Information processing method and apparatus, device and storage medium
By introducing the skin parameter editing control of the variator in the game, users can edit the skin change process of virtual props, solving the problem of very limited skin adjustment in the prior art, and achieving more efficient resource utilization and user experience.
Patent Information
- Application Number
- PCT/CN2024/117406
- Authority / Receiving Office
- WO · WO
- Patent Type
- Applications
- Current Assignee / Owner
- Priority Date
- 2023-09-25
- Filing Date
- 2024-09-06
- Publication Date
- 2025-04-03
AI Technical Summary
In the prior art, when users design skins of virtual props in games, they can only adjust the color, resulting in very limited adjustments and unable to make full use of existing skin resources, resulting in waste of resources.
Provides an information processing method that allows users to edit the skin change process of virtual props during the game by displaying virtual props with skins in the edit preview area and displaying the skin parameter editing controls of the variator in the edit control area.
Users can edit the skin parameters of the variator to preview the skin change effect of virtual props in real time, increasing the dynamic change performance of virtual props, making full use of existing skin resources, and improving resource utilization and user editing efficiency.
Smart Images

Figure CN2024117406_03042025_PF_FP_ABST
Abstract
Description
Information processing method, device, equipment and storage medium
[0001] This application claims priority to Chinese patent application number 2023112523254, filed with the China Patent Office on September 25, 2023, entitled “Method, device, equipment and storage medium for generating UGC in game programs”, the entire contents of which are incorporated by reference into this application. Technical Field
[0002] The present application relates to the field of games, and in particular to an information processing method, apparatus, device and storage medium.
[0003] background
[0004] User-generated content (UGC) refers to user-generated content shared online. In the gaming industry, designers encourage user participation in the design of game content, including level maps, gameplay, and ecosystems, by providing in-game UGC editing capabilities. When designing level maps, users often want to change the appearance of virtual props to enrich the interface and increase the fun of the level.
[0005] In the related art, the color parameter interface of the skin of the virtual prop is open to the user. The user changes the skin color of the virtual prop by editing the color parameter control of the skin of the virtual prop in the UGC editor.
[0006] In the above solution, users can only adjust the skin color, which is very limited in adjusting the skin of virtual props. Users cannot fully utilize the existing skin resources, resulting in resource waste.
[0007] Technical content
[0008] According to an embodiment of the present application, there is provided an information processing method, the method comprising:
[0009] Displaying a virtual item with a skin in a virtual environment in the editing preview area, and displaying a skin parameter editing control of at least one changer in the editing control area, wherein the changer is used to edit the skin changing process of the virtual item during the game;
[0010] In response to a parameter editing operation on a skin parameter editing control of the transformer, editing a skin parameter of at least one target state in the skin changing process;
[0011] displaying a skin changing process of the transformer executed on the virtual item in the editing preview area;
[0012] The skin is a collection of surface visual attributes of the virtual prop.
[0013] An embodiment of the present application further provides an information processing device, the device comprising:
[0014] A display module is configured to display a virtual item with a skin in a virtual environment in the editing preview area, and to display a skin parameter editing control of at least one changer in the editing control area, wherein the changer is configured to edit a skin change process of the virtual item during the game;
[0015] an editing module for editing a skin parameter of at least one target state in the skin changing process in response to a parameter editing operation on a skin parameter editing control of the transformer;
[0016] The display module is configured to display, in the editing preview area, a skin changing process of the transformer executed on the virtual prop;
[0017] The skin is a collection of surface visual attributes of the virtual prop.
[0018] An embodiment of the present application further provides a computer device, comprising a processor and a memory, wherein the memory stores a computer program, and the computer program is loaded and executed by the processor to implement the above-mentioned information processing method.
[0019] An embodiment of the present application also provides a non-temporary computer-readable storage medium having a computer program stored thereon, which implements the above-mentioned information processing method when executed by a processor.
[0020] An embodiment of the present application further provides a computer program product, which includes a computer program stored in a computer-readable storage medium; the computer program is read and executed from the computer-readable storage medium by a processor of a computer device, so that the computer device performs the above-mentioned information processing method. BRIEF DESCRIPTION OF THE DRAWINGS
[0021] In order to more clearly illustrate the technical solutions in the embodiments of the present application, the following briefly introduces the drawings required for use in the description of the embodiments. Obviously, the drawings described below are only some embodiments of the present application. For ordinary technicians in this field, other drawings can be obtained based on these drawings without any creative work.
[0022] FIG1 shows a schematic diagram of an interface of a method for generating UGC in related art;
[0023] FIG2 shows a schematic diagram of an interface of a method for generating UGC in related art;
[0024] FIG3 shows a schematic diagram of an interface of a method for generating UGC in related art;
[0025] FIG4 shows a schematic diagram of an interface of a method for generating UGC according to an embodiment of the present application;
[0026] FIG5 shows a schematic diagram of an interface of a method for generating UGC provided in an embodiment of the present application;
[0027] FIG6 shows a schematic diagram of an interface of a method for generating UGC provided in an embodiment of the present application;
[0028] FIG7 shows a schematic diagram of an interface of a method for generating UGC provided in an embodiment of the present application;
[0029] FIG8 shows a schematic diagram of an interface of a method for generating UGC provided in an embodiment of the present application;
[0030] FIG9 shows a schematic diagram of an interface of a method for generating UGC provided in an embodiment of the present application;
[0031] FIG10 shows a schematic diagram of a computer system provided in an embodiment of the present application;
[0032] FIG11 is a schematic diagram of a computer system provided in an embodiment of the present application;
[0033] FIG12 shows a flowchart of an information processing method provided by an embodiment of the present application;
[0034] FIG13 shows a flowchart of an information processing method provided by an embodiment of the present application;
[0035] FIG14 shows the data structure of the information processing method provided by an embodiment of the present application;
[0036] FIG15 is a schematic diagram showing texture scaling provided by an embodiment of the present application;
[0037] FIG16 is a schematic diagram showing a parameter-controlled gradient mode provided in an embodiment of the present application;
[0038] FIG17 shows a structural block diagram of an information processing device provided by an embodiment of the present application;
[0039] FIG18 shows a structural block diagram of a computer device provided in an embodiment of the present application.
[0040] Implementation Method
[0041] In order to make the objectives, technical solutions and advantages of this application clearer, the implementation methods of this application will be further described in detail below with reference to the accompanying drawings.
[0042] Exemplary embodiments will be described in detail herein, with examples illustrated in the accompanying drawings. In the following description, when referring to the drawings, identical numerals in different figures represent identical or similar elements, unless otherwise indicated. The embodiments described in the following exemplary embodiments are not intended to represent all embodiments consistent with the present application. Rather, they are merely examples of apparatus and methods consistent with certain aspects of the present application, as detailed in the appended claims.
[0043] The terms used in this application are for the purpose of describing specific embodiments only and are not intended to limit this application. As used in this application and the appended claims, the singular forms "a," "an," "the," and "the" are intended to include the plural forms, unless the context clearly indicates otherwise. It should also be understood that the term "and / or" as used herein refers to and encompasses any and all possible combinations of one or more of the associated listed items.
[0044] It should be noted that before collecting the user's relevant data (such as: each video file in the terminal device and the video clips corresponding to each video file) and during the process of collecting the user's relevant data, this application can display a prompt interface, pop-up window or output voice prompt information. The prompt interface, pop-up window or voice prompt information is used to remind the user that its relevant data is currently being collected, so that this application only starts to execute the relevant steps of obtaining the user's relevant data after obtaining the user's confirmation operation on the prompt interface or pop-up window. Otherwise (that is, when the user's confirmation operation on the prompt interface or pop-up window is not obtained), the relevant steps of obtaining the user's relevant data are terminated, that is, the user's relevant data is not obtained. In other words, all user data collected by this application are collected with the user's consent and authorization, and the collection, use and processing of relevant user data need to comply with the relevant laws, regulations and standards of the relevant countries and regions.
[0045] First, let’s introduce the relevant terms involved in this application:
[0046] User-generated content (UGC) refers to user-generated content shared online. In the gaming industry, designers encourage user participation in the design of game content, including level maps, gameplay, and ecosystems, by providing in-game UGC editing capabilities. This user-driven design enhances user engagement and enriches game content, further satisfying personalized needs.
[0047] A virtual environment is the virtual environment displayed (or provided) when the client is running on a terminal. This virtual environment can be a simulation of the real world, a semi-simulated and semi-imaginary environment, or a purely imaginary environment. This application does not limit this to any of the following: a two-dimensional virtual environment, a 2.5-dimensional virtual environment, or a three-dimensional virtual environment. The following embodiments illustrate a three-dimensional virtual environment.
[0048] Virtual props: Digital objects or items within a virtual environment used to enhance the fun or user experience within a game. Virtual props typically exist in data, code, or other electronic form and can be used, exchanged, purchased, or sold within the game or virtual environment to achieve various in-game functions, effects, or objectives. These virtual props include equipment, character appearances, in-game currency, cards, skills, or other fictional items.
[0049] Skin: A collection of surface visual properties of a virtual item, used to modify the appearance or visual performance of a virtual character or item in a game to enhance the user experience or provide a personalized element. Surface visual properties include at least one of the item's color, texture, smoothness, transparency, reflectivity, refractive index, and luminosity. Various model materials in the game use shaders to render images and create skins.
[0050] Draw Call: It is a concept in computer graphics, which is used to describe the drawing commands sent by the rendering engine to the graphics processing unit (GPU) each time it renders a scene. A Draw Call is actually a rendering operation, which contains some information necessary to draw an image, such as vertex data, textures, shader programs, etc. When the rendering engine needs to draw an object, it will issue a Draw Call to the GPU. The GPU performs the drawing operation based on the information in the Draw Call. Therefore, it can be understood that each Draw Call will generate a workload for the GPU, so the number of Draw Calls is crucial to the performance of the game. Fewer Draw Calls can greatly improve the rendering performance of mobile games, which is more obvious on mid- and low-end models with weaker GPU capabilities.
[0051] Batching is a common optimization technique. Typically, a rendering engine submits a draw call to draw a single model. For 100 models, this translates to 100 draw calls. Batching combines these 100 draw calls into a single one, reducing the number of draw calls and improving rendering efficiency. Batching has certain limitations; it requires that the shader, model, texture, primitive parameters, and rendering state within each draw call be identical.
[0052] Dynamic Instance: is the process of creating objects at runtime. In graphics rendering, dynamic instance can be used to dynamically create different models or particle objects during the user's gameplay based on user input or game logic.
[0053] GPU Scene: A mechanism introduced by Unreal Engine to maximize the benefits of batched drawing by combining numerous dynamic instances into a single render. This mechanism uses a cache to store drawing information for every primitive in the entire game scene, along with additional custom data. This allows instances with inconsistent primitive parameters to be drawn simultaneously.
[0054] UV coordinates: In game engines, UV coordinates are a coordinate system used to describe texture mapping on 3D models. They are used to map two-dimensional texture images onto the surface of three-dimensional models so that the texture fits correctly during rendering and presents a realistic appearance. The U coordinate represents the horizontal coordinate, while the V coordinate represents the vertical coordinate. These coordinate values define the position on the texture image to determine how the texture map is applied to the surface of the model. By assigning UV coordinates to each vertex of the model, the game engine can accurately indicate how the texture is wrapped or projected onto the model so that the texture mapping looks realistic and accurate.
[0055] It should be understood that although the terms first, second, etc. may be used in this application to describe various information, these information should not be limited to these terms. These terms are only used to distinguish information of the same type from each other. For example, without departing from the scope of this application, a first parameter may also be referred to as a second parameter, and similarly, a second parameter may also be referred to as a first parameter. Depending on the context, the word "if" as used herein may be interpreted as "at the time of" or "when" or "in response to determining".
[0056] 1 to 3 are schematic diagrams showing a UGC generation method in related art.
[0057] As shown in Figure 1, the UGC editor interface 10 includes an edit preview area 11 and an edit control area 12. The edit preview area 11 displays the virtual item 13 being edited; the edit control area 12 displays multiple controls for editing the virtual item 13. When setting a gradient color for the virtual item 13, clicking the gradient setting control 15 causes the edit control area 12 to display the gradient setting editing controls, such as color 16, gradient axis 17, gradient axis position 18, and gradient contrast 19. The user uses these editing controls to set the gradient mode of the virtual item 13.
[0058] As shown in Figure 2, the UGC editor interface 20 includes an edit preview area 21 and an edit control area 22. The edit preview area 21 displays a virtual prop 23 being edited, which is a flowing floor—that is, a floor with a flowing effect. The edit control area 22 displays multiple controls for editing the virtual prop 23. To set the ground playback speed for the flowing effect of the virtual prop 23, the ground animation playback speed edit control 24 in the edit control area 22 is used to adjust it.
[0059] As shown in Figure 3, the UGC editor interface 30 includes an edit preview area 31 and an edit control area 32. The edit preview area 31 displays the virtual item 33 being edited. This virtual item is a color-changing block, i.e., a block with color-changing properties. The edit control area 32 displays multiple controls for editing this virtual item 33. When setting the color-changing effect for the virtual item 33, by clicking the Add Display control 34, the edit control area 32 jumps to display multiple controls for editing the color-changing effect, such as the color change edit control 35, the display name edit control 36, the game start trigger edit control 37, the event that triggers the display edit control 38, the initial delay time 39, and the periodic trigger time 40. The user uses these edit controls to set the color-changing effect for the virtual item 33. However, the color-changing block only provides a very simple function of instantaneous color switching. It not only does not address the adjustment of other skin parameters, but also cannot achieve rich display effects such as transition switching and flashing. In addition, when the user sets the color after switching, the user cannot immediately see the effect of the switching, that is, no effect preview can be performed.
[0060] As can be seen from Figures 1 to 3, the parameter adjustment for virtual prop skins provided in the related art is limited to color adjustment, and the parameter adjustment for dynamic effect skins is limited to animation playback speed. The adjustable skin parameters cover a very small range and do not change enough during the game, failing to meet the needs of UGC users. Existing skin resources are not fully utilized, resulting in a large amount of waste. In addition, in settings involving skin transformation, users cannot preview the transformed effect in real time. This makes it impossible to quickly adjust to the desired effect, requiring multiple repeated adjustments, which in turn leads to inefficient human-computer interaction.
[0061] FIG4 and FIG5 are schematic diagrams showing the interface of a UGC editor of an information processing method provided by an exemplary embodiment of the present application.
[0062] As shown in FIG4 , the UGC editor interface 50 includes an edit preview area 51 and an edit control area 52. The edit preview area 51 displays a virtual prop 53 being edited, which is a hemispherical shell; the edit control area 52 displays multiple controls for editing the virtual prop 53. The edit control area 52 in FIG4(a) includes a color edit control 57 for editing the skin color of the virtual prop 53, i.e., the color palette shown in the figure. The edit control area 52 in FIG4(b) includes a skin type edit control for editing the skin type of the virtual prop 53 (for example, the skin type is selected as luminous skin 58 in the figure), as well as multiple edit controls for editing the skin according to the luminous skin type, such as a color edit control 59 and a self-luminous intensity edit control 60. The self-luminous intensity edit control 60 can be edited by inputting an edit control 61 on the keyboard and dragging an edit control 62 on the slider. The editing control area 52 in Figure 4(c) includes a skin type editing control for editing the skin type of the virtual prop 53 (for example, the skin type is selected as gradient skin 63 in the figure), and multiple editing controls for editing the skin according to the gradient skin type, for example, gradient axis 64, gradient center 65 and gradient intensity 66.
[0063] As shown in Figure 5, the UGC editor interface 50 includes an editing preview area 51 and an editing control area 52. The editing preview area 51 displays the virtual prop 53 being edited, which is a hemispherical shell; the editing control area 52 displays multiple controls for editing the virtual prop 53. The editing control area 52 includes a skin type editing control for editing the skin type of the virtual prop 53 (for example, the skin type is selected as spiral skin 67 in the figure), and multiple editing controls for editing the skin according to the spiral skin type, such as the undulation intensity editing control 68, the undulation amount editing control 69, and the circle amount editing control 70. As the skin parameters are adjusted (for example, the undulation intensity is adjusted from 0.5 to 0.0 in the figure), the virtual prop 53 displayed in the editing preview area 52 also changes in real time to the effect after the parameter adjustment.
[0064] As can be seen from Figures 4 and 5, this technical solution integrates user-adjustable skin parameters into the "Appearance" tab in the edit control area 52. The skin type determines the material used for the user's currently selected virtual prop, and the corresponding adjustable parameters for the skin are displayed in the edit control area 52 according to the skin. For numerical parameters, two editing methods are set: slider and keyboard input. Numerical parameters have upper and lower limits; for optional parameters, changes are made through drop-down boxes. When the user adjusts the parameter value, the virtual prop 53 in the scene will change to the adjusted effect in real time as the parameter value changes, allowing the user to quickly adjust the skin of the virtual prop 53 to the desired state.
[0065] 6 to 9 are schematic diagrams showing interfaces of a transformer in an information processing method provided by an exemplary embodiment of the present application.
[0066] As shown in Figure 6, the UGC editor interface 50 includes an edit preview area 51 and an edit control area 52. As shown in Figure 6(a), the edit preview area 51 displays a virtual prop 53 being edited, which is a sphere; the edit control area 52 displays multiple controls for editing the virtual prop 53. The edit control area 52 includes a skin type edit control for editing the skin type of the virtual prop 53 (for example, the skin type selected in the figure is luminous skin 71), and multiple edit controls for editing the skin according to the luminous skin type, such as the self-luminous intensity, where the self-luminous intensity can be edited by inputting the keyboard into the edit control 72 and dragging the slider into the edit control 73.
[0067] As shown in Figure 6(a), the edit control area 52 also includes a list of transformers (such as the breathing light transformer 74 and the three-color flashing light transformer 75). If there are more than one transformer, the transformer at the top has the highest priority, and the transformers further down have lower priorities, with each transformer being executed in turn. The order of the breathing light transformer 74 and the three-color flashing light transformer 75 can be adjusted using the priority adjustment control 76. A new transformer for the virtual prop 53 can be created by clicking the add transformer control 77. As shown in Figure 6(b), the virtual prop 53 is a hemispherical shell with a single transformer, a spiral stripe 78. This transformer can be deleted using the delete control 79 or edited using the edit control 80.
[0068] Figure 7 shows a schematic diagram of the interface for setting the breathing light of the transformer. When entering the transformer editing interface, the editing control area 52 displays the editing controls for the transformer. For example, the basic settings 81 include a transformer name editing control, a signal trigger editing control, and a repeat execution editing control. Among them, the signal trigger editing control is a control for editing the trigger conditions of the transformer. It can be a character input control or a drop-down list control, which is used to instruct the transformer to start the skin change process according to the trigger signal received by the terminal. In the change queue, the original state retention time 82 (i.e., the retention time of the virtual prop 53 in the initial state after the transformer starts executing) and the stage 1 change editing control 83 are displayed; the stage 1 change editing control 83 includes a change mode editing control for switching from the initial state to the target state of stage 1, a transition duration editing control under the transition switching mode, a retention time editing control for the target state of stage 1, and a skin parameter editing control for the target state of stage 1 (the skin type is luminous skin as an example in the figure, and the skin parameter editing control includes a color editing control and a self-luminous intensity editing control). At the bottom of the editing control area 52, an editing control 84 for returning to the original state after the execution of the changer is completed and a transition duration editing control 85 in the transition switching mode are displayed.
[0069] The target state set in Stage 1 can be previewed by triggering the target state preview control 92. That is, when the target state preview control 92 is triggered, the edit preview area 51 will update the virtual prop's skin in real time in response to the edit of the skin parameters in Stage 1, allowing the user to adjust the parameters through the immediately visible effect transformation. The overall skin change process during the execution of the transformer can be previewed by triggering the transformer preview control 91. That is, after triggering the transformer preview control 91, the edit preview area 51 displays the entire process of the virtual prop executing the transformer. Based on the parameter settings in Figure 7, after the virtual prop 53 begins executing the breathing light transformer, it will transition to the target state of Stage 1 within 2 seconds. After the transformer execution ends, it will transition back to the initial state within 2 seconds. The bottom of Figure 7 shows the transformation process of the virtual prop 53 executing the transformer, where the depth of the shadow indicates the intensity of the virtual prop's skin color.
[0070] Figure 8 shows a schematic diagram of the interface for setting the three-color flashing lights of the changer. Unlike Figure 7, the change queue of this changer has two stages, that is, when the virtual prop executes this changer, it needs to go through two stages of change. As shown in the figure, the original state (color 0) stays for 2 seconds; the skin color in the target state of stage 1 is set to color 1 through the stage 1 change edit control 83, the change mode is instantaneous, and the stay time is 2 seconds; the skin color in the target state of stage 2 is set to color 2 through the stage 2 change edit control 85, the change mode is instantaneous, and the stay time is 2 seconds; and then the return to original state mode edit control 84 is set to return to the original state mode instantaneous.
[0071] The target state set in stage 2 can be previewed by triggering the target state preview control 92. That is, when the target state preview control 92 is triggered, the edit preview area 51 will update the virtual prop's skin in real time in response to the edit of the skin parameters in stage 2, allowing the user to adjust the parameters through the immediately visible effect transformation. The overall skin change process during the execution of the transformer can be previewed by triggering the transformer preview control 91. That is, after triggering the transformer preview control 91, the edit preview area 51 displays the entire process of the virtual prop executing the transformer. Based on the parameter settings in Figure 8, after the virtual prop 53 begins executing the three-color flashing light transformer, it will remain in its original state (color 0) for 2 seconds, then instantly switch to the target state of stage 1, color 1, stay for 2 seconds, and then instantly switch to the target state of stage 2, color 2, and stay for 2 seconds. After the transformer ends, it will transition back to its original state (color 0) within 2 seconds. The bottom of Figure 8 shows the transformation process of the virtual prop 53 executing the transformer, where black fill represents color 0, white fill represents color 1, and diagonal fill represents color 2.
[0072] Figure 9 shows a schematic interface diagram for configuring the spiral stripe changer. This changer has only one stage of change, and the editing parameters for stage 1 are set using the stage 1 change edit control 83. It should be noted that when the stage 1 preview mode is enabled, i.e., when the target state preview control 92 is triggered, when the skin-related parameters in the stage 1 change edit control 83 are edited, the edit preview area 51 will immediately display the edited virtual prop's skin effect. For example, after editing the color parameters and the number of undulations of the virtual prop's skin in its initial state (as shown in the upper interface of Figure 9), the edit preview area 51 will update and display the edited virtual prop's skin in real time (as shown in the lower interface of Figure 9). After triggering the changer preview control 91, the edit preview area 51 displays the overall process of the virtual prop executing the changer. The lower part of Figure 9 shows the change process of the virtual prop 53 executing the changer. It can be seen that during the process of executing the spiral stripe changer, the texture and color of the virtual prop 53's skin change through transition switching.
[0073] As can be seen from Figures 6 to 9, in this technical solution, multiple dynamic changes can be added to the skin of virtual props through transformers. The number of transformers can be one or more, and if there are multiple transformers, the priority order can be adjusted to execute them in sequence. In a single transformer, multiple change stages can be set, so that the skin of the virtual prop can undergo multiple stages of continuous change, enriching the performance. In addition, when editing the target state of the skin of the virtual prop executing the transformer, the skin of the virtual prop will be updated in real time in the editing preview area according to the edited parameters, allowing users to immediately observe the edited effect. This can avoid repeated operations and multiple signaling interactions with the terminal device to adjust to a satisfactory skin effect, allowing users to adjust to a satisfactory effect more quickly, improving user editing efficiency and human-computer interaction efficiency.
[0074] 10 and 11 are schematic diagrams of a computer system provided by an exemplary embodiment of the present application. The computer system may include: a terminal device 110 .
[0075] The terminal device 110 may be a laptop computer, a desktop computer, a mobile phone, a tablet computer, an e-book reader, an electronic game console, and the like.
[0076] Terminal device 110 includes memory and a processor. The memory may include one or more computer-readable storage media. The computer-readable storage media may include at least one of random access memory (RAM), read-only memory (ROM), and flash memory. The memory contains an operating system and game program.
[0077] The game program may be any of level-breaking games, casual competitive games, massively multiplayer online games (MMOGs), chess and card games, MOBAs (Multiplayer Online Battle Arena), SLGs (Simulation Games), virtual reality applications, three-dimensional map programs, FPSs (First-Person Shooting), and multiplayer survival games.
[0078] An operating system (OS) is the underlying software that provides secure access to computer hardware for gaming programs. An OS can be either Android or iOS. It supports the downloading, installation, and running of gaming programs.
[0079] In some embodiments, the terminal device 110 further includes a touch screen; the touch screen may be a capacitive screen or a resistive screen. The touch screen is used to enable interaction between the terminal device and the user 130. In an embodiment of the present application, the terminal device uses the touch screen to obtain user 130's interaction with the editor interface 140 of the UGC editor in the game program.
[0080] The terminal device 110 has a game program installed and running, and the game program is designed with a UGC editor interface 140 .
[0081] The UGC editor interface 140 allows users 130 to edit, save, and publish virtual environments. When editing virtual environments, users 130 can use virtual objects to build different virtual environments. The UGC editor allows users 130 to create moving objects to enrich the virtual environment, improving user usability and fun.
[0082] Terminal device 110 is a terminal device used by a user. User 130 uses terminal device 110 to operate editor interface 140. User 130 can save the virtual environment being edited or edited to terminal device 110. In some embodiments, terminal device 110 is used to upload the virtual environment information saved by user 130 to server 120; or, terminal device 110 is used to provide virtual environment and virtual object data information to the game program; or, terminal device 110 is used to save the skin parameters of virtual props.
[0083] In some embodiments, the computer system further includes a server 120, as shown in FIG11 . Server 120 can be any of a plurality of servers, a virtual cloud storage, or a cloud computing center. In some embodiments, server 120 is used to store virtual environment information uploaded by terminal device 110; or, server 120 is used to store skin parameters of virtual items uploaded by terminal device 110; or, server 120 is used to provide virtual environment and virtual object data information to a game program.
[0084] In some embodiments, the terminal device 110 and the server 120 are connected via a wired or wireless network.
[0085] FIG12 is a schematic diagram of an information processing method provided by an exemplary embodiment of the present application, wherein the method is executed by a terminal device, which may be a terminal device as shown in FIG10 and FIG11. The method includes:
[0086] Step 220: Displaying the virtual prop with the skin in the virtual environment in the edit preview area, and displaying the skin parameter edit control of at least one changer in the edit control area;
[0087] The skin is a collection of surface visual attributes of a virtual prop; wherein the surface visual attributes include at least one of the color, texture, smoothness, transparency, reflectivity, refractive index, and luminosity of the surface of the virtual prop.
[0088] The skin parameters of the skin include at least one of the following:
[0089] Skin type, used to indicate the type of skin of a virtual item;
[0090] Skin color, used to indicate the color of the skin of the virtual prop;
[0091] Luminous intensity, which indicates the self-luminous intensity of the skin when the skin type of the virtual prop is luminous skin. For example, in FIG4( b ), the virtual prop 53 has luminous skin, and the effect of the luminous skin is adjusted according to the luminous intensity.
[0092] Skin texture, used to indicate the texture of the skin when the skin type of the virtual prop is textured skin; for example, the virtual prop 53 in FIG5 has textured skin, and the skin texture of the skin is a spiral texture;
[0093] The gradient mode is used to indicate the gradient effect of the skin when the virtual prop's skin type is gradient skin. For example, in Figure 4(c), the virtual prop 53 has a gradient skin. The gradient mode corresponding to this gradient skin is determined based on the gradient axis, gradient center, and gradient intensity.
[0094] A transformer is a functional module within the game program that allows you to edit the skin changes of virtual items during gameplay. Multiple transformers can be set for a single virtual item, and multiple stages can be set for a single transformer. For example, the breathing light transformer shown in Figure 7; the three-color flashing light transformer shown in Figure 8 has two stages; and the thread-to-stripe transformer shown in Figure 9 has only one stage.
[0095] In some embodiments, the mutator starts executing according to a trigger signal received by the terminal; alternatively, the mutator does not set a trigger signal, and in the case of multiple triggers, the mutator executes in order of priority.
[0096] Exemplarily, an editing preview area and an editing control area are displayed in the editor interface of the UGC editor. A virtual prop with a skin in a virtual environment is displayed in the editing preview area; and a skin parameter editing control of at least one variable is displayed in the editing control area.
[0097] The images of the virtual environment are images obtained by capturing the three-dimensional virtual environment through a camera model. The user can control the camera model through interactive operations on the terminal to change the display effect of the images of the virtual environment.
[0098] In some embodiments, the virtual props are provided by the UGC editor; or, the virtual props are obtained by combining virtual props provided by the UGC editor by the user; or, the virtual props are generated by the UGC editor after the user imports an image into the UGC editor; or, the virtual props are virtual props created by the user of the UGC editor and saved in a public library.
[0099] In some embodiments, an edit control for deleting, editing, or adding a new transformer is displayed in the edit control area.
[0100] In some embodiments, there are at least two variators, and a priority adjustment control for adjusting the priority of the variators is further displayed in the editing control area.
[0101] In some embodiments, the editing control area also includes at least one of a first changer setting control, a second changer setting control, and a third changer setting control; wherein the first changer setting control is used to edit the name of the changer, the second changer setting control is used to edit the triggering conditions of the changer, and the third changer setting control is used to edit the number of repetitions of the changer.
[0102] In some embodiments, the editing control area also includes at least one of a first switching setting control and a second switching setting control; wherein, the first switching setting control is used to edit the switching method of the virtual props switching different skins, and the switching method includes at least one of instant switching and transition switching, and the second switching setting control is used to edit the transition duration of the virtual props switching skins through transition switching.
[0103] In some embodiments, the editing control area also includes at least one of a first stay time setting control and a second stay time setting control; wherein the first stay time setting control is used to edit the stay time of the initial skin of the virtual prop, and the second stay time setting control is used to edit the stay time of the skin of at least one target state.
[0104] In some embodiments, the editing control area includes a trigger signal editing control for at least one variator, and in response to an editing operation on the trigger signal editing control, a trigger signal of the at least one variator can be set.
[0105] Step 240: In response to a parameter editing operation on a skin parameter editing control of the transformer, editing a skin parameter of at least one target state in the skin changing process;
[0106] For example, a user performs a parameter editing operation through the skin parameter editing control of the skin changer, and the terminal edits the skin parameter of at least one target state in the skin change process in response to the parameter editing operation. The user's parameter editing operation can be at least one of a click operation, a double-click operation, an input operation, a pull operation, a touch operation, a press operation, a voice input operation, a gesture control operation, and an eye control operation.
[0107] In some embodiments, for numerical parameters, at least one of an input operation and a pull operation control is provided; for example, for a control for input operation, in response to the user triggering the control, a numeric keyboard pops up for user input; for another example, for a control for pull operation, in response to the user pulling the slider on the pull rod, the value changes. For selection-type parameters, the user edits the parameter by selecting a target parameter from multiple parameters displayed on the interface, or by viewing a drop-down list and then selecting the target parameter from the drop-down list.
[0108] Since there are many skin parameters, a skin parameter editing control is set for each skin parameter, and different types of skin parameters can be edited by editing the skin parameter editing control. The following shows the editing of different types of skin parameters:
[0109] Skin parameters are skin types
[0110] The skin parameter editing control includes a skin type selection control; in response to a first selection operation on the skin type selection control of the transformer, at least one target skin type for the skin transformation process is selected. The first selection operation can be at least one of a click operation, a double-click operation, a touch operation, a press operation, a voice input operation, a gesture control operation, and an eye contact control operation.
[0111] In some embodiments, in response to selection of a skin type for a first target state, a virtual prop having the skin type for the first target state is displayed in the editing preview area; the first target state is any one of at least one target state in the skin change process.
[0112] Skin parameter is skin color
[0113] The skin parameter editing control includes a skin color editing control; in response to a second selection operation on the skin color editing control of the changer, a skin color of at least one target state in the skin change process is selected. The second selection operation can be at least one of a click operation, a double-click operation, a touch operation, a press operation, a voice input operation, a gesture control operation, and an eye contact control operation.
[0114] In response to selection of a skin color for a first target state, a virtual item having the skin color for the first target state is displayed in the editing preview area; the first target state is any one of at least one target state in the skin change process.
[0115] Skin parameter is luminous intensity
[0116] The skin parameter editing control includes a luminous intensity editing control; in response to a first editing operation on the luminous intensity editing control of the transformer, the luminous intensity of at least one target state during the skin transformation process is edited. The first editing operation includes at least one of an input operation, a select-and-drag operation, a press-and-drag operation, a voice input operation, a gesture control operation, and an eye contact control operation.
[0117] In response to editing the luminous intensity of a first target state, a virtual prop having the luminous intensity of the first target state is displayed in the editing preview area; the first target state is any one of at least one target state in the skin change process.
[0118] Skin parameters are skin texture
[0119] The skin parameter editing control includes a skin texture editing control. In response to a second editing operation on the skin texture editing control of the transformer, the skin texture of at least one target state during the skin transformation process is edited. The second editing operation is used to edit at least one of the following parameters: texture undulation intensity; texture undulation amount; and texture repetition amount. The second editing operation includes at least one of an input operation, a select-and-drag operation, a press-and-drag operation, a voice input operation, a gesture control operation, and an eye contact control operation.
[0120] In response to editing the skin texture for a first target state, a virtual prop with the skin texture for the first target state is displayed in the editing preview area; the first target state is any one of at least one target state in the skin change process.
[0121] Skin parameters are in gradient mode
[0122] The skin parameter editing control includes a gradient mode editing control. In response to a third editing operation on the gradient mode editing control of the transformer, the gradient mode of at least one target state during the skin transformation process is edited. The third editing operation is used to edit at least one of the following parameters: gradient axis; gradient center; gradient intensity. The third editing operation includes at least one of an input operation, a select-and-drag operation, a press-and-drag operation, a voice input operation, a gesture control operation, and an eye contact operation.
[0123] It should be noted that the above are only examples of skin parameters shown in the embodiments of this application and do not constitute a limitation on the skin parameters involved in this application. The technical solution of this application can freely increase or change the parameter types and color quantities open to users.
[0124] For example, skin parameters may also include fabric performance parameters for fuzzy skin; another example is anisotropy parameters, which affect the performance of skin highlights in different directions, that is, different gloss performances depending on the observation angle. Each anisotropy parameter can control the degree of these gloss performances. When it is 0, it is more similar to cotton, and when it is 1, it is more similar to silk. Therefore, providing a single skin can give players more adjustment space; another example is fuzzy vignetting parameters, which are used to control the brightness contrast between the center and the edge, and can simulate the performance of fuzzy materials in reality, where the middle is darker and the edges are brighter with a soft transition; another example is for waveform patterns generated by superimposing trigonometric functions, and obtaining block or dot waveform effects through some transformation operations. This effect can be controlled by the amplitude, frequency and flow rate of the wave; another example is skin parameters also include medium density parameters, that is, for water skin, the medium density parameters are used to increase the effects of deep water and shallow water, and control the transition performance between deep water and shallow water.
[0125] It should be noted that the parameter editing operation on the skin parameter editing control of the transformer in this step is a parameter editing operation for at least one skin parameter; that is, one skin parameter can be edited, or multiple skin parameters can be edited, and this application does not impose any restrictions on this.
[0126] In response to editing the gradient mode for a first target state, a virtual prop with the gradient mode of the first target state is displayed in the editing preview area; the first target state is any one of at least one target state in the skin change process.
[0127] In some embodiments, the editing control area further includes a target state preview control (e.g., target state preview control 92 in Figures 7 to 9), which is used to preview the skin of the edited target state when editing any target state of the transformer, so that the user can instantly obtain the skin effect after the parameter change and quickly determine the skin parameters of the target state. When the preview of the first target state is turned on (e.g., by clicking the target state preview control to turn on the preview), in response to the editing operation on the skin parameters of the first target state, the virtual prop with the skin parameters of the first target state is displayed in the editing preview area.
[0128] Step 260: Displaying the skin changing process of the transformer executed on the virtual prop in the editing preview area.
[0129] Exemplarily, the skin changing process of a virtual item using a transformer is displayed in the edit preview area. For example, after setting at least one transformer, the user clicks a transformer preview control (e.g., transformer preview control 91 in Figures 6 to 9 ), and the skin changing process of the transformer being applied to the virtual item is displayed in the edit preview area. That is, in response to a triggering operation on the transformer preview control, the skin changing process of the transformer being applied to the virtual item is displayed in the edit preview area.
[0130] In some embodiments, when the transformer is provided with a trigger signal, when the transformer preview control is triggered, the trigger signal is received by default, and the skin change process corresponding to the entire transformer is executed for the virtual prop according to the transformer setting.
[0131] In some embodiments, when the mutator is set to be executed repeatedly, after the user manually closes the mutator preview (for example, clicking the mutator preview control again), the virtual prop returns to its initial state; when the mutator is not executed repeatedly, but is set with a number of executions, the user does not need to manually close it. The mutator will automatically switch the mutator preview control back to the closed state after executing the corresponding number of times, and the user can click the mutator preview control again to preview it.
[0132] To sum up, the method provided in this embodiment allows users to add a variety of dynamic changes to the skin performance of virtual props by editing the transformer; the editable skin parameters in the transformer are of various types, and more parameter interfaces are opened to users, so that users have more choices and can better participate in the creation of UGC, which not only enriches the interface performance of UGC, but also makes more full use of the skin resources provided by the game program, thereby improving resource utilization.
[0133] In addition, the number of transformers can be one or more, so that virtual props can obtain a variety of different transformation performance capabilities, making fuller use of skin resources and improving resource utilization.
[0134] In addition, in a single transformer, multiple stages of change can be set, so that the skin of the virtual prop can undergo multiple stages of continuous change, enriching the performance, making more effective use of skin resources, and improving resource utilization.
[0135] In addition, when editing the target state of the skin of the virtual prop that executes the changer, the skin of the virtual prop can be updated in real time in the editing preview area according to the edited parameters, so that the user can immediately observe the edited effect. This can avoid repeated operations caused by repeated adjustments in order to adjust to a satisfactory skin effect and multiple signaling interactions with the terminal device, allowing the user to adjust to a satisfactory effect more quickly, thereby improving the user's editing efficiency and human-computer interaction efficiency.
[0136] In addition, users can also preview the overall change effect of the transformer, which further improves the user's editing efficiency and enhances the efficiency of human-computer interaction.
[0137] FIG13 is a schematic diagram of an information processing method provided by an exemplary embodiment of the present application, wherein the method is executed by a terminal device, which may be a terminal device as shown in FIG10 and FIG11. Based on the embodiment of FIG12, the UGC generation method shown in FIG13 further includes editing the execution parameters of the transformer. The method includes:
[0138] Step 320: Displaying the virtual prop with the skin in the virtual environment in the edit preview area, and displaying the skin parameter edit control of at least one changer in the edit control area;
[0139] Exemplarily, an editing preview area and an editing control area are displayed in the editor interface of the UGC editor. A virtual prop with a skin in a virtual environment is displayed in the editing preview area; and a skin parameter editing control of at least one variable is displayed in the editing control area.
[0140] Please refer to step 220 for detailed instructions, which will not be repeated here.
[0141] It should be noted that the following steps 340 and 350 are not subject to execution in any particular order. Step 340 may be executed first and then step 350, or step 350 may be executed first and then step 340, or step 340 and step 350 may be executed simultaneously.
[0142] Step 340: In response to a parameter editing operation on a skin parameter editing control of the transformer, editing a skin parameter of at least one target state in the skin transformation process;
[0143] Exemplarily, the user performs a parameter editing operation on the skin parameter editing control of the changer, and the terminal edits the skin parameter of at least one target state in the skin changing process in response to the parameter editing operation.
[0144] Please refer to step 340 for detailed instructions, which will not be repeated here.
[0145] Step 350: In response to the parameter editing operation on the transformer, edit the execution parameters of the transformer;
[0146] The execution parameters of the transformer include the basic settings of the transformer, the dwell time of each state, the switching method between states, etc. The following are explained:
[0147] ·Stay time setting
[0148] The editing control area further includes at least one of a first dwell time setting control and a second dwell time setting control.
[0149] In some embodiments, in response to an edit operation on a first dwell time setting control, the dwell time of the initial skin of the virtual item is edited. The dwell time of the initial skin is a fixed starting item in the edit control area, which specifies how long the initial state remains after the game starts / a signal is received before entering the change phase queue. The first dwell time setting control is at least one of a numeric input control and a sliding control.
[0150] In some embodiments, in response to an edit operation on a second dwell time setting control, the dwell time of at least one target skin state is edited. This indicates the dwell time of the skin in state B after changing from state A to state B (i.e., the waiting time before moving to the next stage). The second dwell time setting control is at least one of a numerical input control and a sliding control.
[0151] Basic settings of the transformer
[0152] The edit control area further includes at least one of a first variator setting control, a second variator setting control, and a third variator setting control.
[0153] In some embodiments, in response to an editing operation on the first variator setting control, the name of the variator is edited, wherein the first variator setting control is a character input control.
[0154] In some embodiments, the trigger condition of the mutator is edited in response to an edit operation on a second mutator setting control. The second mutator setting control is a character input control or a drop-down list control. That is, the player predefines a signal and edits the trigger signal by character input or drop-down list selection. During the game, when the user triggers the signal through virtual props or operations, the corresponding mutator is executed.
[0155] In some embodiments, in response to an edit operation on a third variator setting control, the number of repetitions of the variator is edited. When the switch of the repetition editing control is turned off, that is, the variator will not be repeatedly executed, the "number of executions" input line is displayed, with a default of 1 time, which the user can change to any natural number greater than 0. After the variator is triggered, the variator executes the same number of variator cycles as the input number, and returns to the original state after the execution is completed. When the switch is turned on, there is no need to enter the number of executions, and the corresponding variator effect will be repeatedly executed in the absence of other high-priority variators interrupting. For variators that do not require signal triggering, after being interrupted, they will resume repeated execution after waiting for the high-priority variator to complete execution; for variators that need to receive signal triggering, after being interrupted, they must wait for the high-priority variator to complete execution and receive the corresponding signal again before resuming repeated execution. Among them, the third variator setting control is at least one of a switch control, a sliding control, and a numerical input control.
[0156] State switching settings
[0157] The editing control area also includes at least one of a first switching setting control and a second switching setting control.
[0158] In some embodiments, in response to an editing operation on the first switching setting control, the switching method for switching different skins of the virtual props is edited, and the switching method includes at least one of instant switching and transition switching. Use the drop-down box to select the switching method. When selecting the transition switching method, a corresponding row of "transition duration" input boxes is added to indicate the time taken to change from state A to state B (the duration of the AB mixed state). When the instantaneous switching method is selected, it indicates that the switch from state A to state B is instantaneous, there is no AB mixed state, and there is no need to enter the duration, and the "transition duration" input box is not displayed. Among them, the first switching setting control is at least one of a drop-down list control, a sliding control, and a switch control.
[0159] In some embodiments, in response to an edit operation on a second switching setting control, the duration of the transition between skins of the virtual item is edited via a transition switch. The second switching setting control is at least one of a numeric input control and a slider control. For example, if the transition switch is selected as the return to original state mode, the duration of the transition switch is edited to 2 seconds.
[0160] Adjustment of the priority of the transformer
[0161] If there are more than one mutator, the edit control area also displays a mutator priority adjustment control. In response to a priority adjustment operation on each mutator, the priorities of at least two mutators are adjusted. The priorities of the at least two mutators are used to indicate the order in which the at least two mutators are executed during the game. For example, the priority adjustment control 76 in Figure 6 can be triggered to adjust the execution order of multiple mutators, such as by clicking the control and dragging a mutator to adjust its priority.
[0162] Trigger signal editing
[0163] The editing control area also includes a trigger signal editing control for at least one changer. In response to an edit operation on the trigger signal editing control, a trigger signal for the at least one changer is set. The trigger signal is used to trigger the execution of the at least one changer on the virtual item during the game. For example, the trigger signal for the three-color flashing light of the changer is set to "three colors." Upon receiving the "three colors" signal, the terminal begins executing the changer.
[0164] In some embodiments, the edit control for returning to the original state is a fixed ending item, which specifies the way to return to the original state after all change stages of the transformer are completed, which is equivalent to the change method setting in the stage.
[0165] Step 360: Displaying the skin changing process of the transformer executed on the virtual prop in the editing preview area.
[0166] For example, the skin changing process of the transformer executed on the virtual item is displayed in the edit preview area. For example, after the user sets at least one transformer, he clicks the trial play control, and the skin changing process of the transformer executed on the virtual item is displayed in the edit preview area.
[0167] In some embodiments, when the input content of the trigger signal editing control of the transformer is not empty, in response to receiving a first trigger signal, the skin changing process of executing the first transformer on the virtual prop is displayed in the virtual environment, and the first trigger signal is used to indicate that the execution of the first transformer on the virtual prop is triggered during the game.
[0168] That is, if the input content of the trigger signal edit control is empty, the virtual prop will immediately execute the skin change process corresponding to the changer after the game starts; if the input content of the trigger signal edit control is empty for multiple changers, the skin change processes of multiple changers will be executed in order of priority. If the input content of the trigger signal edit control is not empty, that is, the trigger signal of the changer is pre-set, then after the terminal receives the trigger signal, the changer corresponding to the trigger signal will be executed.
[0169] In addition, the priority of the mutator with a trigger signal is higher than that of the mutator without a trigger signal, that is, after the terminal receives a trigger signal, it immediately interrupts the currently executing mutator and executes the mutator corresponding to the trigger signal.
[0170] In some embodiments, the priority of the third trigger signal received later is higher than the priority of the second trigger signal received earlier, wherein the second trigger signal and the third trigger signal are two different trigger signals.
[0171] That is, when the trigger signal received later is different from the trigger signal received earlier, even if the transformer corresponding to the trigger signal received earlier has not been completed, it will be interrupted immediately and the transformer corresponding to the trigger signal received later will be executed instead.
[0172] That is, in response to receiving the second trigger signal, the skin change process of the second transformer executed on the virtual prop is displayed in the virtual environment, and the second transformer is the transformer corresponding to the second trigger signal; in response to receiving the third trigger signal, if the skin change process of the second transformer has not ended, the skin change process of the second transformer is interrupted and the skin change process of the third transformer executed on the virtual prop is displayed in the virtual environment, and the third transformer is the transformer corresponding to the third trigger signal; wherein the second trigger signal and the third trigger signal are two different trigger signals.
[0173] However, when the trigger signals received successively are consistent, if the transformer corresponding to the previous trigger signal has not been executed, the execution will continue without re-execution; if the transformer corresponding to the previous trigger signal has been executed, the transformer corresponding to the trigger signal will be re-executed.
[0174] That is, in response to receiving the fourth trigger signal, the virtual prop is displayed in the virtual environment to execute the skin change process of the fourth transformer, and the fourth transformer is the transformer corresponding to the fourth trigger signal; in response to the fourth trigger signal received again, when the skin change process of the fourth transformer triggered by the previously received fourth trigger signal has ended, the skin change process of the fourth transformer is displayed again in the virtual environment; when the skin change process of the fourth transformer triggered by the previously received fourth trigger signal has not ended, the skin change process of the fourth transformer triggered by the previously received fourth trigger signal continues to be displayed.
[0175] To sum up, the method provided in this embodiment enables users to add a variety of dynamic changes to the skin performance of virtual props by editing the transformer; there are many types of editable skin parameters in the transformer, which opens more parameter interfaces to users, allowing users to have more choices and better participate in the creation of UGC, which not only enriches the interface performance of UGC, but also makes more full use of skin resources and improves resource utilization.
[0176] In addition, the number of transformers can be one or more, and if there are multiple transformers, the priority order can be adjusted to execute them in sequence; this allows virtual props to obtain a variety of different transformation performance capabilities, making more effective use of skin resources and improving resource utilization.
[0177] In addition, in a single transformer, multiple stages of change can be set, so that the skin of the virtual prop can undergo multiple stages of continuous change, enriching the performance, making more effective use of skin resources, and improving resource utilization.
[0178] In addition, the different states of the transformer can be switched by instantaneous switching or by transition switching. Different switching methods are added, more changing methods are realized (such as breathing light), skin resources are more fully utilized, and resource utilization is improved.
[0179] In addition, when editing the target state of the skin of the virtual prop that executes the transformer, the skin of the virtual prop will be updated in real time in the editing preview area according to the edited parameters, so that the user can immediately observe the edited effect. This can avoid repeated operations caused by repeated adjustments in order to adjust to a satisfactory skin effect and multiple signaling interactions with the terminal device, allowing the user to adjust to a satisfactory effect more quickly, thereby improving the user's editing efficiency and human-computer interaction efficiency.
[0180] When the user sets the motion mode of a virtual object to the key motion point motion mode, the first key motion point, or starting point, is automatically generated based on the current state of the virtual object without the user having to search for controls to create it, thereby improving the user's editing efficiency and the friendliness of the game program.
[0181] There are still great limitations on the batch drawing of virtual props in the related art. In the related art, the color and parameters of the skin of the virtual props (such as the parameters corresponding to the skin type) are stored on the skin instance of each virtual prop, and each instance manages its own data. Therefore, batch drawing can only be used when the color and parameters are exactly the same. For example, 10 identical spheres, all white in color, but different in size and placement, can be drawn in the same batch. However, if one of the balls turns grayish white, then this grayish white ball needs to be submitted for drawing separately. However, in UGC, changing color is a very common user operation. If users use color changes a lot, it will cause the Draw Call of the game scene to be so high that the mobile machine cannot bear it. Therefore, there are difficulties and defects in the batch drawing in the related art.
[0182] This technical solution adopts the data structure of Unreal Engine 4 (UE4) when implementing GPUScene and makes a new plan for it to optimize batch drawing in the generation of UGC.
[0183] First, let's introduce this data structure. UE4 defines the FPrimitiveSceneData data structure in SceneData.ush, which includes the various parameters and matrix data required by the shader. It also defines a float4 array of CustomPrimitiveData after the fixed data to store custom primitive data. Because the UE4 engine stores the FPrimitiveSceneData for all virtual props in the entire scene together, batch drawing will not be interrupted when the skin of the virtual prop samples this data.
[0184] When skinning a virtual item, you can control the source of the skin parameter's value by checking the "Use Custom Primitive Data" option and setting an Index value. For example, if this option is unchecked for a skin parameter, the value set on the skin instance will be directly retrieved during rendering. However, if this option is checked, the skin will read data starting from the value at the index in the CustomPrimitiveData when rendering.
[0185] Currently, the array size of CustomPrimitiveData is fixed at 6. For float4 arrays, a maximum of 24 custom float data values can be used. RGB colors occupy 3 float data bits, meaning a material can support up to 4 custom colors. Since common parameters only occupy one float data bit, removing an RGB color frees up three data bits for user-friendly parameters.
[0186] Based on this principle, we designed a static editing solution to manage the colors and some parameters of UGC skins during game production, supporting color and parameter adjustments, as well as the storage and reading of related data. This approach aims to support runtime color and parameter changes while also being compatible with the batching capabilities of the GPU Scene. Figure 14 shows a schematic diagram of the data structure and logical mapping provided by an exemplary embodiment of this application.
[0187] The blueprint for placing objects (i.e., virtual props) shown on the left side of Figure 14 includes three parts: the object structure, the data storage structure, and the data mapping relationship. The following describes each of these:
[0188] (1) Object structure: In the object structure of UGC, there is a root node (Mesh Root), under which one or more models can be mounted. The models are named Node 0, Node 1, Node 2, and so on. These models, alone or in combination, become virtual props that can be dragged and dropped into the virtual scene by the user. Models and skins have a one-to-one correspondence, so it is also agreed that a model supports a maximum of 4 colors. When a component is composed of n models, it supports a maximum of 12n float data (1 RGB color requires 3 float data bits), that is, 4n colors.
[0189] (2) Data storage structure: including color array (ColorArray), color name array (ColorNameArray) and parameter array (ParamArray). ColorArray and ParamArray are user-adjustable, so they are saved as fields in the Actor's properties, serialized into the pbin file along with the UGC map saving logic, and restored to each virtual prop instance when the map is initialized.
[0190] (3) Data mapping relationship: For colors and parameters, this application has designed two corresponding data structures, node color data (MeshColorData) and node parameter data (MeshParamData), to store the corresponding relationships between models and colors, and models and parameters in each placement object. There are as many MeshColorData and MeshParamData as there are colors and parameters for the entire placement object. These corresponding relationships are composed of two arrays: color data array (ColorDataArray) and parameter data array (ParamDataArray), and are stored in a component named color change component (ColorChangeComponent) in the placement object blueprint. Since these relationships are rules that have been determined when the blueprint is made, they do not need to be stored and serialized into the map data.
[0191] Among them, MeshColorData describes the correspondence between the model and the color, and its parameters and functions are:
[0192] Mesh Name: Indicates the model name, describing which model is currently being configured to place the object component (virtual prop);
[0193] Color Array Index: Gets the color value with index index from ColorArray.
[0194] Color Start Index: Describes the starting position of the color to be set. Note that colors are stored in RGB, which takes up 3 float values, so the starting value of the nth color is 3n.
[0195] Among them, MeshParamData describes the correspondence between the model and parameters, and its members and functions are:
[0196] Mesh Name: Model name, describing which model is currently being configured to place the object component.
[0197] Parameter Array Index: describes how to get the parameter value with index from ParamArray.
[0198] Param Start Index: describes the location of the parameter to be set;
[0199] Param Style Name: This name corresponds to the parameter style name in the parameter style configuration blueprint, and describes how the parameter should be displayed in the interaction panel.
[0200] The parameter style configuration blueprint shown on the right side of Figure 14 includes material parameter styles, which is used to define the styles of all UGC-opened skin parameters in one blueprint (BPAC_CustomMaterialParameter). By utilizing the great commonality of UGC-opened skin parameters and reusing UGC general interaction components, it avoids the waste of resources of defining a set of parameters for each virtual prop; that is, when displayed on the interaction panel, the Param Style Name is used to determine in what interactive form the parameters should be displayed.
[0201] Based on the above data structure, virtual props with the same skin type can be drawn in batches even if their colors and parameters corresponding to the skin types are different; that is, the skins of at least two virtual props in different states are drawn in the same batch, and the skins of at least two virtual props in different states have the same skin type.
[0202] Next, the parameter planning for different skin types is explained:
[0203] Each UGC skin can use up to 12 float values as custom parameters, which must be divided into RGB color data and parameter data. For unified management, it is agreed that these 12 float values are first divided into n color values, and the next 12-3n float data bits are provided for parameters that need to be opened. In addition, the skin parameters opened to users must follow certain rules, such as:
[0204] Orthogonality means that each open parameter will not affect the effect of each other's control.
[0205] High cost-effectiveness. Opening up material parameters has a certain cost, so you should choose to open up material parameters with the most obvious performance and the highest user demand.
[0206] The open parameters are divided into the following categories:
[0207] (1) Texture representation
[0208] This category mainly includes texture scaling (UV Scale). According to the design of the UGC base skin, when the model is enlarged or reduced, the UV will respond to the scale of the model in the XYZ axis to adapt to the model scale.
[0209] FIG15 shows a schematic diagram of texture scaling in different ways. Specific descriptions are as follows:
[0210] Taking the basic cube as an example, Figure 15(a) shows the UV0 method, which is expanded according to the cube mapping method, that is, the six faces are expanded separately, and the center point of the UV face is at (0.5, 0.5). In other words, the center point of the UV face is located at the center of each face.
[0211] Figure 15(b) shows the UV1 method, which is processed according to the following rules when it is unfolded:
[0212] Passed by the X axis: Area 3, indicating that this surface responds to the scaling of the YZ axis;
[0213] Passed by the Y axis: Area 4, indicating that this surface responds to the scaling of the XZ axis;
[0214] Passed by the Z axis: Area 1, indicating that this surface responds to the scaling of the XY axis;
[0215] Unable to determine: Area 2 is generally used for spherical surfaces, indicating that this surface responds to the scaling of the XYZ axes.
[0216] Combine UV0 and UV1: UV0 is used in conjunction with the skinning algorithm to ensure that the texture is scaled from the center when the model is stretched. Taking a square as an example, the textures on two adjacent sides are aligned when scaled, and one will not move to the left and the other to the right. UV1 specifies which two axes the surface will be scaled along. In the material, the scaling coefficients of the model in the XYZ axes are determined based on the modulus of the three orthogonal unit vectors (1, 0, 0), (0, 1, 0), and (0, 0, 1) after matrix transformation. At the same time, the data bit with Index 9 is used as the user-defined texture scaling coefficient, which is multiplied by the calculated axial scaling coefficient to form the comprehensive scaling coefficient.
[0217] (2) Static performance class
[0218] This category primarily controls the static behavior of the model.
[0219] Taking the gradient material as an example, the value after normalizing the length of the model in the XYZ axis is used as the parameters of two custom color gradients. Therefore, a parameter can be used to control whether this gradient parameter is the value of the X, Y or Z axis, which is called the gradient axis. In addition, the gradient is implemented using the SmoothStep function, and a custom parameter can be used to control the offset and value range of the gradient parameter to achieve the purpose of controlling the center and degree of the gradient. These three parameters can also be provided to the user in the form of custom parameters, for example, the Index values are 6, 7, and 8 respectively. Figure 16 shows a schematic diagram of using control gradient offset and gradient degree, Figure 16 (a) shows the gradient offset under different parameters, and Figure 16 (b) shows the gradient degree under different parameters.
[0220] Among them, the Smoothstep function is as follows:
[0221] (3) Dynamic performance
[0222] This category mainly controls the dynamic performance of the material.
[0223] Taking lava skin as an example, the lava itself is created using Flowmap, a two-dimensional texture whose each pixel describes the direction and speed of the flow. During the rendering process, this texture is first sampled, and the original UV is offset according to the information recorded by the pixel to obtain FlowUV. Then, the difference between UV and FlowUV is obtained according to the time function to obtain FinalUV, which is the UV finally used to sample the lava texture. In such an algorithm, there are two parameters that can be adjusted by the user. One is the flow speed. Multiplying time by a coefficient can accelerate time, which is manifested as faster or slower lava flow. The other parameter is the distortion strength, which can make the flow of lava more obvious. For example, set the Index values of these two parameters to 6 and 7.
[0224] (4) Overall performance
[0225] This category mainly controls the overall performance, such as transparency and luminous intensity.
[0226] For translucent materials, transparency is key to their skin performance. Taking water skin as an example, higher transparency makes the water appear clearer, while lower transparency makes the water look deeper.
[0227] Luminous intensity is a crucial parameter for self-luminous skin. A higher intensity diffuses the skin's color further, creating a stronger glow similar to neon lights. A lower intensity, on the other hand, makes the skin appear darker, and can be used to create the illusion of an old incandescent filament.
[0228] (5) Special performance
[0229] This section mainly includes the key performances of some special skins.
[0230] Among all the UGC skins, specialized skins created for various performance effects account for a significant portion. These skins utilize various mathematical calculations to create the patterns and lighting effects required by the designer. For example, the gold foil material's circular discs and hexagonal gold foil spots are geometric shapes calculated within each small UV grid on the model's surface. The grid's random brightness is calculated based on the grid point positions and a noise function. This brightness is then manipulated and used as a mask to control the brightness of the gold foil spots, ultimately controlling the density of the gold foil.
[0231] Finally, the dynamic change scheme in this technical solution is explained. The parameters and target color of the skin can be changed in the editing state, and naturally can also be changed through interactive input or preset game logic during play according to a set of user settings. For the parameter and color change functions, a UGC component has two states: Residual State and Changing State. Three levels of transformation logic are abstracted from it, namely: Change Action, Change Sequence, and Change Collection. The following are explained separately:
[0232] (1) Transformation operation
[0233] A transformation is an atomic operation, meaning it cannot be logically broken down. It consists of two parts: the target state and the transition mode. The target state describes the desired state of the virtual item after the transformation, specifically the color and parameter values. The transition mode describes how the virtual item transitions from its original state to the target state.
[0234] Currently supported transition modes include transition switching and instant switching:
[0235] Transition switch: indicates that the virtual prop switches from state A to state B within the time set by the user.
[0236] Instant switch: Indicates that the virtual prop switches directly from state A to state B. It is essentially a transition mode with a transition time of 0.
[0237] In the program's implementation, when a switch operation is performed, the UGC virtual prop enters the Transformation state and simultaneously changes its parameters and color according to the settings. When the switching mode is Transition, the timer duration is the user-set duration. When the switching mode is Instant, the duration is the minimum. After the timer expires, the callback function is executed, at which point the virtual prop enters the Dwelling state and the timer is started. After the Dwell time expires, the virtual prop's state is updated to prepare for the next transformation operation. If the transformation state needs to be forcibly ended, the transformation process is canceled, and the color and parameters remain in their current state.
[0238] (2) Transformation sequence
[0239] A transformation sequence is a collection of transformation operations. It sequentially stores all transformation operations configured in this sequence and manages the execution logic of the transformation operations. It contains the following elements:
[0240] State: Transformation sequence state, invisible to the user;
[0241] Name: Transformation sequence name, user-modifiable;
[0242] Signal: trigger execution signal, which can be modified by the user;
[0243] Priority: Sequence priority, user-configurable;
[0244] Repeat: whether the sequence can be executed multiple times;
[0245] Count: The number of times the command can be executed, which can be modified by the user;
[0246] Delay: Delay execution time, which can be modified by the user;
[0247] ActionList: Stores a list of all transformation operations.
[0248] Whether a transformer executes is determined by the trigger signal and sequence priority. When the signal system issues a trigger signal corresponding to the current sequence, the transformer's state is set to pending, the trigger count is reduced by one, and the transformer's state is updated. Sequences of the same priority can interrupt each other. If the sequence's executable count is less than 0, the transformer is no longer set to pending and no notification of a set update is given.
[0249] When a transformation sequence is activated, it updates its state to the active state and, after waiting for the delay configured for the sequence to expire, executes all transformations in sequence, starting with the first transformation in the transformation list. After the last transformation is executed, if the sequence is configured to repeat, it restarts with the first transformation; otherwise, it remains in the target state of the last transformation and notifies the collection of updates.
[0250] (3) Transformation Set
[0251] A transformation collection stores multiple transformation sequences and manages the activation and scheduling between sequences. It contains one element:
[0252] SequenceList: An ordered list sorted by Seuqence Priority.
[0253] When the game starts, the variation set finds the first sequence that can be activated according to the order of the sequence list and activates it. It then waits for requests from each sequence and determines whether to interrupt the currently activated sequence and execute the new one based on the priority.
[0254] The beneficial effects of the technical solutions provided in the embodiments of the present application include at least:
[0255] The above technical solution supports users to set the skin transformation method of virtual props during the execution of at least one transformer by editing the skin parameter editing control in at least one transformer, and to preview the skin transformation effect after editing, so that users can enrich the appearance of virtual props during the game, make full use of the existing skin resources of virtual props, and improve resource utilization; at the same time, users can see the skin change process of virtual props in real time through the editing preview area, avoiding multiple repeated operations caused by repeated adjustments in order to adjust to a satisfactory skin effect and multiple signaling interactions with the terminal device, thereby improving the human-computer interaction efficiency of users during skin parameter editing.
[0256] The following are device embodiments of the present application, which can be used to implement the method embodiments of the present application. For details not disclosed in the device embodiments of the present application, please refer to the method embodiments of the present application.
[0257] Please refer to Figure 17, which shows a block diagram of the structure of an information processing device provided by an exemplary embodiment of the present application. This device has the functions of implementing the above-mentioned information processing method example. The functions can be implemented by hardware or by hardware executing corresponding software. As shown in Figure 17, the device may include: a display module 420 and an editing module 440.
[0258] A display module 420 is configured to display a virtual item with a skin in a virtual environment in the editing preview area, and to display a skin parameter editing control of at least one changer in the editing control area, wherein the changer is configured to edit a skin change process of the virtual item during the game;
[0259] An editing module 440 is configured to edit skin parameters of at least one target state in the skin changing process in response to a parameter editing operation on a skin parameter editing control of the transformer;
[0260] The display module 420 is configured to display the skin changing process of the transformer executed on the virtual prop in the editing preview area;
[0261] The skin is a collection of surface visual attributes of the virtual prop.
[0262] In some embodiments, the skin parameters of the skin include at least one of the following: skin type, the skin type is used to indicate the type of the skin of the virtual prop; skin color, the skin color is used to indicate the color of the skin of the virtual prop; luminous intensity, the luminous intensity is used to indicate the luminous intensity of the skin when the skin type of the virtual prop is luminous skin; skin texture, the skin texture is used to indicate the texture of the skin when the skin type of the virtual prop is textured skin; gradient mode, the gradient mode is used to indicate the gradient effect of the skin when the skin type of the virtual prop is gradient skin.
[0263] In some embodiments, the skin parameter editing control includes a skin type selection control; the editing module 440 is configured to select a skin type of at least one target state in the skin changing process in response to a first selection operation on the skin type selection control of the transformer.
[0264] In some embodiments, the skin parameter editing control includes a skin color editing control; the editing module 440 is used to select the skin color of at least one target state in the skin changing process in response to a second selection operation on the skin color editing control of the transformer.
[0265] In some embodiments, the skin parameter editing control includes a luminous intensity editing control; the editing module 440 is used to edit the luminous intensity of at least one target state in the skin change process in response to a first editing operation on the luminous intensity editing control of the transformer.
[0266] In some embodiments, the skin parameter editing control includes a skin texture editing control; the editing module 440 is used to edit the skin texture of at least one target state in the skin change process in response to a second editing operation on the skin texture editing control of the transformer; wherein the second editing operation is used to edit at least one of the following parameters: texture undulation intensity; texture undulation amount; texture repetition amount.
[0267] In some embodiments, the skin parameter editing control includes a gradient mode editing control; the editing module 440 is used to edit the gradient mode of at least one target state in the skin change process in response to a third editing operation of the gradient mode editing control of the transformer; wherein the third editing operation is used to edit at least one of the following parameters: gradient axis; gradient center; gradient intensity.
[0268] In some embodiments, the display module 420 is configured to display a virtual prop having the skin parameters of the first target state in the editing preview area in response to an editing operation on the skin parameters of the first target state when the preview of the first target state is turned on.
[0269] In some embodiments, the display module 420 is configured to display the skin changing process of the transformer performed on the virtual prop in the editing preview area in response to a triggering operation on the transformer preview control.
[0270] In some embodiments, the editing control area also includes at least one of a first stay time setting control and a second stay time setting control; the editing module 440 is used to edit the stay time of the initial skin of the virtual prop in response to the editing operation of the first stay time setting control; and edit the stay time of the skin of at least one target state in response to the editing operation of the second stay time setting control.
[0271] In some embodiments, the editing control area also includes at least one of a first changer setting control, a second changer setting control, and a third changer setting control; the editing module 440 is used to edit the name of the changer in response to an editing operation on the first changer setting control; edit the triggering condition of the changer in response to an editing operation on the second changer setting control; and edit the number of repetitions of the changer in response to an editing operation on the third changer setting control.
[0272] In some embodiments, the editing control area also includes at least one of a first switching setting control and a second switching setting control; the editing module 440 is used to edit the switching method of the virtual props switching different skins in response to the editing operation on the first switching setting control, and the switching method includes at least one of instant switching and transition switching; in response to the editing operation on the second switching setting control, edit the transition duration of the virtual props switching skins through transition switching.
[0273] In some embodiments, there are at least two of the changers; the editing module 440 is used to adjust the priorities of the at least two changers in response to a priority adjustment operation on each of the changers, and the priorities of the at least two changers are used to indicate the execution order of the at least two changers during the game.
[0274] In some embodiments, the editing control area includes a trigger signal editing control for the at least one transformer; the editing module 440 is used to set a trigger signal for the at least one transformer in response to an editing operation on the trigger signal editing control, and the trigger signal is used to indicate that the virtual prop is triggered to execute the at least one transformer during the game.
[0275] In some embodiments, the display module 420 is used to display the skin change process of the virtual prop executing the first transformer in the virtual environment in response to receiving a first trigger signal when the input content of the trigger signal editing control is not empty, and the first trigger signal is used to indicate that the virtual prop is triggered to execute the first transformer during the game.
[0276] It should be noted that the above embodiments provide devices that implement their functions using only the division of the above functional modules as examples. In actual applications, the above functions can be assigned to different functional modules as needed, that is, the internal structure of the device can be divided into different functional modules to complete all or part of the functions described above. In addition, the devices and method embodiments provided in the above embodiments are based on the same concept. The specific implementation process is detailed in the method embodiment and will not be repeated here.
[0277] FIG18 shows a structural block diagram of a computer device provided by an exemplary embodiment of the present application.
[0278] The computer device 700 may be a portable mobile terminal, also referred to in this embodiment as a mobile terminal. Examples include a smartphone, a tablet computer, an MP3 player (Moving Picture Experts Group Audio Layer III), or an MP4 player (Moving Picture Experts Group Audio Layer IV). The computer device 700 may also be referred to as a user device, a portable terminal, or other similar terminology.
[0279] Typically, the computer device 700 includes a processor 701 and a memory 702 .
[0280] The processor 701 may include one or more processing cores, such as a 4-core processor, an 8-core processor, etc. The processor 701 may be implemented in at least one hardware form of DSP (Digital Signal Processing), FPGA (Field Programmable Gate Array), or PLA (Programmable Logic Array). The processor 701 may also include a main processor and a coprocessor. The main processor is a processor for processing data in the awake state, also known as a CPU (Central Processing Unit); the coprocessor is a low-power processor for processing data in the standby state. In some embodiments, the processor 701 may be integrated with a GPU (Graphics Processing Unit), which is responsible for rendering and drawing the content to be displayed on the display screen. In some embodiments, the processor 701 may also include an AI (Artificial Intelligence) processor, which is used to process computing operations related to machine learning.
[0281] The memory 702 may include one or more computer-readable storage media, which may be tangible and non-transitory. The memory 702 may also include high-speed random access memory and non-volatile memory, such as one or more disk storage devices and flash memory storage devices. In some embodiments, the non-transitory computer-readable storage medium in the memory 702 is used to store at least one instruction, which is used to be executed by the processor 701 to implement the UGC generation method in the game program provided in the embodiments of the present application.
[0282] In some embodiments, the computer device 700 further includes a peripheral device interface 703 and at least one peripheral device. Specifically, the peripheral device includes at least one of a radio frequency circuit 704 , a touch screen display 705 , a camera 706 , an audio circuit 707 , and a power supply 708 .
[0283] The peripheral device interface 703 can be used to connect at least one I / O (Input / Output)-related peripheral device to the processor 701 and the memory 702. In some embodiments, the processor 701, the memory 702, and the peripheral device interface 703 are integrated on the same chip or circuit board; in some other embodiments, any one or two of the processor 701, the memory 702, and the peripheral device interface 703 can be implemented on separate chips or circuit boards, which is not limited in this embodiment.
[0284] The RF circuit 704 is used to receive and transmit RF (Radio Frequency) signals, also known as electromagnetic signals. The RF circuit 704 communicates with communication networks and other communication devices via electromagnetic signals. The RF circuit 704 converts electrical signals into electromagnetic signals for transmission, or converts received electromagnetic signals into electrical signals. In some embodiments, the RF circuit 704 includes an antenna system, an RF transceiver, one or more amplifiers, a tuner, an oscillator, a digital signal processor, a codec chipset, a user identity module card, etc. The RF circuit 704 can communicate with other terminals via at least one wireless communication protocol. Such wireless communication protocols include, but are not limited to, the World Wide Web, metropolitan area networks, intranets, various generations of mobile communication networks (2G, 3G, 4G, and 5G), wireless local area networks, and / or WiFi (Wireless Fidelity) networks. In some embodiments, the RF circuit 704 may also include circuits related to Near Field Communication (NFC), which is not limited in this application.
[0285] The touchscreen display 705 is used to display a user interface (UI). This UI can include graphics, text, icons, videos, or any combination thereof. The touchscreen display 705 is also capable of collecting touch signals on or above the surface of the touchscreen display 705. These touch signals can be input as control signals to the processor 701 for processing. The touchscreen display 705 is used to provide virtual buttons and / or a virtual keyboard, also known as soft buttons and / or a soft keyboard. In some embodiments, there can be a single touchscreen display 705, located on the front panel of the computer device 700. In other embodiments, there can be at least two touchscreen displays 705, located on different surfaces of the computer device 700 or in a foldable design. In some embodiments, the touchscreen display 705 can be a flexible display, located on a curved or foldable surface of the computer device 700. Furthermore, the touchscreen display 705 can be configured as a non-rectangular, irregular shape, also known as a special-shaped screen. The touchscreen display 705 can be made of materials such as LCD (Liquid Crystal Display) and OLED (Organic Light-Emitting Diode).
[0286] The camera assembly 706 is used to capture images or videos. In some embodiments, the camera assembly 706 includes a front camera and a rear camera. Typically, the front camera is used to enable video calls or selfies, and the rear camera is used to enable photo or video shooting. In some embodiments, there are at least two rear cameras, which are any one of a main camera, a depth of field camera, and a wide-angle camera, so as to realize the fusion of the main camera and the depth of field camera to realize the background blur function, and the fusion of the main camera and the wide-angle camera to realize panoramic shooting and VR (Virtual Reality) shooting function. In some embodiments, the camera assembly 706 may also include a flash. The flash can be a single-color temperature flash or a dual-color temperature flash. A dual-color temperature flash refers to a combination of a warm light flash and a cold light flash, which can be used for light compensation at different color temperatures.
[0287] The audio circuit 707 is used to provide an audio interface between the user and the computer device 700. The audio circuit 707 may include a microphone and a speaker. The microphone is used to collect sound waves from the user and the environment, and convert the sound waves into electrical signals that are input into the processor 701 for processing, or input into the radio frequency circuit 704 to achieve voice communication. For the purpose of stereo sound collection or noise reduction, there may be multiple microphones, each located in different parts of the computer device 700. The microphone may also be an array microphone or an omnidirectional collection microphone. The speaker is used to convert electrical signals from the processor 701 or the radio frequency circuit 704 into sound waves. The speaker may be a traditional thin film speaker or a piezoelectric ceramic speaker. When the speaker is a piezoelectric ceramic speaker, it can not only convert electrical signals into sound waves audible to humans, but also convert electrical signals into sound waves inaudible to humans for purposes such as distance measurement. In some embodiments, the audio circuit 707 may also include a headphone jack.
[0288] Power supply 708 is used to power various components in computer device 700. Power supply 708 can be AC power, DC power, a disposable battery, or a rechargeable battery. When power supply 708 includes a rechargeable battery, the rechargeable battery can be a wired rechargeable battery or a wireless rechargeable battery. A wired rechargeable battery is a battery that is charged via a wired line, while a wireless rechargeable battery is a battery that is charged via a wireless coil. The rechargeable battery can also be used to support fast charging technology.
[0289] In some embodiments, the computer device 700 further includes one or more sensors 709 , including but not limited to: an acceleration sensor 710 , a gyroscope sensor 711 , a pressure sensor 712 , an optical sensor 713 , and a proximity sensor 714 .
[0290] The accelerometer 710 can detect the magnitude of acceleration along the three coordinate axes of the coordinate system established by the computer device 700. For example, the accelerometer 710 can be used to detect the components of gravity acceleration along the three coordinate axes. The processor 701 can control the touchscreen display 705 to display the user interface in either a landscape or portrait view based on the gravity acceleration signal collected by the accelerometer 710. The accelerometer 710 can also be used to collect game or user motion data.
[0291] The gyroscope sensor 711 can detect the orientation and rotation angle of the computer device 700. It can also work with the accelerometer 710 to collect 3D motions of the user on the computer device 700. Based on the data collected by the gyroscope sensor 711, the processor 701 can implement the following functions: motion sensing (e.g., changing the UI based on the user's tilt), image stabilization during shooting, game control, and inertial navigation.
[0292] The pressure sensor 712 can be installed on the side frame of the computer device 700 and / or below the touch screen display 705. When the pressure sensor 712 is installed on the side frame of the computer device 700, it can detect the user's grip signal of the computer device 700 and perform left-hand recognition or shortcut operations based on the grip signal. When the pressure sensor 712 is installed below the touch screen display 705, it can control the operational controls on the UI interface based on the user's pressure operation on the touch screen display 705. The operational controls include at least one of a button control, a scroll bar control, an icon control, and a menu control.
[0293] The optical sensor 713 is used to detect ambient light intensity. In one embodiment, the processor 701 can control the display brightness of the touchscreen display 705 based on the ambient light intensity detected by the optical sensor 713. Specifically, when the ambient light intensity is high, the display brightness of the touchscreen display 705 is increased; when the ambient light intensity is low, the display brightness of the touchscreen display 705 is decreased. In another embodiment, the processor 701 can also dynamically adjust the shooting parameters of the camera assembly 706 based on the ambient light intensity detected by the optical sensor 713.
[0294] Proximity sensor 714, also known as a distance sensor, is typically located on the front of computer device 700. Proximity sensor 714 is used to detect the distance between the user and the front of computer device 700. In one embodiment, when proximity sensor 714 detects that the distance between the user and the front of computer device 700 is gradually decreasing, processor 701 controls touchscreen display 705 to switch from a screen-on state to a screen-off state. When proximity sensor 714 detects that the distance between the user and the front of computer device 700 is gradually increasing, processor 701 controls touchscreen display 705 to switch from a screen-off state to a screen-on state.
[0295] Those skilled in the art will appreciate that the structure shown in FIG. 18 does not limit the computer device 700 , and may include more or fewer components than shown, or combine certain components, or adopt a different component arrangement.
[0296] In an exemplary embodiment, the present application provides a chip, which includes a programmable logic circuit and / or program instructions. When the chip runs on a computer device, it is used to implement the information processing method provided by the above method embodiment.
[0297] The present application provides a computer-readable storage medium, which stores a computer program. The computer program is loaded and executed by a processor to implement the information processing method provided by the above method embodiment.
[0298] The present application provides a computer program product or computer program, which includes computer instructions stored in a computer-readable storage medium. A processor of a computer device reads the computer instructions from the computer-readable storage medium and executes the computer instructions, causing the processor of the computer device to load and execute the computer instructions to implement the information processing method provided in the above method embodiment.
[0299] The serial numbers of the above embodiments of the present application are for description only and do not represent the advantages or disadvantages of the embodiments.
[0300] Those skilled in the art will understand that all or part of the steps to implement the above embodiments may be accomplished by hardware, or may be accomplished by a program to instruct the relevant hardware, and the program may be stored in a computer-readable storage medium, which may be a read-only memory, a disk, or an optical disk, etc.
[0301] Those skilled in the art will appreciate that in one or more of the above examples, the functions described in the embodiments of the present application can be implemented using hardware, software, firmware, or any combination thereof. When implemented using software, these functions can be stored in a computer-readable medium or transmitted as one or more instructions or codes on a computer-readable medium. Computer-readable media include computer storage media and communication media, wherein communication media include any media that facilitates the transmission of computer programs from one place to another. The storage medium can be any available medium that can be accessed by a general-purpose or special-purpose computer.
[0302] The above description is merely an embodiment of the present application and is not intended to limit the present application. Any modifications, equivalent replacements, improvements, etc. made within the spirit and principles of the present application shall be included in the scope of protection of the present application.
Claims
1. An information processing method, executed by a terminal, wherein the terminal runs the game program, the game program has a UGC editor, the UGC editor includes an edit preview area and an edit control area, the method comprising: Displaying a virtual prop with a skin in a virtual environment in the editing preview area, and displaying a skin parameter editing control of at least one changer in the editing control area, wherein the changer is used to edit the skin change process of the virtual prop during the game; In response to a parameter editing operation on a skin parameter editing control of the transformer, editing a skin parameter of at least one target state in the skin changing process; Displaying the skin changing process of the transformer performed on the virtual prop in the editing preview area; The skin is a collection of surface visual attributes of the virtual prop.
2. The method according to claim 1, wherein: The skin parameters of the skin include at least one of the following: Skin type, the skin type is used to indicate the type of skin of the virtual prop; Skin color, the skin color is used to indicate the color of the skin of the virtual prop; Luminous intensity, where the luminous intensity is used to indicate the luminous intensity of the skin when the skin type of the virtual prop is luminous skin; Skin texture, where the skin texture is used to indicate the texture of the skin when the skin type of the virtual prop is texture skin; Gradient mode, the gradient mode is used to indicate the gradient effect of the skin when the skin type of the virtual prop is a gradient skin.
3. The method according to claim 1 or 2, wherein: The skin parameter editing control includes a skin type selection control; The step of editing the skin parameter of at least one target state in the skin changing process in response to the parameter editing operation on the skin parameter editing control of the transformer comprises: In response to a first selection operation on a skin type selection control of the transformer, a skin type of at least one target state in the skin transformation process is selected.
4. The method according to any one of claims 1 to 3, wherein: The skin parameter editing control includes a skin color editing control; The step of editing the skin parameter of at least one target state in the skin changing process in response to the parameter editing operation on the skin parameter editing control of the transformer comprises: In response to a second selection operation on the skin color editing control of the transformer, a skin color of at least one target state in the skin changing process is selected.
5. The method according to any one of claims 1 to 3, wherein: The skin parameter editing controls include a luminous intensity editing control; The step of editing the skin parameter of at least one target state in the skin changing process in response to the parameter editing operation on the skin parameter editing control of the transformer comprises: In response to a first editing operation on a luminous intensity editing control of the transformer, the luminous intensity of at least one target state in the skin transformation process is edited.
6. The method according to any one of claims 1 to 3, wherein: The skin parameter editing control includes a skin texture editing control; The step of editing the skin parameter of at least one target state in the skin changing process in response to the parameter editing operation on the skin parameter editing control of the transformer comprises: In response to a second editing operation on a skin texture editing control of the transformer, editing a skin texture of at least one target state in the skin changing process; The second editing operation is used to edit at least one of the following parameters: texture fluctuation intensity; texture fluctuation quantity; texture repetition quantity.
7. The method according to any one of claims 1 to 3, wherein: The skin parameter editing control includes a gradient mode editing control; The step of editing the skin parameter of at least one target state in the skin changing process in response to the parameter editing operation on the skin parameter editing control of the transformer comprises: In response to a third editing operation on a gradient mode editing control of the transformer, editing a gradient mode of at least one target state in the skin changing process; The third editing operation is used to edit at least one of the following parameters: gradient axis; gradient center; gradient intensity.
8. The method according to any one of claims 1 to 7, characterized in that: The method further comprises: When the preview of the first target state is turned on, in response to an editing operation on the skin parameters of the first target state, a virtual prop having the skin parameters of the first target state is displayed in the editing preview area.
9. The method according to any one of claims 1 to 8, characterized in that: The step of displaying the skin changing process of the transformer executed on the virtual prop in the editing preview area includes: In response to a trigger operation on the transformer preview control, a skin changing process of the transformer performed on the virtual item is displayed in the edit preview area.
10. The method according to any one of claims 1 to 9, characterized in that: The editing control area further includes at least one of a first dwell time setting control and a second dwell time setting control; The method further comprises at least one of the following: In response to an editing operation on the first stay time setting control, editing the stay time of the initial skin of the virtual prop; In response to an editing operation on the second stay time setting control, the stay time of the skin in the at least one target state is edited.
11. The method according to any one of claims 1 to 10, characterized in that: The edit control area further includes at least one of a first variator setting control, a second variator setting control, and a third variator setting control; The method further comprises at least one of the following: In response to an edit operation on the first changer setting control, editing the name of the changer; In response to an editing operation on the second variator setting control, editing a triggering condition of the variator; In response to an edit operation on the third variator setting control, the number of repetitions of the variator is edited.
12. The method according to any one of claims 1 to 11, characterized in that: The editing control area further includes at least one of a first switching setting control and a second switching setting control; The method further comprises at least one of the following: In response to an editing operation on the first switching setting control, editing a switching mode of switching the virtual item to different skins, wherein the switching mode includes at least one of an instantaneous switching and a transitional switching; In response to the editing operation on the second switching setting control, the transition duration of the skin switching of the virtual prop by means of transition switching is edited.
13. The method according to any one of claims 1 to 12, characterized in that: There are at least two of the variators; The method further comprises: In response to a priority adjustment operation on each of the changers, the priorities of the at least two changers are adjusted, and the priorities of the at least two changers are used to indicate an execution order of executing the at least two changers during a game.
14. The method according to any one of claims 1 to 13, characterized in that: The editing control area includes a trigger signal editing control for the at least one variator; The method further comprises: In response to an editing operation on a trigger signal editing control, a trigger signal of the at least one transformer is set, wherein the trigger signal is used to instruct to trigger the virtual item to execute the at least one transformer during a game.
15. The method according to any one of claims 1 to 14, characterized in that The method further comprises: When the input content of the trigger signal editing control is not empty, in response to receiving a first trigger signal, the skin change process of the virtual prop executing the first transformer is displayed in the virtual environment, and the first trigger signal is used to indicate that the virtual prop is triggered to execute the first transformer during the game.
16. The method according to any one of claims 1 to 15, characterized in that The priority of the third trigger signal received later is higher than the priority of the second trigger signal received earlier, and the second trigger signal and the third trigger signal are two different trigger signals.
17. An information processing device, the device comprising: A display module, used for displaying a virtual prop with a skin in a virtual environment in the editing preview area, and displaying a skin parameter editing control of at least one changer in the editing control area, wherein the changer is used for editing a skin change process of the virtual prop during a game; An editing module, configured to edit skin parameters of at least one target state in the skin changing process in response to a parameter editing operation on a skin parameter editing control of the transformer; The display module is used to display the skin change of the transformer performed on the virtual prop in the editing preview area. process; The skin is a collection of surface visual attributes of the virtual prop.
18. A computer device, comprising a processor and a memory, wherein a computer program is stored in the memory, and the computer program is loaded and executed by the processor to implement the information processing method according to any one of claims 1 to 16.
19. A non-transitory computer-readable storage medium having a computer program stored thereon, wherein the computer program, when executed by a processor, implements the information processing method according to any one of claims 1 to 16.
20. A computer program product, comprising a computer program, wherein the computer program is stored in a computer-readable storage medium; the computer program is read and executed from the computer-readable storage medium by a processor of a computer device, so that the computer device executes the information processing method as described in any one of claims 1 to 16.
Citation Information
Patent Citations
Method and device for calling out menu and setting skin and terminal
CN107436712A
Virtual character skin adjustment method and device
CN111784814A
Dynamic image editing method and device and electronic equipment
CN115170709A
Skin adjustment method and device for virtual object, equipment and storage medium
CN116036607A
Interaction method and device based on virtual environment, equipment, medium and program product
CN116726495A