.

[0123] Step 208: Pre-treatment of potentially destructible areas; Obtain information about the interactive parts of the second object (e.g., the right arm). This part has preset interaction trigger parameters, such as "impact force must be greater than threshold X". Simultaneously, calculate the motion parameters (simulated glove mass, swing speed, attack vector) of the "punch" sub-action within the target's interactive action. If the motion parameters meet the interaction trigger parameters, an independent mesh copy of the "arm" is created in the background to prepare for the physics simulation.

[0124] Step 210: Camera trajectory generation, resource location and loading; Based on the target's interactive actions, update response actions, the positions of both parties, and the surrounding environment, the interaction type is determined to be "melee heavy attack," and a cinematic camera movement trajectory is generated in advance (e.g., following the attacker from behind and cutting to a close-up of the victim at the moment of impact). This trajectory is rehearsed to determine if it is obstructed by the environment (such as buildings or other units). If it is obstructed, it is canceled and a warning is issued; if it is unobstructed, it continues.

[0125] Based on the interaction type and the first object information, the interaction resource package (fist wind effect, impact sound effect, mech power animation) is located in the first interaction database. Simultaneously, based on the second object information and the interaction type, the response resource package (metal dent effect, electric spark, imbalance sound effect, mech impact animation) is located in the second interaction database. Subsequently, these interaction animation resources and response animation resources are loaded asynchronously.

[0126] Step 212: Spatial pose calibration; To ensure the accuracy of the animation contact points, the first initial position Pos_A and the second initial position Pos_B are fine-tuned to determine the final interactive position (the attacker's optimal point of force application) and response position (the stable position of the receiver after being hit) for the animation.

[0127] Step 214: Timeline workflow construction; Based on the target interaction action and the update response action, a precise interaction flow is generated on a main timeline. This flow specifies the resources to be rendered at each interaction moment. Crucially, at the specific interaction moment where a punch is determined to have hit, the flow inserts an instruction: unbind the arm mesh from the torso skeleton in the original mech model and send a signal to the physics engine to assign an initial velocity to the arm mesh replica based on the direction of the punch. Subsequently, the physics engine calculates the position and rotation information of the arm replica in real time for every subsequent moment on the timeline. This dynamic data is fed back in real time and used as part of the interaction flow to guide the rendering of the arm remnant.

[0128] Step 216: Slow motion control and presentation layer interpolation compensation; To achieve a cinematic climax, a rendering frame rate constraint is actively applied at the moment the punch lands. This constraint essentially dynamically reduces the time scale of the rendering layer, for example, setting `Timescale` to 0.3. This means that one second after the logical time (used for damage calculation) has elapsed, one-third of that time (approximately 0.33 seconds of logical time) is used to render the animation segment, thus visually achieving a slow-motion effect. Because the actual "rendering time" is lengthened, fewer frames need to be generated per unit time. However, to maintain extreme smoothness in slow motion, high-density interpolation is performed on each rendering moment on the stretched "rendering timeline," calculating a sequence of update interaction moments far exceeding the actual output frames. This ensures extremely smooth transitions between each frame, compensating for any stuttering that might result from "slow motion." Step 218: Final rendering of composite and destructive state representation.

[0129] The rendering engine is based on the interaction flow, rendering target animation resources at each update interaction moment in the timeline to generate the final animation. For example, at the interaction position, it renders the punching animation and special effects of the attacking mech; at the response position, it renders the hit animation of the enemy mech's body and the special effects of the material spraying from the shoulder break; for the unbound interactive parts of the arm, special rendering is used: the original arm mesh is hidden on the enemy mech model, and a dynamically generated cut effect with broken pipes and sparks is rendered on the shoulder break. At the same time, at the precise position calculated by the physics engine and changing over time, a copy of the flying arm mesh and its rotation trajectory are rendered.

[0130] The above process successfully generated a highly automated and visually impactful complex mecha interaction animation, from determining whether to enter the process, intelligent motion matching, physical simulation to cinematic slow-motion rendering, significantly reducing development costs while improving animation expressiveness.

[0131] Corresponding to the above method embodiments, this specification also provides embodiments of an interactive animation generation apparatus. Figure 3 This is a schematic diagram of the structure of an interactive animation generation device provided in one embodiment of this specification. Figure 3 As shown, the device includes: The first determining module 302 is configured to, in response to an interactive animation generation request, determine the first object and the second object to be interacted with, and obtain the first object information of the first object and the second object information of the second object. The acquisition module 304 is configured to acquire the target interactive action to be executed based on the first object information; The adjustment module 306 is configured to determine the initial response action of the target interaction action based on the response action library, adjust the initial response action based on the second object information, and obtain the updated response action. The generation module 308 is configured to generate interactive animations of the first and second objects based on the target interactive action and the update response action.

[0132] Optionally, in the interactive animation generation device, the target interactive action includes multiple interactive sub-actions arranged in sequence, and the response action library includes multiple response sub-actions; The adjustment module 306 is further configured to match the skeletal position information of each interactive sub-action with the skeletal position information of each response sub-action in the response action library based on posture constraints, and obtain the basic response sub-action corresponding to each interactive sub-action; based on the temporal relationship of each interactive sub-action, the matched basic response sub-actions are combined to generate the initial response action.

[0133] Optionally, in the interactive animation generation device, the second object information includes at least one of object type, object shape, and object model; The adjustment module 306 is further configured to adjust the skeletal position information of each sub-action in the initial response action based on at least one of object type, object shape, and object model, to obtain the updated response action.

[0134] Optionally, in the interactive animation generation device, the first object information includes the first initial position and the first character type of the first object, and the second object information includes the second initial position and the second character type of the second object; The generation module 308 is further configured to load the interactive animation resources of the target interactive action and the response animation resources of the updated response action; In response to an interaction trigger event, the interaction type of the first object and the second object is determined, wherein the interaction type is used to indicate the distance constraint for the interaction between the first object and the second object; based on the first initial position, the first role type, the second initial position, the second role type, combined with the interaction type and the interaction environment of the first object and the second object, the first initial position and the second initial position are updated to obtain the interaction position of the first object and the response position of the second object; interactive animation resources are rendered at the interaction position of the first object and response animation resources are rendered at the response position of the second object to generate the interaction animation between the first object and the second object.

[0135] Optionally, the generation module 308 is further configured to generate an interaction flow based on the interaction timeline according to the first object information and the second object information, as well as the target interaction action and the update response action. The interaction flow is used to indicate the animation resources to be rendered at each interaction moment on the interaction timeline. The animation resources to be rendered are interaction animation resources and / or response animation resources. Based on the interaction flow, the corresponding target animation resources are rendered at each interaction moment on the interaction timeline to generate the interaction animations of the first object and the second object. When the target animation resource is an interaction animation resource, the target animation resource is rendered at the interaction position. When the target animation resource is a response animation resource, the target animation resource is rendered at the response position.

[0136] Optionally, the interactive animation generation device further includes a second determining module, configured to determine each interaction moment of the animation resource to be rendered on the interaction timeline based on the interaction timeline and the rendering frame rate constraint, wherein the rendering frame rate constraint is used to constrain the rendering moment of the animation resource, but does not constrain the logical calculation of the interaction result of the first object and the second object.

[0137] Optionally, the interactive animation generation device further includes a third determining module, configured to interpolate each interaction moment on the interaction timeline to determine the updated interaction moment; The generation module 308 is further configured to render the corresponding target animation resources at each update moment on the interaction timeline based on the interaction flow, and generate the interaction animation of the first object and the second object.

[0138] Optionally, the generation module 308 is further configured to obtain the interaction trigger parameters of each interactive part of the second object; determine whether the action parameters of the target interactive action satisfy the interaction trigger parameters of the target interactive part, wherein the target interactive part is the interactive part that updates the response action indication among the interactive parts; if satisfied, generate the interaction animation of the first object and the second object based on the target interactive action, the update response action and the target interactive part.

[0139] Optionally, the generation module 308 is further configured to determine the interaction type of the first object and the second object, search for at least one type of interaction resource package in the first interaction database based on the first object information and the interaction type, and search for at least one type of response resource package in the second interaction database based on the second object information and the interaction type, wherein the first interaction database and the second interaction database may be the same or different, and the first interaction database and the second interaction database store at least one type of resource package; obtain interactive animation resources based on at least one type of interaction resource package, and obtain response animation resources based on at least one type of response resource package.

[0140] The interactive animation generation device provided in this specification, in response to an animation generation request, determines a first object and a second object to be interacted with, and obtains the first object information of the first object and the second object information of the second object. Based on the first object information, it obtains the target interactive action to be executed. Using the target interactive action of the first object as a basis, it determines the initial response action of the target interactive action based on a response action library, ensuring the interactive logic in the animation. Furthermore, based on the role information of the second object, it adjusts the initial response action to ensure that the actions in the response action library can adapt to the specific type of the second object. Based on the target interactive action and the updated response action, it generates an interactive animation between the first and second objects. This achieves excellent animation expressiveness while eliminating the need to create independent interactive animations for each type of object and action combination, reducing development costs.

[0141] The above is an illustrative scheme of an interactive animation generation device according to this embodiment. It should be noted that the technical solution of this interactive animation generation device and the technical solution of the interactive animation generation method described above belong to the same concept. For details not described in detail in the technical solution of the interactive animation generation device, please refer to the description of the technical solution of the interactive animation generation method described above.

[0142] Figure 4 This is a structural block diagram of a computing device according to one embodiment of this specification. The components of the computing device 400 include, but are not limited to, a memory 410 and a processor 420. The processor 420 is connected to the memory 410 via a bus 430, and a database 450 is used to store data.

[0143] The computing device 400 also includes an access device 440, which enables the computing device 400 to communicate via one or more networks 460. Examples of these networks include Public Switched Telephone Network (PSTN), Local Area Network (LAN), Wide Area Network (WAN), Personal Area Network (PAN), or combinations of communication networks such as the Internet. The access device 440 may include one or more of any type of wired or wireless network interface (e.g., a network interface card (NIC)), such as an IEEE 802.11 Wireless Local Area Network (WLAN) wireless interface, a Wi-MAX (Worldwide Interoperability for Microwave Access) interface, an Ethernet interface, a Universal Serial Bus (USB) interface, a cellular network interface, a Bluetooth interface, or a Near Field Communication (NFC) interface.

[0144] In one embodiment of this specification, the aforementioned components of the computing device 400 and Figure 4 Other components, not shown, can also be connected to each other, for example, via a bus. It should be understood that... Figure 4 The block diagram of the computing device shown is for illustrative purposes only and is not intended to limit the scope of this specification. Those skilled in the art can add or replace other components as needed.

[0145] The computing device 400 can be any type of stationary or mobile computing device, including mobile computers or mobile computing devices (e.g., tablet computers, personal digital assistants, laptop computers, notebook computers, netbooks, etc.), mobile phones (e.g., smartphones), wearable computing devices (e.g., smartwatches, smart glasses, etc.) or other types of mobile devices, or stationary computing devices such as desktop computers or personal computers (PCs). The computing device 400 can also be a mobile or stationary server.

[0146] The processor 420 is configured to execute the following computer-executable instructions, which, when executed by the processor, implement the steps of the above-described interactive animation generation method.

[0147] The above is an illustrative scheme of a computing device according to this embodiment. It should be noted that the technical solution of this computing device and the technical solution of the interactive animation generation method described above belong to the same concept. For details not described in detail in the technical solution of the computing device, please refer to the description of the technical solution of the interactive animation generation method described above.

[0148] An embodiment of this specification also provides a computer-readable storage medium storing computer-executable instructions that, when executed by a processor, implement the steps of the above-described interactive animation generation method.

[0149] The above is an illustrative scheme of a computer-readable storage medium according to this embodiment. It should be noted that the technical solution of this storage medium and the technical solution of the interactive animation generation method described above belong to the same concept. For details not described in detail in the technical solution of the storage medium, please refer to the description of the technical solution of the interactive animation generation method described above.

[0150] An embodiment of this specification also provides a computer program, wherein when the computer program is executed in a computer, it causes the computer to perform the steps of the above-described interactive animation generation method.

[0151] The above is an illustrative example of a computer program according to this embodiment. It should be noted that the technical solution of this computer program and the technical solution of the interactive animation generation method described above belong to the same concept. Details not described in detail in the technical solution of the computer program can be found in the description of the technical solution of the interactive animation generation method described above.

[0152] The foregoing has described specific embodiments of this specification. Other embodiments are within the scope of the appended claims. In some cases, the actions or steps recited in the claims may be performed in a different order than that shown in the embodiments and may still achieve the desired result. Furthermore, the processes depicted in the drawings do not necessarily require the specific or sequential order shown to achieve the desired result. In some embodiments, multitasking and parallel processing are possible or may be advantageous.

[0153] Computer instructions include computer program code, which can be in the form of source code, object code, executable files, or certain intermediate forms. Computer-readable media can include: any entity or device capable of carrying computer program code, recording media, USB flash drives, portable hard drives, magnetic disks, optical disks, computer memory, read-only memory (ROM), random access memory (RAM), electrical carrier signals, telecommunication signals, and software distribution media, etc. It should be noted that the content included in computer-readable media can be appropriately added or removed according to the requirements of patent practice. For example, in some regions, according to patent practice, computer-readable media do not include electrical carrier signals and telecommunication signals.

[0154] It should be noted that, for the sake of simplicity, the foregoing method embodiments are all described as a series of actions. However, those skilled in the art should understand that the embodiments in this specification are not limited to the described order of actions, because according to the embodiments in this specification, some steps can be performed in other orders or simultaneously. Furthermore, those skilled in the art should also understand that the embodiments described in this specification are all preferred embodiments, and the actions and modules involved are not necessarily essential to the embodiments in this specification.

[0155] In the above embodiments, the descriptions of each embodiment have different focuses. For parts not described in detail in a certain embodiment, please refer to the relevant descriptions of other embodiments.

[0156] The preferred embodiments disclosed above are merely illustrative of this specification. The optional embodiments do not exhaustively describe all details, nor do they limit the invention to specific implementations. Clearly, many modifications and variations can be made based on the embodiments described in this specification. These embodiments are selected and specifically described in this specification to better explain the principles and practical applications of the embodiments, thereby enabling those skilled in the art to better understand and utilize this specification. This specification is limited only by the claims and their full scope and equivalents.

Claims

1. An interactive animation generation method, characterized in that, include: In response to the interactive animation generation request, the first object and the second object to be interacted with are determined, and the first object information of the first object and the second object information of the second object are obtained. Based on the first object information, obtain the target interactive action to be executed; The initial response action of the target interaction action is determined based on the response action library, and the initial response action is adjusted based on the second object information to obtain the updated response action; Based on the target interaction action and the update response action, an interaction animation between the first object and the second object is generated.

2. The interactive animation generation method according to claim 1, characterized in that, The target interactive action includes multiple interactive sub-actions arranged in sequence, and the response action library includes multiple response sub-actions; The initial response action for determining the target interaction action based on the response action library includes: Based on posture constraints, the skeletal position information of each interactive sub-action is matched with the skeletal position information of each response sub-action in the response action library to obtain the basic response sub-action corresponding to each interactive sub-action. Based on the temporal relationship of each interactive sub-action, the matched basic response sub-actions are combined to generate the initial response action.

3. The interactive animation generation method according to claim 1, characterized in that, The second object information includes at least one of object type, object shape, and object model; adjusting the initial response action based on the second object information to obtain an updated response action includes: Based on at least one of the object type, the object shape, and the object model, adjust the skeletal position information of each sub-action in the initial response action to obtain the updated response action.

4. The interactive animation generation method according to claim 1, characterized in that, The first object information includes the first initial position and the first role type of the first object; the second object information includes the second initial position and the second role type of the second object. The step of generating the interaction animation between the first object and the second object based on the target interaction action and the update response action includes: Load the interactive animation resources of the target interactive action and the response animation resources of the update response action; In response to an interaction trigger event, the interaction type between the first object and the second object is determined, wherein the interaction type is used to indicate the distance constraint for the interaction between the first object and the second object; Based on the first initial position, the first role type, the second initial position, and the second role type, combined with the interaction type and the interaction environment of the first object and the second object, the first initial position and the second initial position are updated to obtain the interaction position of the first object and the response position of the second object; The interactive animation resource is rendered at the interactive position of the first object, and the responsive animation resource is rendered at the responsive position of the second object, thereby generating an interactive animation between the first object and the second object.

5. The interactive animation generation method according to claim 4, characterized in that, The step of rendering the interactive animation resource at the interactive position of the first object and the responsive animation resource at the responsive position of the second object to generate the interactive animation between the first object and the second object includes: Based on the first object information and the second object information, as well as the target interaction action and the update response action, an interaction flow based on the interaction timeline is generated, wherein the interaction flow is used to indicate the animation resources to be rendered at each interaction moment on the interaction timeline, and the animation resources to be rendered are the interaction animation resources and / or the response animation resources. Based on the interaction process, corresponding target animation resources are rendered at each interaction moment on the interaction timeline to generate interactive animations between the first object and the second object. When the target animation resource is an interactive animation resource, the target animation resource is rendered at the interaction position. When the target animation resource is a response animation resource, the target animation resource is rendered at the response position.

6. The interactive animation generation method according to claim 5, characterized in that, Before generating the interaction animation between the first object and the second object by rendering the corresponding target animation resources at each interaction moment on the interaction timeline based on the interaction flow, the method further includes: Based on the interaction timeline and rendering frame rate constraints, each interaction moment of the animation resource to be rendered on the interaction timeline is determined, wherein the rendering frame rate constraints are used to constrain the rendering moment of the animation resource, but do not constrain the logical calculation of the interaction result between the first object and the second object.

7. The interactive animation generation method according to claim 6, characterized in that, After determining the interaction moments of the animation resource to be rendered on the interaction timeline based on the interaction timeline and rendering frame rate constraints, the process further includes: Interpolate each interaction moment on the interaction timeline to determine the update interaction moment; Accordingly, the step of rendering the corresponding target animation resources at each interaction moment on the interaction timeline based on the interaction flow, and generating the interaction animation between the first object and the second object, includes: Based on the interaction process, the corresponding target animation resources are rendered at each updated interaction moment on the interaction timeline to generate the interaction animation between the first object and the second object.

8. The interactive animation generation method according to claim 1, characterized in that, The second object includes an interactive part; generating the interactive animation between the first object and the second object based on the target interactive action and the update response action includes: Obtain the interaction trigger parameters for each interactive part of the second object; Determine whether the action parameters of the target interactive action satisfy the interaction trigger parameters of the target interactive part, wherein the target interactive part is the interactive part of the update response action indication among the interactive parts; If the conditions are met, then based on the target interactive action, the update response action, and the target interactive part, an interactive animation between the first object and the second object is generated.

9. The interactive animation generation method according to claim 4, characterized in that, The loading of the interactive animation resources for the target interactive action and the response animation resources for the update response action include: The interaction type between the first object and the second object is determined. Based on the information of the first object and the interaction type, at least one type of interaction resource package is searched in the first interaction database. Based on the information of the second object and the interaction type, at least one type of response resource package is searched in the second interaction database. The first interaction database and the second interaction database may be the same or different. At least one type of resource package is stored in the first interaction database and the second interaction database. The interactive animation resource is obtained based on the at least one type of interactive resource package, and the responsive animation resource is obtained based on the at least one type of responsive resource package.

10. An interactive animation generation device, characterized in that, include: The first determining module is configured to, in response to an interactive animation generation request, determine a first object and a second object to be interacted with, and obtain first object information of the first object and second object information of the second object. The acquisition module is configured to acquire the target interactive action to be executed based on the first object information; The adjustment module is configured to determine the initial response action of the target interaction action based on the response action library, and adjust the initial response action based on the second object information to obtain an updated response action; The generation module is configured to generate interactive animations of the first object and the second object based on the target interactive action and the update response action.

11. A computing device, characterized in that, include: Memory and processor; The memory is used to store computer-executable instructions, and the processor is used to execute the computer-executable instructions, which, when executed by the processor, implement the steps of the interactive animation generation method according to any one of claims 1-9.

12. A computer-readable storage medium, characterized in that, It stores computer-executable instructions that, when executed by a processor, implement the steps of the interactive animation generation method according to any one of claims 1-9.

13. A computer program product, characterized in that, Includes a computer program / instructions that, when executed by a processor, implement the steps of the interactive animation generation method according to any one of claims 1-9.