Virtual character action editing method and apparatus, device and storage medium
By uploading videos and generating action data in game editing scenes, establishing a correspondence relationship with non-player character components, the problem of high threshold for non-player character action editing in the existing technology is solved, and the effect of reducing editing difficulty and improving efficiency is achieved.
Patent Information
- Application Number
- PCT/CN2024/113156
- Authority / Receiving Office
- WO · WO
- Patent Type
- Applications
- Current Assignee / Owner
- Priority Date
- 2023-09-19
- Filing Date
- 2024-08-19
- Publication Date
- 2025-03-27
AI Technical Summary
In the prior art, the threshold for action editing of non-player character components in game editing scenarios is high, and players need to master professional skills, which increases the difficulty and manual workload of action editing.
By running the game program to be edited, the target video is obtained in response to the video upload instruction, the action data is generated according to the first action of the target object in the video, and the corresponding relationship between the action data and the non-player character components is established, and the non-player character performs the second action of the action data in the game running scene is controlled.
It reduces the difficulty and manual workload of action editing of non-player character components, improves the efficiency of updating and creating game maps, and players do not need to master professional skills.
Smart Images

Figure CN2024113156_27032025_PF_FP_ABST
Abstract
Description
A virtual character action editing method, device, equipment and storage medium
[0001] CROSS-REFERENCE TO RELATED APPLICATIONS
[0002] This application claims priority to Chinese patent application number 202311210827.0 filed on September 19, 2023, entitled “A method, apparatus, device and storage medium for editing virtual character actions”, the entire contents of which are incorporated herein by reference. Technical Field
[0003] The present disclosure relates to the field of computer technology, and in particular to a method, apparatus, device, and storage medium for editing virtual character actions. Background Art
[0004] In order to improve the playability of the game, a game editing function has been added to the game. Through the game editing function, the game can provide players with game editing scenes. In the game editing scenes, players can edit the scene map and edit the actions of the NPC (non-player character) components set in the scene map. After the action editing of the NPC component is completed, after entering the game scene, the NPC component will generate a corresponding NPC character, and the NPC character will perform the actions edited for the NPC component in the game editing scene.
[0005] When editing the actions of NPC components, it is usually necessary to use specific software to complete the production and then import it into the game, or edit the NPC component's bone keyframes in the game editing scene to edit the actions. However, no matter which method is used, players are required to master certain professional skills, which makes the editing threshold of NPC actions higher, and further increases the difficulty of action editing in the game editing scene.
[0006] Summary of the Invention
[0007] In view of this, the embodiments of the present disclosure provide a method, apparatus, device and storage medium for editing virtual character actions to reduce the difficulty of editing actions of non-character players in game editing scenarios.
[0008] In a first aspect, an embodiment of the present disclosure provides a method for editing a virtual character's action, the method comprising:
[0009] Providing a game editing scene to be edited by running a game program, wherein the game editing scene includes a non-player character component, wherein the non-player character component is configured to generate a non-player character located in the game running scene during a game running phase;
[0010] Responding to a video upload instruction, obtaining a target video indicated by the video upload instruction;
[0011] generating motion data according to a first motion of a target object in the target video;
[0012] In response to an action setting operation for the non-player character component, establishing a first correspondence between the action data and the non-player character;
[0013] In response to a game running instruction, the game editing scene is controlled to enter the game running scene, the non-player character is generated in the game running scene, and the non-player character is controlled to perform the second action of the action data corresponding to the first correspondence.
[0014] In a second aspect, an embodiment of the present disclosure provides a device for editing virtual character actions, the device comprising:
[0015] A display unit is configured to provide a game editing scene to be edited by running a game program, wherein the game editing scene includes a non-player character component, wherein the non-player character component is configured to generate a non-player character located in the game running scene during a game running phase;
[0016] an uploading unit, configured to respond to a video upload instruction and obtain a target video indicated by the video upload instruction;
[0017] a generating unit configured to generate motion data according to a first motion of a target object in the target video;
[0018] an establishing unit configured to establish a first correspondence between the action data and the non-player character in response to an action setting operation for the non-player character component;
[0019] The control unit is configured to respond to a game running instruction, control the game editing scene to enter the game running scene, generate the non-player character in the game running scene, and control the non-player character to perform the second action of the action data corresponding to the first correspondence.
[0020] In a third aspect, an embodiment of the present disclosure provides an electronic device comprising: a processor, a storage medium and a bus, wherein the storage medium stores machine-readable instructions executable by the processor. When the electronic device is running, the processor communicates with the storage medium through the bus, and the processor executes the machine-readable instructions to perform the steps of any method described in the first aspect.
[0021] In a fourth aspect, an embodiment of the present disclosure provides a computer-readable storage medium having a computer program stored thereon, and when the computer program is executed by a processor, the steps of any method described in the first aspect are executed.
[0022] Compared with the related art, the technical solution provided by the embodiments of the present disclosure may have the following beneficial effects:
[0023] In the present disclosure, when the game is in the game editing scene, the target video indicated by the instruction can be uploaded through the video upload instruction, and action data can be generated according to the first action of the target object in the uploaded target video. Then, the action data is set to a corresponding relationship with the non-player character corresponding to the non-player character component in the game editing scene. At this time, the editing of the action of the non-player character component in the game editing scene is completed. Under the game running instruction, the game running scene is entered from the game editing scene, and after the non-player character is generated in the game running scene, the non-player character is controlled to perform the second action of the action data corresponding to the above-mentioned corresponding relationship. In the above manner, the action in the video can be converted into the action of the non-player character. Since players do not need to master professional skills, the editing threshold of the non-player character action is lowered, which is conducive to reducing the difficulty of action editing of the non-player character component in the game editing scene. At the same time, it also reduces the manual workload of action editing of the non-player character component in the game editing scene, which is conducive to improving the updating and creation efficiency of the game map. BRIEF DESCRIPTION OF THE DRAWINGS
[0024] In order to more clearly illustrate the technical solutions of the embodiments of the present disclosure, the following briefly introduces the drawings required for use in the embodiments. It should be understood that the following drawings only illustrate certain embodiments of the present disclosure and therefore should not be regarded as limiting the scope. For ordinary technicians in this field, other relevant drawings can be obtained based on these drawings without creative work.
[0025] FIG1 is a flow chart of a method for editing virtual character actions according to one embodiment of the present disclosure;
[0026] FIG2 is a flow chart of another method for editing virtual character actions according to one embodiment of the present disclosure;
[0027] FIG3 is a schematic diagram of a skeleton provided by one of the embodiments of the present disclosure;
[0028] FIG4 is a schematic diagram of a graphical user interface provided in accordance with one embodiment of the present disclosure;
[0029] FIG5 is a flow chart of another method for editing virtual character actions according to one embodiment of the present disclosure;
[0030] FIG6 is a flow chart of another method for editing virtual character actions according to one embodiment of the present disclosure;
[0031] FIG7 is a flow chart of another method for editing virtual character actions provided by one of the embodiments of the present disclosure;
[0032] FIG8 is a schematic diagram of another graphical user interface provided by one of the embodiments of the present disclosure;
[0033] FIG9 is a schematic diagram of another graphical user interface provided by one of the embodiments of the present disclosure;
[0034] FIG10 is a flow chart of another method for editing virtual character actions according to one embodiment of the present disclosure;
[0035] FIG11 is a schematic diagram of another graphical user interface provided by one of the embodiments of the present disclosure;
[0036] FIG12 is a schematic structural diagram of a virtual character action editing device provided by one of the embodiments of the present disclosure;
[0037] FIG13 is a schematic structural diagram of an electronic device provided in accordance with one of the embodiments of the present disclosure. DETAILED DESCRIPTION
[0038] In order to make the purpose, technical solutions and advantages of the embodiments of the present disclosure clearer, the technical solutions in the embodiments of the present disclosure will be clearly and completely described below in conjunction with the drawings in the embodiments of the present disclosure. Obviously, the described embodiments are only part of the embodiments of the present disclosure, not all of the embodiments. The components of the embodiments of the present disclosure generally described and shown in the drawings herein can be arranged and designed in various different configurations. Therefore, the following detailed description of the embodiments of the present disclosure provided in the drawings is not intended to limit the scope of the disclosure for which protection is sought, but merely represents selected embodiments of the present disclosure. Based on the embodiments of the present disclosure, all other embodiments obtained by those skilled in the art without making creative work are within the scope of protection of the present disclosure.
[0039] In this disclosure, the terms "NPC", "NPC character" and "non-player character" are used interchangeably, and the terms "NPC component", "NPC character component" and "non-player character component" are used interchangeably. Non-player characters refer to virtual characters in the game that provide specific functions or interactions for player characters. Non-player characters are virtual characters that are not controlled by players. Role players refer to virtual characters that can be controlled by players. Non-player characters can appear at a fixed location in the game running scene, or appear at a fixed location after being triggered by a specific event, or move in the game running scene according to a preset path. When non-player characters appear in the game running scene, they can perform set actions, which can be called standby actions. Standby actions refer to physical movements made by non-player characters when interacting with player characters, or physical movements made by non-player characters when not interacting with player characters. Non-player characters can cyclically perform set standby actions in the game running scene.
[0040] The game running scene includes at least one non-player character. The at least one player character controlled by the player can enter the game running scene and perform corresponding virtual actions according to the received game instructions. In the game editing scene, the player can set at least one non-player character component, and the player can edit the position, appearance and other contents of the non-player character component. At the same time, the player can also edit the map in the game editing scene. After the player completes editing the game editing scene, when running the game, the game editing scene can be converted into a game running scene, and the non-player character component can be converted into a non-player character in the game running scene.
[0041] To facilitate understanding of how to use the game editing scene, we will take a game running on a mobile phone as an example.
[0042] When a mobile phone runs a game program, a control for entering a game editing scene is provided in the mobile phone's graphical user interface. After the player clicks the control, game scene information corresponding to the game editing scene will be generated in the mobile phone's graphical user interface; wherein, the game scene information includes component information of scene components (including NPC components) in the game editing scene, and the scene component is an editing component that responds to editing operations among multiple editable components in the editing window; the game scene information is controlled to be transmitted to a server; wherein, the server is configured to communicate with the mobile phone, the mobile phone is configured with a game program, and the mobile phone is configured to obtain game scene information from the server, and generate a corresponding game scene according to the game scene information through the game program.
[0043] In actual applications, after entering the game editing scene through a mobile phone, the game scene information corresponding to the game editing scene can be generated. The game scene information can be saved in a preset location, which can be a map file. The map file can not only save the game scene information, but also save other map information (including but not limited to screenshots, map names, logs, etc.). After the map file saves the game scene information, it will be uploaded to the server. After the server reviews and approves it, the game scene generated by the game scene information can be published in the preset map pool, so that other mobile phones connected to the server can download the corresponding game scene information from the server, and generate the corresponding game scene according to the game scene information through the game program, and then experience the game in the game scene. This method can publish the game scene information in the game editor and be experienced by other players, thereby realizing a fast UGC (User Generated Content) function.
[0044] In an optional embodiment, in the game editing scene, the non-player character component includes a skeleton of multiple parts, such as a head skeleton, a torso skeleton, and a limb skeleton, etc., and each part of the skeleton includes multiple bones, that is, the skeleton is composed of multiple bones, and each part of the skeleton in the non-player character component can be edited (including: disassembling and installing each part of the skeleton), such as: replacing the head skeleton with another head skeleton, or replacing it with another type of skeleton, or removing the head skeleton, etc. The non-player character in the game running scene is generated based on the corresponding non-player character component in the game editing scene. In the game running scene, the non-player character also includes a corresponding skeleton, but the skeleton cannot be edited.
[0045] For ease of understanding, the present disclosure is described in detail through the following examples.
[0046] FIG1 is a flow chart of a method for editing virtual character actions provided by an embodiment of the present disclosure. As shown in FIG1 , the method includes the following steps:
[0047] Step 101: Provide a game editing scene to be edited by running a game program, wherein the game editing scene includes a non-player character component, wherein the non-player character component is configured to generate a non-player character located in the game running scene during a game running phase.
[0048] Step 102: Respond to the video upload instruction and obtain the target video indicated by the video upload instruction.
[0049] Step 103: Generate motion data according to the first motion of the target object in the target video.
[0050] Step 104 : In response to the action setting operation for the non-player character component, establish a first correspondence between the action data and the non-player character.
[0051] Step 105 : In response to a game running instruction, control the game editing scene to enter the game running scene, generate the non-player character in the game running scene, and control the non-player character to perform the second action of the action data corresponding to the first correspondence.
[0052] Specifically, after starting the game, the player enters the game editing scene by triggering the control included in the game for entering the game editing scene. The player can select the scene map to be edited in the game editing scene, and then use the editing components included in the game editing scene to modify the scene map, or directly use the editing components included in the game editing scene to rebuild the scene map. At the same time, the player can also select non-player character components in the scene map and set the non-player character components to the specified position of the scene map.
[0053] When a player needs to edit the action of a non-player character component, the video upload control can be triggered on the interface containing the video upload control. At this time, candidate videos can be displayed on the graphical user interface, where the candidate videos include videos stored in the terminal device or videos provided by the game system. The player can select a target video from the candidate videos to upload. After uploading the target video, the player parses the target video to obtain a first action performed by a target object in the target video, and then generates action data based on the obtained first action. Furthermore, in order to make the action of the non-player character corresponding to the non-player character component have the same action performance as the target object, action data applicable to the non-player character component can be generated based on the first action. Of course, the generated action data can also be action data of the target object when performing the first action.
[0054] After obtaining the action data, the group of action data can be configured to the non-player character component, and a corresponding relationship between the group of action data and the non-player character corresponding to the non-player character component can be established. For example, the game editing scene includes at least one non-player character component. When uploading the target video, it is not uploaded to any non-player character component. After the target video is parsed and the action data is obtained, an option for selecting the non-player character component is displayed on the graphical user interface. After the player selects the non-player character component, an image of the non-player character corresponding to the non-player character component selected by the player performing the action corresponding to the group of action data can also be displayed on the graphical user interface for the player to watch. After watching, the player can also select other non-player character components displayed on the graphical user interface, and images of the non-player characters corresponding to other non-player character components performing the action corresponding to the group of action data can be displayed on the graphical user interface. The user interface also displays a confirmation control. When the confirmation control is triggered, the set of action data is assigned to the non-player character component currently selected by the player, and a corresponding relationship between the set of action data and the non-player character corresponding to the non-player character component currently selected by the player is established. Alternatively, the player selects a non-player character component in the game editing scene, and then uploads a target video for the selected non-player character component. After the target video is parsed to obtain action data, an image of the non-player character corresponding to the selected non-player character component performing the action corresponding to the set of action data can also be displayed on the graphical user interface for the player to view. A control for confirming the assignment of the set of action data to the selected non-player character component is displayed on the graphical user interface. When the control is triggered, the set of action data is assigned to the selected non-player character component, and a corresponding relationship between the set of action data and the non-player character corresponding to the selected non-player character component is established. Of course, in the case of uploading a target video for the non-player character component selected by the player, after the player views the image, the set of action data can also be assigned to other non-player character components in the game editing scene to establish a corresponding relationship between the set of action data and the non-player characters corresponding to the other non-player character components.
[0055] After determining the first correspondence, in order to view the actions of the non-player character corresponding to the non-player character component in the game running scene, a control for viewing the actions or a control for viewing the scene map can be triggered. At this time, the game is run, and the graphical user interface jumps from the game editing scene to the game running scene. At this time, the scene map is displayed on the graphical user interface, and the non-player character corresponding to the player character component is loaded into the scene map. At the same time, the non-player character is controlled to perform the second action corresponding to the action data of the first correspondence. At this point, if the player does not modify the scene map, then the UGC map is created. The UGC map can then be applied to the game or published for others to use.
[0056] The above method can be used to convert the actions in the video into the actions of non-player characters. Since players do not need to master professional skills, the editing threshold of non-player character actions is lowered, which is conducive to reducing the difficulty of action editing of non-player character components in game editing scenes. At the same time, it also reduces the manual workload of action editing of non-player character components in game editing scenes, which is conducive to improving the efficiency of updating and creating game maps.
[0057] In a feasible embodiment, FIG2 is a flow chart of another method for editing virtual character actions provided by an embodiment of the present disclosure. As shown in FIG2 , when executing step 103, the following steps can be performed:
[0058] Step 201: Determine initial motion data of a first skeleton of the target object according to the first motion performed by the target object in the target video.
[0059] Step 202: Generate motion data of a second skeleton of the non-player character component based on the initial motion data.
[0060] Specifically, when the target object performs an action, it is driven by the first skeleton of the target object. Therefore, different actions correspond to different initial action data of the first skeleton. In order to enable the non-player character to perform the same action as the target object, it is necessary to obtain the initial action data of the first skeleton when the target object performs the first action, and then use the obtained initial action data to generate action data of the second skeleton adapted to the non-player character component, so as to control the skeleton of the non-player character through the action data, thereby driving the non-player character to perform the action.
[0061] In one feasible embodiment, in the process of implementing step 103 through steps 201 and 202, step 201 can be implemented in the following manner:
[0062] For each target image frame of the target video, the initial action data of the first skeleton of the target object in the target image frame is determined according to the first action performed by the target object included in the target image frame in the target image frame; wherein the initial action data includes: the first relative relationship of a first bone group composed of any two adjacent bones in the first skeleton, and the first relative relationship includes at least one of the following: first relative position information and first relative rotation angle information between two bones included in the first bone group.
[0063] Step 202 can be implemented in the following ways:
[0064] According to the initial motion data of the first skeleton of the target object in the target image frame, the second skeleton is transformed to obtain motion data corresponding to the target image frame of the second skeleton, and the motion data includes: the second relative relationship of the second skeleton group composed of any two adjacent bones in the second skeleton, and the second relative relationship includes at least one of the following: the second relative position information and the second relative rotation angle information between the two bones in the second skeleton group composed of any two adjacent bones included in the second skeleton.
[0065] Specifically, Figure 3 is a schematic diagram of a skeleton provided by an embodiment of the present disclosure. As shown in Figure 3, the skeleton is composed of bones (the partial straight line between the two black spheres indicates the bones, and the black spheres indicate movable joints). Since the lengths of the bones at the same position in the skeletons of different objects may be different, this results in different proportions of the two bones at the same position in the skeletons of different objects. In order to transplant the actions of the target object to the non-role player, and for the non-role player to be able to perform the same actions as the target object, it is necessary to determine the first relative relationship of the first bone group composed of any two adjacent bones in the first skeleton when the target object performs a certain action. The first relative relationship includes at least one of the following: first relative position information and first relative rotation angle information between the two bones included in the first bone group. Then, according to the first object relationship obtained above, the second skeleton is transformed (such as: redirection calculation is performed) to obtain a second corresponding relationship between the two bones included in the second bone group corresponding to each first bone group in the second skeleton, so that the non-player character can perform the action.
[0066] Since the redirection is performed using the relative position information and / or rotation angle information between adjacent bones, objects with different bone proportions can also perform the same movements.
[0067] In order to reduce the parsing time of the target video, it is necessary to obtain the target image frame in the target video, and then redirect the action in each target image frame to the second skeleton so that the non-player character can perform the action of the target object in the target image frame.
[0068] For example, the target video includes a first target image frame, a second target image frame and a third target image frame. Taking the first target image frame as an example, according to the first action displayed by the target object in the first target image frame, the initial action data of the first skeleton of the target object in the first target image frame is determined. Taking Figure 3 as an example, the first skeleton and the second skeleton are two adjacent skeletons, and the first skeleton and the second skeleton can constitute a first skeleton group. The second skeleton and the third skeleton are two adjacent skeletons, and the second skeleton and the third skeleton can constitute a first skeleton group. After obtaining the first relative position relationship between all adjacent bones in Figure 3, the initial position of the first skeleton corresponding to the target can be obtained when the target object displays the first action in the first target image frame. Initial action data, taking the first skeleton and the second skeleton as an example that can constitute a first skeleton group, after determining the first relative position information and the second relative rotation angle information between the first skeleton and the second skeleton, the second skeleton of the non-player character component is redirected according to the initial action data of the first skeleton of the target object in the first target image frame, that is: according to the first relative position relationship between the first skeleton and the second skeleton, the two bones in the second skeleton that are in the same position as the first skeleton and the second skeleton are redirected to obtain the second relative position relationship between the two bones. After obtaining the second relative position relationship between all adjacent bones in the second skeleton, the action data of the second skeleton corresponding to the first target image frame is obtained.
[0069] Through the above method, the action data corresponding to the second skeleton and each target image frame can be determined. Through the action data corresponding to each target image frame, the second skeleton corresponding to the target image frame can be determined, including the second relative relationship between the two bones in each second skeleton group. Among them, the second skeleton corresponding to a certain target image frame, including the second relative relationship between the two bones in each second skeleton group, is combined in the form of a data group, that is, the action of the non-player character corresponding to a certain target image frame can be obtained through the data group corresponding to the target image frame.
[0070] After obtaining the action data of the second skeleton corresponding to each target image frame, in order for the non-player character to perform the same action as the target object, the non-player character needs to perform the action in the order in which the target object performs the action. Since the action data is obtained based on the target image frames, when performing the action corresponding to each target image frame, it is also necessary to perform it in the order of the target image frames.
[0071] In a feasible implementation scheme, after obtaining the action data of the second skeleton corresponding to each target image frame, when executing the step of controlling the non-player character to perform the second action of the action data corresponding to the first correspondence, it is possible to first determine that the non-player character is associated with the first correspondence; then obtain the corresponding action data in the map file based on the first correspondence, wherein the map file is a file generated based on the game editing scene in the map editing stage, and the map file is configured to provide the game running scene in the game running stage; finally, the non-player character is controlled to perform the second action based on the action data.
[0072] In a feasible embodiment, before executing the step of determining the initial action data of the first skeleton of the target object in the target image frame based on the first action performed by the target object included in the target image frame, it is necessary to obtain the target image frame from the target video according to the acquisition method indicated by the target generation accuracy; wherein, the target generation accuracy is obtained according to the generation accuracy indicated by the generation accuracy control included in the interface for setting the generation accuracy, and the generation accuracy control is used to set the acquisition number of the target image frames or the acquisition interval of the target image frames.
[0073] Specifically, before parsing the target image frame to obtain the initial motion data of the first skeleton, it is necessary to set the generation accuracy so that the image frames in the target video can be extracted according to the generation accuracy to obtain the target image frames. The generation accuracy can set the number of target image frames to be collected, and then determine the collection position of the target image frame in the target video according to the collection number, or the generation accuracy is used to set the collection interval of the image frame, and then collect from the target video in the order of the collection interval to obtain the target image frame. For terminals with lower performance, players can reduce the generation accuracy so that terminals with different performance can quickly complete the action transplantation.
[0074] Figure 4 is a schematic diagram of a graphical user interface provided by an embodiment of the present disclosure. After entering the interface containing the game editing scene, the interface includes a control for generating actions. After clicking the control, the graphical user interface shown in Figure 4 is entered. As shown in Figure 4, the graphical user interface includes an add video control. After clicking the control, the target video can be selected and uploaded. The graphical user interface also includes a generation accuracy control, through which the generation accuracy value can be adjusted. Different generation accuracy values correspond to different generation accuracy. The uploaded target video obtains the target image frame according to the set generation accuracy.
[0075] In a feasible implementation scheme, after obtaining the target image frame, the target image frame is parsed, and for the target image frame that does not include the target object, preset action data of the preset action is obtained, so as to use the preset action data as the initial action data corresponding to the target image frame that does not include the target object.
[0076] Specifically, when obtaining the target image frame in the target video according to the set generation accuracy, the target image frame obtained may not include the target object, which will cause the non-player character to appear incoherent when performing actions. In order to avoid the above situation, for the target image frame that does not include the target object, the action data of the preset action is used as the initial action data of the target image frame. For example, the target image frames obtained include: target image frame 1, target image frame 2 and target image frame 3. After parsing the above target image frames, if it is determined that target image frame 1 does not include the target object, the preset action data of the preset action can be used as the initial action data of target image frame 1, and then the preset action data is redirected to the second skeleton so that when the non-player character performs the action corresponding to target image frame 1, it performs the preset action corresponding to the preset action number.
[0077] Of course, the preset action can also be selected based on the number of consecutive target image frames that do not include the target object. For example, a correspondence between the set number and the preset action is set. After determining the number of target image frames that do not include the target object, the corresponding preset action is selected based on the correspondence. On this basis, the preset action can also be used to replace only the target image frames that do not include the target object and are at the front or back.
[0078] In a feasible embodiment, the length ratios of the two bones included in at least one of the first bone group included in the first skeleton and the second bone group included in the second skeleton are different.
[0079] Specifically, the technical solution disclosed herein can transplant the actions of skeletons with different bone length ratios, and can enable two virtual characters to perform the same action.
[0080] In a feasible embodiment, FIG5 is a flow chart of another method for editing virtual character actions provided by an embodiment of the present disclosure. As shown in FIG5 , before executing step 103, the method further includes the following steps:
[0081] Step 501: Determine whether the target video meets preset requirements; wherein the preset requirements include at least one of the following conditions: whether the target video includes the target object, whether the clarity of the target object is higher than a preset clarity, whether the contrast between the target object and the background in the target video exceeds a preset contrast threshold, and whether the proportion of image frames containing the target object in the target video exceeds a preset proportion.
[0082] Step 502: When the target video meets the preset requirement, the step of generating motion data according to the first motion of the target object in the target video is executed.
[0083] Specifically, in order to avoid being unable to obtain the action displayed by the target object in the target video, after uploading the target video, it is necessary to determine whether the target video meets the requirements based on the preset requirements. Only after it is determined that the requirements are met will the step of generating action data based on the first action of the target object be executed. If it is not met, a prompt message will be sent to the player so that the player can change the uploaded target video.
[0084] As shown in FIG4 , after uploading the target video by adding a video control and generating action data according to the first action of the target object in the target video, it is determined whether the target video meets the requirements according to the preset requirements set above. If the clarity of the target object is lower than the preset clarity, action recognition cannot be completed. If the contrast between the target object and the background in the target video is lower than the preset contrast threshold, the target object cannot be recognized, which will also result in failure to complete action recognition. If the proportion of image frames containing the target object in the target video is lower than the preset proportion, it indicates that the action of the target object is incoherent, which will result in incoherence when the non-player character performs the action after the action is transplanted.
[0085] In one feasible embodiment, FIG6 is a flow chart of another method for editing virtual character actions provided by an embodiment of the present disclosure. When executing step 102, the method can be implemented by the following steps:
[0086] Step 601: respond to the video upload instruction and determine whether the playback duration of the target video indicated by the video upload instruction is less than or equal to a preset playback duration.
[0087] Step 602: If the playback duration of the target video is less than or equal to the preset playback duration, obtain the target video.
[0088] Specifically, in order to enable low-performance devices to quickly complete action transplantation, it is necessary to determine whether the playback time of the uploaded target video exceeds the preset playback time. If it does not exceed the preset playback time, the action movement process will be started. If it exceeds the preset playback time, it may take a long time to parse for low-performance devices, or directly cause a crash. Therefore, for target videos that exceed the preset playback time, a prompt message will be issued to remind players to change the target video.
[0089] As shown in Figure 4, after the player clicks the add video control, he enters the interface containing the videos to be added. The player can select the target video in the interface by clicking to upload. When the player clicks on a video, he can judge the playback time of the video. If the requirements are not met, a prompt message indicating that the requirements are not met will be displayed. Or after the player clicks on the video, when uploading the video through the confirm upload control, the player can judge the playback time of the video. If the requirements are not met, a prompt message indicating that the requirements are not met will be displayed.
[0090] In one feasible embodiment, FIG7 is a flow chart of another method for editing virtual character actions provided by an embodiment of the present disclosure. The game editing scene further includes specifying a non-player character component. As shown in FIG7 , the method further includes the following steps:
[0091] Step 701: Store the action data to obtain action options to be used.
[0092] Step 702: In response to selection of a target action option to be used, establish a second correspondence between the action data and the designated non-player character corresponding to the designated non-player character component.
[0093] Step 703: In response to a game running instruction, control the game editing scene to enter the game running scene, generate the designated non-player character in the game running scene, and control the designated non-player character to perform the third action of the action data corresponding to the second correspondence.
[0094] Specifically, after obtaining the action data in step 103, the action data can also be saved to obtain action options to be used. When the player uploads multiple target videos, multiple action options to be used can be obtained. At this time, the player can configure actions for the designated non-player character component, that is, the player can select a target action to be used from multiple action options to be used and configure it to the designated non-player character component, so that the designated non-player character corresponding to the designated non-player character component can perform the corresponding action in the game running scene. In this way, the player can store the desired actions in advance and then configure them to the appropriate non-player character, which is conducive to improving the player's freedom in making UGC maps.
[0095] FIG8 is a schematic diagram of another graphical user interface provided by an embodiment of the present disclosure. As shown in FIG8 , after obtaining the action data, a save interface is displayed on the graphical user interface. The save interface includes an input box for naming the action data, in which the player can customize the name of the action data. The save interface also includes a play area and a play control. The play area displays an image of a preset non-player character. After the player clicks the play control, the play area displays the preset non-player character performing the action corresponding to the currently named action data. When the preset non-player character performs the action corresponding to the currently named action data, the player can also replace the image currently displayed in the play area with an image corresponding to a certain action. The save interface also includes a confirm save control. After the player clicks the control, the content set in the save interface can be saved, thereby obtaining the action options to be used.
[0096] Figure 9 is a schematic diagram of another graphical user interface provided by an embodiment of the present disclosure. As shown in Figure 9, after clicking to confirm the save control, the interface shown in Figure 9 is obtained, which includes a delete control, through which the corresponding action option to be used can be deleted. In addition, the interface shown in Figure 9 also includes a play area and a play control. After the player selects an action option to be used, the image corresponding to the action option to be used is displayed in the play area of the interface shown in Figure 9. After the player clicks the play control, the action corresponding to the action option to be used is played in the play area through a preset non-player character.
[0097] In the game editing scene, after the player selects the designated non-player character component, he clicks the editing control to pop up the editing interface, which includes an action selection control. Through the action selection control, one can select a target action option from multiple saved action options to be used, and then establish a second correspondence between the action data corresponding to the target action option to be used and the designated non-player character corresponding to the designated non-player character component, so that the designated non-player character can perform the corresponding action in the game running scene.
[0098] In a feasible implementation scheme, when the non-role player performs the second action in the game running scene, the non-player character can execute the second action in a loop, so that the non-role player can interact with the player at any time.
[0099] In a feasible implementation manner, when controlling the non-player character to perform the second action, two adjacent actions are smoothed by interpolation.
[0100] Specifically, when a non-player character performs a second action, if the span between two adjacent second actions is large, the action of the non-player character will look very unnatural. In order to make the action of the non-player character simulate natural action, multiple intermediate actions can be inserted between the two second actions to smooth the two adjacent actions, so that the action of the non-player character can simulate natural action, thereby improving the display effect of the game.
[0101] In a feasible implementation manner, when the shooting angle of the target object in the target video changes, the change amount of the shooting angle is added to the motion data.
[0102] Specifically, when the shooting angle of the target object in the target video changes, the change in the shooting angle will be added to the corresponding action data. For example, when the target object performs the first action, it performs the first action facing the player. When performing the second action, the virtual camera rotates 90° counterclockwise to shoot. At this time, when the target object performs the second action, the target object is shot from the left side of the target object. At this time, the left side of the target object's body faces the player. When the non-player character performs the first action, it performs the first action facing the player. When performing the second action, a 90° clockwise rotation action is added to ensure that the shooting angle of the non-player character remains unchanged, so that the direction of the virtual scene displayed on the terminal does not change.
[0103] In a feasible embodiment, FIG10 is a flow chart of another method for editing virtual character actions provided by an embodiment of the present disclosure. As shown in FIG10 , after obtaining the action data, the method further includes the following steps:
[0104] Step 1001: respond to an action splicing instruction, and splice the action data and preset action data in a preset order to obtain spliced action data.
[0105] Step 1002: In response to an action setting operation for the non-player character component, establish a third correspondence between the spliced action data and the non-player character.
[0106] Step 1003: In response to a game running instruction, control the game running scene from the game editing scene, generate the non-player character in the game running scene, and control the non-player character to perform the fourth action of the splicing action data corresponding to the third correspondence.
[0107] Specifically, in order to make the actions available to players more diverse, a splicing control can be set. After the splicing control is triggered, the preset action data selected by the player and the already obtained action data can be spliced in a preset order to obtain spliced action data. Then, a correspondence between the spliced action data and the non-player characters is established to control the non-player characters to execute the actions corresponding to the spliced action data in the game running scene. When the preset action data comes first and the action data comes later, the non-player characters first execute the actions corresponding to the preset action data, and then execute the actions corresponding to the action data. The two actions are executed as a group of actions.
[0108] Figure 11 is a schematic diagram of another graphical user interface provided by an embodiment of the present disclosure. As shown in Figure 11, the interface includes a candidate action control, a video action control, and a splicing control. After clicking the candidate action control, multiple options corresponding to preset action data can be displayed (the preset action data corresponding to the candidate action control can be provided by the game system, or action data created by other players). After clicking the video action control, multiple options for action data obtained in the above manner can be displayed. After clicking the candidate action control, the player can select a preset action data from the options corresponding to the candidate action control, and then the player can click the video action control, and then select an action data from the options corresponding to the video action control, and then click the splicing control. At this time, the two selected action data will be spliced to obtain spliced action data. The interface shown in Figure 11 also includes a playback area and a playback control. After obtaining the spliced action data, the image corresponding to the spliced action data is displayed in the playback area of the interface shown in Figure 11. After clicking the play control, the player plays the action corresponding to the spliced action data through a preset non-player character in the playback area.
[0109] In a feasible implementation manner, the target object includes a character with the largest number of actions in the target video, and the type of the target object includes a humanoid character or an animal character.
[0110] It should be noted that the humanoid characters include real people in the target video, and may also include characters similar to humanoid characters, such as robots or humanoid monsters.
[0111] When an action character is used as the target object, the action selection of the non-player character can be enriched. For example, when the action character has a crawling action, the non-player character can perform the crawling action while standing.
[0112] FIG12 is a schematic diagram of the structure of a virtual character action editing device provided by an embodiment of the present disclosure. As shown in FIG12 , the device includes:
[0113] The display unit 1201 is configured to provide a game editing scene to be edited by running a game program, wherein the game editing scene includes a non-player character component, wherein the non-player character component is configured to generate a non-player character located in the game running scene during a game running phase;
[0114] The uploading unit 1202 is configured to respond to a video upload instruction and obtain a target video indicated by the video upload instruction;
[0115] A generating unit 1203 is configured to generate motion data according to a first motion of a target object in the target video;
[0116] An establishing unit 1204 is configured to establish a first correspondence between the action data and the non-player character in response to an action setting operation for the non-player character component;
[0117] The control unit 1205 is configured to respond to a game running instruction, control the game editing scene to enter the game running scene, generate the non-player character in the game running scene, and control the non-player character to perform the second action of the action data corresponding to the first correspondence.
[0118] In a feasible embodiment, when the generating unit is configured to generate motion data according to the first motion of the target object in the target video, the generating unit includes:
[0119] determining initial motion data of a first skeleton of the target object according to the first motion performed by the target object in the target video;
[0120] Motion data of a second skeleton of the non-player character component is generated based on the initial motion data.
[0121] In a feasible embodiment, when the generating unit is configured to generate motion data according to the first motion of the target object in the target video, the generating unit includes:
[0122] For each target image frame of the target video, initial motion data of a first skeleton of the target object in the target image frame is determined based on a first motion performed by the target object in the target image frame; wherein the initial motion data includes: a first relative relationship of a first skeleton group formed by any two adjacent bones in the first skeleton, the first relative relationship including at least one of the following: first relative position information and first relative rotation angle information between two bones included in the first skeleton group;
[0123] According to the initial motion data of the first skeleton of the target object in the target image frame, the second skeleton is transformed to obtain motion data corresponding to the target image frame of the second skeleton, and the motion data includes: the second relative relationship of the second skeleton group composed of any two adjacent bones in the second skeleton, and the second relative relationship includes at least one of the following: the second relative position information and the second relative rotation angle information between the two bones in the second skeleton group composed of any two adjacent bones included in the second skeleton.
[0124] In a feasible embodiment, the control unit is configured to control the non-player character to perform the second action of the action data corresponding to the first correspondence, including:
[0125] Determining that the non-player character is associated with the first corresponding relationship;
[0126] Acquire the corresponding action data in a map file according to the first corresponding relationship, wherein the map file is a file generated according to a game editing scene in the map editing stage, and the map file is configured to provide a game running scene in the game running stage;
[0127] The non-player character is controlled to perform a second action according to the action data.
[0128] In a feasible embodiment, the generation unit is configured to obtain the target image frame from the target video in accordance with the acquisition method indicated by the target generation accuracy before determining the initial action data of the first skeleton of the target object in the target image frame based on the first action performed by the target object in the target image frame included in the target image frame; wherein the target generation accuracy is obtained according to the generation accuracy indicated by the generation accuracy control included in the interface configured to set the generation accuracy, and the generation accuracy control is configured to set the acquisition number of the target image frames or the acquisition interval of the target image frames.
[0129] In a feasible implementation scheme, the generating unit is further configured to:
[0130] For a target image frame that does not include the target object, preset action data of a preset action is acquired, so as to use the preset action data as initial action data corresponding to the target image frame that does not include the target object.
[0131] In a feasible embodiment, the length ratios of the two bones included in at least one of the first bone group included in the first skeleton and the second bone group included in the second skeleton are different.
[0132] In a feasible implementation scheme, the generating unit is further configured to:
[0133] Before generating motion data based on a first motion of a target object in the target video, determining whether the target video meets preset requirements; wherein the preset requirements include at least one of the following conditions: whether the target video includes the target object, whether the clarity of the target object is higher than a preset clarity, whether the contrast between the target object and the background in the target video exceeds a preset contrast threshold, and whether a proportion of image frames containing the target object in the target video exceeds a preset proportion;
[0134] When the target video meets the preset requirement, a step of generating motion data according to a first motion of a target object in the target video is performed.
[0135] In a feasible implementation manner, the uploading unit is configured to respond to a video upload instruction and obtain a target video indicated by the video upload instruction, including:
[0136] In response to the video upload instruction, determining whether the playback duration of the target video indicated by the video upload instruction is less than or equal to a preset playback duration;
[0137] If the playback duration of the target video is less than or equal to the preset playback duration, the target video is acquired.
[0138] In a feasible embodiment, the game editing scene further includes a designated non-player character component, and the device further includes:
[0139] a storage unit configured to store the action data and obtain action options to be used;
[0140] The establishing unit is further configured to establish, in response to selection of a target action option to be used, a second correspondence between the action data and a designated non-player character corresponding to the designated non-player character component;
[0141] The control unit is further configured to respond to a game running instruction, control the entry from the game editing scene into the game running scene, generate the designated non-player character in the game running scene, and control the designated non-player character to perform a third action of the action data corresponding to the second correspondence.
[0142] In one possible embodiment, the non-player character performs the second action in a loop.
[0143] In a feasible embodiment, the control unit is further configured to:
[0144] When controlling the non-player character to perform the second action, two adjacent actions are smoothed by interpolation.
[0145] In a feasible embodiment, the control unit is further configured to:
[0146] When the shooting angle of the target object in the target video changes, the change amount of the shooting angle is added to the motion data.
[0147] In one feasible embodiment, the device further comprises:
[0148] a splicing unit configured to, after obtaining the action data, respond to an action splicing instruction and splice the action data and the preset action data in a preset order to obtain spliced action data;
[0149] The establishing unit is further configured to establish a third correspondence between the spliced action data and the non-player character in response to an action setting operation for the non-player character component;
[0150] The control unit is further configured to respond to a game running instruction, control the entry from the game editing scene into the game running scene, generate the non-player character in the game running scene, and control the non-player character to perform the fourth action of the splicing action data corresponding to the third correspondence.
[0151] In a feasible implementation manner, the target object includes a character with the largest number of actions in the target video, and the type of the target object includes a humanoid character or an animal character.
[0152] For the relevant principles of the device, please refer to the detailed description of the above method, which will not be repeated here.
[0153] Figure 13 is a structural schematic diagram of an electronic device provided in an embodiment of the present disclosure, including: a processor 1301, a storage medium 1302 and a bus 1303. The storage medium 1302 stores machine-readable instructions executable by the processor 1301. When the electronic device runs the above-mentioned virtual character action editing method, the processor 1301 communicates with the storage medium 1302 through the bus 1303, and the processor 1301 executes the machine-readable instructions to execute the method shown above.
[0154] For the specific implementation steps and principles, please refer to the above description of the method, which will not be repeated here.
[0155] An embodiment of the present disclosure further provides a computer-readable storage medium having a computer program stored thereon. When the computer program is executed by a processor, the method and steps shown in the above method are executed.
[0156] For the specific implementation steps and principles, please refer to the above description of the method, which will not be repeated here.
[0157] In the embodiments provided in the present disclosure, it should be understood that the disclosed devices and methods can be implemented in other ways. The device embodiments described above are merely schematic. For example, the division of the units is only a logical function division. There may be other division methods in actual implementation. For example, multiple units or components can be combined or integrated into another system, or some features can be ignored or not executed. Another point is that the mutual coupling or direct coupling or communication connection shown or discussed can be through some communication interface, indirect coupling or communication connection of devices or units, which can be electrical, mechanical or other forms.
[0158] The units described as separate components may or may not be physically separate, and the components shown as units may or may not be physical units, that is, they may be located in one place or distributed across multiple network units. Some or all of these units may be selected to achieve the purpose of this embodiment according to actual needs.
[0159] In addition, each functional unit in the embodiments provided in the present disclosure may be integrated into one processing unit, or each unit may exist physically separately, or two or more units may be integrated into one unit.
[0160] If the functions are implemented in the form of software functional units and sold or used as independent products, they can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of the present disclosure, or the part that contributes to the prior art or the part of the technical solution, can be embodied in the form of a software product, which is stored in a storage medium and includes several instructions for enabling a computer device (which can be a personal computer, a server, or a network device, etc.) to execute all or part of the steps of the method described in each embodiment of the present disclosure. The aforementioned storage medium includes various media that can store program codes, such as a USB flash drive, a mobile hard disk, a read-only memory (ROM), a random access memory (RAM), a magnetic disk or an optical disk.
[0161] It should be noted that similar numbers and letters represent similar items in the following figures. Therefore, once an item is defined in one figure, it does not need to be further defined and explained in subsequent figures. In addition, the terms "first", "second", "third", etc. are only used to distinguish the description and are not to be understood as indicating or implying relative importance.
[0162] Finally, it should be noted that the above-described embodiments are only specific implementation methods of the present disclosure, which are used to illustrate the technical solutions of the present disclosure, rather than to limit them. The scope of protection of the present disclosure is not limited thereto. Although the present disclosure has been described in detail with reference to the above-described embodiments, those skilled in the art should understand that any person skilled in the art can modify or easily conceive of changes to the technical solutions described in the above-described embodiments within the technical scope disclosed in the present disclosure, or make equivalent replacements for some of the technical features therein. However, these modifications, changes, or replacements do not deviate from the essence of the corresponding technical solutions from the spirit and scope of the technical solutions of the embodiments of the present disclosure. They should all be included in the scope of protection of the present disclosure. Therefore, the scope of protection of the present disclosure should be based on the scope of protection of the claims.
Claims
1. A method for editing a virtual character action, the method comprising: Providing a game editing scene in a map editing phase by running a game program, wherein the game editing scene includes a non-player character component, wherein the non-player character component is configured to generate a non-player character located in the game running scene during the game running phase; In response to a video upload instruction, obtaining a target video indicated by the video upload instruction; generating motion data according to a first motion of a target object in the target video; In response to an action setting operation for the non-player character component, establishing a first correspondence between the action data and the non-player character; In response to a game running instruction, control is performed to enter the game running scene from the game editing scene, generate the non-player character in the game running scene, and control the non-player character to perform a second action of the action data corresponding to the first corresponding relationship.
2. The method of claim 1, wherein: The step of generating motion data according to a first motion of a target object in the target video includes: Determining initial action data of a first skeleton of the target object according to the first action performed by the target object in the target video; Based on the initial motion data, motion data of a second skeleton of the non-player character component is generated.
3. The method of claim 2, wherein: The step of generating motion data according to a first motion of a target object in the target video includes: For each target image frame of the target video, according to a first action performed by the target object included in the target image frame in the target image frame, initial action data of a first skeleton of the target object in the target image frame is determined; wherein the initial action data includes: a first relative relationship of a first skeleton group formed by any two adjacent bones in the first skeleton, the first relative relationship including at least one of the following: first relative position information and first relative rotation angle information between two bones included in the first skeleton group; According to the initial motion data of the first skeleton of the target object in the target image frame, the second skeleton is transformed to obtain motion data corresponding to the target image frame of the second skeleton, the motion data including: a second relative relationship of a second bone group formed by any two adjacent bones in the second skeleton, the second relative relationship including at least one of the following: second relative position information and second relative rotation angle information between two bones in a second bone group formed by any two adjacent bones included in the second skeleton.
4. The method of claim 1, wherein: The controlling the non-player character to perform a second action of the action data corresponding to the first corresponding relationship includes: Determining that the non-player character is associated with the first corresponding relationship; Acquire the corresponding action data in a map file according to the first corresponding relationship, wherein the map file is a file generated according to a game editing scene in the map editing stage, and the map file is configured to provide a game running scene in the game running stage; The non-player character is controlled to perform a second action according to the action data.
5. The method of claim 3, wherein: Before determining initial action data of a first skeleton of the target object in the target image frame according to a first action performed by the target object in the target image frame, the method further includes: Acquire the target image frame from the target video according to the acquisition method indicated by the target generation accuracy; Among them, the target generation accuracy is obtained according to the generation accuracy indicated by the generation accuracy control included in the interface for setting the generation accuracy, and the generation accuracy control is used to set the acquisition number of the target image frames or the acquisition interval of the target image frames.
6. The method of claim 5, wherein: The method further comprises: For a target image frame that does not include the target object, preset action data of a preset action is acquired, so as to use the preset action data as initial action data corresponding to the target image frame that does not include the target object.
7. The method of claim 2, wherein: At least one of the first bone group included in the first skeleton and the second bone group included in the second skeleton has two bones included in a different length ratio.
8. The method of claim 1, wherein: Before generating motion data according to the first motion of the target object in the target video, the method further includes: Determine whether the target video meets preset requirements; wherein the preset requirements include at least one of the following conditions: whether the target video includes the target object, whether the clarity of the target object is higher than a preset clarity, whether the contrast between the target object and the background in the target video exceeds a preset contrast threshold, and whether the proportion of image frames containing the target object in the target video exceeds a preset proportion; When the target video meets the preset requirement, a step of generating action data according to a first action of a target object in the target video is performed.
9. The method of claim 1, wherein: The responding to the video upload instruction and obtaining the target video indicated by the video upload instruction includes: In response to the video upload instruction, determining whether the playback time of the target video indicated by the video upload instruction is less than or equal to a preset playback time; If the playback duration of the target video is less than or equal to the preset playback duration, the target video is acquired.
10. The method of claim 1, wherein: The game editing scene also includes specifying a non-player character component, and the method further includes: The action data is stored to obtain action options to be used; In response to selection of a target action option to be used, establishing a second correspondence between the action data and a designated non-player character corresponding to the designated non-player character component; In response to a game running instruction, control is performed to enter the game running scene from the game editing scene, generate the designated non-player character in the game running scene, and control the designated non-player character to perform a third action of the action data corresponding to the second corresponding relationship.
11. The method of claim 1, wherein: The non-player character performs the second action in a loop.
12. The method of claim 1, wherein: The method further comprises: When controlling the non-player character to perform the second action, two adjacent actions are smoothed by interpolation.
13. The method of claim 1, wherein: The method further comprises: When the shooting angle of the target object in the target video changes, the change amount of the shooting angle is added to the motion data.
14. The method of claim 1, wherein: After obtaining the action data, the method further includes: In response to the action splicing instruction, the action data and the preset action data are spliced in a preset order to obtain spliced action data; In response to an action setting operation for the non-player character component, establishing a third corresponding relationship between the spliced action data and the non-player character; In response to a game running instruction, control is performed to enter the game running scene from the game editing scene, generate the non-player character in the game running scene, and control the non-player character to perform a fourth action of the splicing action data corresponding to the third corresponding relationship.
15. The method of claim 1, wherein: The target object includes a character with the largest number of actions in the target video, and the type of the target object includes a humanoid character or an animal character.
16. A virtual character action editing device, the device comprising: A display unit is configured to provide a game editing scene to be edited by running a game program, wherein the game editing scene includes a non-player character component, wherein the non-player character component is configured to generate a non-player character located in the game running scene during a game running phase; An uploading unit, configured to respond to a video upload instruction and obtain a target video indicated by the video upload instruction; a generating unit configured to generate motion data according to a first motion of a target object in the target video; an establishing unit configured to establish a first correspondence between the action data and the non-player character in response to an action setting operation for the non-player character component; The control unit is configured to respond to a game running instruction, control the game editing scene to enter the game running scene, generate the non-player character in the game running scene, and control the non-player character to perform a second action of the action data corresponding to the first corresponding relationship.
17. An electronic device comprising: A processor, a storage medium and a bus, wherein the storage medium stores machine-readable instructions executable by the processor. When the electronic device is running, the processor communicates with the storage medium via the bus, and the processor executes the machine-readable instructions to perform the steps of the virtual character action editing method as described in any one of claims 1 to 15.
18. A computer-readable storage medium having a computer program stored thereon, wherein the computer program, when executed by a processor, performs the steps of the method for editing virtual character actions as claimed in any one of claims 1 to 15.
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