Interactive action feedback method and apparatus, device, medium, and program product

By setting the motion transmission relationship between parts of virtual objects, the system automatically generates associated motion effects, solving the problem of low production efficiency in virtual monster hit animations and improving the configuration efficiency of interactive feedback and human-computer interaction.

WO2026138253A1PCT designated stage Publication Date: 2026-07-02TENCENT TECHNOLOGY (SHENZHEN) CO LTD

Patent Information

Authority / Receiving Office
WO · WO
Patent Type
Applications
Current Assignee / Owner
TENCENT TECHNOLOGY (SHENZHEN) CO LTD
Filing Date
2025-11-17
Publication Date
2026-07-02

AI Technical Summary

Technical Problem

In existing technologies, configuring the accompanying motion effects of virtual monster hit animations requires a lot of manual processing, resulting in low production efficiency.

Method used

By setting the motion transmission relationship between parts of a virtual object, the system automatically generates associated motion effects, reducing manual configuration steps and enabling the virtual object to vibrate and rotate during interactive operations.

Benefits of technology

It improves the configuration efficiency of interactive feedback and human-computer interaction, clearly reflects the differences in player operation, and reduces the time consumption of manual configuration.

✦ Generated by Eureka AI based on patent content.

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Abstract

The present application relates to the technical field of computers, and discloses an interactive action feedback method and apparatus, a device, a medium, and a program product. The method comprises: displaying a virtual object in a virtual scene; receiving a first interactive operation acting on a first object part among at least two object parts; in response to the first interactive operation, displaying a first vibration action performed by the first object part of the virtual object; and displaying a second vibration action performed by a second object part by means of motion transmission of the first vibration action. By setting a motion transmission relationship, an associated action effect (i.e., the second vibration action) on the second object part generated by the first vibration action can be automatically generated, thereby eliminating the process of manually configuring the associated action effect, and improving the configuration efficiency of interactive feedback.
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Description

Interactive motion feedback methods, devices, equipment, media, and program products

[0001] This application claims priority to Chinese Patent Application No. 2024119747585, filed on December 26, 2024, entitled “Interactive Motion Feedback Method, Apparatus, Device, Medium and Program Product”, the entire contents of which are incorporated herein by reference. Technical Field

[0002] This application relates to the field of computer technology, and in particular to interactive motion feedback. Background Technology

[0003] In game applications, players can fight against virtual monsters in virtual scenes. For example, players can control virtual characters to use items, skills and other methods to attack virtual monsters.

[0004] In related technologies, when a virtual monster is hit by an attack triggered by a player, a hit animation is displayed. This hit animation is usually pre-configured by technicians. Taking the virtual monster's torso as an example, technicians not only need to configure the effect of the torso being hit in the hit animation, but also the associated action effects of the virtual monster's head, tail, limbs, and other parts.

[0005] However, the data processing volume of pre-configured combo effects by technicians is large, which consumes a lot of time and results in low production efficiency for hit animations. Summary of the Invention

[0006] This application provides an interactive motion feedback method, apparatus, device, medium, and program product, the technical solution of which is as follows:

[0007] On the one hand, an interactive motion feedback method is provided, the method comprising:

[0008] Display virtual objects in a virtual scene, wherein the virtual objects include at least two object parts;

[0009] Receive a first interactive operation acting on a first object part of the at least two object parts, wherein there is a motion transmission relationship between the first object part and a second object part of the at least two object parts;

[0010] In response to the first interactive operation, a first vibration action is displayed on the first object part of the virtual object, the first vibration action being a vibration action generated by the force of the first interactive operation; and a second vibration action is displayed on the second object part, which is a second vibration action performed by the motion transmission of the first vibration action.

[0011] On the other hand, an interactive motion feedback device is provided, the device comprising:

[0012] A display module is used to display virtual objects in a virtual scene, wherein the virtual objects include at least two object parts;

[0013] A receiving module is configured to receive a first interactive operation applied to a first object part among the at least two object parts, wherein there is a motion transmission relationship between the first object part and the second object part among the at least two object parts.

[0014] The display module is configured to, in response to the first interactive operation, display a first vibration action performed by the first object part of the virtual object, the first vibration action being a vibration action generated by the force of the first interactive operation; and display a second vibration action performed by the second object part by the motion transmission of the first vibration action.

[0015] On the other hand, a computer device is provided, the computer device including a processor and a memory, the memory storing a computer program, the computer program being loaded and executed by the processor to implement any of the above-described interactive motion feedback methods.

[0016] On the other hand, a computer-readable storage medium is provided, wherein a computer program is stored therein, the computer program being loaded and executed by a processor to implement any of the above-described interactive motion feedback methods.

[0017] On the other hand, a computer program product or computer program is provided, which includes computer instructions stored in a computer-readable storage medium. A processor of a computer device reads the computer instructions from the computer-readable storage medium and executes the computer instructions, causing the computer device to perform any of the interactive motion feedback methods described above.

[0018] The beneficial effects of the technical solutions provided in this application include at least the following:

[0019] Virtual objects in a virtual scene have at least two parts. By establishing a motion transmission relationship between these two parts, when a player triggers a first interactive action on the first part of the virtual object, not only will the first vibration action of the first part be displayed, but a second vibration action will also be triggered on the second part based on the motion transmission relationship. On one hand, by setting the motion transmission relationship, the associated action effect (i.e., the second vibration action) of the second part caused by the first vibration action can be automatically generated, eliminating the need for manual configuration of associated action effects and improving the configuration efficiency of interactive feedback. On the other hand, when the player triggers a first interactive action on different parts of the virtual object, different vibration actions will be triggered due to the motion transmission relationship between the parts, clearly reflecting the differences in the player's first interactive action, thereby improving the efficiency of human-computer interaction. Attached Figure Description

[0020] Figure 1 is a schematic diagram of a computer system provided in an exemplary embodiment of this application;

[0021] Figure 2 is a schematic diagram of an action feedback method for an attack operation provided in an exemplary embodiment of this application;

[0022] Figure 3 is a flowchart of an interactive motion feedback method provided in an exemplary embodiment of this application;

[0023] Figure 4 is a flowchart of an interactive motion feedback method provided in another exemplary embodiment of this application;

[0024] Figure 5 is a schematic diagram of the interface of an interactive motion feedback method provided in an exemplary embodiment of this application;

[0025] Figure 6 is a schematic diagram of the interface of an interactive motion feedback method provided in another exemplary embodiment of this application;

[0026] Figure 7 is a schematic diagram of the interface of an interactive motion feedback method provided in another exemplary embodiment of this application;

[0027] Figure 8 is a flowchart of an interactive motion feedback method provided in yet another exemplary embodiment of this application;

[0028] Figure 9 is a flowchart of a method for determining a strike action provided in an exemplary embodiment of this application;

[0029] Figure 10 is a structural block diagram of an interactive motion feedback device provided in an exemplary embodiment of this application;

[0030] Figure 11 is a structural block diagram of a computer device provided in an exemplary embodiment of this application. Detailed Implementation

[0031] To make the objectives, technical solutions, and advantages of this application clearer, the embodiments of this application will be described in further detail below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of this application, and not all embodiments. Based on the embodiments in this application, all other embodiments obtained by those skilled in the art without creative effort are within the scope of protection of this application.

[0032] In this application, the terms "first" and "second" are used to distinguish between identical or similar items that have essentially the same function. It should be understood that there is no logical or temporal dependency between "first" and "second", nor is there any limitation on the quantity or execution order.

[0033] It should be noted that this application may display prompt interfaces, pop-ups, or output voice prompts before and during the collection of user data. These prompt interfaces, pop-ups, or voice prompts are used to inform the user that their data is being collected. This ensures that the application only begins the steps for collecting user data after receiving confirmation from the user regarding the prompt interface or pop-up; otherwise (i.e., without user confirmation), the steps for collecting user data end, meaning no user data is collected. In other words, all user data collected in this application is collected with the user's consent and authorization, and the collection, use, and processing of related user data must comply with the relevant laws, regulations, and standards of the relevant countries and regions.

[0034] Figure 1 shows a structural block diagram of a computer system 100 provided in an exemplary embodiment of this application. The computer system 100 can implement a system architecture that serves as an interactive motion feedback method. The computer system 100 includes a terminal 110 and a server 120.

[0035] Terminal 110 can be an electronic device such as a mobile phone, tablet computer, vehicle terminal (vehicle system), wearable device, or PC (Personal Computer). A client application for the target application can be installed and run on Terminal 110. This target application can be any of the following: Virtual Reality (VR) application, Augmented Reality (AR) application, 3D mapping application, First-Person Shooter (FPS) game, Third-Person Shooter (TPS) game, Multiplayer Online Battle Arena (MOBA) game, Strategy Game (SLG), Party Game, Building Game, Open World Game, Survival Role-Playing Game, etc. Furthermore, this application does not limit the form of the target application, including but not limited to Apps (Applications), mini-programs, etc., installed on Terminal 110, and can also be in web page form.

[0036] Terminal 110 is connected to server 120 via wireless or wired network.

[0037] Server 120 can be a standalone physical server, a server cluster or distributed system consisting of multiple physical servers, or a cloud server providing basic cloud computing services. Optionally, server 120 can also be implemented as a node in a blockchain system.

[0038] For example, server 120 includes processor 124 and memory 122. Memory 122 further includes receiving module 1221, control module 1222, and sending module 1223. Receiving module 1221 is used to receive requests sent by terminal 110; control module 1222 is used to control the rendering of virtual scene images; and sending module 1223 is used to send responses to terminal 110. Server 120 is used to provide background services for terminal 110.

[0039] Optionally, server 120 undertakes the main computing work and terminal 110 undertakes the secondary computing work; or, server 120 undertakes the secondary computing work and terminal 110 undertakes the main computing work; or, server 120 and terminal 110 adopt a distributed computing architecture for collaborative computing.

[0040] The interactive motion feedback method provided in this application can be executed by a computer device, which refers to an electronic device with data computing, processing, and storage capabilities. Taking the computer system shown in Figure 1 as an example, the interactive motion feedback method can be executed by the terminal 110 (e.g., by a target application installed and running on the terminal 110), by the server 120, or by the terminal 110 and the server 120 interacting and cooperating. This application does not limit the scope of the method.

[0041] Those skilled in the art will understand that the number of terminals 110 described above can be more or less. For example, there may be only one terminal 110, or there may be dozens or hundreds of terminals 110, or even more. This application does not limit the number or type of terminals 110 in its embodiments.

[0042] In gaming applications, players can battle virtual monsters in a virtual environment. For example, players can control virtual characters to attack virtual monsters using items and skills. In related technologies, when a virtual monster is hit by an attack triggered by the player, a hit animation is displayed. This hit animation is usually pre-configured by technicians. Taking a hit on the monster's torso as an example, technicians not only need to configure the effect of the torso being hit in the hit animation, but also the accompanying movements of the monster's head, tail, limbs, and other parts. However, the method of pre-configuring these accompanying movements involves a large amount of data processing and consumes a significant amount of time, resulting in low efficiency in creating hit animations.

[0043] Based on this, embodiments of this application provide an interactive action feedback method. Taking an attack operation as an example of the first interactive operation, Figure 2 illustrates a schematic diagram of an interactive action feedback method provided by an exemplary embodiment of this application. The method is further illustrated by applying it to a computer device, which may be the terminal 110 shown in Figure 1.

[0044] Please refer to Figure 2. The virtual scene 200 includes a virtual monster 201 and a virtual character 202 controlled by the player. The entire body of the virtual monster 201 is composed of parts such as the head, torso, limbs, wings, and tail. There are motion transmission relationships between these parts. For example, the wings of the virtual monster 201 are connected to the torso. Because there is a motion transmission relationship between the wings and the torso, the movement of the wings will pull the movement of the torso.

[0045] As shown in Figure 2, when the player controls the virtual character 202 to attack the wings of the virtual monster 201, the virtual scene 200 will display the vibration action of the wings and the effect of the destruction of the virtual monster 201's wings. Since the wings are connected to the torso and there is a motion transmission relationship, when the virtual monster 201's wings are destroyed, the torso will have a corresponding reaction. Therefore, the virtual scene 200 will also display the vibration action of the virtual monster 201's torso. This action effect is shown as the torso leaning back as shown in Figure 2 at the moment the virtual monster 201 is hit. The torso is also connected to the limbs. When the virtual monster 201's torso leans back, the limbs will have a corresponding reaction. Therefore, the virtual scene 200 will also display the vibration action of the virtual monster 201's limbs. This action effect is shown as the right foot lifting up as shown in Figure 2 at the moment the virtual monster 201 is hit.

[0046] Next, the process of the interactive motion feedback method provided in this application will be introduced.

[0047] Based on the above description, Figure 3 is a flowchart of an interactive motion feedback method provided in an embodiment of this application. Taking the application of this method to a computer device as an example, the computer device can be the terminal 110 shown in Figure 1. The method includes steps 310 to 330.

[0048] Step 310: Display the virtual objects in the virtual scene.

[0049] Optionally, the aforementioned virtual scene refers to the scene displayed when the target application is running, and the target application is logged into a first account. Taking an open-world action-adventure game as an example, after the first account logs in, the virtual scene corresponding to the first account is displayed on the terminal interface. In the virtual scene, the first virtual character corresponding to the first account will appear in a player-defined or preset image, and the player can freely explore and interact in the virtual scene through the first virtual character.

[0050] Virtual objects exist within a virtual environment. For illustrative purposes, a virtual object refers to a non-player virtual object within the virtual environment; alternatively, a virtual object refers to a player's virtual character controlled by a second account, which is an account used by another player. Virtual objects include at least one of the following: virtual pets, virtual characters, virtual animals, virtual monsters, etc., without limitation here.

[0051] The aforementioned virtual object comprises at least two object parts.

[0052] Object parts are used to construct virtual objects, and different virtual objects have different numbers and types of object parts. Taking a virtual character as an example, the object parts of a virtual character may include the head, spine, upper limbs, lower limbs, etc. Taking a virtual dinosaur as an example, the object parts of a virtual dinosaur may include the head, neck, limbs, tail, back, wings, etc. This application does not limit this.

[0053] Step 320: Receive a first interaction operation applied to the first object part of at least two object parts.

[0054] In a schematic representation, the player controls a first virtual character to perform a first interactive operation on a first part of a virtual object. Optionally, this first interactive operation includes, but is not limited to: attack operations, skill release operations, item use operations, touch operations, grab operations, etc., which are not limited here.

[0055] Optionally, the first interactive action is used to induce movement in the virtual object. Illustratively, the player triggers a first interactive action on a part of the first object, causing a change in the virtual object's motion state.

[0056] The first target part refers to the part that receives the first interactive operation. For example, in the case of an attack operation, the player controls the first virtual character to use virtual props to aim at the first target part and attack.

[0057] There is a motion transmission relationship between the first object part and the second object part among at least two object parts. Illustratively, the existence of a motion transmission relationship between the first object part and the second object part means that when the motion state of the first object part changes, the motion state of the second object part also changes accordingly.

[0058] In some embodiments, the second object part refers to an object part that is connected to the first object part among at least two object parts. That is, when the first object part and the second object part are connected, there is a motion transmission relationship between the first object part and the second object part. This connection relationship can be a direct connection relationship or an indirect connection relationship. For example, in a direct connection relationship, the first object part can be an arm, and the second object part can be the torso. In an indirect connection relationship, the first object part can be an arm, and the second object part can be a leg. These two object parts are indirectly connected through the torso object part.

[0059] To illustrate, a connection between the first and second object parts means a direct connection between them. For example, in a virtual character, the first object part is the arm, and the second object part is the shoulder; the arm and shoulder are directly connected. Alternatively, a connection can also mean that the first object part is indirectly connected to the second object part through another object part. For example, in a virtual character, the first object part is the hand, and the second object part is the torso; the hand and torso are not directly connected but indirectly connected through the arm, which is another object part.

[0060] In other embodiments, the second object part refers to the object part that has a functional connection with the first object part among at least two object parts. That is, when the first object part and the second object part have a functional connection, there is a motion transmission relationship between the first object part and the second object part.

[0061] To illustrate, for a virtual character, if the first object part is the arm and the second object part is the leg, both the arm and the leg have the function of maintaining body balance. When the movement state of the first object part changes, in order to maintain the balance of the virtual character, the second object part will make corresponding changes. That is, there is a motion transmission relationship between the first object part and the second object part.

[0062] It should be noted that this application does not limit the first interactive operation to only the first object part. When the response range of the first interactive operation is large, the first interactive operation can not only act on the first object part, but also act on other object parts among at least two object parts, such as the third object part, or can also act on the second object part at the same time.

[0063] This application is only for the purpose of clear description. Any one of the object parts that the first interactive operation is applied to is referred to as the first object part. Taking the first object part as an example, this application is used to explain the interactive action feedback method provided by this application. It does not limit the first interactive operation to a specific interactive operation that only applies to one object part.

[0064] Step 330: In response to the first interactive operation, display the interactive feedback action of the virtual object.

[0065] Optionally, the interactive feedback action includes at least one of vibration and rotation.

[0066] (1) Vibration action.

[0067] In response to a first interactive operation, a first vibration action is displayed on a first object part of a virtual object; and a second vibration action is displayed on a second object part, which is transmitted by the motion of the first vibration action.

[0068] Vibration refers to the reciprocating motion performed by a part of an object. Schematic, vibration is usually periodic, meaning that the object starts from a certain position, returns to its original position after a period of time, and repeats this process.

[0069] The first vibration action is a vibration action generated by the force of the first interactive operation. Illustratively, the action parameters of the first vibration action are related to the operation parameters of the first interactive operation.

[0070] The second vibration is a consequent action triggered by the first vibration through motion transmission. Illustratively, the motion parameters of the second vibration are related to those of the first vibration.

[0071] In some embodiments, the number of second object parts that have a motion transmission relationship with the first object part can be one or more, and the motion transmission relationships between different second object parts and the first object part are different. Different second object parts can perform different second vibration actions.

[0072] In some embodiments, when at least two object parts include a fourth object part that has a motion transmission relationship with the second object part, in response to a first interactive operation, a vibration action performed by the fourth object part is displayed. This vibration action is a consequent action triggered by the second vibration action through the motion transmission relationship between the second and fourth object parts. Similarly, when at least two object parts include a fifth object part that has a motion transmission relationship with the fourth object part, in response to the first interactive operation, a vibration action performed by the fifth object part is displayed. This vibration action is a consequent action triggered by the vibration action performed by the fourth object part through the motion transmission relationship between the fourth and fifth object parts; further details are omitted here.

[0073] (2) Rotation.

[0074] In response to a first interactive operation, a first rotational action is performed on a first object part of a virtual object; and a second rotational action is performed on a second object part by motion transmission from the first rotational action.

[0075] Rotational motion refers to the circular motion of an object or part of it around a point or axis.

[0076] The first rotational motion is a rotational motion generated by the force of the first interactive operation.

[0077] The second rotational motion is a consequent motion triggered by the first rotational motion through a motion transmission relationship. Illustratively, the motion parameters of the second rotational motion are related to those of the first rotational motion.

[0078] In some embodiments, the number of second object parts that have a motion transmission relationship with the first object part can be one or more, and the motion transmission relationships between different second object parts and the first object part are different. Different second object parts can perform different second rotational actions.

[0079] In some embodiments, when at least two object parts include a fourth object part that has a motion transmission relationship with the second object part, in response to the first interaction operation, a rotational action performed by the fourth object part is displayed. This rotational action is a consequential action triggered by the second rotational action through the motion transmission relationship between the second and fourth object parts. Similarly, when at least two object parts include a fifth object part that has a motion transmission relationship with the fourth object part, in response to the first interaction operation, a rotational action performed by the fifth object part is displayed. This rotational action is a consequential action triggered by the rotational action performed by the fourth object part through the motion transmission relationship between the fourth and fifth object parts; further details are omitted here.

[0080] In this embodiment, the interactive feedback action is mainly implemented as vibration operation as an example for explanation.

[0081] In summary, the interactive motion feedback method provided in this application embodiment allows virtual objects in a virtual scene to have at least two object parts. By setting the motion transmission relationship between the at least two object parts, when a player triggers a first interactive operation on the first object part of the virtual object, not only will the first vibration action performed by the first object part be displayed, but a second vibration action will also be triggered on the second object part based on the motion transmission relationship. On the one hand, by setting the motion transmission relationship, the associated action effect (i.e., the second vibration action) generated by the first vibration action on the second object part can be automatically generated, eliminating the need for manual configuration of associated action effects and improving the configuration efficiency of interactive feedback. On the other hand, when the first interactive operation triggered by the player targets different object parts of the virtual object, different vibration actions will be triggered due to the motion transmission relationship between the object parts, clearly reflecting the differences in the first interactive operation performed by the player, thereby improving the efficiency of human-computer interaction.

[0082] The following example uses interactive feedback actions, including vibration actions. For illustration, please refer to Figure 4. The embodiment shown in Figure 3 can also be implemented as follows: steps 410 to 430.

[0083] Step 410: Display the virtual objects in the virtual scene.

[0084] A virtual object consists of at least two object parts.

[0085] In some embodiments, the virtual object corresponds to a three-dimensional skeletal model. Illustratively, the three-dimensional skeletal model is used to determine the shape and movement of the virtual object. The three-dimensional skeletal model consists of multiple bones, which are combined together according to a certain hierarchical relationship (i.e., bone hierarchy) to form the three-dimensional skeletal model.

[0086] Optionally, the 3D skeletal model includes a skeletal chain, which is a combination of multiple bones connected in a certain hierarchical order. For example, the torso bones, left thigh bones, and left calf bones form a skeletal chain, where the bone level of the torso bones is greater than that of the left thigh bones, which is greater than that of the left calf bones.

[0087] Optionally, the bones in the 3D skeletal model correspond to the object parts of the virtual object. For example, for a virtual character, the head bones correspond to the object part of the virtual character's head.

[0088] One object part can correspond to a single bone structure in a 3D skeletal model, or one object part can correspond to multiple bone structures in a 3D skeletal model, that is, one object part can correspond to a group of bones in a 3D skeletal model.

[0089] Step 420: Receive a first interaction operation applied to the first object part of at least two object parts.

[0090] In a schematic representation, the player controls a first virtual character to perform a first interactive operation on a first part of a virtual object. Optionally, this first interactive operation includes, but is not limited to: attack operations, skill release operations, item use operations, touch operations, grab operations, etc., which are not limited here.

[0091] There is a motion transmission relationship between the first object part and the second object part among at least two object parts.

[0092] In some embodiments, if the virtual object corresponds to a three-dimensional skeletal model, the first object part corresponds to the first bone group in the three-dimensional skeletal model, and the second object part corresponds to the second bone group in the three-dimensional skeletal model.

[0093] The first bone group refers to a group of bones in the 3D bone model that corresponds to the first object part. The number of bones in the first bone group can be one or more. If the first bone group includes multiple bones, the multiple bones are connected to each other.

[0094] The second bone group refers to a group of bones in the 3D bone model that corresponds to the second object part. The number of bones in the second bone group can be one or more. If the second bone group includes multiple bones, the multiple bones are connected to each other.

[0095] Optionally, the bone hierarchy of the first bone group is different from that of the second bone group. Illustratively, the bone hierarchy of the first bone group is higher than that of the second bone group, or the bone hierarchy of the first bone group is lower than that of the second bone group.

[0096] In a 3D skeletal model, the bone hierarchy defines the "parent-child relationship" between bones. Some bones are defined as "parent bones," while others are "child bones," with the "parent bone" having a higher bone hierarchy than the "child bones." In this application, the first bone group corresponding to the first object part is the "parent bone," and the second bone group corresponding to the second object part is the "child bone" of the first bone group; or, the first bone group corresponding to the first object part is the "child bone," and the second bone group corresponding to the second object part is the "parent bone" of the first bone group. That is, in this application, associated actions can be performed by a higher-level (or upper-chain) bone or a lower-level (or lower-chain) bone.

[0097] In this design, the first and second bone groups are located on the same skeletal chain. Illustratively, multiple bone groups on the same skeletal chain are interconnected, enabling motion transmission between the corresponding object parts. In other words, because the first and second bone groups are on the same skeletal chain, a motion transmission relationship is established between the first object part corresponding to the first bone group and the second object part corresponding to the second bone group.

[0098] Optionally, if the first bone group and the second bone group are directly connected, it is determined that there is a motion transmission relationship between the first object part and the second object part.

[0099] Alternatively, if the first bone group is indirectly connected to the second bone group through other bones, a motion transmission relationship is determined to exist between the first object part and the second object part. Optionally, if the first bone group is indirectly connected to the second bone group through other bones, and the first and second bone groups do not meet the requirement of complete attenuation, a motion transmission relationship is determined to exist between the first object part and the second object part.

[0100] For illustrative purposes, consider an example where a smaller vibration attenuation coefficient indicates a greater attenuation of the second motion parameter relative to the first motion parameter (see step 430 below for an explanation of the vibration attenuation coefficient). If the vibration attenuation coefficient between the first and second bone groups is greater than a preset attenuation value (which can be set to 0 or a small value), it is determined that the first and second bone groups do not meet the requirement of complete attenuation. Alternatively, if the number of bones in the interval between the first and second bone groups is less than a preset number, it is determined that the first and second bone groups do not meet the requirement of complete attenuation.

[0101] Step 430: In response to the first interactive operation, the first object part of the virtual object is displayed with the first motion parameter to perform a first vibration action, and the second object part of the virtual object is displayed with the second motion parameter to perform a second vibration action.

[0102] The first vibration action is a vibration action generated by the force of the first interactive operation, and the second vibration action is a follow-up action triggered by the first vibration action through the motion transmission relationship.

[0103] The first action parameter is used to indicate the intensity of the vibrational movement effect of the first interactive operation on the first object part. Optionally, the first action parameter includes at least one of vibration amplitude parameter, vibration acceleration parameter, and vibration velocity parameter. Wherein, the vibration amplitude parameter refers to the vibrational movement amplitude of the first bone group, the vibration acceleration parameter refers to the vibrational movement acceleration of the first bone group, and the vibration velocity parameter refers to the vibrational movement velocity of the first bone group.

[0104] Optionally, different interactive operations have varying degrees of influence on the vibration state of the first object part, and the actual value of the first action parameter reflects the degree of influence of the first interactive operation on the vibration state of the first object part. Taking the first action parameter as vibration amplitude as an example, if the first interactive operation is a normal attack skill, the vibration amplitude value is relatively small; if the first interactive operation is a powerful attack skill, the vibration amplitude value is relatively large.

[0105] The second action parameter is determined by the first action parameter. Optionally, there is a one-to-one correspondence between the first action parameter and the second action parameter. For example, if the first action parameter includes the vibration amplitude, then the second action parameter also includes the vibration amplitude.

[0106] The following describes the method for determining the first and second motion parameters from the perspective of a 3D skeletal model. Optionally, the method for determining the second motion parameters also includes the following steps:

[0107] Step 1: In response to the first interactive operation, obtain the first motion parameters corresponding to the first skeleton group.

[0108] Optionally, in response to the first interactive operation, the vibration parameters corresponding to the first interactive operation are obtained, and the vibration parameters corresponding to the first interactive operation are mapped to the first action parameters.

[0109] Regarding vibration parameters:

[0110] The vibration parameters include at least one of vibration duration, vibration frequency, and vibration direction. Vibration duration refers to the duration of vibration of the first skeletal group, vibration frequency refers to the number of vibration movements of the first skeletal group per unit time (e.g., one reciprocating motion is one vibration movement), and vibration direction refers to the direction of vibration movement of the first skeletal group.

[0111] Optionally, in response to the first interactive operation, the operation parameters corresponding to the first interactive operation are obtained, and the operation parameters corresponding to the first interactive operation are mapped to vibration parameters.

[0112] Indicatively, the operation parameters of the first interactive operation are mapped to vibration parameters according to the first mapping relationship, wherein the first mapping relationship refers to the pre-set mapping relationship between the operation parameters of the first interactive operation and the vibration parameters.

[0113] Optionally, the operation parameters of the first interactive operation include at least one of operation type, operation intensity, and operation duration. For operation type, different vibration parameters (values) are set for different operation types; for operation intensity, different operation intensities correspond to different vibration parameters (values); for operation duration, operation duration refers to the trigger duration of the trigger operation corresponding to the first interactive operation (e.g., the long press duration of the "attack" operation), and different operation durations correspond to different vibration parameters (values).

[0114] For the first action parameter:

[0115] (i) If the first action parameter is implemented as the vibration amplitude parameter.

[0116] Taking vibration parameters including vibration duration, vibration frequency, and vibration direction as an example, vibration duration, vibration frequency, and vibration direction are mapped to vibration amplitude parameters.

[0117] The mapping relationship between vibration duration, vibration frequency, vibration direction and vibration amplitude parameters is either linear or nonlinear, and no limitation is imposed here.

[0118] Alternatively, the method for mapping vibration duration, vibration frequency, and vibration direction to vibration amplitude parameters also includes:

[0119] (1) Determine the vibration amplitude coefficient based on vibration duration and vibration frequency.

[0120] The vibration amplitude coefficient is positively correlated with the vibration duration, and the vibration amplitude coefficient is positively correlated with the vibration frequency.

[0121] In some embodiments, a first amplitude coefficient corresponding to the vibration duration is obtained, which is used to characterize the positive correlation between the vibration duration and the vibration amplitude parameter; a second amplitude coefficient corresponding to the vibration frequency is obtained, which is used to characterize the positive correlation between the vibration frequency and the vibration amplitude parameter; the first amplitude coefficient and the second amplitude coefficient are fused to obtain the vibration amplitude coefficient. Illustratively, the first amplitude coefficient and the second amplitude coefficient are added together to obtain the vibration amplitude coefficient; or the average of the first amplitude coefficient and the second amplitude coefficient is calculated as the vibration amplitude coefficient, etc., without limitation here.

[0122] In other embodiments, the number of vibrations corresponding to the vibration duration and vibration frequency is calculated. Schematic, the number of vibrations is obtained by multiplying the vibration duration and vibration frequency. The third amplitude coefficient corresponding to the number of vibrations is obtained as the vibration amplitude coefficient. The third amplitude coefficient is used to characterize the positive correlation between the number of vibrations and the vibration amplitude coefficient.

[0123] (2) Determine the vibration amplitude to be adjusted based on the vibration amplitude coefficient.

[0124] Optionally, a preset vibration amplitude corresponding to the first bone group is obtained; the preset vibration amplitude is adjusted based on the vibration amplitude coefficient to obtain the vibration amplitude to be adjusted. Illustratively, the vibration amplitude coefficient and the preset vibration amplitude are multiplied to obtain the vibration amplitude to be adjusted.

[0125] In some embodiments, the preset vibration amplitude is the vibration amplitude pre-set for the first bone group.

[0126] In other embodiments, the bone group density corresponding to the first bone group is obtained, and the bone group density is used to characterize the bone density information in the first bone group; a preset vibration amplitude is determined based on the bone group density. The bone density information reflects the compactness of the bones, and bones with different densities will have different vibration amplitudes when subjected to the same intensity of external force (such as the force of the first interactive operation).

[0127] If the first bone group contains only one bone:

[0128] The bone density corresponding to this bone is used as the bone group density corresponding to the first bone group, where the bone density corresponding to the bone is a pre-set bone attribute parameter.

[0129] If the first bone group includes multiple bones:

[0130] Obtain the bone density corresponding to at least two bones respectively; determine the bone group density based on the bone density corresponding to at least two bones respectively, for example: calculate the average of the bone density corresponding to at least two bones respectively as the bone group density; or, calculate the weighted average of the bone density corresponding to at least two bones respectively as the bone group density, where the bone weight is positively correlated with the bone volume.

[0131] In the above scheme, the bone density of a bone group is determined by obtaining the bone density of multiple bones. This allows for a comprehensive consideration of the bone density of different parts of the body, thus providing a more complete picture of the bone density information of the bone group.

[0132] Alternatively, determine the center of gravity position of the first bone group based on the bone poses of at least two bones; obtain the bone offset distances between the at least two bones and their respective center of gravity positions; determine the target bone among the at least two bones based on the bone offset distances, wherein the bone offset distance of the target bone is less than the bone offset distances of the other bones; and obtain the bone density of the target bone as the bone group density.

[0133] Determine the bone's center of gravity position: Determine the mass and centroid coordinates of at least two bones. The centroid of a bone refers to the point where the bone's mass is concentrated. For a spherical bone with uniformly distributed mass, the centroid is at the center of the sphere. The centroid can be a pre-defined point on the bone. Determine the coordinates of the bone's centroid based on the current position of the bone. The bone mass is a pre-defined bone attribute parameter. Then, determine the weights of at least two bones based on their mass. Mass and weight are positively correlated. Finally, calculate the weighted average of the centroid coordinates of at least two bones based on their respective weights to obtain the bone's center of gravity coordinates, which is the position of the first bone group's center of gravity. Determine the bone offset distance: After obtaining the bone's center of gravity coordinates, determine the centroid coordinates of at least two bones. Calculate the difference between the bone's center of gravity coordinates and its centroid coordinates as the bone offset distance. Determine the target bone: Determine the minimum distance among the bone offset distances of at least two bones. The bone corresponding to this minimum distance is determined as the target bone. Determine the bone group density: Obtain the bone density of the target bone as the bone group density.

[0134] In the above scheme, the center of gravity of the skeleton and the target skeleton are determined according to different postures, so as to flexibly obtain the skeleton group density and provide more targeted and accurate skeleton group density information.

[0135] After determining the bone group density, a preset vibration amplitude is determined based on the bone group density. Optionally, there is a negative correlation between the bone group density and the preset vibration amplitude. In the above embodiment, the preset vibration amplitude is determined by obtaining the bone group density corresponding to the first bone group, thereby improving the accuracy and authenticity of the finally obtained vibration amplitude parameters.

[0136] (3) The vibration amplitude parameter is obtained by adjusting the vibration direction to adjust the vibration amplitude to be adjusted.

[0137] Optionally, the amplitude component of the vibration amplitude to be adjusted in the vibration direction is obtained as the vibration amplitude parameter. Illustratively, the vibration amplitude to be adjusted corresponds to a preset vibration direction. If the preset vibration direction and the vibration direction are exactly the same, the vibration amplitude to be adjusted is directly used as the vibration amplitude parameter; if the preset vibration direction and the vibration direction are different, the component of the vibration amplitude to be adjusted in the preset vibration direction in the vibration direction is obtained as the vibration amplitude parameter.

[0138] Optionally, a resistance parameter is determined based on the vibration direction. This resistance parameter characterizes the resistance experienced by the first skeleton group when performing a vibrational action in the vibration direction. The vibration amplitude to be adjusted is then obtained based on the resistance parameter to obtain the vibration amplitude parameter. Illustratively, in a three-dimensional simulation environment, the resistance experienced by the first skeleton group when it moves in the vibration direction is obtained as the resistance parameter. This resistance parameter is negatively correlated with the vibration amplitude parameter; that is, the larger the resistance parameter, the smaller the vibration amplitude parameter. Therefore, after obtaining the resistance parameter, the product of the reciprocal of the resistance parameter and the vibration amplitude to be adjusted is calculated, and this product is used as the vibration amplitude parameter.

[0139] In the above scheme, by specifying the vibration direction to determine the resistance parameter, the resistance faced by the skeletal assembly in a specific vibration direction can be accurately focused. Adjusting the vibration amplitude based on the resistance parameter allows the obtained vibration amplitude parameter to better reflect the actual range of motion that the skeletal assembly can achieve in that vibration direction, thus improving the accuracy of the determined vibration amplitude parameter.

[0140] In the above embodiments, the vibration amplitude parameter is obtained by comprehensively considering the vibration duration, vibration frequency and vibration direction as the first action parameter, thereby accurately simulating the vibration movement of the first skeleton group under different interactive operations, thus improving the rationality and accuracy of the first vibration action.

[0141] (ii) If the first action parameter is implemented as the acceleration amplitude parameter.

[0142] Optionally, the vibration force is determined based on the vibration frequency and vibration duration; the vibration acceleration is determined based on the force component of the vibration force in the vibration direction.

[0143] Schematic, vibration frequency and duration are mapped to vibration force according to a second mapping relationship. This second mapping relationship is a pre-defined mapping between vibration frequency and duration and vibration force, which can be linear or non-linear. Optionally, vibration frequency and duration are positively correlated with vibration force. After determining the vibration force, it corresponds to a preset force direction. The component of the preset force direction in the vibration direction is calculated as the force component. After obtaining the force component, the mass of the first bone group is obtained, and the vibration acceleration is determined based on the mass and the force component.

[0144] In the above embodiments, vibration acceleration parameters are obtained by comprehensively considering vibration duration, vibration frequency and vibration direction as the first action parameters, thereby accurately simulating the vibration motion of the first skeleton group under different interactive operations, thus improving the rationality and accuracy of the first vibration action.

[0145] It should be noted that the above examples of determining the first motion parameter are merely illustrative and are not intended to limit the scope of this application.

[0146] In the above embodiments, by mapping the vibration information of multiple dimensions involved in the first interactive operation to a unified first action parameter, the complexity of calculating the attenuation of the first vibration action is reduced and the calculation efficiency is improved.

[0147] Step 2: Based on the vibration attenuation coefficient between the first and second bone groups, determine the second motion parameters according to the first motion parameters.

[0148] The vibration attenuation coefficient between the first and second bone groups is used to characterize the attenuation of the vibration intensity of the second motion parameter relative to the first motion parameter. That is, the vibration attenuation coefficient between the first and second bone groups indicates the vibration attenuation caused by the transmission of the first vibration motion from the first bone group to the second bone group. Optionally, the vibration attenuation coefficients corresponding to different first motion parameters can be the same or different.

[0149] In this embodiment, the smaller the vibration attenuation coefficient, the greater the attenuation of the second action parameter relative to the first action parameter; or, the larger the vibration attenuation coefficient, the greater the attenuation of the second action parameter relative to the first action parameter. In this embodiment, the example of "the smaller the vibration attenuation coefficient, the greater the attenuation of the second action parameter relative to the first action parameter" is mainly used for explanation.

[0150] In the above embodiments, the second motion parameter is determined by introducing a vibration attenuation coefficient. Since the attenuation of motion transmission between different bone groups is taken into account, the associated motion (second vibration motion) is accurately simulated, thereby improving the rationality of the final vibration motion.

[0151] Optionally, the method for determining the vibration attenuation coefficient between the first and second bone groups includes at least one of the following methods:

[0152] Method 1: Determine the vibration attenuation coefficient based on the skeletal hierarchy.

[0153] The first and second skeletal groups correspond to different skeletal levels.

[0154] Optionally, if the bone level corresponding to the second bone group conforms to a first hierarchical relationship with the bone level corresponding to the first bone group, the first attenuation coefficient is determined as the vibration attenuation coefficient between the first bone group and the second bone group; if the bone level corresponding to the second bone group conforms to a second hierarchical relationship with the bone level corresponding to the first bone group, the second attenuation coefficient is determined as the vibration attenuation coefficient between the first bone group and the second bone group; wherein, if the first hierarchical relationship and the second hierarchical relationship are different, the first attenuation coefficient and the second attenuation coefficient are different.

[0155] Optionally, if the bone level corresponding to the second bone group is higher than the bone level corresponding to the first bone group, the first attenuation coefficient is determined as the vibration attenuation coefficient between the first bone group and the second bone group.

[0156] In a schematic way, the first bone group corresponding to the first object part is the "child bone", and the second bone group corresponding to the second object part is the "parent bone" of the first bone group. This means that the bone level corresponding to the second bone group is higher than the bone level corresponding to the first bone group, and the bone level corresponding to the second bone group and the bone level corresponding to the first bone group conform to the first level relationship.

[0157] Alternatively, if the first bone group corresponding to the first object part is the "child bone", the sixth bone group corresponding to the sixth object part among at least two object parts is the "parent bone" of the first bone group, and the second bone group corresponding to the second object part is the "parent bone" of the sixth bone group, then it means that the bone level corresponding to the second bone group is higher than the bone level corresponding to the first bone group, and the bone level corresponding to the second bone group and the bone level corresponding to the first bone group conform to the first level relationship.

[0158] Optionally, if the bone level corresponding to the second bone group is lower than the bone level corresponding to the first bone group, the second attenuation coefficient is determined as the vibration attenuation coefficient between the first bone group and the second bone group.

[0159] Indicatively, the first bone group corresponding to the first object part is the "parent bone", and the second bone group corresponding to the second object part is the "child bone" of the first bone group. This means that the bone level corresponding to the second bone group is lower than the bone level corresponding to the first bone group, and the bone level corresponding to the second bone group and the bone level corresponding to the first bone group conform to the second level relationship.

[0160] Alternatively, if the first bone group corresponding to the first object part is the "parent bone", the seventh bone group corresponding to the seventh object part in at least two object parts is the "child bone" of the first bone group, and the second bone group corresponding to the second object part is the "child bone" of the seventh bone group, then it means that the bone level corresponding to the second bone group is lower than the bone level corresponding to the first bone group, and the bone level corresponding to the second bone group and the bone level corresponding to the first bone group conform to the second level relationship.

[0161] In some embodiments, if the smaller the vibration attenuation coefficient, the greater the attenuation of the second action parameter relative to the first action parameter, then the first attenuation coefficient can be set to be less than the second attenuation coefficient, indicating that the vibrational movement influence intensity of the lower-level bone group on the higher-level bone group is less than the vibrational movement influence intensity of the higher-level bone group on the lower-level bone group.

[0162] The above method considers different skeletal hierarchical relationships and can determine different vibration attenuation coefficients for different hierarchical relationships, realizing the motion transmission of the first vibration action "upward" (towards a higher skeletal level) and "downward" (towards a lower skeletal level), improving the diversity and overall coordination of interactive feedback actions.

[0163] Method 2: Determine the vibration attenuation coefficient based on the relative positional relationship between the parts of the object.

[0164] Based on the first relative positional relationship between the first object part and the second object part, the vibration attenuation coefficient between the first bone group and the second bone group is determined.

[0165] The first relative positional relationship includes at least one of distance relationship and orientation relationship. The distance relationship is used to indicate the distance between the first object part and the second object part, and the orientation relationship is used to indicate the orientation of the second object part relative to the first object part.

[0166] Regarding distance relationships:

[0167] Schematic, the first relative positional relationship is used to indicate the distance between the first object part and the second object part. When the vibration attenuation coefficient is smaller and the attenuation amplitude of the second motion parameter relative to the first motion parameter is larger, the distance between the first object part and the second object part is positively correlated with the vibration attenuation coefficient between the first bone and the second bone. That is, the larger the distance between the first object part and the second object part, the smaller the attenuation amplitude of the second motion parameter relative to the first motion parameter.

[0168] Regarding directional relationships:

[0169] This is illustrative; different orientations correspond to different vibration attenuation coefficients. For example, if the second object is above the first object, the vibration attenuation coefficient between the first and second bones is the third attenuation coefficient; if the second object is below the first object, the vibration attenuation coefficient between the first and second bones is the fourth attenuation coefficient. The third and fourth attenuation coefficients are different.

[0170] In the above method, motion parameters are determined based on the relative positional relationships between object parts. Under different relative positional relationships, the motion parameters can accurately reflect the differences, better demonstrating the different states of each object part in space and the mutual influence of their movements. In particular, by clarifying the correlation between distance relationships and vibration attenuation coefficients and setting different vibration attenuation coefficients for different orientation relationships, the attenuation of movements between bones corresponding to different object parts can be finely adjusted, thereby improving the accuracy of interactive feedback movements.

[0171] It should be noted that the above examples of methods for determining the vibration attenuation coefficient are merely illustrative and are not limited in this application. For example, an attenuation coefficient can be determined according to method one and method two respectively, and then the two attenuation coefficients can be weighted and fused to obtain the vibration attenuation coefficient.

[0172] In some embodiments, when the first bone group and the second bone group are directly connected, a vibration attenuation coefficient between the first bone group and the second bone group is determined. Illustratively, the vibration attenuation coefficient between the first bone group and the second bone group is determined by the methods described in Method 1 and / or Method 2 above; or, the vibration attenuation coefficient between the first bone group and the second bone group is a pre-set attenuation coefficient.

[0173] In other embodiments, when the first bone group is indirectly connected to the second bone group via other bones, a vibration attenuation coefficient between the first and second bone groups is determined. Illustratively, the vibration attenuation coefficient between the first and second bone groups is determined using the methods described in Method 1 and / or Method 2 above.

[0174] For cases where the first bone group is indirectly connected to the second bone group through other bones:

[0175] (1) Optionally, the vibration attenuation coefficient between the first bone group and the second bone group is determined by at least one of the number of bones and bone type of the intervening bones between the first bone group and the second bone group.

[0176] Taking the example that the smaller the vibration attenuation coefficient, the greater the attenuation of the second motion parameter relative to the first motion parameter, we first set the basic vibration attenuation coefficient for different types of bones. For example, the torso is indirectly connected to the left thigh and the left calf. The basic vibration attenuation coefficient for the torso is 0.6, the basic vibration attenuation coefficient for the left thigh is 0.5, and the basic vibration attenuation coefficient for the left calf is 0.8.

[0177] Schematic diagram: The attenuation parameter is determined based on the bone type of the interstitial bones. Therefore, the vibration attenuation coefficient from the torso to the left lower leg could be 0.5 × 0.8 = 0.4, and the vibration attenuation coefficient from the left lower leg to the torso could be 0.5 × 0.6 = 0.3. The attenuation parameter is determined based on the number of interstitial bones. Therefore, the vibration attenuation coefficient from the torso to the left lower leg could be 0.8 - 0.1 (increasing by 0.1 for each additional interstitial bone) = 0.7, and the vibration attenuation coefficient from the left lower leg to the torso could be 0.6 - 0.1 = 0.5. The attenuation parameter is determined based on both the number and bone type of the interstitial bones. Therefore, the vibration attenuation coefficient from the torso to the left lower leg could be (0.5 × 0.8) - 0.1 (increasing by 0.1 for each additional interstitial bone) = 0.3, and the vibration attenuation coefficient from the left lower leg to the torso could be (0.5 × 0.6) - 0.1 = 0.2.

[0178] (2) Optionally, taking the case where a target bone group is included between the first bone group and the second bone group as an example, the above-mentioned second action parameter is determined by the first action parameter and the target action parameter corresponding to the target bone group, wherein the target action parameter is determined by the first action parameter.

[0179] For illustrative purposes, the process of determining the target motion parameters from the first motion parameters can be referenced to the process of determining the second motion parameters from the first motion parameters (in the case where the first and second bone groups are directly connected), which will not be elaborated here.

[0180] The method for determining the second motion parameter from the first motion parameter and the target motion parameter includes: determining the first candidate motion parameter based on the attenuation coefficient between the first skeleton group and the second skeleton group; determining the second candidate motion parameter based on the target motion parameter based on the attenuation coefficient between the target skeleton group and the second skeleton group; and fusing the first candidate motion parameter and the second candidate motion parameter to obtain the second motion parameter.

[0181] Optionally, the sum or weighted sum of the first candidate action parameter and the second candidate action parameter is calculated as the second action parameter.

[0182] In some embodiments, after the first object part performs a first vibration action, the first position of the first object part is determined; based on the second relative positional relationship between the first position and the object center point of the virtual object, the second action parameters corresponding to the second object part are determined.

[0183] In a schematic manner, the first motion parameters corresponding to the first skeleton are obtained; after the first object part of the virtual object performs a first vibration action with the first motion parameters, the first position of the current first object part is determined; then, based on the second relative positional relationship between the first position and the object center point of the virtual object, the second motion parameters corresponding to the second object part are determined.

[0184] Optionally, if the second relative positional relationship between the first position and the center point of the virtual object indicates that the virtual object has an imbalance trend, the second action parameter corresponding to the second object part is determined based on the balance relationship between the first object part and the second object part.

[0185] By analyzing the second relative positional relationship between the first position and the center point of the virtual object, it can be determined whether the virtual object has a tendency to become unbalanced. Illustratively, multiple parts of the virtual object correspond to mass information. After the first object performs the first vibration action, based on the position and mass of each part, the current center of gravity position of the first object is determined. If the distance between this center of gravity position and the preset center of gravity position of the virtual object in a balanced state is greater than a preset distance, then it is determined that the virtual object has a tendency to become unbalanced.

[0186] If it is determined that the virtual object is showing a tendency to become unbalanced, a second action parameter can be determined based on the balance relationship between the first object part and the second object part. The second vibration action corresponding to this second action parameter can adjust the posture of the virtual object so that the virtual object can maintain balance.

[0187] Schematic illustration: When an imbalance trend occurs, the offset vector between the current center of gravity position and the preset center of gravity position in equilibrium is calculated. This offset vector can be decomposed into a horizontal component dx and a vertical component dy. Based on the mass ratio m1 / m2 of the first and second object parts and their distances from the object's center point, the required vibration of the second object part (i.e., the value of the second motion parameter) is determined to counteract the center of gravity shift. For example: if the first object part is on the left side of the virtual object, causing the center of gravity to shift to the left, and the second object part is on the right side, then the distance h that the second object part needs to move to the right can be calculated based on the horizontal component dx, the mass ratio m1 / m2, and the ratio of their distances from the object's center point. Assuming the distance from the first object part to the center point is x1 and the distance from the second object part to the center point is x2, we can obtain h = m1 / m2 × x1 / x2 × dx. This movement distance h can be used to determine the second motion parameter.

[0188] In the above embodiments, by acquiring the positional changes caused by the movements of various parts of the virtual object in real time, analyzing whether there is an imbalance trend, and determining the corresponding action parameters based on the balance relationship between the parts of the object to adjust the posture, the virtual object can effectively avoid imbalance, tilting and other situations that do not conform to physical common sense, and further improve the realism and accuracy of interactive feedback actions.

[0189] In some embodiments, when the first motion parameters meet the traction requirements corresponding to the second object part, the first object part of the virtual object is displayed to perform a first vibration action with the first motion parameters, and the second object part of the virtual object is displayed to perform a second vibration action with the second motion parameters.

[0190] Optionally, if the first action parameter reaches the vibration parameter threshold corresponding to the second object part, the first object part of the virtual object is displayed to perform a first vibration action with the first action parameter, and the second object part of the virtual object is displayed to perform a second vibration action with the second action parameter.

[0191] To illustrate, taking the first action parameter as the vibration amplitude parameter as an example, the vibration amplitude parameter of the second bone group can be determined based on the vibration amplitude parameter of the first bone group. If the vibration amplitude parameter of the second bone group is greater than or equal to the minimum amplitude threshold of the second object part being vibrated, it means that the first action parameter meets the traction requirements corresponding to the second object part. At this time, the second vibration action will be triggered based on the second action parameter, the vibration amplitude parameter of the second bone group.

[0192] Optionally, different first action parameters determine different second action parameters, resulting in different second vibration actions. For illustration, please refer to Figures 5 and 6.

[0193] As shown in Figure 5, the virtual scene 500 contains a virtual monster 501 and a virtual character 502 controlled by the player. The entire body of the virtual monster 501 is composed of a head, torso, limbs, wings, tail, and other parts. There are motion transmission relationships between these parts.

[0194] Figure 5 illustrates this by taking the example of the motion transmission relationship between the wing and the trunk, and the motion transmission relationship between the trunk and the limbs.

[0195] When the player controls the virtual character 502 to attack the wing part of the virtual monster 501 using the virtual heavy prop 503, the computer device will obtain the vibration amplitude of the bone group corresponding to the wing part. If the vibration amplitude of the bone group corresponding to the wing part is greater than or equal to the minimum amplitude threshold of the wing vibration, it will continue to calculate the vibration amplitude of the bone group corresponding to the torso part based on the vibration amplitude of the bone group corresponding to the wing part. If the vibration amplitude of the bone group corresponding to the torso part is greater than or equal to the minimum amplitude threshold of the torso backward, it will continue to calculate the vibration amplitude of the bone group corresponding to the limbs based on the vibration amplitude of the bone group corresponding to the torso part. If the vibration amplitude of the bone group corresponding to the right foot in the limbs is greater than or equal to the minimum amplitude threshold of the right foot being raised, the virtual scene 500 will display the hit feedback action of the virtual monster 501. The hit feedback action includes the following actions: (1) the action effect of the virtual monster 501's wings vibrating and being destroyed; (2) the action effect of the virtual monster 501's torso backward; (3) the action effect of the virtual monster 501's right foot being raised.

[0196] After the above-mentioned impact feedback action is performed, due to the large attack force of the virtual heavy prop 503, the vibration amplitude of the bone group corresponding to the wing part is large. Therefore, the movement effect of the virtual monster 501's torso leaning back and the movement effect of the virtual monster 501's right foot lifting up are large, resulting in the overall backward force dissipation movement effect of the virtual monster 501.

[0197] Figure 6 illustrates this by taking the relationship between the torso and the head as an example of motion transmission.

[0198] As shown in Figure 6, in the virtual scene 500, when the player controls the virtual character 502 to use the virtual powerful skill 504 to attack the torso of the virtual monster 501, the computer device will obtain the vibration amplitude of the bone group corresponding to the torso. If the vibration amplitude of the bone group corresponding to the torso is greater than or equal to the minimum amplitude threshold of the torso offset, the vibration amplitude of the bone group corresponding to the head will continue to be calculated based on the vibration amplitude of the bone group corresponding to the torso. Since the vibration amplitude of the bone group corresponding to the head is greater than or equal to the minimum amplitude threshold of the head swing, the virtual scene 500 will display the hit feedback action of the virtual monster 501 to the virtual powerful skill 504. The hit feedback action includes the following actions: (1) the action effect of the torso offset of the virtual monster 501; (2) the action effect of the head swing of the virtual monster 501.

[0199] Because the attack power of the virtual powerful skill 504 is less than that of the virtual heavy item 503, the amplitude of the action effect produced by the virtual monster 501 when attacked by the virtual heavy item 503 is less than that produced when attacked by the virtual powerful skill 504. As shown in Figure 5, a backward tilting motion effect is produced, while in Figure 6, only a torso shifting motion effect is produced.

[0200] In some embodiments, if the first action parameter does not meet the traction requirements corresponding to the second object part, the first object part of the virtual object is displayed with the first action parameter to perform the first vibration action, and the second object part of the virtual object is not displayed to perform the second vibration action.

[0201] Optionally, if the first action parameter does not reach the vibration parameter threshold corresponding to the second object part, the first object part of the virtual object is displayed with the first action parameter to perform the first vibration action, and the second object part of the virtual object is not displayed to perform the second vibration action.

[0202] To illustrate, taking the vibration amplitude of the first bone group as the first action parameter as an example, the vibration amplitude of the second bone group can be determined based on the vibration amplitude of the first bone group. If the vibration amplitude of the second bone group is less than the minimum amplitude threshold that the second object part needs to be vibrated, then the first action parameter does not meet the traction requirements corresponding to the second object part. At this time, the second vibration action will not be triggered based on the vibration amplitude of the second bone group as the second action parameter.

[0203] Figure 7 illustrates this by taking the relationship between the torso and the head as an example of motion transmission.

[0204] As shown in Figure 7, in the virtual scene 500, when the player controls the virtual character 502 to attack the torso of the virtual monster 501 using the virtual normal skill 505 (the attack power of the virtual powerful skill 504 is greater than that of the virtual normal skill 505), the computer device acquires the vibration amplitude of the bone group corresponding to the torso. If the vibration amplitude of the bone group corresponding to the torso is greater than or equal to the minimum amplitude threshold of the torso offset, the computer will continue to calculate the vibration amplitude of the bone group corresponding to the head based on the vibration amplitude of the bone group corresponding to the torso. Since the vibration amplitude of the bone group corresponding to the head is less than the minimum amplitude threshold of the head swing, the virtual scene 500 will not display the head swinging action effect of the virtual monster 501. Therefore, the hit feedback action of the virtual monster 501 to the virtual normal skill 505 only includes the torso offset action effect of the virtual monster 501, and the torso offset amplitude shown in Figure 7 is less than the torso offset amplitude shown in Figure 6.

[0205] In summary, the interactive motion feedback method provided in this application embodiment has at least two object parts in the virtual scene. By setting a motion transmission relationship between the at least two object parts, when the player triggers a first interactive operation on the first object part of the virtual object, if the first interactive operation is applied to the first object part, the first object part can be displayed to perform a first vibration action with a first action parameter, and the second object part can be displayed to perform a second vibration action with a second action parameter. The second action parameter can be automatically determined by the first action parameter, avoiding the process of manually configuring the second action parameter, thereby improving the configuration efficiency of the second vibration action.

[0206] The following explanation uses interactive feedback actions, including rotation actions, as an example.

[0207] In some embodiments, in response to a first interactive operation, a first rotational action performed by a first object part of a virtual object is displayed, and a second rotational action performed by a second object part by motion transmission from the first rotational action is displayed.

[0208] The first rotational action is a rotational action generated by the force of the first interactive operation, and the second rotational action is a follow-up action triggered by the first rotational action through the motion transmission relationship.

[0209] Optionally, in response to the first interactive operation, a first rotation action is performed on the first object part of the virtual object displayed with a first rotation parameter, and a second rotation action is performed on the second object part of the virtual object displayed with a second rotation parameter.

[0210] The first rotation parameter indicates the intensity of the influence of the first interactive operation on the rotational motion of the first object part. Optionally, different interactive operations have different degrees of influence on the rotational motion state of the first object part, and the actual value of the first action parameter reflects the degree of influence of the first interactive operation on the rotational motion state of the first object part. The second rotation parameter is determined by the first rotation parameter. Optionally, there is a one-to-one correspondence between the first action parameter and the second action parameter.

[0211] The following describes the method for determining the first and second rotation parameters from the perspective of a 3D skeletal model. Optionally, the method for determining the second motion parameter also includes the following steps:

[0212] Step 1: In response to the first interactive operation, obtain the first rotation parameters corresponding to the first bone group.

[0213] Optionally, in response to the first interactive operation, the rotation parameters corresponding to the first interactive operation are obtained, and the rotation parameters corresponding to the first interactive operation are mapped to the first rotation parameters.

[0214] Regarding rotation parameters:

[0215] Rotation parameters include at least one of the following: rotation axis, rotation duration, rotation frequency, etc.

[0216] Optionally, in response to the first interactive operation, the operation parameters corresponding to the first interactive operation are obtained, and the operation parameters corresponding to the first interactive operation are mapped to vibration parameters. Here, the rotation duration refers to the duration of rotation of the first bone group, and the rotation frequency refers to the number of rotation movements of the first bone group per unit time (e.g., one rotation around the rotation axis is one rotation movement).

[0217] Optionally, in response to the first interactive operation, the operation parameters corresponding to the first interactive operation are obtained, and the operation parameters corresponding to the first interactive operation are mapped to rotation parameters.

[0218] Indicatively, the operation parameters of the first interactive operation are mapped to rotation parameters according to the third mapping relationship, where the third mapping relationship refers to the pre-set mapping relationship between the operation parameters and rotation parameters of the first interactive operation.

[0219] Optionally, the operation parameters of the first interactive operation include at least one of operation type, operation intensity, and operation duration. For operation type, different rotation parameters (values) are set for different operation types; for operation intensity, different operation intensities correspond to different rotation parameters (values); for operation duration, operation duration refers to the trigger duration of the trigger operation corresponding to the first interactive operation (e.g., the long press duration of the "attack" operation), and different operation durations correspond to different rotation parameters (values).

[0220] For the first rotation parameter:

[0221] Optionally, in response to the first interactive operation, the rotation duration and rotation frequency corresponding to the first interactive operation are obtained; and the rotation duration and rotation frequency are mapped to the first rotation parameter.

[0222] The rotation duration and rotation frequency corresponding to the first interactive operation are mapped to rotation motion parameters according to the second mapping relationship; wherein, the mapped rotation motion parameters can be regarded as the first rotation parameters of the first skeleton group.

[0223] Optionally, the fourth mapping relationship refers to the mapping relationship between the rotation duration and rotation frequency corresponding to the first interactive operation set in advance and the first rotation parameters corresponding to the first bone group.

[0224] Optionally, the first rotation parameters corresponding to the first bone group include the X-axis rotation intensity, the Y-axis rotation intensity, and the Z-axis rotation intensity corresponding to the first bone group.

[0225] Schematic, the X-axis rotation duration and frequency of the first bone group are mapped to the corresponding X-axis rotation intensity according to the first sub-mapping relationship in the fourth mapping relationship. The Y-axis rotation duration and frequency of the first bone group are mapped to the corresponding Y-axis rotation intensity according to the second sub-mapping relationship in the fourth mapping relationship. The Z-axis rotation duration and frequency of the first bone group are mapped to the corresponding Z-axis rotation intensity according to the third sub-mapping relationship in the fourth mapping relationship. The first, second, and third sub-mapping relationships can be the same or different. The X-axis rotation intensity, Y-axis rotation intensity, and Z-axis rotation intensity are used as the first rotation parameters of the first bone group.

[0226] Step 2: Based on the rotational attenuation coefficient between the first and second bone groups, determine the rotational motion parameters corresponding to the second bone group as the second motion parameters according to the rotational motion parameters corresponding to the first interactive operation.

[0227] Optionally, the method for determining the rotational attenuation coefficient can refer to the method for determining the vibration attenuation coefficient in step 430, which will not be repeated here. The rotational attenuation coefficients corresponding to the X-axis rotational intensity, Y-axis rotational intensity, and Z-axis rotational intensity can be the same or different.

[0228] In the above embodiments, by mapping the rotation information of multiple dimensions involved in the first interactive operation, namely the rotation duration and rotation frequency, to the first rotation parameters, the complexity of calculating the attenuation of the first rotation action is reduced and the computational efficiency is improved.

[0229] In summary, the interactive motion feedback method provided in this application embodiment has at least two object parts in the virtual scene. By setting a motion transmission relationship between the at least two object parts, when the player triggers a first interactive operation on the first object part of the virtual object, if the first interactive operation is applied to the first object part, the first object part can be displayed to perform a first rotation action with a first action parameter, and the second object part can be displayed to perform a second rotation action with a second action parameter. The second rotation parameter can be automatically determined by the first rotation parameter, avoiding the process of manually configuring the second rotation parameter, thereby improving the configuration efficiency of the second rotation action.

[0230] In some embodiments, the example is an interactive operation applied to a first object portion and a third object portion. Illustratively, please refer to FIG8; the embodiment shown in FIG3 or FIG4 above further includes steps 801 to 803.

[0231] Step 801: Display the virtual objects in the virtual scene.

[0232] A virtual object consists of at least two object parts.

[0233] In some embodiments, the virtual object corresponds to a three-dimensional skeletal model. Optionally, the bones in the three-dimensional skeletal model correspond to the object parts of the virtual object.

[0234] Step 802: Receive a second interactive operation applied to the first object part and the third object part.

[0235] In a illustrative sense, the player controls the first virtual character to perform a second interactive operation on the first and third parts of a virtual object. In other words, the effective range of the second interactive operation covers both the first and second parts of the virtual object.

[0236] Optionally, the second interactive operation includes, but is not limited to: attack operation, skill release operation, item use operation, touch operation, grab operation, etc., which are not limited here.

[0237] The third object part is the object part that has a motion transmission relationship with the first object part among at least two object parts.

[0238] The third object part can be implemented as the second object part, or as another object part other than the second object part that has a motion transmission relationship with the first object part.

[0239] In some embodiments, if the virtual object corresponds to a three-dimensional skeletal model, the first object part corresponds to the first bone group in the three-dimensional skeletal model, and the third object part corresponds to the third bone group in the three-dimensional skeletal model; the first bone group and the third bone group are in the same skeletal chain.

[0240] Optionally, the bone hierarchy of the first bone group is different from that of the third bone group. Illustratively, the bone hierarchy of the third bone group is higher than that of the first bone group, or the bone hierarchy of the third bone group is lower than that of the first bone group.

[0241] It should be noted that the explanation of the motion transmission relationship between the third object part and the first object part can refer to the explanation of the motion transmission relationship between the second object part and the first object part in step 420, and will not be repeated here.

[0242] Step 803: In response to the second interactive operation, the first object part of the virtual object is displayed with the third action parameter to perform a third vibration action, and the third object part of the virtual object is displayed with the fourth action parameter to perform a fourth vibration action.

[0243] The first and third object parts are directly connected. That is, there are no intervening bones between the first and third bone groups.

[0244] The schemes for determining the third and fourth action parameters include at least one of the following schemes:

[0245] Option 1: Bidirectional transmission between the first and third object parts.

[0246] The scheme for determining the third and fourth action parameters includes the following steps:

[0247] 1. In response to the second interactive operation, obtain the fifth action parameter corresponding to the first skeleton group and the sixth action parameter corresponding to the third skeleton group.

[0248] The fifth action parameter is used to indicate the intensity of the vibrational motion effect of the second interactive operation on the first object part; the sixth action parameter is used to indicate the intensity of the vibrational motion effect of the second interactive operation on the third object part.

[0249] 2. Based on the first target attenuation coefficient between the first and third skeleton groups, the seventh action parameter is determined according to the fifth action parameter; based on the second target attenuation coefficient between the third and first skeleton groups, the eighth action parameter is determined according to the sixth action parameter.

[0250] The first target attenuation coefficient is used to characterize the attenuation of vibration intensity of the seventh action parameter relative to the fifth action parameter, and the second target attenuation coefficient is used to characterize the attenuation of vibration intensity of the eighth action parameter relative to the sixth action parameter.

[0251] For an explanation of steps 1 and 2 above, please refer to step 430, which will not be repeated here.

[0252] 3. The third action parameter is obtained by merging the eighth action parameter and the fifth action parameter; the fourth action parameter is obtained by merging the seventh action parameter and the sixth action parameter.

[0253] Optionally, the weighted sum of the eighth action parameter and the fifth action parameter is calculated to obtain the third action parameter; the weighted sum of the seventh action parameter and the sixth action parameter is calculated to obtain the fourth action parameter.

[0254] In the above scheme one, a two-way transmission mechanism is adopted. When the interactive operation triggered by the player acts on multiple parts of the virtual object, the movement state of each part of the object is not only affected by the interactive operation, but also by the movement traction of other parts of the object connected to it, thereby enriching the action content of the interactive feedback action and improving the realism of the interactive feedback action.

[0255] Option 2: Unidirectional transmission between the first object part and the third object part.

[0256] (a) When the first object part is the motion transmission direction, the scheme for determining the third motion parameter and the fourth motion parameter includes the following steps:

[0257] 1. In response to the second interactive operation, obtain the third motion parameters corresponding to the first skeleton group and the fifth motion parameters corresponding to the third skeleton group.

[0258] The third action parameter is used to indicate the intensity of the vibrational motion effect of the second interactive operation on the first object part; the fifth action parameter is used to indicate the intensity of the vibrational motion effect of the second interactive operation on the third object part.

[0259] 2. Based on the first target attenuation coefficient between the first and third skeleton groups, the sixth motion parameter is determined according to the third motion parameter.

[0260] The first target attenuation coefficient is used to characterize the attenuation of the vibration intensity of the sixth action parameter relative to the third action parameter.

[0261] That is, based on the vibration attenuation coefficient between the first and third bone groups, the sixth motion parameter is determined according to the third motion parameter. The vibration attenuation coefficient between the first and third bone groups is used to characterize the attenuation of the vibration intensity of the sixth motion parameter relative to the third motion parameter.

[0262] 3. The fourth action parameter is obtained by combining the fifth and sixth action parameters.

[0263] Optionally, the fourth action parameter can be obtained by calculating the weighted sum of the sixth action parameter and the fifth action parameter.

[0264] (ii) When the third object part is the motion transmission point, the scheme for determining the third motion parameter and the fourth motion parameter includes the following steps:

[0265] 1. In response to the second interactive operation, obtain the fifth motion parameter corresponding to the first skeleton group and the fourth motion parameter corresponding to the third skeleton group.

[0266] The fifth action parameter is used to indicate the intensity of the vibrational motion effect of the second interactive operation on the first object part; the fourth action parameter is used to indicate the intensity of the vibrational motion effect of the second interactive operation on the third object part.

[0267] 2. Based on the second target attenuation coefficient between the third skeleton group and the first skeleton group, the sixth motion parameter is determined according to the fourth motion parameter.

[0268] The second target attenuation coefficient is used to characterize the attenuation of the vibration intensity of the sixth action parameter relative to the fourth action parameter.

[0269] 3. The third action parameter is obtained by combining the sixth action parameter and the fifth action parameter.

[0270] Optionally, the third action parameter can be obtained by calculating the weighted sum of the sixth action parameter and the fifth action parameter.

[0271] In some embodiments, if the skeletal level of the first object part is higher than that of the third object part, the first object part is determined to be the motion transmitter; if the skeletal level of the first object part is lower than that of the third object part, the third object part is determined to be the motion transmitter.

[0272] In some embodiments, a first distance is obtained between the interactive position of the second interactive operation and the first object part; a second distance is obtained between the interactive position of the second interactive operation and the third object part; if the first distance is less than the second distance, the first object part is determined to be the action transmitter; if the first distance is greater than the second distance, the third object part is determined to be the action transmitter; if the first distance is equal to the second distance, either the first object part or the third object part is randomly determined to be the action transmitter.

[0273] Optionally, the interaction position of the second interactive operation refers to the center position corresponding to the effective range of the second interactive operation. For example, when the attack operation is implemented as a shooting operation, the interaction position can be implemented as the position where the virtual bullet contacts the virtual object.

[0274] In some embodiments, if the second interaction operation applies to at least three object parts located on the same skeletal chain, and the number of at least three object parts is odd, the object part in the middle position is determined as the motion conductor according to the order of the at least three object parts on the skeletal chain. If the number of at least three object parts is even, one of the two object parts in the middle position is randomly determined as the motion conductor according to the order of the at least three object parts on the skeletal chain.

[0275] In the second scheme mentioned above, a one-way transmission mechanism is adopted. When the interactive operation triggered by the player acts on multiple parts of the virtual object, an action transmission direction is determined. Along the action transmission direction, based on the corresponding initial action parameters (such as the third action parameter when the first object part is the transmission direction), the action parameters of each object part can be gradually derived by combining the attenuation coefficient. This reduces the complexity of calculation and logic processing to a certain extent and improves the configuration efficiency of interactive feedback actions.

[0276] It should be noted that:

[0277] (1) The above description only takes the second interactive operation acting on the first object part and the third object part as examples. If the second interactive operation acts on at least three object parts, and these three object parts are directly connected to each other, then the action parameters corresponding to each object part are determined according to the above scheme one or scheme two.

[0278] (2) In step 803, only the interactive actions of the first object part and the third object part directly acted by the second interactive operation are described. According to the embodiments shown in Figure 3 or Figure 4 above, in the embodiments of this application, the interactive feedback action corresponding to the second interactive operation may also include the interactive actions of other object parts. Other object parts are object parts that have a motion transmission relationship with the first object part and / or the third object part.

[0279] (3) In step 803, the case of interactive operation acting on at least two object parts is only illustrated by taking vibration action as an example. It is understood that when interactive operation acts on at least two object parts, at least two object parts can also perform rotation action. This application does not limit this.

[0280] In summary, the interactive motion feedback method provided in this application embodiment has at least two object parts in the virtual scene. By setting a motion transmission relationship between at least two object parts, when the player triggers a second interactive operation that acts on multiple object parts of the virtual object, different object parts will make different motion feedbacks according to their respective determined motion parameters. This enriches the presentation form of interactive feedback actions, avoids single motion feedback, and improves the efficiency of human-computer interaction.

[0281] To illustrate, taking the first interactive operation as an example of an attack operation, please refer to Figure 9, which shows a flowchart for determining the action of a virtual object being hit. This process includes the following steps:

[0282] Step 901: The virtual object is subjected to an attack operation.

[0283] This is illustrative; the virtual scene includes virtual objects, each with a corresponding 3D skeletal model. The virtual scene also includes a player-controlled virtual character, who can perform attacks against the virtual objects.

[0284] Step 902: Determine the hit location of the virtual object.

[0285] This is illustrative of determining the hit location when a virtual object receives an attack operation performed by a virtual character.

[0286] Step 903: Determine whether the impacted area contains at least two bone parts.

[0287] Indicatively, the number of vibrating bone parts in the impacted area is obtained, and it is determined whether there are two or more vibrating bone parts.

[0288] The virtual object corresponds to a 3D skeletal model data, which identifies which bone parts are vibrating. After obtaining the impact site, at least one bone part contained in the impact site is matched with the 3D skeletal model data to determine whether there are vibrating bone parts in the impact site, and to determine the number of vibrating bone parts in the impact site.

[0289] Step 904: If not, obtain the impact parameters of the target bone part that was hit.

[0290] For illustrative purposes, if no vibrating bone part exists, the process ends. If only one vibrating bone part exists, it is determined as no, and that vibrating bone part is taken as the target bone part. The impact parameters of the attack operation applied to the target bone part are obtained, including vibration duration, vibration frequency, vibration direction, etc.

[0291] Step 905: Calculate the target motion parameters of the target bone part based on the impact parameters, and transmit the target motion parameters to other bone parts according to the attenuation coefficient.

[0292] In a schematic way, after acquiring the vibration time, vibration frequency, and vibration direction of the target skeletal part, the vibration intensity of the target skeletal part is determined according to a preset mapping relationship. The vibration intensity of the target skeletal part is also the target motion parameter of the target skeletal part.

[0293] In this application, after a target skeletal part is subjected to skeletal vibration, the vibration data is transmitted vertically. "Upward transmission" refers to transmission to the parent bone of the target skeletal part, and "downward transmission" refers to transmission to the child bones of the target skeletal part. Each virtual object's 3D skeletal model data corresponds to a skeletal hierarchy record table. Taking a virtual monster as an example, its corresponding skeletal hierarchy record table is as follows:

[0294] pelvic bones

[0295] Trunk skeleton

[0296] left femur

[0297] Left calf bone

[0298] Right femur

[0299] Right calf bone

[0300] Taking the trunk skeleton as an example, the pelvic bone is the parent bone of the trunk skeleton, and the left and right femurs are the child bones of the trunk skeleton. Therefore, when the trunk skeleton experiences skeletal vibration, it transmits the vibration data to the pelvic bone, left femur, and right femur, as illustrated in the following example:

[0301] When the bone vibration intensity parameter of bone A is "0.4|20" (where "0.4" is the attenuation coefficient of bone A and 20 is the bone amplitude before attenuation, that is, the bone amplitude of bone A can be 0.4×20=8), the attenuation coefficient of bone A conducting upward is 0.5, and the attenuation coefficient of bone A conducting downward is 0.8. Then the conduction motion parameter received by the upper chain bone (or parent bone) of bone A is: 0.2|20 (the bone amplitude of the upper chain bone can be 0.2×20=4), and the conduction motion parameter received by the lower chain bone (or child bone) of bone A is: 0.32|20 (the bone amplitude of the lower chain bone can be 0.32×20=6.4).

[0302] After processing according to the above procedure, the target motion parameters of the target bone part and the transmission motion parameters of other bone parts traction by the target bone part can be obtained.

[0303] Step 906: If yes, obtain the impact parameters corresponding to at least two bone parts that were hit.

[0304] Indicatively, if there are at least two vibrating bone parts, it is determined as yes, and the impact parameters corresponding to the at least two bone parts are obtained, including vibration time, vibration frequency, vibration direction, etc.

[0305] Step 907: Calculate the target motion parameters corresponding to the target bone part based on the impact parameters, and superimpose the motion parameters of at least one of the parent and child bones corresponding to the target bone part on the target motion parameters according to the attenuation coefficient.

[0306] To illustrate, for each skeletal part, its own motion parameters are first calculated based on the impact parameters. For the target skeletal part, the target motion parameters corresponding to the target skeletal part are calculated based on the impact parameters.

[0307] Secondly, if at least two bone parts contain a parent bone of the target bone part, the motion parameters of the parent bone are obtained, and then the transmitted motion parameters are calculated based on the attenuation coefficient between the target bone part and the parent bone. The transmitted motion parameters are then superimposed on the target motion parameters. Alternatively, if at least two bone parts contain a child bone of the target bone part, the motion parameters of the child bone are obtained, and then the transmitted motion parameters are calculated based on the attenuation coefficient between the target bone part and the child bone. The transmitted motion parameters are then superimposed on the target motion parameters. Alternatively, if at least two bone parts contain both a parent bone and a child bone of the target bone part, the transmitted motion parameters corresponding to the transmission results of the child bone and the transmitted motion parameters corresponding to the parent bone are both superimposed on the target motion parameters, ultimately obtaining a fused motion parameter as the target motion parameter.

[0308] In addition, it is determined whether the target bone region is being pulled by other bone regions besides at least two bone regions. If so, the transmission motion parameters corresponding to the other bone regions are determined according to the procedure in step 905.

[0309] After processing each bone segment according to the above-described processing procedure for the target bone segment, obtain the fusion motion parameters corresponding to at least two bone segments respectively, and obtain the transmission motion parameters corresponding to other bone segments that are additionally pulled by at least two bone segments.

[0310] Step 908: Determine the hit action of the virtual object.

[0311] For step 905, the impact action of the virtual object is determined based on the target motion parameters of the target skeletal part and the transmission motion parameters of other skeletal parts tractioned by the target skeletal part.

[0312] For step 907, the impact action of the virtual object is determined based on the fusion motion parameters corresponding to at least two bone parts and the conduction motion parameters corresponding to other bone parts that are additionally pulled by at least two bone parts.

[0313] Schematic illustration, please refer to Figure 10, which shows a structural block diagram of an interactive motion feedback device. As shown in Figure 10, the device includes:

[0314] Display module 1010 is used to display virtual objects in a virtual scene, wherein the virtual objects include at least two object parts;

[0315] The receiving module 1020 is used to receive a first interactive operation applied to a first object part among the at least two object parts, wherein there is a motion transmission relationship between the first object part and the second object part among the at least two object parts;

[0316] The display module 1010 is configured to, in response to the first interactive operation, display a first vibration action performed by the first object part of the virtual object, the first vibration action being a vibration action generated by the force of the first interactive operation; and display a second vibration action performed by the second object part by the motion transmission of the first vibration action.

[0317] In some embodiments, the display module 1010 is configured to:

[0318] In response to the first interactive operation, the first object part of the virtual object is displayed to perform the first vibration action with a first action parameter, and the second object part of the virtual object is displayed to perform the second vibration action with a second action parameter;

[0319] The first action parameter is used to indicate the intensity of the vibrational movement of the first interactive operation on the first object part, and the second action parameter is determined by the first action parameter.

[0320] In some embodiments, the virtual object corresponds to a three-dimensional skeletal model, the first object part corresponds to a first bone group in the three-dimensional skeletal model, and the second object part corresponds to a second bone group in the three-dimensional skeletal model; the first bone group and the second bone group are in the same bone chain; the display module 1010 is used for:

[0321] In response to the first interactive operation, obtain the first action parameters corresponding to the first skeleton group;

[0322] Based on the vibration attenuation coefficient between the first and second bone groups, the second motion parameter is determined according to the first motion parameter. The vibration attenuation coefficient between the first and second bone groups is used to characterize the attenuation of the vibration motion intensity of the second motion parameter relative to the first motion parameter.

[0323] In some embodiments, the display module 1010 is configured to:

[0324] In response to the first interactive operation, vibration parameters corresponding to the first interactive operation are obtained. The vibration parameters include at least one of vibration duration, vibration frequency, and vibration direction. The vibration duration refers to the duration of vibration of the first bone group, the vibration frequency refers to the number of vibration movements of the first bone group per unit time, and the vibration direction refers to the direction of vibration movement of the first bone group.

[0325] The vibration parameters corresponding to the first interactive operation are mapped to the first action parameters.

[0326] In some embodiments, the vibration parameters include the vibration duration, the vibration frequency, and the vibration direction; the first motion parameters include a vibration amplitude parameter, which refers to the vibration motion amplitude of the first bone group; the display module 1010 is used for:

[0327] The vibration amplitude coefficient is determined based on the vibration duration and the vibration frequency. The vibration amplitude coefficient is positively correlated with the vibration duration and the vibration frequency.

[0328] The vibration amplitude to be adjusted is determined based on the vibration amplitude coefficient.

[0329] The vibration amplitude parameter is obtained by adjusting the vibration amplitude to be adjusted by the vibration direction.

[0330] In some embodiments, the display module 1010 is configured to:

[0331] Obtain the bone group density corresponding to the first bone group, whereby the bone group density is used to characterize the bone density information in the first bone group.

[0332] The preset vibration amplitude is determined based on the density of the bone group.

[0333] The vibration amplitude to be adjusted is obtained by adjusting the preset vibration amplitude based on the vibration amplitude coefficient.

[0334] In some embodiments, the first skeleton group includes at least two skeletons; the display module 1010 is configured to:

[0335] Obtain the bone density corresponding to each of the at least two bones; determine the density of the bone group based on the bone density corresponding to each of the at least two bones;

[0336] or,

[0337] The center of gravity position of the first bone group is determined based on the bone posture of the at least two bones; the bone offset distance between the at least two bones and the center of gravity position is obtained; a target bone is determined among the at least two bones based on the bone offset distance, wherein the bone offset distance of the target bone is less than the bone offset distance of the other bones; the bone density of the target bone is obtained as the bone group density.

[0338] In some embodiments, the display module 1010 is configured to:

[0339] The resistance parameter is determined based on the vibration direction, and the resistance parameter is used to characterize the resistance when the first bone group performs a vibration action in the vibration direction.

[0340] The vibration amplitude parameter is obtained by adjusting the vibration amplitude to be adjusted according to the resistance parameter.

[0341] In some embodiments, the vibration parameters include the vibration duration, the vibration frequency, and the vibration direction; the first motion parameter includes a vibration acceleration parameter, which refers to the vibration motion acceleration corresponding to the first bone group; the display module 1010 is used for:

[0342] The vibration force is determined based on the vibration frequency and the vibration duration.

[0343] The vibration acceleration is determined based on the force component of the vibration force in the vibration direction.

[0344] In some embodiments, the first bone group and the second bone group correspond to different bone levels; the display module 1010 is used for:

[0345] If the bone level corresponding to the second bone group and the bone level corresponding to the first bone group meet the first level relationship, the first attenuation coefficient is determined to be the vibration attenuation coefficient between the first bone group and the second bone group.

[0346] If the bone level corresponding to the second bone group and the bone level corresponding to the first bone group meet the second level relationship, the second attenuation coefficient is determined to be the vibration attenuation coefficient between the first bone group and the second bone group.

[0347] The first hierarchical relationship and the second hierarchical relationship are different, and the first attenuation coefficient and the second attenuation coefficient are different.

[0348] In some embodiments, the display module 1010 is configured to:

[0349] Based on the first relative positional relationship between the first object part and the second object part, the vibration attenuation coefficient between the first bone group and the second bone group is determined.

[0350] The first relative positional relationship includes at least one of distance relationship and orientation relationship, wherein the distance relationship is used to indicate the distance between the first object part and the second object part, and the orientation relationship is used to indicate the orientation of the second object part relative to the first object part.

[0351] In some embodiments, the display module 1010 is configured to:

[0352] Determine the first position of the first object part;

[0353] Based on the second relative positional relationship between the first position and the center point of the virtual object, the second action parameters corresponding to the second object part are determined.

[0354] In some embodiments, the display module 1010 is configured to:

[0355] When the second relative positional relationship between the first position and the center point of the virtual object indicates that the virtual object has an imbalance trend, the second action parameter corresponding to the second object part is determined based on the balance relationship between the first object part and the second object part.

[0356] In some embodiments, the receiving module 1020 is configured to: receive a second interactive operation acting on the first object part and the third object part, wherein the third object part is an object part among the at least two object parts that has a motion transmission relationship with the first object part; the display module 1010 is configured to: in response to the second interactive operation, display the first object part of the virtual object performing a third vibration action with a third action parameter, and display the third object part of the virtual object performing a fourth vibration action with a fourth action parameter.

[0357] In some embodiments, the virtual object corresponds to a three-dimensional skeletal model, the first object part corresponds to a first bone group in the three-dimensional skeletal model, and the third object part corresponds to a third bone group in the three-dimensional skeletal model; the first bone group and the third bone group are in the same bone chain; the display module 1010 is used for:

[0358] In response to the second interactive operation, the third motion parameter corresponding to the first skeleton group and the fifth motion parameter corresponding to the third skeleton group are obtained; wherein, the third motion parameter is used to indicate the intensity of the vibrational movement influence of the second interactive operation on the first object part, and the fifth motion parameter is used to indicate the intensity of the vibrational movement influence of the second interactive operation on the third object part.

[0359] Based on the vibration attenuation coefficient between the first bone group and the third bone group, a sixth motion parameter is determined according to the third motion parameter. The vibration attenuation coefficient between the first bone group and the third bone group is used to characterize the attenuation of vibration motion intensity of the sixth motion parameter relative to the third motion parameter.

[0360] The fourth action parameter is obtained by combining the fifth action parameter and the sixth action parameter.

[0361] In some embodiments, the display module 1010 is configured to:

[0362] In response to the first interactive operation, a first rotational action performed by the first object part of the virtual object is displayed, the first rotational action being a rotational action generated by the force of the first interactive operation; and a second rotational action performed by the second object part by the motion transmission of the first rotational action is displayed.

[0363] In some embodiments, the display module 1010 is configured to:

[0364] In response to the first interactive operation, the first object part of the virtual object is displayed with a first rotation parameter to perform the first rotation action, and the second object part of the virtual object is displayed with a second rotation parameter to perform the second rotation action;

[0365] The first rotation parameter is used to indicate the intensity of the rotational movement influence of the first interactive operation on the first object part, and the second rotation parameter is determined by the first rotation parameter.

[0366] In some embodiments, the display module 1010 is configured to:

[0367] In response to the first interactive operation, the rotation duration and rotation frequency corresponding to the first interactive operation are obtained. The rotation duration refers to the duration of rotation of the first bone group, and the rotation frequency refers to the number of rotation movements of the first bone group per unit time.

[0368] Map the rotation duration and the rotation frequency to the first rotation parameter;

[0369] Based on the rotational attenuation coefficient between the first bone group and the second bone group, the second rotational parameter is determined according to the first rotational parameter. The rotational attenuation coefficient is used to characterize the attenuation of the rotational motion intensity of the second rotational parameter relative to the first rotational parameter.

[0370] In summary, the interactive motion feedback device provided in this application embodiment allows virtual objects in a virtual scene to have at least two object parts. By setting the motion transmission relationship between the at least two object parts, when a player triggers a first interactive operation on the first object part of the virtual object, not only will the first vibration action performed by the first object part be displayed, but a second vibration action will also be triggered on the second object part based on the motion transmission relationship. On the one hand, by setting the motion transmission relationship, the associated action effect (i.e., the second vibration action) produced by the first vibration action on the second object part can be automatically generated, eliminating the need for manual configuration of associated action effects and improving the configuration efficiency of interactive feedback. On the other hand, when the first interactive operation triggered by the player targets different object parts of the virtual object, different vibration actions will be triggered due to the motion transmission relationship between the object parts, clearly reflecting the differences in the first interactive operation performed by the player, thereby improving the efficiency of human-computer interaction.

[0371] It should be noted that the interactive motion feedback device provided in the above embodiments is only an example of the division of the above functional modules. In practical applications, the above functions can be assigned to different functional modules as needed, that is, the internal structure of the device can be divided into different functional modules to complete all or part of the functions described above. In addition, the interactive motion feedback device and the interactive motion feedback method embodiments provided in the above embodiments belong to the same concept, and the specific implementation process can be found in the method embodiments, which will not be repeated here.

[0372] Figure 11 shows a structural block diagram of a computer device provided in an exemplary embodiment of this application.

[0373] The computer device 1100 may be a portable mobile terminal, such as a smartphone, tablet, MP3 player (Moving Picture Experts Group Audio Layer III), or MP4 player (Moving Picture Experts Group Audio Layer IV). The computer device 1100 may also be referred to as a gaming device, portable terminal, or other names.

[0374] Typically, computer device 1100 includes a processor 1101 and a memory 1102.

[0375] Processor 1101 may include one or more processing cores, such as a quad-core processor, an octa-core processor, etc. Processor 1101 may be implemented using at least one hardware form selected from DSP (Digital Signal Processing), FPGA (Field Programmable Gate Array), and PLA (Programmable Logic Array). Processor 1101 may also include a main processor and a coprocessor. The main processor, also known as a CPU (Central Processing Unit), is used to process data in the wake-up state; the coprocessor is a low-power processor used to process data in the standby state. In some embodiments, processor 1101 may integrate a GPU (Graphics Processing Unit), which is responsible for rendering and drawing the content to be displayed on the screen. In some embodiments, processor 1101 may also include an AI (Artificial Intelligence) processor, which is used to handle computational operations related to machine learning.

[0376] The memory 1102 may include one or more computer-readable storage media, which may be tangible and non-transitory. The memory 1102 may also include high-speed random access memory and non-volatile memory, such as one or more disk storage devices or flash memory devices. In some embodiments, the non-transitory computer-readable storage media in the memory 1102 are used to store at least one instruction, which is executed by the processor 1101 to implement the interactive motion feedback method provided in the embodiments of this application.

[0377] In some embodiments, the computer device 1100 may also optionally include: a peripheral device interface 1103 and at least one peripheral device. Specifically, the peripheral device includes at least one of: a radio frequency circuit 1104, a touch display screen 1105, a camera 1106, an audio circuit 1107, and a power supply 1108.

[0378] Peripheral device interface 1103 can be used to connect at least one I / O (Input / Output) related peripheral device to processor 1101 and memory 1102. In some embodiments, processor 1101, memory 1102 and peripheral device interface 1103 are integrated on the same chip or circuit board; in some other embodiments, any one or two of processor 1101, memory 1102 and peripheral device interface 1103 can be implemented on separate chips or circuit boards, which is not limited in this embodiment.

[0379] The radio frequency circuit 1104 is used to receive and transmit RF (Radio Frequency) signals, also known as electromagnetic signals.

[0380] The touch display screen 1105 is used to display the UI (User Interface).

[0381] The camera assembly 1106 is used to capture images or videos.

[0382] Audio circuitry 1107 provides an audio interface between the player and computer device 1100. Audio circuitry 1107 may include a microphone and a speaker.

[0383] The power supply 1108 is used to supply power to the various components in the computer device 1100.

[0384] In some embodiments, the computer device 1100 further includes one or more sensors 1109. The one or more sensors 1109 include, but are not limited to: an accelerometer 1110, a gyroscope 1111, a pressure sensor 1112, an optical sensor 1113, and a proximity sensor 1114.

[0385] Those skilled in the art will understand that the structure shown in FIG11 does not constitute a limitation on the computer device 1100, and may include more or fewer components than shown, or combine certain components, or employ different component arrangements.

[0386] In an exemplary embodiment, this application provides a chip including programmable logic circuits and / or program instructions, which, when run on a computer device, are used to implement the interactive motion feedback method provided in the above-described method embodiments.

[0387] This application provides a computer-readable storage medium storing a computer program that is loaded and executed by a processor to implement the interactive motion feedback method provided in the above-described method embodiments.

[0388] This application provides a computer program product or computer program, which includes computer instructions stored in a computer-readable storage medium. A processor of a computer device reads the computer instructions from the computer-readable storage medium and executes the computer instructions, causing the processor of the computer device to load and execute the interactive motion feedback method provided in the above-described method embodiments.

[0389] The sequence numbers of the embodiments in this application are for descriptive purposes only and do not represent the superiority or inferiority of the embodiments.

[0390] Those skilled in the art will understand that all or part of the steps of the above embodiments can be implemented by hardware or by a program instructing related hardware. The program can be stored in a computer-readable storage medium, such as a read-only memory, a disk, or an optical disk.

[0391] Those skilled in the art will recognize that the functions described in the embodiments of this application in one or more of the above examples can be implemented using hardware, software, firmware, or any combination thereof. When implemented using software, these functions can be stored in a computer-readable medium or transmitted as one or more instructions or code on a computer-readable medium. Computer-readable media include computer storage media and communication media, wherein communication media include any medium that facilitates the transfer of a computer program from one place to another. Storage media can be any available medium that can be accessed by a general-purpose or special-purpose computer.

[0392] The above description is merely an optional embodiment of this application and is not intended to limit this application. Any modifications, equivalent substitutions, improvements, etc., made within the spirit and principles of this application should be included within the protection scope of this application.

Claims

1. An interactive motion feedback method, the method being executed by a computer device, the method comprising: Display virtual objects in a virtual scene, wherein the virtual objects include at least two object parts; Receive a first interactive operation acting on a first object part of the at least two object parts, wherein there is a motion transmission relationship between the first object part and a second object part of the at least two object parts; In response to the first interactive operation, a first vibration action is displayed on the first object part of the virtual object, the first vibration action being a vibration action generated by the force of the first interactive operation; and a second vibration action is displayed on the second object part, which is a second vibration action performed by the motion transmission of the first vibration action.

2. The method of claim 1, wherein the step of displaying a first vibration action performed on the first object portion of the virtual object in response to the first interactive operation; and displaying a second vibration action performed on the second object portion by motion transmission of the first vibration action, comprises: In response to the first interactive operation, the first object part of the virtual object is displayed to perform the first vibration action with a first action parameter, and the second object part of the virtual object is displayed to perform the second vibration action with a second action parameter; The first action parameter is used to indicate the intensity of the vibrational movement of the first interactive operation on the first object part, and the second action parameter is determined by the first action parameter.

3. The method according to claim 2, wherein the virtual object corresponds to a three-dimensional skeletal model, the first object part corresponds to a first bone group in the three-dimensional skeletal model, and the second object part corresponds to a second bone group in the three-dimensional skeletal model; The first bone group and the second bone group are in the same bone chain; The method further includes: In response to the first interactive operation, obtain the first action parameters corresponding to the first skeleton group; Based on the vibration attenuation coefficient between the first and second bone groups, the second motion parameter is determined according to the first motion parameter. The vibration attenuation coefficient between the first and second bone groups is used to characterize the attenuation of the vibration motion intensity of the second motion parameter relative to the first motion parameter.

4. The method according to claim 3, wherein obtaining the first motion parameters corresponding to the first skeleton group in response to the first interactive operation includes: In response to the first interactive operation, vibration parameters corresponding to the first interactive operation are obtained. The vibration parameters include at least one of vibration duration, vibration frequency, and vibration direction. The vibration duration refers to the duration of vibration of the first bone group, the vibration frequency refers to the number of vibration movements of the first bone group per unit time, and the vibration direction refers to the direction of vibration movement of the first bone group. The vibration parameters corresponding to the first interactive operation are mapped to the first action parameters.

5. The method according to claim 4, wherein the vibration parameters include the vibration duration, the vibration frequency, and the vibration direction, and the first action parameters include the vibration amplitude parameter, wherein the vibration amplitude parameter refers to the vibration motion amplitude of the first bone group; The step of mapping the vibration parameters corresponding to the first interactive operation to the first action parameters includes: The vibration amplitude coefficient is determined based on the vibration duration and the vibration frequency. The vibration amplitude coefficient is positively correlated with the vibration duration and the vibration frequency. The vibration amplitude to be adjusted is determined based on the vibration amplitude coefficient. The vibration amplitude parameter is obtained by adjusting the vibration amplitude to be adjusted by the vibration direction.

6. The method according to claim 5, wherein determining the vibration amplitude to be adjusted based on the vibration amplitude coefficient comprises: Obtain the bone group density corresponding to the first bone group, whereby the bone group density is used to characterize the bone density information in the first bone group. The preset vibration amplitude is determined based on the density of the bone group. The vibration amplitude to be adjusted is obtained by adjusting the preset vibration amplitude based on the vibration amplitude coefficient.

7. The method of claim 6, wherein the first skeleton group comprises at least two skeletons; The step of obtaining the bone group density corresponding to the first bone group includes: Obtain the bone density corresponding to each of the at least two bones; The density of the bone group is determined based on the bone density corresponding to each of the at least two bones; or, The center of gravity position of the first bone group is determined based on the bone posture of the at least two bones; the bone offset distance between the at least two bones and the center of gravity position is obtained; a target bone is determined among the at least two bones based on the bone offset distance, wherein the bone offset distance of the target bone is less than the bone offset distance of the other bones; the bone density of the target bone is obtained as the bone group density.

8. The method according to claim 5, wherein adjusting the vibration amplitude to be adjusted by the vibration direction to obtain the vibration amplitude parameter comprises: The resistance parameter is determined based on the vibration direction, and the resistance parameter is used to characterize the resistance when the first bone group performs a vibration action in the vibration direction. The vibration amplitude parameter is obtained by adjusting the vibration amplitude to be adjusted according to the resistance parameter.

9. The method according to claim 4, wherein the vibration parameters include the vibration duration, the vibration frequency and the vibration direction, and the first motion parameter includes the vibration acceleration parameter, wherein the vibration acceleration parameter refers to the vibration motion acceleration corresponding to the first bone group; The step of mapping the vibration parameters corresponding to the first interactive operation to the first action parameters includes: The vibration force is determined based on the vibration frequency and the vibration duration. The vibration acceleration is determined based on the force component of the vibration force in the vibration direction.

10. The method according to claim 3, wherein the first bone group and the second bone group correspond to different bone levels; The method further includes: If the bone level corresponding to the second bone group and the bone level corresponding to the first bone group meet the first level relationship, the first attenuation coefficient is determined to be the vibration attenuation coefficient between the first bone group and the second bone group. If the bone level corresponding to the second bone group and the bone level corresponding to the first bone group meet the second level relationship, the second attenuation coefficient is determined to be the vibration attenuation coefficient between the first bone group and the second bone group. The first hierarchical relationship and the second hierarchical relationship are different, and the first attenuation coefficient and the second attenuation coefficient are different.

11. The method according to claim 3, further comprising: Based on the first relative positional relationship between the first object part and the second object part, the vibration attenuation coefficient between the first bone group and the second bone group is determined. The first relative positional relationship includes at least one of distance relationship and orientation relationship, wherein the distance relationship is used to indicate the distance between the first object part and the second object part, and the orientation relationship is used to indicate the orientation of the second object part relative to the first object part.

12. The method according to claim 2, further comprising, after displaying the first object part of the virtual object performing the first vibration action with the first action parameter: Determine the first position of the first object part; Based on the second relative positional relationship between the first position and the center point of the virtual object, the second action parameters corresponding to the second object part are determined.

13. The method according to claim 12, wherein determining the second action parameter corresponding to the second object part based on the second relative positional relationship between the first position and the object center point of the virtual object includes: When the second relative positional relationship between the first position and the center point of the virtual object indicates that the virtual object has an imbalance trend, the second action parameter corresponding to the second object part is determined based on the balance relationship between the first object part and the second object part.

14. The method according to any one of claims 1 to 13, further comprising: Receive a second interactive operation acting on the first object part and the third object part, wherein the third object part is one of the at least two object parts that has a motion transmission relationship with the first object part; In response to the second interactive operation, the first object part of the virtual object is displayed to perform a third vibration action with a third action parameter, and the third object part of the virtual object is displayed to perform a fourth vibration action with a fourth action parameter.

15. The method according to claim 14, wherein the virtual object corresponds to a three-dimensional skeletal model, the first object part corresponds to a first bone group in the three-dimensional skeletal model, and the third object part corresponds to a third bone group in the three-dimensional skeletal model; The first bone group and the third bone group are in the same bone chain; The method further includes: In response to the second interactive operation, the third motion parameter corresponding to the first skeleton group and the fifth motion parameter corresponding to the third skeleton group are obtained; wherein, the third motion parameter is used to indicate the intensity of the vibrational movement influence of the second interactive operation on the first object part, and the fifth motion parameter is used to indicate the intensity of the vibrational movement influence of the second interactive operation on the third object part. Based on the vibration attenuation coefficient between the first bone group and the third bone group, a sixth motion parameter is determined according to the third motion parameter. The vibration attenuation coefficient between the first bone group and the third bone group is used to characterize the attenuation of vibration motion intensity of the sixth motion parameter relative to the third motion parameter. The fourth action parameter is obtained by combining the fifth action parameter and the sixth action parameter.

16. The method according to any one of claims 1 to 13, further comprising: In response to the first interactive operation, a first rotational action performed by the first object part of the virtual object is displayed, the first rotational action being a rotational action generated by the force of the first interactive operation; and a second rotational action performed by the second object part by the motion transmission of the first rotational action is displayed.

17. The method of claim 16, wherein the step of displaying a first rotational action performed on the first object portion of the virtual object in response to the first interactive operation; and displaying a second rotational action performed on the second object portion by motion transmission from the first rotational action, comprises: In response to the first interactive operation, the first object part of the virtual object is displayed with a first rotation parameter to perform the first rotation action, and the second object part of the virtual object is displayed with a second rotation parameter to perform the second rotation action; The first rotation parameter is used to indicate the intensity of the rotational movement influence of the first interactive operation on the first object part, and the second rotation parameter is determined by the first rotation parameter.

18. The method according to claim 17, further comprising: In response to the first interactive operation, the rotation duration and rotation frequency corresponding to the first interactive operation are obtained. The rotation duration refers to the duration of rotation of the first bone group, and the rotation frequency refers to the number of rotation movements of the first bone group per unit time. Map the rotation duration and the rotation frequency to the first rotation parameter; Based on the rotational attenuation coefficient between the first bone group and the second bone group, the second rotational parameter is determined according to the first rotational parameter. The rotational attenuation coefficient is used to characterize the attenuation of the rotational motion intensity of the second rotational parameter relative to the first rotational parameter.

19. An interactive motion feedback device, the device comprising: A display module is used to display virtual objects in a virtual scene, wherein the virtual objects include at least two object parts; A receiving module is configured to receive a first interactive operation applied to a first object part among the at least two object parts, wherein there is a motion transmission relationship between the first object part and the second object part among the at least two object parts. The display module is configured to, in response to the first interactive operation, display a first vibration action performed by the first object part of the virtual object, the first vibration action being a vibration action generated by the force of the first interactive operation; and display a second vibration action performed by the second object part by the motion transmission of the first vibration action.

20. A computer device comprising a processor and a memory, the memory storing a computer program, the computer program being loaded and executed by the processor to implement the interactive motion feedback method as described in any one of claims 1 to 18.

21. A computer-readable storage medium storing a computer program, the computer program being loaded and executed by a processor to implement the interactive motion feedback method as described in any one of claims 1 to 18.

22. A computer program product comprising a computer program that, when executed by a processor, implements the interactive motion feedback method as described in any one of claims 1 to 18.