Virtual Firearm Recoil Animation for Realistic Continuous Shooting

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Solution Overview

Problem

Existing methods for simulating recoil in virtual firearms lack realism, making the shooting experience monotonous and failing to effectively convey the hitting feeling to users.

Innovation Solution

Implement a method and apparatus that display a virtual firearm's continuous shooting by incorporating body and muzzle recoil animations, where the firearm's body fluctuates along the X and Y axes and the muzzle fluctuates around a root node, using sinusoidal curves to mimic the recoil dynamics of real firearms.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Device complexity

If simple back and forth displacement of the virtual firearm is used to simulate recoil, then the implementation is simple, but the hitting feeling is monotonous and lacks realism

Engineering Contradiction:
Improverecoil simulation complexityVSAvoidhitting feeling realism
Core Design Contradiction:
Device complexityVSReliability

Solution Approach 1:

The recoil animation is segmented into two independent parts: body recoil (fluctuation of the firearm body along X and Y axes) and muzzle recoil (fluctuation of the muzzle around the root node). This segmentation allows each part to be controlled independently with different fluctuation curves, enhancing realism without significantly increasing overall system complexity

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The patent applies dynamic fluctuation curves to both the body and muzzle recoil animations. The body fluctuates according to a first fluctuation curve while the muzzle fluctuates according to a second fluctuation curve, creating a more dynamic and realistic recoil effect compared to simple linear back-and-forth movement

Inventive Principle:
Principle #15Dynamics

2Reliability

If complex body and muzzle recoil animations are implemented, then the hitting feeling realism is improved, but the device complexity increases

Engineering Contradiction:
Improvehitting feeling realismVSAvoidrecoil animation complexity
Core Design Contradiction:
ReliabilityVSDevice complexity

Solution Approach 1:

The patent uses fluctuation curves to copy and simulate the complex recoil dynamics of real firearms. By mathematical modeling the recoil patterns through fluctuation curves, the system achieves realistic hitting feelings without needing complex physical simulation mechanisms

Inventive Principle:
Principle #26Copying

Solution Approach 2:

The patent adds dimensional complexity to the recoil simulation by implementing both body recoil (moving the entire firearm body along X and Y axes) and muzzle recoil (rotating the muzzle around the root node). This multi-dimensional approach creates more realistic recoil effects while maintaining manageable system architecture

Inventive Principle:
Principle #17Another dimension (Dimensionality change)

Data Source

PatentUS12427411B2Method of displaying shooting for virtual firearm, apparatus, and computer-readable storage medium
Publication Date: 2025.09.30 TENCENT TECHNOLOGY (SHENZHEN) CO LTD
  • US12427411B2 patent drawing
  • US12427411B2 patent drawing
  • US12427411B2 patent drawing

AI summary

This application discloses a shooting display method and apparatus for a virtual firearm, a computer device and a storage medium, and relates to the technical field of virtual scenes. The method includes: displaying a virtual firearm in a virtual scene; controlling the virtual firearm for continuous shooting in a virtual scene; and displaying, in response to the virtual firearm performing one shot during the continuous shooting, at least one of a body recoil animation and a muzzle recoil animation of the virtual firearm, where the body recoil animation is an animation in which a body of the virtual firearm fluctuates according to a fluctuation curve in at least one direction of an X axis and a Y axis.