Virtual Character Bone Motion Parameterization for Game Action Generation
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Solution Overview
Problem
Current methods for generating attacked actions in game scenes require a large number of pre-designed actions, leading to excessive resource usage and labor costs, as they need to show different actions in various situations, which is inefficient and resource-intensive.
Innovation Solution
An action generation method that detects the attacked part of a virtual character, reads motion parameters from a preset form, including angle ranges and coordinate axes, and controls the bone motion to create attacked actions, allowing for diverse and vivid attack effects without the need for extensive pre-made actions.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Adaptability or versatility
If a large number of pre-designed attacked actions are used to show different actions in various situations, then the action diversity and realism are improved, but the resource usage and labor costs increase excessively
Solution Approach 1:
The patent changes parameters of existing bone motion data (such as shaking angle ranges, coordinate axes, duration) to generate diverse attacked actions. Instead of creating numerous separate action files, the system reads a small amount of base bone data and varies motion parameters dynamically based on attack scenarios, thereby achieving high action diversity with minimal resource consumption.
Solution Approach 2:
The patent makes a single set of bone motion data serve multiple functions by applying it to different attacked parts and scenarios through parameter adjustment. The same bone shaking data can be reused for different body parts (head, body, limbs) and different attack types (physical, magical) by modifying parameters, eliminating the need for separate pre-designed actions for each situation.
2Adaptability or versatility
If a large number of pre-designed attacked actions are created to cover various attack situations, then the action coverage is improved, but the labor costs and production complexity increase
Solution Approach 1:
The patent reduces production complexity by creating a parameter-based action generation system. Technicians only need to configure motion parameters (shaking angle, axis, duration) for different attacked parts once, and the system automatically generates appropriate actions during gameplay. This eliminates the need for manually designing and importing numerous separate action files for each attack scenario.
Solution Approach 2:
The patent performs preliminary configuration of motion parameters for different attacked parts (head, body, limbs) in advance through a simple form-based interface. During actual gameplay, the system automatically selects and applies the appropriate pre-configured parameters based on the attack situation, eliminating the need for complex real-time action selection and reducing both production and runtime complexity.
3Reliability
If multiple pre-made attacked actions are used to present different effects, then the realism and vividness of attack effects are improved, but the resource consumption increases
Solution Approach 1:
The patent achieves realistic and vivid attack effects by dynamically adjusting motion parameters (shaking angle ranges, coordinate axes, duration) based on the attacked part and attack type. The system reads base bone shaking data and applies parameter variations to create diverse realistic effects without loading multiple heavy action files, thereby maintaining high realism while minimizing resource consumption.
Data Source
AI summary
An action generation method, electronic device, and a non-transitory computer-readable medium are disclosed. According to an embodiment, the method includes: detecting an attacked part of a virtual character after being attacked in a game scene; reading, from a preset form, motion parameters of a bone corresponding to the attacked part, wherein the motion parameter includes an angle range of the bone shaking and a coordinate axis to which the bone shaking refers; and loading the motion parameters, and controlling the motion of the bone of the virtual character according to the motion parameters to form an attacked action.


