Animation display method and apparatus, device, and computer readable storage medium
By obtaining the full-body animation of virtual objects in the target state, the problem of incoherence of virtual objects shooting operation animations is solved, and the usage rate of shooting functions and game interaction rate is improved.
Patent Information
- Application Number
- PCT/CN2024/137375
- Authority / Receiving Office
- WO · WO
- Patent Type
- Applications
- Current Assignee / Owner
- Priority Date
- 2024-01-09
- Filing Date
- 2024-12-06
- Publication Date
- 2025-07-17
AI Technical Summary
In the prior art, the animation display of virtual objects during shooting operations is incoherent, resulting in poor shooting effects and affecting the interaction rate of the game.
By obtaining the full-body animation of the virtual object in the target state, displaying the animation of the virtual object performing shooting operations through the virtual props, ensuring the consistency of the animation display.
Improves the shooting function usage rate of virtual objects and the interaction rate of the game, and enhances the coherence and shooting effect of animation display.
Smart Images

Figure CN2024137375_17072025_PF_FP_ABST
Abstract
Description
Animation display method, device, equipment and computer-readable storage medium
[0001] This application claims priority to the Chinese patent application filed on January 9, 2024, with application number 202410033051.8, and invention name “Animation display method, device, equipment and computer-readable storage medium”, the entire contents of which are incorporated by reference into this application. Technical Field
[0002] The embodiments of the present application relate to the field of computer technology, and in particular to an animation display method, apparatus, device, and computer-readable storage medium. Background Art
[0003] With the continuous development of computer technology, game technology is also developing continuously. In some shooting games, players can control virtual objects to shoot virtual props in the virtual scenes provided by the game. Summary of the Invention
[0004] The embodiments of the present application provide an animation display method, apparatus, device, and computer-readable storage medium, which can improve the utilization rate of the shooting function of virtual objects and increase the interactivity of games. The technical solution is as follows:
[0005] In one aspect, an embodiment of the present application provides an animation display method, the method comprising:
[0006] displaying a game screen, the game screen including a virtual object in a virtual environment, the virtual object holding a virtual prop, the virtual object being in a target state, the target state being any one of a stationary state, a running state, or a walking state;
[0007] In response to a triggering operation of a shooting function, obtaining a full-body animation of the virtual object, the full-body animation being an animation of the virtual object performing a shooting operation using the virtual prop in the target state;
[0008] The full body animation is displayed.
[0009] On the other hand, an embodiment of the present application provides an animation display device, comprising:
[0010] A display module is configured to display a game screen, wherein the game screen includes a virtual object located in a virtual environment, the virtual object holds a virtual prop, and the virtual object is in a target state, which is any one of a stationary state, a running state, or a walking state;
[0011] an acquisition module, configured to acquire a full-body animation of the virtual object in response to a triggering operation of a shooting function, wherein the full-body animation is an animation of the virtual object performing a shooting operation using the virtual prop in the target state;
[0012] The display module is also used to display the full-body animation.
[0013] On the other hand, an embodiment of the present application provides a computer device, which includes a processor and a memory, wherein the memory stores at least one program code, and the at least one program code is loaded and executed by the processor to enable the computer device to implement any of the above-mentioned animation display methods.
[0014] On the other hand, a computer-readable storage medium is provided, in which at least one program code is stored. The at least one program code is loaded and executed by a processor to enable a computer to implement any of the above-mentioned animation display methods.
[0015] On the other hand, a computer program or computer program product is also provided, wherein the computer program or computer program product stores at least one computer instruction, and the at least one computer instruction is loaded and executed by a processor to enable the computer to implement any of the above animation display methods.
[0016] The technical solution provided in an embodiment of the present application, when a shooting function is triggered, captures a full-body animation of the virtual object when the virtual object is in a target state and performs a shooting operation corresponding to the shooting function using a virtual prop, and then displays the captured full-body animation. Because this method captures the full-body animation of the virtual object when the virtual object performs a shooting operation using a virtual prop, the subsequent animation display process is more coherent, and the shooting effect of the virtual object using the virtual prop is better, thereby improving the usage rate of the virtual object's shooting function and enhancing the interactivity of the game. BRIEF DESCRIPTION OF THE DRAWINGS
[0017] FIG1 is a schematic diagram of an implementation environment of an animation display method provided in an embodiment of the present application;
[0018] FIG2 is a flow chart of an animation display method provided in an embodiment of the present application;
[0019] FIG3 is a schematic diagram showing a display of a game screen provided in an embodiment of the present application;
[0020] FIG4 is a schematic diagram showing a display of a backpack page provided in an embodiment of the present application;
[0021] FIG5 is a schematic diagram showing another game screen according to an embodiment of the present application;
[0022] FIG6 is a schematic diagram of any frame of a full-body animation of any virtual object in any state and performing hip-firing operations with a virtual prop at any number of times, provided by an embodiment of the present application;
[0023] FIG7 is a schematic diagram showing another game screen according to an embodiment of the present application;
[0024] FIG8 is a schematic diagram showing a display of a game screen provided in an embodiment of the present application;
[0025] FIG9 is a schematic diagram showing a display of a game screen provided in an embodiment of the present application;
[0026] FIG10 is a schematic diagram showing a display of a game screen provided in an embodiment of the present application;
[0027] FIG11 is a schematic diagram showing a display of a game screen provided in an embodiment of the present application;
[0028] FIG12 is a schematic diagram showing a display of a game screen provided in an embodiment of the present application;
[0029] FIG13 is a schematic diagram showing a display of a game screen provided in an embodiment of the present application;
[0030] FIG14 is a schematic diagram showing a display of a game screen provided in an embodiment of the present application;
[0031] FIG15 is a flowchart of an animation display method provided in an embodiment of the present application;
[0032] FIG16 is a flowchart of an animation display method provided in an embodiment of the present application;
[0033] FIG17 is a schematic diagram of a configuration interface provided in an embodiment of the present application;
[0034] FIG18 is a schematic diagram of a configuration interface provided in an embodiment of the present application;
[0035] FIG19 is a schematic diagram of a configuration interface provided in an embodiment of the present application;
[0036] FIG20 is a schematic structural diagram of an animation display device provided in an embodiment of the present application;
[0037] FIG21 is a schematic structural diagram of a terminal device provided in an embodiment of the present application;
[0038] Figure 22 is a structural diagram of a server provided in an embodiment of the present application. DETAILED DESCRIPTION
[0039] It should be noted that the terms "first," "second," and the like in this application are used to distinguish similar objects and are not necessarily used to describe a specific order or precedence. It should be understood that the terms used in this manner are interchangeable where appropriate, so that the embodiments of the present application described herein can be implemented in an order other than that illustrated or described herein. The embodiments described in the following exemplary embodiments do not represent all embodiments consistent with the present application. Instead, they are merely examples of apparatus and methods consistent with certain aspects of the present application, as detailed in the appended claims.
[0040] In the related art, in response to the triggering operation of the shooting function, the upper body shooting animation and the lower body shooting animation corresponding to the virtual object and the virtual prop are obtained; the upper body shooting animation and the lower body shooting animation are displayed to achieve the purpose of the virtual object performing a shooting operation on the virtual prop.
[0041] However, in the above animation display method, it is necessary to display the upper body shooting animation and the lower body shooting animation separately, which makes the animation display less coherent, and in turn leads to poor shooting effects of virtual objects, resulting in low utilization rate of the shooting function of virtual objects, affecting the interaction rate of the game.
[0042] First, the abbreviations and key terms involved in the embodiments of the present application are defined.
[0043] Virtual environment: refers to the environment provided (or displayed) when an application is running on a terminal device. This virtual environment is the environment created for virtual objects to carry out activities. A virtual environment can be a two-dimensional virtual environment, a 2.5-dimensional virtual environment, or a three-dimensional virtual environment. A virtual environment can be a simulation of the real world, a semi-simulation of the real world, or a purely fictional environment. For example, the virtual environment involved in the embodiments of this application is a three-dimensional virtual environment.
[0044] Virtual objects refer to movable objects within a virtual environment. These movable objects can be virtual characters, virtual animals, or animated characters. Players can manipulate virtual objects through external components or by tapping the touchscreen display. Each virtual object has its own unique shape and volume within the virtual environment and occupies a portion of the virtual space. For example, in a three-dimensional virtual environment, virtual objects are three-dimensional models created using animation skeletal technology.
[0045] Mobile: generally refers to mobile phones, including but not limited to all handheld portable gaming devices.
[0046] Shooting games: including first-person shooter games, third-person shooter games, and other games that use firearms for long-range attacks, but are not limited to these.
[0047] Full-body animation is a type of animation production method. In shooting games, the in-game behavior of virtual objects is represented by animation. The animation can be produced separately for the upper and lower halves and then spliced together for playback, or it can be produced for the entire body and played directly. The difference between full-body animation and half-body animation lies in whether the animation is split into two parts and then spliced together for playback. In the embodiments of this application, full-body animation includes animation of every part of the virtual object's body. For example, in a scene where a virtual object is shooting with a virtual prop, the full-body animation of the virtual object can show every part of the virtual object's body during the shooting process.
[0048] Animation Overlay: A type of animation usage where multiple animations are applied to the same subject. This can be done by overlaying different parts of the subject, for example, playing different animations on the upper and lower parts of a virtual subject. It can also be done by overlaying the same part of the subject, for example, overlaying two animations simultaneously on the upper part of a virtual subject, with the animations played according to their weighting.
[0049] Hip-fire: This refers to shooting directly through the default crosshairs of the virtual prop without using a virtual scope. This shooting method can fire instantly, eliminating the need to open the scope, and directly delivers precise strikes to the enemy. It is suitable for close-range combat and allows for faster shooting.
[0050] Shoulder firing refers to shooting through a virtual scope, or placing a virtual item against a virtual subject's shoulder and firing through a virtual scope or iron sight. This shooting method is suitable for medium- to long-range engagements, improving accuracy. Players can use high-powered scopes to observe distant enemies.
[0051] One-frame example: A frame can be generally understood as a still picture. Animation is often composed of multiple frames to achieve a dynamic effect.
[0052] FIG1 is a schematic diagram of an implementation environment of an animation display method provided in an embodiment of the present application. As shown in FIG1 , the implementation environment includes: a terminal device 101 and a server 102 .
[0053] Among them, a game client capable of providing a virtual environment is installed and running in the terminal device 101, and the terminal device 101 is used to execute the animation display method provided in the embodiment of the present application.
[0054] Exemplarily, a game client capable of providing a virtual environment may be a third-person shooter (TPS) game, a first-person shooter (FPS) game, a multiplayer online tactical competitive (MOBA) game, a multiplayer shooting survival game, a massively multiplayer online role-playing game (MMO), an action role-playing game (ARPG), a virtual reality (VR) client, an augmented reality (AR) client, a three-dimensional map program, a map simulation program, a social client, an interactive entertainment client, and the like.
[0055] Server 102 provides backend services for a game client installed on terminal device 101 that provides a virtual environment. In one possible implementation, server 102 performs primary computing tasks, while terminal device 101 performs secondary computing tasks. Alternatively, server 102 performs secondary computing tasks, while terminal device 101 performs primary computing tasks. Alternatively, terminal device 101 and server 102 utilize a distributed computing architecture for collaborative computing.
[0056] Optionally, the terminal device 101 is any electronic device that can interact with a user through one or more methods such as a keyboard, a touchpad, a remote control, voice interaction, or a handwriting device. For example, the terminal device 101 can be a smart phone, a tablet computer, a laptop computer, a desktop computer, a smart speaker, a smart watch, a PC (Personal Computer), a mobile phone, a PDA (Personal Digital Assistant), a wearable device, a PPC (Pocket PC), a smart car computer, a smart TV, etc.
[0057] Terminal device 101 may generally refer to one of multiple terminal devices. This embodiment uses terminal device 101 as an example. Those skilled in the art will appreciate that the number of terminal devices 101 may be greater or lesser. For example, there may be only one terminal device 101, or there may be dozens, hundreds, or even more terminal devices 101. This embodiment of the application does not limit the number or type of terminal devices 101.
[0058] The server 102 is a single server, or a server cluster consisting of multiple servers, or any one of a cloud computing platform and a virtualization center, which is not limited in the embodiments of the present application. The server 102 is directly or indirectly connected to the terminal device 101 via a wired communication method or a wireless communication method. The server 102 has a data receiving function, a data processing function, and a data sending function. Of course, the server 102 can also have other functions, which are not limited in the embodiments of the present application.
[0059] Those skilled in the art should understand that the above-mentioned terminal device 101 and server 102 are merely examples, and other existing or future terminal devices or servers, if applicable to the present application, should also be included in the scope of protection of the present application and are incorporated herein by reference.
[0060] The present application provides an animation display method, which can be applied to the implementation environment shown in FIG1 . For example, FIG2 shows a flowchart of an animation display method provided in the present application. The method can be executed by the terminal device 101 in FIG1 . As shown in FIG2 , the method includes the following steps 201 to 203 .
[0061] In step 201 , a game screen is displayed, which includes a virtual object in a virtual environment, the virtual object holds a virtual prop, and the virtual object is in a target state.
[0062] In an exemplary embodiment of the present application, a game client capable of providing a virtual environment is installed and running on a terminal device. The game client can be any type of game client, and the present embodiment is not limited thereto. The game client can be a first-person perspective game client or a third-person perspective game client. The game client can be a frame-synchronized game client, that is, the animation display method provided in the embodiment of the present application can be applied to a frame-synchronized game client.
[0063] The display interface of the terminal device displays relevant information about the game client. The relevant information about the game client can be an icon of the game client, a name of the game client, or other information that can uniquely represent the game client, which is not limited in the embodiments of the present application. When the user wants to run the game client, the user selects the relevant information about the game client. The relevant information about the game client selected by the user can be the relevant information of the game client clicked by the user, or can be the relevant information of the game client selected in other ways, which is not limited in the embodiments of the present application.
[0064] The user selects the relevant information of the game client, the terminal device receives a trigger operation for the relevant information of the game client, and in response to the trigger operation for the relevant information of the game client, displays a game screen, which includes a virtual object located in a virtual environment, and the virtual object is in a target state.
[0065] The virtual object is an object controlled by the user in the game client, and the target state is any one of a stationary state, a running state, and a walking state. The target state of the virtual object means that the virtual object is stationary, running, or walking, which is not limited in the embodiments of the present application.
[0066] FIG3 is a schematic diagram of a game screen provided by an embodiment of the present application. In the game screen shown in FIG3 , a virtual object 301 located in a virtual environment is displayed, and the virtual object is in a stationary state.
[0067] Optionally, a backpack control is also displayed on the game screen, such as 302 in Figure 3, which is a backpack control. The backpack control is used to display a backpack page, which is a display page of the virtual backpack of the virtual object. The virtual backpack is used to store the virtual props owned by the virtual object. The backpack page displays the prop information of the virtual props that the user has obtained, wherein the virtual props that the user has obtained are equivalent to the virtual props owned by the virtual object 301. The game screen also displays the capacity of the virtual backpack and the number of virtual props that the user has obtained. The capacity of the virtual backpack refers to the number of virtual props that can be stored in the virtual backpack. For example, "8" in Figure 3 is the capacity of the virtual backpack, and "5" is the number of virtual props that the user has obtained.
[0068] Optionally, in response to a triggering operation on the backpack control, a backpack page is displayed, displaying item information of the virtual props acquired by the user. The item information of the virtual props includes, but is not limited to, the name of the virtual prop and an image of the virtual prop. Optionally, the virtual prop is a virtual firearm, a virtual stick, another virtual knife, or other virtual prop, which is not limited in this embodiment of the application.
[0069] FIG4 is a schematic diagram of a backpack page provided in an embodiment of the present application. The backpack page shown in FIG4 displays item information for five virtual items acquired by a user. The item information for the first virtual item includes the name of the first virtual item (Virtual Prop 1) and an image 401 of the first virtual item. The item information for the other virtual items is shown in FIG4 and will not be further described here.
[0070] It should be noted that the embodiments of this application do not limit the display method of the backpack page. For example, the backpack page is displayed superimposed on the game screen, or the backpack page is displayed separately. Due to the limited capacity of the backpack, the number of virtual props stored in the virtual backpack cannot exceed the capacity of the virtual backpack.
[0071] In one possible implementation, in response to a selection operation on item information of any virtual item, a virtual object is controlled to hold the selected virtual item. The virtual object displayed on the game screen holds the selected virtual item. Optionally, the virtual object holding the virtual item means that the virtual object holds the virtual item in its hand.
[0072] In an embodiment of the present application, when the backpack page is displayed, in response to the selection operation of any prop information in the backpack page, it is equivalent to triggering the operation of selecting a virtual prop for the virtual object, and the virtual object is controlled to hold the virtual prop indicated by the selected prop information.
[0073] FIG5 is a schematic diagram showing another game screen provided in an embodiment of the present application. In the game screen shown in FIG5 , a virtual object 501 holds a virtual prop 502 , and the virtual object 501 is in a stationary state.
[0074] In step 202 , in response to a triggering operation of a shooting function, a full-body animation of a virtual object is obtained, where the full-body animation is an animation of the virtual object performing a shooting operation corresponding to the shooting function using a virtual prop in a target state.
[0075] In the embodiment of the present application, the shooting function is used to control a virtual object to perform a shooting operation using a held virtual prop, that is, to control the virtual object to shoot using the executed virtual prop. Triggering the shooting function is equivalent to controlling the virtual object to shoot using the executed virtual prop, and a full-body animation is captured so that the full-body animation can be subsequently displayed to present a scene of the virtual object executing the shooting operation using the virtual prop in the target state.
[0076] Optionally, the process of obtaining full-body animation includes: generating a first animation acquisition request in response to a trigger operation of a shooting function, the first animation acquisition request including an object identifier of a virtual object, a prop identifier of a virtual prop, a target state and target information, the target information indicating a shooting function; sending the first animation acquisition request to a server; and receiving a full-body animation returned by the server based on the first animation acquisition request.
[0077] The object identifier is a unique identifier used to represent a virtual object and can be represented in any form. For example, the object identifier is the name or number of the virtual object. The prop identifier is a unique identifier used to represent a virtual prop and can be represented in any form. For example, the prop identifier is the name, image, or number of the virtual prop. Target information can be represented in any form, for example, target information can be represented in text form. For another example, considering that there are multiple shooting functions, the target information can represent each shooting function using the identifiers of multiple shooting functions.
[0078] In an embodiment of the present application, the server is used to provide full-body animation of the virtual object. The terminal device responds to the triggering operation of the shooting function by sending an animation acquisition request carrying the object identification, prop identification, target state and target information to the server, so that the server can provide a matching full-body animation according to the object identification, prop identification, target state and target information, to ensure that the full-body animation can present the picture of the virtual object performing the shooting operation corresponding to the shooting function through the virtual props in the target state, thereby ensuring the accuracy of the full-body animation. In addition, this method does not require the terminal device to generate or store the full-body animation, which can reduce the pressure on the terminal device, thereby ensuring the performance of the terminal device and reducing the requirements for the terminal device.
[0079] Optionally, the process of the server obtaining the full-body animation includes: the server stores the correspondence between the object identification, prop identification, status, information for indicating the shooting function and the full-body animation, and the server responds to the first animation acquisition request, queries from the correspondence, and obtains the full-body animation stored corresponding to the object identification, prop identification, target status and target information in the first animation acquisition request.
[0080] In an embodiment of the present application, full-body animation is stored in the server, and is stored in correspondence with the object identifier, prop identifier, status of the virtual object, and information indicating the shooting function. The server can then query the correspondence in response to the animation acquisition request, and can quickly obtain the full-body animation requested by the terminal device, thereby ensuring the convenience and efficiency of obtaining the full-body animation.
[0081] Optionally, the shooting function includes a hip-fire function or a shoulder-fire function.
[0082] Hip fire and shoulder fire are two different shooting functions, corresponding to different shooting operations. Hip fire refers to shooting through the default crosshairs of a virtual item without a virtual scope, while shoulder fire refers to shooting through a virtual scope. The shooting operations corresponding to the hip fire function are called hip fire operations, and the shooting operations corresponding to the shoulder fire function are called shoulder fire operations.
[0083] Among them, the shooting function includes a hip-fire function, the shooting operation corresponding to the shooting function includes a hip-fire operation, and the target information included in the first animation acquisition request indicates the hip-fire function; or, the shooting function includes a shoulder-fire function, the shooting operation corresponding to the shooting function includes a shoulder-fire operation, and the target information included in the first animation acquisition request indicates the shoulder-fire function.
[0084] Optionally, a hip-fire control is displayed on the game screen, such as 503 in FIG5 . If the shooting function is the hip-fire function, triggering the hip-fire function includes: triggering the hip-fire function in response to a first operation on the hip-fire control; that is, obtaining a full-body animation of the virtual object in response to the first operation on the hip-fire control.
[0085] The first operation on the hip-fire control is a click or short press on the hip-fire control. A short press is a press that lasts less than a threshold value. The threshold value can be any duration, such as 0.2 seconds. The hip-fire control can be any type of control, such as a button.
[0086] In one possible implementation, the shooting function is a hip-fire function. Each time the hip-fire function is triggered, the whole-body animation obtained may be the same or different, and this embodiment of the present application does not limit this.
[0087] Optionally, when the virtual object is in the same target state and holding the same virtual item, multiple triggerings of the hip-fire function result in the same full-body animation, i.e., the same full-body animation is displayed each time the hip-fire function is triggered. Multiple triggerings of the hip-fire function at different times are equivalent to controlling the virtual object to perform multiple hip-fire operations at different times during the process of controlling the virtual object.
[0088] For example, if a virtual object is in the same target state and holds the same virtual prop, there is only one full-body animation. If a virtual object is in the same target state and holds the same virtual prop, no matter how many times the hip-fire function is triggered, only the same full-body animation will be displayed.
[0089] Optionally, when a virtual object is in the same target state and holding the same virtual item, multiple triggerings of the hip-fire function result in different full-body animations, i.e., a different full-body animation is displayed each time the hip-fire function is triggered. Of the full-body animations obtained by triggering the hip-fire function multiple times, at least two triggerings of the hip-fire function result in different full-body animations.
[0090] For example, when a virtual object is in the same target state and holds the same virtual prop, the hip-fire function is triggered three times. Among the full-body animations obtained by the three hip-fire functions, the full-body animations obtained by the first two times are the same, and the full-body animation obtained by the last time is different from the full-body animations obtained by the first two times; or, the full-body animations obtained by the three times are all different.
[0091] Optionally, the process of generating a first animation acquisition request includes: responding to a trigger operation of the hip fire function, determining the number of times the hip fire function is triggered, and generating a first animation acquisition request based on the number of times the hip fire function is triggered, the first animation acquisition request also including the number of times the hip fire function is triggered, and the full-body animation obtained based on the first animation acquisition request is a full-body animation of the virtual object performing a hip fire operation through a virtual prop when the virtual object is in a target state and the hip fire function is triggered the number of times.
[0092] In an embodiment of the present application, when a virtual object is in the same target state and holds the same virtual prop, the full-body animation obtained by triggering the hip-fire function multiple times may be different. Therefore, before the terminal device generates an animation acquisition request, it first determines the number of times the hip-fire function is triggered, so as to generate a first animation acquisition request based on the number of triggers, so that the first animation acquisition request includes the object identifier of the virtual object, the prop identifier of the virtual prop, the target state, the target information and the number of times the hip-fire function is triggered, so that the subsequent server can provide the full-body animation according to the number of hip-fires, thereby realizing a solution in which the full-body animation changes with the number of triggers, enriching the diversity of the full-body animation, and ensuring that the full-body animation displayed when the hip-fire function is triggered multiple times for the same virtual object is different, thereby enhancing the fun of the game and improving the user experience.
[0093] Optionally, the process of determining the triggering number of the hip-fire function includes: the terminal device queries the triggering number of the hip-fire function from the operation information based on the prop identification, target status and target information; or, the terminal device sends a query request to the server, the query request includes the object identification of the virtual object, the prop identification of the virtual prop, the target status and target information, the server queries from the operation information based on the query request, and returns the queried triggering number to the terminal device, and the terminal device receives the triggering number returned by the server.
[0094] In an embodiment of the present application, a terminal device stores operation information that records instances in which a shooting function is triggered, specifically, instances in which a virtual object, in various states, performs shooting operations corresponding to the shooting function using a virtual item held by the virtual object. The operation information includes at least one operation record, each of which represents a shooting operation performed by the virtual object in a particular state using a virtual item held by the virtual object. In other words, each operation record represents a triggering of the shooting function. The terminal device queries the operation records based on the item identifier, target state, and target information of the virtual item currently held by the virtual object. If the operation record includes the item identifier, the virtual object's state, and information indicating the shooting function, the terminal device queries the number of operation records that include the item identifier, target state, and target information. The number of operation records found is the number of times the hip-fire function has been triggered. Alternatively, if the operation record includes the item identifier, the virtual object's state, information indicating the shooting function, and the triggering count, the terminal device queries the number of operation records that include the item identifier, target state, and target information. The number of triggering counts included in the searched operation records is the number of times the hip-fire function has been triggered.
[0095] In an embodiment of the present application, operation information corresponding to each virtual object is stored in the server. This operation information is similar to the operation information in the above-mentioned terminal device. The server obtains the operation information corresponding to the object identifier based on the object identifier in the query request, and then, in accordance with the above-mentioned method, based on the prop identifier, target state and target information of the virtual prop currently held by the virtual object, queries the operation record corresponding to the object identifier to query the number of operation records including the prop identifier, target state and target information. The number of operation records queried is the number of times the hip-fire function is triggered.
[0096] In an embodiment of the present application, operation information is stored in the terminal device or the server, and the terminal device can adopt either of the above two methods to obtain the triggering number of the hip-fire function.
[0097] Optionally, the server receives a first animation acquisition request, parses the first animation acquisition request, and obtains an object identifier of the virtual object, a prop identifier of the virtual prop, a target state, target information, and a trigger count of the hip-fire function. The server stores a full-body animation of any virtual object in any state, any virtual object performing a shooting operation indicated by the target information using any virtual prop at any time. The server also stores a correspondence between the object identifier of any virtual object, the prop identifier of any virtual prop, any state, target information, any number of times, and the full-body animation. The full-body animation is a full-body animation of any virtual object in any state, any virtual object performing a shooting operation indicated by the target information using any virtual prop at any number of times. That is, the server's correspondence includes the object identifier, prop identifier, state, target information, trigger count, and full-body animation. This correspondence includes multiple possible scenarios, and for any situation occurring in the virtual scene, a corresponding full-body animation can be queried based on this correspondence. In this way, the server queries the corresponding relationship based on the virtual object's object identifier, the virtual item's item identifier, the target state, the target information, and the number of times the hip fire function is triggered. This server can then obtain a full-body animation of the virtual object performing hip fire with the virtual item when the target state is reached and the hip fire function is triggered the number of times. The server then transmits the obtained full-body animation to the terminal device, so that the terminal device can obtain the full-body animation of the virtual object performing hip fire with the virtual item when the target state is reached and the hip fire function is triggered the number of times.
[0098] Among them, the full-body animation is designed by an animation designer. Figure 6 is a schematic diagram of any frame of animation in a full-body animation provided by an embodiment of the present application. The full-body animation is a full-body animation of any virtual object in any state and at any number of times performing a hip-shooting operation through a virtual prop. When designing a full-body animation, the animation designer does not involve the problem of animation superposition, so that each animation accounts for 100% when played. The designed full-body animation is consistent with the performance that the animation designer wants to express, making the animation design less difficult. Moreover, when the animation designer is not satisfied with the designed full-body animation, the animation designer can debug the designed full-body animation. Since it is a full-body animation, the difficulty of debugging the animation can also be reduced. After the animation designer designs the full-body animation, the full-body animation is integrated into the montago format according to the specifications and named according to the specifications. The generated full-body animation is stored in the corresponding location for subsequent retrieval.
[0099] The server is configured with an animation manager. Full-body animations corresponding to any virtual object, any virtual item, any state, target information, and any number of times are configured in the animation manager. Specifically, the animation manager includes a full-body animation of any virtual object in any state and performing a shooting operation with a virtual item at any number of times. The shooting operation corresponds to a shooting function indicated by the target information. When any virtual object is in any state and the shooting function indicated by the target information is triggered, the corresponding full-body animation is obtained.
[0100] For example, when a virtual object is in the target state, the full-body animation of the virtual object's first hip-fire operation using a virtual prop is full-body animation A; when the virtual object is in the target state, the full-body animation of the virtual object's second hip-fire operation using the virtual prop is full-body animation B; and when the virtual object is in the target state, the full-body animation of the virtual object's third hip-fire operation using the virtual prop is full-body animation C. If the hip-fire function is triggered a second time immediately after the first triggering, full-body animation A is discontinued and full-body animation B is displayed. This prevents the uncontrollable situation caused by the superposition of multiple full-body animations and avoids sliding or other bloopers.
[0101] In one possible implementation, the shooting function includes a shoulder-fire function, and the shooting operation corresponding to the shooting function includes a shoulder-fire operation. The target information in the first animation acquisition request indicates the shoulder-fire function. A shoulder-fire control is displayed on the game screen, such as 504 in FIG. 5 . Triggering the shoulder-fire function includes: triggering the shoulder-fire function in response to a long press and then a cancelation of the shoulder-fire control; that is, in response to the long press and release of the shoulder-fire control, acquiring a full-body animation of the virtual object.
[0102] Among them, the operation of canceling the long press after long pressing the shoulder-fired control is equivalent to a long press operation on the shoulder-fired control and the end of the long press operation. A long press operation refers to a press operation in which the pressing duration exceeds a threshold value, and the threshold value is an arbitrary duration, for example, the threshold value is 0.2 seconds. A long press operation on the shoulder-fired control refers to pressing the shoulder-fired control and the pressing duration exceeds the threshold value, and the end of the long press operation refers to no longer pressing the shoulder-fired control. That is, a long press operation on the shoulder-fired control and the end of the long press operation refers to releasing the shoulder-fired control after the duration of pressing the shoulder-fired control exceeds the threshold value. For example, if the threshold value is 0.2 seconds, a long press operation on the shoulder-fired control and the end of the long press operation refers to pressing the shoulder-fired control and releasing it after the duration of pressing the shoulder-fired control exceeds 0.2 seconds, at which time the shoulder-fired control is no longer pressed.
[0103] In an embodiment of the present application, the shoulder-fire control is used to trigger the shoulder-fire function. The shoulder-fire function will only be triggered when a long-press operation is triggered on the shoulder-fire control and the long-press operation ends. The shoulder-fire function will not be triggered when the shoulder-fire control is kept long-pressed. This can avoid the accidental triggering of the shoulder-fire function, ensure the accuracy of triggering the shoulder-fire function, and thus improve the user experience.
[0104] It should be noted that while this embodiment of the present application uses an example where a long press of a shoulder-fire control is performed and the shoulder-fire function is triggered only after the long press ends, in another embodiment, a full-body animation of a virtual object is obtained in response to a long press of the shoulder-fire control. In other words, detecting a long press of the shoulder-fire control is equivalent to triggering the shoulder-fire function.
[0105] Optionally, in response to a long press and then a cancel operation on a shoulder-fire control, triggering the shoulder-fire function includes: obtaining a charging animation in response to the long press operation on the shoulder-fire control, the charging animation being an animation of a virtual object charging power before executing a shoulder-fire operation using a virtual prop in a target state; displaying the charging animation; and triggering the shoulder-fire function in response to the termination of the long press operation on the shoulder-fire control, that is, obtaining a full-body animation in response to the termination of the long press operation on the shoulder-fire control. The charging animation includes an upper-body charging animation and a lower-body charging animation.
[0106] A long press operation on a shoulder-fired control refers to a triggering operation on the shoulder-fired control that lasts longer than a target duration, that is, the duration of pressing the shoulder-fired control is longer than the target duration. The target duration is set based on experience or adjusted according to the implementation environment, and is not limited in this embodiment of the present application. For example, the target duration is 3 seconds.
[0107] Among them, the charging animation is used to represent the scene of the virtual object charging power before performing the shoulder shooting operation, so that the subsequent virtual object can perform the shoulder shooting operation after the charging is completed.
[0108] For example, a virtual object needs to charge before performing a shoulder-shooting operation using a virtual prop. After the charge value reaches a preset value, the virtual object can perform the shoulder-shooting operation using the virtual prop. The charge animation is used to represent the scene of the virtual object charging before performing the shoulder-shooting operation.
[0109] For example, in the process of a virtual object performing a shoulder-shooting operation through a virtual prop, the virtual object turns on a virtual sight, and then uses the virtual sight to aim at the target, and then the virtual object shoots at the aimed target through the virtual prop. The charging animation is used to represent the picture of the virtual object turning on the virtual sight before performing the shoulder-shooting operation.
[0110] In the embodiment of the present application, considering that the process of the virtual object performing the shoulder-fire operation is relatively complicated, the process of triggering the shoulder-fire function is divided into two parts. While keeping the shoulder-fire control pressed, the charging animation is obtained and displayed to show that the virtual object performs relevant preparatory actions before performing the shoulder-fire operation. Then, when the long-press operation of the shoulder-fire control is ended, the full-body animation of the virtual object is obtained and displayed to show that the virtual object performs the shoulder-fire operation through virtual props in the target state. In this way, the display of different animations is achieved through one operation without the user having to perform complex operations, which improves the efficiency of human-computer interaction, ensures the integrity of the picture of the virtual object performing the shoulder-fire operation, improves the display effect of the animation, and thus improves the user experience.
[0111] Optionally, in response to a long press operation on a shoulder-fired control, a charging progress bar is displayed, which indicates the charged value of the virtual object and the chargeable value of the virtual object. The charged value of the virtual object is proportional to the duration of the long press operation on the shoulder-fired control, that is, the longer the duration of the long press operation on the shoulder-fired control, the greater the charged value of the virtual object. Conversely, the shorter the duration of the long press operation on the shoulder-fired control, the smaller the charged value of the virtual object. The charged value of the virtual object and the chargeable value of the virtual object are displayed differently in the charging progress bar.
[0112] The virtual object's chargeable value is equivalent to the virtual object's maximum charge value. The virtual object's charged value will gradually increase as the shoulder-fire control is pressed. For example, if the virtual object's chargeable value is 100, from the moment the shoulder-fire control is pressed, the charged value in the charge progress bar will gradually increase from 0 until it reaches 100.
[0113] In an embodiment of the present application, while the shoulder-fire control is being long-pressed, not only a charging animation will be displayed, but also a charging progress bar will be displayed to indicate the charging progress, so that the user can judge whether to stop pressing the shoulder-fire control based on the charging progress. This makes it convenient for the user to choose the time to stop pressing the shoulder-fire control, which is also equivalent to making it convenient for the user to choose the time to trigger the shoulder-fire function, thereby ensuring the effect of subsequent virtual objects performing shoulder-fire operations, enriching the displayed content, and improving the user experience.
[0114] FIG7 is a schematic diagram of another display of a game screen provided in an embodiment of the present application. A charging progress bar 701 is displayed in the game screen shown in FIG7 . 702 indicates the chargeable value of the virtual object, and 703 indicates the charged value of the virtual object.
[0115] Optionally, in response to a long press operation on a shoulder-fire control, obtaining a charging animation before a virtual object performs a shoulder-fire operation using a virtual prop while in a target state includes: generating a second animation acquisition request in response to the long press operation on the shoulder-fire control, the second animation acquisition request including an object identifier of the virtual object, a prop identifier of the virtual prop, and a target state, the second animation acquisition request being used to obtain a charging animation before the virtual object performs a shoulder-fire operation using the virtual prop in the target state; sending the second animation acquisition request to a server; and receiving the charging animation returned by the server based on the second animation acquisition request.
[0116] Among them, the server receives the second animation acquisition request, and the process of obtaining the charging animation according to the second animation acquisition request is the same as the process of the above-mentioned server obtaining the full-body animation according to the first animation acquisition request. The embodiment of the present application will not be repeated here.
[0117] In one possible implementation, the shooting function is a shoulder-fire function, the target information included in the first animation acquisition request indicates the shoulder-fire function, and a direction control is displayed on the game screen, such as 505 in FIG5 . In response to a triggering operation of the shooting function, the process of generating the first animation acquisition request includes: determining a movement direction for the direction control in response to the triggering operation of the shoulder-fire function and the triggering operation of the direction control; generating a first animation acquisition request based on the movement direction, the first animation acquisition request also including the movement direction, and the full-body animation acquired based on the first animation acquisition request is a full-body animation of a virtual object in a target state performing a shoulder-fire operation in the movement direction using a virtual prop. That is, the full-body animation is a full-body animation of the virtual object in the target state moving along the movement direction and performing the shoulder-fire operation using the virtual prop.
[0118] The movement direction is any one of moving to the left, moving to the right, moving forward, moving backward, moving to the left front, moving to the right front, moving to the left back, and moving to the right back. The direction control is used to control the movement of the virtual object in the virtual scene. The triggering operation of the direction control is equivalent to the operation of controlling the movement of the virtual object in the virtual scene. The movement direction of the direction control refers to the movement direction indicated when the direction control is triggered. As shown in 505 in Figure 5, the direction control is a virtual joystick. The virtual joystick includes two circles. The large circle is equivalent to a virtual roulette wheel, and the small circle can be dragged to move in the virtual roulette wheel. In the default state of the virtual joystick, the centers of the two circles coincide. The user moves the small circle within the large circle by dragging it, which is equivalent to triggering the direction control. The center of the small circle is equivalent to the direction of the center of the large circle and is used to indicate the movement direction.
[0119] In the embodiment of the present application, considering that the virtual object may move during the shooting process, when the shoulder shooting function is triggered, the direction control is also triggered, which means that not only the virtual object is controlled to perform the shoulder shooting operation but also the movement of the virtual object is controlled. Therefore, the full-body animation is obtained in combination with the moving direction indicated by the direction control, so that the obtained full-body animation can not only present the picture of the virtual object performing the shoulder shooting operation through the virtual props in the target state, but also present the picture of the virtual object moving along the moving direction. That is, the full-body animation can reflect the picture of the virtual object performing the shoulder shooting operation while moving, so as to ensure that the displayed full-body animation matches the triggered operation, avoids the situation where the user triggers the movement operation but the virtual object does not move, ensures the picture display effect, and improves the user experience.
[0120] Optionally, the server stores the correspondence between the prop identification, status, information indicating the shooting function, the moving direction and the full-body animation, and the process of the server obtaining the full-body animation includes: the server responds to the first animation acquisition request, queries from the correspondence, and obtains the full-body animation stored corresponding to the object identification, prop identification, target status, target information and moving direction in the first animation acquisition request.
[0121] In an embodiment of the present application, full-body animation is stored in the server, and is stored in correspondence with the object identification, prop identification, status of the virtual object, information for indicating the shooting function, and movement direction. The server only needs to query the correspondence in response to the animation acquisition request, and can quickly obtain the full-body animation requested by the terminal device, thereby ensuring the convenience and efficiency of obtaining the full-body animation.
[0122] It should be noted that the process of obtaining a full-body animation of a virtual object performing a shooting operation using a virtual prop in the target state varies depending on the shooting function being triggered. For different shooting functions, the full-body animation of a virtual object performing a shooting operation using a virtual prop in the target state is obtained in the manner described above.
[0123] It should also be noted that the object identifier of a virtual object is the name of the virtual object, or the number of the virtual object, or other identifier that can uniquely represent the virtual object. The prop identifier of a virtual prop is the name of the virtual prop, or the number of the virtual prop, or other identifier that can uniquely represent the virtual prop, which is not limited in the embodiments of this application.
[0124] In step 203, a full-body animation is displayed.
[0125] After obtaining a full-body animation of the virtual object in the target state using a virtual prop to perform a shooting operation corresponding to the shooting function in step 202, the full-body animation is displayed to achieve the purpose of the virtual object performing the shooting operation using the virtual prop. Exemplarily, the full-body animation is displayed on the game screen. Optionally, while the full-body animation is displayed on the game screen, the virtual object is removed from the game screen. In this embodiment of the present application, the full-body animation is used to represent the scene of the virtual object in the target state using a virtual prop to perform a shooting operation corresponding to the shooting function. Therefore, displaying the full-body animation is equivalent to the virtual object performing the shooting operation in the virtual scene.
[0126] For example, if the shooting function is hip-fire, and the full-body animation of the virtual object performing hip-fire using a virtual prop in the target state is obtained as full-body animation A, then full-body animation A is displayed. FIG8 is a schematic diagram of a game screen display provided by an embodiment of the present application. The game screen shown in FIG8 is any frame of full-body animation A, and 801 in FIG8 indicates a virtual object.
[0127] For example, if the shooting function is hip-fire, and the full-body animation of the virtual object performing hip-fire using a virtual prop in the target state is obtained as full-body animation B, then full-body animation B is displayed. FIG9 is a schematic diagram of a game screen display provided by an embodiment of the present application. The game screen shown in FIG9 is any frame of full-body animation B, and 901 in FIG9 indicates a virtual object.
[0128] For example, if the shooting function is hip-fire, and the full-body animation of the virtual object performing hip-fire using a virtual prop in the target state is obtained as full-body animation C, then full-body animation C is displayed. FIG10 is a schematic diagram of a game screen display provided by an embodiment of the present application. The game screen shown in FIG10 is any frame of full-body animation C. Reference numeral 1001 in FIG10 indicates a virtual object.
[0129] For example, if the shooting function is shoulder shooting, and a full-body animation of a virtual object performing a shoulder shooting operation forward with a virtual prop in a target state is obtained, the full-body animation is displayed. FIG11 is a schematic diagram of a game screen provided in an embodiment of the present application. The game screen shown in FIG11 is any frame of the full-body animation, and 1101 in FIG11 indicates a virtual object.
[0130] For example, if the shooting function is shoulder shooting, and a full-body animation of a virtual object performing a shoulder shooting operation to the left using a virtual prop in a target state is obtained, the full-body animation is displayed. FIG12 is a schematic diagram of a game screen provided in an embodiment of the present application. The game screen shown in FIG12 is any frame of the full-body animation, and 1201 in FIG12 indicates a virtual object.
[0131] For example, if the shooting function is shoulder shooting, and a full-body animation of a virtual object performing a shoulder shooting operation to the right using a virtual prop in a target state is obtained, the full-body animation is displayed. FIG13 is a schematic diagram of a game screen provided in an embodiment of the present application. The game screen shown in FIG13 is any frame of the full-body animation, and 1301 in FIG13 indicates a virtual object.
[0132] For example, if the shooting function is shoulder shooting, and a full-body animation of a virtual object performing a shoulder shooting operation backwards using a virtual prop in a target state is obtained, the full-body animation is displayed. FIG14 is a schematic diagram of a game screen provided in an embodiment of the present application. The game screen shown in FIG14 is any frame of the full-body animation, and 1401 in FIG14 indicates a virtual object.
[0133] In one possible implementation, the shooting function is a shoulder-fire function. In response to a trigger operation on a directional control, a movement distance for the directional control is determined. A second position is determined based on the movement direction, the movement distance, and the first position. The distance between the second position and the first position is the movement distance. The second position is in the movement direction of the first position. The first position is the position of the virtual object in the virtual environment when the directional control is triggered. A full-body animation indicates that the virtual object moves toward the second position during the shooting operation. The full-body animation is displayed. In response to the end of the full-body animation, the virtual object is displayed at the second position. Determining the movement distance for the directional control in response to the trigger operation on the directional control is equivalent to determining the movement distance for the directional control in response to the trigger operation of the shooting function and the trigger operation on the directional control.
[0134] In an embodiment of the present application, the first position corresponds to the position of the virtual object before it moves in the direction indicated by the directional control, and the second position corresponds to the position reached by the virtual object after it moves in the direction indicated by the directional control. In response to a triggering operation on the directional control, the virtual object is controlled to move in the virtual scene. If the shooting function is not triggered at this time, the virtual object is displayed as moving from the first position to the second position in the virtual scene. However, because the shooting function is also triggered when the directional control is triggered, the acquired full-body animation not only displays the virtual object performing a shoulder-shooting operation using a virtual prop in a target state, but also displays the virtual object moving from the first position to the second position. After the full-body animation ends, the virtual object is displayed at the second position. In this way, the full-body animation can reflect the virtual object's movement in the virtual scene, and the position of the virtual object in the displayed image is consistent with the virtual object's actual position. This ensures that the displayed full-body animation matches the triggered operation, ensures the continuity of the game screen, improves the display effect, and thus enhances the user experience.
[0135] Optionally, determining the moving distance for the direction control includes: responding to a trigger operation of a shooting function and triggering the direction control, multiplying the moving speed of the virtual object by the duration of the full-body animation to determine the moving distance.
[0136] The movement speed of the virtual object is a preset arbitrary speed. For example, the movement speed of the virtual object is 1 meter per second. The duration of the full-body animation is an arbitrary duration, for example, the duration of the full-body animation is 2 seconds.
[0137] In an embodiment of the present application, in a full-body animation, the virtual object will also move in the direction indicated by the direction control and at the moving speed. The product of the moving speed of the virtual object and the duration of the full-body animation is determined as the moving distance to ensure that the position of the virtual object in the full-body animation is the same as the position of the virtual object in the virtual scene at the end of the full-body animation, avoiding the situation of different positions, ensuring the continuity of the screen display, and ensuring the display effect of the screen.
[0138] Optionally, the process of displaying the full-body animation includes: displaying the full-body animation at a second position.
[0139] In the embodiment of the present application, a full-body animation is displayed at the second position to reflect the scenario of the virtual object shooting in the moving direction, which can ensure the display effect.
[0140] To avoid the common issues of repetitive rendering and excessive playback time associated with full-body animations, full-body animations need to be able to be interrupted relatively freely during playback, allowing for transitions to other animations like firing, running, and sprinting. Therefore, the full-body animation asset backend needs to optimize animation transitions or add transition animations to ensure smooth and effective interruptions. Because full-body animations essentially consist of a single animation, they are more convenient to manage assets than additive animations. However, when interrupting and transitioning state machines, since transitions are made using full-body animations rather than upper-body animations, sufficient transition time is required to achieve better blending performance, or the transition animations can be played directly. Full-body animations inherently involve multi-directional displacement, and the displacement distances are often specified in the animation Blueprint, requiring matching on the client. When a full-body animation concludes and transitions to other states like running or sprinting, the displacement of these states is determined by the client, not the animation. The different displacement driving methods used by the two can easily cause virtual objects to freeze at zero velocity during the transition phase. Therefore, the additive animation displacement driving method should be used during the transition phase. In the process of connecting full-body animation, a displacement speed must also be assigned separately. Otherwise, the displacement and speed between the full-body animations will be zero, and the virtual object will remain motionless.
[0141] In one possible implementation, in response to the duration of a trigger operation for a shoulder-fire control being less than the target duration (i.e., in response to the trigger operation for the shoulder-fire control not being a long press), a full-body animation of the virtual object performing hip-fire in the target state using a virtual prop is obtained, and the full-body animation of the virtual object performing hip-fire in the target state using the virtual prop is displayed. The process of obtaining a full-body animation of the virtual object performing hip-fire in the target state using the virtual prop in response to the duration of the trigger operation for the shoulder-fire control being less than the target duration is similar to the process of obtaining a full-body animation of the virtual object performing hip-fire in the target state using the virtual prop in response to the trigger operation of the hip-fire function, and is not further described in detail in this embodiment of the present application.
[0142] In an embodiment of the present application, a long press operation on the shoulder-firing control is equivalent to triggering the virtual object to perform a shoulder-firing operation, and a short press operation on the shoulder-firing control is equivalent to triggering the virtual object to perform a hip-firing operation, thereby realizing a solution of realizing two different shooting methods through the same control. In this way, there is no need to display too many controls in the game screen, thereby ensuring the display effect of the screen. At the same time, there is no need for the user to click on different controls separately to realize different shooting methods, which facilitates user operation and enables the user to switch the shooting method of the virtual object at any time, thereby improving the efficiency of human-computer interaction.
[0143] It should be noted that the above embodiment uses the shoulder-fire control as an example. In another embodiment, only one shooting control is displayed on the game screen, and this shooting control is either the shoulder-fire control or the hip-fire control. A long press of the shooting control triggers the shoulder-fire function, and the full-body animation is displayed according to the above-described triggering process for the shoulder-fire function. A short press of the shooting control triggers the hip-fire function, and the full-body animation is displayed according to the above-described triggering process for the hip-fire function.
[0144] In one possible implementation, a shooting control of a shooting function is also displayed in the game screen, where the shooting function includes a hip-fire function or a shoulder-fire function, and the full-body animation includes a first full-body animation or a second full-body animation. The shooting operation corresponding to the hip-fire function includes a hip-fire operation, and the shooting operation corresponding to the shoulder-fire function includes a shoulder-fire operation. The first full-body animation is an animation of a virtual object performing a hip-fire operation through a virtual prop in a target state, and the second full-body animation is an animation of a virtual object performing a shoulder-fire operation through a virtual prop in a target state. The process of displaying the full-body animation includes: obtaining the first full-body animation in response to a short press operation on the shooting control; or obtaining the second full-body animation in response to a long press operation on the shooting control; and displaying the obtained full-body animation.
[0145] It should be noted that the process of obtaining the first full-body animation is the same as the process of obtaining the full-body animation of the simulated object performing hip-shooting operations through virtual props in the target state, and the process of obtaining the second full-body animation is the same as the process of obtaining the full-body animation of the simulated object performing shoulder-shooting operations through virtual props in the target state, and they will not be repeated here.
[0146] In the solution provided by the embodiments of the present application, when a shooting function is triggered, a full-body animation of the virtual object is captured when the virtual object is in a target state and performs a shooting operation corresponding to the shooting function using a virtual prop, and the captured full-body animation is then displayed. Because this method captures the full-body animation of the virtual object when the virtual object performs a shooting operation using a virtual prop, the subsequent animation display process is more coherent, and the shooting effect of the virtual object using the virtual prop is better, thereby improving the usage rate of the virtual object's shooting function and enhancing the game's interactivity.
[0147] It should be noted that, based on the above-described embodiment, other methods can also be used to obtain full-body animation.
[0148] In one possible implementation, the process of obtaining full-body animation includes: responding to a trigger operation of a shooting function and based on the number of triggers of the shooting function, obtaining a full-body animation, wherein the full-body animation is an animation of a virtual object performing a shooting operation through a virtual prop when the virtual object is in a target state and the shooting function is triggered the number of times.
[0149] Among them, the shooting function is a hip-shooting function or a shoulder-shooting function.
[0150] In an embodiment of the present application, when a virtual object is in the same target state and holds the same virtual prop, the full-body animation obtained by triggering the shooting function multiple times may be different. The terminal device obtains the full-body animation based on the number of times the shooting function is triggered, thereby implementing a solution in which the full-body animation changes with the number of times the shooting function is triggered, enriching the diversity of the full-body animation, and ensuring that the full-body animation displayed when the hip-fire function is triggered multiple times on the same virtual object is different, thereby enhancing the fun of the game and improving the user experience.
[0151] Optionally, the shooting function corresponds to n full-body animations, where n is an integer greater than 1; the process of obtaining the full-body animation includes: when the shooting function is triggered less than n times, determining the full-body animation with the serial number of the trigger number in the n full-body animations as the full-body animation to be displayed; when the shooting function is triggered greater than n times and the trigger number is an integer multiple of n, determining the last full-body animation in the n full-body animations as the full-body animation to be displayed; when the shooting function is triggered greater than n times and the trigger number is not an integer multiple of n, and determining the remainder of the trigger number of the shooting function divided by n, determining the full-body animation with the serial number of the remainder in the n full-body animations as the full-body animation to be displayed.
[0152] Among the n full-body animations, at least one of the following differs between the full-body animations: the action performed by the virtual object, the state of the virtual object, and the virtual props used by the virtual object. Optionally, the shooting function includes a hip-fire function or a shoulder-fire function, and the full-body animation corresponding to the hip-fire function differs from the full-body animation corresponding to the shoulder-fire function.
[0153] In an embodiment of the present application, the shooting function corresponds to n full-body animations. When the shooting function is triggered multiple times, the n full-body animations will be played in a loop in the order of arrangement. In this way, the scene of the virtual object shooting can be presented in the form of a full-body animation, and the diversity of the full-body animation can be ensured, thereby ensuring the display effect of the full-body animation.
[0154] For example, taking the hip-fire function as an example, the three full-body animations corresponding to the hip-fire function are full-body animation 1, full-body animation 2, and full-body animation 3. Full-body animation 1 will be displayed when the hip-fire function is triggered for the first time, full-body animation 2 will be displayed when the hip-fire function is triggered for the second time, full-body animation 3 will be displayed when the hip-fire function is triggered for the third time, full-body animation 1 will be displayed when the hip-fire function is triggered for the fourth time, and full-body animation 3 will be displayed when the hip-fire function is triggered for the fifth time. The full-body animation will be displayed subsequently.
[0155] In another possible implementation, a directional control is displayed in the game screen; the process of obtaining the full-body animation includes: responding to the trigger operation of the shooting function and the trigger operation of the directional control, and obtaining the full-body animation based on the moving direction of the directional control, wherein the full-body animation is an animation of the virtual object moving along the moving direction in the target state and performing the shooting operation through the virtual props.
[0156] In the embodiment of the present application, considering that the virtual object may move during the shooting process, when the shoulder shooting function is triggered, the direction control is also triggered, which means that not only the virtual object is controlled to perform the shoulder shooting operation but also the movement of the virtual object is controlled. Therefore, the full-body animation is obtained in combination with the moving direction indicated by the direction control, so that the obtained full-body animation can not only present the picture of the virtual object performing the shoulder shooting operation through the virtual props in the target state, but also present the picture of the virtual object moving along the moving direction. That is, the full-body animation can reflect the picture of the virtual object performing the shoulder shooting operation while moving, so as to ensure that the displayed full-body animation matches the triggered operation, avoids the situation where the user triggers the movement operation but the virtual object does not move, ensures the picture display effect, and improves the user experience.
[0157] Optionally, the terminal device stores the correspondence between the prop identification, status, information for indicating the shooting function, the moving direction and the full-body animation, and the process of obtaining the full-body animation includes: the terminal device responds to the trigger operation of the shooting function and the trigger operation of the direction control, based on the prop identification, target status, target information and moving direction of the virtual prop held by the virtual object, and queries from the correspondence to obtain the full-body animation stored corresponding to the prop identification, target status, target information and moving direction of the virtual prop held by the virtual object.
[0158] In an embodiment of the present application, full-body animation is stored in the terminal device, and is stored in correspondence with the object identification, prop identification, status of the virtual object, information for indicating the shooting function, and movement direction. By querying the corresponding relationship, accurate full-body animation can be quickly obtained, thereby ensuring the convenience and efficiency of obtaining the full-body animation.
[0159] FIG15 is a flowchart of an animation display method provided in an embodiment of the present application. As shown in FIG15 , the method includes the following steps 1501 to 1503 .
[0160] Step 1501: Control the virtual object to hold a virtual prop.
[0161] In a possible implementation, the process of controlling the virtual object to hold the virtual prop has been described in the above step 201 and will not be repeated here.
[0162] Step 1502: In response to a trigger operation on a hip-fire control, obtain a full-body animation of the virtual object performing a hip-fire operation using a virtual prop when the virtual object is in a target state.
[0163] In one possible implementation, in response to a trigger operation for a hip-fire control, the process of obtaining a full-body animation of a virtual object performing a hip-fire operation using a virtual prop when the virtual object is in a target state has been described in step 202 above and will not be repeated here.
[0164] Step 1503: Display a full-body animation of the virtual object performing hip-shooting operation using a virtual prop when the virtual object is in a target state.
[0165] In one possible implementation, the process of displaying the full-body animation of the virtual object performing hip-shooting operation through the virtual props when the virtual object is in the target state has been described in the above step 203 and will not be repeated here.
[0166] FIG16 is a flowchart of an animation display method provided in an embodiment of the present application. As shown in FIG16 , the method includes the following steps 1601 to 1611 .
[0167] Step 1601: Control the virtual object to hold a virtual prop.
[0168] In a possible implementation, the process of controlling the virtual object to hold the virtual prop has been described in the above step 202 and will not be repeated here.
[0169] Step 1602: In response to a trigger operation on the shoulder-fired control, determine a duration of the trigger operation on the shoulder-fired control.
[0170] In a possible implementation, the process of determining the duration of the trigger operation for the shoulder-fire control has been described in the above step 202 and will not be repeated here.
[0171] Step 1603: Determine whether the duration of the trigger operation for the shoulder-fire control is greater than the target duration.
[0172] Step 1604: Based on the fact that the duration of the trigger operation for the shoulder-fire control is greater than the target duration, a charging animation before the shoulder-fire operation is performed using the virtual prop is obtained.
[0173] In a possible implementation, the process of obtaining the charging animation before the shoulder shooting operation using the virtual props has been described in the above step 202 and will not be repeated here.
[0174] Step 1605: Display the charging animation.
[0175] In a possible implementation, the process of displaying the charging animation has been described in the above step 202 and will not be repeated here.
[0176] Step 1606: In response to the triggering operation on the direction control, obtain the moving direction of the direction control.
[0177] In a possible implementation, in response to a triggering operation on the direction control, the process of obtaining the moving direction of the direction control has been described in the above step 202 and will not be repeated here.
[0178] Step 1607: Determine whether the shoulder-fire control is released.
[0179] Step 1608: Based on releasing the shoulder-shooting control, a full-body animation of the virtual object performing a shoulder-shooting operation in a moving direction using the virtual prop is obtained when the virtual object is in a target state.
[0180] In one possible implementation, the process of obtaining a full-body animation of a virtual object in a target state and performing a shoulder-shooting operation in a moving direction using a virtual prop has been described in step 202 above and will not be repeated here.
[0181] Based on the shoulder-fire control not being released, step 1605 is continued.
[0182] Step 1609: Display a full-body animation of the virtual object performing a shoulder-shooting operation in the moving direction using the virtual prop when the virtual object is in the target state.
[0183] In a possible implementation, the process of displaying a full-body animation of a virtual object in a target state and performing a shoulder-shooting operation in a moving direction by using a virtual prop has been described in step 203 above and will not be repeated here.
[0184] Step 1610: Based on the fact that the duration of the trigger operation for the shoulder-fire control is not greater than the target duration, a full-body animation of the virtual object performing a hip-fire operation using a virtual prop when the virtual object is in a target state is obtained.
[0185] In one possible implementation, based on the fact that the duration of the trigger operation for the shoulder-fire control is no longer than the target duration, the process of obtaining a full-body animation of the virtual object performing a hip-fire operation through a virtual prop when the virtual object is in a target state has been described in the above step 202 and will not be repeated here.
[0186] Step 1611: Display a full-body animation of the virtual object performing hip-shooting operation using a virtual prop when the virtual object is in a target state.
[0187] In one possible implementation, the process of displaying the full-body animation of the virtual object performing hip-shooting operation through the virtual props when the virtual object is in the target state has been described in the above step 203 and will not be repeated here.
[0188] On the basis of the embodiment shown above, a full-body animation of a virtual object can be produced through a development tool. In the case where multiple full-body animations are developed for a virtual object, the produced full-body animations can be stored through a development tool. Taking into account that when the same shooting function is triggered, the virtual object has the same target state and holds the same virtual props, multiple different full-body animations may be set. In the case where the same shooting function is triggered, the virtual object has the same target state and holds the same virtual props, taking the example of setting 4 full-body animations for multiple moving directions, the development tool will store the 4 full-body animations in the same storage location 1 in the manner shown in Figure 17.
[0189] Furthermore, through the development tool, the judgment logic is configured as shown in FIG18 so that the matching full-body animation can be obtained according to the judgment logic in the subsequent embodiment shown above. The judgment logic includes three sub-logics: (1) based on the triggering operation of the shooting control of the shooting function, it is determined whether the hip fire function or the shoulder fire function is triggered, that is, whether the firing is hip fire or aiming; (2) determining whether multiple full-body animations need to be played; and (3) determining which direction of the firing animation is played.
[0190] Furthermore, through the development tool, in the manner shown in FIG19 , when a virtual object and a virtual prop held by the virtual object are selected, an associated full-body animation is configured for the virtual object so that the associated full-body animation can reflect the scene of the virtual object performing a shooting operation through the virtual prop, so that subsequently, in accordance with the embodiment shown above, when the shooting function is triggered for the virtual object and the virtual object holds the virtual prop, the associated full-body animation can be obtained.
[0191] FIG20 is a schematic diagram showing the structure of an animation display device provided in an embodiment of the present application. As shown in FIG20 , the device includes:
[0192] The display module 2001 is used to display the game screen, which includes a virtual object in a virtual environment, the virtual object holding a virtual prop, and the virtual object in a target state, which is any one of a stationary state, a running state, or a walking state;
[0193] An acquisition module 2002 is configured to acquire a full-body animation of a virtual object in response to a triggering operation of a shooting function, wherein the full-body animation is an animation of the virtual object performing a shooting operation using a virtual prop in a target state;
[0194] The display module 2001 is also used to display full-body animation.
[0195] In one possible implementation, the acquisition module 2002 is used to obtain a full-body animation in response to a trigger operation of a shooting function based on the number of times the shooting function is triggered. The full-body animation is an animation of a virtual object performing a shooting operation through a virtual prop when the virtual object is in a target state and the shooting function is triggered the number of times.
[0196] In one possible implementation, a direction control is displayed in the game screen; the acquisition module 2002 is used to respond to the trigger operation of the shooting function and the trigger operation of the direction control, and obtain a full-body animation based on the moving direction of the direction control. The full-body animation is an animation of a virtual object moving along the moving direction in a target state and performing a shooting operation through a virtual prop.
[0197] In a possible implementation, the apparatus further includes:
[0198] a determination module, configured to determine, in response to a triggering operation of a shooting function and a triggering operation of a direction control, a movement distance of the direction control; determine a second position based on the movement direction, the movement distance, and the first position, wherein the distance between the second position and the first position is the movement distance, the second position is in the movement direction of the first position, the first position is the position of the virtual object in the virtual environment when the direction control is triggered, and a full-body animation indicates that the virtual object moves toward the second position during the execution of the shooting operation;
[0199] The display module 2001 is further configured to display the virtual object at a second position in response to the end of the full-body animation.
[0200] In a possible implementation, the determination module is configured to, in response to a trigger operation of a shooting function and a trigger operation of a direction control, determine the product of a moving speed of the virtual object and a duration of the full-body animation as the moving distance.
[0201] In one possible implementation, the acquisition module 2002 is used to generate a first animation acquisition request in response to a trigger operation of a shooting function, the first animation acquisition request including an object identifier of a virtual object, a prop identifier of a virtual prop, a target state and target information, the target information indicating a shooting function; send the first animation acquisition request to a server; and receive a full-body animation returned by the server based on the first animation acquisition request.
[0202] In a possible implementation, the shooting function includes a hip-fire function, the shooting operation corresponding to the shooting function includes a hip-fire operation, and the target information included in the first animation acquisition request is used to indicate the hip-fire function;
[0203] Acquisition module 2002 is used to determine the number of times the hip fire function is triggered in response to the triggering operation of the hip fire function; and generate a first animation acquisition request based on the number of times the hip fire function is triggered. The first animation acquisition request also includes the triggering number. The full-body animation is an animation of a virtual object performing a hip fire operation using a virtual prop when the virtual object is in a target state and the hip fire function is triggered the number of times.
[0204] In one possible implementation, the shooting function includes a shoulder fire function, the shooting operation corresponding to the shooting function includes a shoulder fire operation, the target information indicates the shoulder fire function, and a directional control is displayed in the game screen;
[0205] Acquisition module 2002 is used to determine the movement direction of the directional control in response to the trigger operation of the shoulder shooting function and the trigger operation of the directional control; generate a first animation acquisition request based on the movement direction, and the first animation acquisition request also includes the movement direction. The full-body animation is a full-body animation of the virtual object moving along the movement direction in the target state and performing the shoulder shooting operation through the virtual props.
[0206] In one possible implementation, a shoulder-fire control is further displayed on the game screen; the shoulder-fire control is used to trigger a shoulder-fire function, the shooting function includes a shoulder-fire function, and the shooting operation corresponding to the shoulder-fire function includes a shoulder-fire operation;
[0207] The device also includes:
[0208] The trigger module is used to obtain a full-body animation of the virtual object in response to a long-press operation on the shoulder-shooting control and the end of the long-press operation, where the full-body animation is an animation of the virtual object performing the shoulder-shooting operation through the virtual prop in the target state.
[0209] In one possible implementation, the trigger module is used to obtain a charging animation in response to a long press operation on the shoulder-shooting control, where the charging animation is an animation of charging before the virtual object performs the shoulder-shooting operation; display the charging animation; and obtain a full-body animation in response to the end of the long press operation.
[0210] In one possible implementation, the display module 2001 is also used to display a charging progress bar in response to a long press operation on the shoulder shooting control, where the charging progress bar indicates the charged value of the virtual object and the chargeable value of the virtual object. The charged value of the virtual object is proportional to the duration of the long press operation, and the charged value of the virtual object and the chargeable value of the virtual object are displayed differently in the charging progress bar.
[0211] In one possible implementation, the acquisition module 2002 is used to generate a second animation acquisition request in response to a long press operation on the shoulder shooting control, the second animation acquisition request including the object identifier of the virtual object, the prop identifier of the virtual prop and the target state; send the second animation acquisition request to the server; and receive the charging animation returned by the server based on the second animation acquisition request.
[0212] In a possible implementation, the apparatus further includes:
[0213] a determination module, configured to determine a movement distance of the direction control in response to a triggering operation on the direction control; determine a target position based on the movement direction, the movement distance, and the position of the virtual object in the virtual environment when the direction control is triggered, wherein the distance between the target position and the position of the virtual object in the virtual environment when the direction control is triggered is the movement distance, and the target position is in the movement direction of the position of the virtual object in the virtual environment when the direction control is triggered;
[0214] The display module 2001 is configured to display a full-body animation at a target location.
[0215] In one possible implementation, a shooting control for a shooting function is further displayed on the game screen, the shooting function includes a hip-fire function or a shoulder-fire function, the full-body animation includes a first full-body animation or a second full-body animation, the shooting operation corresponding to the hip-fire function includes a hip-fire operation, and the shooting operation corresponding to the shoulder-fire function includes a shoulder-fire operation, the first full-body animation is an animation of a virtual object performing the hip-fire operation using a virtual prop in a target state, and the second full-body animation is an animation of the virtual object performing the shoulder-fire operation using the virtual prop in a target state;
[0216] The acquisition module 2002 is configured to acquire a first full-body animation in response to a short-press operation on the shooting control; or acquire a second full-body animation in response to a long-press operation on the shooting control.
[0217] When the shooting function is triggered, the device captures a full-body animation of the virtual object when the virtual object is in a target state and performs a shooting operation corresponding to the shooting function using a virtual prop, and then displays the captured full-body animation. Because the captured full-body animation of the virtual object when performing the shooting operation using the virtual prop makes the subsequent animation display process more coherent, the shooting effect of the virtual object using the virtual prop is better, thereby increasing the usage rate of the virtual object's shooting function and improving the interactivity of the game.
[0218] It should be understood that the above-mentioned device is merely an example of the division of the above-mentioned functional modules when implementing its functions. In actual applications, the above-mentioned 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 device 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.
[0219] FIG21 shows a block diagram of a terminal device 2100 provided in accordance with an exemplary embodiment of the present application. The terminal device 2100 may be any electronic device capable of human-computer interaction with a user through one or more methods, such as a keyboard, touchpad, remote control, voice interaction, or handwriting device. Examples include a PC (Personal Computer), mobile phone, smartphone, PDA (Personal Digital Assistant), wearable device, Pocket PC (PPC), tablet computer, smart car computer, smart TV, smart speaker, smart watch, and the like.
[0220] Typically, the terminal device 2100 includes: a processor 2101 and a memory 2102 .
[0221] The processor 2101 may include one or more processing cores, such as a 4-core processor, an 8-core processor, etc. The processor 2101 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 2101 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 2101 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 2101 may also include an AI (Artificial Intelligence) processor, which is used to process computing operations related to machine learning.
[0222] The memory 2102 may include one or more computer-readable storage media, which may be non-transitory. The memory 2102 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 2102 is used to store at least one instruction, which is executed by the processor 2101 to implement the animation display method provided in the method embodiment of the present application.
[0223] In some embodiments, the terminal device 2100 may optionally include a peripheral device interface 2103 and at least one peripheral device. The processor 2101, memory 2102, and peripheral device interface 2103 may be connected via a bus or signal lines. Each peripheral device may be connected to the peripheral device interface 2103 via a bus, signal lines, or circuit boards. Specifically, the peripheral device may include at least one of a radio frequency circuit 2104, a display screen 2105, a camera assembly 2106, an audio circuit 2107, and a power supply 2108.
[0224] The peripheral device interface 2103 can be used to connect at least one I / O (Input / Output)-related peripheral device to the processor 2101 and the memory 2102. In some embodiments, the processor 2101, the memory 2102, and the peripheral device interface 2103 are integrated on the same chip or circuit board; in some other embodiments, any one or two of the processor 2101, the memory 2102, and the peripheral device interface 2103 can be implemented on separate chips or circuit boards, which is not limited in this embodiment.
[0225] RF circuit 2104 is used to receive and transmit RF (Radio Frequency) signals, also known as electromagnetic signals. RF circuit 2104 communicates with communication networks and other communication devices via electromagnetic signals. RF circuit 2104 converts electrical signals into electromagnetic signals for transmission, or converts received electromagnetic signals into electrical signals. RF circuit 2104 may optionally include an antenna system, an RF transceiver, one or more amplifiers, a tuner, an oscillator, a digital signal processor, a codec chipset, a subscriber identity module card, and the like.
[0226] The display screen 2105 is used to display a UI (User Interface). The UI may include graphics, text, icons, videos, and any combination thereof. When the display screen 2105 is a touch screen display, the display screen 2105 also has the ability to collect touch signals on or above the surface of the display screen 2105. The touch signals can be input as control signals to the processor 2101 for processing. In this case, the display screen 2105 can also be used to provide virtual buttons and / or virtual keyboards, also known as soft buttons and / or soft keyboards.
[0227] The camera assembly 2106 is used to capture images or videos. Optionally, the camera assembly 2106 includes a front camera and a rear camera. Typically, the front camera is set on the front panel of the terminal device 2100, and the rear camera is set on the back of the terminal device 2100.
[0228] The audio circuit 2107 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 2101 for processing, or input into the RF circuit 2104 for voice communication. For the purpose of stereo sound collection or noise reduction, multiple microphones may be provided, respectively, at different locations on the terminal device 2100. The microphone may also be an array microphone or an omnidirectional collection microphone. The speaker is used to convert the electrical signals from the processor 2101 or the RF circuit 2104 into sound waves.
[0229] Power supply 2108 is used to power various components in terminal device 2100. Power supply 2108 can be AC power, DC power, a disposable battery, or a rechargeable battery. When power supply 2108 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.
[0230] In some embodiments, the terminal device 2100 further includes one or more sensors 2109 , including but not limited to: an acceleration sensor 2110 , a gyroscope sensor 2111 , a pressure sensor 2112 , an optical sensor 2113 , and a proximity sensor 2114 .
[0231] The accelerometer 2110 can detect the magnitude of acceleration on the three coordinate axes of the coordinate system established by the terminal device 2100. The gyroscope sensor 2111 can detect the body orientation and rotation angle of the terminal device 2100. The pressure sensor 2112 can be provided on the side frame of the terminal device 2100 and / or the lower layer of the display screen 2105. The optical sensor 2113 is used to collect ambient light intensity. The proximity sensor 2114, also known as a distance sensor, is typically provided on the front panel of the terminal device 2100. The proximity sensor 2114 is used to collect the distance between the user and the front of the terminal device 2100.
[0232] Those skilled in the art will understand that the structure shown in FIG21 does not constitute a limitation on the terminal device 2100 , and may include more or fewer components than shown in the figure, or combine certain components, or adopt a different component arrangement.
[0233] FIG22 is a schematic diagram of the structure of the server provided in an embodiment of the present application. The server 2200 may have relatively large differences due to different configurations or performances, and may include one or more processors (Central Processing Units, CPU) 2201 and one or more memories 2202, wherein the one or more memories 2202 store at least one program code, and the at least one program code is loaded and executed by the one or more processors 2201 to implement the animation display method provided in each of the above method embodiments. Of course, the server 2200 may also have components such as a wired or wireless network interface, a keyboard, and an input and output interface for input and output. The server 2200 may also include other components for implementing device functions, which will not be described in detail here.
[0234] In an exemplary embodiment, a computer-readable storage medium is further provided. The storage medium stores at least one program code. The at least one program code is loaded and executed by a processor to enable a computer to implement any of the above animation display methods.
[0235] Optionally, the computer-readable storage medium may be a read-only memory (ROM), a random access memory (RAM), a compact disc (CD-ROM), a magnetic tape, a floppy disk, an optical data storage device, or the like.
[0236] In an exemplary embodiment, a computer program or a computer program product is further provided. The computer program or the computer program product stores at least one computer instruction, and the at least one computer instruction is loaded and executed by a processor to enable a computer to implement any of the above animation display methods.
[0237] It should be noted that the information (including but not limited to user device information, user personal information, etc.), data (including but not limited to data used for analysis, storage, display, etc.), and signals involved in this application are all authorized by the user or fully authorized by all parties, and the collection, use, and processing of relevant data must comply with the relevant laws, regulations, and standards of the relevant countries and regions. For example, the object identifiers, prop identifiers, and some information involved in this application are obtained with full authorization.
[0238] It should be understood that the term "plurality" used herein refers to two or more. "And / or" describes a relationship between associated objects, indicating that three possible relationships exist. For example, "A and / or B" can mean: A exists alone, A and B exist simultaneously, or B exists alone. The character " / " generally indicates an "or" relationship between the associated objects.
[0239] 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.
[0240] The above description is merely an exemplary embodiment of the present application and is not intended to limit the present application. Any modifications, equivalent replacements, improvements, etc. made within the principles of the present application shall be included in the scope of protection of the present application.
Claims
1. An animation display method, executed by a computer device, the method comprising: Displaying a game screen, the game screen including virtual objects located in a virtual environment, the virtual objects holding virtual items, and the virtual objects being in a target state, the target state being any one of a stationary state, a running state, or a walking state; In response to a trigger operation of a shooting function, obtaining a full-body animation of the virtual object, the full-body animation being an animation of the virtual object performing a shooting operation through the virtual item in the target state; Displaying the full-body animation.
2. The method according to claim 1, wherein, The obtaining the full-body animation of the virtual object in response to the trigger operation of the shooting function includes: In response to the trigger operation of the shooting function, obtaining the full-body animation based on the number of trigger times of the shooting function, the full-body animation being an animation of the virtual object performing a shooting operation through the virtual item when in the target state and the shooting function is triggered the number of times.
3. The method according to claim 1 or 2, wherein, A direction control is displayed in the game screen; the obtaining the full-body animation of the virtual object in response to the trigger operation of the shooting function includes: In response to the trigger operation of the shooting function and a trigger operation on the direction control, obtaining the full-body animation based on the moving direction of the direction control, the full-body animation being an animation of the virtual object moving along the moving direction and performing a shooting operation through the virtual item in the target state.
4. The method according to claim 3, wherein The method further includes: In response to the trigger operation of the shooting function and a trigger operation on the direction control, determining the moving distance of the direction control; Determining a second position according to the moving direction, the moving distance, and a first position, the distance between the second position and the first position being the moving distance, the second position being in the moving direction of the first position, the first position being the position of the virtual object in the virtual environment when the direction control is triggered, and the full-body animation indicating that the virtual object moves towards the second position during the shooting operation; After displaying the full-body animation, the method further includes: In response to the end of the full-body animation, displaying the virtual object at the second position.
5. The method according to claim 4, wherein, The determining the moving distance of the direction control in response to the trigger operation of the shooting function and a trigger operation on the direction control includes: In response to the trigger operation of the shooting function and a trigger operation on the direction control, determining the product of the moving speed of the virtual object and the duration of the full-body animation as the moving distance.
6. The method according to any one of claims 1 to 5, wherein, The obtaining the full-body animation of the virtual object in response to the trigger operation of the shooting function includes: In response to the trigger operation of the shooting function, generating a first animation obtaining request, the first animation obtaining request including the object identifier of the virtual object, the item identifier of the virtual item, the target state, and target information, the target information indicating the shooting function; Sending the first animation obtaining request to the server; Receive the full-body animation returned by the server based on the first animation acquisition request.
7. The method according to claim 6, wherein, The shooting function includes a hip-fire function, the shooting operation corresponding to the shooting function includes a hip-fire operation, and the target information indicates the hip-fire function; The generating of a first animation acquisition request in response to a trigger operation of the shooting function includes: In response to a trigger operation of the hip-fire function, determine the number of trigger times of the hip-fire function; Generate the first animation acquisition request according to the number of trigger times of the hip-fire function. The first animation acquisition request further includes the number of trigger times. The full-body animation is an animation in which the virtual object performs a hip-fire operation through the virtual prop when in the target state and the hip-fire function is triggered the number of trigger times.
8. The method according to claim 6, wherein, The shooting function includes a shoulder-fire function, the shooting operation corresponding to the shooting function includes a shoulder-fire operation, the target information indicates the shoulder-fire function, and a direction control is displayed in the game screen; The generating of a first animation acquisition request in response to a trigger operation of the shooting function includes: In response to a trigger operation of the shoulder-fire function and a trigger operation on the direction control, determine the moving direction of the direction control; Generate the first animation acquisition request according to the moving direction. The first animation acquisition request further includes the moving direction. The full-body animation is a full-body animation in which the virtual object moves along the moving direction and performs a shoulder-fire operation through the virtual prop in the target state.
9. The method according to any one of claims 1 to 8, wherein A shoulder-fire control is displayed in the game screen; the shoulder-fire control is used to trigger the shoulder-fire function. The shooting function includes the shoulder-fire function, and the shooting operation corresponding to the shoulder-fire function includes a shoulder-fire operation; The obtaining of the full-body animation of the virtual object in response to a trigger operation of the shooting function includes: In response to a long-press operation on the shoulder-fire control and the end of the long-press operation, obtain the full-body animation of the virtual object. The full-body animation is an animation in which the virtual object performs the shoulder-fire operation through the virtual prop in the target state.
10. The method according to claim 9, wherein The obtaining of the full-body animation of the virtual object in response to a long-press operation on the shoulder-fire control and the end of the long-press operation includes: In response to a long-press operation on the shoulder-fire control, obtain a charging animation, where the charging animation is an animation in which the virtual object charges before performing the shoulder-fire operation; Display the charging animation; In response to the end of the long-press operation, obtain the full-body animation.
11. The method according to claim 10, wherein, The method further includes: In response to a long-press operation on the shoulder-fire control, display a charging progress bar, where the charging progress bar indicates the charged value and the chargeable value of the virtual object, and the charged value of the virtual object is proportional to the duration of the long-press operation.
12. The method according to claim 10, wherein, The obtaining of the charging animation in response to a long-press operation on the shoulder-fire control includes: In response to a long-press operation on the shoulder-fire control, generate a second animation acquisition request, where the second animation acquisition request includes the object identifier of the virtual object, the prop identifier of the virtual prop, and the target state; Send the second animation acquisition request to the server; Receive the charging animation returned by the server based on the second animation acquisition request.
13. The method according to any one of claims 1 to 12, wherein, A shooting control for the shooting function is also displayed in the game screen. The shooting function includes a hip-fire function or a shoulder-fire function. The full-body animation includes a first full-body animation or a second full-body animation. The shooting operation corresponding to the hip-fire function includes a hip-fire operation. The shooting operation corresponding to the shoulder-fire function includes a shoulder-fire operation. The first full-body animation is an animation of the virtual object performing the hip-fire operation through the virtual item in the target state. The second full-body animation is an animation of the virtual object performing the shoulder-fire operation through the virtual item in the target state. The obtaining of the full-body animation of the virtual object in response to a trigger operation of the shooting function includes: In response to a short press operation on the shooting control, obtain the first full-body animation. Or, In response to a long press operation on the shooting control, obtain the second full-body animation.
14. An animation display device, the device includes: A display module for displaying a game screen, the game screen includes a virtual object located in a virtual environment, the virtual object holds a virtual item, and the virtual object is in a target state, and the target state is any one of a stationary state, a running state, or a walking state; An obtaining module for obtaining the full-body animation of the virtual object in response to a trigger operation of the shooting function, where the full-body animation is an animation of the virtual object performing a shooting operation through the virtual item in the target state; The display module is further configured to display the full-body animation.
15. A computer device, the computer device includes a processor and a memory, and at least one program code is stored in the memory. The at least one program code is loaded and executed by the processor to enable the computer device to implement the animation display method according to any one of claims 1 to 13.
16. A computer-readable storage medium, in which at least one program code is stored. The at least one program code is loaded and executed by a processor to enable a computer to implement the animation display method according to any one of claims 1 to 13.
17. A computer program product, in which at least one computer instruction is stored. The at least one computer instruction is loaded and executed by a processor to enable a computer to implement the animation display method according to any one of claims 1 to 13.
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