Display method and device for virtual object action
Patent Information
- Application Number
- CN202611070995.8
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2026-07-17
- Publication Date
- 2026-10-13
AI Technical Summary
[0002]相关技术中,在虚拟对象展示界面(例如包含多个高精度虚拟对象模型的编队或陈列场景)中,为了呈现精美的视觉效果,通常需要同时加载并渲染多个高精度的虚拟对象模型及其高分辨率贴图,随之带来的内存占用、GPU显存带宽压力以及每帧庞大的骨骼蒙皮与渲染算力开销,最终影响界面显示的流畅度
动作显示模块,用于根据所述目标动画数据,控制所述虚拟对象展示界面中的所述各虚拟对象模型以立体动画效果在不同显示位置显示对应的动作。
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Figure CN122902903A_ABST
Abstract
Description
Technical Field
[0001] This disclosure relates to the field of computer image processing, and more particularly to a method and apparatus for displaying virtual object actions. Background Technology
[0002] In related technologies, in virtual object display interfaces (such as formations or display scenes containing multiple high-precision virtual object models), in order to present exquisite visual effects, it is usually necessary to load and render multiple high-precision virtual object models and their high-resolution textures at the same time. This results in memory consumption, GPU memory bandwidth pressure, and huge bone skinning and rendering computing power overhead per frame, ultimately affecting the smoothness of the interface display. Summary of the Invention
[0003] This disclosure provides a method and apparatus for displaying virtual object actions.
[0004] According to one aspect of this disclosure, a method for displaying the actions of a virtual object is provided, comprising: In response to the operation of triggering entry into the virtual object display interface, obtain multiple virtual objects in the virtual object display interface and the display positions corresponding to the multiple virtual objects respectively; Based on the multiple virtual objects and their respective display positions, the target action resources of each virtual object at its corresponding display position are read from the mapping relationship data. In the virtual object display interface, load the virtual object models of each virtual object at the corresponding display position, and determine the target animation data corresponding to each virtual object model based on the target motion resource; Based on the target animation data, the virtual object models in the virtual object display interface are controlled to display corresponding actions in different display positions with a 3D animation effect.
[0005] According to another aspect of this disclosure, a display device for virtual object actions is provided, comprising: The acquisition module is used to acquire multiple virtual objects in the virtual object display interface and their respective display positions in response to an operation that triggers entry into the virtual object display interface. The configuration reading module is used to read the target action resources of each virtual object at the corresponding display position from the mapping relationship data according to the multiple virtual objects and their respective display positions. The data determination module is used to load the virtual object models of each virtual object at the corresponding display position in the virtual object display interface, and determine the target animation data corresponding to each virtual object model according to the target motion resource; The motion display module is used to control the virtual object models in the virtual object display interface to display corresponding actions with a 3D animation effect at different display positions based on the target animation data.
[0006] By adopting this disclosure, in a virtual object display interface (such as a formation or display scene containing multiple high-precision virtual object models), the corresponding virtual object models can be loaded and rendered on demand, and different actions can be displayed for virtual object models in different display positions. This avoids the memory occupation, GPU memory bandwidth pressure, and huge bone skinning and rendering computing power overhead per frame caused by loading and rendering multiple high-precision virtual object models and their high-resolution textures at the same time, ultimately improving the smoothness of the interface display.
[0007] It should be understood that the description in this section is not intended to identify key or essential features of the embodiments of this disclosure, nor is it intended to limit the scope of this disclosure. Other features of this disclosure will become readily apparent from the following description. Attached Figure Description
[0008] The accompanying drawings are provided to better understand this solution and do not constitute a limitation of this disclosure. Wherein: Figure 1 This is a schematic diagram of the network architecture of a virtual object display scene according to an embodiment of the present disclosure; Figure 2 This is a flowchart illustrating a method for displaying virtual object actions according to an embodiment of the present disclosure; Figure 3 This is a flowchart illustrating another method for displaying virtual object actions according to an embodiment of the present disclosure; Figure 4 This is a flowchart illustrating another method for displaying virtual object actions according to an embodiment of the present disclosure; Figure 5 This is a flowchart illustrating another method for displaying virtual object actions according to an embodiment of the present disclosure; Figure 6 This is a flowchart illustrating another method for displaying virtual object actions according to an embodiment of the present disclosure; Figure 7 This is a flowchart illustrating another method for displaying virtual object actions according to an embodiment of the present disclosure; Figure 8 This is a schematic diagram of a 2D formation interface in an application example according to an embodiment of the present disclosure; Figure 9 This is a schematic diagram illustrating the switching from a 2D formation interface to a 3D formation interface in an application example according to an embodiment of this disclosure; Figure 10 This is a schematic diagram of a 3D formation interface in an application example according to an embodiment of the present disclosure; Figure 11 This is a schematic diagram of a 3D formation interface hotspot in an application example according to an embodiment of the present disclosure; Figure 12 This is a schematic diagram of a formation role selection interface in an application example according to an embodiment of the present disclosure; Figure 13 This is a schematic diagram of another formation role selection interface in an application example according to an embodiment of the present disclosure; Figure 14 This is a schematic diagram of a character selection interface in a resonance scene, as shown in an application example according to an embodiment of this disclosure. Figure 15 This is a schematic diagram of the composition structure of a display device for virtual object actions according to an embodiment of the present disclosure; Figure 16 This is a block diagram of an electronic device used to implement the virtual object action display method of the embodiments of this disclosure. Detailed Implementation
[0009] The exemplary embodiments of this disclosure are described below with reference to the accompanying drawings, including various details of the embodiments to aid understanding, and should be considered merely exemplary. Therefore, those skilled in the art will recognize that various changes and modifications can be made to the embodiments described herein without departing from the scope of this disclosure. Similarly, for clarity and brevity, descriptions of well-known functions and structures are omitted in the following description.
[0010] In this document, the term "and / or" merely describes the relationship between related objects, indicating that three relationships can exist. For example, A and / or B can represent three cases: A alone, A and B simultaneously, and B alone. The term "at least one" in this document indicates any combination of at least two of a plurality of elements. For example, including at least one of A, B, and C can mean including any one or more elements selected from the set consisting of A, B, and C. The terms "first" and "second" in this document refer to and distinguish between multiple similar technical terms, not to restrict the order or to limit there to only two. For example, "first feature" and "second feature" refer to two categories / two features; the first feature can be one or more, and the second feature can also be one or more.
[0011] Furthermore, to better illustrate this disclosure, numerous specific details are set forth in the following detailed description. Those skilled in the art will understand that this disclosure can be practiced without certain specific details. In some instances, methods, means, components, and circuits well known to those skilled in the art have not been described in detail in order to highlight the main points of this disclosure.
[0012] According to embodiments of this disclosure, Figure 1This is a schematic diagram of a network architecture for displaying a virtual object according to an embodiment of the present disclosure. An exemplary description is provided of a method for displaying virtual object actions using this network architecture. The present disclosure is not limited to methods for displaying virtual object actions on a single machine (e.g., offline single-machine mode) or multiple machines (e.g., networked multi-machine mode). Figure 1 As shown, this network architecture includes a backend server 101, an internet connection 102, and an interactive terminal 103. The interactive terminal 103 connects to the backend server 101 via the internet connection 102. In the exemplary game scenario, the backend server 101 may include a database for storing data. The backend server 101 can also function as a server or server cluster for game processing logic, used for virtual object / virtual object model management, game scene management, game task management, game combat calculation, game leaderboard maintenance, teammate / friend relationship management, etc. The internet connection 102 acts as a connection hub, responsible for routing and forwarding data packets. The interactive terminal 103 includes various types of terminal devices (such as mobile terminal 1031, tablet terminal 1032, PC terminal 1033, smart TV / console 1034, game client 1035, etc.). Each terminal device runs a computer program product. When executed by a processor, this computer program implements the virtual object action display method provided in any embodiment of this disclosure. For multiple virtual objects in the virtual object display interface, each virtual object can display different actions at different display positions. This avoids the memory consumption, GPU memory bandwidth pressure, and huge bone skinning and rendering computing power overhead per frame caused by simultaneously loading and rendering multiple high-precision virtual object models and their high-resolution textures, ultimately improving the smoothness of the interface display. Each terminal device can receive data sent by the backend server 101 in real time via the Internet 102 and upload local operation instructions.
[0013] Optionally, each terminal device employs differentiated hardware inputs. Mobile terminal 1031 and tablet terminal 1032 can rely on touchscreen gesture recognition; PC terminal 1033 can combine high-precision keyboard and mouse input; smart TV / console 1034 can adapt to joystick input and physical button input; game client 1035 can have built-in joystick input and physical button input. The system's underlying driver can uniformly convert these heterogeneous inputs into a standardized game command format and upload it to the backend server 101.
[0014] Optionally, to ensure consistent display effects across different terminal devices with varying hardware performance in the same scene, the system can forcibly lock the frame rate and eliminate screen tearing through synchronization technology. Each terminal device can periodically send heartbeat packets to the backend server to verify the current action frame rate. If a delay or stutter is detected, the backend server will automatically reduce the frequency or interpolate to compensate for the limitations of each terminal device, ensuring that the virtual object actions displayed on all terminal devices are completely synchronized.
[0015] Optionally, the core processing involved in the above game processing logic can be independently deployed on the interactive terminal 103 to complete all functions of virtual object action display, or it can be independently deployed on the backend server 101 and only complete the display function on the interactive terminal 103. Alternatively, one or more processing logics can be distributed and deployed on multiple nodes of the network architecture (interactive terminal 103, backend server 101 as server / server cluster) to cooperate in completing all functions of virtual object action display.
[0016] According to embodiments of this disclosure, a method for displaying virtual object actions is provided. Figure 2 This is a flowchart illustrating a method for displaying virtual object actions according to an embodiment of the present disclosure. This method can be applied to a device for displaying virtual object actions. For example, the device can be deployed on a terminal, server, or other processing device in a single-machine, multi-machine, or cluster system to perform the task of displaying virtual object actions. In some possible implementations, the method can also be implemented by a processor calling computer-readable instructions stored in memory. Figure 2 As shown, this method is applied to Figure 1 In any node or device within the network architecture shown, the following are included: S201. In response to the operation of triggering entry into the virtual object display interface, obtain multiple virtual objects in the virtual object display interface and the display positions corresponding to the multiple virtual objects respectively.
[0017] In some examples, the virtual object display interface can be a game formation interface (such as a 3D game formation interface that is directly entered, or a 3D game formation interface that is switched from a 2D game formation interface), a metaverse display interface, or other interfaces used to display multiple virtual objects. Furthermore, it can also be a character / character model display interface, a character / character model selection interface, a lineup preview interface, etc.
[0018] In some examples, users can access the virtual object display interface by clicking icons, swiping the screen, or performing other interactive actions. Once in the display interface, users can obtain information about the multiple virtual objects to be displayed, as well as the display position of each object within the interface. This display position can represent the coordinates of the virtual object's arrangement on the interface or its position in a grouping slot.
[0019] S202. Based on multiple virtual objects and their respective display positions, read the target action resources of each virtual object at its corresponding display position from the mapping relationship data.
[0020] In some examples, the mapping data includes: a virtual object identifier (ID) to distinguish each virtual object, a queuing number to identify the display position, and target motion resources to characterize the actions of each virtual object model. This mapping data records the correspondence between the target motion resources that should be presented for different virtual objects in different display positions. After obtaining multiple virtual objects and their display positions, the mapping data can be searched based on the virtual object ID and its queuing number to retrieve the target motion resources that each virtual object needs to load at its corresponding display position. Since each virtual object has a unique virtual object identifier (ID), different virtual objects in the display interface can be accurately distinguished using this ID, avoiding confusion of target motion resources between different virtual objects.
[0021] In some examples, each display position in the virtual object display interface corresponds to a formation number. This formation number is used to identify the specific position of the virtual object in the formation, such as the specific slot number of the formation "front row, middle row and back row", the specific slot number of the formation "left side, main position and right side", and the specific slot number of the formation "left side, main position, right side and back row".
[0022] In some examples, the index value of this mapping data includes: configuring the virtual object ID as the index value, or configuring the swarm number as the index value, or configuring a combination of the virtual object ID and the swarm number as the index value.
[0023] Taking the combination of virtual object ID and swarm number as an index value as an example, since there is a correspondence between the target action resource and the virtual object ID and swarm number, that is, the same virtual object ID can correspond to different target action resources under different swarm numbers, therefore, in the virtual object model loading stage of virtual objects, the target action resource that should be loaded in the current display position of the virtual object model can be uniquely determined based on the combination of virtual object ID and swarm number.
[0024] It should be noted that by introducing two dimensions, virtual object ID and formation number, into the mapping relationship data and associating the target action resource with these two dimensions, the same virtual object can automatically match the exclusive target action resource that is suitable for the display position when it switches to different display positions, without having to hard-code the configuration for each virtual object and each display position. This improves the structuring and scalability of the mapping relationship data and facilitates the unified management and maintenance of the target action resource in the future.
[0025] S203. Load the virtual object models of each virtual object at their corresponding display positions in the virtual object display interface, and determine the target animation data of each virtual object model according to the target motion resource.
[0026] In some examples, the corresponding virtual object model (such as a 3D model or a 2D model) can be loaded into the virtual object display interface based on the ID and display position of each virtual object. After loading, the target animation data corresponding to each virtual object model can be determined based on the target motion resources read in S202. This target animation data may include keyframe data of the motion, skeletal animation data, animation playback parameters, etc., to drive the virtual object model to present the corresponding motion.
[0027] S204. Based on the target animation data, control each virtual object model in the virtual object display interface to display corresponding actions in different display positions with a 3D animation effect.
[0028] In some examples, the determined target animation data can be used to drive each virtual object model in different display positions to play corresponding actions, so that each virtual object in different display positions can present differentiated action performances that match the display position. For example, based on the arrangement coordinates of the virtual object in the virtual object display interface (such as the game formation interface) or the formation slot it is in (such as formation number "position 1", formation number "position 2", formation number "position 3"), different corresponding actions can be presented for each virtual object model in that arrangement coordinate or formation slot (such as formation number "position 1" displaying an alert action, formation number "position 2" displaying an idle action, and formation number "position 3" displaying a support action).
[0029] In some examples, for 3D animation effects, these effects can include various visual representations. For instance, when the virtual object display interface is a game formation interface, before switching from a 2D game formation interface to a 3D game formation interface, at least one transition effect can be generated based on preset transition animation data, such as bubble effects, line effects, particle burst effects (e.g., star-shaped light spots, rune fragments), or spatial deformation effects (e.g., card flipping, page curling), to achieve a smooth transition to the 3D stereoscopic display environment. Furthermore, to highlight the target virtual object, effects such as golden outlines, halo effects, or other highlighting effects can be overlaid on the corresponding current virtual object model to enhance the user's operational perception and visual feedback, making the entire game formation interface switching and interaction process more vivid and intuitive.
[0030] By employing embodiments of this disclosure, a mapping relationship data between virtual objects, display positions, and target motion resources is pre-established. Corresponding virtual object models are loaded and rendered on demand. This allows the same virtual object, after being loaded in the virtual object display interface, to automatically match and load corresponding target motion resources in different display positions, thereby achieving precise adaptation between the virtual object model's actions and its display position. Since different actions can be displayed for virtual object models in different display positions, it eliminates the need to uniformly load the same set of highly complex motion resources for all display positions, or to load all default motion resources before switching to the virtual object display interface. Therefore, the loading time of motion resources is significantly shortened, memory usage and computational overhead per frame are reduced, thereby improving frame rate stability and ultimately enhancing the smoothness of the interface display. Moreover, compared to related technologies that require the simultaneous loading and rendering of multiple high-precision virtual object models and their high-resolution textures, resulting in increased memory consumption, GPU memory bandwidth pressure, and massive bone skinning and rendering computational costs per frame, the embodiments disclosed in this disclosure can not only reduce memory consumption, GPU memory bandwidth pressure, and massive bone skinning and rendering computational costs per frame, but also dynamically adjust the motion performance of virtual objects according to different display positions, thereby enhancing the richness and realism of virtual object display. At the same time, it reduces the workload of manually configuring the motion of each virtual object one by one, and improves the efficiency of motion resource management and loading.
[0031] According to embodiments of this disclosure, a method for displaying virtual object actions is provided. Figure 3 This is a flowchart illustrating another method for displaying virtual object actions according to an embodiment of the present disclosure. This method can be applied to a device for displaying virtual object actions, such as... Figure 3 As shown, this method is applied to Figure 1 In any node or device within the network architecture shown, the following are included: S301. In response to an interactive operation on the target virtual object model, determine the first type of action resource corresponding to the interactive operation from multiple sets of candidate action resources and use it as the target action resource of the target virtual object model.
[0032] In some examples, for a target virtual object model in the virtual object display interface, one or more sets of candidate action resources can be pre-configured for the multiple different display positions that the target virtual object model may appear in, so that after loading the target virtual object model, it has a variety of selectable action performance forms in different display positions.
[0033] In some examples, the interaction includes at least one of the following: clicking, long pressing, dragging, double-tapping, and swiping.
[0034] S302, Load the first type of action resource.
[0035] In some examples, when a user performs interactive operations such as clicking, long-pressing, or dragging on the target virtual object model in the virtual object display interface, the type of the interactive operation can be identified. Based on the type of interactive operation, the first type of action resource corresponding to the interactive operation is selected from multiple sets of candidate action resources pre-configured for the target virtual object model in S301, and the first type of action resource is determined as the current target action resource. Then, the first type of action resource is loaded.
[0036] By employing the embodiments of this disclosure, multiple sets of candidate action resources are pre-configured for the target virtual object model, and the corresponding first-type action resources are dynamically determined and loaded based on the user's actual interaction. Since only the target action resources required for the corresponding formation position ("first-type action resources") are loaded "on demand" during loading, rather than loading the entire animation cache (e.g., action resources corresponding to non-target formation positions may not be loaded), action resource optimization is achieved. Therefore, memory usage and computational overhead per frame are further reduced, and loading speed is improved. Furthermore, dynamically determining and loading the corresponding first-type action resources based on the user's actual interaction enables the virtual object model to present differentiated action feedback for different user interactions, enhancing the realism and fun of the interaction between the virtual object and the user, and improving the user's interactive experience in the virtual object display interface.
[0037] According to embodiments of this disclosure, a method for displaying virtual object actions is provided. Figure 4 This is a flowchart illustrating another method for displaying virtual object actions according to an embodiment of the present disclosure. This method can be applied to a device for displaying virtual object actions, such as... Figure 4 As shown, this method is applied to Figure 1 In any node or device within the network architecture shown, the following are included: S401. Adjust the position of each virtual object model according to the coordinate offset value.
[0038] In some examples, the mapping data includes: a virtual object identifier (ID) to distinguish each virtual object, a group number to identify the display position, and a target motion resource to characterize the actions of each virtual object model. Furthermore, the mapping data also includes coordinate offset values. These coordinate offset values characterize the change in the display position of the virtual object model within the virtual object display interface. The current display position of each virtual object model in the virtual object display interface can be adjusted based on these coordinate offset values, allowing each virtual object model to move to a new display position.
[0039] In some examples, this mapping data records the correspondence between the target motion resources that different virtual objects should display in different display positions, as well as the correspondence between dynamically changing coordinate offset values and target motion resources. After obtaining multiple virtual objects and their display positions, the mapping data can be searched based on the virtual object ID and its display position sequence number to retrieve the target motion resources that each virtual object needs to load at its corresponding display position, as well as the target motion resources that need to be loaded at each virtual object's corresponding display position according to the dynamically changing coordinate offset values. Since each virtual object has a unique virtual object identifier ID, different virtual objects in the virtual object display interface can be accurately distinguished through this virtual object identifier ID, avoiding confusion of target motion resources between different virtual objects.
[0040] In some examples, each display position in the virtual object display interface corresponds to a formation number. This formation number is used to identify the specific position of the virtual object in the formation, such as the specific slot number of the formation "front row, middle row and back row", the specific slot number of the formation "left side, main position and right side", and the specific slot number of the formation "left side, main position, right side and back row".
[0041] In some examples, the index value of this mapping data includes: configuring the virtual object ID as the index value, or configuring the swarm number as the index value, or configuring a combination of the virtual object ID and the swarm number as the index value.
[0042] Taking the combination of virtual object ID and formation number as an index value as an example, since there is a correspondence between the target action resource and the virtual object ID and formation number, that is, the same virtual object ID can correspond to different target action resources under different formation numbers, during the virtual object model loading stage, the target action resource that should be loaded at the current display position of the virtual object model can be uniquely determined based on the combination of virtual object ID and formation number, and the target action resource can be loaded at the display position corresponding to each virtual object according to the dynamically changing coordinate offset value.
[0043] It should be noted that by introducing two dimensions, virtual object ID and formation number, into the mapping relationship data, associating the target action resources with these two dimensions, and corresponding the dynamically changing coordinate offset values with the target action resources, the same virtual object can automatically match the exclusive target action resources adapted to the display position when switching to different display positions, and update the target action resources in real time based on the change of display position, without having to hard-code the configuration for each virtual object and each display position. This improves the structuring and scalability of the mapping relationship data, and facilitates the unified management and maintenance of target action resources in the future.
[0044] S402. In response to the position change of each virtual object model, redetermine the target action resources corresponding to each virtual object model to obtain updated target action resources.
[0045] In some examples, after the display position of each virtual object model changes, the mapping relationship data can be searched and matched again according to the changed display position of each virtual object model, so as to determine the target motion resource corresponding to the changed display position and obtain the updated target motion resource.
[0046] S403. Update the target animation data of each virtual object model in real time based on the updated target motion resources.
[0047] By using the embodiments of this disclosure, the target animation data corresponding to each virtual object model can be regenerated or adjusted according to the updated target motion resources, and each virtual object model can be driven in real time to perform the corresponding actions according to the updated target animation data, so that the action performance of the virtual object model is consistent with its current display position, that is, it is dynamically linked with the change of display position to update the corresponding actions of the virtual object model in real time, so that each virtual object model can switch to new actions in real time based on the new display position.
[0048] This disclosure embodiment further includes: responding to the attribute adaptation operation of each virtual object model, determining the target action resource corresponding to the attribute adaptation operation, and loading the target action resource corresponding to the attribute adaptation operation; wherein, the target action resource is an action resource pre-configured based on the virtual object attributes at different display positions and stored in the action resource library.
[0049] In some examples, a virtual object model can have multiple different virtual object attributes, such as appearance attributes, ability attributes, and type attributes. When an attribute adaptation operation is detected for each virtual object model, the target action resource corresponding to that attribute can be determined based on the virtual object attribute pointed to by the attribute adaptation operation. After determining the target action resource, the corresponding action resource can be loaded from the action resource library and applied to the corresponding virtual object model.
[0050] By employing embodiments of this disclosure, corresponding action resources are pre-configured and stored in an action resource library based on virtual object attributes at different display positions. This allows the virtual object model to automatically load target action resources matching the current attribute and display position during attribute adaptation, achieving correlation and adaptation between the virtual object's action performance and its attribute characteristics. This enhances the diversity and personalization of virtual object display. Furthermore, the unified storage and management of this action resource library improves the reuse efficiency of action resources. Moreover, the virtual object model can generate adaptive corresponding actions based on attribute adaptation, reducing configuration workload.
[0051] The embodiments of this disclosure further include: detecting whether each virtual object model triggers a resonance trigger action; responding to the resonance trigger action of each virtual object model, determining a combined action corresponding to the resonance scene; and displaying the action corresponding to the resonance scene at different display positions using the combined action.
[0052] In some examples, the state of each virtual object model in the virtual object display interface and the user's operation behavior can be continuously monitored to detect whether a preset resonance trigger condition is met. The resonance trigger condition can be set based on the combination relationship between specific virtual objects, specific user operation sequences, etc. When a resonance trigger action is detected, a combined action corresponding to the resonance scene is determined according to each virtual object model that triggered the resonance in the virtual object display interface and its different display positions (this combined action describes the overall action effect of multiple virtual object models cooperating and presenting together). Each virtual object model in different display positions is driven to display its corresponding action part according to the determined combined action, and the actions of multiple virtual object models cooperate and coordinate to present the combined action effect corresponding to the resonance scene as a whole.
[0053] By adopting the embodiments of this disclosure, a resonance triggering action and a corresponding combined action display mechanism are introduced among multiple virtual object models, enabling multiple virtual object models in different display positions to present a coordinated and cooperative overall action effect when resonance is triggered, thereby enhancing the linkage expressiveness and scene immersion between multiple virtual objects and enriching the action expression forms of the virtual object display interface.
[0054] According to embodiments of this disclosure, a method for displaying virtual object actions is provided. Figure 5 This is a flowchart illustrating another method for displaying virtual object actions according to an embodiment of the present disclosure. This method can be applied to a device for displaying virtual object actions, such as... Figure 5 As shown, this method is applied to Figure 1 In any node or device within the network architecture shown, the following are included: S501, In response to the transposition operation triggered by each virtual object model to change the array, obtain the display position of each virtual object model after transposition.
[0055] In some examples, when a swap operation is detected on each virtual object model in the virtual object display interface, the formation change result corresponding to the swap operation is identified, and the new display position of each virtual object model after the formation change is obtained.
[0056] S502, Re-query the target action resources corresponding to the display positions after the virtual object models are swapped.
[0057] In some examples, the target motion resource corresponding to the transposed display position can be re-queried in the mapping relationship data based on the virtual object ID of each virtual object model after the transposition.
[0058] S503. Switch each virtual object model from the first animation state to the second animation state.
[0059] In some examples, the current animation state of each virtual object model can be used as the first animation state, and a second animation state can be generated based on the target motion resource obtained from the re-query. Subsequently, each virtual object model is controlled to switch from the first animation state to the second animation state so that each virtual object model presents an action that matches its displayed position after the transposition.
[0060] By adopting the embodiments of this disclosure, when the virtual object model undergoes a formation change, a second animation state corresponding to the displayed position after the change is re-queried and generated, and the virtual object model is controlled to smoothly switch from the first animation state to the second animation state. This achieves a continuous transition of the virtual object model's action performance during the formation change process, avoids the problem of disjointed or incoherent action performance before and after the change, and improves the smoothness and realism of the virtual object display in the formation change scenario.
[0061] According to embodiments of this disclosure, a method for displaying virtual object actions is provided. Figure 6 This is a flowchart illustrating another method for displaying virtual object actions according to an embodiment of the present disclosure. This method can be applied to a device for displaying virtual object actions, such as... Figure 6 As shown, this method is applied to Figure 1 In any node or device within the network architecture shown, the following are included: S601. In response to the update operation triggered by scene changes in each virtual object model, obtain the display position of each virtual object model after the scene changes.
[0062] In some examples, when a scene change update operation is detected for the virtual object display interface, the display position of each virtual object model after the scene change can be obtained. This display position may be the same as or different from the display position before the scene change.
[0063] S602. Based on the scene ID used to distinguish each scene, obtain the action theme configuration corresponding to the scene ID.
[0064] In some examples, each display scene has a scene ID to distinguish different scenes. Based on the scene ID after the scene changes, the action theme configuration corresponding to the scene ID can be found and obtained from the pre-configured data. The action theme configuration is used to characterize the overall style or theme features that the virtual object model action should present in the scene.
[0065] S603. Based on the action theme configuration and the target action resources corresponding to the display positions of each virtual object model after the scene changes, update the corresponding actions of each virtual object model in the target scene after the scene changes.
[0066] In some examples, the acquired action theme configuration and the target action resources determined based on the display position of each virtual object model after the scene change can be combined to update the corresponding actions of each virtual object model in the target scene after the scene change, so that the actions presented by each virtual object model in the new scene match the action theme of the scene.
[0067] By adopting the embodiments of this disclosure, by introducing scene IDs for distinguishing each scene, their corresponding action theme configurations, and target action resources corresponding to the display positions of each virtual object model after scene changes, the virtual object model can comprehensively update its actions by combining the scene's action theme configuration and the target action resources corresponding to the changed display positions when the scene changes. This allows the virtual object model to present action performances that are consistent with the theme of the scene under different scenarios, thereby improving the overall coordination and immersiveness of the virtual object display in multi-scene switching situations.
[0068] According to embodiments of this disclosure, a method for displaying virtual object actions is provided. Figure 7 This is a flowchart illustrating another method for displaying virtual object actions according to an embodiment of the present disclosure. This method can be applied to a device for displaying virtual object actions, such as... Figure 7 As shown, this method is applied to Figure 1 In any node or device within the network architecture shown, the following are included: S701, In response to the update operation triggered by the state change of each virtual object model at the current display position, obtain the target action resources corresponding to each virtual object model in different states.
[0069] In some examples, when a state change update operation triggered by each virtual object model at its current display position is detected, the specific type of the state change (such as initial state, standby state, interactive state, etc.) can be identified. For each virtual object model, the target action resources corresponding to each virtual object model in different states such as the initial state, standby state, and interactive state can be obtained separately. The target action resources in different states can have corresponding relationships established in advance in the mapping relationship data.
[0070] S702. Based on the target action resources corresponding to each virtual object model in different states, update the corresponding actions of each virtual object model in the target state after the state change.
[0071] In some examples, this state change includes multiple state transitions between an initial state, a standby state, and an interactive state.
[0072] In some examples, based on the target state determined after the state change, the target action resources corresponding to the target state can be obtained from the target action resources corresponding to the different states of each virtual object model, and the actions presented by each virtual object model in the target state can be updated accordingly.
[0073] By adopting the embodiments of this disclosure, corresponding target action resources are configured for virtual object models in various states such as initial state, standby state, and interactive state. When the state changes, the corresponding actions of the virtual object model are automatically updated according to the changed target state. This enables the virtual object model to smoothly switch action performance between different states, enriches the action change levels of virtual objects in static display and dynamic interaction processes, and improves the overall expressiveness of the virtual object display interface.
[0074] The following is an example illustrating the method for displaying virtual object actions provided in the embodiments of this disclosure.
[0075] Application Scenario: The virtual object display interface is a game formation interface, switching from a 2D game formation interface to a 3D game formation interface. In this application scenario, the virtual object in the above-described embodiment of the present disclosure is a character in the 3D game formation interface, the virtual object model is a character model, and the display position corresponding to the virtual object is the formation position in the 3D game formation interface (i.e., the character's arrangement coordinates or formation slot in the interface, etc.). The mapping relationship data in the above-described embodiment of the present disclosure includes: a character ID for distinguishing the identity of each character, a formation number for identifying the formation position, and a target action resource for representing the actions of each character model. The following example uses the formation "Character A is located on the left side, Character B is located in the main position, and Character C is located on the right side" to describe the display method of virtual object actions in this embodiment of the present disclosure. This embodiment of the present disclosure includes, but is not limited to, formations such as "front row, middle row, and back row," or formations such as "left side, main position, right side, and back row."
[0076] Figure 8 This is a schematic diagram of a 2D formation interface in an application example according to an embodiment of the present disclosure, such as... Figure 8 As shown, the 2D formation interface includes "Character A" 801, "Character B" 802, and "Character C" 803, with "Character A" located on the left, "Character B" in the main position, and "Character C" on the right. The player can switch from the 2D game formation interface to the 3D game formation interface via the 3D loading button 804, and load the game into the 3D game formation interface. Figure 9 This is a schematic diagram of switching from a 2D formation interface to a 3D formation interface in an application example according to an embodiment of the present disclosure. In addition to showing “Character A” 901, “Character B” 902 and “Character C” 903, it also shows the loading status “Switching to 3D formation” 904. During the process of switching from the 2D game formation interface to the 3D game formation interface, a “transition animation” (such as a bubble general transition animation) can also be played before loading into the 3D game formation interface. Figure 10This is a schematic diagram of a 3D formation interface in an application example according to an embodiment of the present disclosure. The 3D formation interface displays the character model corresponding to "Character A" 1001, the character model corresponding to "Character B" 1002, and the character model corresponding to "Character C" 1003. Each character model displays different corresponding actions at different formation positions.
[0077] For example, users can trigger entry into the 3D formation interface through interactive operations such as clicking icons or swiping the screen. In response to the triggering of the 3D formation interface, multiple characters in the 3D formation interface and their respective formation positions can be obtained (the formation positions can be used to represent the character's layout coordinates or formation slot, etc.). Mapping relationship data is read to retrieve the target motion resources for each character at its corresponding formation position based on the multiple characters and their respective formation positions. The character models for each character at their corresponding formation positions are loaded into the 3D formation interface, and the target animation data for each character model is determined based on the target motion resources. Based on the target animation data, the system controls the character models in the 3D formation interface to display corresponding actions at different formation positions. This allows each character in a different formation position to exhibit differentiated action performances that match that formation position. For example, based on the character's arrangement coordinates or formation slot in the 3D formation interface (such as formation number "position 1", formation number "position 2", formation number "position 3"), different corresponding actions are displayed for each character model at that arrangement coordinate or formation slot. Figure 10 As shown. For each character model, depending on the position of the same character model in the 3D formation interface, the same character model can be configured with 3 standing poses, all of which can be loop actions.
[0078] The aforementioned mapping data includes: a character ID to distinguish each character's identity, a formation number to identify the formation position, and a target motion resource to represent the actions of each character model. Optionally, the mapping data may also include coordinate offset values, which represent the amount of change in the formation position of the character model in the 3D formation interface, so that each character model moves to the new formation position. An example of the mapping data is shown in Table 1.
[0079] Table 1 For example, the index value of the mapping relationship data includes: configuring the virtual object ID as the index value, or configuring the swarm number as the index value, or configuring a combination of the virtual object ID and the swarm number as the index value. Taking configuring a combination of the virtual object ID and the swarm number as the index value as an example, since there is a correspondence between the target action resource and the virtual object ID and the swarm number, that is, the same virtual object ID can correspond to different target action resources under different swarm numbers, therefore, during the virtual object model loading stage of the virtual object, the target action resource that should be loaded by the virtual object model at the current display position can be uniquely determined based on the combination of the virtual object ID and the swarm number.
[0080] Figure 11 This is a schematic diagram of a 3D formation interface hotspot in an application example according to an embodiment of the present disclosure, such as... Figure 11 As shown, the 3D formation interface allows users to select large blocks for each hotspot (e.g., the first hotspot 1101, the second hotspot 1102, and the third hotspot 1103) based on the corresponding character models. The goal is to ensure that the length and width of each hotspot are identical (i.e., the hotspot design rules are the same for different character models; even if different character models occupy different screen spaces, the same hotspot design rules are used to reduce resource and memory usage and make the display smoother). Specifically, consideration should be given to whether camera adjustments and character model placement are supported, and UI for dual-tag switching (i.e., interfaces for switching between multiple states) should be reserved. Each hotspot refers to a response area for human-computer interaction. For example, if the terminal device is a mobile phone or tablet that supports touch response, when a user touches the screen, there will be a response range (this response range is the respective response area). Touching a response area results in a successful response. Each hotspot can also include a button 1104 to parse the user's interaction command after responding to the interaction.
[0081] Click as Figure 10 The 3D formation interface shown displays a side view of a character (e.g., "Character A" 1001). The camera rotates and zooms in to show a close-up of the corresponding character model. The interface can be adjusted for individual characters to display only that single character model. Figure 12 This is a schematic diagram of a formation role selection interface in an application example according to an embodiment of the present disclosure, such as... Figure 12 As shown, selecting "Character A" 1201 from the formation list allows you to modify the character model animation effects of "Character A" 1201 (you can use a PC hover state / gamepad cursor to select the character effects). You can also select other characters from the formation list to update the individual character models in the 3D formation interface.
[0082] Click as Figure 10The 3D formation interface shown displays the middle character (such as the character model corresponding to "Character B" 1002). The camera rotates and zooms in for a close-up of the corresponding character model. The interface can be adjusted to display only the individual character model. Figure 13 This is a schematic diagram of another formation role selection interface in an application example according to an embodiment of this disclosure, such as... Figure 13 As shown, for the resonance scene, you can select "Character B" 1301 from the list of selectable resonators, modify the character model animation effects of "Character B" 1301 (you can use PC hover state / gamepad cursor to select character effects), and select other characters from the list of selectable resonators to update the individual character models in the 3D formation interface. Figure 14 This is a schematic diagram of a character selection interface in a resonance scene according to an application example of an embodiment of this disclosure, such as... Figure 14 As shown, multiple characters ("Character A", ..., "Character O") are displayed in the resonance scene, providing users with the opportunity to select a team for the resonance scene and obtain the updated 3D team formation interface.
[0083] Quickly form a team by selecting each character and their model effects in the 3D formation interface. Individual character model effects can be adjusted by clicking "Details" to access the character's interface for further information. Alternatively, clicking "Replace" will also complete the quick formation process.
[0084] To address the hardware differences among various types of terminal devices, such as mobile phones and tablets relying on touchscreen gesture recognition; PCs combining high-precision keyboard and mouse input; smart TVs / consoles adapting to joystick and physical button input; and game clients integrating joystick and physical button input, the underlying driver can unify these heterogeneous inputs into a standardized game command format and upload them to the backend server. Compared to related technologies that employ different processing logics for different types of terminal devices, the application scenario of this disclosure achieves multi-terminal adaptation and linkage through the same set of processing logic.
[0085] According to embodiments of this disclosure, a display device for virtual object actions is provided. Figure 15 This is a schematic diagram of the composition structure of a display device for virtual object actions according to an embodiment of the present disclosure, such as... Figure 15As shown, the device includes: an acquisition module 1501, used to acquire multiple virtual objects in the virtual object display interface and their respective display positions in response to an operation that triggers entry into the virtual object display interface; a configuration reading module 1502, used to read the target motion resources of each virtual object at its corresponding display position from the mapping relationship data based on the multiple virtual objects and their respective display positions; a data determination module 1503, used to load the virtual object models of each virtual object at their respective display positions in the virtual object display interface and determine the target animation data of each virtual object model based on the target motion resources; and an action display module 1504, used to control each virtual object model in the virtual object display interface to display corresponding actions with a 3D animation effect at different display positions based on the target animation data.
[0086] In one implementation, the mapping relationship data includes a virtual object ID for distinguishing the identity of each virtual object, a swarm number for identifying the display position, and a target action resource for characterizing the actions of each virtual object model.
[0087] In one implementation, each target virtual object model includes multiple sets of candidate action resources corresponding to different display positions. The display device for virtual object actions further includes: an on-demand loading module, used to respond to an interactive operation on the target virtual object model, determine a first type of action resource corresponding to the interactive operation from the multiple sets of candidate action resources and use it as the target action resource of the target virtual object model; and load the first type of action resource.
[0088] In one embodiment, the mapping relationship data further includes coordinate offset values for identifying changes in display position, and the display device for virtual object actions further includes: a first update module for adjusting the position of each virtual object model according to the coordinate offset values; in response to changes in the position of each virtual object model, redetermining the target action resources corresponding to each virtual object model to obtain updated target action resources; and updating the target animation data of each virtual object model in real time according to the updated target action resources.
[0089] In one embodiment, the virtual object action display device further includes: an attribute adaptation loading module, used to load target action resources corresponding to the attribute adaptation operation in response to the attribute adaptation operation of each virtual object model; wherein, the target action resource is an action resource pre-configured based on the virtual object attributes at different display positions and stored in an action resource library.
[0090] In one embodiment, the display device for virtual object actions further includes: a resonance module, used to respond to the resonance trigger actions of each virtual object model, wherein each virtual object model displays the actions corresponding to the resonance scene in the form of combined actions at different display positions.
[0091] In one embodiment, the display device for virtual object actions further includes: a state switching module, used to respond to the repositioning operation triggered by each virtual object model triggering a formation change, to obtain the display position of each virtual object model after repositioning; to re-query the target action resource corresponding to the display position of each virtual object model after repositioning; and to switch each virtual object model from a first animation state to a second animation state; wherein the second animation state is generated based on the target action resource corresponding to the display position of each virtual object model after repositioning.
[0092] In one embodiment, the virtual object action display device further includes: a second update module, configured to respond to an update operation triggered by each virtual object model to a scene change, obtain the display position of each virtual object model after the scene change; obtain an action theme configuration corresponding to the scene ID based on the scene ID used to distinguish each scene; and update the actions corresponding to each virtual object model in the target scene after the scene change based on the action theme configuration and the target action resources corresponding to the display position of each virtual object model after the scene change.
[0093] In one embodiment, the display device for virtual object actions further includes: a third update module, configured to respond to an update operation triggered by a state change of each virtual object model at the current display position, acquire target action resources corresponding to each virtual object model in different states; update the actions corresponding to each virtual object model in the target state after the state change according to the target action resources corresponding to each virtual object model in different states; wherein, the state change includes: multiple state switching between initial state, standby state, and interactive state.
[0094] The specific functions and examples of each module and submodule of the apparatus in this disclosure can be found in the relevant descriptions of the corresponding steps in the above method embodiments, and will not be repeated here.
[0095] The acquisition, storage, and application of any type of information, such as user personal information, involved in the technical solutions disclosed herein comply with relevant laws and regulations and do not violate public order and good morals.
[0096] The terminal device of this disclosure embodiment includes: At least one processor; and A memory communicatively connected to the at least one processor; wherein, The memory stores a computer program, and when the processor executes the computer program, it implements the method provided in any embodiment of this disclosure. The terminal device includes at least one of the following: personal computer, laptop computer, game console, smartphone, tablet computer, VR head-mounted display device, handheld game console, and touch screen all-in-one machine.
[0097] The electronic device according to embodiments of this disclosure includes: At least one processor; and A memory communicatively connected to the at least one processor; wherein, The memory stores instructions that can be executed by the at least one processor to enable the at least one processor to perform the method provided in any embodiment of this disclosure.
[0098] This disclosure includes a non-transitory computer-readable storage medium storing computer instructions for causing the computer to perform a method provided according to any embodiment of this disclosure.
[0099] The computer program product of this disclosure includes a computer program that, when executed by a processor, implements the method provided according to any embodiment of this disclosure.
[0100] Figure 16 A schematic block diagram of an example electronic device 1600 that can be used to implement embodiments of the present disclosure is shown. The electronic device is intended to represent various forms of digital computers, such as laptop computers, desktop computers, workstations, personal digital assistants, servers, blade servers, mainframe computers, and other suitable computers. The electronic device may also represent various forms of mobile devices, such as personal digital assistants, cellular phones, smartphones, wearable devices, and other similar computing devices. The components shown herein, their connections and relationships, and their functions are merely illustrative and are not intended to limit the implementation of the present disclosure described and / or claimed herein.
[0101] like Figure 16 As shown, device 1600 includes a computing unit 1601, which can perform various appropriate actions and processes according to a computer program stored in read-only memory (ROM) 1602 or a computer program loaded into random access memory (RAM) 1603 from storage unit 1608. The RAM 1603 may also store various programs and data required for the operation of device 1600. The computing unit 1601, ROM 1602, and RAM 1603 are interconnected via bus 1604. Input / output (I / O) interface 1605 is also connected to bus 1604.
[0102] Multiple components in device 1600 are connected to I / O interface 1605, including: input unit 1606, such as keyboard, mouse, etc.; output unit 1607, such as various types of monitors, speakers, etc.; storage unit 1608, such as disk, optical disk, etc.; and communication unit 1609, such as network card, modem, wireless transceiver, etc. Communication unit 1609 allows device 1600 to exchange information / data with other devices through computer networks such as the Internet and / or various telecommunications networks.
[0103] The computing unit 1601 can be a variety of general-purpose and / or special-purpose processing components with processing and computing capabilities. Some examples of the computing unit 1601 include, but are not limited to, a central processing unit (CPU), a graphics processing unit (GPU), various special-purpose artificial intelligence (AI) computing chips, various computing units running machine learning model algorithms, a digital signal processor (DSP), and any suitable processor, controller, microcontroller, etc. The computing unit 1601 performs the various methods and processes described above, such as the method of displaying virtual object actions. For example, in some embodiments, the method of displaying virtual object actions can be implemented as a computer software program tangibly contained in a machine-readable medium, such as storage unit 1608. In some embodiments, part or all of the computer program can be loaded and / or installed on device 1600 via ROM 1602 and / or communication unit 1609. When the computer program is loaded into RAM 1603 and executed by the computing unit 1601, one or more steps of the method of displaying virtual object actions described above can be performed. Alternatively, in other embodiments, the computing unit 1601 may be configured by any other suitable means (e.g., by means of firmware) to perform a display method for virtual object actions.
[0104] Various embodiments of the systems and techniques described above herein can be implemented in digital electronic circuit systems, integrated circuit systems, field-programmable gate arrays (FPGAs), application-specific integrated circuits (ASICs), application-specific standard products (ASSPs), systems-on-a-chip (SoCs), payload-programmable logic devices (CPLDs), computer hardware, firmware, software, and / or combinations thereof. These various embodiments may include implementations in one or more computer programs that can be executed and / or interpreted on a programmable system including at least one programmable processor, which may be a dedicated or general-purpose programmable processor, capable of receiving data and instructions from a storage system, at least one input device, and at least one output device, and transmitting data and instructions to the storage system, the at least one input device, and the at least one output device.
[0105] The program code used to implement the methods of this disclosure may be written in any combination of one or more programming languages. This program code may be provided to a processor or controller of a general-purpose computer, special-purpose computer, or other programmable data processing apparatus, such that when executed by the processor or controller, the program code causes the functions / operations specified in the flowcharts and / or block diagrams to be implemented. The program code may be executed entirely on a machine, partially on a machine, as a standalone software package partially on a machine and partially on a remote machine, or entirely on a remote machine or server.
[0106] In the context of this disclosure, a machine-readable medium can be a tangible medium that may contain or store a program for use by or in conjunction with an instruction execution system, apparatus, or device. A machine-readable medium can be a machine-readable signal medium or a machine-readable storage medium. A machine-readable medium can be, but is not limited to, electronic, magnetic, optical, electromagnetic, infrared, or semiconductor systems, apparatus, or devices, or any suitable combination of the foregoing. More specific examples of machine-readable storage media include electrical connections based on one or more wires, portable computer disks, hard disks, random access memory (RAM), read-only memory (ROM), erasable programmable read-only memory (EPROM or flash memory), optical fiber, portable compact disk read-only memory (CD-ROM), optical storage devices, magnetic storage devices, or any suitable combination of the foregoing.
[0107] To provide interaction with a user, the systems and techniques described herein can be implemented on a computer having: a display device for displaying information to the user (e.g., a CRT (cathode ray tube) or LCD (liquid crystal display) monitor); and a keyboard and pointing device (e.g., a mouse or trackball) through which the user provides input to the computer. Other types of devices can also be used to provide interaction with the user; for example, feedback provided to the user can be any form of sensory feedback (e.g., visual feedback, auditory feedback, or tactile feedback); and input from the user can be received in any form (including sound input, voice input, or tactile input).
[0108] The systems and technologies described herein can be implemented in computing systems that include backend components (e.g., as a data server), or computing systems that include middleware components (e.g., an application server), or computing systems that include frontend components (e.g., a user computer with a graphical user interface or web browser through which a user can interact with implementations of the systems and technologies described herein), or any combination of such backend, middleware, or frontend components. The components of the system can be interconnected via digital data communication of any form or medium (e.g., a communication network). Examples of communication networks include local area networks (LANs), wide area networks (WANs), and the Internet.
[0109] Computer systems can include clients and servers. Clients and servers are generally located far apart and typically interact via communication networks. Client-server relationships are created by computer programs running on the respective computers and having a client-server relationship with each other. Servers can be cloud servers, servers in distributed systems, or servers incorporating blockchain technology.
[0110] It should be understood that the various forms of processes shown above can be used to rearrange, add, or delete steps. For example, the steps described in this disclosure can be executed in parallel, sequentially, or in different orders, as long as the desired result of the technical solution disclosed in this disclosure can be achieved, and this is not limited herein.
[0111] The specific embodiments described above do not constitute a limitation on the scope of protection of this disclosure. Those skilled in the art should understand that various modifications, combinations, sub-combinations, and substitutions can be made according to design requirements and other factors. Any modifications, equivalent substitutions, and improvements made within the principles of this disclosure should be included within the scope of protection of this disclosure.
Claims
1. A method for displaying the actions of a virtual object, characterized in that, include: In response to the operation of triggering entry into the virtual object display interface, obtain multiple virtual objects in the virtual object display interface and the display positions corresponding to the multiple virtual objects respectively; Based on the multiple virtual objects and their respective display positions, the target action resources of each virtual object at its corresponding display position are read from the mapping relationship data. In the virtual object display interface, load the virtual object models of each virtual object at the corresponding display position, and determine the target animation data corresponding to each virtual object model based on the target motion resource; Based on the target animation data, the virtual object models in the virtual object display interface are controlled to display corresponding actions in different display positions with a 3D animation effect.
2. The method according to claim 1, characterized in that, The mapping relationship data includes a virtual object identifier ID for distinguishing the identity of each virtual object, a swarm number for identifying the display position, and a target action resource for representing the actions of each virtual object model.
3. The method according to claim 2, characterized in that, Each target virtual object model includes multiple sets of candidate action resources corresponding to different display positions, and the method further includes: In response to an interactive operation on a target virtual object model, a first type of action resource corresponding to the interactive operation is determined from the multiple sets of candidate action resources and used as the target action resource for the target virtual object model; Load the first type of action resource.
4. The method according to claim 2, characterized in that, The mapping relationship data also includes coordinate offset values for identifying changes in display position, and the method further includes: Adjust the position of each virtual object model according to the coordinate offset value; In response to the positional change of each virtual object model, the target action resource corresponding to each virtual object model is re-determined to obtain the updated target action resource; Based on the updated target motion resources, the target animation data of each virtual object model is updated in real time.
5. The method according to any one of claims 1-4, characterized in that, The method further includes: In response to the attribute adaptation operation of each virtual object model, the target action resource corresponding to the attribute adaptation operation is loaded; The target motion resource is a motion resource pre-configured at different display positions based on the virtual object attributes and stored in the motion resource library.
6. The method according to any one of claims 1-4, characterized in that, The method further includes: In response to the resonance-triggered actions of each virtual object model, each virtual object model displays the actions corresponding to the resonance scene in the form of combined actions at different display positions.
7. The method according to any one of claims 1-4, characterized in that, The method further includes: In response to the array change triggered by each virtual object model, the display position of each virtual object model after the array change is obtained; Re-query the target action resources corresponding to the display positions of the virtual object models after they have been swapped; Switch each virtual object model from the first animation state to the second animation state; The second animation state is generated based on the target action resource corresponding to the display position of each virtual object model after the model has been swapped.
8. The method according to any one of claims 1-4, characterized in that, The method further includes: In response to the scene change update operation triggered by each virtual object model, obtain the display position of each virtual object model after the scene change; Based on the scene ID used to distinguish each scene, the action theme configuration corresponding to the scene ID is obtained; Based on the action theme configuration and the target action resources corresponding to the display positions of each virtual object model after the scene change, the actions corresponding to each virtual object model are updated in the target scene after the scene change.
9. The method according to any one of claims 1-4, characterized in that, The method further includes: In response to the update operation triggered by the state change of each virtual object model at the current display position, the target action resources corresponding to each virtual object model in different states are obtained; Based on the target action resources corresponding to each virtual object model in different states, update the actions corresponding to each virtual object model in the target state after the state change; The state changes include switching between various states such as initial state, standby state, and interactive state.
10. A display device for virtual object actions, characterized in that, include: The acquisition module is used to acquire multiple virtual objects in the virtual object display interface and their respective display positions in response to an operation that triggers entry into the virtual object display interface. The configuration reading module is used to read the target action resources of each virtual object at the corresponding display position from the mapping relationship data according to the multiple virtual objects and their respective display positions. The data determination module is used to load the virtual object models of each virtual object at the corresponding display position in the virtual object display interface, and determine the target animation data corresponding to each virtual object model according to the target motion resource; The motion display module is used to control the virtual object models in the virtual object display interface to display corresponding actions with a 3D animation effect at different display positions based on the target animation data.