Virtual object action processing method and apparatus, and computer device

CN122582582APending Publication Date: 2026-08-18NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202610931359.3
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2022-12-29
Publication Date
2026-08-18

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Technical Problem

因此,在虚拟角色装备不同武器且需要表现不同射击动作的情况下,相关技术的方案存在资源消耗较大的问题

Benefits of technology

[0011]本申请实施例的有益效果包括:

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Abstract

The application provides a virtual object action processing method and device and computer equipment, and belongs to the technical field of electronic games. The method comprises the following steps: in response to a target virtual object being equipped with a first virtual weapon, determining a first weapon type corresponding to the first virtual weapon; based on the first virtual weapon and the first weapon type, determining a first posture action and a first general animation required for controlling the target virtual object to perform a first game behavior from a preconfigured preset posture action library and a preset general animation library; based on the first posture action and the first general animation, generating a first action animation corresponding to the first game behavior, controlling the target virtual object to perform the first game behavior, and rendering and displaying the first action animation corresponding to the first game behavior. The application can reduce resource consumption when a virtual character is equipped with different weapons and needs to perform different shooting actions.
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Description

[0001] This application is a divisional application of the invention patent application filed on December 29, 2022, with parent application number 2022117176655 and invention title "Virtual Object Action Processing Method, Apparatus and Computer Equipment". Technical Field

[0002] This application relates to the field of video game technology, and more specifically, to a method, apparatus, and computer device for processing virtual object actions. Background Technology

[0003] With the development of computer technology, more and more video games have entered people's lives. For example, third-person shooter (TPS) games generally allow players to control a virtual object in the game to perform various actions, and this virtual object can be equipped with a variety of virtual ranged weapons.

[0004] In related technologies, in currently available TPS games, when a player controls a virtual object to shoot, the virtual object will perform corresponding shooting actions. Generally, in response to the player's shooting command, the virtual object can repeatedly play a fixed shooting animation according to specific parameters such as the currently held weapon, the start shooting time, the reset shooting time, and the shooting interval, to display the shooting actions of the virtual character on the graphical user interface.

[0005] However, due to the wide variety of weapons in TPS games, if different shooting actions are required for virtual characters equipped with different weapons, a separate shooting action needs to be created for each weapon. Therefore, when virtual characters are equipped with different weapons and need to display different shooting actions, the relevant technical solutions suffer from significant resource consumption. Summary of the Invention

[0006] The purpose of this application is to provide a virtual object action processing method, apparatus, and computer device that can reduce resource consumption when virtual characters are equipped with different weapons and need to perform different shooting actions.

[0007] The embodiments of this application are implemented as follows: A first aspect of this application provides a virtual object action processing method, the method comprising: In response to the target virtual object being equipped with a first virtual weapon, the first weapon type corresponding to the first virtual weapon is determined; Based on the first virtual weapon and the first weapon type, a first posture action and a first general animation required to control the target virtual object to perform a first game behavior are determined from a pre-configured preset posture action library and a preset general animation library; wherein, the first posture action is determined by the model of the first virtual weapon, the first general animation is determined by the first weapon type, and the first game behavior includes: aiming behavior, single shooting behavior, and continuous shooting behavior, and the general animations corresponding to multiple different models of virtual weapons of the same type are the same; Based on the first posture and the first general animation, a first action animation corresponding to the first game behavior is generated, the target virtual object is controlled to perform the first game behavior, and the first action animation corresponding to the first game behavior is rendered and displayed; wherein, the first action animation is used to display the action effect of the target virtual object when performing the first game behavior using the first virtual weapon, and the first action animation includes: aiming action animation, single shooting action animation, and continuous shooting action animation. The first game action is a single shooting action; controlling the target virtual object to execute the first game action and rendering and displaying the first action animation corresponding to the first game action includes: controlling the target virtual object to execute the single shooting action; using the single shooting action animation as the first action animation to be displayed; determining a first recoil parameter based on the scattering parameters of the first virtual weapon, and using the shooting pitch angle of the single shooting action animation as a second recoil parameter; superimposing the first recoil parameter and the second recoil parameter onto the first action animation, and displaying the superimposed first action animation.

[0008] A second aspect of this application provides a virtual object action processing device, the virtual object action processing device comprising: The determination module is used to determine the first weapon type corresponding to the first virtual weapon in response to the target virtual object being equipped with the first virtual weapon; The acquisition and determination module is used to determine, based on the first virtual weapon and the first weapon type, the first posture action and the first general animation required to control the target virtual object to perform the first game behavior from a pre-configured preset posture action library and a preset general animation library; wherein, the first posture action is determined by the model of the first virtual weapon, the first general animation is determined by the first weapon type, and the first game behavior includes: aiming behavior, single shooting behavior, and continuous shooting behavior, and the general animations corresponding to multiple different models of virtual weapons of the same type are the same; The generation module is used to generate a first action animation corresponding to the first game behavior based on the first posture action and the first general animation, control the target virtual object to perform the first game behavior, and render and display the first action animation corresponding to the first game behavior; wherein, the first action animation is used to display the action effect of the target virtual object when performing the first game behavior using the first virtual weapon, and the first action animation includes: aiming action animation, single shooting action animation, and continuous shooting action animation. An execution module is used to control the target virtual object to perform the single firing action; to use the single firing action animation as the first action animation to be displayed; to determine the first recoil parameter based on the scattering parameters of the first virtual weapon, and to use the firing pitch angle of the single firing action animation as the second recoil parameter; to superimpose the first recoil parameter and the second recoil parameter onto the first action animation, and to display the superimposed first action animation.

[0009] A third aspect of this application provides a computer device, the computer device including a memory, a processor, and a computer program stored in the memory and executable on the processor, wherein the computer program, when executed by the processor, implements the virtual object action processing method described in the first aspect above.

[0010] A fourth aspect of this application provides a computer-readable storage medium storing a computer program that, when executed by a processor, implements the virtual object action processing method described in the first aspect.

[0011] The beneficial effects of the embodiments of this application include: This application provides a virtual object action processing method, apparatus, and computer device. In response to a target virtual object being equipped with a first virtual weapon, a first weapon type corresponding to the first virtual weapon is determined. Based on the first virtual weapon and the first weapon type, a first posture action and a first general animation required to control the target virtual object to perform a first game behavior are determined from a pre-configured preset posture action library and a preset general animation library.

[0012] Since each primary general animation corresponds to a specific type of virtual weapon, only one primary general animation needs to be designed for the same type of virtual weapon, rather than designing a different primary general animation for each model of virtual weapon. Therefore, when processing the actions of the target virtual object subsequently, it is only necessary to store and call the primary general animation corresponding to each type. This significantly reduces the resources required for processing the actions of the target virtual object.

[0013] Based on the first posture and the first general animation, a first action animation corresponding to the first game behavior is generated.

[0014] Since each first general animation is a general animation corresponding to a type of virtual weapon, while the preset posture action is a single-frame action corresponding to each model of virtual weapon, then each first action animation obtained by adjusting each first general animation according to the first posture action corresponding to the target virtual weapon is the animation corresponding to the model of the target virtual weapon.

[0015] In other words, if the target virtual object is equipped with different first virtual weapons, then the first general animations or first posture actions used to determine the first action animations of the target virtual object will be different. This ensures that the obtained first action animations are different. In this way, by using only the first general animation corresponding to the type of the first virtual weapon and the first posture action corresponding to the model of the first virtual weapon, it is possible to obtain the first action animation corresponding to the model of the first virtual weapon when the virtual character is equipped with the first virtual weapon without having to set different general animations according to the model of the first virtual weapon.

[0016] It is understandable that since each first general animation can be an animation corresponding to the same type of virtual weapon, in this application there is no need to design different general animations for different models of virtual weapons of the same type. Instead, the first action animation of the first virtual weapon can be determined based on the first general animation that is applicable to multiple different models of virtual weapons of the same type.

[0017] In this way, the reuse rate of each first general animation can be improved, and the purpose of obtaining different first action animations when virtual characters are equipped with different models of the same type of first virtual weapon can be achieved by using the first general animation applicable to multiple different models of virtual weapons. This can reduce the resource consumption when virtual characters are equipped with different weapons and need to perform different shooting actions. Attached Figure Description

[0018] To more clearly illustrate the technical solutions of the embodiments of this application, the accompanying drawings used in the embodiments will be briefly introduced below. It should be understood that the following drawings only show some embodiments of this application and should not be regarded as a limitation of the scope. For those skilled in the art, other related drawings can be obtained based on these drawings without creative effort.

[0019] Figure 1 A flowchart illustrating the first virtual object action processing method provided in this application embodiment; Figure 2 A flowchart illustrating the second virtual object action processing method provided in this application embodiment; Figure 3 A flowchart illustrating the third virtual object action processing method provided in this application embodiment; Figure 4 A schematic diagram illustrating a first type of shooting effect provided in an embodiment of this application; Figure 5 A flowchart illustrating the fourth virtual object action processing method provided in this application embodiment; Figure 6 A schematic diagram illustrating a second shooting effect provided in an embodiment of this application; Figure 7 This is a schematic diagram of the structure of a virtual object action processing device provided in an embodiment of this application; Figure 8 A schematic diagram of the structure of another virtual object action processing device provided in an embodiment of this application; Figure 9 This is a schematic diagram of the structure of a computer device provided in an embodiment of this application. Detailed Implementation

[0020] To make the objectives, technical solutions, and advantages of the embodiments of this application clearer, the technical solutions of the embodiments of this application will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of this application, and not all embodiments. The components of the embodiments of this application described and shown in the accompanying drawings can generally be arranged and designed in various different configurations.

[0021] Therefore, the following detailed description of the embodiments of this application provided in the accompanying drawings is not intended to limit the scope of the claimed application, but merely to illustrate selected embodiments of the application. All other embodiments obtained by those skilled in the art based on the embodiments of this application without inventive effort are within the scope of protection of this application.

[0022] It should be noted that similar labels and letters in the following figures indicate similar items. Therefore, once an item is defined in one figure, it does not need to be further defined and explained in subsequent figures.

[0023] In the description of this application, it should be noted that the terms "first," "second," "third," etc., are used only to distinguish descriptions and should not be construed as indicating or implying relative importance.

[0024] In existing TPS games, when a player controls a virtual object to fire, the virtual object performs corresponding firing actions. Generally, responding to player-input firing commands, the virtual object can repeatedly play a fixed firing animation based on parameters such as the currently held weapon, starting firing time, resetting firing time, and firing interval, to display the virtual character's firing actions on the graphical user interface. However, since TPS games have a wide variety of weapons, if different firing actions are required for the virtual character equipped with different weapons, a different firing action needs to be created for each weapon. Therefore, when a virtual character is equipped with different weapons and needs to display different firing actions, the existing solutions suffer from high resource consumption.

[0025] To address this, this application provides a virtual object motion processing method. By responding to the virtual object being equipped with a target virtual weapon, at least one first general animation corresponding to the weapon type of the target virtual weapon is obtained, along with a preset posture action matching the target virtual weapon. Based on each first general animation and the preset posture action, each candidate general animation for the virtual object is determined. In response to a motion control command for the virtual object, a target motion animation for the virtual object is determined based on each candidate general animation and the motion control command, and the target motion animation is executed. This method can reduce resource consumption when a virtual character is equipped with different weapons and needs to perform different shooting actions.

[0026] In one embodiment of this application, the virtual object action processing method can run on a terminal device or a server. The terminal device can be a local terminal device. When the virtual object action processing method runs on a server, the method can be implemented and executed based on a cloud interaction system, which includes a server and client devices.

[0027] In an optional implementation, various cloud applications, such as cloud gaming, can run under the cloud interaction system. Taking cloud gaming as an example, cloud gaming refers to a gaming method based on cloud computing. In the cloud gaming operating mode, the game program and the game screen presentation are separated. The storage and execution of the game display method are completed on the cloud gaming server. The client device is used for data reception, transmission, and game screen presentation. For example, the client device can be a display device with data transmission capabilities located close to the user, such as a mobile terminal, television, computer, or PDA; however, the terminal device for information processing is the cloud gaming server in the cloud. When playing the game, the player operates the client device to send operation commands to the cloud gaming server. The cloud gaming server runs the game according to the operation commands, encodes and compresses the game screen and other data, returns it to the client device via the network, and finally, the client device decodes and outputs the game screen.

[0028] In an alternative implementation, the terminal device can be a local terminal device. Taking a game as an example, the local terminal device stores the game program and is used to display the game screen. The local terminal device is used to interact with the player through a graphical user interface, that is, conventionally downloading, installing, and running the game program via an electronic device. The local terminal device can provide the graphical user interface to the player in various ways, such as rendering it on the terminal's display screen, or providing it to the player through holographic projection. For example, the local terminal device can include a display screen for displaying the graphical user interface, which includes game screens, and a processor for running the game, generating the graphical user interface, and controlling the display of the graphical user interface on the display screen.

[0029] In one possible implementation, this invention provides a virtual object action processing method that provides a graphical user interface through a terminal device. The terminal device can be either the aforementioned local terminal device or a client device in the aforementioned cloud interaction system.

[0030] This application uses a virtual object action processing method applied in terminal games as an example for illustration. However, it does not imply that this application's embodiments can only be applied to virtual object action processing in terminal games.

[0031] The virtual object action processing method provided in the embodiments of this application will be explained in detail below.

[0032] Figure 1 A flowchart illustrating a virtual object action processing method provided in this application is shown. This method can be applied to a computer device, which may be the aforementioned terminal device or server. See also... Figure 1This application provides a virtual object action processing method, including: Step 1001: In response to the target virtual object being equipped with a first virtual weapon, determine the first weapon type corresponding to the first virtual weapon.

[0033] Optionally, the target virtual object may refer to the virtual scene or the target virtual object manipulated by the player in the video game.

[0034] The first virtual weapon could be any virtual long-range weapon from a video game, such as a virtual firearm.

[0035] The first weapon type corresponding to the first virtual weapon may include: rifle, submachine gun, light machine gun, shotgun, sniper rifle, pistol, etc.

[0036] If the first virtual weapon is a virtual firearm, then the model of the first virtual weapon may include various models such as "AK47", "SCAR", "M16A4", "M1911", etc. This application embodiment does not limit this.

[0037] Furthermore, the aforementioned "AK47," "SCAR," and "M16A4" firearms are all virtual weapons of the rifle type. The "M1911" firearm is a virtual weapon of the pistol type.

[0038] It is worth noting that when the target virtual object is equipped with the target virtual weapon, the weapon type of the user's currently equipped first virtual weapon can be determined, which facilitates the execution of subsequent operations.

[0039] Step 1002: Based on the first virtual weapon and the first weapon type, determine the first posture action and the first general animation required to control the target virtual object to perform the first game behavior from the pre-configured preset posture action library and preset general animation library.

[0040] Optionally, the preset pose and motion library and the preset general animation library can be set up in advance by relevant technical personnel.

[0041] This preset pose library can store poses for various types of virtual weapons. Each pose is a single-frame action. Different types of virtual weapons have different poses.

[0042] This preset universal animation library can store universal animations corresponding to various types of virtual weapons. Different types of virtual weapons have different universal animations.

[0043] Optionally, the first game action can refer to various game actions that the virtual character may trigger or perform when equipped with virtual weapons. The first game action includes at least one of the following: aiming action, single shooting action, and continuous shooting action.

[0044] Generally, when the target virtual object performs the first game action, a corresponding effect will be triggered in the game.

[0045] For example, if the first game action is a single shot, then when the target virtual object performs this single shot, the game will trigger an effect where the target virtual object is equipped with the first virtual weapon and fires a bullet. As another example, if the first game action is continuous shooting, then when the target virtual object performs this continuous shooting action, the game will trigger an effect where the target virtual object is equipped with the first virtual weapon and fires multiple bullets in succession. Furthermore, if the first game action is aiming, then when the target virtual object performs this aiming action, the game will trigger an effect where the target virtual object is equipped with the first virtual weapon and enters an aiming state.

[0046] The first posture action is determined by the first virtual weapon, and the first posture action is the posture action corresponding to the model of the first virtual weapon stored in the preset posture action library.

[0047] Optionally, the first pose action can refer to a single-frame action designed by relevant technicians for a specific model of the target virtual weapon, i.e., a single-frame pose. Generally, the first pose action can be a static frame action of the target virtual object aiming but not firing when equipped with the first virtual weapon.

[0048] In addition, relevant technicians can pre-design a posture action for each type of virtual weapon in the video game and store it in a preset posture action library. This first posture action can be used for the gripping action of the first virtual weapon when the target virtual object is equipped with the first virtual weapon, as well as the standing action of the target virtual object's whole body.

[0049] The first general animation is determined by the first weapon type, and the first general animation is the general animation corresponding to the type of the first virtual weapon stored in the preset general animation library.

[0050] Optionally, each first general animation can be an animation pre-designed by relevant technicians for each type. Each first general animation can include an action sequence, which may include multiple frames of the same or different actions. Specifically, each first general animation corresponding to any type can be an animation designed by selecting a model of firearm from any type as the virtual weapon equipped by the target virtual object.

[0051] Each of the first general animations may include: aiming behavior animation, single shooting behavior animation, and continuous shooting behavior animation.

[0052] Specifically, the aiming action animation can refer to the animation played when the virtual target object aims but does not fire when equipped with a virtual weapon. The single firing action animation can refer to the animation played when the virtual target object fires a single shot or a single-shot when equipped with a virtual weapon. The continuous firing action animation can refer to the animation played when the virtual target object fires multiple shots or fires continuously when equipped with a virtual weapon.

[0053] It is worth noting that since each primary general animation is a general animation corresponding to a specific type of virtual weapon, only one primary general animation needs to be designed for the same type of virtual weapon, rather than designing a different primary general animation for each model of virtual weapon. Therefore, when performing motion processing on the target virtual object subsequently, it is only necessary to store and call the primary general animation corresponding to each type. This significantly reduces the resources required for motion processing of the target virtual object.

[0054] Step 1003: Based on the first posture and the first general animation, generate a first action animation corresponding to the first game behavior.

[0055] Optionally, each first action animation may refer to some animations that the target virtual object may need to display when performing corresponding game behaviors when the target virtual object is equipped with the first virtual weapon.

[0056] The first motion animation is specifically used to demonstrate the action effects of the target virtual object when performing the first game action using the first virtual weapon.

[0057] Each first action animation includes aiming action animation, single shooting action animation, and / or continuous shooting action animation.

[0058] Generally, when the target virtual object performs the aiming behavior, that is, when the aiming behavior animation needs to be displayed, the target virtual object will hold the first virtual weapon and enter the aiming state, and at the same time will perform corresponding idle actions, such as breathing while aiming.

[0059] When the target virtual object performs a single firing action, i.e., when an animation of this single firing action needs to be displayed, the target virtual object will use the first virtual weapon to perform a firing action once. When the target virtual object performs a continuous firing action, i.e., when an animation of this continuous firing action needs to be displayed, the target virtual object will use the first virtual weapon to perform multiple continuous firing actions.

[0060] It is worth noting that each first motion animation can be a set of dynamic movements obtained by adjusting each first general animation based on the first pose. Each first motion animation can be in the form of an animation or a sequence of actions, or any other possible form, which is not limited in this embodiment.

[0061] It is worth noting that since each first general animation is a general animation corresponding to a type of virtual weapon, while the preset posture action is a single-frame action corresponding to each model of virtual weapon, then each first action animation obtained by adjusting each first general animation according to the first posture action corresponding to the target virtual weapon is the animation corresponding to the model of the target virtual weapon.

[0062] In other words, if the target virtual object is equipped with different first virtual weapons, then the first general animations or first posture actions used to determine the first action animations of the target virtual object will be different. This ensures that the obtained first action animations are different. In this way, by using only the first general animation corresponding to the type of the first virtual weapon and the first posture action corresponding to the model of the first virtual weapon, it is possible to obtain the first action animation corresponding to the model of the first virtual weapon when the virtual character is equipped with the first virtual weapon without having to set different general animations according to the model of the first virtual weapon.

[0063] Furthermore, since the "first game action" can refer to various game actions that the virtual character might trigger or perform when equipped with a virtual weapon, then each "first general animation" also includes various animations that the virtual character might need to display when equipped with the target virtual weapon.

[0064] Since the solution proposed in this application does not require setting different universal animations for different types of virtual weapons, but instead sets a first universal animation that is applicable to multiple different types of virtual weapons based on the type of virtual weapon, each first action animation can be generated or produced with fewer resources.

[0065] In this embodiment, in response to a target virtual object being equipped with a first virtual weapon, a first weapon type corresponding to the first virtual weapon is determined. Based on the first virtual weapon and the first weapon type, a first posture action and a first general animation required to control the target virtual object to perform a first game behavior are determined from a pre-configured preset posture action library and a preset general animation library.

[0066] Since each primary general animation corresponds to a specific type of virtual weapon, only one primary general animation needs to be designed for the same type of virtual weapon, rather than designing a different primary general animation for each model of virtual weapon. Therefore, when processing the actions of the target virtual object subsequently, it is only necessary to store and call the primary general animation corresponding to each type. This significantly reduces the resources required for processing the actions of the target virtual object.

[0067] Based on the first posture and the first general animation, a first action animation corresponding to the first game behavior is generated.

[0068] Since each first general animation is a general animation corresponding to a type of virtual weapon, while the preset posture action is a single-frame action corresponding to each model of virtual weapon, then each first action animation obtained by adjusting each first general animation according to the first posture action corresponding to the target virtual weapon is the animation corresponding to the model of the target virtual weapon.

[0069] In other words, if the target virtual object is equipped with different first virtual weapons, then the first general animations or first posture actions used to determine the first action animations of the target virtual object will be different. This ensures that the obtained first action animations are different. In this way, by using only the first general animation corresponding to the type of the first virtual weapon and the first posture action corresponding to the model of the first virtual weapon, it is possible to obtain the first action animation corresponding to the model of the first virtual weapon when the virtual character is equipped with the first virtual weapon without having to set different general animations according to the model of the first virtual weapon.

[0070] It is understandable that since each first general animation can be an animation corresponding to the same type of virtual weapon, in this application there is no need to design different general animations for different models of virtual weapons of the same type. Instead, the first action animation of the first virtual weapon can be determined based on the first general animation that is applicable to multiple different models of virtual weapons of the same type.

[0071] In this way, the reuse rate of each first general animation can be improved, and the purpose of obtaining different first action animations when virtual characters are equipped with different models of the same type of first virtual weapon can be achieved by using the first general animation applicable to multiple different models of virtual weapons. This can reduce the resource consumption when virtual characters are equipped with different weapons and need to perform different shooting actions.

[0072] One possible approach, see Figure 2 The method also includes: Step 1004: Receive the action control command for the target virtual object, and determine the target game behavior corresponding to the action control command and the target virtual weapon equipped by the target virtual object.

[0073] Optionally, the action control command can be a command input by the user through a corresponding input device to control the target game behavior performed by the target virtual object.

[0074] For example, the action control command may include shooting command, aiming command, aiming direction adjustment command, etc. If the action control command is the shooting command, the target game behavior may be a single shooting behavior or a continuous shooting behavior. If the action control command is the aiming command, the target game behavior may be an aiming behavior. This application embodiment does not limit this.

[0075] The target game behavior is one of the first game behaviors.

[0076] The target virtual weapon is the virtual weapon equipped by the target virtual object in response to the action control command.

[0077] It is worth noting that since this motion control command is used to control the target virtual object to perform the target game behavior, the target game behavior that the target virtual object needs to perform can be accurately determined based on this motion control command. Thus, in subsequent operations, the motion animation that the target virtual object needs to display when performing the target game behavior can be accurately determined based on the target game behavior indicated by the motion control command and the target virtual weapon currently equipped by the target virtual object.

[0078] Step 1005: In response to the target virtual weapon being the first virtual weapon and the target game behavior being the first game behavior, control the target virtual object to execute the first game behavior, and render and display the first action animation corresponding to the first game behavior.

[0079] Optionally, in response to the target virtual weapon being the first virtual weapon and the target game behavior being the first game behavior, it is necessary to determine the first action animation that the target virtual object needs to display when equipped with the first virtual weapon and performing the first game behavior. This ensures that the action animation displayed by the target virtual object matches the action control command and the currently equipped virtual weapon.

[0080] The first animation corresponds to the target game behavior. For example, if the target game behavior is a single shooting action within the first game behavior, then the corresponding first animation is the single shooting action animation. If the target game behavior is continuous shooting action, then the corresponding first animation is the continuous shooting action animation. If the target game behavior is aiming action, then the corresponding first animation is the aiming action animation.

[0081] Furthermore, the final rendered animation corresponding to the first game action is determined based on the first virtual weapon currently equipped by the target virtual object.

[0082] When rendering and displaying the first motion animation, the target virtual object can be controlled to adjust its posture, pose, action, orientation and other attributes according to the first motion animation. In this way, the purpose of responding to the motion control command and displaying the corresponding animation can be achieved.

[0083] It's worth noting that since the first game action is determined based on the action control command, and the final rendered and displayed first action animation corresponding to that first game action is determined based on both the first game action and the first virtual weapon, when the target virtual object is equipped with the first virtual weapon, the action control command can accurately determine which specific game action within the first game action the target virtual object needs to execute. This ensures that the target virtual object can accurately execute the target game action corresponding to the action control command, while simultaneously displaying the target action animation corresponding to that action. This ensures a high degree of matching between the execution of the first game action and the display of its corresponding first action animation, avoiding any issues of synchronization or mismatch between the executed first game action and the displayed action animation.

[0084] It is worth noting that since each first action animation corresponds to the model of the first virtual weapon, the first action animation ultimately displayed based on the first game behavior also corresponds to the model of the target virtual weapon. In other words, even if the user inputs the same action control command, different action animations will be rendered and displayed if the target virtual object is equipped with different models of the target virtual weapon.

[0085] In this way, it can be ensured that when the target virtual object is equipped with different types of virtual weapons, the target virtual object can execute different target action animations according to the action control command.

[0086] In one possible implementation, see [link to relevant documentation]. Figure 3 Based on the first posture and the first general animation, a first action animation corresponding to the first game behavior is generated, including: Step 1006: Determine the dynamic pose information between each first general animation and the first pose action.

[0087] Optionally, the dynamic posture information can be used to characterize the differences between each first general animation and the first posture action. Specifically, the dynamic posture information may further include parameters for adjusting each first general animation to correspond to the model of the first virtual weapon.

[0088] It is worth noting that since the first posture action is a single-frame action corresponding to the model of the first virtual weapon, while each first general animation can include multiple frames of different actions, and each first general animation corresponds to the type of the first virtual weapon, it is necessary to determine the difference information between the first posture action and each first general animation. In this way, the parts of each frame of the first general animation that are different from the first posture action can be determined.

[0089] Step 1007: Determine each first action animation based on each dynamic posture information and the first posture action.

[0090] By determining the dynamic posture information between the first posture action corresponding to the model of the first virtual weapon and each first general animation corresponding to the type of the first virtual weapon, the first posture action can be adjusted according to each dynamic posture information to obtain each first action animation applicable to the model of the first virtual weapon. For example, the first posture action can be adjusted using one dynamic posture information to obtain one first action animation. That is, if there are 10 dynamic posture information, the first posture action can be adjusted using one of these 10 dynamic posture information to obtain 10 first action animations.

[0091] In this way, it is possible to achieve the goal of obtaining different first action animations when a virtual character is equipped with different virtual weapons by using different models of the same type of first general animation.

[0092] In one possible implementation, determining the dynamic pose information between each first general animation and the first pose action includes: Each frame of the action in each first general animation is compared with the first pose action to obtain the action pose of each first general animation.

[0093] Optionally, each frame of action in each first general animation may refer to the action included in each frame of animation obtained by decomposing each first general animation frame by frame.

[0094] Optionally, the motion pose is a portion of the animation that differs from the first pose motion in each frame of the first general animation. In other words, the motion pose can be a dynamic motion that differs from the first pose motion in each frame of the first general animation.

[0095] For example, since each first general animation may include multiple frames of action, each frame of action in each first general animation can be compared with the first pose action to obtain the action pose between each frame of action in each first general animation and the first pose action.

[0096] In this way, the parts of each frame of the first general animation that are different from the first pose can be accurately determined, and thus the parts of the first general animation that are different from the first pose can be determined.

[0097] Each action posture is used as the dynamic posture information.

[0098] In this way, dynamic pose information can be obtained to characterize the differences between each first general animation and the first pose action.

[0099] One possible approach is to set any first general animation as B, set the preset pose as A, and then determine the pose of each first general animation by calling the corresponding comparison algorithm and using the BA method.

[0100] In one possible implementation, determining each first action animation based on each dynamic pose information and the first pose action includes: Each dynamic posture information is superimposed on the first posture action to obtain each initial action animation.

[0101] Optionally, each initial motion animation can refer to the dynamic motion animation obtained by superimposing each dynamic pose information onto the first pose motion.

[0102] It is worth noting that since the first posture action is a single-frame action corresponding to the model of the first virtual weapon, the initial motion animations obtained by superimposing the dynamic posture information onto the first posture action are also dynamic motion animations corresponding to the model of the first virtual weapon.

[0103] The preset control parameters are obtained based on the model of the first virtual weapon, and the initial motion animations are adjusted based on the preset control parameters.

[0104] Optionally, the preset control parameters include at least one of the following: playback rate variable, start time variable, animation reset time variable, and animation amplitude variable.

[0105] These preset control parameters can be set by relevant technicians based on the actual performance of different virtual weapon models. In other words, the preset control parameters are different for different virtual weapon models.

[0106] For example, the preset control parameters can be floating-point type variables. Specifically, the playback rate variable can be used to control the playback rate of each initial motion animation, the start time variable can be used to control the start time of each initial motion animation, the animation reset time variable can be used to control the reset time of each initial motion animation, and the animation amplitude variable can be used to control the maximum motion amplitude during playback of each initial motion animation. This application embodiment does not limit this.

[0107] Each adjusted initial motion animation is used as the first motion animation.

[0108] By adjusting the initial motion animations through these preset control parameters, the candidate general animations corresponding to different types of virtual weapons can be made different, thus achieving the goal of obtaining different first motion animations when a virtual character is equipped with different virtual weapons.

[0109] One possible approach is to receive a motion control command for the target virtual object, determine the target game behavior corresponding to the motion control command and the target virtual weapon equipped by the target virtual object, including: Determine the model of the target virtual weapon and whether the model of the target virtual weapon is the same as that of the first virtual weapon.

[0110] If so, then it is determined that the target virtual object is currently equipped with the first virtual weapon.

[0111] The action control instruction is parsed, and the game behavior that is the same as the game behavior indicated by the action control instruction in the first game behavior is taken as the target game behavior.

[0112] In this way, it is possible to accurately determine whether the target virtual weapon equipped by the target virtual object is the first virtual weapon when the action control command is received, and it is possible to accurately determine the target game behavior indicated by the action control command.

[0113] If the action control instruction is used to control the target virtual object to perform a shooting action, then the first game behavior is a single shooting behavior. In one possible implementation, controlling the target virtual object to perform the first game behavior and rendering and displaying the first action animation corresponding to the first game behavior includes: Control the target virtual object to perform this single shooting action.

[0114] The animation of this single shooting action is used as the first animation to be displayed.

[0115] In this way, the animation of the single shooting action can be displayed at the same time as the shooting action is performed, ensuring that the game behavior performed by the target virtual object and the displayed animation are matched and synchronized.

[0116] The first recoil parameter is determined based on the scattering parameters of the first virtual weapon, and the shooting pitch angle of the single shooting action animation is used as the second recoil parameter.

[0117] Optionally, the scattering dispersion parameter can be a scattering dispersion attribute set by relevant technicians according to the model of the first virtual weapon during firing. The scattering dispersion parameter can be determined based on the scattering dispersion of the first virtual weapon in the real world, or it can be set randomly; this embodiment of the application does not limit this.

[0118] Optionally, the first recoil parameter may refer to the horizontal recoil parameter of the target virtual object when it fires a single shot equipped with the first virtual weapon. Specifically, the first recoil parameter may indicate the amplitude and angle of the horizontal swing of the direction pointed by the first virtual weapon and / or the orientation of the target virtual object during a single shot.

[0119] The second recoil parameter can refer to the vertical recoil parameter of the target virtual object when it fires a single shot with the first virtual weapon. Specifically, the second recoil parameter can indicate the magnitude and direction of the change in the vertical direction of the direction pointed by the first virtual weapon during a single shot.

[0120] Optionally, the firing backward angle may refer to the angle at which the virtual target object holds the first virtual weapon or the direction in which the first virtual weapon is pointing backward when the virtual target object is equipped with the first virtual weapon and fires a single shot.

[0121] The first recoil parameter and the second recoil parameter are superimposed on the first motion animation, and the superimposed first motion animation is displayed.

[0122] It is worth noting that when the target virtual object performs the superimposed first motion animation, the target virtual object can swing in the horizontal and / or vertical directions according to the first recoil parameter and the second recoil parameter. In this way, when the target virtual object displays the target motion animation, the recoil effect produced by the target virtual weapon after firing in the real world can be simulated.

[0123] To better illustrate the target virtual object action processing method provided in the embodiments of this application, Figure 4 This is a schematic diagram illustrating a shooting effect provided in an embodiment of this application. Exemplarily, Figure 4 Image (a) shows a graphical user interface A, which includes a virtual target object X, a virtual target weapon W, and a virtual target B. It can be seen that the virtual target object X is holding the virtual target weapon W and aiming at the virtual target B, but the user has not yet input the shooting command, and the virtual target object X has not yet executed the shooting action. Furthermore, the direction in which the virtual target object X holds the virtual target weapon W is parallel to the ground.

[0124] Suppose a user inputs a single-shot firing command, then the virtual target object X will execute a firing action towards the virtual target B via the virtual weapon W. At this time, the graphical user interface A will change to obtain the following... Figure 4 The graphical user interface B shown in (b) is shown in the image.

[0125] See Figure 4 In (b), the graphical user interface B includes a virtual target object X, a virtual target weapon W, a virtual target B, and a firing port K1. It can be seen that the direction in which the virtual target object X holds the virtual target weapon W has changed; at this point, the direction in which the virtual target object X holds the virtual target weapon W has tilted backward and is no longer parallel to the ground. Furthermore, a firing port K1 appears on the virtual target B. Therefore, the screen displayed by the graphical user interface B is the screen after the virtual target object X has completed one firing action while holding the virtual target weapon W.

[0126] If the action control command is used to control the target virtual object to perform multiple shooting actions, then the first game behavior is a continuous shooting behavior. In one possible implementation, see [link to relevant documentation]. Figure 5 Control the target virtual object to execute the first game action, and render and display the first action animation corresponding to the first game action, including: Step 1008: Control the target virtual object to perform the continuous shooting behavior.

[0127] Step 1009: Use the continuous shooting action animation as the first action animation to be displayed.

[0128] In this way, the continuous shooting action can be displayed simultaneously with the execution of the continuous shooting action, ensuring that the game behavior performed by the target virtual object and the displayed action animation are matched and synchronized.

[0129] Step 1010: Determine the third recoil parameter based on the scattering parameters of the first virtual weapon, and determine the fourth recoil parameter based on the shooting pitch angle and the number of times the shooting action has been executed in the single shooting action animation.

[0130] Optionally, the third recoil parameter may refer to the horizontal recoil parameter of the target virtual object when it is equipped with the first virtual weapon and fires continuously. Specifically, the third recoil parameter may indicate the amplitude and angle of the horizontal swing of the direction pointed by the first virtual weapon and / or the orientation of the target virtual object during continuous firing.

[0131] The fourth recoil parameter can refer to the vertical recoil parameter of the target virtual object when it is equipped with the first virtual weapon and fires continuously. Specifically, the fourth recoil parameter can indicate the magnitude and direction of the change in the vertical direction of the direction pointed by the first virtual weapon during continuous firing.

[0132] Step 1011: Superimpose the third recoil parameter and the fourth recoil parameter onto the first motion animation, and display the superimposed first motion animation.

[0133] It is worth noting that when the target virtual object executes the superimposed continuous shooting animation, the target virtual object can swing in the horizontal and / or vertical directions according to the third recoil parameter and the fourth recoil parameter. In this way, when the target virtual object displays the target action animation, the recoil effect produced by the first virtual weapon after firing in the real world can be simulated.

[0134] To better illustrate the target virtual object action processing method provided in the embodiments of this application, Figure 6 This is another schematic diagram of shooting effect provided in the embodiment of this application.

[0135] Assuming the user inputs a single-fire command followed by a continuous-fire command, the result would be as follows: Figure 6 The graphical user interface C shown is further divided into a virtual target object X, a virtual weapon W, a virtual target B, firing ports K1, K2, and K3. It can be seen that, compared to... Figure 4In (b), the direction in which the virtual target X holds the virtual target weapon W changes further, with the virtual target X tilting backward at a greater angle. Furthermore, new firing ports K2 and K3 appear on the virtual target B. Therefore, the screen displayed in the graphical user interface C shows the scene after the virtual target X has completed its continuous firing action while holding the virtual target weapon W.

[0136] Understandably, when the target virtual object responds to the shooting command, it can play or execute target motion animations that can simulate the recoil effect in the real world.

[0137] In one possible implementation, the fourth recoil parameter is determined based on the shooting pitch angle and the number of times the shooting action has been executed in the animation of the single shooting action, including: Determine the product of the firing pitch angle and the number of times the firing action has been performed.

[0138] Optionally, the number of times the shooting action has been executed can refer to the number of times the target virtual object has completed the shooting action through the target virtual weapon in response to the shooting command. For example, if the target virtual weapon is a virtual firearm, then the number of times the shooting action has been executed can be incremented by 1 for each bullet fired by the target virtual weapon.

[0139] When the firing command is first initiated, the firing action has been executed 0 times.

[0140] In addition, this product can represent the cumulative angle of backward tilt required during continuous firing.

[0141] Compare the product with a preset recoil angle threshold. If the product is greater than or equal to the preset recoil angle threshold, then use the preset recoil angle threshold as the fourth recoil parameter.

[0142] Optionally, the preset tilt angle threshold can be the maximum tilt angle that the target virtual object can tilt back, set by relevant technical personnel. This application embodiment does not limit this.

[0143] It is worth noting that if the product is greater than or equal to the preset backward tilt angle threshold, it indicates that there are many consecutive shots, the target virtual object needs to tilt back at a large angle, which may cause abnormal deformation of the target virtual object.

[0144] If the product is less than the preset recoil angle threshold, then the product is used as the fourth recoil parameter.

[0145] It's worth noting that regardless of the number of firing actions or the magnitude of recoil, the backward tilt angle of the virtual target will never exceed the preset backward tilt angle threshold. This avoids the problem of excessive backward tilting due to numerous consecutive shots, which could cause abnormal deformation of the virtual target's posture. This improves the effectiveness of the virtual target's motion processing.

[0146] One possible approach, after determining the product of the firing pitch angle and the number of firing actions performed, further includes: Determine the duration of the input firing command. If the duration of the firing command is greater than or equal to the preset duration, then use the preset recoil angle threshold as the fourth recoil parameter.

[0147] Optionally, the duration of inputting the shooting command can refer to the duration for which the target virtual object needs to continuously perform shooting actions.

[0148] Optionally, the preset duration can be any value greater than 0 set by relevant technical personnel.

[0149] It is worth noting that if the duration of the firing command is greater than or equal to the preset duration, it indicates that there are many consecutive shots, and the target virtual object needs to tilt back at a large angle, which may cause abnormal deformation of the target virtual object. When the duration of the firing command is greater than or equal to the preset duration, using the preset tilt angle threshold as the fourth recoil parameter can avoid the problem of abnormal deformation of the target virtual object's posture, and can also improve the flexibility of determining the fourth recoil parameter.

[0150] In one possible implementation, if the action control command is specifically a shooting command, the number of times the action control command controls the target virtual object to perform the shooting action can be determined in the following way: The number of firing actions indicated by the firing command can be determined based on the input interval between two consecutive inputs of the firing command by the user and the firing interval of the first virtual weapon.

[0151] The firing interval can be the duration from the moment when the first virtual weapon completes any firing to the moment when the first virtual weapon begins the next firing.

[0152] For example, if the input interval is greater than the firing interval, it can be confirmed that the firing command indicates a single firing action. If the input interval is less than or equal to the firing interval, it can be confirmed that the firing command indicates multiple firing actions.

[0153] If the firing command indicates a single firing action, the firing behavior is a single firing action, and the action control command is used to control the target virtual object to perform a single firing action. If the firing command indicates multiple firing actions, the firing behavior is a continuous firing action, and the action control command is used to control the target virtual object to perform multiple consecutive firing actions.

[0154] It's worth noting that if the shooting action is a single shot, then the target action animation corresponding to that single shot needs to be displayed; if the shooting action is multiple shots, then the target action animation corresponding to that continuous shooting animation needs to be played. In this way, the target virtual object can be controlled to perform different actions or play different animations based on the different shooting commands input by the user.

[0155] One possible approach is to select the various levels of the spine skeleton of the target virtual object as the aiming skeleton based on the Aim Ik method when superimposing the first recoil parameter and the third recoil parameter, and obtain the position pointed to by the target virtual weapon as the aiming reference point.

[0156] Take a position on the extension line of the virtual crosshair on the graphical user interface as the target position, and make the position pointed to by the virtual weapon continuously aligned with the virtual crosshair.

[0157] Then, the first recoil parameter and the third recoil parameter are applied to the aiming skeleton via Aim Ik, causing the aiming skeleton to rotate, thereby changing the position and / or direction of the target virtual weapon.

[0158] In one possible implementation, rendering and displaying the first action animation corresponding to the first game action further includes: Based on the rotation speed and direction of the target virtual object, determine the offset animation corresponding to that rotation direction.

[0159] Optionally, the rotation speed of the target virtual object can be determined based on the speed of the aiming direction adjustment command input by the user, and the rotation direction of the target virtual object can be determined based on the direction of the aiming direction adjustment command input by the user.

[0160] Optionally, the offset animation may refer to a posture animation designed based on the aforementioned preset posture action, used to indicate that the preset posture action is rotated and offset by a certain angle in four directions: up, down, left, and right.

[0161] Specifically, the offset animation can indicate the tilt angle or rotation angle at which the target virtual object holds the target virtual weapon. Furthermore, the offset animation has a length of 1 frame.

[0162] For example, when the user inputs the above-mentioned action control command, the virtual pointer or virtual cursor of the input device moves in the two-dimensional coordinate system on the screen, and a corresponding two-dimensional blend space (Blend Space 2D) can be established. The horizontal axis of the two-dimensional blend space responds to the horizontal input speed of the input device, and the vertical axis of the two-dimensional blend space responds to the vertical movement speed of the input device. The value range of the horizontal and vertical coordinates of the two-dimensional blend space is (-1, 1).

[0163] When the coordinates of the two-dimensional blending space are (0, 0), it corresponds to the preset pose and action. When the coordinates of the two-dimensional blending space are (0, 1), (0, -1), (-1, 0), or (1, 0), they correspond to different offset animations.

[0164] The target motion animation is adjusted based on the offset animation and the rotation speed to obtain and display the adjusted target motion animation.

[0165] In this way, the actions performed by the virtual target object and / or the target motion animation played by the virtual target object can be adjusted according to the aiming direction adjustment command input by the user. This accurately simulates the tilting or rotating effect that occurs when holding a weapon in a real scene and rapidly rotating or adjusting its direction. This improves the realism of the target motion animation performed by the virtual target object, thereby enhancing the effect of the virtual target object's motion processing.

[0166] In one possible implementation, the first motion animation is adjusted based on the offset animation and the rotation speed to obtain and display the adjusted first motion animation, including: The weight value of the first motion animation is determined and adjusted based on the rotation speed.

[0167] Optionally, the weight value is used to indicate the extent of adjustment to the first motion animation.

[0168] It is worth noting that this weight value can also be used to indicate whether the new first motion animation is more biased towards the original first motion animation or more biased towards the offset animation. Generally, the larger the weight value, the more the new first motion animation is biased towards the offset animation. This application does not limit this aspect.

[0169] Based on the weight value, the first motion animation and the offset animation are blended to obtain a new first motion animation.

[0170] Optionally, the blending operation can be to merge the first motion animation and the offset animation, and select the merged animation according to the weight value.

[0171] Showcase the new first motion animation.

[0172] In this way, the new first motion animation can be accurately identified and displayed to better simulate the tilting or rotating effect that occurs when holding a weapon in a real-world scenario, involving rapid rotation or adjustment of direction.

[0173] In one possible implementation, the motion control command includes an aiming command corresponding to the aforementioned aiming animation; therefore, the first game action is the aiming action. Controlling the target virtual object to execute this first game action and rendering and displaying the first motion animation corresponding to this first game action includes: Control the target virtual object to perform this aiming behavior.

[0174] In this way, the target virtual object can accurately aim when equipped with the first virtual weapon and responding to the aiming command.

[0175] The aiming action animation corresponding to the aiming action is used as the first action animation, and the first action animation is displayed.

[0176] This allows for the accurate display of the aiming animation of the target virtual object, ensuring a match with the game behavior currently being performed by the target virtual object.

[0177] In one possible implementation, the rendering and display of the first action animation corresponding to the first game action also includes: Determine the overlap length between the range field of the first virtual weapon and the capsule bodies of each virtual object in the virtual scene.

[0178] Optionally, the range field of the first virtual weapon can be the sensor of the target virtual weapon set by relevant technicians.

[0179] The range field of the target virtual weapon is used to determine whether the first virtual weapon overlaps or collides with the capsules of each virtual object.

[0180] The overlap length can refer to the maximum diameter of the area where the range field of the first virtual weapon overlaps with the capsule of any virtual object, or it can refer to the distance that the range field of the first virtual weapon enters the capsule of any virtual object.

[0181] If the overlap length is less than the preset distance, then the adjustment posture action corresponding to the first virtual weapon is obtained.

[0182] Optionally, the preset distance can be any value set by relevant technical personnel.

[0183] Optionally, the adjustment posture action can be an action in which the target virtual object holds the first virtual weapon at close range. If the target virtual object holds the first virtual weapon according to the adjustment posture action, the first virtual weapon can be brought as close as possible to the target virtual object's body.

[0184] The first motion animation is adjusted based on the overlap length and the adjusted posture.

[0185] In this way, the posture of the target virtual object holding the first virtual weapon can be changed, thereby reducing the overlap length between the distance field of the first virtual weapon and the capsule bodies of various virtual objects in the virtual scene, and thus avoiding the phenomenon of the first virtual weapon penetrating through various virtual objects and causing clipping.

[0186] In one possible implementation, adjusting the first motion animation based on the overlap length and the adjusted pose action includes: The adjustment weights are determined based on the overlap length and the range of the first virtual weapon's distance field.

[0187] Optionally, the range of the range field of the first virtual weapon may refer to the maximum length of the range field of the first virtual weapon.

[0188] For example, the ratio of the overlap length to the range of the first virtual weapon's range field can be calculated and used as the adjustment weight.

[0189] The adjusted posture action is superimposed on the first motion animation according to the adjusted weight.

[0190] Generally, the larger the adjustment weight, the greater the degree of superposition of the adjusted posture action.

[0191] Additionally, the degree to which the adjustment gesture is superimposed on the first motion animation can be adjusted using the aforementioned animation amplitude variable. For example, by setting the range of the animation amplitude variable to [0, 1], the larger the adjustment weight, the closer the value of the animation amplitude variable will be to 1.

[0192] In one possible implementation, based on the first virtual weapon and the first weapon type, a first posture and a first general animation required to control the target virtual object to perform a first game action are determined from a pre-configured library of preset postures and a library of preset general animations, including: Determine the model of the first virtual weapon.

[0193] Based on the model of the first virtual weapon, the first posture action required for the target virtual object to perform the first game action is determined from the preset posture action library.

[0194] Optionally, the first pose is a single-frame pose.

[0195] Specifically, the first virtual weapon model can be determined by traversing a pre-established preset posture and action library and finding a posture and action that corresponds to the model of the first virtual weapon in the preset posture and action library.

[0196] The preset pose and motion library includes single-frame poses and motions designed by relevant technicians for various types of virtual weapons.

[0197] Based on the weapon type of the target virtual weapon, the first general animations required for the target virtual object to perform the first game action are determined from the preset general animation library.

[0198] Optionally, each first general animation includes aiming animation, single-shot animation, and / or continuous-shot animation.

[0199] Optionally, specifically, a set of animations corresponding to the weapon type of the target virtual weapon in the preset general animation library can be found by traversing the preset general animation library according to the weapon type of the first virtual weapon, and used as each first general animation.

[0200] In this way, the first general animation and the first pose can be accurately determined.

[0201] One possible approach is that, after equipping the first virtual weapon and completing each firing action, the target virtual object can be controlled to re-execute the first posture action even without the input of the aforementioned action control commands.

[0202] Additionally, a return animation can be set when controlling the target virtual object to re-execute a preset pose. This return animation can be played, triggered, or executed when the target virtual object meets preset conditions.

[0203] Optionally, the preset condition may be that the tilt angle of the target virtual object gradually decreases, and when the tilt angle of the target virtual object is equal to a specific threshold, the target virtual object is controlled to play, trigger, or execute the return animation.

[0204] This avoids sudden changes or jumps in the target virtual object's movement when re-executing the preset pose, thereby improving the smoothness of re-executing the preset pose.

[0205] One possible approach is that, after generating a first motion animation corresponding to the first game behavior based on the first pose and the first general animation, the method further includes: Store each first motion animation into a preset candidate animation library.

[0206] Optionally, the preset candidate motion library can be a database set up by relevant technical personnel to store the determined first motion animations.

[0207] For example, after generating each first action animation, the first action animation can be retained to avoid having to repeatedly generate the first action animation corresponding to each type of virtual weapon when the game is reopened or a new game round is started, thereby reducing the resources occupied by the action processing of the target virtual object.

[0208] Alternatively, when closing the game or ending the current game round, all first action animations stored in the preset candidate animation library can be deleted to free up the occupied storage resources.

[0209] This also improves the flexibility of handling actions on the target virtual object.

[0210] One possible approach, after determining the model of the first virtual weapon, would also include: Determine the model of the second virtual weapon that the target virtual object has equipped in the current game process.

[0211] Optionally, the current game process may refer to the process from the moment the game started to the present moment, or it may refer to the process within the current game round. This application embodiment does not limit this.

[0212] The second virtual weapon can refer to all virtual weapons that the target virtual object has equipped in the current game process. The second virtual weapon can be the same as the first virtual weapon, or it can be different from the first virtual weapon.

[0213] Optionally, the number of the second virtual weapons can be any integer greater than or equal to 0. This application does not limit this.

[0214] Determine whether the model of the second virtual weapon is the same as that of the first virtual weapon.

[0215] It is worth noting that if the number of the second virtual weapon is 0, it can be directly determined that the model of the second virtual weapon is different from that of the first virtual weapon.

[0216] If the number of second virtual weapons is greater than 1, then it can be determined that the model of the second virtual weapon is different from that of the first virtual weapon if all the models of the second virtual weapons are different from the models of the first virtual weapon.

[0217] If not, the first posture action is determined from the preset posture action library according to the model of the first virtual weapon, and each first general animation is determined from the preset general animation library according to the weapon type of the target virtual weapon.

[0218] It is worth noting that if the model of the second virtual weapon is different from that of the first virtual weapon, and no virtual weapon of the same model as the first virtual weapon has been equipped in the current game process, it indicates that this is the first time the first virtual weapon of that model has been equipped in the current game process. That is, no first action animations corresponding to the first virtual weapon have been generated in the current game process. Therefore, after obtaining the first general animation and the first posture action corresponding to the weapon type of the target virtual weapon, it is necessary to perform the corresponding steps such as step 1003 above to determine each first action animation.

[0219] If so, then retrieve the second motion animation corresponding to the model of the first virtual weapon from the preset candidate animation library.

[0220] The second motion animation is generated based on the second pose and second general animation of a second virtual weapon of the same model as the first virtual weapon. The specific steps are the same as those for generating the first motion animation.

[0221] Since the first and second virtual weapons have the same model, their types should also be the same. Therefore, the second pose and second general animation corresponding to the second virtual weapon can be reused as the first pose and first general animation of the first virtual weapon.

[0222] It is worth noting that if no virtual weapon of the same model as the first virtual weapon has been equipped in the current game process, it means that this is the first time the target virtual object has been equipped with this model of virtual weapon in the current game process. That is, no first action animation corresponding to the first virtual weapon has been generated in the current game process.

[0223] In this way, when the target virtual object is repeatedly equipped with the same type of virtual weapon, it is not necessary to redetermine the first action animations corresponding to this type based on the first general animation and the first posture action mentioned above, thereby reducing the resources occupied by the action processing of the target virtual object.

[0224] The apparatus, device, and computer-readable storage medium used to execute the target virtual object action processing method provided in this application will be described below. The specific implementation process and technical effects are described above and will not be repeated below.

[0225] Figure 7This is a schematic diagram of the structure of a target virtual object action processing device provided in an embodiment of this application. See also... Figure 7 The device includes: The determination module 201 is used to determine the first weapon type corresponding to the first virtual weapon in response to the target virtual object being equipped with the first virtual weapon.

[0226] The acquisition and determination module 202 is used to determine, based on the first virtual weapon and the first weapon type, the first posture action and the first general animation required to control the target virtual object to perform the first game behavior from a pre-configured preset posture action library and preset general animation library.

[0227] The first posture action is determined by the model of the first virtual weapon, the first general animation is determined by the type of the first weapon, and the first game behavior includes: aiming behavior, single shooting behavior, and continuous shooting behavior. The general animations corresponding to multiple different models of virtual weapons of the same type are the same.

[0228] The generation module 203 is used to generate a first action animation corresponding to the first game behavior based on the first posture action and the first general animation, control the target virtual object to perform the first game behavior, and render and display the first action animation corresponding to the first game behavior.

[0229] The first motion animation is used to demonstrate the action effect of the target virtual object when performing the first game action using the first virtual weapon. The first motion animation includes: aiming action animation, single shooting action animation, and continuous shooting action animation.

[0230] Optionally, see Figure 8 The device also includes: The receiving and determining module 204 is used to receive the action control command for the target virtual object, and determine the target game behavior corresponding to the action control command and the target virtual weapon equipped by the target virtual object.

[0231] The execution module 205 is used to control the target virtual object to perform the first game behavior in response to the target virtual weapon being the first virtual weapon and the target game behavior being the first game behavior, and to render and display the first action animation corresponding to the first game behavior.

[0232] Optionally, the generation module 203 is further configured to determine dynamic pose information between each first general animation and the first pose action. Each first action animation is determined based on the dynamic pose information and the first pose action.

[0233] The generation module 203 is further configured to compare each frame of action in each first general animation with the first pose action to obtain the action pose of each first general animation. Each action pose is then used as the dynamic pose information.

[0234] The generation module 203 is also used to overlay each dynamic posture information with the first posture action to obtain each initial action animation. Preset control parameters are obtained according to the model of the first virtual weapon, and each initial action animation is adjusted based on these preset control parameters. Each adjusted initial action animation is then used as a first action animation.

[0235] The acquisition and determination module 202 is also used to determine the model of the target virtual weapon and whether the model of the target virtual weapon is the same as that of the first virtual weapon. If so, it is determined that the target virtual object is currently equipped with the first virtual weapon. The action control command is parsed, and a game behavior that is the same as the game behavior indicated by the action control command in the first game behavior is taken as the target game behavior.

[0236] The execution module 205 is also used to control the target virtual object to perform the single firing action. The animation of this single firing action is used as the first animation to be displayed. A first recoil parameter is determined based on the dispersion parameters of the first virtual weapon, and the firing pitch angle of the single firing action animation is used as the second recoil parameter. The first recoil parameter and the second recoil parameter are superimposed on the first animation, and the superimposed first animation is displayed.

[0237] The execution module 205 is also used to control the target virtual object to perform the continuous firing behavior. The continuous firing behavior animation is used as the first animation to be displayed. A third recoil parameter is determined based on the dispersion parameters of the first virtual weapon, and a fourth recoil parameter is determined based on the firing pitch angle and the number of times the firing action has been executed in the single firing behavior animation. The third and fourth recoil parameters are superimposed on the first animation, and the superimposed first animation is displayed.

[0238] The execution module 205 is further configured to determine the product of the firing pitch angle and the number of times the firing action has been executed. The product is compared with a preset pitch angle threshold. If the product is greater than or equal to the preset pitch angle threshold, the preset pitch angle threshold is used as the fourth recoil parameter. If the product is less than the preset pitch angle threshold, the product is used as the fourth recoil parameter.

[0239] The execution module 205 is also used to determine the duration of the input firing command. If the duration of the firing command is greater than or equal to the preset duration, the preset backward tilt angle threshold is used as the fourth recoil parameter.

[0240] The execution module 205 is also used to determine the number of firing actions indicated by the firing command based on the input interval time between two consecutive inputs of the firing command by the user and the firing interval time of the first virtual weapon.

[0241] The execution module 205 is also used to determine the offset animation corresponding to the rotation direction based on the rotation speed and rotation direction of the target virtual object. The target motion animation is adjusted according to the offset animation and the rotation speed to obtain and display the adjusted target motion animation.

[0242] The execution module 205 is further configured to determine and adjust the weight value of the first motion animation based on the rotation speed. Based on this weight value, the first motion animation and the offset animation are blended to obtain a new first motion animation. This new first motion animation is then displayed.

[0243] The execution module 205 is also used to control the target virtual object to perform the aiming behavior. The aiming behavior motion animation corresponding to the aiming behavior is used as the first motion animation and displayed.

[0244] The execution module 205 is further configured to determine the overlap length between the distance field of the first virtual weapon and the capsule bodies of each virtual object in the virtual scene. If the overlap length is less than a preset distance, the adjustment posture action corresponding to the first virtual weapon is obtained. The first action animation is adjusted according to the overlap length and the adjustment posture action.

[0245] The execution module 205 is further configured to determine adjustment weights based on the overlap length and the range of the first virtual weapon's distance field. The adjusted posture action is then superimposed onto the first motion animation according to these adjustment weights.

[0246] The determination module 201 is also used to determine the model of the first virtual weapon.

[0247] Based on the model of the first virtual weapon, the first posture action required for the target virtual object to perform the first game action is determined from the preset posture action library. Based on the weapon type of the target virtual weapon, the various first general animations required for the target virtual object to perform the first game action are determined from the preset general animation library.

[0248] The generation module 203 is also used to store each first motion animation into a preset candidate animation library.

[0249] The acquisition and determination module 202 is further configured to determine the model of the second virtual weapon that the target virtual object has equipped in the current game process. It determines whether the model of the second virtual weapon is the same as the model of the first virtual weapon. If not, it determines the first posture action from the preset posture action library based on the model of the first virtual weapon, and determines each first general animation from the preset general animation library based on the weapon type of the target virtual weapon. If yes, it retrieves the second action animation corresponding to the model of the first virtual weapon from the preset candidate animation library.

[0250] The above-described device is used to execute the method provided in the foregoing embodiments, and its implementation principle and technical effect are similar, so they will not be described again here.

[0251] These modules can be one or more integrated circuits configured to implement the above methods, such as one or more Application Specific Integrated Circuits (ASICs), one or more microprocessors, or one or more Field Programmable Gate Arrays (FPGAs). Alternatively, when a module is implemented using processing element scheduler code, the processing element can be a general-purpose processor, such as a Central Processing Unit (CPU) or other processor capable of calling program code. Furthermore, these modules can be integrated together as a system-on-a-chip (SOC).

[0252] Figure 9 This is a schematic diagram of the structure of a computer device provided in an embodiment of this application. See also... Figure 9 The computer device includes a memory 301 and a processor 302. The memory 301 stores a computer program that can run on the processor 302. When the processor 302 executes the computer program, it implements the steps in any of the above method embodiments.

[0253] The processor 302 is configured to determine the first weapon type corresponding to the first virtual weapon in response to the target virtual object being equipped with the first virtual weapon.

[0254] The processor 302 is configured to determine, based on the first virtual weapon and the first weapon type, the first posture action and the first general animation required to control the target virtual object to perform the first game behavior from a pre-configured preset posture action library and a preset general animation library.

[0255] The processor 302 is used to generate a first action animation corresponding to the first game behavior based on the first posture action and the first general animation.

[0256] Optionally, the processor 302 is configured to receive motion control instructions for the target virtual object, and determine the target game behavior corresponding to the motion control instructions and the target virtual weapon equipped by the target virtual object.

[0257] The processor 302 is configured to, in response to the target virtual weapon being the first virtual weapon and the target game behavior being the first game behavior, control the target virtual object to execute the first game behavior, and render and display the first action animation corresponding to the first game behavior.

[0258] Optionally, the processor 302 is further configured to determine dynamic pose information between each first general animation and the first pose action. Each first motion animation is determined based on the dynamic pose information and the first pose action.

[0259] The processor 302 is further configured to compare each frame of action in each first general animation with the first pose action to obtain the action pose of each first general animation. Each action pose is then used as the dynamic pose information.

[0260] The processor 302 is further configured to superimpose each dynamic posture information with the first posture action to obtain each initial action animation. Preset control parameters are obtained according to the model of the first virtual weapon, and each initial action animation is adjusted based on these preset control parameters. Each adjusted initial action animation is then used as a first action animation.

[0261] The processor 302 is further configured to determine the model of the target virtual weapon and whether the model of the target virtual weapon is the same as that of the first virtual weapon. If so, it is determined that the target virtual object is currently equipped with the first virtual weapon. The action control instruction is parsed, and a game behavior that is the same as the game behavior indicated by the action control instruction in the first game behavior is taken as the target game behavior.

[0262] The processor 302 is also used to control the target virtual object to perform the single firing action. The animation of this single firing action is used as the first animation to be displayed. A first recoil parameter is determined based on the dispersion parameters of the first virtual weapon, and the firing pitch angle of the single firing action animation is used as a second recoil parameter. The first recoil parameter and the second recoil parameter are superimposed on the first animation, and the superimposed first animation is displayed.

[0263] The processor 302 is also used to control the target virtual object to perform the continuous firing action. The continuous firing action animation is used as the first animation to be displayed. A third recoil parameter is determined based on the dispersion parameters of the first virtual weapon, and a fourth recoil parameter is determined based on the firing pitch angle and the number of times the firing action has been executed in the single firing action animation. The third and fourth recoil parameters are superimposed on the first animation, and the superimposed first animation is displayed.

[0264] The processor 302 is further configured to determine the product of the firing pitch angle and the number of times the firing action has been executed. The product is compared with a preset pitch angle threshold. If the product is greater than or equal to the preset pitch angle threshold, the preset pitch angle threshold is used as the fourth recoil parameter. If the product is less than the preset pitch angle threshold, the product is used as the fourth recoil parameter.

[0265] The processor 302 is also used to determine the duration of the input firing command. If the duration of the firing command is greater than or equal to a preset duration, the preset pitch angle threshold is used as the fourth recoil parameter.

[0266] The processor 302 is also used to determine the number of firing actions indicated by the firing command based on the input interval between two consecutive inputs of the firing command by the user and the firing interval of the first virtual weapon.

[0267] The processor 302 is also used to determine the offset animation corresponding to the rotation direction based on the rotation speed and rotation direction of the target virtual object. The target motion animation is adjusted based on the offset animation and the rotation speed to obtain and display the adjusted target motion animation.

[0268] Processor 302 is also configured to determine a weight value for adjusting the first motion animation based on the rotation speed. Based on this weight value, the first motion animation and the offset animation are blended to obtain a new first motion animation. This new first motion animation is then displayed.

[0269] The processor 302 is also used to control the target virtual object to perform the aiming behavior. The aiming behavior motion animation corresponding to the aiming behavior is used as the first motion animation and displayed.

[0270] The processor 302 is also configured to determine the overlap length between the distance field of the first virtual weapon and the capsule bodies of each virtual object in the virtual scene. If the overlap length is less than a preset distance, the processor obtains the adjustment posture action corresponding to the first virtual weapon. The processor then adjusts the first motion animation based on the overlap length and the adjustment posture action.

[0271] The processor 302 is also configured to determine adjustment weights based on the overlap length and the range field of the first virtual weapon. The adjusted posture action is then superimposed on the first motion animation according to the adjustment weights.

[0272] The processor 302 is also configured to determine the model of the first virtual weapon. Based on the model of the first virtual weapon, it determines the first posture action required for the target virtual object to perform the first game action from the preset posture action library. Based on the weapon type of the target virtual weapon, it determines the various first general animations required for the target virtual object to perform the first game action from the preset general animation library.

[0273] The processor 302 is also used to store each first motion animation into a preset candidate animation library.

[0274] The processor 302 is further configured to determine the model of a second virtual weapon that the target virtual object has equipped in the current game process. It determines whether the model of the second virtual weapon is the same as the model of the first virtual weapon. If not, it determines a first posture action from the preset posture action library based on the model of the first virtual weapon, and determines each first general animation from the preset general animation library based on the weapon type of the target virtual weapon. If yes, it retrieves a second action animation corresponding to the model of the first virtual weapon from the preset candidate animation library.

[0275] This application also provides a computer-readable storage medium storing a computer program that, when executed by a processor, can implement the steps in the various method embodiments described above.

[0276] The processor is used to determine the first weapon type corresponding to the first virtual weapon in response to the target virtual object being equipped with a first virtual weapon.

[0277] The processor is configured to determine, based on the first virtual weapon and the first weapon type, the first posture action and the first general animation required to control the target virtual object to perform the first game behavior from a pre-configured preset posture action library and a preset general animation library.

[0278] The processor is used to generate a first action animation corresponding to the first game behavior based on the first posture action and the first general animation.

[0279] Optionally, the processor is configured to receive motion control instructions for the target virtual object, and determine the target game behavior corresponding to the motion control instructions and the target virtual weapon equipped by the target virtual object.

[0280] The processor is configured to, in response to the target virtual weapon being the first virtual weapon and the target game behavior being the first game behavior, control the target virtual object to execute the first game behavior, and render and display the first action animation corresponding to the first game behavior.

[0281] Optionally, the processor is further configured to determine dynamic pose information between each first general animation and the first pose action. Each first motion animation is then determined based on the dynamic pose information and the first pose action.

[0282] The processor is also used to compare each frame of action in each first general animation with the first pose action to obtain the action pose of each first general animation. Each action pose is used as the dynamic pose information.

[0283] The processor is also used to overlay each dynamic posture information with the first posture action to obtain each initial action animation. Preset control parameters are obtained according to the model of the first virtual weapon, and each initial action animation is adjusted based on these preset control parameters. Each adjusted initial action animation is then used as a first action animation.

[0284] The processor is also used to determine the model of the target virtual weapon and whether the model of the target virtual weapon is the same as that of the first virtual weapon. If so, it is determined that the target virtual object is currently equipped with the first virtual weapon. The processor parses the motion control command and takes the game behavior that is the same as the game behavior indicated by the motion control command in the first game behavior as the target game behavior.

[0285] The processor is also used to control the target virtual object to perform the single firing action. The animation of this single firing action is used as the first animation to be displayed. A first recoil parameter is determined based on the dispersion parameters of the first virtual weapon, and the firing pitch angle of the single firing action animation is used as a second recoil parameter. The first recoil parameter and the second recoil parameter are superimposed on the first animation, and the superimposed first animation is displayed.

[0286] The processor is also used to control the target virtual object to perform the continuous firing action. The continuous firing action animation is used as the first animation to be displayed. A third recoil parameter is determined based on the dispersion parameters of the first virtual weapon, and a fourth recoil parameter is determined based on the firing pitch angle and the number of times the firing action has been executed in the single firing action animation. The third and fourth recoil parameters are superimposed on the first animation, and the superimposed first animation is displayed.

[0287] The processor is also used to determine the product of the firing pitch angle and the number of times the firing action has been executed. This product is compared to a preset pitch angle threshold. If the product is greater than or equal to the preset pitch angle threshold, the preset pitch angle threshold is used as the fourth recoil parameter. If the product is less than the preset pitch angle threshold, the product is used as the fourth recoil parameter.

[0288] The processor is also used to determine the duration of the input firing command. If the duration of the firing command is greater than or equal to a preset duration, the preset pitch angle threshold is used as the fourth recoil parameter.

[0289] The processor is also used to determine the number of firing actions indicated by the firing command based on the input interval between two consecutive inputs of the firing command by the user and the firing interval of the first virtual weapon.

[0290] The processor is also used to determine the offset animation corresponding to the rotation direction based on the rotation speed and rotation direction of the target virtual object. The target motion animation is then adjusted based on the offset animation and the rotation speed to obtain and display the adjusted target motion animation.

[0291] The processor is also used to determine the weight value of the first motion animation based on the rotation speed. Based on this weight value, the first motion animation and the offset animation are blended to obtain a new first motion animation. This new first motion animation is then displayed.

[0292] The processor is also used to control the target virtual object to perform the aiming behavior. The aiming behavior motion animation corresponding to the aiming behavior is used as the first motion animation and displayed.

[0293] The processor is also used to determine the overlap length between the distance field of the first virtual weapon and the capsule bodies of each virtual object in the virtual scene. If the overlap length is less than a preset distance, the processor obtains the adjustment posture action corresponding to the first virtual weapon. The first motion animation is adjusted according to the overlap length and the adjustment posture action.

[0294] The processor is also used to determine adjustment weights based on the overlap length and the range field of the first virtual weapon. The adjusted posture action is then superimposed on the first motion animation according to the adjustment weights.

[0295] The processor is also used to determine the model of the first virtual weapon. Based on the model of the first virtual weapon, it determines the first posture action required for the target virtual object to perform the first game action from the preset posture action library. Based on the weapon type of the target virtual weapon, it determines the various first general animations required for the target virtual object to perform the first game action from the preset general animation library.

[0296] The processor is also used to store each first motion animation into a preset candidate animation library.

[0297] The processor is also used to determine the model of a second virtual weapon that the target virtual object has equipped in the current game process. It determines whether the model of the second virtual weapon is the same as the model of the first virtual weapon. If not, it determines a first pose / action from the preset pose / action library based on the model of the first virtual weapon, and determines various first general animations from the preset general animation library based on the weapon type of the target virtual weapon. If yes, it retrieves a second action animation corresponding to the model of the first virtual weapon from the preset candidate animation library.

[0298] Optionally, this application also provides a program product, such as a computer-readable storage medium, including a program that, when executed by a processor, performs any of the above-described embodiments of the target virtual object action processing method.

[0299] In the several embodiments provided by this invention, it should be understood that the disclosed apparatus and methods can be implemented in other ways. For example, the apparatus embodiments described above are merely illustrative; for instance, the division of units is only a logical functional division, and in actual implementation, there may be other division methods. For example, multiple units or components may be combined or integrated into another system, or some features may be ignored or not executed. Furthermore, the coupling or direct coupling or communication connection shown or discussed may be through some interfaces; the indirect coupling or communication connection between apparatuses or units may be electrical, mechanical, or other forms.

[0300] The units described as separate components may or may not be physically separate. The components shown as units may or may not be physical units; that is, they may be located in one place or distributed across multiple network units. Some or all of the units can be selected to achieve the purpose of this embodiment according to actual needs.

[0301] Furthermore, the functional units in the various embodiments of the present invention can be integrated into one processing unit, or each unit can exist physically separately, or two or more units can be integrated into one unit. The integrated unit can be implemented in hardware or in the form of hardware plus software functional units.

[0302] The integrated units implemented as software functional units described above can be stored in a computer-readable storage medium. These software functional units, stored in a storage medium, include several instructions to cause a computer device (which may be a personal computer, server, or network device, etc.) or processor to execute partial steps of the methods of the various embodiments of the present invention. The aforementioned storage medium includes various media capable of storing program code, such as USB flash drives, portable hard drives, read-only memory (ROM), random access memory (RAM), magnetic disks, or optical disks.

[0303] The above are merely specific embodiments of this application, but the scope of protection of this application is not limited thereto. Any variations or substitutions that can be easily conceived by those skilled in the art within the scope of the technology disclosed in this application should be included within the scope of protection of this application. Therefore, the scope of protection of this application should be determined by the scope of the claims.

[0304] The above description is merely a preferred embodiment of this application and is not intended to limit this application. Various modifications and variations can be made to this application by those skilled in the art. Any modifications, equivalent substitutions, improvements, etc., made within the spirit and principles of this application should be included within the protection scope of this application.

Claims

1. A method for processing virtual object actions, characterized in that, The method includes: In response to the target virtual object being equipped with a first virtual weapon, the first weapon type corresponding to the first virtual weapon is determined; Based on the first virtual weapon and the first weapon type, a first posture action and a first general animation required to control the target virtual object to perform a first game behavior are determined from a pre-configured preset posture action library and a preset general animation library; wherein, the first posture action is determined by the model of the first virtual weapon, the first general animation is determined by the first weapon type, and the first game behavior includes: aiming behavior, single shooting behavior, and continuous shooting behavior, and the general animations corresponding to multiple different models of virtual weapons of the same type are the same; Based on the first posture and the first general animation, a first action animation corresponding to the first game behavior is generated, the target virtual object is controlled to perform the first game behavior, and the first action animation corresponding to the first game behavior is rendered and displayed; wherein, the first action animation is used to display the action effect of the target virtual object when performing the first game behavior using the first virtual weapon, and the first action animation includes: aiming action animation, single shooting action animation, and continuous shooting action animation. The first game action is a single shooting action; controlling the target virtual object to execute the first game action and rendering and displaying the first action animation corresponding to the first game action includes: controlling the target virtual object to execute the single shooting action; using the single shooting action animation as the first action animation to be displayed; determining a first recoil parameter based on the scattering parameters of the first virtual weapon, and using the shooting pitch angle of the single shooting action animation as a second recoil parameter; superimposing the first recoil parameter and the second recoil parameter onto the first action animation, and displaying the superimposed first action animation.

2. The virtual object action processing method as described in claim 1, characterized in that, The method further includes: Receive action control instructions for the target virtual object, and determine the target game behavior corresponding to the action control instructions and the target virtual weapon equipped by the target virtual object; In response to the target virtual weapon being the first virtual weapon and the target game behavior being the first game behavior, the target virtual object is controlled to execute the first game behavior, and the first action animation corresponding to the first game behavior is rendered and displayed.

3. The virtual object action processing method as described in claim 1, characterized in that, The step of determining the first posture and first general animation required to control the target virtual object to perform the first game behavior, based on the first virtual weapon and the first weapon type, from a pre-configured preset posture and action library and a preset general animation library, includes: Determine the model of the first virtual weapon; Based on the model of the first virtual weapon, the first posture action required for the target virtual object to perform the first game behavior is determined from the preset posture action library. The first posture action is a single-frame posture. Based on the weapon type of the target virtual weapon, the first general animations required for the target virtual object to perform the first game action are determined from the preset general animation library.

4. The virtual object action processing method as described in claim 3, characterized in that, After determining the model of the first virtual weapon, the method further includes: Determine the model of the second virtual weapon that the target virtual object has equipped in the current game process; Determine whether the model of the second virtual weapon is the same as the model of the first virtual weapon; If not, the first posture action is determined from the preset posture action library according to the model of the first virtual weapon, and each first general animation is determined from the preset general animation library according to the weapon type of the target virtual weapon. If so, a second motion animation corresponding to the model of the first virtual weapon is obtained from the preset candidate animation library. The second motion animation is generated based on the second posture action and the second general animation of the second virtual weapon with the same model as the first virtual weapon.

5. The virtual object action processing method as described in claim 2, characterized in that, Based on the first posture and the first general animation, a first action animation corresponding to the first game behavior is generated, including: Determine the dynamic pose information between each of the first general animations and the first pose action; Each of the first action animations is determined based on the dynamic posture information and the first posture action.

6. The virtual object action processing method as described in claim 5, characterized in that, Determining the dynamic pose information between each of the first general animations and the first pose action includes: Each frame of the first general animation is compared with the first pose to obtain the action pose of each first general animation. The action pose is the part of each frame of the first general animation that is different from the first pose. Each of the aforementioned action postures is used as the dynamic posture information.

7. The virtual object action processing method as described in claim 5, characterized in that, The step of determining each first action animation based on each of the dynamic posture information and the first posture action includes: The dynamic posture information is superimposed on the first posture action to obtain the initial action animation; Preset control parameters are obtained based on the model of the target virtual weapon, and the initial motion animations are adjusted based on the preset control parameters; Each adjusted initial motion animation is used as the first motion animation. The preset control parameters include at least one of the following: playback rate variable, start time variable, animation reset time variable, and animation amplitude variable.

8. The virtual object action processing method as described in claim 2, characterized in that, The first game action is a continuous shooting action; controlling the target virtual object to execute the first game action and rendering and displaying the first action animation corresponding to the first game action includes: Control the target virtual object to perform the continuous firing behavior; The continuous shooting action animation is used as the first action animation to be displayed; The third recoil parameter is determined based on the scattering parameters of the first virtual weapon, and the fourth recoil parameter is determined based on the shooting pitch angle and the number of times the shooting action has been executed in the single shooting action animation. The third recoil parameter and the fourth recoil parameter are superimposed on the first motion animation, and the superimposed first motion animation is displayed.

9. The virtual object action processing method as described in claim 8, characterized in that, The determination of the fourth recoil parameter based on the shooting pitch angle and the number of times the shooting action has been executed in the single shooting action animation includes: Determine the product of the firing tilt angle and the number of times the firing action has been performed; Compare the product with a preset recoil angle threshold. If the product is greater than or equal to the preset recoil angle threshold, then the preset recoil angle threshold is used as the fourth recoil parameter. If the product is less than the preset recoil angle threshold, then the product is used as the fourth recoil parameter; After determining the product of the firing pitch angle and the number of times the firing action has been performed, the method further includes: The duration of the input firing command is determined. If the duration of the firing command is greater than or equal to a preset duration, the preset backward tilt angle threshold is used as the fourth recoil parameter.

10. The virtual object action processing method as described in claim 2, characterized in that, The rendering of the first action animation corresponding to the first game behavior also includes: Based on the rotation speed and rotation direction of the target virtual object, determine the offset animation corresponding to the rotation direction; The first motion animation is adjusted based on the offset animation and the rotation speed to obtain and display the adjusted first motion animation.

11. The virtual object action processing method as described in claim 10, characterized in that, The step of adjusting the first motion animation based on the offset animation and the rotation speed to obtain and display the adjusted first motion animation includes: The weight value for adjusting the first motion animation is determined based on the rotation speed, and the weight value is used to indicate the extent of adjustment to the first motion animation; The first motion animation and the offset animation are blended based on the weight values ​​to obtain a new first motion animation; Show the new first motion animation.

12. The virtual object action processing method as described in claim 2, characterized in that, The first game action is an aiming action; controlling the target virtual object to execute the first game action and rendering and displaying the first action animation corresponding to the first game action includes: Control the target virtual object to perform the aiming behavior; The aiming action animation corresponding to the aiming action is used as the first action animation, and the first action animation is displayed.

13. The virtual object action processing method as described in claim 2, characterized in that, The rendering of the first action animation corresponding to the first game behavior also includes: Determine the overlap length between the range field of the first virtual weapon and the capsule of each virtual object in the virtual scene; If the overlap length is less than the preset distance, then the adjustment posture action corresponding to the first virtual weapon is obtained; The first motion animation is adjusted based on the overlap length and the adjusted posture action.

14. The virtual object action processing method as described in claim 13, characterized in that, The step of adjusting the first motion animation based on the overlap length and the adjusted posture includes: The adjustment weights are determined based on the overlap length and the range of the target virtual weapon's range field; The adjusted posture action is superimposed on the first motion animation according to the adjusted weight.

15. A virtual object action processing device, characterized in that, The device includes: The determination module is used to determine the first weapon type corresponding to the first virtual weapon in response to the target virtual object being equipped with the first virtual weapon; The acquisition and determination module is used to determine, based on the first virtual weapon and the first weapon type, the first posture action and the first general animation required to control the target virtual object to perform the first game behavior from a pre-configured preset posture action library and a preset general animation library; wherein, the first posture action is determined by the model of the first virtual weapon, the first general animation is determined by the first weapon type, and the first game behavior includes: aiming behavior, single shooting behavior, and continuous shooting behavior, and the general animations corresponding to multiple different models of virtual weapons of the same type are the same; The generation module is used to generate a first action animation corresponding to the first game behavior based on the first posture action and the first general animation, control the target virtual object to perform the first game behavior, and render and display the first action animation corresponding to the first game behavior; wherein, the first action animation is used to display the action effect of the target virtual object when performing the first game behavior using the first virtual weapon, and the first action animation includes: aiming action animation, single shooting action animation, and continuous shooting action animation. An execution module is used to control the target virtual object to perform the single firing action; to use the single firing action animation as the first action animation to be displayed; to determine the first recoil parameter based on the scattering parameters of the first virtual weapon, and to use the firing pitch angle of the single firing action animation as the second recoil parameter; to superimpose the first recoil parameter and the second recoil parameter onto the first action animation, and to display the superimposed first action animation.

16. The virtual object action processing device as described in claim 15, characterized in that, The device further includes: The receiving and determining module is used to receive action control instructions for the target virtual object, and determine the target game behavior corresponding to the action control instructions and the target virtual weapon equipped by the target virtual object; An execution module is configured to, in response to the target virtual weapon being the first virtual weapon and the target game behavior being the first game behavior, control the target virtual object to execute the first game behavior and render and display the first action animation corresponding to the first game behavior.

17. A computer device, characterized in that, include: A memory and a processor, wherein the memory stores a computer program that can run on the processor, and when the processor executes the computer program, it implements the steps of the method described in any one of claims 1 to 14.

18. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores a computer program that, when executed by a processor, implements the steps of the method according to any one of claims 1 to 14.