CN116206016A - Method and device for processing special effect event in animation - Google Patents

Method and device for processing special effect event in animation Download PDF

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Publication number
CN116206016A
CN116206016A CN202310214138.0A CN202310214138A CN116206016A CN 116206016 A CN116206016 A CN 116206016A CN 202310214138 A CN202310214138 A CN 202310214138A CN 116206016 A CN116206016 A CN 116206016A
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special effect
event
animation
target
special
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付萌
黄锦寿
陈晓生
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Zhuhai Kingsoft Digital Network Technology Co Ltd
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Zhuhai Kingsoft Digital Network Technology Co Ltd
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    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
    • G06T13/00Animation
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
    • G06T15/003D [Three Dimensional] image rendering
    • G06T15/005General purpose rendering architectures
    • YGENERAL TAGGING OF NEW TECHNOLOGICAL DEVELOPMENTS; GENERAL TAGGING OF CROSS-SECTIONAL TECHNOLOGIES SPANNING OVER SEVERAL SECTIONS OF THE IPC; TECHNICAL SUBJECTS COVERED BY FORMER USPC CROSS-REFERENCE ART COLLECTIONS [XRACs] AND DIGESTS
    • Y02TECHNOLOGIES OR APPLICATIONS FOR MITIGATION OR ADAPTATION AGAINST CLIMATE CHANGE
    • Y02BCLIMATE CHANGE MITIGATION TECHNOLOGIES RELATED TO BUILDINGS, e.g. HOUSING, HOUSE APPLIANCES OR RELATED END-USER APPLICATIONS
    • Y02B20/00Energy efficient lighting technologies, e.g. halogen lamps or gas discharge lamps
    • Y02B20/40Control techniques providing energy savings, e.g. smart controller or presence detection

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  • General Physics & Mathematics (AREA)
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Abstract

The application provides a method and a device for processing special effect events in an animation, wherein the method for processing the special effect events in the animation comprises the following steps: receiving a creation instruction of at least one target special effect event, wherein the at least one target special effect event is a special effect event to be created in a target animation, and the creation instruction of the special effect event carries a group identifier of a target special effect group; determining at least two target animation special effects included in the target special effect group according to the group identification of the target special effect group; and obtaining special effect parameters of the target special effect event, applying the special effect parameters to at least two target animation special effects, and creating the target special effect event. Therefore, a plurality of animation effects can be fused into one effect group, and the effect parameters can be simultaneously applied to a plurality of animation effects included in the effect group by only configuring the effect parameters of one effect event in a fusion mode, so that the workload of configuring the animation effects with similar expression logic is reduced, the processing resources are saved, and the processing efficiency and the accuracy of the animation effect events are improved.

Description

Method and device for processing special effect event in animation
Technical Field
The application relates to the technical field of animation production, in particular to a special effect event processing method in animation. The application also relates to an animation special effect event processing device, a computing device and a computer readable storage medium.
Background
With the rapid development of computer technology and internet technology, animation is becoming more and more popular with people, and various animations are seen everywhere in life and work. In animation, a special effect event is a relatively common and important event to represent dynamic transformations such as skill effects and action manifestations.
In the prior art, a mobile game mostly adopts a Unity (game engine) as a development tool, and a method for triggering special effect events in the Unity is to make a dotting combination component on a Clip (resource file for storing animation in the Unity) to trigger the special effect events. However, in the method for triggering the special effect event, under the condition that the special effect is very much and complex under the same animation, the workload of editing the special effect event is large, even though the expression logics are similar, the configuration is needed one by one, errors are easy to occur, a large amount of processing resources are wasted, and the processing efficiency and the accuracy of the animation special effect event are low.
Disclosure of Invention
In view of this, the embodiment of the present application provides a method for processing special effects events in animation, so as to solve the technical defects existing in the prior art. The embodiment of the application also provides a special effect event processing device in the animation, a computing device and a computer readable storage medium.
According to a first aspect of an embodiment of the present application, there is provided a method for processing a special effect event in an animation, including:
receiving a creation instruction of at least one target special effect event, wherein the at least one target special effect event is a special effect event to be created in a target animation, and the creation instruction of the special effect event carries a group identifier of a target special effect group;
determining at least two target animation special effects included in the target special effect group according to the group identification of the target special effect group;
and obtaining special effect parameters of the target special effect event, applying the special effect parameters to at least two target animation special effects, and creating the target special effect event.
According to a second aspect of an embodiment of the present application, there is provided an animation special effect event processing device, including:
the receiving module is configured to receive a creation instruction of at least one target special effect event, wherein the at least one target special effect event is a special effect event to be created in a target animation, and the creation instruction of the special effect event carries a group identifier of a target special effect group;
the determining module is configured to determine at least two target animation special effects included in the target special effect group according to the group identification of the target special effect group;
the application module is configured to acquire special effect parameters of the target special effect event, apply the special effect parameters to at least two target animation special effects and create the target special effect event.
According to a third aspect of embodiments of the present application, there is provided a computing device comprising:
a memory and a processor;
the memory is used for storing computer executable instructions, and the processor executes the computer executable instructions to realize steps of the special effect event processing method in the animation.
According to a fourth aspect of embodiments of the present application, there is provided a computer-readable storage medium storing computer-executable instructions which, when executed by a processor, implement steps of a method for processing special effects events in an animation.
According to a fifth aspect of embodiments of the present application, there is provided a chip storing a computer program which, when executed by the chip, implements the steps of the special effects event processing method in animation.
According to the special effect event processing method in the animation, a creation instruction of at least one target special effect event is received, wherein the at least one target special effect event is a special effect event to be created in the target animation, and the creation instruction of the special effect event carries a group identifier of a target special effect group; determining at least two target animation special effects included in the target special effect group according to the group identification of the target special effect group; and obtaining special effect parameters of the target special effect event, applying the special effect parameters to at least two target animation special effects, and creating the target special effect event.
Under the condition, a plurality of animation effects can be integrated into one effect group, any pre-created effect group can be directly selected when a target effect event is created, the effect parameters of the target effect event can be directly applied to a plurality of animation effects included in the effect group, the effect parameters of the effect event can be simultaneously applied to a plurality of animation effects included in the effect group by means of integration only by configuring the effect parameters of the effect event, the workload of configuring the animation effects similar to the expression logic is reduced, errors in daily iterations of configuring the effect, replacing the animation and the like are avoided, processing resources are saved, and the processing efficiency and the accuracy of the animation effect event are improved.
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FIG. 1 is a schematic diagram of a process for handling special effects events in an animation according to an embodiment of the present application;
FIG. 2 is a flow chart of a method for processing special effects events in an animation according to an embodiment of the present application;
FIG. 3a is a schematic diagram of an animation event editor main interface according to an embodiment of the present application;
FIG. 3b is a schematic diagram of a configuration of a special effects group according to an embodiment of the present application;
FIG. 3c is a schematic diagram of a configuration of special effect transformation parameters according to an embodiment of the present application;
FIG. 3d is a schematic diagram of data configuration of a multi-effect simultaneous triggering effect configuration item according to an embodiment of the present application;
FIG. 4 is a process flow diagram of a method for processing special effects events in an animation applied to a game animation according to an embodiment of the present application;
FIG. 5 is a schematic structural diagram of an apparatus for processing special effects events in animation according to an embodiment of the present application;
FIG. 6 illustrates a block diagram of a computing device provided in accordance with an embodiment of the present application.
Detailed Description
In the following description, numerous specific details are set forth in order to provide a thorough understanding of the present application. This application is, however, susceptible of embodiment in many other ways than those herein described and similar generalizations can be made by those skilled in the art without departing from the spirit of the application and the application is therefore not limited to the specific embodiments disclosed below.
The terminology used in one or more embodiments of the application is for the purpose of describing particular embodiments only and is not intended to be limiting of one or more embodiments of the application. As used in this application in one or more embodiments and the appended claims, the singular forms "a," "an," and "the" are intended to include the plural forms as well, unless the context clearly indicates otherwise. It should also be understood that the term "and/or" as used in one or more embodiments of the present application refers to and encompasses any or all possible combinations of one or more of the associated listed items.
It should be understood that, although the terms first, second, etc. may be used in one or more embodiments of the present application to describe various information, these information should not be limited to these terms. These terms are only used to distinguish one type of information from another. For example, a first may also be referred to as a second, and similarly, a second may also be referred to as a first, without departing from the scope of one or more embodiments of the present application.
It should be noted that, the animation is more and more popular with people, and various animations are visible everywhere in life and work. In animation, a special effect event is a relatively common and important event to represent dynamic transformations such as skill effects and action manifestations.
At present, more common animation event editing modes are to dot on animation clips (resource files for storing animation in Unity), use statemachine behaviors to perform logic processing or use logic driving animation special effect events, and have high coupling in project codes, animation state machines or clips and are difficult to preview in non-running, so that the operation complexity of editing events accompanying animation is high.
In practical applications, the method for triggering the special effect event in the Unity is to make a click-combining component on the Clip to trigger the event. However, this default approach has the following problems: when the animation is complex, the special effects under the same animation are many and complex, the workload of editing the event is great and the error is easy to occur; for special effects with complex expression effects, because no better editing preview tool exists, more repeated and complex development work often exists for manufacturing complex special effects, so that the manufacturing efficiency is lower; when a large number of special effects with similar expression logic need to be configured, a large amount of repeated workload exists, a large amount of processing resources are wasted, and the processing efficiency and accuracy of animation special effect events are low.
Therefore, in the method for processing the special effect event in the animation, a plurality of special effects of the animation can be integrated into one special effect group, any special effect group which is created in advance can be directly selected when the target special effect event is created, special effect parameters of the target special effect event can be directly applied to a plurality of special effects of the animation included in the special effect group, the special effect parameters of the special effect event can be simultaneously applied to a plurality of special effects of the animation included in the special effect group by means of integration only by configuring the special effect parameters of the special effect event, the workload of configuring the special effects of the animation with similar expression logic is reduced, errors in daily iterations of configuring the special effects, replacing the animation and the like are avoided, processing resources are saved, and the processing efficiency and the accuracy of the special effect event of the animation are improved.
In addition, universal editing, previewing and playing tools for the animation special effect event are provided; the editing method for the complex special effect event expression is convenient.
In the present application, a method for processing special effects events in animation is provided. The present application relates to an animation specific event processing device, a computing device, and a computer readable storage medium, and is described in detail in the following embodiments.
Fig. 1 is a schematic diagram illustrating a processing procedure of a special effect event in an animation according to an embodiment of the present application, as shown in fig. 1, a user triggers a creation instruction for a target special effect event in a client, where the creation instruction carries a group identifier of a target special effect group to be used, when a server receives the creation instruction, determines at least two target special effects of the target special effect group according to the group identifier, then obtains special effect parameters of the target special effect event, and applies the special effect parameters to a plurality of special effects of the animation included in the target special effect group, so as to create the target special effect event in the target special effect, and returns the target special effect to the client for playing.
Fig. 2 shows a flowchart of a method for processing special effects events in an animation according to an embodiment of the present application, which specifically includes the following steps 202-206:
step 202: receiving a creation instruction of at least one target special effect event, wherein the at least one target special effect event is a special effect event to be created in the target animation, and the creation instruction of the special effect event carries a group identifier of a target special effect group.
Specifically, the target animation refers to an animation of a special effect event to be created currently, namely, an animation which is edited currently; the target effect group is an effect group to which at least one effect event is to be applied, and may be manually selected by a user when creating the target event.
In an optional implementation manner of this embodiment, before receiving the instruction for creating the at least one target special effect event, the method further includes:
combining at least two animation effects into an animation effect group;
setting a father object and a resource path of a first animation effect aiming at the first animation effect in the animation effect group, wherein the first animation effect is any animation effect included in the animation effect group;
taking father objects and resource paths corresponding to each animation effect in the animation effect group as group configuration information of the animation effect group;
and configuring a corresponding group identifier for the animation special effect group, and correspondingly storing the group identifier and the group configuration information.
It should be noted that, a plurality of animation special effects can be saved in the script object in the form of groups and provide selectable group identifications, and when creating a special effect event, a user can directly select a specified group identification according to the requirement to multiplex the set special effect groups, so as to reduce the configuration workload.
In practical application, when multiple animation effects are fused into one animation effect group, multiple animation effects can be edited at the same time. Specifically, when multiple animation effects are integrated into an animation effect group, the animation effect group can be divided into two parts for editing, namely a parent object and a resource path, wherein the part can be provided with the parent object to which each animation effect needs to be attached and the resource path of the animation effect, and the part of content can be stored as a script object for later multiplexing. The script object is a base class, specifically may be a base class of special effect events, where a large number of parameters of the special effect events, such as trigger time, time length and curve information, already exist in the base class, and the special effect events serving as a base can be used.
In particular, setting the resource path of the animation effect can be used for loading the animation effect resource. Because the codes of the resource loading modules used by different projects are different, the special effect editing tool provided by the embodiment of the application can internally set a resource management module and provide an interface base class for external project use and expansion. If the corresponding code of the resource loading is not realized in the project, realizing the loading of the animation special effect resource by using a resource management module in the special effect editing tool; if the project has the code corresponding to realizing the resource loading, the project uses the code in the project to load the resource, and the project can register the corresponding interface base class in the special effect editing tool, so that the special effect editing tool can call the resource management code of the project through the interface base class without modification. Therefore, the resource loading method of the accessed project is registered to adapt to the resource loading flow of different projects, and the resources are loaded and instantiated in the life cycle of the special effect event, so that the follow-up display of the animation special effect is facilitated.
For example, a special effects editing tool is accessed into a certain project, the special effects editing tool provides a resource management interface base class "IResourceManager", the resource management code of the project itself can be called in the class, then the project registers the resource management interface base class "IResourceManager" into a resource management module of the special effects editing tool, and the special effects editing tool can call the resource management code of the project without modification. The adapter mode is similar to that in the design mode except that the template of the adapter is given by the special effects editing tool.
In addition, the binding point of the animation effect is set, that is, the father object is set to prescribe the object attached when the animation effect is played, if the animation effect is set on the arm of the game character, the special effect expression uses the arm as the father object to set the expression parameters such as self displacement, rotation, scaling parameters and the like.
In the embodiment of the application, at least two animation effects can be integrated into one animation effect group, aiming at the configuration of the animation effect group, the configuration can be simultaneously applied to different effect events, a plurality of objects are simultaneously used, the parent object configuration of the animation effects is edited in a group mode, namely, the configuration is carried out in the animation effect group aiming at the parent objects and resource paths of each animation effect, and the general configuration function of the animation effects in the event life cycle is provided. Therefore, the method multiplexes a plurality of special effects in the form of animation special effect groups, improves reusability, reduces workload and improves processing efficiency and accuracy of the animation special effects.
Step 204: and determining at least two target animation special effects included in the target special effect group according to the group identification of the target special effect group.
It should be noted that, the pre-created animation effect group and the corresponding group identifier are stored together, so that the creation instruction can be parsed to obtain the group identifier of the target effect group carried therein, the corresponding target effect group can be found based on the group identifier, and then each target animation effect included in the target effect group is determined, the effect parameters of the subsequent target effect event can be directly applied to each target animation effect included in the target effect group, that is, the same set of effect parameters can be multiplexed by each animation effect included in the target effect group through the group identifier of the effect group.
Step 206: and obtaining special effect parameters of the target special effect event, applying the special effect parameters to at least two target animation special effects, and creating the target special effect event.
It should be noted that, the special effect parameters of the target special effect event may be stored in advance and directly obtained; special effect parameters currently configured by the user can also be received.
In practical application, after the special effect parameters of the target special effect event are obtained, the special effect parameters can be directly applied to at least two target animation special effects to create the target special effect event. That is, the setting of the special effect parameters uses the special effect event as a reference, the parameters of the animation special effects with the same or similar expression effect can be uniformly set, and a plurality of animation special effects are fused into one special effect event to be triggered, so that the editing work of a plurality of special effect events similar to the animation special effects is reduced, a multiplexing multi-special effect simultaneous triggering scheme is provided, the editing efficiency of the plurality of special effects simultaneous triggering is improved, at the moment, the editing of the plurality of animation special effects is transferred to an animation special effect group, and the special effect event only focuses on the expression parameters of the special effects.
In the specific implementation, the special effect expression parameters in the special effect parameters of the target special effect event are consistent with the editing of the parameters of each animation special effect in the corresponding target animation special effect group, so that object displacement, rotation and scaling data can be edited, and curve sampling is provided to edit dynamic effect change. At this time, the special effect expression parameters of the plurality of animation special effects in the target animation special effect group used by the target special effect event are all the set of data.
As an example, when three animation effects are merged into one animation effect group, the parent object and the resource path of each animation effect can be edited separately and stored in one group configuration. Next, it is assumed that an effect event is created to apply the animation effect group, and an effect expression parameter is set, at this time, three animation effects can be seen to be configured, but only one effect event needs to be configured in a fusion manner to apply the effect parameter to the three animation effects simultaneously. When one of the animation effects is edited, the animation effects in the animation effect group under the same effect event are influenced, but the same animation effect group of different effect events are not influenced, because the setting of the effect parameters is edited following the effect event.
For example, with the animated special effect group a, it is assumed that the animated special effect group a is used for both special effect event a and special effect event B, respectively, and the special effect parameters of the special effect event a and the special effect event B are completely different, so that the performances of the two special effect events are also completely different. However, for the inside of special effects event a, special effects parameters will be applied to all the animated special effects of animated special effects group a, so the special effects parameters of all the animated special effects played by special effects event a are the same.
In an optional implementation manner of this embodiment, obtaining the special effect parameter of the target special effect event includes:
and configuring special effect parameters of the target special effect event through a pre-established base class, wherein the base class stores basic special effect parameters of the special effect event.
The basic special effect parameters of the special effect event can be general basic parameters of a plurality of special effect events, such as trigger time, time length, curve information and the like.
It should be noted that, the editable general special effect event template is manufactured to cope with the editing and playing requirements of playing special effects along with the animation, the base class of the special effect event can be manufactured to bear the editing function of the basic special effect event of the animation playing event, the editing function aiming at the special effect event is realized, the special effect event is realized on the basis, and the basic performance editing function required by the special effect event is provided. Thereafter, the data for the special effects event can be stored in an event collection and maintained in the form of a file, which can be loaded in an animation to obtain a configuration of the special effects presentation to play the special effects when appropriate.
In practical applications, the base class may be a script object, specifically, a base class of special effect events, where a large number of basic parameters of the special effect events, such as trigger time, time length and curve information, already exist in the base class, and the special effect event serving as a base may be already used. If events of special effect behaviors or logic are needed to be added on the basis, only the basic class is needed to be inherited for additional expansion, so that the new special effect event is produced only by focusing on the logic of the special effect event, and the basic problem of triggering and ending when is not needed.
For example, if it is desired to add a special effect event, the special effect event can hit surrounding enemies when playing, then the special effect event can be inherited as a new event, and when the new event is manufactured, only the event of hitting the surrounding enemies needs to be directly edited on the basis of the base class expression logic.
In the embodiment of the application, when the special effect parameters of the target special effect event are configured, the base class with a large number of basic parameters of the special effect event can be adopted, the base class is inherited to be additionally expanded, when the special effect event needs to be created, various basic parameters do not need to be configured one by one, only special effect behaviors or logics of the special effect event needing to be created need to be concerned, the basic parameters in the base class are multiplexed to a plurality of special effect events, the reusability is improved, the workload is reduced, and the processing efficiency and the accuracy of the animation special effect event are improved.
In an alternative implementation of this embodiment, the special effects parameters include life cycle parameters and special effects performance parameters; configuring special effect parameters of a target special effect event through a pre-established base class, wherein the special effect parameters comprise:
inheriting the base class to obtain the basic special effect parameters stored in the base class;
The method comprises the steps of receiving a dragging operation aiming at a time axis in an event editing page, and determining life cycle parameters of a target special effect event according to the dragging operation, wherein the event editing page is a visual page, and editing controls of various special effect parameters are arranged in the event editing page;
receiving configuration operation aiming at special effect expression control in an event editing page, and determining special effect expression parameters of a target special effect event according to the configuration operation;
and taking the basic special effect parameters, the life cycle parameters and the special effect performance parameters as special effect parameters of the target special effect event.
It should be noted that, a large number of basic parameters of special effect events already exist in the basic class, and the basic class can be directly called as a basic special effect event, and the basic class is inherited to be additionally expanded, namely, special life cycle parameters and special effect performance parameters of the target special effect event to be created are additionally edited, and the basic special effect parameters, the life cycle parameters and the special effect performance parameters are jointly used as special effect parameters of the target special effect event. Therefore, the base class is directly inherited, the basic special effect parameters are multiplexed, and the editing workload of the special effect parameters can be greatly reduced.
In practical application, when special life cycle parameters and special effect performance parameters of a target special effect event are additionally added, an event editing page can be provided, editable components such as a time axis and a special effect performance control are arranged in the event editing page, the special life cycle parameters of the target special effect event can be edited through dragging the time axis, and the special effect performance parameters of the target special effect event can be edited through configuration operation of the special effect performance control, so that the special effect parameters of the target special effect event are additionally configured on the basis of inherited basic special effect parameters.
Specifically, the lifecycle parameters may include a trigger opportunity (i.e., start time) and a duration; the special effect performance parameters may include presentation parameters of the animated special effect, such as displacement/rotation/scaling parameters.
It should be noted that, in the editing mode, a control based on a time axis can be made, and the current event is intuitively displayed in the editor in the form of the control, that is, the event editing page is a visual page, the user can drag the control in the page to realize parameter configuration, the life cycle parameters and special effect performance parameters (triggering time, duration, effect and other parameters) of the editing event based on the operation mode of the mouse and the keyboard are provided, a more convenient event type expansion scheme is realized to cope with various requirements, a convenient and expandable animation special effect event editing tool and a runtime animation event triggering logic are provided for the project, the complexity of editing and previewing operation is reduced, and the expandability is enhanced.
In practical applications, the displacement, rotation and scaling information of the animation effect relative to the attached parent object can be set so as to display different effects, and the values are applied to the Position/Rotation/Scale attribute of the effect transformation, that is, the effect expression parameters of the target effect event can be configured through the effect expression control in the event editing page, for example, the effect is set at a Position deviated from the arm coordinate by a certain distance so as to display the effect of long-distance attack.
The method comprises the steps of storing target special effects events in a Json format in a file, editing special effect parameters of the target special effects events as a script object (class) when editing, thereby obtaining the advantages of Unity on script object editing operation including copy, paste, delete and attribute change withdrawal operation, improving reusability of editing similar special effects events, for example, needing fireball special effects with two very similar parameters, editing in a copy and paste mode, reducing a large amount of workload, and carrying out special effect parameter configuration operation of the special effects events on an editor interface (event editing page) without writing special effect related codes.
For example, fig. 3a is a schematic diagram of an animation event editor main interface provided in an embodiment of the present application, where an animation state machine is used to control animation to play, and the animation state machine has two layers, as shown in fig. 3a, where opening the editor can see that the leftmost layer is two layers of the animation state machine, for example, layer a and layer B are respectively selected, a state menu of the layer is a state of a currently selected layer, for example, layer a is selected, and the state corresponding to layer a may include state 1, state 2, state 3, state 4, and state 5, and the state may enable a character in the animation to play a corresponding action. In addition, in the current selected state (assumed to be state 1), a plurality of tracks can be arranged, the sliders in the tracks are special effect events, such as special effect event 1, special effect event 2 and special effect event 3, the starting time and duration of the special effect event can be directly modified by dragging the sliders corresponding to the special effect event through a mouse, new special effect events can be directly added through a right key menu, and further, event editing data corresponding to a certain special effect event can be selected on the right side by clicking the sliders corresponding to the special effect event, namely, special effect performance parameters of the special effect event, such as displacement, rotation, scaling and the like are edited.
In the embodiment of the application, the editable attribute of the special effect event, namely the life cycle parameter and the special effect performance parameter, can be edited on the Unity Injector panel, and the editing content can be expanded by realizing the editing panel Editor by self, so that more editing operations are realized, and rich special effect event configuration operation and multiplexing schemes are provided to improve the special effect event processing efficiency.
In an alternative implementation of this embodiment, the special effect performance parameters include special effect transformation parameters; receiving configuration operation aiming at special effect expression control in an event editing page, and determining special effect expression parameters of a target special effect event according to the configuration operation, wherein the method comprises the following steps:
receiving a first configuration operation aiming at a curve configuration control in an event editing page;
and generating a dynamic change curve of the target special effect event according to the first configuration operation, wherein the dynamic change curve is used for indicating the dynamic change condition of the target special effect event in the life cycle.
Specifically, the special effect performance parameters may include basic attribute parameters such as displacement/rotation/scaling, and may further include special effect change parameters, where the special effect change parameters may indicate dynamic change conditions of the animation special effect in the life cycle.
It should be noted that, a curve sampling mechanism is provided in a special effect time range (i.e. in a special effect life cycle), so that the displacement, rotation and scaling of the special effect can be advanced along with time in the special effect event life cycle, and change along with the change of the curve value, i.e. each frame continuously samples the value of the curve in the time range and is applied to the Position/Rotation/Scale attribute of the special effect transformation, thereby showing a complex special effect.
In the embodiment of the application, a complex special effect animation effect can be triggered for a single special effect event, and for a special effect event, not only the effect of expressing a certain special effect at a certain place but also more complex effects can be produced within a life cycle. That is, parameters such as displacement, rotation, scaling and the like of the special effect are dynamically set through curve sampling within the life cycle of the special effect event, so that more complex performance can be represented. For example, the effect that a fireball which moves forward along a spiral track is larger and larger along with time can be produced, the fireball can be obtained directly through editing, the fireball can be simply realized without additional writing of component codes or through K frames, and if the event performance is expected to be expanded, the sampling method can be rewritten through an inheritance mode, so that a more convenient editing method for complex special effect event performance is provided.
For example, fig. 3b is a schematic configuration diagram of a special effect group provided in an embodiment of the present application, as shown in fig. 3b, for a target special effect group, a configuration file may be selected or input at a control corresponding to a "configuration file", and the selected or input configuration file may be edited by an "edit configuration" control; in addition, the event file can be selected or input at the control corresponding to the event file, and the selected or input event file can be edited through the animation editing event control. Fig. 3c is a schematic configuration diagram of a special effect transformation parameter according to an embodiment of the present application, and as shown in fig. 3c, dynamic transformation curves of parameters 1, 2 and 3 with time may be configured through operations such as mouse dragging, scrolling, etc. Fig. 3d is a schematic diagram of data configuration of a multi-effect simultaneous triggering effect configuration item according to an embodiment of the present application, as shown in fig. 3d, an animation effect group "knapsack nozzle group a" includes 4 animation effects, which are respectively main spray 1, main spray 2, auxiliary spray 1, and auxiliary spray 2, and binding points (i.e., parent objects) and prefabrication (i.e., resource paths) of each animation effect can be configured for each animation effect.
In this embodiment of the present application, after creating the target special effect event, the method further includes:
receiving a preview instruction aiming at a target special effect event;
in the universal preview tool, at least two target animation effects included in the target effect group are played according to the effect parameters of the target effect event.
In practice, the generic preview tool may provide both runtime and non-runtime preview mechanisms. When a preview instruction aiming at a target special effect event is received, at least two target animation special effects included in the target special effect group can be played in a general preview tool according to special effect parameters of the target special effect event, and the preview instruction can be an instruction triggered by animation running or non-running.
Because the special effect editing tool provides a time axis interface and a unified event triggering flow, taking a game scene as an example, the Update call of Unity can be automatically carried out through each frame of the Handler component in the game running process or the game console, so that the preview function can be configured on the basis. In the specific implementation, the editor window can be used for directly controlling the execution of the Handler, including the states of play, pause, stop, circulation, sampling and the like, the running time of the current Handler can be freely defined, and the event is triggered by controlling the Handler, so that the event triggering effect of each frame can be seen, and special effect preview is carried out when the game is run.
In addition, for non-running time, since Update can not be automatically obtained through Update of Unity, the Update method can be registered in the Update method of the Unity editor as a substitute, so that the Handler can be updated during non-running time, and special effect preview is realized.
It should be noted that, the previewing is performed by a general event triggering tool, and the general preview tool provides a preview mechanism in non-running and running, so that after the special effect event is configured, the effect of the special effect event can be seen conveniently, that is, at least two target animation special effects included in the target special effect group can be played in the general preview tool according to the special effect parameters of the target special effect event, so as to be previewed by a user.
In an optional implementation manner of this embodiment, after creating the target special effect event, the method further includes:
monitoring the playing state of the target animation through the designated component;
based on the play status, the lifecycle of each special effect event in the target animation is managed.
In practical application, the designated component is a component which is preconfigured and has various state machines for monitoring the target animation, so that the playing state of the target animation is monitored, and the playing state of the target animation can be monitored through the designated component, and the life cycle of each special effect event in the target animation is managed based on the playing state.
It should be noted that, the specified component is used to detect the playing state of the animation, so as to automatically trigger the event and manage the life cycle of the event, without developing upper game logic, that is, when the specified component monitors the triggering event of playing the target animation to a specific effect, the specific event is automatically triggered, and the specific effect is played in the animation. In this way, in the operation mode, the operation condition of the animation state is automatically checked to trigger the event corresponding to the animation state without project logic driving, unless special requirements exist, the accessed project does not need to write codes to control special effect events in the animation, the triggering of all special effect events is automatically performed based on the play state monitored by the designated component, and for the project, only editing of which events are triggered in which animations is needed.
In addition, the project only needs to write an adapter, an interface base class in the special effect editing tool is adapted, and the resource management code of the project is not modified. For example, an item has been produced for a long time, it has a set of mature resource management modules, then the special effects editing tool is accessed to prepare for the play event, and the special effects editing tool needs to call the resource management module of the item, for which the code of the item or the code of the special effects editing tool is not ideal, so that an adapter is used to automatically register at the time of initialization, so that the codes of both sides do not need to be modified, the workload of writing the adapter is relatively small, and an external resource management and update scheme is provided, so that the item is accessed.
In an optional implementation manner of this embodiment, after managing the life cycle of each special effect event in the target animation based on the playing state, the method further includes:
and hiding the first special effect event under the condition that the playing of the first special effect event is finished, wherein the first special effect event is any one of the special effect events managed by the appointed component.
It should be noted that, the persistent special effect playing scheme is provided on the basis of the animation special effect group, specifically, only the special effect event is hidden instead of destroyed after the special effect event is played, so that different animation states of the special effect event completely reuse the same special effect function, and the consistency of the performance is improved.
According to the special effect event processing method in the animation, a creation instruction of at least one target special effect event is received, wherein the at least one target special effect event is a special effect event to be created in the target animation, and the creation instruction of the special effect event carries a group identifier of a target special effect group; determining at least two target animation special effects included in the target special effect group according to the group identification of the target special effect group; and obtaining special effect parameters of the target special effect event, applying the special effect parameters to at least two target animation special effects, and creating the target special effect event.
Under the condition, a plurality of animation effects can be integrated into one effect group, any pre-created effect group can be directly selected when a target effect event is created, the effect parameters of the target effect event can be directly applied to a plurality of animation effects included in the effect group, the effect parameters of the effect event can be simultaneously applied to a plurality of animation effects included in the effect group by means of integration only by configuring the effect parameters of the effect event, the workload of configuring the animation effects similar to the expression logic is reduced, errors in daily iterations of configuring the effect, replacing the animation and the like are avoided, processing resources are saved, and the processing efficiency and the accuracy of the animation effect event are improved.
The following describes the application of the special effect event processing method in animation provided in the present application to game animation with reference to fig. 4 as an example. Fig. 4 shows a process flow chart of a special effect event processing method applied to animation of a game animation according to an embodiment of the present application, specifically including the following steps:
step 402: combining at least two game special effects into a game special effect group, and setting a father object and a resource path of a first game special effect aiming at the first game special effect in the game special effect group, wherein the first game special effect is any game special effect included in the game special effect group.
Step 404: and using the father object and the resource path corresponding to each game special effect in the game special effect group as the group configuration information of the game special effect group, configuring a corresponding group identifier for the game special effect group, and correspondingly storing the group identifier and the group configuration information.
Step 406: and receiving a creation instruction of at least one target special effect event, wherein the at least one target special effect event is a special effect event to be created in the target game, and the creation instruction of the special effect event carries a group identifier of a target special effect group.
Step 408: and determining at least two target game special effects included in the target special effect group according to the group identification of the target special effect group.
Step 410: inheriting a pre-created base class to obtain basic special effect parameters stored in the base class; and receiving a dragging operation aiming at a time axis in an event editing page, and determining life cycle parameters of a target special effect event according to the dragging operation, wherein the event editing page is a visual page, and editing controls of the special effect parameters are arranged in the event editing page.
Step 412: and receiving configuration operation aiming at the special effect expression control in the event editing page, and determining special effect expression parameters of the target special effect event according to the configuration operation.
In an alternative implementation of this embodiment, the special effect performance parameters include special effect transformation parameters; receiving configuration operation aiming at special effect expression control in an event editing page, and determining special effect expression parameters of a target special effect event according to the configuration operation, wherein the method comprises the following steps:
receiving a first configuration operation aiming at a curve configuration control in an event editing page;
and generating a dynamic change curve of the target special effect event according to the first configuration operation, wherein the dynamic change curve is used for indicating the dynamic change condition of the target special effect event in the life cycle.
Step 414: and taking the basic special effect parameters, the life cycle parameters and the special effect performance parameters as special effect parameters of the target special effect event.
Step 416: receiving a preview instruction aiming at the target special effect event; in the universal preview tool, playing at least two target game special effects included in the target special effect group according to the special effect parameters of the target special effect event.
Step 418: monitoring the playing state of the target game through the designated component; based on the play status, the lifecycle of each special effect event in the target game is managed.
Step 420: and hiding the first special effect event under the condition that the playing of the first special effect event is finished, wherein the first special effect event is any one of the special effect events managed by the appointed component.
According to the special effect event processing method in the animation, a creation instruction of at least one target special effect event is received, wherein the at least one target special effect event is a special effect event to be created in a target game, and the creation instruction of the special effect event carries a group identifier of a target special effect group; determining at least two target game special effects included in the target special effect group according to the group identification of the target special effect group; and acquiring special effect parameters of the target special effect event, applying the special effect parameters to at least two target game special effects, and creating the target special effect event.
Under the condition, a plurality of game special effects can be integrated into one special effect group, any pre-created special effect group can be directly selected when a target special effect event is created, special effect parameters of the target special effect event can be directly applied to a plurality of game special effects included in the special effect group, the special effect parameters of the special effect event can be simultaneously applied to a plurality of game special effects included in the special effect group by means of integration only by configuring the special effect parameters of the special effect event, the workload of configuring game special effects with similar expression logic is reduced, errors in daily iterations of configuring the special effect, replacing games and the like are avoided, processing resources are saved, and the processing efficiency and the accuracy of the game special effect event are improved.
Corresponding to the method embodiment, the present application further provides an embodiment of an in-animation special effect event processing device, and fig. 5 shows a schematic structural diagram of an in-animation special effect event processing device according to an embodiment of the present application. As shown in fig. 5, the apparatus includes:
the receiving module 502 is configured to receive a creation instruction of at least one target special effect event, where the at least one target special effect event is a special effect event to be created in the target animation, and the creation instruction of the special effect event carries a group identifier of a target special effect group;
a determining module 504 configured to determine at least two target animated special effects included in the target special effect group according to the group identification of the target special effect group;
the application module 506 is configured to obtain the special effect parameters of the target special effect event, and apply the special effect parameters to at least two target animation special effects to create the target special effect event.
Optionally, the apparatus further comprises a combining module configured to:
combining at least two animation effects into an animation effect group;
setting a father object and a resource path of a first animation effect aiming at the first animation effect in the animation effect group, wherein the first animation effect is any animation effect included in the animation effect group;
Taking father objects and resource paths corresponding to each animation effect in the animation effect group as group configuration information of the animation effect group;
and configuring a corresponding group identifier for the animation special effect group, and correspondingly storing the group identifier and the group configuration information.
Optionally, the application module 506 is further configured to:
and configuring special effect parameters of the target special effect event through a pre-established base class, wherein the base class stores basic special effect parameters of the special effect event.
Optionally, the special effects parameters include life cycle parameters and special effects performance parameters; an application module 506 further configured to:
inheriting the base class to obtain the basic special effect parameters stored in the base class;
the method comprises the steps of receiving a dragging operation aiming at a time axis in an event editing page, and determining life cycle parameters of a target special effect event according to the dragging operation, wherein the event editing page is a visual page, and editing controls of various special effect parameters are arranged in the event editing page;
receiving configuration operation aiming at special effect expression control in an event editing page, and determining special effect expression parameters of a target special effect event according to the configuration operation;
and taking the basic special effect parameters, the life cycle parameters and the special effect performance parameters as special effect parameters of the target special effect event.
Optionally, the special effect performance parameters include special effect transformation parameters; an application module 506 further configured to:
receiving a first configuration operation aiming at a curve configuration control in an event editing page;
and generating a dynamic change curve of the target special effect event according to the first configuration operation, wherein the dynamic change curve is used for indicating the dynamic change condition of the target special effect event in the life cycle.
Optionally, the apparatus further comprises a preview module configured to:
receiving a preview instruction aiming at a target special effect event;
in the universal preview tool, at least two target animation effects included in the target effect group are played according to the effect parameters of the target effect event.
Optionally, the apparatus further comprises a management module configured to:
monitoring the playing state of the target animation through the designated component;
based on the play status, the lifecycle of each special effect event in the target animation is managed.
Optionally, the management module is further configured to:
and hiding the first special effect event under the condition that the playing of the first special effect event is finished, wherein the first special effect event is any one of the special effect events managed by the appointed component.
The special effect event processing device in the animation receives a creation instruction of at least one target special effect event, wherein the at least one target special effect event is a special effect event to be created in the target animation, and the creation instruction of the special effect event carries a group identifier of a target special effect group; determining at least two target animation special effects included in the target special effect group according to the group identification of the target special effect group; and obtaining special effect parameters of the target special effect event, applying the special effect parameters to at least two target animation special effects, and creating the target special effect event.
Under the condition, a plurality of animation effects can be integrated into one effect group, any pre-created effect group can be directly selected when a target effect event is created, the effect parameters of the target effect event can be directly applied to a plurality of animation effects included in the effect group, the effect parameters of the effect event can be simultaneously applied to a plurality of animation effects included in the effect group by means of integration only by configuring the effect parameters of the effect event, the workload of configuring the animation effects similar to the expression logic is reduced, errors in daily iterations of configuring the effect, replacing the animation and the like are avoided, processing resources are saved, and the processing efficiency and the accuracy of the animation effect event are improved.
The above is a schematic scheme of a special effect event processing device in animation of this embodiment. It should be noted that, the technical solution of the special effect event processing device in the animation and the technical solution of the special effect event processing method in the animation belong to the same concept, and the details of the technical solution of the special effect event processing device in the animation, which are not described in detail, can be referred to the description of the technical solution of the special effect event processing method in the animation. Furthermore, the components in the apparatus embodiments should be understood as functional blocks that must be established to implement the steps of the program flow or the steps of the method, and the functional blocks are not actually functional partitions or separate limitations. The device claims defined by such a set of functional modules should be understood as a functional module architecture for implementing the solution primarily by means of the computer program described in the specification, and not as a physical device for implementing the solution primarily by means of hardware.
FIG. 6 illustrates a block diagram of a computing device provided in accordance with an embodiment of the present application. The components of computing device 600 include, but are not limited to, memory 610 and processor 620. The processor 620 is coupled to the memory 610 via a bus 630 and a database 650 is used to hold data.
Computing device 600 also includes access device 640, access device 640 enabling computing device 600 to communicate via one or more networks 660. Examples of such networks include the Public Switched Telephone Network (PSTN), a Local Area Network (LAN), a Wide Area Network (WAN), a Personal Area Network (PAN), or a combination of communication networks such as the internet. The access device 640 may include one or more of any type of network interface (e.g., a Network Interface Card (NIC)) whether wired or wireless, such as an IEEE802.11 Wireless Local Area Network (WLAN) wireless interface, a worldwide interoperability for microwave access (Wi-MAX) interface, an ethernet interface, a Universal Serial Bus (USB) interface, a cellular network interface, a bluetooth interface, a Near Field Communication (NFC) interface, and so forth.
In one embodiment of the present application, the above-described components of computing device 600, as well as other components not shown in FIG. 6, may also be connected to each other, such as by a bus. It should be understood that the block diagram of the computing device illustrated in FIG. 6 is for exemplary purposes only and is not intended to limit the scope of the present application. Those skilled in the art may add or replace other components as desired.
Computing device 600 may be any type of stationary or mobile computing device, including a mobile computer or mobile computing device (e.g., tablet, personal digital assistant, laptop, notebook, netbook, etc.), mobile phone (e.g., smart phone), wearable computing device (e.g., smart watch, smart glasses, etc.), or other type of mobile device, or a stationary computing device such as a desktop computer or PC. Computing device 600 may also be a mobile or stationary server.
Wherein the processor 620 is configured to execute computer-executable instructions of the special effects event processing method in the animation.
The foregoing is a schematic illustration of a computing device of this embodiment. It should be noted that, the technical solution of the computing device and the technical solution of the special effect event processing method in the animation belong to the same concept, and details of the technical solution of the computing device, which are not described in detail, can be referred to the description of the technical solution of the special effect event processing method in the animation.
An embodiment of the present application also provides a computer-readable storage medium storing computer instructions that, when executed by a processor, are used in a method for handling special effects events in an animation.
The above is an exemplary version of a computer-readable storage medium of the present embodiment. It should be noted that, the technical solution of the storage medium and the technical solution of the special effect event processing method in the animation belong to the same concept, and details of the technical solution of the storage medium which are not described in detail can be referred to the description of the technical solution of the special effect event processing method in the animation.
The computer instructions include computer program code which may be in source code form, object code form, executable file or some intermediate form, etc. The computer readable medium may include: any entity or device capable of carrying computer program code, a recording medium, a USB flash disk, a removable hard disk, a magnetic disk, an optical disk, a computer memory, a Read-only memory (ROM), a random access memory (RAM, randomAccessMemory), an electrical carrier signal, a telecommunications signal, a software distribution medium, and so forth. It should be noted that the content of the computer readable medium can be appropriately increased or decreased according to the requirements of the jurisdiction's jurisdiction and the patent practice, for example, in some jurisdictions, the computer readable medium does not include electrical carrier signals and telecommunication signals according to the jurisdiction and the patent practice.
An embodiment of the present application further provides a chip storing a computer program, which when executed by the chip, implements the steps of the method for processing special effects events in animation.
It should be noted that, for the sake of simplicity of description, the foregoing method embodiments are all expressed as a series of combinations of actions, but it should be understood by those skilled in the art that the present application is not limited by the order of actions described, as some steps may be performed in other order or simultaneously in accordance with the present application. Further, those skilled in the art will also appreciate that the embodiments described in the specification are all preferred embodiments, and that the acts and modules referred to are not necessarily all necessary for the present application.
In the foregoing embodiments, the descriptions of the embodiments are emphasized, and for parts of one embodiment that are not described in detail, reference may be made to the related descriptions of other embodiments.
The above-disclosed preferred embodiments of the present application are provided only as an aid to the elucidation of the present application. Alternative embodiments are not intended to be exhaustive or to limit the invention to the precise form disclosed. Obviously, many modifications and variations are possible in light of the teaching of this application. The embodiments were chosen and described in order to best explain the principles of the invention and the practical application, to thereby enable others skilled in the art to best understand and utilize the invention. This application is to be limited only by the claims and the full scope and equivalents thereof.

Claims (11)

1. A method for processing special effects events in an animation, the method comprising:
receiving a creation instruction of at least one target special effect event, wherein the at least one target special effect event is a special effect event to be created in a target animation, and the creation instruction of the special effect event carries a group identifier of a target special effect group;
determining at least two target animation special effects included in the target special effect group according to the group identification of the target special effect group;
and acquiring special effect parameters of the target special effect event, applying the special effect parameters to the at least two target animation special effects, and creating the target special effect event.
2. The method for processing special effects events in an animation according to claim 1, wherein before receiving the instruction for creating at least one target special effects event, further comprises:
combining at least two animation effects into an animation effect group;
setting a father object and a resource path of a first animation effect in the animation effect group aiming at the first animation effect, wherein the first animation effect is any animation effect included in the animation effect group;
taking father objects and resource paths corresponding to each animation effect in the animation effect group as group configuration information of the animation effect group;
And configuring a corresponding group identifier for the animation special effect group, and correspondingly storing the group identifier and the group configuration information.
3. The method for processing special effects events in an animation according to claim 1, wherein the acquiring special effects parameters of the target special effects event comprises:
and configuring the special effect parameters of the target special effect event through a pre-established base class, wherein the base class stores the basic special effect parameters of the special effect event.
4. The method for processing special effects events in an animation according to claim 3, wherein the special effects parameters include life cycle parameters and special effects performance parameters; the configuring the special effect parameters of the target special effect event through the pre-created base class comprises the following steps:
inheriting the base class to obtain basic special effect parameters stored in the base class;
a drag operation aiming at a time axis in an event editing page is received, and life cycle parameters of the target special effect event are determined according to the drag operation, wherein the event editing page is a visual page, and editing controls of various special effect parameters are arranged in the event editing page;
receiving configuration operation aiming at a special effect expression control in the event editing page, and determining special effect expression parameters of the target special effect event according to the configuration operation;
And taking the basic special effect parameter, the life cycle parameter and the special effect performance parameter as special effect parameters of the target special effect event.
5. The method for processing special effects events in an animation according to claim 4, wherein the special effects expression parameters include special effects transformation parameters; the receiving a configuration operation for the special effect expression control in the event editing page, and determining the special effect expression parameter of the target special effect event according to the configuration operation, including:
receiving a first configuration operation aiming at a curve configuration control in the event editing page;
and generating a dynamic change curve of the target special effect event according to the first configuration operation, wherein the dynamic change curve is used for indicating the dynamic change condition of the target special effect event in a life cycle.
6. The method for processing special effects events in an animation according to any one of claims 1-5, further comprising, after said creating said target special effects event:
receiving a preview instruction aiming at the target special effect event;
and in the universal preview tool, playing at least two target animation special effects included in the target special effect group according to the special effect parameters of the target special effect event.
7. The method for processing special effects events in an animation according to any one of claims 1-5, further comprising, after said creating said target special effects event:
monitoring the playing state of the target animation through a designated component;
and managing the life cycle of each special effect event in the target animation based on the playing state.
8. The method for processing special effects events in an animation according to claim 7, wherein after managing the life cycle of each special effects event in the target animation based on the play state, further comprises:
and hiding the first special effect event under the condition that the playing of the first special effect event is finished, wherein the first special effect event is any one of the special effect events managed by the appointed component.
9. An animation special effects event processing device, the device comprising:
the receiving module is configured to receive a creation instruction of at least one target special effect event, wherein the at least one target special effect event is a special effect event to be created in a target animation, and the creation instruction of the special effect event carries a group identifier of a target special effect group;
the determining module is configured to determine at least two target animation effects included in the target effect group according to the group identification of the target effect group;
The application module is configured to acquire special effect parameters of the target special effect event, apply the special effect parameters to the at least two target animation special effects and create the target special effect event.
10. A computing device, comprising:
a memory and a processor;
the memory is configured to store computer-executable instructions for performing the steps of the method for handling special effects events in an animation according to any one of claims 1 to 8.
11. A computer readable storage medium storing computer instructions which, when executed by a processor, implement the steps of the special effects event processing method in an animation according to any one of claims 1 to 8.
CN202310214138.0A 2023-03-07 2023-03-07 Method and device for processing special effect event in animation Pending CN116206016A (en)

Priority Applications (1)

Application Number Priority Date Filing Date Title
CN202310214138.0A CN116206016A (en) 2023-03-07 2023-03-07 Method and device for processing special effect event in animation

Applications Claiming Priority (1)

Application Number Priority Date Filing Date Title
CN202310214138.0A CN116206016A (en) 2023-03-07 2023-03-07 Method and device for processing special effect event in animation

Publications (1)

Publication Number Publication Date
CN116206016A true CN116206016A (en) 2023-06-02

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